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Messages - dziugo

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51
Can you get me the full list of changed addresses and values so I can check it out?  I don't have the exe or the ability to run the game anyway.   8)
Since it's already done: runtime patch changes. Counting minutes till you give up ;)

Edit:
File taken down, not to troll anyone anymore.

52
Is there an easy way to work out which values it is patching at runtime?  Maybe they found out a few that we missed?
Dump the running exe and compare to the exe file. There are over 2k changed bytes - some of them are functions replaced, but some are single byte-tweaks. While fixing things (I'm using chocobo patch as an example), they NOP-ed not only the faulty instructions, but also surrounding ones, because they were not needed. A+ job, or they didn't want it to look like rip-off ;) You'd have to go one by one over the modifications to find unknown fixes.

53
I didn't notice the Left/Right Up/Down thing. I'll share my other findings here.

fr_e -- In the "chance" group script (I didn't write down which one) they change an 8 frame wait to a 1 frame wait.
lastmap -- In script 3 of group "AD3", it now uses script 1 of group "disp".

Such minor changes. I haven't played either of these parts of the game so I haven't "noticed" a change. Still have no idea about uutai1, nor why the frcyo filesize is so different.
Hello and welcome to the board! Thank you very much for posting your findings.

did they fix some bugs? like the Magic Defense bug of the Wizard Bracelet?
They did fix that one for sure, and chocobo crash too. Probably many more.

I wouldn't say that. Their driver latches onto the game the same way Aali's driver does, and he was able to fix the mdef bug without changing the exe. All you strictly need to do is have the fix somewhere else, such as somewhere in AF3DN.P, and have the driver patch it in at runtime.
Seconded. It's patched on run.

54
Ah yes, you were more sophisticated than me.   :-D  Bugger off!!!!   :evil:

Ah but wait, won't it look for size?  And fail because it doesn't recognise the exe?
It couldn't care less about the size of the patch. It will fail because of safety check - if more than one patching address was found while analyzing unknown ff7.exe it will abort. You could say they put a decoy in code, but it is most likely needed.

Since it uses adaptive patching, it's multi-language and multi-version.

55
Now that they can both be modded equally, I prefer either. You speak of headaches, and my only one is that all the mods for main characters are a mash-up of different arts and styles. Maybe it's a girl thing, but I really like to match. I am still grateful for what we have though  :)

This:
(...) Once you have used that patch it is then the old game almost 100%

Not to O/t: Either. New if I had to choose because it works out of the box.

56
Unfortunately that is part of the Menu Project...  Your best bet is to download yamp version, place it on the original 1.02, do a comparison with a back up of original 1.02 using dup.  Look at what the addresses changed are, copy them to a text file.  Change the addresses by adding C00 to all of them.  Use my Hexteditor program to patch new exe.

It is a lot of messing about.
Orrrr...

You could rename ff7_en.exe to ff7.exe, apply YAMP's patch and then rename back to ff7_en.exe. Whichever sounds easier to you.

Just checked YAMP patches and only the MinigamesPatch won't apply itself, because it will fail to find the correct offsets (they've duplicated some data).

So, the 9999 limit breaker works fine. The original one that is.

57
It's not verbatim copy though - they patched-in the use of the new engine.

58
How does character boost work in a technical sense? Something like readProcessMemory() and writeProcessMemory, with arbitrary addresses derived from memory watching?
AFAIK, they're boosting the saved games stored in the cloud. Then syncing it with your PC.

59
did they recompile the executable, or is it just a new new fixed graphics driver
New new.

I haven't checked out strings.dat, but AF3DN.P is the driver, so any changes are likely to be graphical.
Yeah, it's the driver and I'm wondering what've changed.

60
FF7 Tools / Re: WIP a patch to convert new FF7 to old
« on: 2012-08-18 12:06:04 »
Well, if the old ff7.exe wouldn't touch the new protected files (and it doesn't :-P), the DRM would effectively be bypassed (but still in place, should you decide to run through the new Launcher). You could say that the DRM protects the new engine, not the data.

61
Initial version: 1.0.5

Changes in 1.0.6 version:
AF3DN.P - updated to new version
strings.dat - 1.0.5 -> 1.0.6

If someone kind enough has already reversed the changes, please share the findings :)

62
crazy question, but how does the character boost work in the re release?   They don't even give you a pdf copy of the manual with this edition
You use it through your online profile (click "View Online Profile" in the Launcher).

63
FF7 Tools / Re: WIP a patch to convert new FF7 to old
« on: 2012-08-18 10:11:59 »
If we are literally converting the new to old, wouldn't this theoretically remove the need for SecuROM?

The impression I got was that SecoROM was not tied to the game itself, but to the launcher. You can't load the game without the launcher, and you can't use the launcher without activating the game. Similar to The Sims 3; by default, you can't play the game without the launcher, and you can't use the launcher without the disc being in the drive.

Since this patch replaces the new launcher with the original launcher, one that does not require an internet connection or any activation whatsoever, couldn't this theoretically bypass the (completely unnecessary and appalling) DRM? If I remember correctly, you are not asked for your activation code until after the game has already installed.

Even if this is the case, I can't see this as being much of an issue. The SecuROM is namely there not for the game itself, but for the features provided exclusively by the new launcher (DirectX, Cloud Saves, Achievements, etc), features that are disabled when converting to the old version.
SecuROM is in both Launcher and ff7_(language).exe. And it's also (kind of) protecting the new graphics driver file. You can't directly (by double clicking) run ff7_(language).exe, because it needs the settings from the launcher (through IPC).

I can't actually test it (because I don't have two accounts), but SecuROM is most likely just for DRM, it doesn't handle the cloud saves/achievements. Once it's feeded with correct code and activated, it's just transparent (well, maybe there is a little bit of debugging protection, but not so much).

If someone has 2 accounts, you can check if logging to another account changes your saved games - that would be a simple proof of SecuROM only handling DRM since logging to another account doesn't change the SecuROM activation data stored in registry.

I know double-posting is frowned upon, but I have a couple questions about the renaming method for running the game.

1.Does the attached drive have to be empty?

2.Is the game affected if the thing is unplugged?
1. It can be empty, ff7.exe just checks for the label.
2. Kind of - it does cd-checks when you advance to the next disc/load a new game, so unless you do that, you can unplug it.

Edit:
BishyT, not quite. The 1998 version has DRM too, albeit not very effective DRM.

That being said, does anyone know of any way to check for valid activation? It'd be better if this patch refused to apply to a non-activated copy.
You can run it from within the Launcher ;p If launcher is up, it's activated.

64
I'd be surprised if it wasn't used for anything now ;p

65
List of files/archives that changed:

flevel.lgp:
Code: [Select]
ancnt1 - Fixes Vincent at the end of Disc1 (his leg is up when Aeris...)
ancnt4 - Fixes Vincent
blackbgb - End of Disc 1/Disc 2 changed to End of Part 1/Part 2 ("Please do not open the CD drive" is tossed since there are no CDs now)
frcyo - Names of greens changed: Gysahl vs Gizzard, Krakka vs Karaka, Pahsana vs Pasana, Curiel vs Kurie, Mimett vs Memit (possibly something more)
fr_e - unknown
fship_4 - Highwind flying instructions -> "[ASSIST] to move ahead" vs "[OK] to move ahead", "[ASSIST] toggle map" vs "[ASSIST] to strafe"
las0_8 - Split in The Northern Crater - fixing choices for "I'm going Left/Right" (original team sometimes used simple spaces instead of tabs/choices)
las2_1 - Same as obove, fixing choices for Up, Down, also, a little Easter Egg ;p
lastmap - unknown
uutai1 - unknown
The easter egg: Unused text "012345678901234" changed to "Secret Cow Level" (Diablo? Anyone?? No? Okay :( )

condor.lgp - textures
Code: [Select]
eunit00.tex - Removing Playstation symbols from the buttons, this one is most likely for the low-res, so unused
eunit00d.tex - Renaming buttons (the Playstation symbols vs B1,B2,B3,B4)

Also, the port team was called "dotemu", and is a 3rd party. The name of the new dll graphics driver is: new_dll_graphics_driver (duh! ;p)

Great job they've done.

66
Why the hell would they not sell it in Poland? Squeenix are just being spanners now...
Something like:
Quote
<this millenium>

 - Sir, I was looking through FF-fans forum, and came by these modifications from this guy who called himself dzuigo...
 - That's a stupid name.
 - For sure...
 - For sure?
 - For sure Sir!
 - That's better.
 - This dzuigo guy modified one of our games - the PC port of FF7. Technically he was mostly fixing bugs that were done by EIDOS, but...
 - Dzugo! You dare to modify FF7 PC and pointing out that there are bugs in it? No Re-Release for you!
 - Sir, we don't have any Rerelease plans for FF7
 - What?!? We do now then!
 - As you wish, Sir.
 - That's better. Come to me when it's ready.

<fade out>

<later this millenium>

 - Sir, the FF7 rerelease is ready.
 - Good. Where does this dzugio guy come from?
 - Poland, Sir.
 - Which country I asked.
 - Country named Poland, Sir.
 - Ah... I've heard of it. Drop all Poland resellers from our delivery-list.
 - Sir, that won't do any good. Polish people could just import the game from other EU countries.
 - No biggie, just release it in some foreign language noone speaks, like German! (sorry, german was the only language that fitted ;p)
 - Sir, we can't do that. UK is also in EU and they have to get it in English.
 - Ah...
 - Sir, if I may...
 - Yes, I'm always open to ideas.
 - We could release it digitally in our online-store, and bind it to a buyer.
 - That's even better. Quickly, wrap up one, fill it with our other games.
 - Sir, we do already have such a store.
 - Square Enix has online store?
 - We do, Sir.
 - Of course we have. Ban Poland from it, that'll teach him. <demonic laughter, storm, etc.>
 - Sir, Poland is not supported anyway.
 - That's even better.

<fade out>

67
That's from the EU version of the store:
Quote
2.3 Territorial availability

The Store is intended for use by consumers resident in the United Kingdom, France, Germany, Austria, Switzerland, Italy, Spain, Portugal, Denmark, Norway, Sweden, Finland, Australia and New Zealand ("Serviced Countries"). The Products displayed on the Store are not available for purchase by individuals outside of the Serviced Countries. No order for the delivery of a Product will be accepted from anyone not resident in a Serviced Country. Your payment-method billing address must be in a Serviced Country, and Products will only be delivered to that payment-method billing address.

For certain Products, we may choose only to accept orders from customers resident in (and whose payment-method billing address is in) a specified country, in which case the territorial restriction will be indicated on the relevant Product page on the Store.
Guess I don't have to decide whether to buy it or not.

68
Releases / Re: [REL] Menu Overhaul Project
« on: 2012-08-13 07:31:00 »
While we are at it, where is the Italian?
Italian translation is not the official one.

69
Solved Problems / Re: No Save Folder
« on: 2011-07-24 09:57:08 »

70
(...)It is the hotkey thing that is missing, but the driver would have to do that really.
Hotkeying was done previously - YAMP's GyptInstant uses in-game hotkeys. I've replaced Ctrt+D (i.e. turn-lights-on) with instant game-over as NFITC1 suggested, and it actually works pretty well - but only if in field module.

If the Gypt is applied to 1.02 ff7.exe, these modifications suffice:
Code: [Select]
00676824     EB 0E         JMP SHORT 00676834
00676826     BA AE0DCC00   MOV EDX,OFFSET 00CC0DAE
0067682B     31C0          XOR EAX,EAX
0067682D     66:8902       MOV WORD PTR DS:[EDX],AX
00676830     C642 DB 1A    MOV BYTE PTR DS:[EDX-25],1A
00676834     E9 93000000   JMP 006768CC

There is not much space left in that area to implement both functions though, and it looks like I've misplaced the YAMP patches compiler...

71
General Discussion / Re: FF7 Chocobos... Question and Idea
« on: 2011-07-19 16:24:09 »
According to Terrence's Chocobo Mechanics, you can go up to 9999 with stamina (divide by 10 to get the value reported by the game), and up to 6000 with sprinting speed (divide by 34 to get value reported by the game). 9999 is a boring value, but 6000 is quite interesting - you don't actually get anything in the FF7 by just looking for 6000/0x1770. Same with 6001/0x1771. When you search for 0x176F however, you get 4 places that say "if bigger than 5999, set to 5999" which sounds good, but I can't actually test it (no save, no time).

If you open ff7.exe in any hex-editor and search for (4 bytes) "6F170000" (which is flipped 0x176F <-> 5999) you'll get only 8 occurances, all tied to the above - change them to something bigger the game would still handle and see what happens when you breed another chocobo. "AE840000" (flipped 0x84AE <-> 33966 <-> 34 * 999) sounds like a good value. If you get higher than 176 on Speed when mating chocobos, you're home. Remember to back-up first!

If anyone with (even basic) hex-edit skills and a little time is reading this, I'm sure he can help you, maybe make this into a patch of his?

72
Ah, look at 0x006E731B then. If the lowest bit of 0x0DC3CD4 is set, extra spacing occurs.

73
Depends on what exactly you're after, but... here: 0x006328D3.

74
Sure, no problem. Good luck reversing ;)

75
Documentation... No, not really... I used to have some, but it was all on paper. As for the parts in the exe - compiled code follows the original structure of the source code. If you make a list of every string referenced in the exe (most debuggers offer that) and look at texts like "Entering FRAME_INITIALIZE SWIRL", you'll get a good look at how it was put together.

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