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Miscellaneous Forums => General Discussion => Topic started by: nfitc1 on 2009-08-21 16:12:20

Title: Bring it on?
Post by: nfitc1 on 2009-08-21 16:12:20
As motivation for me to finish the latest PrC and WM update, I'd like to know how many people would be interested in making enemies and seeing me battle them on Youtube. They're really close to being ready, but I have two or three things to do before that. I want to know if anyone would be willing to submit their enemy hacks to me to provide audio commentary on. I'd be doing them blind and I promise not to look at their stats before the battles. It might offer a more objective opinion of your enemies.
I lost interest in the Kirby SS battle arena vids I was making and my Speed Run of Super Metroid remake is getting close to being complete (about 70% done I think). I need a new challenge.
So make some fierce enemies, or lots of timid enemies. How 'bout it? Any takers?
Title: Re: Bring it on?
Post by: ff7rules on 2009-08-21 18:47:36
Im in hell yeah you can fight my midgar zolom for my patch as a demo since you have helped me so much! ill email u the scene.bin when im done with it. Oh KOTR is banned in my patch it doesn't exist.
Title: Re: Bring it on?
Post by: nfitc1 on 2009-08-21 18:51:00
You'd need to send me all the modifications you've made as well as a save file you'd like me to fight it on. Fighting with my goosed-up players won't be a challenge.
Title: Re: Bring it on?
Post by: ff7rules on 2009-08-21 18:59:40
i dunno noone has managed to beat it yet. ill send you that and the kernal, your free to use your own save.
Title: Re: Bring it on?
Post by: titeguy3 on 2009-09-11 16:30:04
Hrm...I haven't made anything obscenely hard, but The turks at midgar, the turks at the gelnika, final ultimate weapon, and sepher sephiroth are decent challenges in my AI Renovation...
Title: Re: Bring it on?
Post by: secondadvent on 2009-09-12 04:28:29
hmm... i may have to take you up on this at some point :D.

as for now, i am still redoing the enemy stats, and as the stuff i am doing is mainly just to see how a good balance would go (not extremely hard yet), it wouldn't be that hard... i will put that part off until i find a good full-game balance :P. from what i have seen so far though, with my enemy AI overleveling is actually pretty dangerous if you don't get better equipment, testing at level 25 with just the thunder/thundara and cure/cura (with initial equipment) was pretty difficult through the reactor, but using ultimate equipment and having master magic/summon made things simple (though since i am allowing higher stats for every few areas for the monsters, the disk 3 enemies would still be very difficult with all of my rebalanced attacks/equipment, or so i hope.

EDIT: made all reactor one enemies with a shot elemental attack to essentially ignore back row for damage calculation (since enemies do not do that for whatever reason, even with the shoot element) by creating an identical attack with just double power, and making the AI check for either the target or self in the back row, and if it is, it will use the double strength attack, otherwise the normal version of it, making it so that no matter where you or the enemy are, the attacks will do full damage. the fact that only guard hound and mono drive (though it has souped up fire attacks) do not have ranged attacks now, means that even the back row is not really safe anymore (fighting a gruntx2 and sweeper battle at level 25 was actually boss worthy, due to the ranged attacks and lack of equipment, not to mention blind from smoke shot :-P), and is how i am assuming most of the reactor enemies were meant to be designed, based on their AI layout (shoot was supposed to be LR for enemies as well, but it didn't make it or is bugged).

after i make my changes to guard scorpion, as well as the menu item/magic power (though i have no idea of where to look :X), since it is separate from the kernel data, i think it will make a decent taste of what everything will be like (may not add in an exp/ap/gil equation for the enemies for now, though it will likely be added later, but the exp needed to level will also be boosted, and AP for learning altered as well, though that is later :-P), i still have to play the entire way through the reactor, and i think that a restore materia may be added to cloud in place of the ice materia, because cure costs 8 MP now (with boosted output), my 200 hp healing potions are likely better since you get a cure materia before GS, though you cannot use it until sector 7 :roll:. i hope you are willing to play through the first reactor, or at least my GS battle, though it wouldn't have the same effect as leveling your party yourself  :wink:.
Title: Re: Bring it on?
Post by: nfitc1 on 2009-09-15 03:22:55
Now that they're out and (should be) working, send 'em my way and I'll see how they are. :D
Title: Re: Bring it on?
Post by: secondadvent on 2009-09-15 12:15:07
i'm almost ready, just have a little more tweaking to do (GS is a long fight if you run out of MP), i am thinking of making ethers more common from mono drives since 1/8 seems to be too low chance for only restoring 40 MP now (i would really like to find the menu data for the items so that the changes happen there as well :|), and with the higher MP cost, i think 1/4 would be more appropriate. still debating on having barret with fire materia, and giving cloud restore in place of ice, though activating the materia menu at the start would probably be better since you get a free restore materia anyway.

meh... it should be done here in an hour or so it will still take some time since GS's AI needs more optimizing... i have to start from a fresh kernel though because my current one is probably a little messy from testing stuff :D. i will send the files (created via WM and PrC  :wink:) for you to add, and would send a save but i am still trying to find a good level for the end of the reactor through normal fighting, so it may be best to play through yourself (though you don't have to record it all. if you record anything, i would prefer just a GS fight, though i'd rather just get input from you on how everything went  :-P).

i may also send a starting level of 25 kernel for you to play with as well, though restore materia is mandatory from my experience, because the enemies take more away than the 200 HP restoring potions give, but it would just be to show off the leveling system  8-). oh, and you could check hojo if you wanted for the stats, because you would not be able to see what the enemy stats would be at any given level without checking the AI and making a calculator to find the stats at a given level, so the only reason not to check would be for item drops, though i do have a pretty nice excel spreadsheet that shows the stats for all of my enemies  :evil:.

... i seriously need to stop typing so much  :-)
Title: Re: Bring it on?
Post by: nfitc1 on 2009-09-15 15:26:54
Just be sure to only send the changes files. That's all I'll want.
Title: Re: Bring it on?
Post by: secondadvent on 2009-09-15 16:10:41
i cannot for the life of me get the patch thingy to work right... i have created multiple patches, none of which i can patch onto a fresh kernel file (haven't tested PrC's patch maker yet), getting this error:

Code: [Select]
System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at WallMarket.Form1.ApplyChangesPatchWMToolStripMenuItem_Click(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

how exactly is it supposed to be used? do you load a fresh kernel/scene.bin and then load the changes from the modified one, or vice versa? you never really clarified on how it was meant to be used, you just said it could be done  :wink:

edit: PrC does the same thing, but before giving the error it even says that the file is not a valid PrC file, so i have no idea what is going wrong (even tested with making a single change, creating a patch right after, and applied without the invalid file message, but still got the main error). i just seem to be getting all kinds of errors, all the time, huh?  :|
Title: Re: Bring it on?
Post by: nfitc1 on 2009-09-15 17:44:43
Send me the files that are giving you those errors. All my test patches worked. You're likely doing the steps right, but something went wrong in the saving...
Title: Re: Bring it on?
Post by: secondadvent on 2009-09-15 17:53:12
alright, hold on a sec, i have to fax something first (because my school doesnt believe in emailing scanned documents, and because of that this is my 5/6th time doing this >_>"), and it is kind of a good thing that i didn't send the older files anyway, because i balanced out mono drive some more, taking from their magic and adding to atk/def (they still do 80-100 damage with fire, due to it's upgraded nature, so the big group of three is still deadly, not to mention how long it takes to kill the grunts that comes with the larger groups)... i ran out of potions in my current save, so all i have is cure from the restore materia, so i am guessing that restore is pretty required now :-P.

and which order does it need to be done in, i am assuming take the original and compare it to the modded one? i am guessing that it is not saving correctly because the file size varies when doing it in reverse, though you'd expect it to be the same :|. keep an eye out, i should have the files sent here soon, though GS is still not fully optimized, but he works, and that is all that matters on your end :D.

and sent... it should be in you mail now :D. i just hope i did it in the right order >_>. meh.. i think i did it backwards... i started with an unmodified one and compared it to a modded one... but either way will not patch, and comparing the original to a modded one (in that order) seems to have a larger file created than doing it the other way -_-
Title: Re: Bring it on?
Post by: nfitc1 on 2009-09-15 18:09:49
and which order does it need to be done in, i am assuming take the original and compare it to the modded one? i am guessing that it is not saving correctly because the file size varies when doing it in reverse, though you'd expect it to be the same :|. keep an eye out, i should have the files sent here soon, though GS is still not fully optimized, but he works, and that is all that matters on your end :D.

Make your modifications and either create the patch based on an unmodified file. Or, in WM's case, you can choose to use the contents of the file you opened it to compare it to. File size shouldn't matter at all.

Proud Clod's changes operate under two assumptions: There are 256 scenes numbered 0-255, and each uncompressed scene is 7808 bytes in size. That's it.
WM has different assumptions, but should work too...
Title: Re: Bring it on?
Post by: secondadvent on 2009-09-15 18:32:58
yeah... i will assume that i sent the files that would take a modified version of each and make it back into the original (if it was working for me :-P), so if you can find the problem with whatever is causing the files not to patch, then i will probably have to send the good files, comparing the modded to the unmodded, not the reverse  :lol:.

and also the fact that i forgot to update the scene data in the kernel with the one i sent you  :roll:

and a random question, the kernel is loaded every time you start up a save right? if so, then is the random list stored in the save file itself, because i am getting the exact same two battles in a row (with the same level enemies to boot), and even randomizing the kernel does not change the battles i get (the second battle is a back attack, so i know that getting the same back attack after four consecutive loads means it has to save something)?
Title: Re: Bring it on?
Post by: nfitc1 on 2009-09-15 19:20:50
yeah... i will assume that i sent the files that would take a modified version of each and make it back into the original (if it was working for me :-P), so if you can find the problem with whatever is causing the files not to patch, then i will probably have to send the good files, comparing the modded to the unmodded, not the reverse  :lol:.

and also the fact that i forgot to update the scene data in the kernel with the one i sent you  :roll:

Huh? The changes file(s) should take unmodded data and make the modifications that you made...

and a random question, the kernel is loaded every time you start up a save right? if so, then is the random list stored in the save file itself, because i am getting the exact same two battles in a row (with the same level enemies to boot), and even randomizing the kernel does not change the battles i get (the second battle is a back attack, so i know that getting the same back attack after four consecutive loads means it has to save something)?

Yes, the kernel is loaded every time a game is loaded; No, the Random List in the KERNEL.BIN has no bearing on battles. That is for battle-related random-ness only. That's the list that will determine if a rare item is stolen or if a hit makes contact, etc. Why does it do this? Who knows? That's just the way it works. (Heh, I just confirmed this by setting it all to 200 and using Omnislash. Cloud only hit one out of three targets. :D But the real confirmation is that it did the exact same amount of damage each time.)
Title: Re: Bring it on?
Post by: secondadvent on 2009-09-15 19:28:54
yeah... i will assume that i sent the files that would take a modified version of each and make it back into the original (if it was working for me :-P), so if you can find the problem with whatever is causing the files not to patch, then i will probably have to send the good files, comparing the modded to the unmodded, not the reverse  :lol:.

and also the fact that i forgot to update the scene data in the kernel with the one i sent you  :roll:

Huh? The changes file(s) should take unmodded data and make the modifications that you made...

i am talking about choosing which file is the base, and which one it is checked against (i.e. if you start with an unmodded file, choose the file to compare it to by clicking no, and choosing the modded file, it will be different from starting with a modded and comparing it to an unmodded, and comparing modded to unmodded is how it is supposed to be, the opposite of what i sent you :-)), all of this is confusing me, because i am not entirely with it today (three hours of sleep, with a horrid headache :|)... so i may not be thinking how i should be :-P.

meh... my enemies are a little overpowered for the start, unless you can keep ahold of a few ethers and maybe some potions -_-... i guess i will have to lower the cap i have set for stats for this area eventually :|

ok, well the test will have to wait, because after a through testing on my own, i can now say for sure that the current enemies are safer at levels around 20ish, because they start to balance out by that point and grow less each level, while with their high stat mods, it is dangerous at lower levels, which is where it is expected to be beaten at. i fought against my GS, after farming for ethers for about an hour (only managed to keep one max in my inventory before needing more mp), and having a few spare potions, i went up against him, only to run out of resources (sans PD's, which would not help since i came back with less than he could do to me) around half of his life... so yeah it needs to be lowered some. higher item drops would make it easier to stay alive, but with the enemies extremely strong, it would be better to just keep the item rates as is and lower the stats of the enemies :P.
Title: Re: Bring it on?
Post by: nfitc1 on 2009-09-15 20:56:12
OK, I see what you're thinking, but no. You are comparing the changes you've made to either the file you originally opened or a different file. You need to select a "unmodded file" if you select "no". You've already made your changes, you don't even have to save them before you make the patch. The "Not valid PrC file" issue still stands, though as I made a stupid boo-boo by adding the "valid file CHECK" without adding the "valid file DATA". :oops:

After looking at the documentation I realized that I completely fudged on this. I left it all out entirely! Ooopsy. It should read something like this:

Quote
Create Changes Patch:
This new option allows you to save any changes you've made to your KERNEL.BIN/scene.bin. The resultant files will (should) be much smaller than the KERNEL.BIN/scene.bin and legal to distribute to other WM/PrC users without violating your EULA. When you select this item, you'll be given the option to use the file you originally loaded or a different file. If you choose to use the data in the file you originally loaded, it will ask you where to save the changes patch. If you choose to use a different file, select a file that does not contain the modifications you made to base your changes off of.

Example1: KERNEL.BIN was loaded and Cure2's data was changes to give it a power of 35 and renamed to "Cura". When "Create Changes Patch" is selected, WM will ask if I'd like to use the data I originally loaded as the "unmodified" data. If I say yes, a file will be created that WM will be able to use to change an unmodified KERNEL.BIN.

Esample2: PrC opened a scene.bin that already had a few changes in it that I have been working on. I have made several modifications to it and when I loaded it last it was heavily modified. Now I want to save my changes into a patch file for other users. I select "Create Changes Patch" and it will ask if I want to use the previously loaded data as a base. Since I've made several modifications already, saying "yes" to this question would only save the changes I've made in this session since I loaded the scene.bin. I choose "no" and it will ask me to show it a unmodified file to use as the base. This will save all the changes I have made since I started making modifications.

Apply Changes Patch:
This will allow you to load a changes file created by another instance of WM/PrC. After you open a KERNEL.BIN/scene.bin file and select this item, WM/PrC will then ask you which changes file to load. The changes file you selected will apply all changes you've made to your KERNEL.BIN/scene.bin to the one you currently have loaded. These patches can be stacked and the order will be significant.

Example: "Yiazmatisgod" made a KERNEL.BIN changes file that increases the strength of Phoenix Downs and nerfs Megalixers. "AKA-Billy" has decided to make a changes file that renames all items, attacks, materia, and descriptions to "Cheese". "Nobobshere" made a patch that does not allow sources to be used in the out-of-battle menu and has renamed them things like "Bleeding Heart" and "Fungal Brain Cancer". If you want to apply all of these then you should know what they modify. Since "AKA-Billy"'s mod renames everything and "Nobobshere" renamed a few things then you'll have to apply AKA-Billy's first if you want Nobobshere's new item names. Since Yiazmatisgod's changes don't interfere with either AKA-Billy's or Nobobshere's it can be applied at any time.

Applying them in this order:
1. Yiazmatisgod.WM
2. AKA-Billy.WM
3. Nobobshere.WM
will increase Phoenix Downs, nerf Megalixers, disallow sources and rename everything "Cheese" with the exception of the sources, which will have Nobobshere's names.

Applying them in THIS order, however:
1. Yiazmatisgod.WM
2. Nobobshere.WM
3. AKA-Billy.WM
will increase Phoenix Downs, nerf Megalixers, disallow sources and rename everything "Cheese" including the sources because the renaming to "Cheese" was applied after the sources were re-named.


If that's not clear, let me know.
Title: Re: Bring it on?
Post by: secondadvent on 2009-09-15 21:07:00
nope, that is a perfectly good explanation :-P. i sort of thought that is what you meant after the last post, but i am used to makeppf, which uses the unmodified as a base, and then compares that to a modded one, and if you do it the same as yours, it creates the reverse, a patch to make the modded become the original, so easy mistake for me to make  :-). anyway, it will be a bit, since i have to rebalance the enemies (not too too long to do that, but i also have to cook and such :P), and fix a minor bug in mono drives AI, and then it REALLY should be ready for you  :roll:.
Title: Re: Bring it on?
Post by: nfitc1 on 2009-09-15 21:56:43
nope, that is a perfectly good explanation :-P. i sort of thought that is what you meant after the last post, but i am used to makeppf, which uses the unmodified as a base, and then compares that to a modded one, and if you do it the same as yours, it creates the reverse, a patch to make the modded become the original, so easy mistake for me to make  :-). anyway, it will be a bit, since i have to rebalance the enemies (not too too long to do that, but i also have to cook and such :P), and fix a minor bug in mono drives AI, and then it REALLY should be ready for you  :roll:.

YOUR posts are getting harder and harder to understand. I'm not sure if you understand or not.... :?
This creates a patch to turn an unmodified one into a modified one, using a unmodded one as a base.
Title: Re: Bring it on?
Post by: secondadvent on 2009-09-15 22:49:55
i understood it since about the post before my last post, your big tutorial post makes it hard NOT to understand  :wink:.

i  know i can be hard to understand sometimes (maybe more than sometimes :-P), but i even confused myself with most of my above posts, but i do understand it all, just ignore my confusion now  :lol:.

well, i found a nice "normal" difficulty, which i was able to clear with no real problem, my original would be like the "very hard", so that means i have to find a good balance for the version i want to be making right now, the "hard" mode. i would send you the normal mode, but it is too easy, and i know you want them to put up a fight :-P.
Title: Re: Bring it on?
Post by: nfitc1 on 2009-09-16 16:05:08
This is getting slightly off topic, but it's good that I know what's wrong with WM and PrC.

I've identified and fixed the errors in creating and loading changes patches (until someone else breaks them) and will upload it shortly once I add the above quote to their documentations.
I've also added a minor graphical new "feature" to PrC. You can now resize the AI box! (http://img34.imageshack.us/img34/1860/charaibetter.png) I've been meaning to do this since I made this window sizable, but didn't know how to do it. I've also made it maximize-ible (http://img29.imageshack.us/img29/7919/charaimax.png). The vertical resizing of the AI box itself is a little slow when using maximize; But maxing, restoring, and maxing again should solve that. :)

But the MOST exciting news is that AI scripts now take a fraction of the time to load than they did. Even the dreaded Eligor Main block takes less than two seconds to load and even LESS time to disassemble!! No more of this "be patient" garbage in the documentations. Yeah, I'm awesome like that. ;) (taught me a lesson of things NOT to do, let me tell ya :( )
Title: Re: Bring it on?
Post by: secondadvent on 2009-09-17 00:52:07
[off topic]
well... i hate to do it again, but there is still some problems with the patch creating thing in both PrC and WM, WM's will successfully patch, but choosing yes or no to the include text changes results in the same exact patch being made, that does not include text changes, and PrC creates the patch, but it still says it is not a valid PrC file, both are using the recently upped versions from today :|. [/off topic]

anyway, my enemies are alright now, it didn't take an extreme amount of effort to kill them, and it shouldn't, since they are the starting enemies, and no shops are available (though the enemies coming next will be allowed to be stronger, with three members and a shop/limitless ethers for gil in the train graveyard before heading to the next destination, but will still be somewhat reasonable  :wink:). if you want i can send you the WM file, though it will not have my name changes (renamed a good many to fit with the newer FF magic names, though i know one to probably be wrong since i never used the spell in VII  :lol:), and a ppf patch for the scene, which can be patched with a program i can send you as well, and all that would not be present would be the renamed magics/item descriptions.

Quote
I've identified and fixed the errors in creating and loading changes patches (until someone else breaks them)

i didnt break them... they broke themselves  8-)

and the new loading time of the scripts is VERY nice... i havent tried the maximizing yet, because i normally work with multiple opened PrC's anyway, to compare multiple AI at once, but it should also be very nice as well  :wink:
Title: Re: Bring it on?
Post by: nfitc1 on 2009-09-17 01:30:00
It depends on WHEN you dled them. I uploaded new ones a few hours ago, but they're broken in other ways. :(

If you've got the one that loads the scripts fast you'll know what I mean. Putting the AI edit box in a panel really screwed something up. I'm at a loss at the moment to know why.

You should send me all non-working patches files so I can see where they fail and why.
Title: Re: Bring it on?
Post by: secondadvent on 2009-09-17 01:42:40
will do, i will send the ones i just made, which is using the one upped a few hours ago, keep an eye out for them.
Title: Re: Bring it on?
Post by: titeguy3 on 2009-09-17 04:32:21
Great job improving your Big O, NFITC1!

Here's my FF7Remastered Patch, in case you want to play it. Good challenges would be the turks, ultimate weapon, and Sepher Sephiroth, although most bosses in the game have been made at least a little bit more difficult.

WM patch (http://jsgameing.com/downloads/qhimm_members/Tieguy3/FF7Remastered.WM)
PrC patch (http://jsgameing.com/downloads/qhimm_members/Tieguy3/FF7Remastered.PrC)
Title: Re: Bring it on?
Post by: secondadvent on 2009-09-17 04:43:59
is it just me, or does your game start cloud with omnislash instead of braver? that seems kinda weird to me :P.
Title: Re: Bring it on?
Post by: titeguy3 on 2009-09-17 04:47:22
is it just me, or does your game start cloud with omnislash instead of braver? that seems kinda weird to me :P.

EDIT: Holy ish!!! you're right! how'd that happen??? [fixes it]
Title: Re: Bring it on?
Post by: secondadvent on 2009-09-17 05:01:43
whats with the starting 3 megalixers? is it because they are not very common normally, or just to help you along the way, since there is little heal-all items? enemy away/lure is a nice little addition though, they take a while to obtain normally, and could help with farming/running through areas  :lol:

@nfitc1, whenever you decide to pop in again :-P

this is kinda off topic, but how much is known about the shop data and such, because i found what looks like all of the prices (assuming shops' items are in the field data, since i do not know anything about it, and am not seeing it here) for items/materia and such within the exe when looking for the item/magic menu data, and it is in a fairly easy to read way too, sans what i am assuming is more materia stuff (like the master materia sell multiplier). it is more than likely known, since it is essentially right out in the open, but i just wanted to know what was known  :-). and, from my count there are 32 (just a rough count in a quick pass through WM) items/magic total that can be used in the menu, so it could just be a chunk of data like that that needs to be found (like the stuff under the item menu names), though there is nothing that looks like the WM data, or even any bits of it, so it could be in a different format altogether  :|.
Title: Re: Bring it on?
Post by: titeguy3 on 2009-09-17 05:12:24
OOOOOOOO I know what's up...

this is the kernel.bin i was testing on... sh*t... didn't mean to upload this...

hopefully i didn't delete the original...

Okay, now the file that should be uploaded has been uploaded.. Yeah i was fuxing with stuff to test the new version of wallmarket, so did a whole bunch of random stupid crap like rename "cure" to "kur" and stuff like that.

But yeah, I figured adding enemy away and enemy lure would be a nice thing to have at the start...
Title: Re: Bring it on?
Post by: secondadvent on 2009-09-17 05:20:22
yeah, i did a test with a kernel as well, but i made sure to put the changes onto a fresh kernel because i did not know what all i changed :-P. i also do the same with the scene, though i may just copy my current one and make changes to the copy while my main is taking a break until i find what i like  :wink:

and you are probably going to hate me, but cure has a power of 99, based on what the patched kernel says  :-o. i am assuming (since the names are not saved due to something with WM not saving the names to the patch) that you replaced wall with horology, since it is based off of the clock, a move that can have potential, though seems a little costly to me (not knowing how much the damage cap is)... sorry, just looking over your kernel and adding my two cents  :lol:

meh... some of my magic is probably extremely strong now (which is pretty good, since enemies get that boost as well), and are cheaper as well (though kotr is much weaker, it now costs 155MP, to suit it's new damage... i did this weird damage to MP cost thingy to determine my ratio  :roll:), so magic is much more powerful, and physical attacks, mainly weapons, are going to be nerfed in mine, i can up it for you to look at if you want.
Title: Re: Bring it on?
Post by: titeguy3 on 2009-09-17 05:29:35
yeah, i did a test with a kernel as well, but i made sure to put the changes onto a fresh kernel because i did not know what all i changed :-P. i also do the same with the scene, though i may just copy my current one and make changes to the copy while my main is taking a break until i find what i like  :wink:

and you are probably going to hate me, but cure has a power of 99, based on what the patched kernel says  :-o
Oh, it looks like WM didn't update properly when I reloaded the Kernel.bin...odd...

Okay, this time it's normal for sure!
Title: Re: Bring it on?
Post by: secondadvent on 2009-09-17 05:40:58
you not going for 6 hits on comet2?
Title: Re: Bring it on?
Post by: titeguy3 on 2009-09-17 05:47:47
it's four by default, isn't it?
Title: Re: Bring it on?
Post by: secondadvent on 2009-09-17 05:52:30
yeah, but 6 makes it have more room for power, and you could even keep the same total damage as the original by lowering the damage, and raising the hits, it would just make it so more enemies could be hit if targeting a group... that is if you set the power to 20 with six hits, because it does the same as four at a power of 30  :wink:. if you are going more towards a harder/more balanced original feel to the game, which i assume you are, then keeping the power the same could work, even with more attacks, though the overall power for most magics and such is usually overpowered or underpowered anyway  :roll:.
Title: Re: Bring it on?
Post by: titeguy3 on 2009-09-17 05:54:46
Would the extra damage calculations appear if you changed it to six? Usually when i tinker with the multiple hits option, it *does* hit multiple times, but it only shows the damage for one. (i.e. 1000 needles + multiple hits 10 = attack that looks like 1000 damage but actually does 10000)
Title: Re: Bring it on?
Post by: secondadvent on 2009-09-17 05:58:33
from my count, it shows six hits, i can recheck if you'd like.

yep, it is six, but the sound quits while the damage is still happening for the last two comets, but that is likely an animation thing... the attacks all hit and show up perfectly fine. IIRC only highwind and comet2 can have their hits affected, the rest seem to not work correctly or freeze the game, and highwind can get up to 64 hits if i am remembering right, but that seems a little overkill to me :|

the animation data themselves is what holds the data for when the damage done will display, so you'd have to know what to edit in there, but i am not sure if anybody knows what to edit there  :oops:
Title: Re: Bring it on?
Post by: titeguy3 on 2009-09-17 06:56:42
I'm sure *somebody* does. There appears to be a section about that in the wiki.

Good thing to know, though... I'll try tinkering with it and see what I decide to do...
Title: Re: Bring it on?
Post by: nfitc1 on 2009-09-17 13:34:05
OK, I'll join in the fun for the moment. :D

@secondadvent:
Regarding your question about menu data, I can definitely tell you that that data is NOT part of the KERNEL.BIN (you know this already). It is stored somewhere else and would have a different format. It wouldn't have things like animations, impact sounds, camera data, etc. so it would likely be much shorter. There is data for all items, but only some magics (eg, you can't use Sleepel or Fire in the menu, but that isn't stored in KERNEL.BIN) and they all likely have the same format. As far as I can tell there should really only be the following data:

Strength
Damage Calculation
Statuses to affect
HP/MP/Status healing
Single/Multiple Target
Sound to make when performing

That's as few as nine bytes, but it might be even less. I can't find it myself, but I've only looked at the data and seen what things do like the window.bin (might be in there, but I don't know what to look for) and such.

@everyone
I screwed up PrC by forgetting that .NET destroys all "handles" keywords when an object is removed from the form. Thus, when I put the AI box in the sizing panel it screwed it all up. Other than that, it should be working fine. I also just noticed that WM isn't updating the jumps like I thought it was. I'm looking at those right now. PrC should be a simple fix. WM should too, but we'll see...
Title: Re: Bring it on?
Post by: secondadvent on 2009-09-17 15:41:13
well, i doubt that four bytes would be for statuses alone, because of the fact that only the fury, sadness and death statuses can be active in the menu, so only one byte "should" be needed, and would be similar to the initial status section of the initial data, it only has 8 flags (assuming you didn't take out the other three bytes for statuses for being unable to be activated anyway), so the item/magic data could only use the first byte.

the damage calculation could be different as well, since only three are used for items, and the added cure formula, so a total of at least four calculations, though it would have been easier to keep the same format, so it could still be the same there. the rest would likely be the same as well, so if all of the stuff is there, and nothing was combined (like drop/steal rates in the scene.bin), then the minimum could be six bytes for everything.

actually, it seems that most of the items at least would have an easier time being coded in the field data, since stuff like tent and the save crystal would need to know when it could be used, and the source/limit stuff would at least have to have some checking for other things, because they are not handled like normal items.

i am not exactly sure where it would be, though i will have to check out the field data at some point (need to for some stuff anyway, though i am not sure if i will find anything useful for items), it could be integrated into the main game data and be extremely hard to find just looking for the normal data. i think i found the sort list for items though (not sure how it works, it is just pointers, all out of 320, so it includes all menu items, sans key items, at least so far), and i used the empty items as a sort of reference... the empty/dummy items are all set to be sorted to the end, because they have the highest values, so if you had them as items, they would end up at the bottom of the list  :wink:. not that important of data, but at least i found something that "could" be useful to some :lol:

course it may not be sort data, but it is pointing to something :-P
Title: Re: Bring it on?
Post by: nfitc1 on 2009-09-17 15:59:46
Hmm, I suppose you're right about the tent and save crystal. I guess they're all in some global field data.

UPDATE: I'd thought I'd have WM and PrC sorted out by now (I almost do), but I just found a potentially disastrous error in the AI (again). At least this is a simple one that could be fixed in a matter of minutes. That'll be fixed within the next 24 hours and I'm going to change the enemy search results message to include the enemy name.
*sigh* And I thought I was so close.
Title: Re: Bring it on?
Post by: secondadvent on 2009-09-18 01:16:33
well, since you are on the search functions, there is a little issue with the searching of attacks by index; it does bring up the scenes and name of the attack, but if there is more than one result found (ex. 110h for the MP's machine gun), it will repeatedly display the name of the attack like so:

Machine GunMachine Gun

and yeah, having the search results for the enemy acting the same as the attack search would be wonderful (searching for MP or grunt for example brings up enemies like jumping and mighty grunt). it was going to be one of the things i suggested, but you decided to do it before i got a chance  :wink:.
Title: Re: Bring it on?
Post by: nfitc1 on 2009-09-18 13:41:42
and yeah, having the search results for the enemy acting the same as the attack search would be wonderful (searching for MP or grunt for example brings up enemies like jumping and mighty grunt). it was going to be one of the things i suggested, but you decided to do it before i got a chance  :wink:.

Better? (http://img15.imageshack.us/img15/8884/newenemysearch.png) And no, it doesn't take any additional time. I also got rid of the repeat Attack Names when searching for index. It's amazing what two lines here and there do sometimes. ;)

Admittedly, this is the way it should have always looked.
Title: Re: Bring it on?
Post by: secondadvent on 2009-09-18 22:36:28
that is so much better  :lol:. now we'll be able to finally see where i need to go to change a specific enemy.

edit and off topic:
ugh... i'd much rather go through eligor's AI code and do a complete rewrite five times, each being done differently, than have to read and give a review of my team's rough drafts in my english class -_-. i thought the first i had to do was bad, and the second looks like a little kid wrote it, due to the fact that it was in one massive paragraph rather than several, and there was no proofreading of any kind (the person used Word to write it, and at the end of every line, instead of just continuing to write, they pressed enter, which causes the first letter of the line to be auto capitalized). i am actually afraid to continue reading it, because i cannot follow it at all >_<.

i just read the entire essay and i think... i think my eyes are bleeding X_x. seriously, i think that the person never had any english classes of any kind, just by how horrible the writing was... i may not capitalize or write well here, but this is a board, and i STILL end up writing 100 times better than that person did  :|.
Title: Re: Bring it on?
Post by: nfitc1 on 2009-09-19 03:47:25
edit and off topic:
ugh... i'd much rather go through eligor's AI code and do a complete rewrite five times, each being done differently, than have to read and give a review of my team's rough drafts in my english class -_-. i thought the first i had to do was bad, and the second looks like a little kid wrote it, due to the fact that it was in one massive paragraph rather than several, and there was no proofreading of any kind (the person used Word to write it, and at the end of every line, instead of just continuing to write, they pressed enter, which causes the first letter of the line to be auto capitalized). i am actually afraid to continue reading it, because i cannot follow it at all >_<.

i just read the entire essay and i think... i think my eyes are bleeding X_x. seriously, i think that the person never had any english classes of any kind, just by how horrible the writing was... i may not capitalize or write well here, but this is a board, and i STILL end up writing 100 times better than that person did  :|.

Heh. I know what you mean. My wife's an English teacher and she gets some DOOZYS of essays from COLLEGE STUDENTS! Too many of them are used to texting on their phones (a habit I refuse to take part in) and writing in short-hand on boards like this that they forget basic grammar and spelling rules. Best not to go any further than that or I'll end up posting three times about it because one post has too few allowed characters. :(

On topic:
It's good that this in the General board, things can get a bit off-topic once and a while, but this has gone on enough. It's time to get back to where this originally was. The PrC and WM bugs have been found and addressed. I'm going to release newer (hopefully working) version in the morning (in less than 10 hours from now, I hope) and we can get back to enemy challenges. Any further discussions of bugs/feature requests need to go in their respective topics.
Title: Re: Bring it on?
Post by: secondadvent on 2009-09-19 04:14:51
yeah, it was going a good bit off topic (me as usual  :roll:). anyway, can we discuss some ideas for enemies (like ask you what you think would be good to add, and post some of our progress), or is it strictly for upping the files and seeing what you thought of them?

I do not have anything specifically planned for air buster yet, but he will be much harder than GS was, mainly due to the fact that there are three party members, and that there were shops available, so all three can have materia, on top of limitless potions and ethers (mono drive ftw :lol:). he will not be insanely hard (saving that for my "harder" version in the future  :roll:), but he will be a very difficult battle. GS is actually a pushover, even with the new stats... he just takes a little bit of time. i beat GS at around level 4, but i got lucky on ether drops in the few battles i fought on the way (just ran to the save point, and then fought GS, no extra battles involved), so i had plenty of MP for thunder. i still think the first area is too weak for most of the enemies, so i could skimp more on their defenses (they have decent hp, and def doesn't matter as much for them since the overall damage is low anyway), and raise their attacks, but mono drive does a good bit of magic damage, and sweeper is pretty strong as it is (though it could use more HP to balance the thunder weakness).

try it out when you have time (probably not right now  :wink:), and lemme know what you think... it only took me about half an hour to do everything in the reactor and get to the train (skipped the MP battles with solo cloud, because i had no items, little HP, and no MP  :oops:), so i do not know how the ambush battle would be, it could be fairly deadly  :wink:. so, when you do get time to test it, even doing the entire reactor will not take as long as a very difficult battle could, very difficult as in one of my late game enemies, once i get that far  :-).
Title: Re: Bring it on?
Post by: nfitc1 on 2009-09-21 18:00:12
Enemy ideas are welcome. As are submissions. ;)

Now I am officially taking submissions (since both are mostly working). I'll do my best to get them done in a timely manner.

Let me know what enemy I'm looking for, what restrictions you want to impose, and email me the .PrC/.WM changes file(s) and a save file close to it or tell me which of Eslava's savegames to use (http://forums.qhimm.com/index.php?topic=8880.0). It's a great compilation anyway and every FFVIIPC user should have it!

@secondadvent: Airbuster was always really wimpy so any improvement would be welcome. If Cloud had Braver and did it as his back was turned that almost always knocked off half his HP. Maybe add a counter when he takes "back-attack damage" either healing himself or draining life from one of the players. That wouldn't make a lot of sense coming from a machine, though. So maybe just a repair/retaliate.
Title: Re: Bring it on?
Post by: titeguy3 on 2009-09-21 18:42:13
Alright, so submissions are on?

I've got four challenges, all of which have been compiled into a single save file, they're none too difficult, but they're new and fun:

1) Turks at Midgar
Conditions: No Items, free to arrange Materia/Equipment
2) Ultima Weapon
Conditions: No Items, free to arrange Materia/Equipment
3) Last Boss
Conditions: No Items, free to arrange Materia/Equipment, KotR has been trashed
4) Ruby Weapon
Conditions: Must use Cloud w/ Buster Sword, start with Limit Break, use W-magic + Remove to single out Cloud at beginning of match, Items allowed, free to arrange Materia/Armor+Accessory

Links:
Kernel Patch (http://www.jsgameing.com/downloads/qhimm_members/Tieguy3/FF7Remastered.WM)
Script Patch (http://www.jsgameing.com/downloads/qhimm_members/Tieguy3/FF7Remastered.PrC)
Save File (http://www.jsgameing.com/downloads/qhimm_members/Tieguy3/save09.ff7)

 :-D
Title: Re: Bring it on?
Post by: nfitc1 on 2009-09-22 03:06:31
titeguy3, I accept your challenge. No items is mean though. :(

It seems obvious to me that you didn't get your text changed either. Your time damage attack (or whatever you call it) is still reading "Wall" in my text. :( Why does it only work for me?
Title: Re: Bring it on?
Post by: secondadvent on 2009-09-22 06:06:12
because you are special :-P. nah, you just know more about it than we do... and it could be a bug with checking against an unmodded kernel, rather than the previously loaded kernel (which i was able to create a successful patch from, and got the error you had gotten, though it patched fine by the looks of it). probably should have gone in WM's thread, but i am here, so meh >_>.

i think i will re-re-re-redo my reactor, since being able to just go through with little hassle is just too simple (level 4 at GS, 5 by the time i reached the train), even though i had gotten a free ether on my way down (so a total of three since i doubled the ethers you start with, since they heal 40 now). GS definitely needs higher attack, which i could get by skimping on it's mdef some (i set a limit to the modifiers and base stats, so they cannot get too strong for the area, but sweeper and GS get a higher amount because they are special), because it isn't like it really needs a whole lot of defense at the start, though lightning still hurts a good bit.

grunts and mono drives are probably the strongest normal enemies (sweeper is not a normal one :-P), and the double grunt, triple mono drive battle (mono drives having a 1/3 chance of using fire, which will do 60-100+ damage, depending on it's level, and they love to target barret... the only way for them NOT to target barret is if cloud, or both are in the back row, the second case would make it a 50/50 spread), which can quickly kill you if you do not get rid of the mono drives, or outlast their MP (can use fire 1-3 times if you are between level 2 and 5, over 5 makes the MP much higher), and the grunts will be doing plenty of damage as well, doing between 34-48 base with beam gun, and 46-64 with hand claw, and the fact that you will probably not level up past 6 means that they will be doing plenty of damage to you, fairly quickly to boot.

i think i need to talk less about what they can do now, and get to making them better :D.
Title: Re: Bring it on?
Post by: titeguy3 on 2009-09-22 06:50:02
titeguy3, I accept your challenge. No items is mean though. :(

It seems obvious to me that you didn't get your text changed either. Your time damage attack (or whatever you call it) is still reading "Wall" in my text. :( Why does it only work for me?

Grr..the text didn't update? It's supposed to be called "Horology"... I'm absolutely certain that I hit yes for include text changes...my guess is that it compared the new kernel2.bin with the new kernel2.bin, causing no changes...

Oh, and I'm a fan of No-Item challenges since GarlandTheGreat demonstrated that anything can be done with the proper items (Lv1 Tifa vs Ruby Weapon or something, for example)

They're not so hard that you'll need to megalixer yourself every turn, the only ones you might wish you had items for would be sephiroth and ultimate...and magic hammer is a friend.
Title: Re: Bring it on?
Post by: secondadvent on 2009-09-22 07:12:54
no items reactor one in my mod is impossible  :oops:.

you are kept alive by items, especially since you start out at level 1, and you only have the MP to cast thunder/blizzard thrice (cure is 8 mp, and would only be able to be used twice), and GS alone takes a few ethers, or a ton of grenades/shrapnel to kill. potions heal 200 HP in battle, which is needed especially since his laser can do that much to both of you :P.

wow... GS can easily be killed by a level 25 cloud with thundara, and the best equipment by the gold saucer, so it may be an arena fight at some point... same with many of the other bosses (possibly coupled with some other enemies as well), so my arena should end up being a place to see a lot of the bosses again, sans the jenova fights (just wouldn't feel right :-P). most of the early enemies will be strong when you fight them, and give you trouble if you overlevel at that point in the game, but once you obtain better equipment, they will seem much easier. but the northern crater enemies will be suited to ward off even a level 99 party with the best equips, so the final stretch of the game will be fairly difficult :wink:. i think i will also go as far as to make all of the NC battles unable to be fled from, just to make things that much harder on your party... a real test of your endurance, as a final dungeon should be  :evil:

not that i am going to get there any time soon, it is just a thought... i am putting a lot of time into the start, when it will be the least visited area of the game, and should not be extremely tough anyway because of the limited amount of resources.
Title: Re: Bring it on?
Post by: titeguy3 on 2009-09-23 06:33:11
One would think the end would be a better place to start beefing up the AI...
Title: Re: Bring it on?
Post by: secondadvent on 2009-09-23 07:10:45
edit: reduced massive post  :lol:

here is my first reactor data, and should be pretty decent for now. going to work on more here soon.

PrC (http://www.filefront.com/14691883/demo.PrC)
WM (http://www.filefront.com/14724953/demo.WM)

edit2: fix'd mono drive mistake... they now use fire 1/3 of the time (as i intended), not 2/3 of the time, so a large group is less evil then they were.

edit3: added the new WM patch that includes the text changes... not sure if i will keep all of the current renames (mainly for me :-P), but for now they shall stay.

*is in the process of finding all of the gba version of FFVI's data... currently found the enemy names/data, and many other textual stuff*
Title: Re: Bring it on?
Post by: Bosola on 2009-10-19 15:22:22
I'd been thinking about creating a proper homebrew hardcore for a while. Namely, a variant of the Queen Ochu who saps the player's health (could always use the Seizue status - it's been sat there nearly 13 years without doing anything, after all), inflicts nasty statuses and all sorts of wonderful stuff.
Title: Re: Bring it on?
Post by: titeguy3 on 2009-10-20 00:48:23
I've heard that before... when was it ever called "seizure" status?
Title: Re: Bring it on?
Post by: Bosola on 2009-10-20 06:46:38
Seizure is a dummied-out status, the opposite of regen. Inflicted chars. suffer 1/32 damage per 4 v-units.

It was going to be implemented as part of Waterpolo's bubble, but was instead replaced by a different script.

It exists in-game, though there's no associated status-colour. Faster than poison, and not elemental.
Title: Re: Bring it on?
Post by: titeguy3 on 2009-10-20 08:25:56
Yeah... I'm kind of aware of that, but when was it called "seizure"? Where'd that name come from?
Title: Re: Bring it on?
Post by: nfitc1 on 2009-10-20 13:10:08
The "Dual Drain" itself is a sort of seizure status, but it doesn't work without Dual on the character.

The name "seizure" comes from FFVI where a few enemies can perform certain attacks that would cause it. It's like Poison, but the only way to cure it is to win the battle.
Title: Re: Bring it on?
Post by: Bosola on 2009-10-20 13:48:53
Quote
Yeah... I'm kind of aware of that, but when was it called "seizure"? Where'd that name come from?

FF5?
Title: Re: Bring it on?
Post by: secondadvent on 2009-11-21 16:05:04
I am guessing that you still do not have the time to test any of these? I am planning on starting back up my mod and continuing on to the next section (yay for air buster >_>), but I do not have any opinions on my reactor one, so I am unsure whether the reactor still needs tweaking or not. I may even just start back over again, but redoing all of the character stats first for a better character balance/uniqueness, instead of waiting until later.
Title: Re: Bring it on?
Post by: Izban on 2009-11-23 09:09:36
vote 1 more leveling enemies
Title: Re: Bring it on?
Post by: nfitc1 on 2009-11-23 12:06:31
@secondadvent:

No, I'm sorry. I haven't had time to look at them properly. This comes from quite a few problems like opportunity and video selection. I haven't found a good way to record the video that I'm satisfied with. Fraps only seems to want to record in full-frames uncompressed avi and that's simply not acceptable to me.

I DID look at titeguy3's Turks bosses and they were pretty hard for the savegame he gave me. I'm not used to being at such a low level at that point in the game.
Title: Re: Bring it on?
Post by: Izban on 2009-11-24 04:52:57
why don't you use fraps then convert it with alltoavi it knocks it back in size substantially where its 25mb it brings it down to maybe 2-3mb
Title: Re: Bring it on?
Post by: titeguy3 on 2009-11-25 02:46:58
I DID look at titeguy3's Turks bosses and they were pretty hard for the savegame he gave me. I'm not used to being at such a low level at that point in the game.

 8-)
Try using magic hammer on rude at the midgar fight, just for kicks.