Final Fantasy 7 > FF7 Tools

[PSX/PC] Enemy Manipulator (0.9.2)

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drdimension:
I got the UI a bit more informative and the docs have slightly more info, and even fixed a spelling error on the zip file...

Now ALL the sexy japanese girls will want me.

Bosola:
I took a look at the latest release - nice work.
 
If you're happy, I could mirror your application on my own webserver once you're happy with its status. It doesn't do much except serve a small blog, so I've certainly the capacity.
 
As for feedback, I *do* have a few pointers:
* Your design as it stands is pretty idiosyncratic. Users will feel more comfortable that the app will act and respond as expected if it looks like a native application.
* Your app's UI text is quite small, and it isn't all that legibile. Stick to black on grey - white on black or brown on tan won't be readable.
* It's unclear why the 'gold' and 'experience points' fields are disabled. Users will assume an issue with the program's state. If your app can't handle these fields right now, either hide them or provide a clue they're not in service.
* It's not clear why 'early HP and MP' is disabled
* The labels for the level and luck modifiers aren't that clear. Whilst 'x += x - y' is a clear notation for fellow developers, other users may misinterpret it.
* You shouldn't give your application a function to remove a specific set of enemy skills - you can't assume it's a common use-case, and even if it were, it won't fit into a user's expected interaction pattern (which presumes they have to *specify* the e. skills). I'd suggest a function to remove specific enemy skills from the scene files.
* Again, probably best to directly process SCENE files rather than expecting users to unpack files. I wasn't originally aware that the files Proud Clod dumped weren't actually sceneX files (they didn't have the same extension, but I assumed the extensions were arbitrary).Hope that helps.

drdimension:
For clarification, the greyed-out stats are not available because changing them causes so many changes in the scene files that the compression algorithm will certainly change binary layout, causing the game to screw up. If we had a way to update the expected layout computationally, we could enable these multipliers.

A lot of tweaking in this tool took place to make my hard-type hack workable using it. I've made what seem like arbitrary decisions, but they are made with a huge amount of game testing and care. Hopefully I can find time to explain them in detail.

BTW, I consider the program in a reasonable state for mirroring with the latest release.

Bosola:
If the scenes get too large, you need to repack the SCENE.BIN segments and update the KERNEL.BIN scene lookup table. Hojo and Proud Clod both do this (though neither's source is open, unfortunately); you'd have to see the wiki or ask NFITC1 for advice.

Also, bear in mind we can work around PSX size restrictions on the SCENE.BIN file by simply inserting it into an unused sector and updating the YAMADA.BIN file.

Edit: Also, I've mirrored the current release and put a link on your opening post. PM or email me if you want the file changed.

drdimension:
So I finally recreated my C# project for this hacking program, and have a few others included (some of which don't do anything yet as you will see). I've included the source so I don't lose it again, and so anyone else can hack on it. The Enemy Manipulator program was renamed to EnMasse, so use that.

Here it is - https://www.dropbox.com/s/1gjo0b5qmshdn5s/Final%20Fantasy%207%20Editing%20Suite.zip?dl=0

If anyone is still interested in mirroring this, please do.

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