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Messages - Raziel80

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1
Tigerlily's Shop is a Final Fantasy 7 Shop editor.
Note: I wanted to have an improved version of the White Chocobo, that can edit PSX Pal English version of the FF7. And then I made such an editor. But later, I added support for other versions.

Should support such PC versions: PC 1998 version, Steam version 2013 (eng, de, es, fr),
PC 2012 version (eng, fr) (but the 2012 version, without Master Materia Multiplier).

Should support such PSX versions:
NTSC-U version [SCUS-94163], Pal English version [SCES-00867],
PSX Pal French, German, Spanish,
NTSC-J Japanese [SLPS-00700], NTSC-J Japanese International [SLPS-01057] versions.

Description: Editor was tested only on the PSX Pal English version. Therefore, make a backup copy of the files. (Tested on Windows XP)

The difference between White Chocobo and this editor:
- can support more than one PSX version
- has Master Materia Multiplier for PSX

Features: can edit shop data

Screenshots:
Spoiler: show






Download: Tigerlily's Shop v1.02 (32/64 bit) - Win7.rar - (Windows 7 Font: Segoe UI, size: 9)
                   Tigerlily's Shop v1.02 (32/64 bit).rar - (Windows XP Font: Tahoma, size: 8 )

The difference between WinXP Font and Win7 Font versions is in the width and height of the controls. The text in Windows 7 is slightly larger than in Windows XP, and the controls should be slightly wider.


Thanks to Corroder who helped to create this editor. Thanks to titeguy3 for making White Chocobo.

2
Does anyone have these two apps: SceneFix v1.1, BinExplorer v1.1? If you have them, please upload them somewhere.

3
Update. Version 1.19.4.6 for Windows 7 font. Link in the first post.

4
Update. Version 1.18.6.1 for Windows 7 font. Link in the first post.

5
Update.
White Wind v1.19.4.6 updates:
- Pictures were added for characters and materia.
- The width of the trainer window can be changed. If the trainer tabs do not fit in two lines, then drag the right window border to the right.
The following tab was added: Other 2.

- "Stats" tab: Limit Progress bar can change the Limit bar by click.
- Hotkey on the "Materia 1" and "Materia 2" tabs, to hide Wpn/Arm combo boxes, is changed from Ctrl + V to Ctrl + X.
- "Equipment" tab: The hint in the Names labels displays how many percent you need to add or take away from HP in order to get 77 with the last two numbers.

"Status (Battle)" tab:
- "All statuses in menu" checkbox:
If checkbox is grayed then DualDrain, D.Force, Resist, LuckyGirl and Imprisoned statuses are displayed in the battle status menu in the game.
If checkbox is checked then all statuses are displayed in the battle status menu.
(Imprisoned status is displayed as Trapped)
- "Status colors" checkbox:
If checkbox is grayed then Shield status has Peerless status color.
D.Force, Resist have Cyan color.
If checkbox is checked then Shield status has Peerless status color.
D.Force has Dark color.
Resist, Reflect have Cyan color.
Dual, Dual Drain have red (Berserk) color.

- "Other2" tab:
- Materia Equip Effect displays stats alteration for each Equip Effect value. (Can change Stats alteration)
- "Keep materia on chars in North Crater" checkbox: Keep materia on characters in the Northern Crater, when the party is divided.

6
Update.
Magic Hammer is renamed to Powersoul.
Powersoul v1.18.6.1 updates:
- Pictures were added for characters and materia.
- The width of the trainer window can be changed. If the trainer tabs do not fit in two lines, then drag the right window border to the right.

The following tabs were added: Field Items, Damage, En.Atk.
"Field Items" tab: displays all picked up Field Items.
"En.Atk" tab: displays Enemy Attacks in the current Battle (Read Only)
"Damage" tab: displays Battle damage and Attack damage

"Damage" tab checkboxes:
- "Triple linked Materia" checkbox:
If checkbox is grayed then Support Materia works for left and right side from Support Materia in game for any weapon and armor slots.
Example: O=O O, if support materia will be on the 2-nd slot, then it will work for 1-st and 3-rd materia slots.

If checkbox is checked then Support Materia works for left and right side from Support Materia in game, only for right linked weapon/armor slots.
Example: =O=O=O
To have all Right linked slots enable checkbox "Right linked slots for all".

- "Right linked slots for all" checkbox: Changes all weapon and armor slots to Right linked slots.
Warning: It can not return back all weapon/armor slots to original values. To return back all weapon/armor slots to original values, load game Save from memory card.

- "HP/MP Damage Cap Break" checkbox: Damage Cap is increased from 9999 to 32767 in the battle. (see HP/MP/Damage cap breaks screenshots)
- "HP Cap Break" checkbox: HP Cap is increased from 9999 to 32767.
- "MP Cap Break" checkbox: MP Cap is increased to 32767.
- "HP/MP Cap Break at Lvl Up" checkbox: HP/MP Cap is increased from 9999 to 32767 when you Level Up.
- "Level Cap Break at Lvl Up" checkbox: max Level is increased from 99 to 127.
- "Time Cap Break" checkbox: Time Cap is increased from 99 to 999 hours in the menu.
- "Item q-ty Cap Break"checkbox: Max Items quantity Cap is increased from 99 to 127.

"Equipment" tab: Double click on the materia picture, then double click on the other materia slot, to exchange materia between those materia slots. Or click on the Materia and press Exchange button, then click on the other Materia and press Exchange button again, to exchange those Materias.
"Scene Stat" tab: AP, Items and elements can be changed in the current battle
"Battle Setup" tab: "Cover by" labels display which enemy covers current monster. Hint displays Cover flag binary and hexadecimal values

"Limits2" tab:
"Transform: keep chars" checkbox: Keep all characters in battle, when Cait Sith uses Transform limit.

7
Github save of the wiki: https://ff7-mods.github.io/ff7-flat-wiki/
Thanks
Hi, I created the mirror just in case anything went crazy and we lost the wiki.ffrtt.ru, which would've been a catastrophe!
Thanks, for that.
All done, all changes sync'd:
FF Text format link does not work.

8
Is there no other site or server for Qhimm Wiki? My country blocks sites with ".ru". Even do not remember how many years Qhimm Wiki with ".ru" is blocked, 3, 5 or 7 years. Or maybe even 9 years. I can not get on the Qhimm Wiki site, normally.
Is there some solution to change Qhimm Wiki site address, to be without ".ru" ?

9
I made a topic about this a long time ago.
Give this a read and see if it helps.
Sorry for late reply. Tested these Attack animations for several days. (Testing was done on the PSX pal english version)
0xFE - Braver limit animation from magic menu (Cloud's limits)

0xC8 - Braver limit animation from E.Skill menu (0xFE - 0x36 = 0xC8)
0xD0 - Grenade Bomb limit animation from E.Skill menu (Barret's limits)
0xD7 - Seal Evil limit animation from E.Skill menu (Aeris limits)
0xFD - Gauntlet limit animation from E.Skill menu (Yuffie's limits)
0xFF - All Creation limit from E.Skill menu; (no animation)

0xD5 -  All Creation limit animation from manipulated enemy menu; (animation displayed)
0xDD -  Beast Flare limit animation from manipulated enemy menu; (animation displayed)

Beast Flare animation value from magic menu: 0xDD + 0x60 = 0x13D (we can use only 1 byte)
Beast Flare animation value from E.Skill menu: 0x13D -  0x36 = 0x107
Beast Flare animation value from manipulated enemy menu: 0x13D -  0x60 = 0xDD
It seems, that Summon menu can use only Summons animations.

So, the sequence of animations, on the PSX version, is as follows:
000-035: 54 Magics
036-04D: 24 E.Skills
04E-05F: 18 Summons
060-FD: 158 Enemy magic attacks (not sure about 158)
0FE-143: 70 Limits?
144-14A: 7 Toy Box animations, or 0xE4-0xEA: if used from enemy attacks
14E-15D: Enemy throws Cloud's weapons, or 0xEE-0xFD: if used from enemy attacks
0x14E (or 0xEE from enemy attack) crashes game, suppose to throw Buster Sword, but it seems that there is no throw animation for Buster Sword
0x14F or 0xEF from enemy attack: throws Mythril Saber.

I saw in the PSX code that FF7 adds 0x48 to the Attack Id if we use E.Skills. May be there is also code that adds to Animation Id.

Give this a read and see if it helps.
Thanks, it helped.

Edit: Found one way to display Beast Flare animation from magic menu.
There are current attack values in battle:
Beast Flare attack used from AI script;       Attack 1 values: 02 01 3F 14 00 41 71 00 83 00 02 00; Attack 2 values: FF 05 00 00 00 00 00 00 FF FF 03 00
Beast Flare attack used from magic menu; Attack 1 values: 02 01 3F 02 00 41 71 00 83 00 02 00; Attack 2 values: 02 01 00 00 00 2E 00 00 FF FF 03 00
(Attack 2 values used with: Satan Slam, Finishing Touch and may be with Blade Beam)
If this "02" byte is changed to 14 in a debugger while the value is set in it, then Beast Flare animation is displayed from magic menu.
In the battle, there are also values ​​in which menu the character is in. When character points on enemies with Beast Flare attack from magic menu, these values become: 02 01 71.
Where 02 - Command Id, 01 - Menu Id, 71 - Attack Id. If 02 byte changed to 14 (Limit Command Id), then Beast Flare animation is displayed from magic menu. This works for all Vincent's second limit attacks, even with Satan Slam attack, two animations are displayed properly from magic menu.

10
I want to ask two questions.
1) How to use Beast Flare animation from magic menu or limit menu?
For example: Vincent is controlled during Galian Beast transformation and Beast Flare attack is in the magic menu. But when Beast Flare attack is used, it uses Laser animation from Enemy skills. How to use the correct animation with Beast Flare attack?

2) How to use 4x-Cut command with correct animation, when Vincent is controlled in Galian Beast form?

Questions about PC and PSX versions of the game.

11
White Wind (v1.16) changes:
- Fixed error with names in the flashback
- added Tab "Materia Q-ty": Counts the amount of materia needed to create Master Magic / Summon / Command materia. Go to the Materia menu in FF7 to see the amount of current materia
- another minor fixes

White Wind (v1.17) changes:
- added Tab "Command": To change commands constantly: Select Command in the list, change this Command as you want, then select all changed Commands in the list with Ctrl button and click "Use changes" checkbox. Change commands in Battle.
- added Tab "Magic":  To change magic attacks constantly: Select Magic attack in the list, change this attack as you want, then select all changed Magic attacks in the list with Ctrl button and click "Use Magic changes" checkbox. Do the same for Summon attacks, but click "Use Summon changes" checkbox. For E.Skill attacks, click "Use E.Skill changes" checkbox. Change attacks in Battle.

12
Magic Hammer (v1.15) changes:
- Fixed error with names in the flashback
- Added in "Cheats" tab: multipliers for values in groupboxes
- Added in "Cheats 2" tab: several formulas
- Added in "Action Data" tab: several cheats
- another minor fixes

13
1) Do we need to equip Pre-emptive materia on the third character to skip the special battles?
Because, when I equip Pre-emptive materia on the first or second character, max Pre-emptive materia rate = 85, and when Pre-emptive materia equipped on the third character, max Pre-emptive materia rate = 213.
Description about Pre-emptive materia:
Quote
A 5-star ONLY Pre-Emptive Materia will also HALVE the chance of getting the Ambush and Back Attack special formations. This ONLY works when you place the Pre-Emptive Materia on your 3rd (last) character.
2) What are the maximum chances for Pre-emptive materia to skip special formation battles on the field maps and world map?

14
I still can't get my game to load and test them myself.
This is bad. I also wanted to ask about Pre-emptive materia.

15
I guess I didn't make myself clear in either of my previous posts.
It was clear. I just used the familiar encounter rating system out of habit.

I don't think lure rate of 4 is possible unmodded so I omitted it. If a chocobo battle IS to be encountered, here's the percentage chance of each formation based on the lure rate:

Code: [Select]
8 12 16 20 24 28 32
Farm1 25 28.1 37.5 46.8 56.3 65.6 75
Farm2 25 28.1 37.5 46.8 43.7 34.4 25
Farm3 25 28.1 25 6.3 0 0 0
Farm4 25 15.6 0 0 0 0 0
Junon1 25 25 25 31.3 37.5 43.8 50
Junon2 25 25 25 31.3 37.5 43.8 50
Junon3 25 25 25 31.3 25 12.5 0
Junon4 25 25 25 6.1 0 0 0
I checked it out. Yes, with Chocobo lure rating 32: in the Chocobo Farm Area I only got the Farm1 and Farm2 battles. In the Junon Area I only got the Junon1 and Junon2 chocobo battles.

You can calculate the rest on your own if you'd like, they're not really important. What is important is at the point that the calculated Cchance is LESS THAN the encounter rate of the zone then you will get a chocobo battle. This is why with a maxed out lure rating of 32 you'll always get a chocobo battle. The largest Cchance is 32640 which is less than each zone's last formation's encounter rate. We can reduce this a little further into two more graphs: Chance you will encounter a chocobo, and chance of each formation is encountered based on lure rate. Here's the chance you'll encounter a chocobo formation by zone:

Code: [Select]
8 12 16 20 24 28 32
Farm 75 100 100 100 100 100 100
Junon 50 75 100 100 100 100 100
Costa del Sol &
Rocket Town ~58 ~86.7 100 100 100 100 100
Other locations 25 37.5 50 62.5 75 87.5 100
Costa del Sol &
Rocket Town   ~58   ~86.7   100
Somehow these values do not fit into this table. Something wrong with them. I checked it out.
With Chocobo lure rating 12 (these are ~86.7% of chocobo battles according to the table above): in the Gold Saucer Area I had 25 battles, 10 of them were chocobo battles and 15 were normal battles (10/ 25 = 40% chocobo battles, 15/ 25 = 60% normal battles). In the Rocket Town Area I had 25 battles, 13 of them were chocobo battles and 12 were normal battles (13/ 25 = 52% chocobo battles, 12/ 25 = 48% normal battles).
With Chocobo lure rating 16 (these are 100% of chocobo battles according to the table above): but I didn't have 100% of the chocobo battles in the Gold Saucer/Rocket Town Area, there were also normal battles.

I'm going to have to go back and verify those Costa del Sol/Rocket Town values at some point. They seem skewed in favor of the third formation.
Yes, something wrong with them. :) I had Rocket Town4 (RT4) battle with Chocobo lure rating 32.

To find the chance to encounter any of these individually as a broader function of "will I encounter this formation when a battle occurs", just multiply these two values together.
For example, the chance of getting Farm1 with a level 1 lure is 25% * 75% = 18.75%
the chance of getting Mideel2 with a mastered lure is 21.9% * 62.5% = 13.7%
According to your table: the chance of getting Mideel2 with a mastered lure is 21.9% * 50% = 10.95%

16
Are you talking about encounter rates? Those are a little different and don't work the same way on the WM than they do on the fields.
Yes. I want to know the chance of chocobo battles that are based on encounter rating.

Example for Special Formation battles (Back Attack 1, Back Attack 2, Side Attack, Ambush):
Junon Area - Grass                             Encounter Value:  32
  Normal Battle #1:  16/64 Chance       Back Attack #1:     4/64 Chance
     Row 1: 2x Nerosuferoth                Row 2: 2x Nerosuferoth
  Normal Battle #2:  16/64 Chance       Back Attack #2:     4/64 Chance
     Row 1: 2x Nerosuferoth                Row 1: 1x Nerosuferoth
     Row 2: 1x Formula                        Row 2: 2x Nerosuferoth
  Normal Battle #3:  16/64 Chance
     Row 1: 1x Zemzelett
  Normal Battle #4:  16/64 Chance
     Row 1: 1x Zemzelett,
               2x Nerosuferoth

We have 2 special formation battles with 4/64 Chance: 4 + 4 = 8/64 Chance for special formation battles, and 64 - 8 = 56 / 64 = Chance for Normal Battles.

According to the Enemy Mechanics FAQ by TFergusson:
Spoiler: show
Each unique area can support up to: 6 Normal battles and 4 Special Formation battles. 
In addition, World Map areas can support a further 4 Chocobo battles.
As soon as the chance succeeds and a random battle is going to occur, the following things are considered in order:
   Unique/Chocobo Battles
   Pre-emptive Chance
   Special Formations
   Normal Battles

If the area has any Special Formation battles, you have a chance of getting them first.
All Special Formation Battles have a chance out of 64 of occurring.
The chance of not getting a Special Formation battle is equal to 64/64 minus the sum of the probabilities of all available Special Formation battles.


Example for Chocobo Battles 1, 2, 3, 4:
Junon Area - Chocobo tracks (if Chocobo lure rating > 0)
Chocobo Battle 1 = 16/128 Chance (I think it is 16/128, and not 16/64)
Chocobo Battle 2 = 16/128 Chance
Chocobo Battle 3 = 16/128 Chance
Chocobo Battle 4 = 16/128 Chance
16*4 = 64/128 Chance for Chocobo battles (50% as we can see in the table above)

Chocobo Farm Area - Chocobo tracks
Chocobo Battle 1 = 24/128 Chance (I think it is 24/128, and not 24/64)
Chocobo Battle 2 = 24/128 Chance
Chocobo Battle 3 = 24/128 Chance
Chocobo Battle 4 = 24/128 Chance
24*4 = 96/128 Chance (75% as we can see in the table above)

Gold Saucer Area - Chocobo tracks (near Gold Saucer Desert)
Chocobo Battle 1 = 5/128 Chance
Chocobo Battle 2 = 5/128 Chance
Chocobo Battle 3 = 11/128 Chance
Chocobo Battle 4 = 11/128 Chance
5+5+11+11 = 32/128 Chance (25%)
Spoiler: show

Rocket Town Area - Chocobo tracks
Chocobo Battle 1 = 5/128 Chance
Chocobo Battle 2 = 5/128 Chance
Chocobo Battle 3 = 11/128 Chance
Chocobo Battle 4 = 11/128 Chance
5+5+11+11 = 32/128 Chance (25%)

Wutai Area - Chocobo tracks
Chocobo Battle 1 = 8/128 Chance
Chocobo Battle 2 = 8/128 Chance
Chocobo Battle 3 = 8/128 Chance
Chocobo Battle 4 = 8/128 Chance
8*4 = 32/128 Chance (25%)

Icicle Area (Snow Field) - Chocobo tracks
Chocobo Battle 1 = 3/128 Chance
Chocobo Battle 2 = 3/128 Chance
Chocobo Battle 3 = 13/128 Chance
Chocobo Battle 4 = 13/128 Chance
3+3+13+13 = 32/128 Chance (25%)

Mideel Area - Chocobo tracks
Chocobo Battle 1 = 7/128 Chance
Chocobo Battle 2 = 7/128 Chance
Chocobo Battle 3 = 9/128 Chance
Chocobo Battle 4 = 9/128 Chance
7+7+9+9 = 32/128 Chance (25%)


But 32/128 Chance (25%) if the Chocobo lure rating = 8.
And 32/128 Chance (25%) possibly multiplied by Chocobo lure rating and divided by 8: (32 * 8/8) / 128 = 32/128 (25%).
So,  for Chocobo lure rating 16:  (32 * 16/8) / 128 = 64/128 Chance (50%);
for Chocobo lure rating 32: (32 * 32/8) / 128 = 128/128 Chance (100%), which is the same as the table above. I don't know who created this table, but it seems to be true. Because with Chocobo lure rating we can increase chance for Chocobo battles. And of course, this is just a theory based on the table.

If you need a more detailed explanation and an actual table I might be able to provide one tomorrow.
Yes, it would be nice. Because I do not know, how Chocobo lure rating increases chance for Chocobo battles. My only guess is that the Chocobo lure rating increases the Chocobo encounter rating while calculating the instructions, and this increases the chance of chocobo battles.

17
For example, I'm in the area around Junon with two max level chocobo lures. The chocobo rating is capped at 32.
A battle check occurs and the PRNGLUT gives me a 36.
36 << 12 = 147,456
147,456 / 32 = 4,608
Chocobo Formation 4E is encountered

If the PRNGLUT gives me 160, then I get
160 << 12 = 655,360
655,360 / 32 = 20,480
Chocobo Formation 4F is encountered

Thanks. I'm also interested in the probability of all 4 chocobo battles on different areas of the world map.
So, according to this table:
Code: [Select]
.-------------.-------.---------------.---------------.-----------------------.
|Chocobo Lure |Rating:|Chance Chocobo |Chance Chocobo |Chance Chocobo         |
|Materia Lvl: |       |battle Ranch:  |battle Junon:  |battle everywhere else:|
|-------------|-------|---------------|---------------|-----------------------|
|Level 1      |   8   |     75%       |      50%      |         25%           |
|Level 3&4    |  16   |    100%       |     100%      |         50%           |
|2x Lvl 3 or 4|  32   |    100%       |     100%      |        100%           |
'-------------'-------'---------------'---------------'-----------------------'
The sum of the probabilities of 4 chocobo battles:
Chocobo Farm: 96
Junon: 64
Everywhere else: 32
I think that, max total probability of chocobo battles = 128. (Usually max total probability for other battles (encounters) = 64, as we can see in the Makou Reactor)
Which means that near the chocobo farm probability is 96 (or 75%) ( if the Chocobo Lure Rating = 8 ): 96 / 128 = 75%
Junon: 64 / 128 = 50%
everywhere else: 32 / 128 = 25%
So, if the Chocobo Lure Rating = 12, then: ( 96 * 12 / 8 ) / 128 = 144 / 128 = 112,5% (max 100%), where 96 - Overall probability of 4 chocobo battles at chocobo farm; 12 - Chocobo Lure Rating;
Junon: ( 64 * 12 / 8 ) / 128 = 96 / 128 = 75%
Everywhere else: ( 32 * 12 / 8 ) / 128 = 48 / 128 = 37,5%
But, this is just my theory based on the table above. Can you confirm my theory?

18
How does Chocobo Lure rating affect the chance of chocobo battles on the world map? Need a calculation formula.
What are the chances of chocobo battles on the world map with a Chocobo Lure rating of 12, 20, 28?

Probability for Chocobo battles on the world map:
Chocobo Ranch: 4 battles with probability 24 each: 24*4=96 total
Junon: 4 battles with probability 16 each: 16*4=64 total
Everywhere else: total probability = 32

Code: [Select]
Chocobo Encounter Chart:

.-------------.-------.---------------.---------------.-----------------------.
|Chocobo Lure |Rating:|Chance Chocobo |Chance Chocobo |Chance Chocobo         |
|Materia Lvl: |       |battle Ranch:  |battle Junon:  |battle everywhere else:|
|-------------|-------|---------------|---------------|-----------------------|
|Level 1&2    |   8   |     75%       |      50%      |         25%           |
|Level 3&4    |  16   |    100%       |     100%      |         50%           |
|2x Lvl 3 or 4|  32   |    100%       |     100%      |        100%           |
'-------------'-------'---------------'---------------'-----------------------'

Chocobo Lure Materia
Lvl
1:  + 8 Chocobo Lure Rating
2:  +12 Chocobo Lure Rating
3:  +16 Chocobo Lure Rating

19
How to find morph formula calculation through the debugger?

21
Here's the procedure:

- unpack the BATTLE.X by removing the initial eight header bytes (copy them somewhere)
- decompress the file as a gzip archive
- run the ASM file (enemy_long_range_attacks_asm.txt) through ARMIPS
- recompress with gzip (using the Cygwin version of gzip with the flags -9 -n will work best)
- re-add the initial header bytes
- reinsert your BATTLE.X file using whatever means you like
Where can I download this Cygwin version of gzip?

22
White Wind (v1.15) changes:
- Character 1,2,3 changed to current characters names
- another minor fixes

23
Magic Hammer (v1.14) changes:
- Fixed errors in Ultimate weapon formulas
- Added in "Battle Stats" tab: accuracy with Flash command or with Darkness status + Fury status; accuracy with D.blow command + Fury status; Critical hit chance against Enemy 1;
- Character 1,2,3 changed to current characters names
- another minor fixes

24
Have you renamed BATTLE.X to BATTLE.gz, Raziel?
Yes, I did what I wanted with ff7_gzip (FF7Dec + gzip) tools.
Information for modifying FF7 PSX files: http://forums.qhimm.com/index.php?topic=15074.0 ,
http://forums.qhimm.com/index.php?topic=12174.msg168727#msg168727

25
Answers to my questions.
To decompress files with https://github.com/cebix/ff7tools need to enter command in the command prompt: python unbingz KERNEL.BIN.
But these tools work with KERNEL.BIN file, they don't work with BATTLE.gz file. I do not see a tool or command that can recompress the KERNEL.BIN back.

ff7_gzip tools can decompress/recompress BATTLE.gz file. Command to decompress BATTLE.gz: gunzip BATTLE.gz. Command to recompress BATTLE file: gzip BATTLE or gzip -n BATTLE.
The -n switch stops gzip inserting the file's name and compression timestamp into the archive.

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