Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - mav

Pages: 1 2 3 4 [5] 6 7 8 9 10
101
Archive / Scene.Bin editing
« on: 2005-07-16 07:06:04 »
Evasion, Luck and speed can be very easy implemented, I will do this in next release.

I wrote this program using scene.bin format described in Gears, maybe this description isn't complete. I'll have to take a look on it again.

Part of post cut out, not valid info

If you have better description of this section then please let me know.

If you're good at graphics then sure, I'd like to have a nice icon for my program, because Delphi's default icon is ugly as hell :P.

Edit: I think that Terence Fergusson could help us, however I think that he is hard to catch lately :).

Edit2: Update - new release

Version: 1.1.3
Changes:
- added: evade, luck and speed editing
- added: credit to people at Qhimm's forums
- added: readme, history and enemies files to program archive
- changed: 'Author' to 'About'
- fixed: bug when there are 2 monsters but second record is empty

Link: Scene Edit v1.1.3

Edit3: Format update

I think I understand now how this works. I'll write it down here so everyone interested could benefit from it, and so I don't forget how this works :).

------

Offsets here are relative, from the beginning of each enemy's data.

0x88h [4 bytes] - win/steal info & rates

These are chances to get items listed in next section. 1 byte per item. But now comes the tricky part. If the rate is lower than 80h, for e.g. 08h - then this is a drop item and has 8/63 [63 is max] chance for drop. But if rate is higher than 80h, let's say... A0h, then this is an item for steal, and chances for successful steal is A0h - 80h = 20h = 32/63.

0x8Ch [8 bytes] - win/steal item list

This is a list of items described above. 2 bytes per item.

So, if the data is (file 105, Mighty Grunt):

Code: [Select]
08 A0 88 FF 0E 00 0E 00 14 00 FF FF

This means, that this monster drops one item - Tranquillizer [0Eh], with 8/63 chance for drop, and you can steal either a Tranquillizer (32/63 chance) or Grenade [14h] (8/63 chance) from it.

-----

Please correct me if I'm wrong. With this info I'll be able to write item management option in my app, I think It'll be ready tomorrow. Stay tuned :).

102
Archive / Scene.Bin editing
« on: 2005-07-15 15:53:24 »
Elentor, if you have some feature request for this prog, please let me know. If I'll have time then I will program whatever you want :).

103
Archive / Scene.Bin editing
« on: 2005-07-15 13:41:16 »
You should ask this question to Elentor, author of Hardcore Project. I'm only a small programmer ;).

New version released!

Version: 1.1.0
Changes:
- added win, steal and morph item editing along with item list (from Qhimm's Jenova)
- some gui changes
Link: Scene Edit v1.1.0
Screenshot: Edited Guard Scorpion to drop Atomic Scissors instead of Assault Gun


104
Archive / Scene.Bin editing
« on: 2005-07-15 10:39:40 »
Ok, I got some time today so I wrote this little program.
It let's you edit files from Scene.bin file so you can change monster values such as:

- Monster name
- HP & MP
- Stats: Strength, Defense, Magic Power, Magic Defense
- Exp, AP & Gil for winning
- Win, Steal and Morph Items [updated, see post below]

Here's a screenshot from 1st boss fight, monster name changed to "Skorpionik" and his strength greatly reduced so Scorpion Tail attack did only 7 HP.



Link: Scene Edit v1.0.0
Note: This program works with unpacked scene.bin files. To unpack/repack this archive you can use another program of mine - Scene.Bin Explorer

Suggestions are apprieciated ;).

Edit: Just to see if everything works I opened "Hardcore version" of Scene.Bin from the other project, here are the results, it seems that everything works fine:


105
Archive / FF7 - Hardcore Mode Project
« on: 2005-07-15 08:21:21 »
Elentor - what tool do you use to edit those stats, If I can ask ?
Long time ago I've tried to make editor for scene.bin, but unfortunetly because of lack of time I had to cancel this project. Did you write some program for it or just you sit with Hex Editor changing specific values? ;)

Edit: I wrote a program to edit these files, please refer to my other thread on this forum if you want to use it. Hope it'll help :).

106
Archive / Sapphire update [FF7 dialogue editor]
« on: 2005-07-12 07:58:01 »
Of course you can, if you like it. Oh, RPGillespie - did it work?

Edit: Please re-download program if you did download it yesterday and earlier, there's a bugfix to frcyo location which wasn't loaded properly, also further bugfixes to Shinra HQ locations, I hope they are the last ones :).

107
Maybe try this program of mine. I wrote it long time ago, but it _should_ work.

109
Archive / Sapphire update [FF7 dialogue editor]
« on: 2005-07-05 11:19:49 »
Hi there,
It's been a long time when I wrote something and my editor had one flaw so I finally decided to fix it. And here it is, version 1.3.0.0, hope it works for you. I tested it a while ago with the most buggy location - Shinra HQ floors 64-68 and they work fine. Hope it helps someone.

[Update: Version upgrade]

Link: Sapphire v1.3.0.3

110
Archive / Cosmo Canyon save patch
« on: 2005-05-24 13:22:22 »
I've tried this, still, something is wrong. I guess I'll wait for Fice, because he's good at translating C++ -> Delphi ;)

111
Archive / Cosmo Canyon save patch
« on: 2005-05-19 23:09:32 »
Thanks for posting. Tried this, still, no luck... :-?

112
Archive / Cosmo Canyon save patch
« on: 2005-05-19 22:47:52 »
I figured that it would be cool to develop patch for Cosmo Canyon so you mustn't see the animation. It would be a simple patch to change plot progression variable (before going to Bugenhaggen it's 0xD5 and after - 0xED). Unfortunetly, I'm not that good in C++ and I'm writing in Delphi, and I have problem with checksum function:

Qhimm's code:

Code: [Select]
int CFF7File::Checksum( char* b )
{
int i = 0, t, d;
long r = 0xFFFF, len = 4336;
long pbit = 0x8000;

while( len-- ) {
t = b[i++];
r ^= t << 8;
for(d=0;d<8;d++) {
if( r & pbit )
r = ( r << 1 ) ^ 0x1021;
else
r <<= 1;
}
r &= ( 1 << 16 ) - 1;
}
return ~r;
}


My code:

Code: [Select]
 var i, t, d, r, len, pbit: integer;
  content: array of char;
    i := 0;
    while (len >= 0) do begin
      len := len - 1;
      i := i + 1;
      t := ord(content[i]);
      r := r xor (t shl 8);
      for d := 0 to 7 do begin
        if(r and pbit)=0 then
          r := ( r shl 1 ) xor $1021
        else
          r := r shl 1;
        r := r and ((1 shl 16) - 1);
      end;
    end;


Could someone point me what I have done wrong ? Program calculates something, but it's diffrent from the original. Help apprieciated :).

113
Archive / Out of Memory
« on: 2005-05-19 21:01:34 »
One question - do you made some big changes in the txt file before putting it right into level file ? Could you send it to me ?

114
Archive / Cosmo editing problems
« on: 2005-05-19 20:37:18 »
Shinra HQ floors from 66 to 70 have one messed up dialog, and when edited, the whole file is messing up. I suggest you to not edit these files, for now at least. Wait 'till I'll make a fix for Sapphire so it can edit them.

115
Archive / Editing teh text
« on: 2005-05-11 16:01:09 »
@RPGillespie:
I have program named Emerald that can easy unpack/repack LGP archives (it also can pack multiple files at once). Grab it here.
Oh, and I have one program for texture converting (it converts TEX files from FF7 and FF8 files to BMP and vice versa so you can edit graphics in game). It's called Omega. Hope they help.

116
Archive / Sapphire :-?
« on: 2005-05-10 09:04:37 »
Hm... for some reason program compiled incorrectly. Oh well... I've tried this release myself - hope it'll work for you:

Link: Sapphire fixed

Quote
Also when I save it to a txt and chage it there, how do I then turn all the files back into flevel?


Load level file, press F8 (or menu Edit -> Read from text file), pick edited text file, then use Save Changes button to save level file, and you're done :). There is also batch script for inserting multiple text files into multiple level files: Edit -> Scripts -> Read from many TXT files.

117
Scripting and Reverse Engineering / LZSS Problem (Delphi)
« on: 2005-05-07 15:57:45 »
For long time i used Ficedula's LZSS algorithm in my programs. However it was very slow, so I've searched the internet and I found ChefLZ component. It's written in assembler and it's like... 10 times faster than Fice's in compression/decompression! But there's one problem - it doesn't compress some files correctly - the diffrence is that it produces 4 byte larger files than Fice's algorithm (it adds some bytes at end, rest is same).

My question is - does anyone here know assembler that much so he can help me fix this component ? I really want to use it, because packing & unpacking FF8 with Ficedula's algorithm takes ages...

Here's a link

118
Archive / Editing teh text
« on: 2005-05-07 15:43:57 »
Hello RPGillespie. If you want to edit texts in FF7, you can use my program - Sapphire. It can dump all dialogs to text files, and there you can use any editor to Search & Replace texts you want.

Sapphire v1.2.9

Be awared: It can't edit Shinra HQ building for now because of some stupid bug in field files.

119
FF8 Tools / New FF8 Tools: Archiver and TEX Converter
« on: 2004-09-14 09:34:50 »
This file is 8-bit, and Omega should handle them, I don't know why it doesn't.

Edit: I found some small bug, fixed and new version uploaded :).

120
FF8 Tools / New FF8 Tools: Archiver and TEX Converter
« on: 2004-09-13 05:16:18 »
It does handle 16-bit files by now :).

121
Scripting and Reverse Engineering / M4v3R plz come here
« on: 2004-09-07 09:50:46 »
Hm.. I see... But, as you can see, all the windows you found correspond to the same dialog - 7th (because there is '40 00 06' there). In this location there are only two dialogs used - C'mon newcomer and Receiver "Potion". I don't really know why there are so many window definitions for "Potion", while there are only two used in game.

122
Scripting and Reverse Engineering / 16 bit textures
« on: 2004-09-06 16:56:02 »
Yes, it's functional (sorry for long respond, I've been on vacation). You can find it on my page (www button :)).

123
Scripting and Reverse Engineering / FF8 CDs
« on: 2004-08-20 13:54:02 »
But how do you explain that CD1 is working, if it's written in the exact same way like CD2 ?

124
Scripting and Reverse Engineering / 16 bit textures
« on: 2004-08-20 13:52:28 »
Guys, guys, don't argue :). Problem is over, solution is above, so there's no need to argue ;).

125
Scripting and Reverse Engineering / FF8 CDs
« on: 2004-08-19 21:00:30 »
I don't want no-cd crack, because I don't want to copy movies to hard drive. I wan't to make game run from any CD that contains nessesary data (movies).

Pages: 1 2 3 4 [5] 6 7 8 9 10