How did you do to not use QtCore4.dll and QtGui4.dll?i have recompiled qt to be static and theirfore they are built in to the exe.
I don't like to do that, recompile Qt takes lot of time :|.yes it sure does.
Another Python fan?python .>>>? no not at all *there are qt binding for python so you could use it with python if you wanted to
What's QT like to use?
@ kranmer , i have yet to check the char flag (char record offset 0x0) checks yet and untill kalm flash back vincent == Sephiroth , and cait = young cloud.
well first off thanks for trying it .. , you don't want system.cnf,Oh, I see. Well, just for the sake of experimentation, where on my hard drive would those saves be located? I can't seem to find them anywhere...
you would want the save from your memory card. but i have yet to start working on psx saves. i plan to do that soon after my 1.0 goals but for now black chocobo is a pc only save editor.
sudo apt-get install libqtcore4 libqtgui4
deniz@d3:~$ sudo apt-get install libqtcore4 libqtgui4
Paketlisten werden gelesen... Fertig
Abhängigkeitsbaum wird aufgebaut
Lese Status-Informationen ein... Fertig
libqtcore4 ist schon die neueste Version.
libqtgui4 ist schon die neueste Version.
0 aktualisiert, 0 neu installiert, 0 zu entfernen und 0 nicht aktualisiert.
deniz@d3:~$
Nice work- it works after upgrading to Ubuntu 10.04-LTS now :]
And I'm sorry, I have to learn much and I don't have much time to translate- but I will go on and finish it soon, be patient please x)
Hey.. Just wondering if your program can edit hp higher than 9999 to be used with dziugo's patch?? :?
Yes and No, its completely possible(and i have even tested it w/ his patch) but to avoid breakage w/ non modded games the cap for the Hp/Mp boxes are set to 9999/999.
progress update
v.1.0 is now nearly finished. here are some changes that have taken place.
NEW: Edit Almost all In-game options. Controller mapping Is Incomplete,and locked to protect your save from breaking, look for that after v1
FIXED:Chocobo editing now works. can even add new chocobos. Two more vars to set on a chocobo to be 100% complete
CHANGED: hp /mp box caps are now set to 32767 to work with dziugo's patch.
almost every "apply" button has been removed.only the ones for item/materia changes remain.
GUIs Getting a Slight Re-do.
Other Save Related News:
PSV file editing might be possible soon. (yea i said it.) I've only done some simple tests but so far it looks possible. More on this when i get my hands on a ps3 to do some testing. Just know i am working on this for a future version.
Wow good work!! So the mp can also be edited to 32767?? Wouldn't that cause an error for the game??
The Phs Mask Does Not Contain An Entry For Sephiroth. So Its Not Possible. you can add him to your party he' s 0x0A IIRC, but you can't control him and there is nothing i can do about that in the save game to make him contolable.
Wow good work!! So the mp can also be edited to 32767?? Wouldn't that cause an error for the game??
it shouldn't cause one as long as you have dizugo's patch , if you don't the game might not like it.i have yet to test it with out the patch installed. but i suspect at very least the PC version will be ok w/ it.
No. Can't change Sephiroth's AI with a save state. The fact someone might suggest it's possible is quite alarming - you do understand what's actually happening when you use that cheat engine you're so keen on, don't you? You're not just pushing in numbers and hoping for some magical 'big long list with numbers and letters up to F' to come up, right?
I suspect at some point you're going to have to tag someone here or elsewhere on a project and really go through what's actually happening in the machine - what asm is, what little and big endian digits are, that kind of thing. I think you really need to sort out these basics first - no offence, I just think you require it.
I noticed on your todo list is to convert PC>PSX and vice versa. There's a program called PSXMemtool that does this quite well and will even do PAL to NTSC. The most current version is 1.19b.yea i have never gotting that program to work for me...
I'm not sure if there is a source released, but figured I should let you know in case you are good at reverse engineering.
Weird
Here is the one I use
http://www.mediafire.com/?tmyzzz0mkj2 (http://www.mediafire.com/?tmyzzz0mkj2)
Yeah IIRC I had to grab the .dll files from an earlier release
I'm speaking to you.
Please don't take offence, but all this is a bit beyond your level. Some time ago, I too regularly produced GS-codes, including conditional and looping ones. Consider the following codes for FF7 NTSC:
800707BC 039C
30066B3D 0027
30066B3E 0000
30066B3F 0026
30066B40 004F
30066B41 0052
30066B42 0043
30066B43 0045
30070B55 002C
80070B56 1E23
80070B58 FFFF
30070B61 0000
800F8582 0003
800F8580 0100
D00F8A00 0002
800F8A00 0004
D00F8A00 0005
800F8A00 0006
D00F8A00 0007
800F8A00 0000
D10F8A00 0000
800F8A0C 0000
D00F8A00 0000
800F8A0C 0001
800F858E 00FF
800F85A2 00FF
800F83EF 00AA
D01B1FDE ACA2
801B1FDA 0002
D01B1FDE ACA2
801B1FD8 10C0
80154768 8000
This yields a pallete-swapped Safer Sephiroth with a completely different AI pattern, a Demi-3 like spell named 'G-Force' (a large portion of the above just forces a string, actually). Here's a video: http://www.youtube.com/watch?v=6glyaXOpP4Q
Back then, I thought my 'haxxoring' was pretty **** hot. Now, it seems to me just ****. If you think the skill ceiling is moonjump and teleport codes, think again. I think you're really going to need to get back to basics on machine-level operations. Practicing low-level programming - perhaps simple IO stuff with C (not ++), and then learning about stacks and registers might be a good introduction.
It certainly did a lot for me.
It's worked perfectly for me.
Wait... aren't you running Linux? From my experience it works perfectly in Windows
Wow your program is the most complete savegame editor for ff7 I've ever seen after Jenova. But can I suggest adding a little tweak?? Its just that Vincent's Death Penalty gets stronger with more enemies killed by him right?? Can you add a feature to also the edit the enemies defeated by each character?? If its not much trouble though. :)
Oh and I was curious, what is the level progress in the party tab?? ???he level progress bar is their progress towards the next level (look after a battle it fills..).it is really on there to be complete since editing it doesn't do much of ne thing. the game appears to calculate it "on-the-fly". i really don't know why they bother to save it. or maybe i am going about editing it incorrectly.
Oops there is in fact the one that I need. Damn I'm feeling sleepy today. Sorry. :-\ And also for me your editor is already complete but if you add more features it'll be more fun to play with. Thanks for the editor. :)
Good job on what I've seen so far, But is there any way to export to PSV or have there not been a crack for the encryption?
anyway good luck on the project.
I played as Young Cloud once. He is exponentially stronger than normal Cloud.
I played as Young Cloud once. He is exponentially stronger than normal Cloud.How'd you do that?? Never tried that. Did you mess with Meteor?? And how strong exactly?? Does his stats grow stronger than the normal Cloud when leveling up?? ???
I played as Young Cloud once. He is exponentially stronger than normal Cloud.How'd you do that?? Never tried that. Did you mess with Meteor?? And how strong exactly?? Does his stats grow stronger than the normal Cloud when leveling up?? ???
all events should be replayable once i hack out the progression vars.sithlord48 if you find these vars could you please post them, i already made a teleport code and i can jump to events but there are some places that if i teleport to are at the wrong time, like for example if i teleport to the reactor1 it teleports me to reactor5 instead of 1 because of progress (so if i haven't completed reactor1 i can teleport there but as soon as its complete if i try to teleport there it ends up as reactor5)
@halkun, yes i have been slowly adding to the savemap.Ok thanks for letting me know,
@young cloud peoplez, its possible but as kranmer said young clound and cait sith share a char slot. i have yet to work on this further but it is on my todo list. (seppie too).
@kranmer, same thing happens when you teleport w/ bchocobo, as your aware the quest progression values need to be cracked for that to change. this is also on my todo list and now that i can teleport mostly anywhere. this is towards the top of my list. (up there w/ psv creation.)
@everyone, i will be working on psv checksums anyone who would like to help please pm me.
How is the progress on that? Do you think you can make say 50% of it from scratch right now?
Oh by the way who made the Jenova save game editor?? It's the oldest but most capable save game editor before yours.
it could be your mods. but then again jenova and black chocobo should see all the items as the same , since for items/weapons/armor/materia lists are just ported from jenova. is it only when u put them in your "items" ? i will look it to in as soon as i get a chance. also can u provide me w/ a full list if there are others you noticed.
I'm having problems to download the windows version.I can host his latest release in filefront if you have problems. But I'm not sure if sithlord48 would want that. If he wants just tell me. :D
i really enjoy this editor. i have it and Jenova since i can only do certain things with both. i highly praise yours as it does what Jenova cannot, (teleport your save to wherever, edit the statistics of any char at any point, etc.) but what id like to see implemented (if you don't mind :3) is a way to edit Sephiroth, and or Young Cloud, annnd a bug fix for adding the Masamune to your inventory. (it wont let you, had to use Jenova to add in that, because when you add Sephy to party he has a t-vest as his weapon equipped making him miss every time. xD) one more thing i'd like to see (maybe could do this for materia, also?) is add in, a "Add All" Function when it comes to items, so every item in the directory will be added to your inventory (and you can specify how many with the value already set and given) having it remember where you last loaded your save, to save you a little bit of time from going folder to folder (especially when testing things, if your creating your own mod and what not) would be lovely as well. :DSecond this post!! :) I really like to edit Sephiroth more.
even w/o what i said, i give Black Chocobo a 9/10. i personally, would just like to see the above added :p
so Thank you for making this wonderful program sith!
-Aeris
what id like to see implemented (if you don't mind :3) is a way to edit Sephiroth, and or Young Cloud,eventually when i care about doing so.
and a bug fix for adding the Masamune to your inventory. (it wont let you, had to use Jenova to add in that,i have fixed this already in my unreleased version. (more progress below)
because when you add Sephy to party he has a t-vest as his weapon equipped making him miss every time. xD)
one more thing i'd like to see (maybe could do this for materia, also?) is add in, a "Add All" Function when it comes to items, so every item in the directory will be added to your inventory (and you can specify how many with the value already set and given)maybe in the future, this feature is not important to me at all.
having it remember where you last loaded your save, to save you a little bit of time from going folder to folder (especially when testing things, if your creating your own mod and what not) would be lovely as well. :Dmaybe in the future, this feature is not important to me at all.
could you hook me up with a link?Hey is this what you're looking for??
thank you kindly, i shall check it out now
Hey is this what you're looking for??
http://forums.qhimm.com/index.php?topic=9747.25;topicseen
They're talking about those checksum stuff and the ps3 so it may be close to what you're looking for. :)
I can't set anyone's kills over 9999... which is a problem for Vincent since they need to be set at 65535 so the overflow glitch works.
I can't set anyone's kills over 9999... which is a problem for Vincent since they need to be set at 65535 so the overflow glitch works.
yes thats called an input cap , its put there so people don't break save games by putting to high of a value. i will look in to raseing that cap to the possible highest value with out breaking you save.
Not sure if you have fixed this yet but it needs doing. A lot of apps fail to do this and it is annoying:P
a. When you have opened a save file, simply clicking "save" should automatically save the file you opened, not ask you to find the folder again and overwrite save files
b. The app should navigate automatically to the save folder by default every time.
When I have time I may do a proper test of this program, so far I did notice 1 bug... when you set the 'points to next level' to 1, in the game, it doesn't seem to actually level up when the 1 point is given in battle. I am not sure if that is just my save or whether it is a proper bug.
a. When you have opened a save file, simply clicking "save" should automatically save the file you opened, not ask you to find the folder again and overwrite save filesSorry but this will never happen there is a chance that you file after editing will not work properly in ff7. since you can break you save just by changing the values in your save.
b. The app should navigate automatically to the save folder by default every time.This will most likely not happen either since i have no way to correctly predict where ff7 is installed. eventually i may set up some sort of config file to allow you to set you default save folder.
when you set the 'points to next level' to 1, in the game, it doesn't seem to actually level up when the 1 point is given in battleit should be noted here that any other editor that allows you to set a chars next or exp value does not exactly work. next is only a place holder. exactly what bosola said above about it.
Is there going to be any update for the psv saves or is a workaround all that can be done? Or do you know yet?
Q::I can open a psv but i can't save it.. what gives.?
A::umm. yea sorry about that one day perhaps i'll get it right untill then here is a Workaround (http://forums.qhimm.com/index.php?topic=9747.msg137757#msg137757) to get them on the ps3
P.S, why did the help and release threads get merged...Now that we have subforums to divvy up the programs from mods, we're going back to how things used to be when all discussion and info was in one thread.
P.S, why did the help and release threads get merged...Now that we have subforums to divvy up the programs from mods, we're going back to how things used to be when all discussion and info was in one thread.
This will most likely not happen either since i have no way to correctly predict where ff7 is installed
QuoteThis will most likely not happen either since i have no way to correctly predict where ff7 is installed
Surely you can program your app to look at the registry value? This will tell your app exactly where the game is installed. Me and Kranmer did a similar thing with our installers. You just have to make it look at the registry and at the correct value which is the path string.
HKLM/Software/square soft, inc. /Final Fantasy VII/AppPath I think that's correct for 32bit windows. You would need to look at another for 64bit.
Black Chocobo now as a (mostly finished) user guide. (https://sourceforge.net/apps/mediawiki/blackchocobo/index.php?title=User_Guide) check it out let me know what u think. the link is also added to the main page.. as well fixed in the projects web page it should be easy for people to find..
Do you have save editors for any of the other PS based FF games?
Like "origins, anthology, and FF4 from chronicals" ??
Do you have save editors for any of the other PS based FF games?
Like "origins, anthology, and FF4 from chronicals" ??
no i don't but thats ps related stuff can be done with a gameshark or something similar.
Yeah but he likes your interface :P.Half of why i made the program is that the other editors were so ulgy and had bad UI's (sadly im not kidding about that)
I especially like the fact that I can increase or decrease all the character stats randomly.what do u mean by that?
It's just SOO perfect.thanks
Would in be hard to alter this one to be able to edit other FF game saves too?
What would you need?
Well, we'd need a working FF6 savemap.yes this exactly is what we need.
How easy would this be to reverse engineer? Well, if the data structures resemble those for SNES saves, it wouldn't be a hassle. If not, it could be a lot more difficult.
Creating the app would then be an issue of simply adapting the source code
Chris has been kind enough to provide as Black Choco.how do u know my name :? stalker, eh :P
...You emblazoned it all over your source code.thats part of the gpl requirements to ensure the code stays free. it was a joke.(hence the :P ) lol.
Yeah but he likes your interface :P.Half of why i made the program is that the other editors were so ulgy and had bad UI's (sadly im not kidding about that)
I especially like the fact that I can increase or decrease all the character stats randomly.what do u mean by that?
It's just SOO perfect.thanks
Would in be hard to alter this one to be able to edit other FF game saves too?
What would you need?Well, we'd need a working FF6 savemap.yes this exactly is what we need.
How easy would this be to reverse engineer? Well, if the data structures resemble those for SNES saves, it wouldn't be a hassle. If not, it could be a lot more difficult.
Creating the app would then be an issue of simply adapting the source code
It's not, no.
We need the offsets for different classes of data. We need to know which bytes represent what.
Ideally, I'd like to see a SNES FF6 and PSX FF6 save together. It's always possible the savemaps are quite similar, so we can use what we know about the former to decipher it.
It's not really something you can "give" us.
Essentially, we need to look at the save to determine which data does what. Is equipment data stored here? Character names there? We would then experiment to confirm this. The Savemap is effectively a description of which savefile bytes affect what in-game. It is a 'map' of a save file, as it were.
It's hard to guess how much work this may need. It's possible it has already been done. It's also possible that the SNES save files are very similar, so we can guess from there. However, FF6-PSOne might use some kind of compression, which we'd have to reverse engineer. It might also use a checksum, that we'd need to learn how to generate.
Well, comparison is one thing you could do. There are lots of methods. You can look for headers and blocks of data. You can look for strings and make reasonable assumptions about what groups of bytes might do. You can also look for evidence that the file is or isn't compressed, and you can easily verify whether there's a checksum by simply altering a string and seeing if it loads or not (FF7 displays the infamous 'File is ruined' message should the checksum fail).
We can obtain the files themselves fairly easily. The question is, who will do the work? I don't really have the level of skill to do it, to be honest.
If there are already PS-FF6 save editors and their source code available, then go right ahead. That makes our work far easier.
If there are SNES-FF6 editors / source around, it *might* help us - but it might not if PSOne-FF6 save files are organized in a different way.
...
The reason I started looking into editors for FF games, is because of my sister.
She loves the FF series, the animation, the story, the gameplay... all except for one thing...
The hours and hours of constant grinding. (running in circles to level)
She completely gave up ALL FF games because of that.
Said she would neve touch one ever again, unless there was a way to level faster.
I figured simply editing the stats would be the best way.
...
...
The reason I started looking into editors for FF games, is because of my sister.
She loves the FF series, the animation, the story, the gameplay... all except for one thing...
The hours and hours of constant grinding. (running in circles to level)
She completely gave up ALL FF games because of that.
Said she would neve touch one ever again, unless there was a way to level faster.
I figured simply editing the stats would be the best way.
...
I know this post will not help, in making any editor, but why you just don't let your sister play on emu?:P Or load the game on emu edit anything you want pretty easily, save and convert save to psx format. I yet didn't found any psx rpg that would be hard to find values for at least exp. Belive me you don't need to edit stats for your sister if you make her characters 20-30 lvls above she should be by normal play:P + stat editing is easy too. Just use PEC plugin on epsx and search the memory for exp values during few fights with saving game whenever you want in emu, that's ultra easy and can be found jumping between two saves. I find looking for it myself faster than checking any pec code database for a ready one. >.> + it'll work on any version you have. With snes games it's even easier as ZSNES have built in memory search without any plugin. You will make sister happy and it's far less work than making, nah even by trying to find any ready one editor. Probably the easiness of finding codes for psx games is the main reason that it lack of editors:P.(Well it's not like pc rpg's are much harder with cheat engine...)
Hey guys, I have an idea!kinda, but i need to game i can't work on it with out the game. besides. this is off topic for this thread. please start a new thread if you want to work on a ff6 save editor.
I used your program and imported a PSV save, then I used the "Export PSX save" function.
I then used a program of mine to compare the 2 files and there are only 2 small differences.
Would the knowledge of what those 2 differences are, be enough to reverse engineer a way to figure out the PSV files?
Hey guys, I have an idea!kinda, but i need to game i can't work on it with out the game. besides. this is off topic for this thread. please start a new thread if you want to work on a ff6 save editor.
I used your program and imported a PSV save, then I used the "Export PSX save" function.
I then used a program of mine to compare the 2 files and there are only 2 small differences.
Would the knowledge of what those 2 differences are, be enough to reverse engineer a way to figure out the PSV files?
Whoa there, chill with the multiposting, there is an edit/modify button for a reason.
Also, what's a "hex-dump" ??
a hex-dump is a six-sided piece of poo.pyrozen, you are not helping >:(
your welcome.
*apologies for the snarky comment, i couldn't resist*
You can see what a hexdump looks like here (http://en.wikipedia.org/wiki/Hex_dump).
about psv & vmp files:
These files have massive 160-but checksums (but not using any common method to make one, nor all bytes of the files). In order for me or anyone else to properly generate a checksum. The checksumming algorithm has to be figured out. This can be done by looking at LOTS of properly signed psv files and compairing the checksums and data. If you are a crypto expert then you prolly know an ezer way , but simply hexediting the file with out correctly generating the new checksum the ps3 or vmp it will show them there but they will always be corrupt. now i can get a ps3 to sign a psv save.please see the Faq (http://forums.qhimm.com/index.php?topic=9747.msg137757#msg137757) for more info on how to do that. as for opening psp files (.vmp) you all have to wait until someone steps up to update the french translation.
it shouldn't matter if they are from the same ps3 or not (although they would be most likely from the same ps3).
it doen't matter where the save files are in the game. ideally they would all be in the same location w/ the same data other then a byte or two difference.
All of them :Pthanks for the input sl :P. but i was looking for one or two for the next release , ( i have one in mind .. but two is more fun )
Date scene in gold saucerthats done already in 1.3 :P so is the flash back and bombing mission
Date scene in gold saucerthats done already in 1.3 :P so is the flash back and bombing mission
Oh Sorry , i Forgot to Say that , Its the Last stable of BlackChobo , version 1.3 . i dont like SVN ( unstables versions )generally my svn is stable. and contains bug fixes and new features (generally)
And yes , when i "Import PSX Slot Save" to a Save Game , i save the file , and continue to the next slot , and "Import PSX Slot Save" again using another PSX Save and saving again the save game.just checking to be sure you have saved. now these are pal psx your importing? or ntsc-u psx saves(i can only really work w/ usa saves, but they from the loading aspect, shouldn't be much difference.)
In The BlackChocobo , the File , Load fine , but in Jenova show me like the game take it the file ( Incomplete ? )i think this is not the first load issue w/ jenova (you don't need it we can do it all w/ black chocobo)
Yes i have installed parts of "KDE4" ( For Games like "Kpatience" ) . i have too the "QT4" needs files ^^ , i run BlackChocobo 1.3 Native for Linux. well Trought WINE , works Too , but i prefer Natives & Stables Versions .damn gnome makes qt look ulgy..
I got another question ? , why QT4 ? and not "GTK+" or "Python" or "PyGTK" ? i just wanna know , why the devs of BlackChoboco Prefer QT4 xD ^^ Thanks by all ^^i know C++, wanted an ez to use cross platform and gpled tool kit to use. and don't like gnome and Gtk is ulgy also i don't want to deal w/ having a possible mono requirement later on. oh yea that and i use KDE4 on just about all my machines.
generally my svn is stable. and contains bug fixes and new features (generally)
just checking to be sure you have saved. now these are pal psx your importing? or ntsc-u psx saves(i can only really work w/ usa saves, but they from the loading aspect, shouldn't be much difference.)
Damn gnome makes qt look ulgy..I Know the QT4 libs ( some devs tell me , its for the license of NOKIA and Trolltech dont make applications with that libs ) , looks better , but in distros , the GTK+ Toolkit its more use the mayor part of software use this , and i dont know a good lib to draw QT4 Natives Looks Nice in GTK+ Natives applications.
i know C++, wanted an ez to use cross platform and gpled tool kit to use. and don't like gnome and Gtk is ulgy also i don't want to deal w/ having a possible mono requirement later on. oh yea that and i use KDE4 on just about all my machines.
and , a ePSXe FF7 Pal Saved Memory Card , can help you ???http://www.mediafire.com/?tmyzzz0mkj2 PSXMemtool
If not, how i can transfer a Native PSX Save to my pc , to give you a native psx pal save game ???
any idea what causes this? Or how to prevent this? Because I fear this might cause some REAL problems with the storymy guess is that you played w/ the phs values (or i need to seperate the two values possibly)
On another note, it's a litt eannoying that the menu jumps and auto-scrolls down whenever you click a key item. Basically, you click item 20, and it scrolls down and item 20 is the further most up in the menu.that is something Qt is doing on its own when i set the lists currently selected. because the list can scroll, i have not bothered to attempt to address it since its only a minor annoyance, eventually i will.but for now its that or you get to start at the top or bottom when you touch the list
00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
===============================================
For country , change the value of "0B" First Line
For Slot , change the value of "0C" Second Line
For Countrys :
41 America
45 Europe
49 Japan
American Header : ( SLOT 1 )
51 00 00 00 00 20 00 00 FF FF 42 >41< 53 43 45 53 : American
2D 30 30 39 30 30 46 46 37 2D 53 30 >31< 00 00 00 : Slot 1
European Header : ( SLOT 2 )
51 00 00 00 00 20 00 00 FF FF 42 >45< 53 43 45 53 : European
2D 30 30 39 30 30 46 46 37 2D 53 30 >32< 00 00 00 : Slot 2
Japanase Header : ( SLOT 3 )
51 00 00 00 00 20 00 00 FF FF 42 >49< 53 43 45 53 : Japanese
2D 30 30 39 30 30 46 46 37 2D 53 30 >33< 00 00 00 : Slot 3
For Slots :
31 -> S01
32 -> S02
33 -> S03
34 -> S04
35 -> S05
36 -> S06
37 -> S07
38 -> S08
39 -> S09
31 30 -> S10
American Header (Slot 10 ) :
51 00 00 00 00 20 00 00 FF FF 42 >41< 53 43 45 53 : American
2D 30 30 39 30 30 46 46 37 2D 53 >31<>30< 00 00 00 : Slot 10
31 31 -> S11
European Header (Slot 11 ) :
51 00 00 00 00 20 00 00 FF FF 42 >45< 53 43 45 53 : European
2D 30 30 39 30 30 46 46 37 2D 53 >31<>31< 00 00 00 : Slot 11
31 32 -> S12
Japanese Header (Slot 12 ) :
51 00 00 00 00 20 00 00 FF FF 42 >49< 53 43 45 53 : Japanese
2D 30 30 39 30 30 46 46 37 2D 53 >31<>32< 00 00 00 : Slot 12
31 33 -> S13
31 34 -> S14
31 35 -> S15
===============================================
Product Code :
SCES-00900 in SLOT01 , European Header ( CD2 Works with this for me )
00 >01< 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
===============================================
51 00 00 00 00 20 00 00 >42 49 42 *45* 53 43 45 53 : Region = *Europe*
2D >30< 30 39 30 30 46 46 37 2D 53 30< | 31 |00 00 00 > Product Code : SCES->0<0900 | Slot 01 |
SCES-10900 in SLOT01 , European Header ( CD2 DONT Work with this for me )
51 00 00 00 00 20 00 00 >42 49 42 *45* 53 43 45 53 > Region = *Europe*
2D >31< 30 39 30 30 46 46 37 2D 53 30 31< 00 00 00 > Product Code : SCES->1<0900 | Slot 01 |
SCES-20900 in SLOT01 , European Header ( CD3 Unknow if work or not )
51 00 00 00 00 20 00 00 >42 49 42 45 53 43 45 53 > Region = Europe
2D >32< 30 39 30 30 46 46 37 2D 53 30 31< 00 00 00 > Product Code : SCES->2<0900 | Slot 01 |
SCES-00867 in SLOT01 , European Header ( CD1 , you should test )
00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
===============================================
51 00 00 00 00 20 00 00 >42 49 42 *45* 53 43 45 53 : Region = *Europe*
2D >30 30 38 36 37< 46 46 37 2D 53 60< |31| 00 00 00 : Product Code : SCES->00867< |SLOT 1|
SCES-10867 in SLOT02 , European Header (CD2 , you should test )
00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
===============================================
51 00 00 00 00 20 00 00 >42 49 42 *45* 53 43 45 53 : Region = *Europe*
2D *31* >30 38 36 37< 46 46 37 2D 53 60< |32| 00 00 00 : Product Code : SCES-*1*>0867< |SLOT 2|
SCES-20867 in SLOT03 , European Header (CD3 , you should test )
00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
===============================================
51 00 00 00 00 20 00 00 >42 49 42 *45* 53 43 45 53 : Region = *Europe*
2D *32* >30 38 36 37< 46 46 37 2D 53 30< |33| 00 00 00 : Product Code : SCES-*2*>0867< |SLOT 3|
SCES-00869 in SLOT10 , European Header (CD1 , you should test )
00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
===============================================
51 00 00 00 00 20 00 00 >42 49 42 *45* 53 43 45 53 : Region = *Europe*
2D 30 30 38 36 39 46 46 37 2D 53<|31 30| : Product Code : SCES-00869 |SLOT 10|
SCUS-94163 in SLOT11 , American Header (CD1 , you should test )
00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
===============================================
51 00 00 00 00 20 00 00>42 49 42*45*53 43 45 53 : Region = *America*
2d 39 34 31 36 33 46 46 37 2D 53<|31 31| 00 00 00 : Product Code = SCUS-94163 |SLOT 11|
SCUS-94164 in SLOT12 , American Header (CD2 , you should test )
00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
===============================================
51 00 00 00 00 20 00 00>42 49 42*45*53 43 45 53 : Region = *America*
2d 39 34 31 36*34*46 46 37 2D 53<|31 32| 00 00 00 : Product Code = SCUS-9416*4* |SLOT 12|
SLPS-00700 in SLOT15 , Japonese Header (CD1 , you sould test )
00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
===============================================
51 00 00 00 00 20 00 00>42 49 42*49*53 43 45 53 : Region = *Japan*
2D 30 30 37 30 30 46 46 37 2D 53<|31 35| 00 00 00 : Product Code = >SLPS-00700< |SLOT 15|
Choosing “import to current slot” yeilds a similar result, and if I choose “export from current slot” the editor saves the file as BASCUS-94163FF7--S01-S01 which cannot be opened/read by PCSX (editor Im using). If i try to save BASCUS-94163FF7--S01-S01 as mcd0001.mcr, the game tells me the file must be formatted when I try to open it.
i just checked the code and i found a small bug w/ mcr file name handling. i have fixed that. i don't know why if you save it manually it tells you to format it. perhaps its due to the bug but i am not convinced thats the case, so i will have to test this further w/ pcsx.
If i choose “save file” and go to select mcd001.mcr (the memcard save) it is grayed out and cannot be selected. If i save the file manually as mcd001.mcr, FFVII tells me the safe file must be formatted when I go to load it.
I am using a disc image of which I do not know the origin.
Unfortunately I am using a disc image of which I do not know the origin.
These are what the files look like. Is there a way to tell what version of the game this is while in game?
Don't quote images
Sorry for this but where's the download link?
sudo sh install.sh
I reset my game to the Bombing mission and removed everybody from my party, intending to have a New Game+ kind of experience, but it froze on the train scene.
Great editor though.
I reset my game to the Bombing mission and removed everybody from my party, intending to have a New Game+ kind of experience, but it froze on the train scene.
Great editor though.
yes the quest values are not all discovered, as more are discovered these kind of things will happen less often., now that i have found a good diff program for binary files, this might happen bit quicker now..
I can think of at least 9001 diff applications for *nix. Like, uh, DIFF.
for binary (non-text) files, diff normally reports only that they are different.we can force it to show the differances but they are shows as if the files are ascii. and is just as useless..
I can think of at least 9001 diff applications for *nix. Like, uh, DIFF.
the pro
blem with diff is thisQuote from: man difffor binary (non-text) files, diff normally reports only that they are different.we can force it to show the differances but they are shows as if the files are ascii. and is just as useless..
B_chocobo update:
started 1.5 last night, i have most of the options menu completed.. if you have suggestions for what it should contain now would be the time to give your suggestions.
Ah, I'd forgotten about text encodingits ok :P
It should have....
The ability to transfer stats, items like equipment, and materia over to another file.
This way you could start a new file, save near the scorpion, open up Black Chocobo and transfer over the stuff, making it like new game+. Oh, but Key Items have to be left behind.
Is there any way to change the region encoding in the program on top of the .vmp support? The region encoding present in PS1 games has really impeded my trying to get into the debug room in Final Fantasy VII.
I have the psp VMP format version.Is there any way to change the region encoding in the program on top of the .vmp support? The region encoding present in PS1 games has really impeded my trying to get into the debug room in Final Fantasy VII.
the region stuff will only affect mcr , mcd or vmp formats. the rest of the formats as far as i know do not have any region data in the save game, but in the header for the memory card in the case of the psx, or not at all.
it would seem that more focus on "save" and less focus on "save as" is in order; actually having a "save" button would be a great start. I ask because its extremely rare to find a program that has "save as" but basically doesn't have "save."
Im using psxfin which saves memory cards as binary files. Black Chocobo doesn't detect them, but will load them once *.* has been used. I can then edit everything I want, but that's as far as it goes. I tried resaving the file as card2, but ff7 will only prompt me to reformat it. I've tried exporting it, but how do I get it back into my card file?
His username @ gmail.com sillythank you sl :)
When I edit Run Speed or Sprint values for a chocobo, they reset to whatever they were before once I have saved, and sometimes once I have changed tabs. I normally would be trying to set them to 6000, because I understand that's the max, but they reset at other values just the same.
Version 1.5 has been released,(link on first page)
Ah, well. I found a workaround. I can use Kranmer's teleport trainer to teleport to a shop, edit said shop so it sells the materia I'm missing, and finally : open the menu after naming Red XIII with Kranmer's trainer, and equip the materia. And there also was the solution of editing the field script of an area so the game hands me the materia.
Still, I'm sending you the file by email, Kranmer, if you want to see what's going on ^^
please check your email.
edit: update, ok when i compile it for windows.. in my windows VM it crashes w/ your save, this does not happen on my computer running kubuntu 10.10 w/ kde 4.5.3.
edit: edit: this crash also happens on Mac Os X. (10.5.5).
please check your email.
edit: update, ok when i compile it for windows.. in my windows VM it crashes w/ your save, this does not happen on my computer running kubuntu 10.10 w/ kde 4.5.3.
edit: edit: this crash also happens on Mac Os X. (10.5.5).
Maybe people should stop using terrible Operating Systems. Just my two cents.
perhaps if we invite them ?please check your email.
edit: update, ok when i compile it for windows.. in my windows VM it crashes w/ your save, this does not happen on my computer running kubuntu 10.10 w/ kde 4.5.3.
edit: edit: this crash also happens on Mac Os X. (10.5.5).
Maybe people should stop using terrible Operating Systems. Just my two cents.
Thats like asking for people to stop being brain washed by TV.
Never going to happen.
EDIT : silly me, instead of teleporting, I can just call the sector 7 shop with Kranmer's beta trainer, to fix my problem ^^Nice, I'm glad to hear my trainer fixed your problem.
perhaps if we invite them ?Maybe when a OS like ReactOS comes out it (and i don't mean alpha or beta, i mean a proper release) will change peoples minds since it isn't Linux or Windows. I currently have 1 PC with a dual boot of XP and Ubuntu 9.10 (i haven't updated to the latest version yet due to a problem when i tested the live CD of 10.04),1 PC with just XP and 1 laptop with Windows Vista and i have 2 more laptops one with Xbuntu and the other with Fedora 13 installed on it and i must say the Linux OS's run faster and make a more efficient use of my RAM but i still need Windows because there is a lot of stuff wine can't do yet, so until a OS like ReactOS or until Wine is capable of running everything from Windows i will be sticking with both Linux and Windows.
i invite all of you to the gnu/linux distro of your chosing......
(did that work?)
Anyway back on topic, Thanks for the new version sithlord48 some of the newer features will help me with some of my testing (things that need to be tested under certain conditions to make sure everything is OK, and my trainer can do alot but a few things it can't which is where this will really help).
Hi
im a noob here anyways sithlord48 could you please work on saving "back to a PSV. file" for the PS3
cause i downloaded FF7 on PS3 from the market place ages ago and found this program and wanted to edit some bit im able to open the PSV as you well know but i can't save back.
there loads of intelligent people on this board that i noticed maybe maybe you lot could put your heads together and sort this out.
because i can't do the workaround that you mentioned.
Anyways please have a go there loads of people that would like this.
Thank you.
Update:
more progress
- Fixed:Minute save bug (esalva reported above)
- Fixed:Not Saving Preview time when Editing the Time
- Fixed:The Throw back to cloud issues eslava reported
- Added: Opened File Name Shown in Title
Version 1.6 is released. there are lots of new features for everyone to play with as well as a bunch of fixes. the user manual will be updated soon.. for you mac os users i've made a nice pkg install to get it installed correctly
Also the New Game Option Will reset the slot to a new game (based on the default save).
you don't need a backwards compatible PS3 the one i tested on was a newer slim model.
you don't need to physically modify anything to make this work (look at the work around again there are links. for more info)
i used the PSN version of the game.
Lost settings?
Damn, sorry to hear about that.
I wish for you, speed parallel to the winged shoes of hermes.
God speed, my friend ^.^
On a side note.
I'm trying to figure out that PSV workaround, but I don't seem to be getting anywhere.
I can't get the "fmcb" thing I need.
I wish there was another way of getting saves back to my ps3 V_V
Lost settings?
Damn, sorry to hear about that.
I wish for you, speed parallel to the winged shoes of hermes.
God speed, my friend ^.^
its nothing lost, its just how the program finds where the save0 file is located. its an annoyance for those who don't want to manually set the location of this file (its in the black chocobo exe file btw)
On a side note.
I'm trying to figure out that PSV workaround, but I don't seem to be getting anywhere.
I can't get the "fmcb" thing I need.
I wish there was another way of getting saves back to my ps3 V_V
That fmcb thing is a method of running PS2 Homebrew. It does not require physically modding any hardware, just modding software on the memory card.
If you so desire, you can send your memory card to me, and I'll put FMCB and uLaunchELF on it. This would probably be the easiest way for you to get it, because in order to install FMCB, you need to already have a way to run PS2 homebrew. I already have FMCB set up on my PS2, so it's just a matter of hitting an install button to do it for yours.
the new interface is absolutely stunning!thanks, i wanted to make it look consistent across platforms.
epic work my friend, outside of PSN support, I'm not sure what else can be done to make this any better. Maybe expansion into older FF titles perhaps....i have a few tweaks to do to the GUI they are mostly done already,(make it all re sizable, tweak some stuff that i noticed a bit to late), other then GUI stuff there is a ton of progression stuff to figure out, whole bunch of replays to incorporate. and a few things like setting world map locations, i would still like to add.PSN support looks like it might be coming sooner then i expected. once someone figures out that algorithm. I'm happy to see people are making leaps and bounds w/ the ps3.idk about supporting other FF Titles it would for sure need save maps and we have hyne already for ff8.
the new interface is absolutely stunning! epic work my friend, outside of PSN support, im not sure what else can be done to make this any better. Maybe expansion into older FF titles perhaps....
But last time I posted a link to the news article, my post got trash-canned V_V
Requesting non-installer version, please. I don't like to install tools when it's not necessary.
I've tried to use this with my psp saves, and it said something about it not having a checksum so it won't work. Is there any way to give it a checksum?
Tip: Vmp Files can be saved but the checksum is not updated. if your psp does not run custom firmware you prolly can't use the vmp files that are created untill the checksum is cracked.
Requesting non-installer version, please. I don't like to install tools when it's not necessary.
the installer is needed because the program comes w/ more then just an exe.(plus it insures that you have lzma compatible decompess for smallest download size). BC also requres a few things in the systems. and on windows it sets up a few things in the regestry. i have even put menu entrys in so i would really like to know what is your problem with my installer?
Requesting non-installer version, please. I don't like to install tools when it's not necessary.
the installer is needed because the program comes w/ more then just an exe.(plus it insures that you have lzma compatible decompess for smallest download size). BC also requres a few things in the systems. and on windows it sets up a few things in the regestry. i have even put menu entrys in so i would really like to know what is your problem with my installer?
None installer versions are always preferred, and windows registry certainly doesn't need to be used. It is a preference. Personally I can't stand installing things and always download portable apps. All the programs I have made use ini.
BTW "sithlord48" ...
You said on windows, to use 7zip.
Would winrar work too?
BTW "sithlord48" ...
You said on windows, to use 7zip.
Would winrar work too?
i don't know since i don't use winrar.
Actually I was talking about the first tab "Party"
When it says: "Click On A Char To Edit" ===========>
And then below it has pictures of your current characters.
It had Yuffie and Cid's pictures in the box before I got them.
And I am using your EXE-alpha release.
NOW IS THE TIME FOR USERS SUGGESTSIONS..How about Final Fantasy VI support? (http://www.zophar.net/utilities/snescheat/final-fantasy-6-3-us-sram-editor.html)
NOW IS THE TIME FOR USERS SUGGESTSIONS...
how about what i said before? D: a way to edit young cloud & or sephiroth, with an "Add All" Section added for item and materias. just sayin :p
Hello everyone!Your welcome
First, thanks for this fantastic program.
I want to inform you about a bug I found: when I tested it, I edited the count of the number of the battles and when I went to talk with the man in the cave that inform you about battles' number, the dialog box takes some second before it appeared and the character wasn't able to move during these seconds (if it can interest you, I edited it around 32.767 to experiment Chocobo Breeding exploit). I tested it in PSX version.
Finally I was wondering if it could be possible to create an option to repeat the battles against the 2 Weapons (Emerald and Ruby), or a system like you made with "Turtle's Paradise Flyers" or "Materia Caves", selecting or not if you have already beaten the 2 monsters.eventually that will be possible , the problem is that there are about 1000 bytes that are still unknown . and some of them need to be set perfectly to make those happen, i have not looked in to this at all since i have been (very slowly) working my way foward in the game to watch the way the file changes, as an example bombing mission has about half a dozen bytes that need to be set correctly . so its a slow process.
Thanks in advance and congratulations again for your work!
Intresting, i bet this would happen if you really had played that many battles. I have noticed a lot of small unintended bugs when you put really large numbers places they should not be. (in a full played game FF7 , its hard to even reach 9999 battles..) 4732 is the battle count from my almost perfect legit save (psx save slot 15 in samples). this file is 100% legit from my psx memcard. i have spent lots of battles turning things in to sources so this game has more then normal nuIf I understood correctly this mean that it is due to the fact that I didn't really play them, isn't it? Well, since I read in a guide that you need this number of battle for making a fast Chocobo Breeding obtaining the Gold Chocobo in few minutes I thought to use your program to test it, even though it can be in any case done without these number of battles, even though it takes more minutes (30 minutes). Anyway do you think it can be fixed or it will remain so?
eventually that will be possible , the problem is that there are about 1000 bytes that are still unknown . and some of them need to be set perfectly to make those happen, i have not looked in to this at all since i have been (very slowly) working my way foward in the game to watch the way the file changes, as an example bombing mission has about half a dozen bytes that need to be set correctly . so its a slow process.I understood. I have no knowledge of these things, but I guess it's a difficult thing to do.
Thanks for your reply.
If I understood correctly this mean that it is due to the fact that I didn't really play them, isn't it? Well, since I read in a guide that you need this number of battle for making a fast Chocobo Breeding obtaining the Gold Chocobo in few minutes I thought to use your program to test it, even though it can be in any case done without these number of battles, even though it takes more minutes (30 minutes). Anyway do you think it can be fixed or it will remain so?
I understood. I have no knowledge of these things, but I guess it's a difficult thing to do.
However, as the previous question, do you have plan to add this thing in future releases?
Finally, I found a thing that I don't know if it's a really a bug: in the equipment tab of the characters, when you add/remove materia, is it normal that the character's states like HP and MP don't change or this thing happen only in the program and then when you load the state they instead changed?Yes, this is normal the hp/mp that you see as the chars main hp/mp is calculated by the game based on your base hp/mp (in the stats area) and any equipment or materia you have that may also modify it since this value is not really "read" by the game i dont bother to calculate it in the program, also im not 100% sure how the math is really done. (i hope you find this to be an acceptable answer)
I know that I'm meticolous, but I think that your program is really fantastic, so if it can be improved I'm really glad.
well you can do that easily , just not so stright foward,
1. open BC.
2. select New Game
3. put in debug mode.
4. click on sephiroth , then use the "Export Char" feature
5. do again for y.cloud
6. import those chars to your saves. cait/vincent slot
the main reason this is not easy to do is it can create some issues if you do this (so i can't assure you its gonna always work correctly)
here you go the .char files need for young cloud and sephiroth are in this here archive. just remember to click on the char you want to replace BEFORE importing the .char file
http://dopplereffect.shacknet.nu/chars.zip
There is a Readme included. This serves a purpose...
Edit : But in case you're a lazy @$$ :
After installing the game, put the files:
pbdwe60.dll
pbvm60.dll
in the PSXMemtool installed folder
C:\Program Files\PSXMemTool
(It may be something else)
If it still doesn't work, put them into the system32 directory.
What's going wrong?
have you looked in the programs folder iirc that is the default location.. something like umm idk
C:\Program Files\Epsxe\memcards
Remember to search first. (http://tinyurl.com/43dyczfl)
btw you can (once you find it) set it as the default mcr/mcd load/save path in the opitons of black chocobo.
Epsxe doesn't seem to have a program file. :-\ Not listed under program files, anyways. I got my Epsxe working again, by the way. I think the only problem i have now is getting the save from black chocobo to epsxe. Everything i try shuts down black chocobo.
Version 1.8 is amazing, great work !
Still, I just noticed a problem when altering the game time. I wanted to put 99:59:59 as a game time to check if the Time Damage formula could deal more than 9959 or 9999 points of damage, with the 9999 limit off. Problem is, in game, it saved the time as 59:59:59... ...My guess is, since the minutes and seconds are capped at 59, maybe the hours in Black Choco are capped at 59 too.
if((ff7.slot[i].time/3600)>99){ff7.hf[i].sl_header[27]=0x58;ff7.hf[i].sl_header[29]=0x58;}
else
{
ff7.hf[i].sl_header[27] = ((ff7.slot[i].time/3600)/10)+0x4F;
ff7.hf[i].sl_header[29] = ((ff7.slot[i].time/3600)%10)+0x4F;
}
ff7.hf[i].sl_header[33] = ((ff7.slot[i].time/60%60)/10)+0x4F;
ff7.hf[i].sl_header[35] = ((ff7.slot[i].time/60%60)%10)+0x4F;
Otherwise when u change the time's different boxes, void MainWindow::on_sb_time_hour_valueChanged(int value)
{
if(!load){ff7.slot[s].time = ((value*3600) + (ui->sb_time_min->value()*60) + (ui->sb_time_sec->value())); ff7.slot[s].desc.time = ff7.slot[s].time;}
}
void MainWindow::on_sb_time_min_valueChanged(int value)
{
if(!load){ff7.slot[s].time = ( (ui->sb_time_hour->value()*3600) + ((value*60)) + (ui->sb_time_sec->value()) );ff7.slot[s].desc.time = ff7.slot[s].time; }
}
void MainWindow::on_sb_time_sec_valueChanged(int value)
{
if(!load){ff7.slot[s].time = ((value*3600) + (ui->sb_time_min->value()*60) + (value)); ff7.slot[s].desc.time = ff7.slot[s].time;}
}
then when you save its just writes a big "block" of data that is your savefile all at once.
After installing ff7 remix i tryed editing one of my saves with black chocobo save editor. When i load the save no changes happen someone help me out hahaThis should go in the Black Chocobo thread.
Suggestion: Add materia descriptions under the equipment tab.
Yes i did still no changes in game. When open the save file with the any editor i can see the changes but not ingame =/
Great program! Small error though, Titan masters at 70k AP in the program but it seems to be 80k AP in-game.thanks, and thanks for the report (its now fixed).
Hey, I'm a new kid on the block, and I was wondering how to get this program to work with psxfin? It doesn't recognize the saves, nor the quicksaves. So I gave up with that and tried to build a save from scratch, only to realize that the export file formats are also non-compatible... Is there something that I am missing? Or is the program just not compatible with psxfin?
Black chocobo does not work w/ quicksaves. as for you memory card it you change its extention to .mcr or .mcd from the .bin that psxfin uses as default you should be able to open the card in black chocobo. ( also psxfin can mcr/mcd files directly.) when 1.9 comes out it will have support for more of the funny extentions that emulators use most are the same exactly file format w/ just a different extention so they have been added, i will add psxfin's .bin ext to the list.Woooww!! Thank you, thank you, thank you!! :-D
edit:Bin has been added as an import /export format (as long as its 128kb)
How do you get the 32,767 HP/MP to "stick" in-game? The most I can do is the 9,999HP/999MP limit, and if it's too high, then it retracts to 10HP/1MP (I think). I'm extremely new to this.. but I know you would need to edit the image file to change the limit, yet I'm not exact sure how to do it using CDMage, since it won't let me change anything.
A patch does exist for the PSX version too, with a limit at 32 000Could you tell me what program I should search for, please?
I'm new to the forum, and since the topic isn't closed, I thought this would be a good place for me to post this.
I downloaded Black Chocobo to edit a FF7 PC save game (why else?) and now when I'm at calm and go into the flashback sequence right after leaving midgar, The game keeps glitching out during the Sephiroth and Y.Cloud battle against the Dragon. It starts to load the battle and the crashes. This of course is using Black Chocobo v1.8. I'm running Win XP not that I think it makes much of a difference. All I've used the editor for is to up items I've run across to 99 and to max out my gil. If need be I will upload the file so someone else can try and get past it or you can see exactly what I'm talking about with the glitch. All help is much appreciated.
Whats the word on the ps3/psv save editing?
I stand by ready to donate when its working. I dont have all the equipment to do the save the long way.
I have played this game since the days of the old psx and got it downloaded on my ps3, already into disc 3, but I would like to be able to mess around with it like the old days and be level 60 before leaving midgar.
If you can enable the saving of .psv I will work on the checksum. Its been a little while since I did much dev work, but if I can figure it out I will get you the info to complete it.
Probably need to add a pop message to let everyone know its not fully functional in case they try to use it.
I would be glad to help out with the ps3 aspects though.
You are trying to break the checksum in a PSV file?Thanks to the security failings in pre 3.60 PS3 firmwares, the needed info CAN be discovered, just like people were able to fakesign homebrew so that the PS3 thought it was legit. I'd be willing bet it's a similar signature, not easier or harder, merely done with a different key. It's just a matter of finding someone who has the knowhow AND gives a crap about cracking PSV saves. Unfortunately, though there seem to be plenty of each, I've yet to encounter someone who falls into both categories at once.
The PS3 digitally signs the PSV file with it's cryptographic key. There is no way to create your own signature short of creating your own crypto key from the PS3's master key.
It's just a matter of finding someone who has the knowhow AND gives a crap about cracking PSV saves.Very true covarr.
Bug testing begins.
Serious bug with materia stock and materia in slots. Wrong materia is being added sometimes, and worse, there seems to be a "gravity" materia added to my list and some slots, with huge amounts of AP in the next level (6967295). When I load this same save again with BC, BC still shows empty slots and stock at that point.Caused By:: The AP section of empty materia being set to 0x000000
Time bug. Not sure how it is doing it but every now and then the time is coming out completely wrong. For example I messed about and placed in 99 hrs 1 min 1 sec and now time in game shows 1 hour 1 min 1 second. I think the hours calculation is the problem.Caused By:: Editing the Seconds Box of your time.
I'm not sure if anyone mentioned this or not, but in my copy, in the Other tab, under Visible In PHS, Vincent and Caith Sith are reversed -- selecting one in BC enables the other in-game. Should be easy enough to fix.
Bug.noted and fixed for 1.9.2
In my save, when I give Aerith all of the limit breaks (check all boxes) and save, the game does indeed reflect that when I play it, however, when loading the same save again, BC has reset all the check boxes to off position,
Hello, I just used your software, which is quite good by the way ! I'm impressed. But still too buggy >:(really with ONE bug :P?
I loaded my save from the version 1.91 and saved it, i didn't change anything. And in the game, i lost the limits LEVEL 1 and LEVEL 4 of all of characters... >:( :| >:( BUT I can still use them (they were Set on LEVEL 4, in the limit menu, they are like black listed...Yes this is fixed if you need to you can compile from the svn trunk to use the fixed version.
hope you will fix it soon ! ;)
PS: it didn't happend when i used the version 1.9.0 ;)no because it has to do with how i implimented the "Exp <-> LVL " stuff one misplaced break stoped it from showing the limits as checked, they should still work in game.
EDIT2:i'll lookin to that but seams like a problem w/ your game do u have any mods installed? (not counting TA or aali's driver)
When i use barret limit 4, in the screen i got a big large red panel (same color as limit break screen), totally buggy... So i would suggest to NOT USE 1.9.1 VERSION, wait for a fix.
is there any way you can give us an "all materia in inventory"/"all items in bag" option? its kind of annoying having to pick every item/materia individuallyThe Add Item to bag button is there already (v1.9.1+ iirc)
The Add Item to bag button is there already (v1.9.1+ iirc)
Current Change Log for next version
- New: Reload File (F5) For those who play and look at changes (mainly me)
- New: Field Location: Chocobo Ranch
- New: Fix PAL PSX time bug (under options)
- New: Chocobo "Unable To Mate" Editable (just born or just mated)
- New: Toggle Chocobo Stable Occupied (no long need to edit them in order
- New: Added One of each Mastered Materia To materia stash (will remove all others)
- Moved: Remove all materia button to Materia Tab
- Fixed: Chocobo Names editable again
- Fixed: Dialogs Inherate Sytle From Mainwindow
- Fixed: use the slot selection dialog action (instead making them on the fly)
- Fixed: Materia Skills no longer contain "mastered"
- Updated: Some Internal Changes that you shouldn't notice
thats it so far, any other suggestions?
Would it be difficult to include a field location for the Highwind's operation room? I'm guessing it would require also establishing where the Highwind is located.This should be ez to add.(done!) this would have nothing to do with if you have or where the highwind is.
Other ideas:not enuff is known if people start reporting what they find w/ bC (using the unknown vars or by noteing that the vars are set to..) this would happen much faster...
- Some guidelines to the Game Progress modifier to help indicate what number value corresponds to what missions. Or at least some "Replay mission" missions from discs 2 and 3.
- A "played Tifa's piano" toggle in Other, establishing whether or not you played the proper melody in the flashback to earn her limit break in disc 2. Unless I'm misinformed and it doesn't actually matter if you've ever played the piano before in order to get that item.
- Checking and unchecking Sephiroth or Young Cloud should automatically change the names to and from Vincent and Cait Sith, or whatever the player has named them. I've also seen it retain equipment (and maybe stats, but I'm not sure of that) from Seph or Cloud after unchecking them.they are only fully changed if you select the clouds flashback replay. otherwise your expected to set these if you care.
- A "None" option under the character's equipped accessory.i've thought of this before just ever gotten around to doing it. (done!)
thanks. i guess i hadnt really played around with 1.9.1 too much.you can export y.cloud and sephiroth from a "new game" and import them into your game using the "import/export char" feature. just be sure the char you want to overwrite is selected when you import/export. they should also work if you toggle the id's for them sephiroth might also need to be named "sephiroth" the easiest way is to save a copy of the char file you want and import. also just because you change a chars id to someone else doesn't mean its going to work in game. id swaping only works w/ cait <-> y.cloud and vincent <-> sephiroth
but i know that sephiroth/young cloud only work if they have the correct settings/stats. is there any way you can make it so whenever you select them that the settings will change to make them usable? Or can you tell me when to change to make them work? Because every time i try and use sephiroth, it doesnt work.
1. Why are maxed chocobo stats still lower than champion Joe's?This is how the game works. the stats saved and shown in bc are the "raw" stats, there is some math applied to them to make the numbers you see in the races (stat= raw/10)
2. When I clear a save slot, instead of an empty slot it creates one with all zero values, a party of three Clouds, and an all-black background (I'm using the default blue gradient). If necessary, I can provide pictures when I get home.Empty saves are all 0's.when you create a new game it swaps in the "default" map from the kernel and most of it is still 0's.
3. A system to manipulate the number of Battle Points a player has earned, like the GP system, would be nice, but I guess not particularly helpful until someone makes a patch that retains those points after leaving the arena.points from the battle areina are not saved in in the savemap. you can just give yourself the items you wanted to buy with them instead.
4. A little control over the random rewards of chocobo races would also be great, but that's probably not within the realm of a save editor so much as a kernel editor or something.Not in the save map at all. this would need to be done via a kernel mod. and again you can just give yourself the items your tring to win.
How do i get gold chocobo when using this? I desperately need it thanks!goto chocobo tab, be sure you have at least one stable owned and one stable occupied, then in the first stable change the chocobo's type to gold.
Ok works now thanks alot :) by the way how come when i put in sephiroth i cant load a saved game the screen just goes black anyways great editor :)
It don't work for psp save date it says:
This File Does Not Have An Updated Checksum.It will not work on your PSP.
Pls help, how gonna i fix the problem?
are you looking for event flags?
i just got my ps3. dont know how do anything on it. would like to play ff7 with cheats can some one help me step bye step. or if you know of a video on line that dose it. i read what u guys are say but dont know what it means
read the topic man.. its not possible to edit PS3/PSP saves yet.. even if Black Chocobo can load them it cannot properly save them duo to checksum.those saves can be loaded, but they can only be done copied back to the ps3 with the workaround i have provided on the FAQ (http://sourceforge.net/apps/mediawiki/blackchocobo/index.php?title=FAQ). but it requires you have a few things like a ps2 that can run homebrew. you can't directly reimport any psv or vmp files that bc saves
f you know of a video on line that dose it.maybe ill make one showing how to do it.
if u want later tonight i can write a guide on how to edit PSP saves by using cwcheat plugin to export/import saves :-Dsure ill add it to the faq also.
(custom firmware ONLY)
sure ill add it to the faq also.
Thanks for the update on 1.9.3 the the remove all materia is what i needed alot thanks again for this awesome tool :)Glad you like it.
How to edit your Final Fantasy 7 PSP save files with Black Chocobo (Custom Firmware only)
Requirements:
A Playstation Portable with custom firmware (i did the tests on 6.60 but it should work fine on any)
CWCHEAT plugin.
Usb cable/Memory Card reader (should be obvious why..)
Winrar (or any other extracting program)
HOW TO:
1st you need to download CWCHEAT.. You can use this link if you want just the plugin for the save editing: http://www.mediafire.com/?uz4fn4qvinwc748
Or you can use this one incase you want the full version of CWCHEAT which allows you to add/use cheat codes on playstation portable/playstation games: http://www.mediafire.com/?osxfb4i4s86406q
after the download is complete, connect your psp to the computer and go to: G:\seplugins
Note: its G:\ on my computer but it can be any other letter on yours.
Then extract the CWCHEAT file with winrar or any other program you chose to use, open the seplugins folder from the extracted archieve and you will have another folder called "cwcheat"
(which contains 3 folders and 4 files)
Move that cwcheat folder to the playstation memory card under the location mentioned before (G:\seplugins)
After that, on your seplugins folder in the PSP memory card, there should be a file called "pops.txt"
Open it on notepad and add this line to it: ms0:/seplugins/cwcheat/cwcheatpops.prx 1
Exactly like that!
Now unplug the playstation portable from the computer and start Final Fantasy 7 on it
After the game is on the "New Game/Load Game" screen, Press and HOLD the select key for some seconds until a screen like this appears: http://4.bp.blogspot.com/_5EjlNYy8SjA/SXKIsBhPgtI/AAAAAAAAAEQ/1RJiNNltOtU/s320/cwcheat-01.jpg
Then click on "Manage Memory Cards"
and chose "Save memory card 1 to memory stick"
then you should see below "Last operation: OK!!"
now leave the cwcheat menu and exit the game.
Connect the psp to the computer again and open black chocobo
click on File>open and then chose the extracted save on your psp memory card that should be on E:\seplugins\cwcheat\mc
edit it however you wish and then File>Save on Black Chocobo.
unplug the PSP from the computer and run final fantasy 7 on it
Once again, when on the "New Game/Load Game" screen, hold the select key for a few seconds until the CWCHEAT shows up and go to Manage Memory Cards
Then click on "Load Memory Card 1 from memory stick" and the last operation should say OK!!
Exit the CWCHEAT menu, click on load game and voila, your edited save file will be there
Been using this program for while now and I love it. I do have a question though. Can this program be used in anyway replace cloud as the party leader? I enjoy having a party without Cloud in it but his model always shows up on the world map and sometimes I can't see any model when on certain maps. Also, what exactly is the ID option supposed to be used for in the party tab?
wow, that's wonderful asa thanks for the translation.
Ive added it to the svn and updated it,
please get the newest trunk to keep it up to date if you would like.
"Qty" is an abbreviation for quantity please translate accordingly.
not in the ts file is are the required strings
"Japanese"
"Language Changed"
"You Must Restart For The Language to Change"
not sure why the crash when saving with japanese chars, since it saved the files correctly here and didn't crash(64-bit linux). i would be intrested to see how raw ff7 psx files are named in japanese so i can make the filter not hide them (assuming its not from *-FF7*)
Thank you for your solving.
And please check French Dialog's title bar.
Maybe, same thing occurred.
French Dialog (http://island.geocities.jp/b_temhote/ff/bc_images.html)
"Vestibule" and "Hallway"
They are same Loc ID: 88.
"Lower Sector 4 Plate"
Cloud stays in the air.
I only checked on Japanese FF7 International.
I am to believe the Sephiroth name text is found in the save, any chance of adding support to edit it?most char names are found in the save map.. (not cloud, cait sith or vincent) the rest are, as part of the char map, you can already edit it.
Wow thanks alot Eslava this should be fun! was waiting for something like this :) also thank you again sithlord for this godly tool :D
Thank you very much for supporting Japanese display.
Currently, SVN Black Chocobo only supports to display Japanese phonogram for unit name save data, and cannot edit Japanese.
If focus the text box or use save location change function, Japanese character data will be broken like a previous versions.
Is my understanding right?
And, I modified my Japanese file a little.
Please use this
Black Chocobo JA 10-11 (http://island.geocities.jp/b_temhote/ff/black_chocobo_ja.html)
is there anyway i can edit my save and continue playing on my ps3????????
Comparing files save00.ff7 and SAVE01.FF7
00000009: AD C4
0000000A: 1E 6B
0000007E: 32 33
00000525: FF C7
00000526: FF 02
Do you happen to have a post somewhere with the " Global Progress " .... Like what are the " Main Progression " spots for each spot?
hey can any1 update the check-sum for my .psv file cause i already edited the save and need somebody else to update the check-sum thru some means
pm me for the link to download the file 8)
cool, ok, a save in pcsx format is fine for you?
How can I send it to you? I mean, what's the most convienent way for you to receive the file?
Ok, here you go:
http://www.merlin09.fr/PSX/merlin.mcr
And I'm a linux user, I use Kubuntu oneiric for the time being.
No problem if you want me to test things.
Thanks for your time.
I'm on a x86_64 architechture, but I should be able to run the 32bits version if it's more convenient to you.
Yes, I'm a KDE user since... well god knows how many years... my first linux box was back in 1996 or 1997...
Ok, I tried it... and it works!
Thank you very much.
I'm sorry I can't make more testing for tonight since here it's nearly midnight and I'm injured, so my wife don't want me to go to bed too late, and she is probably right...
At first check it seems that everything is ok.
I'll continue checking each and every thing I can tomorrow, and I'll let you know
Hey Sithlord48
is there no other way around to make a save file to psp?
or do i have to buy a ps3 for that?
just wondering =)
but you´ve made an awsome work with your save game editor!
been usin it since 1.5, and played on my laptop =)
but the psp would be easier to travel with :P
How to edit your Final Fantasy 7 PSP save files with Black Chocobo (Custom Firmware only)
Requirements:
A Playstation Portable with custom firmware (i did the tests on 6.60 but it should work fine on any)
CWCHEAT plugin.
Usb cable/Memory Card reader (should be obvious why..)
Winrar (or any other extracting program)
HOW TO:
1st you need to download CWCHEAT.. You can use this link if you want just the plugin for the save editing: http://www.mediafire.com/?uz4fn4qvinwc748
Or you can use this one incase you want the full version of CWCHEAT which allows you to add/use cheat codes on playstation portable/playstation games: http://www.mediafire.com/?osxfb4i4s86406q
after the download is complete, connect your psp to the computer and go to: G:\seplugins
Note: its G:\ on my computer but it can be any other letter on yours.
Then extract the CWCHEAT file with winrar or any other program you chose to use, open the seplugins folder from the extracted archieve and you will have another folder called "cwcheat"
(which contains 3 folders and 4 files)
Move that cwcheat folder to the playstation memory card under the location mentioned before (G:\seplugins)
After that, on your seplugins folder in the PSP memory card, there should be a file called "pops.txt"
Open it on notepad and add this line to it: ms0:/seplugins/cwcheat/cwcheatpops.prx 1
Exactly like that!
Now unplug the playstation portable from the computer and start Final Fantasy 7 on it
After the game is on the "New Game/Load Game" screen, Press and HOLD the select key for some seconds until a screen like this appears: http://4.bp.blogspot.com/_5EjlNYy8SjA/SXKIsBhPgtI/AAAAAAAAAEQ/1RJiNNltOtU/s320/cwcheat-01.jpg
Then click on "Manage Memory Cards"
and chose "Save memory card 1 to memory stick"
then you should see below "Last operation: OK!!"
now leave the cwcheat menu and exit the game.
Connect the psp to the computer again and open black chocobo
click on File>open and then chose the extracted save on your psp memory card that should be on E:\seplugins\cwcheat\mc
edit it however you wish and then File>Save on Black Chocobo.
unplug the PSP from the computer and run final fantasy 7 on it
Once again, when on the "New Game/Load Game" screen, hold the select key for a few seconds until the CWCHEAT shows up and go to Manage Memory Cards
Then click on "Load Memory Card 1 from memory stick" and the last operation should say OK!!
Exit the CWCHEAT menu, click on load game and voila, your edited save file will be there
i edited my save file but it doesnt change when i load the game up so what did i do wrong?
um by chance have u fixed the psp save problem, i have version 1.9.51 and it says bout updating a file when i try to save it.
not sure , could be several things. im sure its something simple like forgetting to save, not coping the file or something like that. besure you have the file signed or it will not work on your psp. see above post. also i don't have a psp so im not sure if you need to put the save in a certain spot or not.
also why cant i place the Bronco anywhere with out losing it? on the computer any help?
well i just got it and i had use another editer to make it reappear. i had to check a box to make it work maybe you should add something like that?
@sithlord48 the save file works perfectly but after i got to the diamond weapon part i just cant seem to be able to make him appear any ideas on how to fix this?
there is something like that its in the location tab , in the world map section.
what editor did you use..?
what changes did you make?
what changes did it make in your file if you don't know that can you provide both the unmodified and modified saves so i can see what changed?
im pretty sure that what ever editor you used changes also other stuff . cause like i said the model displaing depends on what world map your on , and that seams to be based on what your global progress is.
nope idk what you edited.
edit: if you have the unmodified file you can import that one and the modified one in to a .ff7 or any other multislot save type and use the diff table to diff the entire slot and then use the savemap to find what the values got changed (and to what).
looking at what i think are you saves it seams you changed the time and clicked to kill emerald ? emerald's premature death might be causing your issue. but im not sure if these are you saves or just random psv files i happened to have had. (creation dates seam correct)
asa i've added the corrections for 0xc23. please check and report back. tomarrow i'll see about getting the stuff needed to work with 0xc22 correctly as well as the bronco/chocobo switch.
do let me know when the new version is out please and thank you.check back later. when it comes out announcement will be made.
also quick question i have my sound cutting in and out on some parts of the game, do you thinks its my computer it self or my iso's? or is there a patch that fix that?your asking the wrong person i don't use iso's nor do i use windows, sound is working correctly on my linux machine playing the game via wine. you might want to ask elsewhere.
did some test and the key item "key to sector 5" dont work when you add it instead of looking for it but it shows up in your key items but it dosnt work so is that a glitch or am i wrong?
It seems I found "Caught Savage Chocobo" value.0x0C22 : 0x03 (0x02 + 0x01), 0x0C23 : 0x02No ID & Coordinates required, It will be automatically put on the same coordinates of Party.
↑ Sorry, this is wrong. I forgot I changed another value.Seems effective only on Disc 1.It is necessary to check more, but I don't have a time.
....
0x0C20
00 / 01 - 06 Which stable's Chocobo was taken out. The stable is displayed empty, but still occupied.
00: Chocobo can be taken out even if another Chocobo is exist on world map. - (* Glitch)
Not 00: Chocobo cannot be taken out even if no Chocobo is exist on world map.
(* Glitch)
(1) Chocobo Color Glitch: Chocobo color priority is given to a younger value. If Black (0x0C22: 0x20) is taken out when Yellow (0x0C22: 0x04) is on world map. Party will rides on Yellow.
(2) Riding Double Chocobo Glitch: If Owned Chocobo is taken out from stable when Wild Chocobo is exist on world map, it makes that Party rides on Wild Chocobo and Wild Chocobo rides on Owned Chocobo.
These glitch occurred even if Chocobo ID=0. But they are not serious problem. (1) will be cleared when Party returns to Chocobo Firm with Chocobo. (2) will be cleared when Party rides off and rides off again.
----------------------
0x0C21
0x01 Enter direction to Chocobo Farm & Show send/release Wild Chocobo option when riding off.
ON: Right of ranch / Show option
OFF: In front of cage / Hide option
Set to "ON" after buying chocobo stable.
----------------------
0x0C22
0x02: Chocobo in Highwind. When Party rides on Highwind with Chocobo (0x0FA1=0B), this value is set to "ON".
ON: Chocobo exist in Highwind stable. If Chocobo is not enabled, Chocobo not displayed but breeding staff is served as Chocobo exist.
OFF: Chocobo not exist. If map switched to Highwind c*ckpit, Chocobo returns to world map.
----------------------
0x0F2A:
0x04 Chocobo Tutorial ON / OFF = Seen / Show
----------------------
0x0FA0 Wild Chocobo Type
Value is set when Chocobo is caught and used after Chocobo is sent to cage
00 = Not displayed in cage
01 = Wonderful
02 = Great
03 = Good
04 = Fair
05 = Average
06 = Poor
07 = Bad
08 = Terrible
Over 08 = Choco Billy's rating window not displayed
0x0C23
0x02: Leaving town with Buggy (for Junon, Costa Del Sol & Corel Prison). When Party rides on Buggy (0x0FA1=06), this value is set to "ON".
ON: Party will be riding on the Buggy when leaving those town.
OFF: Party will be walking.
----------------------
0x20: Behavior of Party returns to world map from inside of Highwind ("Go" selected for Pilot's query)
ON: Highwind is flying in the air
OFF: Party and Highwind are on the ground with their coordinates.
This value is set to "ON" when party rides on the Highwind (0x0FA1=03 or 0B). Changing this value doesn't make sence, because 0x10 and 0x20 will be re-set to "ON" when loading c*ckpit field.
0x0FA1 (0x0FA2 is 00 or 02)
00=Cloud / Ancient Key (0x0FA2: 02)
01=Tifa (Leader Tifa. ignored when loading slot) / Ancient Key (0x0FA2: 02)
02=Cid (Leader Cid. ignored when loading slot) / Ancient Key (0x0FA2: 02)
03=Highwind
04=Wild Chocobo
05=Tiny Bronco
06=Buggy
07=(?)
08=(?)
09=(?)
0A=Diamond Weapon
0B=Ultima Weapon
0C=Condor (fooked, cannot move)
0D=Submarine (0x0FA2: 00=world map, 02=underwater)
0E=Goldsaucer
0F=Rocket
10=Rocket Launching Pad
11=Gelnika (0x0FA2: 02)
12=Underwater Reactor (0x0FA2: 02)
13=Owned Chocobo
14=(?)
15=(?)
16=(?)
17=(?)
18=Crater Barrier (fooked, cannot move)
19=Ancient Forest
1A=(?)
1B=(?)
1C=Sunken Red Sub (0x0FA2: 02, After Gray Sub gotten)
2B=Highwind with Chocobo (When Owned Chocobo is exist on world map / many values applied, but this value is used in game)
Others value or vehicle not exist
World map: Ruby Weapon, Highwind w. Chocobo, Sister Ray of Junon/Midgar
Underwater: Emerald Weapon, Underwater Reactor
Thank you for Vegeta_Ss4 and his suggestion
0x0F8C - 0x0F8F: 1st pole (4th, 7th, 10th....)
0x0F90 - 0x0F93: 2nd pole (5th, 8th, 11th....)
0x0F94 - 0x0F97: 3rd pole (6th, 9th, 12th....)
1st 2Bytes = X Coordinate, 2nd 2Bytes = Y Coordinate.
Values will be ignored when loading slot.
0x0F9F: Pole Number/Where address will be overwritten by next pole (cycling 00, 01, 02, 00, 01, 02... )
00: 1st pole address
01: 2nd pole address
02: 3rd pole address
0x0F9C: 2Bytes, 00 00 - FF 0F: Map rotation angle. xx yx: if y > 0, y will be chaned to 0.
This value is Camera angle and rotation of normal world map
0x0C1E: 0x20 ON/OFF = Hide/Show Turning Snow Area Tutorial
0FA3: Unknown. It seems this value is mixture of Number of pole and Party direction and walking steps or coordinates.
Value will be ignored when loading slot.
Gray Sub (Put on initial place)
Set Sub ID to 13 (Coordinates will be ignored)
0x0B90: 00
0x0B94: 03 00
0x0B96: 2A 00
0x0C1E: 0x04 ON/OFF = Hide/Show Gray Sub Tutorial
0x0EF4: 0x08 ON, Enable Gray Sub & Disable Red Sub
0x0EF6: 0x04 OFF Disable Red Sub (Ignored if "0x0EF4: 0x08 is ON")
Gray Sub (Simple)
Set Sub ID=13 and x-y coordinate
0x0EF4: ON
-----------------
Red Sub (Put on initial place)
Set Sub ID to 13 (Coordinates will be ignored)
0x0B90: 00
0x0B94: 03 00
0x0B96: 36 00
0x0F2A: 0x02 ON/OFF = Hide/Show Red Sub Tutorial
0x0EF4: 0x08 OFF Disable Gray Sub
0x0EF6: 0x04 ON Enable Red Sub
All value required to show tutorial
Red Sub (Simple)
Set Sub ID=13 and x-y coordinate
0x0EF4: 0x08 OFF
0x0EF6: 0x04 ON
-----------------
If Sub enabled before Sub mission
Gray already enabled before Gray Sub mission
Both of mission completed or failed, game progression is stopped, still can choose mission start again.
Red already enabled before Gray Sub mission
Completed => No problem, Red will be exchanged to Gray
Failed => No problem and Party still has Red Sub
Gray or Red already enabled before Red Sub mission (Gray mission failed)
Dog never get out of the way.
=================
Buggy (Put on initial place)
0x0B90: 00
0x0B94: 03
0x0B96: 10 00
0x0C23: 0x01 ON Enable Buggy
0x0C23: 0x02 ON Ride on Buggy when Party leaves Corel Prison, Junon & Costa Del Sol
0x0F29: 0x20 ON/OFF = Hide/Show Buggy Tutorial
=================
Tiny Bronco (Put on initial place)
Set Tiny Bronco/Chocobo ID=5 (Coordinates will be ignored)
0x0B90: 00
0x0B94: 03 00
0x0B96: 28 00
0x0F2A: 0x04 ON/OFF = Hide/Show Tiny Bronco Tutorial
All values required to show Tiny Bronco tutorial
=================
Highwind (Put on initial place)
0x0B90: 00
0x0B94: 03 00
0x0B96: 29 00
(Very simple)
Set values
0x0B90: 00
0x0B94 2bytes: 03 00
0x0B96 2bytes: followings
00 00 = <Party Coordinates (?)>
01 00 = Midgar City <@>
02 00 = Kalm <@>
03 00 = Chocobo Farm <@>
04 00 = Mythril Mine 1 (Grassland side) <@>
05 00 = Mythril Mine 2 (Junon side) <@>
06 00 = Fort Condor <@>
07 00 = Junon <@>
08 00 = Temple of the Ancients <@>
09 00 = Old man's House <@>
0A 00 = Weapon Seller <@>
0B 00 = Mideel <@>
0C 00 = Materia Cave - Mideel <@>
0D 00 = Costa Del Sol <@>
0E 00 = Mt. Corel <@>
0F 00 = North Corel <@>
10 00 = Corel Prison (Buggy and others value required)
11 00 = Gongaga Village <@>
12 00 = Cosmo Canyon <@>
13 00 = Nibelheim 1 (sea side) <@>
14 00 = Rocket Town <@>
15 00 = Lucrecia Cave <@>
16 00 = Materia Cave - North Corel <@>
17 00 = Wutai <@>
18 00 = Materia Cave - Wutai <@>
19 00 = Bone Village <@>
1A 00 = Coral Valley Cave <@>
1B 00 = Icicle Inn 1 (Icicle Area side) <@>
1C 00 = Chocobo Sage's House <@>
1D 00 = Materia Cave - Round Island <@>
1E 00 = Sub in Underwater w. its Coordinates 1 (Sub required)
1F 00 = Gelnika (Sub required)
20 00 = <Party Coordinates (?)>
21 00 = <Party Coordinates (?)>
22 00 = <Party Coordinates (?)>
23 00 = <Party Coordinates (?)>
24 00 = Cargo Ship from Junon to Inside Ship (can re-battle w. Jenova/glitch when Tifa or Cid leader)
25 00 = Cargo Ship from after Event to Costa Del Sol <@>
26 00 = Cargo Ship from Junon to Costa Del Sol <@>
27 00 = Cargo Ship from Costa Del Sol to Junon <@>
28 00 = Tiny Bronco Initial Place (Tiny Bronco required)
29 00 = Highwind Initial Place (Highwind required)
2A 00 = Gray Submarine Initial Place (Sub required)
2B 00 = Nibelheim 2 (mountain side) <@>
2C 00 = Mt. Nibel 1 (Nibelheim) <@>
2D 00 = <Party Coordinates (?)>
2E 00 = Mt. Nibel 2 (Rocket Town side)
2F 00 = Icicle Inn 2 (Great Glacier side) <@>
30 00 = Great Glacier <@>
31 00 = Rocket Launching Pad <@>
32 00 = <Party Coordinates (?)>
33 00 = Camera closing to Diamond Weapon (after it, Party Coordinates applied)
34 00 = <Party Coordinates (?)>
35 00 = <Party Coordinates (?)>
36 00 = Red Submarine Initial Place (Sub required)
37 00 = Ancient Forest <@>
38 00 = Sub in Underwater w. its Coordinates 2 (Sub required)
39 00 = Coral Valley <@>
3A 00 = Forgotten Capital <@>
3B 00 = Crater (Highwind required)
3C 00 = Turning Snow Area of Great Glacier (North) <@>
3D 00 = Turning Snow Area of Great Glacier (West) <@>
3E 00 = Turning Snow Area of Great Glacier (South) <@>
3F 00 = Turning Snow Area of Great Glacier (East) <@>
40 00 = Turning Snow Area of Great Glacier (Cave Rock) <@>
41 00 - FF 00 = Turning Snow Area with Party Coodinates (Glitchfull)
Party coordinates will be ignored in many case.Savemap Info
----------------------
0x0C22
0x02: Chocobo in Highwind. When Party rides on Highwind with Chocobo (0x0FA1=0B), this value is set to "ON".
ON: Chocobo exist in Highwind stable. If Chocobo is not enabled, Chocobo not displayed but breeding staff is served as Chocobo exist.
OFF: Chocobo not exist. If map switched to Highwind c*ckpit, Chocobo returns to world map.
Hi Sithlord,
You mentioned supporting non-English versions. I've never seen the source code to Black Chocobo, but how about making it simpler for contributors to add new language support by using some kind of resource files? Even a CSV file should suffice.
No idea how tricky that would be to implement, though.
Don't those Qt resources just control UI text? I meant supporting savemaps for non-English releases.
You answered my question indirectly. You talked about 'supporting different languages' - I assumed you meant that different releases had different savemaps. Evidently not.
Hi, I am wondering which custom ps3 firmware you are using to export the modified save file back on the ps3? I am currently on KMEAW 3.55 and It says that the save is corrupt when I try to load the edited file with the bad checksum.
* these files can be saved but the checksum is not updated.in your user guide under "Working With Save Files" before asking. I have tried every custom firmware there is on the ps3 and none of them ignores the signing of the virtual memory card saves only the signing of ps3 files. I will try to find an alternative workaround for this. My hacked ps2 is in storage several states away and I do not own a psp.
if your psp/ps3 does not run custom firmware that ingores the signing of saves then you can't use the file.
if a psp/ps3 is what your trying to play on please see the [FAQ] for a workaround.
Ever since i got the latest version and when i load saves the program just crashes?
im using windows vista 32 bit if that helps
how do I fix "this file does not have an updated checksum. it will not work on your PSP", I lost my save game because of this.... now i really need to cheat :/
Anyone Care to update the german translation??? i got most of it done myself just need the new strings that don't come from FF7..
Edit:: No problems on the 64 bit machine with 1.9.51. when exactly does it crash ? do you get the slot select dialog then a crash picking a slot or crash as soon as you load? its possible its a 32bit windows issue , or a vista issue. i would also check that you have version 4.7.4 of the Qt dll's that come with black chocobo.Yeah it crashes when i click im in the black chocobo program and load a slot by clicking that line and it just crashes, il try older versions for now but thanks for your help :)
update:
when i ran it as administrator and when i load slots no more crashing buut it doesn't seem to load the slots im on right now like in any save i open there's only 1 slot which appears on 1 save point in bombing mission and i can't see or access any other slots apart from that
made a short vid to show the problem:
http://www.youtube.com/watch?v=M33XQwnA0I0
bool LoadFile(const QString &fileName);//will attempt to load the file return true if we loaded it.(file type auto detected)
bool SaveFile(const QString &fileName);// will attempt to save the file (file type auto detected)
bool Export_PC(const QString &fileName);//Attempt Writing of fileName (loaded file in pc format)
bool Export_PSX(const QString &fileName);//Attempt Writing of fileName (loaded file in psx format)
bool Export_VMC(const QString &fileName);//Attempt Writing of fileName (loaded file in vmc format)
bool Export_DEX(const QString &fileName);//Attempt Writing of fileName (loaded file in dex format)
bool Export_VGS(const QString &fileName);//Attempt Writing of fileName (loaded file in vgs format)
void clearslot(int s); // clear slot s (write all 0)
void CopySlot(int s); // copy slot s to the buffer.
void PasteSlot(int s);// paste buffer data to slot s
//publicly accessable core data(for now)
FF7SLOT slot[15]; //core slot data.(see struct above)
FF7HEADFOOT hf[15]; //slot header and footer.
quint8 * file_headerp; //pointer to file header
quint8 * file_footerp; //pointer to file footer
// Return File Info
QString type(void);// Returns the file type loaded.
QString region(int s); // Returns region String of Slot s
bool isEmpty(int s);//is Slot s empty?
bool isFF7(int s);//is Slot s an FF7 save?
bool isPAL(int s);//is Slot s a Pal ff7 save?
bool isNTSC(int s);//is Slot s a NTSC ff7 save?
//Set Needed Info Stuffs
void setType(QString);//Set The New File Type (allow for type conversion)
void setRegion(int s ,QString region);//Set Region String of Slot S to region
void fix_pc_bytemask(int s);//on load for pc copy cursor will start on slot s (call from host application)
//things i might not need public (more info)
int len_file(void);//Return File length.
int len_file_header(void);//Return File Header length
int len_file_footer(void);//Return File Footer length
int len_core_save(void);//Return Slot length (data portion)
int len_slot_header(void);//Return slot header length
int len_slot_footer(void);//Return slot footer length
int len_slot(void);//Return Slot length
int number_slots(void);//Return number of slots in the file
Did you do a Maximum install?
Hello,its mostly a bug and is possibly just in the display black chocobo is showing (but do let me know if its also wrong ingame).
I've just started used Black Chocobo for my PSP. The saves work and everything but there is a weird problem with the editor.
When I change the level from 10 to 30 the HP changes but when I click SAVE the HP changed back down to 365.
I don't understand why it keeps doing this. Anything I'm doing wrong in particular?
there is nothing that you can do in the save to make it speed up the limit bar or stop it completely. you can however use fury / sadness to slightly speed up and slow down the meter . in order to do that you would need to edit the kernel. you could also use a trainer that has this option if one has been made.
Hi, I'm having the same issue as someone above me.
The HP values are incorrect and in game, always appear to be 365,
no matter what I change the level or HP values to on the editor.
Could you help rectify this as I don't want cloud to be stuck on 365 for the entire game?
Thanks
be sure that you change the base HP , since the game uses it to calculate you max HP. base hp is in the stats area.
Hi, I feel so stupid. I have been trying to load my BC edited save into ePSXe all day. How, may I ask, is this done? What I have been doing is exporting (and using 'Save As') it as a .mcr file and putting it in the 'memcards' folder. I then open ePSXe, select 'config', select 'memory card', and choose the one I want. When I try to use the 'continue' it gives be a bunch of empty spaces. I also tried the PSXMemTool....
EDIT: Hmm... I'm going to try editing a file and then opening the Emulator. Then I will start a new game. The reason I am going to try this is because earlier today I did see a minor change in a new game. The only thing that changed was an available weapon, Ultima.
EDIT 2: I guess there is no such luck. Do I need to have reached a certain point or something (Which I highly doubt.)
EDIT 3: Victory is mine!
Great news that you have solved that out! Please share the solution, maybe there are other users having the same problem that can be solved the same way too.Not quite sure myself. I edited epsxe000 with the file and it didn't show. Then I opened a new game, saved at the first point, and edited the mem again, and voila!
Great editor. I am only having one problem, the HP and MP are not updating. Example, my Cloud at Lvl 16 has 484 HP, when I raise him to Lvl 20 in the editor the HP raises to 625. I save then look back and all the values have reverted. When you go to game the Lvl has changed but the HP and MP have not. I am running on Vista 32.You have to edit the base HP at the bottom of the character stat page.
Any help would be greatly appreciated.
Seriously, isn't there someone who can help me?
Ever since i got the latest version and when i load saves the program just crashes?
im using windows vista 32 bit if that helps
Hi guys I'm new and I have to say this program looks really fun to play around with. I say look because I haven't actually made use of it yet outside of toying around with stats, materia and such. I'm having a lot of trouble with saving the changes I made to a certain save slot because I am playing a PSOne classic version of FFVII on my PSP-3000 (OFW 6.60). I know there is no way to play an edited save on the PSP without a workaround, which is what I've been trying to do based on the FAQ however I'm getting stuck at the point where you hold select for a few seconds to find the "Manage Memory Card" after installing cfwcheats in the memory stick--I followed the instructions perfectly but that menu still does not appear at the New Game/Load Game screen after holding Select. I noticed that the workaround FAQ says the seplugins folder you yourself create for the root of the memory stick is supposed to have "pops.txt" with ta specific line written in it. Does this actually go in the seplugins folder...or the cfwcheats folder?Pretty sure you need cfw installed to use cwcheat
But yeah aside from that, I could really use some help with this workaround. Any help appreciated, thanks!
Pretty sure you need cfw installed to use cwcheat
try to open black chocobo as administrator and run ur epsexe as administrator
i found this at google
1. With a rooted device
Transfer your .mcr or .mcd memory card files to any location on your phone, such as /Downloads. Then, using a file manager with root access on the phone, manually move the file from the place you copied it to the directory containing Fpse.
2. Without a rooted device
Transfer your .mcr or .mcd memory card files to any location on your phone, such as /Downloads. Now open Fpse, and go to the settings menu. Under the "system" sub-menu, tap on "Memory Card 1" or "Memory Card 2", navigate to the location of the memory card you want to use, and select it. Make sure to save the config. afterwards.
3. Rooted or not, it matters not.
Using any PC emulator, start the game from which you would like to transfer the save. Now, load the save in question, and then quick-save. Find the quick-save file in the emulator's program directory (usually [game name].sav), and copy it to your phone.
On Fpse, change "Savestates Path" (Settings > System) to the folder containing the .sav file that you just transferred.
Start the game with Fpse, and load state from this new file. Now, simply save in-game as usual, and the save will be applied to one of the emulator's built-in memory cards.
You can now change the savestate directory back to what it was, or leave it as it is if you like.
thanks a bunch pal, that's worked perfect. Although, I set the MP to max but its showing up as 10 :|
i'm not sure if it will be useful or not, but i stumbled upon a checksum bypass code for an action replay on ps1 for ff7. hopefully it can be used
here is the link: http://gamehacking.org/?s=v2&sys=1&gid=1
it is the 3rd code down
So... quick question. My disc 1 is really scratched, and I keep freezing in the Shinra HQ. How do I use Black Chocobo to simply advance past this part? the User Guide didn't help me...Make an ISO out of your discs, simples :) or you could download another legit Disc 1 from torrents
I mean, I went to the Game Progress tab and everything, but that long checklist of things I've done, only goes down to the Sector 7 Plate falling...
Make an ISO out of your discs, simples :?: or you could download another legit Disc 1 from torrentsWe DO NOT condone piracy. Let this be a warning.
Make an ISO out of your discs, simples :) or you could download another legit Disc 1 from torrents
No, a rip from a damaged disc will typically contain the same errors as the disc itself. I don't know why e1sunz thought that would work.
Made a account just to let everyone know that Black Chocobo does work with the FFVII that was just released as a digital download. What you have to do is launch the game and get it to the main menu where it says New Game/Continue. It will say Save Files have been synced in the top left. After it says that ALT+TAB out and start editing. When finished editing and saved bring the game back up and select continue and load your save. Everything you changed should be changed.
It didn't work on my new released PC version. I tried to modify the equipment only, but can't recognize modified save file when select continue.
The game does not save BP at all. Even if there was.Actually the game does save BP to the save file, but since it resets when you leave it is always saved as zero, but if you save while in the battle zone area (using saveanywhere) then load you will see it clearly saves your BP.
You can make it save it, if you change code to save it to map and load it. But I am not doing it :P
Actually the game does save BP to the save file, but since it resets when you leave it is always saved as zero, but if you save while in the battle zone area (using saveanywhere) then load you will see it clearly saves your BP.and where is this data saved....... soon i will need to make a section for just gold saucer info.
0x0cf4 2 bytes
The BP may only be made 0 on the EXIT of arena, so allowing editing of this value may be wise in any case.
i trust you remembered to account for header removal this time :P
Ok thanks DLPB, I see what's happening now :) I'll be looking forward to the updated version.Try the new its not finished [REMOVED 1.9.7 Released]
Try the new its not finished http://blackchocobo.sourceforge.net/files/Black_Chocobo-svn.rar
i have tried this, it does not fix the "kills" problem. when i loaded my savei in BC(newest version of FF7 released by square a few weeks ago) i had 30000 gil and roughly 120 kills with cloud(still no 2-1 limit) i set the gil to 50000 and clouds kills to 79 and loaded the save file. i set the gil to 50000 just as a check to see if the new version of BC worked with the new version of FF7. when i loaded the file in FF7, it showed the 50000 gil, so they do work together. but i killed 5 enemies with cloud and still hadn't unlocked the 2-1 limit break.
once again, not really a problem, just a bug i noticed
im surprised this is coming along so fast.
Alright, either I'm doing something wrong, or I just don't know what the hell I'm doing. Alright well... I just currently bought FFVII and by reading the manual, I noticed that my saved files are in <User/(name)/documents/Square Enix/FFVII/user#>, so, I open my saved file and edit the things I wanted to edit...but here's the thing. I did my edits, saved it, and notice nothing changed in game. I tried again but this time I changed the amount of gil I had (within range). Saved it, and even put "save as" and it still did not work. I do not know if this has anything to do with the "metadata" I see in the folder but I can't seem to find away to make it so my saved game files change. Every time I attempt, it just goes back to when I previously saved it in the game itself. Any idea on how I can get what I want in this? If you need more information please let me know.
Made a account just to let everyone know that Black Chocobo does work with the FFVII that was just released as a digital download. What you have to do is launch the game and get it to the main menu where it says New Game/Continue. It will say Save Files have been synced in the top left. After it says that ALT+TAB out and start editing. When finished editing and saved bring the game back up and select continue and load your save. Everything you changed should be changed.
http://www.youtube.com/watch?v=gj-s-OlTQXo&feature=youtu.be (http://www.youtube.com/watch?v=gj-s-OlTQXo&feature=youtu.be)
open ff7 and start the game
at the main menu let it sync. hit continue
AFTER IT SYNCS switch windows to your desktop or something using the windows key or by having ff7 in a window like i have in the video. DO NOT CLOSE FF7
edit your save, switch in your old save, whatever save related thing youre doing do that now.
go back to ff7
load your save.
once its loaded save it.
Well I'll be a monkey's uncle. Thanks a lot!!! I can finally enjoy what I wanted to enjoy! Keep up the good work!!!
i'm pleased to hear that! where was the problem? please share the solution that work for you.
Happy gaming ;)
On a side note.. I found a bug concerning materia for Cloud. At any point in the game, when you remove the Materia from Cloud's slots in the save editor, it seems that everytime he gets hit by physical attacks, it heals him. I dont see why it should.
I have one Question, I editet my savegame and used the CFW PSP Workaround and everything worked but when i want to use that savegame at my PS3 everything is back to like it was before editing.
What do I have to do to use the moded Save at my PS3?
I tried to find that, but couldn't find on sourceforge. Ill look specifically for that one though.
void CharEditor::level_up(int pre_level)
{
if(pre_level < data.level)
{//level up
for(int i=pre_level;i<data.level;i++)
{// for stat_gain stat guide, 0=str; 1=vit;2=mag;3=spr;4=dex;5=lck;6=basehp;7basemp also use id incase of mods that could move a char.
sb_str->setValue(data.strength + Chars.stat_gain(data.id,0,data.strength,i+1));
sb_vit->setValue(data.vitality + Chars.stat_gain(data.id,1,data.vitality,i+1));
sb_mag->setValue(data.magic + Chars.stat_gain(data.id,2,data.magic,i+1));
sb_spi->setValue(data.spirit + Chars.stat_gain(data.id,3,data.spirit,i+1));
sb_dex->setValue(data.dexterity + Chars.stat_gain(data.id,4,data.dexterity,i+1));
sb_lck->setValue(data.luck + Chars.stat_gain(data.id,5,data.luck,i+1));
sb_base_hp->setValue(data.baseHP + Chars.stat_gain(data.id,6,data.baseHP,i+1));
sb_base_mp->setValue(data.baseMP + Chars.stat_gain(data.id,7,data.baseMP,i+1));
}
}
else if(pre_level > data.level)
{//level down
for(int i=pre_level;i>data.level;i--)
{// for stat_gain stat guide, 0=str; 1=vit;2=mag;3=spr;4=dex;5=lck;6=basehp;7basemp
sb_str->setValue(data.strength - Chars.stat_gain(data.id,0,data.strength,i));
sb_vit->setValue(data.vitality - Chars.stat_gain(data.id,1,data.vitality,i));
sb_mag->setValue(data.magic - Chars.stat_gain(data.id,2,data.magic,i));
sb_spi->setValue(data.spirit - Chars.stat_gain(data.id,3,data.spirit,i));
sb_dex->setValue(data.dexterity - Chars.stat_gain(data.id,4,data.dexterity,i));
sb_lck->setValue(data.luck - Chars.stat_gain(data.id,5,data.luck,i));
sb_base_hp->setValue(data.baseHP - Chars.stat_gain(data.id,6,data.baseHP,i));
sb_base_mp->setValue(data.baseMP - Chars.stat_gain(data.id,7,data.baseMP,i));
}
} //little broken when going down..
calc_stats();
}
Hmm, I’m a bit unsure if we mean the same thing. :) So I’m going to clarify my point, even you may already understood.
With »reverse« I mean to switch the order of the stat gain:
Level up: Difference Stat Gain
0- 3 0
4- 6 1
7- 9 2
10-11 3
Level down: Difference Stat Gain
0- 3 3
4- 6 2
7- 9 1
10-11 0
The idea behind is, that at a level down the baseline decreases and thus the diff decreases, resulting in a different stat gain/lose need.
Stat Difference = Rnd(1..8) + Baseline - Current Stat
Let’s assume rnd = 4, baseline = 40 and current stat = 30.
When levelling up, the current stat needs to catch up the baseline, thus the difference of 14 needs a high stat gain.
When levelling down, the baseline needs to catch up the current stat, thus the difference of 14 needs a low stat gain/lose.
That’s why reversing.
ein Tipp: timestamp generator: http://www.unixtime.de/index.php?calc=2
That is a good approach. But instead of reverse the stat table, Baseline and Current Stat must be inverted generating a new Stat Difference formula.[…]
Your idea is the better one and it should work good enough. Can’t test though (Linux).
z_6
#1 --> StepID 09C540 (psx ntsc and BrutalAl’s notion, Terence called it Seed)
#2 --> Offset 09AD2C
Yes, the values in the memory address and in the save map are identical.
0x0BA1 1 Byte z_6[1] --> StepID/Seed
0x0BA2 1 Byte z_6[2] --> Offset
[...]
These are the variables addresses in the PSX memory (hope it's of any help);
8007173c - danger counter
8009C540 - bcheck counter
8009AD2C - bcloop counter
[...]
No matter what module is banked into memory, there is a section of memory 4,340 bytes long (0x10F4 bytes) that is reserved for all the variables for the entire game. This entire image is called the "Savemap". When it's time to save a game, this section of memory is copied to non-volatile ram, such as a hard disk or memory card.Source: http://wiki.qhimm.com/FF7/Kernel/Memory_management
[…]
Let me see if i can understand your point, you say that those memory address have sync/replicated values on the savemap addresses?
mcd and mcr are the same file type. they just have a different extention. all you need to do is change the filename so it ends in .mcd. you can also export as file.mcd if you change the extention when you export.(you can change it to any VMC file type and it will export that type). Black Chocobo is not Compatible with .psxstate files. i will see if i can make the VMC file type selection durring export easier.
Edit in 1.9.7 you will be able to select the types in the export file dialog.
actually.. wouldn't it be kind of trivial to "grab" the savemap from a savestate? I mean a savestate is just a ram dump with the current machine state I'm not sure if the savemap is contiguous in memory, but knowing what we know, we can probably slap on a header and checksum and call it a file.
It's an amusing thought.
actually.. wouldn't it be kind of trivial to "grab" the savemap from a savestate? I mean a savestate is just a ram dump with the current machine state I'm not sure if the savemap is contiguous in memory, but knowing what we know, we can probably slap on a header and checksum and call it a file.
It's an amusing thought.
honestly i have not looked in to this i would think it would be pretty easy also. only issue i could see is it could be hard to find out if the save state is FF7 or another psx game.
I'm trying to put a game on my Vita.. but it keeps saying update checksum... etc....
what do i do for this?
also when i change my saved game on my vita then import it again it says the memory card wont read...
Windows Users
Download The Windows Installer (http://sourceforge.net/projects/blackchocobo/files/1.9/1.9.7/Black_Chocobo-1.9.7_win32.exe/download)
Includes optional samples and source code
Mac Os Users
Download The MacOs Installer (http://sourceforge.net/projects/blackchocobo/files/1.9/1.9.7/Black_Chocobo-1.9.7_mac.zip/download)
Includes optional samples and source code
Non-Debian/Ubuntu Linux Users
Download The Generic Linux Installer (http://sourceforge.net/projects/blackchocobo/files/1.9/1.9.7/Black_Chocobo-1.9.7_linux.tar.gz/download)
optionally Get Source Package (http://sourceforge.net/projects/blackchocobo/files/1.9/1.9.7/Black_Chocobo-1.9.7_src.tar.gz/download)
Ubuntu /Debian Linux Users
*buntu users can add the ppa this commandCode: (run in terminal) [Select]sudo add-apt-repository ppa:sithlord48/ff7
and then install "blackchocobo" with their prefered package manager (after updating package cache)
Optionally get Samples (http://sourceforge.net/projects/blackchocobo/files/Samples/samples.tar.gz/download) andSource Package (http://sourceforge.net/projects/blackchocobo/files/1.9/1.9.7/Black_Chocobo-1.9.7_src.tar.gz/download)
Debian / Ubuntu based distros should View The PPa Website (https://launchpad.net/~sithlord48/+archive/ff7) for more info on setting up the ppa
How does the cloud save work? I tried saving it all to the user/final fantasy/user_number file but it still overwrites all the changes. How does it work exactly?
First of all - thank you for your work and excellent app, which Black Chocobo certainly is.:)
Secondly, I would like to ask if there is posoble to develop external plugin for MemcardRex:It would be possible, however i don't do C#. Black Chocobo is Written in Qt using C++ so it would have to be ported to C# and (to use native windows forms for gui?). HOWEVER since Black Chocobo and the FF7tk are GPLv3, Shendo (or anyone else) can do this porting. if one wanted to do this i would suggest that they start by porting the FF7Save Class to that plugin format since all I/O to the save file is done via that Object. then the other stuff in "static data" depending on how much you want to be able to edit. i would of course explain any code that is i need of explaining. and you would have to make your own GUI parts using windows forms.
http://shendosoft.blogspot.com/2012/07/memcardrex-16-released.html
It would me amazing to have - advanced psx save manage utility, and FF7 save editor (even containing only the basic options e.g. characters, items and materia) in one tool.
Regards,
w_m of PSEmu.pl
:)It would be possible, however i don't do C#. [...] windows forms.Thank you for the extensive reply.
string getPluginName(); //Plugin name + version
string getPluginAuthor(); //Author name
string getPluginSupportedGames(); //In this case "Final Fantasy VII"
string[] getSupportedProductCodes(); //Array of supported product codes (eg. {"SCUS-94163"})
byte[] editSaveData(byte[] gameSaveData, string saveProductCode); //Get 128 + 8192 byte save file and return edited one (null if there were no changes)
void showAboutDialog();
void showConfigDialog();
I could easily make a "pass-through" DLL which would bind .net with qt based DLL Black Chocobo, effectively making it a plugin.
Hello everyone.i think it would have to be made a special version using just core stuff to get a DLL out of it. perhaps we can meet up on irc or thru some IM or Pm's and discuss how i can get this working for plugin style.
I'm Shendo, the creator of MemcardRex.
I've taken a quick look at the source and as I can see classes are pretty much Qt specific.
Porting the code to C# will take a large amount of time (rebuilding the entire GUI with WinForms for example)
However, if it's possible to compile a DLL instead of an executable with these functions exported:Code: [Select]string getPluginName(); //Plugin name + version
I could easily make a "pass-through" DLL which would bind .net with qt based DLL Black Chocobo, effectively making it a plugin.
string getPluginAuthor(); //Author name
string getPluginSupportedGames(); //In this case "Final Fantasy VII"
string[] getSupportedProductCodes(); //Array of supported product codes (eg. {"SCUS-94163"})
byte[] editSaveData(byte[] gameSaveData, string saveProductCode); //Get 128 + 8192 byte save file and return edited one (null if there were no changes)
void showAboutDialog();
void showConfigDialog();
Limit uses for x-2 limits are not saved.
i have yet to see one of those bytes have a non 0 value.
Openning an ePSXe 1.8.0 memory card causes Black Chocobo to crash.
Running windows 7 x64. All sample save files load OK, just not the memory card created by ePSXe.
try thisthat file look just like any other epsxe memcard. i see nothing unusual.
https://skydrive.live.com/redir?resid=102FBDF479D78645!211&authkey=!AOetAUB8QrsQgbI
Edit 3:black chocobo should work fine it you have other save then ff7 or not.. im a bit puzzled as to why its not working for you.
Think I've figured it out, the memory card has other game saves on it. I created a fresh one and only have the FF7 save on there and it's working fine.
Edit:
No, tried to load from memory card and it worked fine, copied over the two other saves from the none working memory card (Both for need for speed Porsche challenge US version) and now the memory card crashes Black Chocobo even when those two saves have been deleted.
Does this hav the G-Bike hi score added? If not, I can find it for you.Sure Does.
Was it me that researched it for you? I have a weird sense of deja vu :-o :-DYes this feature was for 1.9.7 iirc. i have mostly just progression stuff left. I'm on "vacation" from discovery as im thinking about how best to add some new deploy targets.
Why, in initial equipment of Cid he has spear with one slot only, but in the game spear has four slots? Aeris gurd stick has two slots, but in the game only one slot. is it just in my Black Chocobo?
Most of gme memory card formats not supported, program says failed to load file. this will be fixed?
(sorry for my english)
http://forums.qhimm.com/index.php?topic=14186.msg198299#msg198299
I think that needs updating. No biggie...
Locations XYT are now being updated also direction for field is now supported. have about 200 locations left to update. users of the daily ppa (https://launchpad.net/~sithlord48/+archive/ff7-daily) should get an update tomarrow. the rest of you will have to wait untill 1.9.8 is released. if you have found any bugs in 1.9.7 please report them so i can test/fix them for 1.9.8.
i might have vegetaSS4 build a preview for windows testing before 1.9.8 comes out..
For some reason, I am not able to click on anything in Black Chocobo after loading up a save file?if you can click when you open the program you can already click after a save file was opened (new game is opened on load). what OS are you using this on and what version of Black Chocobo are you using?
Is there any news on the checksum crack yet? I really want this to work with my PS3 save :(.
Is there any news on the checksum crack yet? I really want this to work with my PS3 save :(.
Pcount does change. When you catch a chocobo in wild and pop it in stable it seems to start at 100... or at least one of my chocobos started at 100. perhaps it is related to items you can give it, and when stats increase. It may be related to how much intelligence your chocobo will get but thats a long shot.
Although it is definitely assigned a value sometimes, it may not be used.
Its possible that while 6000 is the max its very hard or impossible to achieve in game.
it could also just be a bug in the display of chocobo values. i know that there was a bug in that editor for speed just don't remember exactly what since i fixed it. if you look back in posts you will see but i think Mspeed editing was changing Mstamina instead of the Mspeed value. the values should be displayed correctly . if you want provide a link to your save and i will check on my copy and varify the display is showing things correctly.If you referring this http://forums.qhimm.com/index.php?topic=9625.msg151665#msg151665 (http://forums.qhimm.com/index.php?topic=9625.msg151665#msg151665) i dont even use modifying stuff as mentioned earlier.
your values are correct.
Let me guess: Windows Vista, 7, or 8, game installed in "Program Files" folder? This sounds a lot like Windows' stupid VirtualStore feature. Try running Black Chocobo as admin and see if that fixes it.
Let me guess: Windows Vista, 7, or 8, game installed in "Program Files" folder? This sounds a lot like Windows' stupid VirtualStore feature. Try running Black Chocobo as admin and see if that fixes it.if not then .
You'll need to find one online.
@w00dst0ck0o well you need a file browser on your ps3 to copy this back you can not do it thru the XMB.. something like multiman's file browser will work.as told i used the prefered method but whats the step after copying them (with multiman v4.40) i cant use the files in the PNS version of ff7 . the ps3 doesn't regornize
Would there happen to be a way to export/copy over the materia,items,chocobos,etc. to a new slot without copying the whole slot causing the location to change as well? Almost like a late new game+ , just as an alternative to manually inserting everything that I want to carry over before I start getting to it :?nope you would need to do this manually.
@sm0kie420 you should check eslava's Savegame Compilation (http://forums.qhimm.com/index.php?topic=8880.0) if there is not at that exact point there will be once that is close to it.
You're prob better off removing the option to change the redundant data Sith, or move it elsewhere?
"to prevent cheating"
yes please try two things.
1 enable cloud save see if anything different happens.
2.download this copy of BC (http://dopplereffect.us.to/?download=Black_Chocobo-static_1.9.78.1108.7z) and try with and with out cloud save enabled.
@Deamonpreast,
1. do you have saves that are in synced?
2. does your file(s) contain more then one slot of data?
3. after you edit, before starting the launcher can you check you metadata.xml file (wordpad) and see if it contains empty timestamps or signature for your valid files/slots.
4. if you have a file with more then one save, do the timestamps all match in metadata.xml for that file?
if you have file with more then one data slot can you test with a file with a single save also.
also play with the new BC let me know what you think before its to late and i release it....
that last signature .. your user id is 2619999 ?
if so empty files should be signed with
4f8e83414b87011d970546d7b68fb70e
by my calculation.. if this is your correct user id then there is something wrong .
I went to edit a save where Cloud was infected with Sadness, but it showed as fury in the editor. May do some experimenting, but initial finding is that they are reversed.
also play with the new BC let me know what you think before its to late and i release it....
Every time I try to edit a save, when I click Cloud, the program crashes. I'm playing the 2012 remake btw. HELP!!!!!!!
whenever I open ff7 through steam, it deletes the file I created. I read somewhere that starting in offline mode would fix it, so I tried that, and my file was still deleted. I'm going to try to disable cloud saves and see if that works.
Edit2: annnnd.... nope. nada. Idk, any suggestions?
Edit3: woo hoo, figured it out. great tool, now that I figured out what the problem was.
EDIT: also I cant edit Vincent or Cait Sith in the party tab. a second Cloud and Sephiroth are both there instead?? is this a bug?It is not a bug when you start a new game before you get Cait Sith or Vincent the spot from them in the save is occupied by young cloud and sephiroth. you can edit them now but when you get to the flash back the game is going to crash. Edit them after you have aquired them.
there is a place in the steam folder to put save games too? maybe that would workYes. i really think it does but it's a little tricky. I guess I'll put it to the test rq after reinstall steam ff7.
@sithlord: sir, thankyou for the program you have created. i was just wondering how come when I edit my saves or i add characters in my party like adding sepiroth.. i always end up stuck in a game script scene.. (ex. when i revisit kalm.. tifa will just look at the place and I cannot move cloud anymore..also, in the marshland area where the beta snake is lurking..when i bypass it and enter the cave for the first time..it shows the scene where a large snake is hanging ..tifa will again look at the place and i am not able to move cloud anymore...)... is this what you call as error since i altered the characters and the save game locations and their stats? thanks sir, i am glad that this forum is still alive after almost 3 years =)
i was wondering..wishful thinking if is there anyway in the future version of BC we can have the option to control sephiroth during in battles?
i was wondering..wishful thinking if is there anyway in the future version of BC we can have the option to control sephiroth during in battles?
hello i´ve noticed that when i make a new game+, after getting Yuffie in the group she is not the lvl she was before (99) but much lower (42) and the stats are not the same anymore. is this normal or a bug? do i need to manually edit her with black chocobo for getting her back to the way she was in the previous "normal game"? or does this jump back to normal suddenly at some point in the game?
edit: everyone else (red aeris tifa barret and ofc cloud) are the same lvls they where before, right away after i got them. strange
Yes you do need to edit her back . the level for yuffie and vincent and cait are calculated
Release: Black Chocobo v1.9.8
Downloads:
Windows Portable Build (http://blackchocobo.sourceforge.net/files/Black_Chocobo-1.9.8_static_win32.7z)
Windows Installer Build (http://sourceforge.net/projects/blackchocobo/files/1.9/1.9.8/Black_Chocobo-1.9.8_win32.exe/download)
MiniChangeLog:
[r1132] by Usithlord48: Black Chocobo Version 1.9.8 Released!
FF7Save: Fix Error Causing Cloud Saves to be deleted
[r1127] by Usithlord48: CharEditor: Limit name to 11 chars (12th is always 0xFF)
[r1121] by Usithlord48: CharEditor: Show Hp/Mp added to base in +3433 (+39%) form
[r1109] by Usithlord48: FF7Save: Fix Trashing of item data for BISLPS-00700. Remaining Strings set for japanese newgames. ItemList: Fix not always removing the itemSelector and popup on setItems. LocationViewer: Translations Now Happen In the Widget be sure to call setRegion and setTransFilePath if you want translations. MainWindow: update to use new locationViewer based locationstring translations.
[r1105] by Usithlord48: LocationViewer: fix trashing location data when trying to manually enter and item is not in FF7Locations. MetadataCreator: typo of achivement data member.
[r1087] by Usithlord48: seperate FF7Chocobo into its own type. ChocoboEditor and ChocoboLabel improvments. New ChocoboManager to manager your chocoobo stables and chocobos.
[r1086] by Usithlord48: Fix ChocoboLabel typo, limit name to 6 characters.
[r1082] by Usithlord48: Intergrage Location.qrc into binary. clean up on install / upgrade for linux
[r1076] by Usithlord48: FF7Save: slight checksuming modifications. fixed not changing fileName. Back on export. Bchoco_es updated by eslava.
[r1075] by Usithlord48: FF7Save : + CondorFunds / CondorWins / CondorLoses. Blackchocbo: update to support new FF7Save.
[r1072] by Usithlord48: Update to use more correct xytd format. CharEditor: Fixed Popup's being transparent for materia.
[r1070] by Usithlord48: FF7Item : checked equipment data angist stock kernel using walmarket.
[r1069] by Usithlord48: FF7Item: Fixed incorrect Materia slots for a few items.
And much more...
Hmm. I downloaded BC to try and skip the quite tedious "Young Cloud flashback", but it seems that BC still only allows for stuff up to Sector 5, not beyond.Because that is how far i have figured out the progression settings.. the second half of this post (http://forums.qhimm.com/index.php?topic=9625.msg203831#msg203831) explains mosty why this is the case
Ideas on why this would be the case?
hi i have a issue i keep getting an error and I can not find the solution it is saying { does not have an updated signature} what does this mean thanks
An odd thing happening in a new save file: Black Chocobo refuses to allow me to enable the Materia menu option. I tried to enable it early to switch one of Cloud's materia to Barret, but when hitting Save, it reverts the menu selections to disabled and locked.
Now that I've progressed far enough to enable the menu anyway, it appeared greyed-out in game. Trying to fix it in BC instead caused it to become disabled / locked again, thus disappearing from the in-game menu entirely, as if Barret hasn't mentioned it yet.
md5sum save00.ff7
to get the calculated md5 checksum and edited metadata.xml accordingly. If I save it to a new file, say save01.ff7, it modifies metadata.xml correctly as far as the timestamps go, but the md5sum still needs a manual update.1. After editing and maxing out the stats of a male and female normal chocobo caught(not created) and after getting them up to s class in normal racing, I noticed the normal nuts for getting river or mountain chocobo's (carob nuts) only produce regular chocobo's after 30 tries. While I also tried it with created and modified chocobo's as well, same results. I don't know if it's a bug or not, or the randomness generator always denying, but I thought it was worth a mention, as it might apply to higher level chocobo's too.so you maxed your stats and it took a long time to get a yellow chocobo ? not sure how this is an issue in black chocobo.
2. when I was working on getting materia set up so I could go after the weapons, and I was all set, I looked at cloud, and saw he had 10 MP? I checked his status, it was 10 out of 10 mp. I tested every materia, and tracked it down to the Individual green and red materia. When equipped, created at master level, first level, it does not matter, it knocks you down to 10 out of 10 mp. If you use the blue materia combo's like for example final attack-revive it will cast life 2, but because you only have 10 mp, it will not work, and you die. I tested it with new materia after the previous one gets mastered, and ones bought at stores, same results. While I am no expert, and I hope it's not in the steam version of FF7, but if it is a bug in 1.9.8, I thought you should know.
so you maxed your stats and it took a long time to get a yellow chocobo ? not sure how this is an issue in black chocobo.
Please make sure when you changes stats that you change the BASE MP and BASE HP as the Maximum values are calculated by the game at run time. if that is not what your saying please describe your issue better.
Cool! and what kinda info do you need for the editor? The steam save file or achievment.dat?
with the 2012 / steam version im not sure if the data gets sent back to their servers when you save. Saving your copy might not do anything. but i suspose we will see i have the first few icons done . my art skills are not so great either but luckly most of them are really simple
Does anybody know how to fix the materia issue, it keeps checking it off blocking it out when I try to save changes I cannot access any materia, can somebody help?for the Menu Manager on Other Tab the Visible and Locked Columns are backwards.to toggle visibilty check the Locked Checkbox this is already fixed in dev builds. (you can varify it saving by switching tabs and then switching back) .
for the Menu Manager on Other Tab the Visible and Locked Columns are backwards.to toggle visibilty check the Locked Checkbox this is already fixed in dev builds. (you can varify it saving by switching tabs and then switching back) .
From the post before yours:
KNOWN ISSUES FOR 1.9.8
2012/Steam users who don't have their saves in a User_#### folder will lose saves <fixed in trunk>
Options Tab Menu Manager Visible and Locked Colums are hooked up backwards. (i.e visible calls lock when clicked) <fixed in trunk>
click them all visible. the toggle events are connected backwards.
that is when you change the lock status its as if you have clicked visible instead and the when you change visible its like you had clicked locked.
the function that sets the checkboxes is not backwards so what you see as locked is really locked.
click on the visible boxes for the ones you want unlocked then switch to another tab and back to check if its correct.
I'm playing FF7 Remake v1.0.6.:o
Help!can you please where is your save folder?
I'm playing FF7 Remake v1.0.6. When I tried to load my edited save files in the game, the "Continue?" option isn't available. Please help me!
guys am I right this still cant edit PS3 saves for a normal PS3 thats not jailbroken?you can edit ANY save. its the getting your ps3/psp/vita to accept them after changes thats the problem.(FAQ (http://sourceforge.net/p/blackchocobo/wiki/FAQ/#psp-and-ps3-saves)).
Its easy to get the memory card onto my pc hdd, and back again so I am wondering what the problem is preventing it been possible?if you read this thread this has been discussed MANY times. the exported saves for psx games are signed by the console to prevent tampering. the method and keys to sign them are unknown and finding them is not in the scope of this project. im hoping that the ps3 homebrew will one day provide this info. Since this signing is only for the psv file exports and these exports are not very useful to the people writing homebrew(or pirates) I wouldn't expect to get those keys any time soon.
eg. more modern games have save editors and dont need a CFW PS3.Many PS3 games do not sign their saves. for some reason they DO sign the psx saves when exported from the ps3/psp/vita. Untill the method known to make these signatures (and the keys to sign them) are known there is NOTHING i can do other then direct you to the known workarounds. Basicly you will need a way to get your save on a real psx memory card or other device (psp/vita) that the ps3 will accept the save from. (see the FAQ link above for workarounds)
Help!
I'm playing FF7 Remake v1.0.6. When I tried to load my edited save files in the game, the "Continue?" option isn't available. Please help me!
I'm having the same issue as this dude. my save folder is at: C:\Users\**Redacted**\Documents\Square Enix\FINAL FANTASY VII\rld
when I go back to look in that folder the save file has been deleted.
1. your save path is not correct. it should end in user_<ID NUMBER> for a retail version of 2012 or Steam version. (you did get a retail copy from the respective store didn't you ? )
2. reguardless of your save path if your using black chocobo 1.9.82 and there is a metadata.xml it should sign it with only the MD5 of the save and not include a userID if a non valid (non numeric) id is used.
if your not using 1.9.82 please upgrade and try again. if you are please give me a copy of your save and metadata.xml
I tried searching the forum, but the search feature is broken.
I was trying to migrate my PS3 save data in order to use it on my Mac using PCSX Reloaded. For whatever reason my game does not recognize the memory card, or any memory card created by the program. Am I doing something wrong?
EDIT:
BTW I am using PCSX 1.9.92
thanks in advance
Yes and No..
Mac OS uses bundles for its applications. the .APP you see on Mac os is basicly a folder. You will need to most likley edit/put the memory card into the correct folder inside the pcsx bundle.
Part of PCSX Preference configuration is specifying the memory card location (/Library/Application Support/Pcsx/Memory Cards/).
Virtual Memory Card (VMC)Formats
Black Chocobo Can Handle many "Virtual Memory Card" Formats, any file that pretends to be a memory card for an emulator is a Virtual Memory Card format.These include: mcd,mcr,mc,dff,ps,psm,gme,vgm,mem,vmp,VM1. there are a few things to note about these types of saves.
1. They might contain non FF7 save games.
2. They all have region data that can be changed by Black Chocobo (per slot)
3. If you attempt to load a non ff7 slot you will be prompted with a dialog of choices export psx will use the region name to save a raw psx save for the slot this is useful if you want to move a save from an emulator to a real psx memory card. You can also do very basic editing of non ff7 saves.
Tip: While you can edit non FF7 saves this function is very limited and maybe improved in a future release.
I have a bug report. It's already reported, but i narrowed it down very exactly.im not aware of a bug report.. either way it works correctly in 1.9.82+ i don't recall any checksum problems in a long time so it could possibly have something todo with the static build.
PS2: i used the latest editor, portable windows version: Black_Chocobo-static_1.9.80.1132.exe1.9.80 is not the latest version 1.9.82 is and 1.9.823 (wrongly typed as 832 in the program and filename) is the current WIP version i made a "portable" version to test the detection of new ini file (see post above about settings) try this newest version 1.9.823 (LINK REMOVED). (the version # displayed is a typo). feel free to copy your current settings.ini. Let me know how the newer version works for you.
Hey Guys,
It looks like the Sourceforge download link for BC 1.9.83 is broken. Any other mirrors out there?
there's no reason I should have to create an account for an external site just to look at the user manual so don't tell me to do that.you dont need an account anywhere to view the user manual.
0x0E13 : 00before we were reading in 0x362790 as our MSec value (3549072 MSeconds..? thats 59 Min!!)
0x0E14: 90
0x0E15: 27
0x0E16: 36
0x0E17: 02odd thats the number of minutes for this course is 2 ... so if i were to move my read over one byte and read in a 32 bit number i would have 02 36 27 90 ... i looked at that for a bit .. thats my time in stright hex . once i knew that i was able to correct black chocobo to fix the times.
This has been probably answered many times but bear with me please.yes all the time.... To the point where i am tired of presenting the same answer to people...
I have a fully updated ps3, No custom firmware on it. Just a plain old ps3.only if it came off a memory card. otherwise the signature being wrong will block you. i have tried about 100k stright copies from edits they never work
I have imported an edited ff7 save file before and played it no problem.
I have tried importing a edited save file from black chocobo and it says the data is corrupted when i try to re upload it to my ps3?the signature is incorrect. because you need to provide the correct keys to sign with or try another method.
Is this possible to do without having to resort to hacking my ps3 which i wont do.please read this section of the FAQ (http://sourceforge.net/p/blackchocobo/wiki/FAQ/#psp-and-ps3-saves) very carefully .
Thanks for your time.your welcome and good luck signing your save. if you find a key/seed combo that works for you please let me know so i can test on other ps3' . so this can be made easier for everyone..
But second is, have u seen the page? I dont get ANYTHING from those sides, I mean is there no clue where to look for that? Just a hint to know which of those... around 100 keys & seeds are fitting? I mean have u seen the side? I don't have a clue to start that's my point...yes i have seen the site. pick a seed from the seed page and a key from the key page. like i said i don't know what combo they are using so it could be any. i know there are alot of keys and seeds.
EDIT2 : Also, what is this signature u mentioned for? What purpose does this serve?the signature is placed in the psv file header and tells the ps3 the file has not been modified. if the signature is incorrect you will get an error saying that the data is corrupted.
It seems to be known, but nobody's taken the time to write a tool to deal with it:
http://wiki.ps3dev.net/wiki/Game_Saves#PS1_Single_Save_.3F_.28.PSV.29
I asked around a while back and was told this info can decrypt the key seed:
key: AB5ABC9FC1F49DE6A051DBAEFA518859
iv: B30FFEEDB7DC5EB7133DA60D1B6B2CDC
algorithm aes-128-cbc
And iirc the SHA-1 digest was a SHA-1 of the entire memory card image the save comes from.
I've been busy helping with PPSSPP, so I haven't had time to mess with any MCR to PSV sutff.
I got another idea.
I just want, as I let ya knew, some items, like the whip for Cid, the superball for Yuffie & the parasol for Aerith/Aeris, and the Affection value being changed. I can upload my savestate in sheer hope, you can look into the savestate and change those things, so that in the affection value, Yuffie has like 150 points, Aerith got like 130, Tifa 125 & Barret with 120, so that I can get Yuffie at the Gold Saucer date AND ultimatly the secret dialogues that are cut from the "normal" game cuz nobody of the girls can get higher then 120 affection points in the game normally!
oh man Sithlord... u really have probs understanding or reading messages do ya? I asked, if somebody can CHANGE it IN the savedata WHEN finding out the way to get a hint for the key or seed inside the savestate I got from FF7! I'm not dumb to understand how your black chocobo stuff works! Can you please be a more useful help to my problem? I just want some answers to my question not... something Cpt. obvious would tell me... PLEASE :-\
oh man Sithlord... u really have probs understanding or reading messages do ya? I asked, if somebody can CHANGE it IN the savedata WHEN finding out the way to get a hint for the key or seed inside the savestate I got from FF7! I'm not dumb to understand how your black chocobo stuff works! Can you please be a more useful help to my problem? I just want some answers to my question not... something Cpt. obvious would tell me... PLEASE :-\
how can I use a program like Black Chocobo when I cant used my wannabe-modified savestate after it has been modified?you just happen to have the most difficult version to edit, im sorry i didn't make sony have stupid requirements for editing psx game saves (this encryption is not even on the ps3 saves btw).
I'd never b*tch about that stuff if it would work or when I at least have a GOOD hint about what to do. And no, sending me into a warehouse and telling me to look in every carton, every barrel and every box for two single matchmaked green pearls (or something smiliar) is not what I understand of "being a good help"yeah i know its not the best and most helpful answer but its the best help that i can give untill i have a chance to go thru all those keys/seeds myself and find a set that works. You see as it turns out only exported saves from ps1 (maybe ps2) games are signed in this method and the ps3 dev people don't care about that format or signing saves. so i'm basicly the only person in the world working on making that import work .
it comes from the console so I believe there is a track inside that could be figure out the key or seed, even if it is a small hintfirstly i do have a ps3. secondly there is nothing in the file that will help me with the key/seed pair . its really a problem for the ps3-dev people.
If it is necessary, I'd pay for that stuff, just to not repeat/start over my 40-50h of FF7 just because all AP-guides telling sh*t about the "Yuffie endless AP glitch" which have never worked, since I looked into the data and she had the minimal (glitched) maximum of AP, which is 43 counting in the Wutai sidequest.Want me to edit your file? Donate to Black Chocobo . Upload your file and what changes you want. i will send you a psv with your changes.
Eh...what O_O I can pay or donate whatever so you CAN change.... wait... even if I'd buy u, it won't change a thing since I'd still need the key & seed to bring it back "home" (aka the ps3) right? If not : I'd gladly will now upload the data/savestate and about the donating stuff -> Do we settle this private about the m0ney stuff? It's just money for me, so I don't mind talking openly about it! (it would be different if I'd talk about my personal data from/for it)i accept PMs. we can also chat on qhimm irc (http://webchat.esper.net/?channels=qhimm.com&nick=) if needed.. if for some reason im not on send me a pm i should be on shortly after that.
EDIT : I'd look into options for attachments and... is it just me, or isn't it possible to dirctly upload the savestate and I need to extra upload this per something like a extra website?
EDIT2 : http://uploaded.net/file/pijhu9dt
Here's the save, about the donation, we'd talk once I know "how" or rather "where" u wanna talk, then.. well we talk, and then u get what I can offer and hopefully it can get back on the ps3 correctly without any probs that would accour afterwards like a bug or anything internal :)
I understand that but what im saying is my computer completely crashed on me and im having to use a buddies to talk here he won't let me download the program on his computer so that's why I asked if anyone was willing to do those changes for meThats cool nothing personal its just always the same question when people don't bother to read. I see your situation is a bit different. next time no post reading till after at least one cup of coffee.
I used ULaunchElf to copy the file to a PS1 memory card. I used a PS3 memory card adapter to transfer the file to my PS3. When I copy it to the PS3, the file is just a black box. I start Final Fantasy VII and try to load the saved game. It doesn't show up. All slots are empty. What am I doing wrong?
played the game using the file and then saving the game at a certain point afterwards.When I wanted to edit the save afterwards,the error popped up.convert it to something else if your emulator is trashing gme files they really should only be used for dex drive anyway. Use save as in blackchocobo to change the format of the save. best to use one of the formats that are more common like mcr or mcd
is there any way to aplly a AP and XP multiplier ?
This is not possible with a save editor . You will need to use a trainer such as Ochu (http://forums.qhimm.com/index.php?topic=14194.0). This will only work on pc version and im not sure it Ochu has those options currently
it has not. and seems that there is no trainer that works on final heaven mod :|
hey staff
i would like to request for this ff7 gamesave editor to have the locations starting from beginning to end in order please
is the download link redirecting for anyone else, i can't seem to grab it anymorethe sourceforge project pages was down for a few days.
It would be a pretty cool feature for this tool to be able to load FF7's kernels so we could edit more easily modded games. :-D
maybe somehow entered the cave without ever actually dismounting from the Chocobo??that is what seams to have happened..
Heh, just a little thing like that is enough to throw the engine off. Fun stuff!
Hi guys,
I have this strange problem after using black chocobo, when I enter the MENU->MATERIA->ARRANGE section, on the left nothing is displayed, and i can't change my materias.... anyone have experienced this? Any fix available? I have no mods installed and this is the steam version of the game. Thanks in advance!
EDIT: same problem for the PHS section, nobody's there, but i've checked the boxes on the savegame editor...
you can check my savegame here http://www13.zippyshare.com/v/1wAPxQp5/file.html (http://www13.zippyshare.com/v/1wAPxQp5/file.html)
(http://s23.postimg.org/6ysweuekq/2015_08_23_00001.jpg)
you have unchecked visisble in the PHS section.. Please read the post above as that uses is the same as yours. it seams that affects both visisble in the PHS and visible in the Materia Exchange MenuEven if i check it, the problem is still there! :(
ahh well looking at the most current windows version there seams to be a bug that those boxes don't work (thought i fixed that before release but it must have been after)
if you change in the hexeditor tab
10A6 to FF
10A7 to 01
that will enable them all and should fix your problem . i will release a new copy of black chcoobo after i finish my HiDpi fixes. hopefully in not to long from now.
here is a link to your file with those change http://www.megafileupload.com/9d4g/save00.ff7
Hi, does this trainer work with the new IOS port? and if not, could you direct me to one that does?I don't have the iOS port, but from what I understand, the save files are the same. However, I think your device might need to be jailbroken in order to have direct filesystem access, which you'd need in order to get the modified save on there at all.
heywhat?
i would like to request that the slot gameover to be added on here please
hey Sithlord48
what i mean is, a lucky cat sith slot to be added on your save editor please
so people can have a easier time to land the gameover slot on ff7
First off does the global progress variable increase if you win either the Umbrella / Flayer in the speed square, as trying to get 5000+ points without the Zepplin is a bit difficult,Umbrella as a reward is only possible if the global progress is less then 1008. the progress doesn't increase when you receive them
and secondly are the items you win for obtaining 90+ points in the snowboarding courses not considered field items I just checked games_2 and they're not there. Also I forgot to mention I'm on the Windows version of BC.There seams to be no rewards given from the snowboard game on this field.(script checked in makoureactor) maybe the mini game gives you the item(s) ?
Fastest Time For Snowboard Beginner Course. Format: MMSSTTT0 90 27 36 02 in the file is a time of 2'36"279 (value is 32bit int so will become 02362790 when read )
Hello guys, just recently FF7 was released for the PS4 and it's using the save00.ff7 format. Unfortunately Black Chocobo can't bypass this when I tried due to giving me a "Failed to load" error, so perhaps another new Black Chocobo update for the PS4 version?
While it does use a file named save##.ff7 this file is not a typical ff7 save. First off its 10MB! (should be ~128kb). This file is a block of cryptographic data that will need to be decrypted (The public key is exported as save##.ff7.bin). Once we figure out what kind of encryption it is using on the file we should be able to open it using the exported bin file . If we are lucky this will happen by the next release of Black Chocobo. Editing this save is a whole different problem as it will require the Private key from the console in order for the machine to accept it back as a legit save. Since the Ps4 re re re release of FF7 is using the standard Ps4 save format this might be possible when those keys are mined out of the system and the crypto methods used are exposed by people working on hacking the ps4
There is a huge bug. The Limit Gauge no longer moves after editing a save in latest version!I just used black chocobo to drop my level to around 15 then ran around just outside midgar for a while got in to one fight and was able to full most of my characters limit gauges by just waiting for the enemy to attack.
It has been a long time since i have played with the world map section so its possible there are things that need to be fixed . I did a quick test and moving around the world map seams to be working correctly. I had a save ran to the world map , saved, then moved the location to near kalm on the world map in black chocobo , and loaded my save.The world map can be kinda funny about showing some models but i dont recall any problems with placements.
I just used black chocobo to drop my level to around 15 then ran around just outside midgar for a while got in to one fight and was able to full most of my characters limit gauges by just waiting for the enemy to attack.
Do you have any mods installed or something that could cause your limit issues?
I did use the Character Booster first.you are more then likley way to powerful for the mobs you are fighting . try using black chocobo to lower the level of your characters and see if you have an easier time getting limit breaks.
you are more then likley way to powerful for the mobs you are fighting . try using black chocobo to lower the level of your characters and see if you have an easier time getting limit breaks.
@sackables: there is no reason that should happen can you send me both your pre and post edit saves?
One quick question. On your User Guide, your inventory manager has a "Key Items" list but the current release 1.9.83.1211 doesn't show that list.
Is that a old version or do I have a old version?
After using Black Chocobo I can't equip ANY magic or summon materia except the master versions without my MP dropping to 10/10. My game is completely broken now.
your base MP is way to high and when you add the materias MP bonus you have caused the game to overflow back to a low number. If you lower your base MP you should no longer have that problemThank you I will try it tonight. And I'm sorry, I just reread my post and it was meant to be a cry for help but it comes off as 100% complaining.
edit: im guessing you have used the max char button . i should maybe lower the base hp/mp given. 10k is more then you will see without mods to uncap hp/mp so that should be good
Thank you I will try it tonight. And I'm sorry, I just reread my post and it was meant to be a cry for help but it comes off as 100% complaining.its ok i figured you were just needing help anyway
It worked, Thank you again!your welcome. So to be clear did you use the max this char button? Im gonna lower the values that sets to base HP/MP
Original PC version of the game loading the save in 'save01.ff7' slot 1 (the save file doesn't seem to matter as this same thing is happening in 'save00.ff7 slot 1). Using BlackChocobo 1.9.83 on Windows.
- I loaded a saved game into BlackChocobo after catching my first 2 chocobos which are named "Good M" and "GreatF".
- In BlackChocobo the displayed names are "MGreat" (for 'Good M') and "tF" (for 'GreatF).
- I corrected the names in BlackChocobo back to "Good M" and "GreatF".
- I loaded the game in FF7 and the chocobos names are now "GoodGo" (for 'Good M') and "odM" (for "GreatF").
Reloading the save that was created in BlackChocobo has the chocobo names correct (making me think it's the parsing/writing side of things).
I wanted to do a little more playing around so I saved (from FF7) the loaded modified version (with the 'GoodGo' and 'odM' named chocobos) and loaded that into BlackChocobo. The names were correct as 'Good M' and 'GreatF' (in BlackChocobo but still 'GoodGo' and 'odM' in FF7). The chocobos' stats also seem to not have been changed (which is what was expected as I did not modify those).
The portable version was bugged. Is fixed now. Please redownload from sf and post a feedback.
Just as a side note, I couldn't really find any info on the seed/keys that the new version of BC supports. Has anyone found a working pair? I messed with a few of them but to no avail. Thought it kind of odd that the tool supports them, but no info on any working pair.
Hey man, loving the new V, however one discrepancy:
You've removed the PCount and Personality for Chocobos. Whilst this is fairly obsolete info, for me it's crucial, as the Personality plays a big part in the RNG sequence that is used. It's not crucial for these to be in BC, as I can use Cheat Engine (I already have each stat for all stables saved in my Cheat Table, so I can change Personality in real-time), so it's not the end of the world if you don't re-include these, it's just something to bear in mind.
Now, if only Cheat Engine could enlarge their font as you have; small font size is the biggest problem I have with it! Or even have a detachable address window, that would be perfect!
besure you edit the card without the emulator running . or if you edit with it running be sure to reload the memory card.. i have noticed some emulators load the card to ram and ingore external changes..
Thank You! did not realize that was why it was hit or miss! Worked! Great program!!!your welcome; have fun editing
Personality & PCount haven't been removed from Chocobo Manager, they were just hidden by default. To change this you only need to enable this option:Great! Thanks!!!
Options --> More Options --> Chocobo Manager - Show Pcount / Personality
That's all, regards!
In the version 1.9.82, Sephiroth's Masamune has only 5 slots, but in the game Masamune has 6 linked slots.edit Fixed in ff7tk: https://github.com/sithlord48/ff7tk/commit/ed43389e30bafbf89920a27ab2b93b89438195bb
Version 1.9.90 has same mistake.
hi im new in this so somethin is missing or i didnt get it right im trying to use the editor but in the char tab there are 2 chars missing.. vicent and cait sith isntead i have another cloud and sephirot
how i put those 2 ?
if its like FF7 steam its achievements.dat and its a very simple file. ff7's is s few bytes and each bit is an achievement flag , simply writing 0XFFFFFF to the file will give you them all
There is an achiemement editor in black chocobo.. idk if they will show as unlocked online since i don't have the steam copy for pc to check that with.If I understand Steam achievements correctly, they're reactive and have to be triggered by the game's events. If the game's achievement event doesn't trigger then you might not get it on Steam. I can't attest to any of that, however. I just know from editing other games' save game files.
there is nothing you can do from within the save to enable this. you will have to either modifiy the exe or patch memory at run time.
My question is this: is there a way to keep the Save and PHS menus available permanently? I see that I can toggle whether they are visible or not, but I cant get it to stay on permanently.
I have two questions. 1) I noticed that in the Hex Editor tab it is not remembers cursor position, when you switch to another tab and then switch back. Can you fix this? 2) In version 1.9.90. When we choose which spells to enable in Enemy skill materia. It is barely visible that the spell is turned on or off.
The Indicators will be 48 px now.Thank you for answers. Maybe turned on or off spells, is barely noticeable because of the colors. FF7 uses for turned on spell: yellow color, and for turned off spell: dark color:
Shame that it (currently) doesn't work for the PS4 edition. I was kinda hoping (used Black Chocobo for years) but examined the files size (even though it's the PC Steam Port) but the files are 10 MB compared to the 64 KB. But fingers crossed for an update!
Yeah I had a look and the bytes there seem correct too. Interestingly now I'm further on it's become 07 so you could be right that it's also tracking something else, though I have no idea what! :-[
I recently got FF7 8 and 9 on my vita (legit firmware, no hacks) and Blackchocobo will edit the save for 7 with zero issues, however when I save it says its unsigned. any information ive been finding on this topic is nearly 7 years old and I have yet to see any workarounds or otherwise for Vita
The only way based on my research that I can go around this issue is with a ps2 which I don't have, nor do I have a psp.
First off be sure your using the newest release of black chocobo. If you are using the newest version and are still having problems please provide me with a copy of the save file you are having problems with and i will see what i can do for you.
It is indeed the newest version. I don't know how do I send you copy of the save tho ':)
I learned 2 days ago that Steamhad FF VIIin store so I bought it and played a new game from there, I'm now further ahead than my bugged save. If it can help somebody else tho I'Ll be glad to send you that save,
That is not a question, and you are correct in that you need to use one of the old methods. This applies to ps3 psp and psvita. There is nothing i can do untill the methods are reversed and the keys discovered . (for instance were fairly sure the ps3 method is correct but the keys used are still not known)the ps3/psp method, is it possible to do the same steps with a vita in place of the psp or does it HAVE to be a psp?
the ps3/psp method, is it possible to do the same steps with a vita in place of the pspI don't see why not the ps3 will allow you to copy the saves to the vita.
The event can never occur if the player talks to the Innkeeper during the Kalm flashback and selects the option "Let me know the situation of the town." after talking to him a second time. It is unknown why this stops the event from occurring since it is unrelated to Aeris and the church. That the event can be prevented by talking to the Innkeeper is likely a programming error.
Little did I knew that the uninstaller the program uses, apparently removes *everything* within the folder
a new challenge has arisen... its been ported onto Android now I see. if we were able to retrieve and edit those files that would be the bees kneesif you read the thread about the android versrion around here. You will see the android version uses pc save files.
I was wondering if the issue identified in the following link has been resolved, as I am experiencing exactly the same problem:The issue its marked as open, I don't have mac os to test this deployment issue. You should try the continuous build since it was built with newer source and let me know hos it goes. https://github.com/sithlord48/blackchocobo/releases/download/continuous/Black_Chocobo.dmg
https://github.com/sithlord48/blackchocobo/issues/3
Thanks!
Yuffie needs to be imported for New Game Plus because her maximum join level is 42. The game overrides the level set by the editor when she joins the party.
SL48, you are a genuine bonfide hero!
When I select a character that has the enemy skills materia installed and then select the command materia and then select the enemy skills, all of the enemy skills show up with no way to tell which ones have already been learned. There is also no way to learn new enemy skills with 1.9.90. Also in the materia edit screen, there is no way to select the number of the materia you are going to edit. I have 3 Enemy Skills Materia right now, so it makes a difference which of the 3 I am editing. Unless there is something I am missing. :'(.Yes you are doing that completely wrong. Select the materia from the equipment or from the list to edit it. If you use the Combo boxes your making new materia in that slot.
is there anyway you guys could add in ps4 saves support on this ff7 save editor pleaseOn the playstation 4 version there is alot of encryption that needs to be stripped away before you can edit the save. Since unlike the ps3 release this uses the standard ps4 save format there is much higher hope that this will one day be possible.
Please check that you have the newest version of black chocobo. Your saves work here correctly and i was able to import the all into one file with out issue. I cna't make you a steam folder you ahve to do that yoru self.
first open black chocobo then use file->import to current slot . and pick your first psv file.
then hit alt + right (move slot #2) and import your next psv
do the same for how ever many psv files your have
Save as PC format. save it whereever
then use file-> create cloud save folder . select your save path . it should pick out your id for you (its the numbers after user_ in your save path) then for file 1 select the pc file you just made.
Hey Sithlord, I've read your previous posts about what's needed to get a .psv back into the ps3 and I get that you can't simply tell us what the key/seed combo is (even if you knew it you'd probably get in trouble for sharing it, so I understand)
I've read about the PSP method as well, Codemann... Is there a special version or generation of psp I would need? I'm not too familiar with them. Will the file that it creates play on PS3? If nothing else works, I'll definitely try this :SI just bought the cheapest one I could find, all of them operate on the same firmware so it'll work on all. A little research into the comparison of specs will help you figure out which one you like better. And yes, how it works, you play primarily on the PS3, transfer the save onto the PSP, following the steps on the guide, then open the save file with the game on the PSP, save the file into the other slot but in the same spot (as it will overwrite the save in that spot, thinking ahead to when you move it to the PS3), then transfer it to the PS3, you can then resume playing.
save the file into the other slot but in the same spot (as it will overwrite the save in that spot, thinking ahead to when you move it to the PS3)
Trix... This isn't Star Trek - where decryption by a computer system takes one hour for the purposes of advancing the plot in the biased way a bad writer wants.
The real world doesn't work like that.
Oh and btw, that's why I mentioned making sort of a keygen, Covarr. Only now Idk if things would have to be decrypted before using on a keygen.. idk if I make sense lol.The issue isn't generating the save files with each different possible signature. That could be easily automated. The issue is actually testing them. Thus far, the only way we have of actually testing them is to generate a save file with a key/seed combination, pop it onto a USB stick, and try it. But with the public lists of keys and seeds, and no idea which combinations even need tested, we're literally looking at tens of thousands, if not hundreds of thousands, of possibilities. All of which need to be manually tested on a real PS3, one at a time. If you were to dedicate yourself to this like a fulltime job, you could still be at it for months if not years.
The issue isn't generating the save files with each different possible signature. That could be easily automated. The issue is actually testing them.Considering all you need to test them is to try and copy them, it wouldn't take THAT long... maybe?.. With some luck?...If you had all the combos in one USB, even better, yeah?... but... IF I EVER found a file that wasn't "corrupted" and it worked, then how do I even know what key/seed I used for that particular save? Would I have to take special notes about every save or is there a way I could find out afterwards with BC or some other program?
And that's assuming that the key and seed we need are even on those lists.
Hey guys,You can not control him that is normal. If you want to control him you need to look for a mod that does it. It is not possible to change this via the savegame.
I would like to play a new mod, the Superboss Rush Challenge with the 7th heaven modder, however I like to have Sephiroth in my party for a change. I try to replace Vincent with Sephiroth with the Black Chocobo app, but however Sephiroth is in my party, I can't control his actions. Does anyone know what I could do about this? Thanks in advance.
I'm trying to use the save editor so that I can start the game from scratch (that is, press "New Game" on the title screen) and start with a set of equipment and altered stats that I've chosen.
Is there a way to do this? I've looked through the user guide, and haven't really been able to find anything that points me in the direction of how to do this - if it's at all possible.
When you say "the correct type for your game" what do you mean, and how do I do that? I tried simply setting the stats as I desired, then clicking save, but it simply takes me to a save window. Where do I save the new file, and what do I call it?It Depends on the way your playing FF7. If your playing on pc you want to save as a pc save and then place this file into your Save folder. The file should be named ff7save##.ff7 (00-09) the number is the safe file it will show in game as. See where to find pc saves (https://sourceforge.net/p/blackchocobo/wiki/FAQ/#pc-saves) For Emulators you need to save as a VMC and import that to your emulator . For psx you need to save as rawPSX then get that on a memory card.
It sounds like you're looking for something that will start every new game with extra equipment and stats. Black Chocobo can only modify existing save files to give you the extra stuff you need, which is the easiest approach, but will only affect THAT save file.IIRc you could use walmarket to set the initial data if you wish to have the game start with this data for every new game. i would think that would be faster then using makou reactor.
If you want it to happen EVERY new game, it's more complicated and you won't find any pre-built tool that does it, but you you'd have to use Makou Reactor and modify the md1stin map, add a new script group in that map, there are codes to increment specific items, materias, and gil. But like I said, it's both complicated and you won't find anything that does this already, it'd be a completely custom hack.
You can not control him that is normal. If you want to control him you need to look for a mod that does it. It is not possible to change this via the savegame.
Do you know where I can find a mod like this for 7th heaven?I do not know if there is a modpack made for 7th heaven or not. i only remember seeing a mod for that around here somewhere.
Make sure you have the newest version of black Chocobo v1.9.91 version from https://github.com/sithlord48/blackchocobo/releasesI had the same thing happen to me last week while I was toying around on a 32-bit Windows 7 install, rather than my usual 64-bit. It was easy enough to install the MSVC redistributable package, but did an eyebrow since I hadn't had that problem with the x64 build.
Its odd you should get that error at all if your using a build i did since I use mingw to build for windows and not msvc.
Howdy! I read through this forum and I didn't see this question addressed specifically (but there's also a good chance I missed it despite my best efforts, so commence with mockery at your leisure!):
As indicated in the Party Mechanics FAQ by TFergusson, five of the six primary statistics has a sort of "grade" used to indicate the relative growth of each statistics for each character (under section 1.4 of that FAQ). This was (I assume) the original programmers' way of trying to make some characters better at some statistics than others (although ultimately most are interchangeable with the right set up).
As part of a personal enforced class challenge, I wanted to lower the starting stats of some characters in statistics they might normally be considered weak; that's easy to do in BC, of course; but I noticed that if I used BC to level those characters (to see where the stats would go upon leveling), the statistics "normalized" themselves back into the typical range found in the vanilla game; lowering the characters back down put their starting stats in the ballpark of where they usually start. I know that's a little wordy, so here's an example:
Set Cloud to L1, set SPR to 1.
Use the "Status Info" tab to level Cloud to L99, his SPR manages nonetheless to grow to 97. (I know it won't always grow to exactly 97, but it will be in the ballpark.)
Reduce Cloud's level to L1 again, and his SPR falls only to 11 (again, it won't always fall to exactly 11 under this process, but it'll be in the ballpark.)
So! To my question: is this just a function of BC using the stat grades to simulate leveling (but in-game, Cloud's SPR in this example would be lower than usual), or will FF7 itself correct Cloud's initially low SPR according to its stat grade as he levels? I assume the latter, but will test with an emulator and uber-XP codes in a bit.
I suspect that if I'm willing to get my hands dirty, I could tweak an appropriate game file to adjust each character's stat grade to allow for better diversity in stat growth, in conjunction with initial stat tweaks. But my question is this: does BC support this sort of thing and I just missed it somehow, or is there a way to introduce "negative" sources? I can dive into using the Wall Market kernel.bin editor, but I wanted to check here before I tried that and was subsequently defeated by the technology. ;D
Cheers!
Hmm, I’m a bit unsure if we mean the same thing. :) So I’m going to clarify my point, even you may already understood.
With »reverse« I mean to switch the order of the stat gain:
Level up: Difference Stat Gain
0- 3 0
4- 6 1
7- 9 2
10-11 3
Level down: Difference Stat Gain
0- 3 3
4- 6 2
7- 9 1
10-11 0
The idea behind is, that at a level down the baseline decreases and thus the diff decreases, resulting in a different stat gain/lose need.
Stat Difference = Rnd(1..8) + Baseline - Current Stat
Let’s assume rnd = 4, baseline = 40 and current stat = 30.
When levelling up, the current stat needs to catch up the baseline, thus the difference of 14 needs a high stat gain.
When levelling down, the baseline needs to catch up the current stat, thus the difference of 14 needs a low stat gain/lose.
That’s why reversing.
That is a good approach. But instead of reverse the stat table, Baseline and Current Stat must be inverted generating a new Stat Difference formula.
...
//now calc the diff, so we can send back a gain based on type
if (stat < 6) {
//str, vit, mag, spr, dex or luck all calculated the same
//Vegeta_Ss4 lv down mod
if (current_lvl < next_lvl) {
diff = ((qrand() % 8) + 1) + (baseline_stat - stat_amount); //is lv up
} else {
diff = ((qrand() % 8) + 1) - baseline_stat + stat_amount; //lv down
}
if (diff < 4) {
gain = 0;
} else if (diff < 7) {
gain = 1;
} else if (diff < 10) {
gain = 2;
} else {
gain = 3;
}
WHOA!! Vegeta
HeyOh good catch, Looks like i missed that one, Also missing the Underwater Huge Materia.
I would like to request to add in the key items for fort Condor please on this editor
thnaks
Hi!Use checksum to extract your saves. Switch saves are the same as a PC save and there is no region difference. If you continue to have issues please provide a link to your unedited save file.
Thank you for your work, sithlord48.
I use the Nintendo Switch version of the savegame but I face some issues. It seems like the byte offsets are different (maybe it is region related, I use the EU/German version) because I get shown different levels for the first character and artefacts of the texts in the savegame loading screen after modding.
I tried the new 1.10.0 with official Switch support
It seems like the Bytesize of the original savegame is: 65.109 Bytes
For the modified one it was bigger (Unfortunatelly I cannot see the original size)
Thank you for your support
:-)
Windows 7 Ultimate 32-bit OSI have updated the build to build a 32 bit . (still fails on XP :( )
already tested the newer version 1.10.0 I already showed in the link from https://imgur.com/I3ODTGi
thank you very muchGood to know. I'll Keep the building the 32bit version.
it runs :)
I'm trying to update the Sector 7 - Sum Progress field in the game progress tab to "The Pate is Falling" but it always goes to "Initial Settings". Is this a glitch? Can this field be set?Yes and I have fixed the error. Please try the newest Continuous (https://github.com/sithlord48/blackchocobo/releases/tag/continuous) build. It should write it correctly now. I may have not fixed the display code.
BC UpdatesWow! I never thought I would see the day of signed PSP saves!
PSV Signing and Exporting now works without the need for user supplied keysI didn't crack the format i was pointed to code (https://github.com/dots-tb/ps3-psvresigner) that this and was able to use it to get it working in ff7tk. VMP maybe soon ;)
PSV EXPORT NOTES
The files names are really important when you export so be sure you are saving with Valid Region Info
You can not export a psv currently with out having first opened a file region info is important with these as its inside the header. This has an easy fix at least.
Please see this https://github.com/sithlord48/ff7tk/issues/51 for correct names to use when saving PSV files
Where do i get it?
Use the continuous (https://github.com/sithlord48/blackchocobo/releases/tag/continuous) release.
@jons Be Sure to check the save location changes checkbox on the location tab Before you change the location to the debug room
@jons Be Sure to check the save location changes checkbox on the location tab Before you change the location to the debug room
@Meical No i have not seen this. What version of the game are you playing and are you playing with any mods?
Sorry about that seams I made a mistake in that dialog. Try the newest Continious Version.Thank you. It works now.
It is possible to use this tool with a game using 7th heaven playing it ??
This is nice, now if there was a way to use this with the PS4 version as well, it would be awesome.I know that this reply is a year later, but on a whim I tested using BC on the "ff7save" file exported from Advanced Mode of Save Wizard and it works perfectly. You just have to change the file type option to All Files to open the save. Edits carried over without issue and was able to import it back into my PS4 save. Registered just to give the news.
Hi! excelent work with the black chocobo, it really helps a lot. I have a question, I've put battle points in my actual save with the black chocobo but it doesn't work, I am doing something wrong? Thanks.
Please post a link to your file I will checkout your file and let you know whats going on .
Edit: I was able to load and modify pcsx-reArmed saves without issue.
Turns out I forgot I tried turning on "SaveRAM compression" in RetroArch.
Thanks for your time and effort with BlackChocobo! <3
What file type are you getting those offsets from?PC/Steam. Is it different in other versions?
@sithlord48: man could you add an option in your save editor to unlock the damage cap? Thanks in advance.No I can not. This is not something that is controlled by the save game.
game time doesn't seem to display correctly when converting psx saves to pc saves. time is stuck at 0 and theres no level description underneath. It shows properly on the save slot but not in game when you enter it.Can you tell me a bit more about what your trying because i was unable to reproduce this
So hopefully this isn't too stupid a question.
I lost my save a bit ago and now I'm trying to rebuild it. I am wondering in Game Progress how can I advance the discs to change the settings in Event Progress to show the switch over and select what I need. It just seems to give me selection to Sector 7 Pillar. So I was just curious if it can go beyond, or I just need to kind of get to each point and rebuild it that way? I've run the program normal and as "Administrator" otherwise I'm at a bit of a loss to change those things. Thanks for any help provided.
1. I lost my submarine. It just isn't on the map. I heard that there is some underwater stuff I'll need it for. Where do I add it?Not sure we don't have all of the progression stuff worked out
2. After taking last Huge Materia it disappears. Cloud takes it, but I don't have it in my Key Items.Check the locations where you would pick them up and be sure they are collected ( this is in the location tab)
Is there any way to fix this? Am I just stupid? Please tell me, I just want to finish this game.Your best bet is to get a save that is close to the progression you want and modify that.
Playing ff7 on steam and almost done with the game. Got the final attack materia, and noticed later that my counter materia was erased. Will this program help me get it back?