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FF7 Tools / Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
« on: 2020-01-02 12:30:58 »
The max is 3F? That is dumb. I'll look into it. Thanks
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Yeah, I bet. I currently do not know any programming languages. I don't understand why certain complex old games like this cannot use a better programming language for PC/Steam versions, as they were modified more recently.Except they are not modified at all. Most games like this are kept with all original code intact and then run with a sort of emulator that redirects certain hardware calls. It's kinda like waxing a used cannon ball to go into a cannon it wasn't designed to be used in so it comes out more accurately. I understand entirely how it works, but I'm not really sure how to explain it to someone without a technical background so that analogy might be a bit weak.
But, what do you think is the reason for the error? I have a backup for the .exe. Should I just use replace the file with that one? I havn't edited the .exe file until after the error happened, it's been a long time since I used WhiteChocobo. I never made any changes that cannot be done with in these programs.Why are you bolding things? I guess it's slightly better than caps lock, but only just.
From Wallmarket every time I try to save:...Then you are:
Apparently not, since Square binned both 7 and 8.If I understand the story correctly, the sources for the games were made on gold discs and just misplaced when various people left the company. They probably still exist somewhere in someone's basement/attic. Might be worth a fortune now if it weren't such terrible work.
It was cheap enough that a multi million pound company could keep a backup on various media very easilyIt wasn't really common practice to save source or resources longer than a short period in case you need to make small adjustments between versions. Version control wasn't a widely practiced thing until mid '00s.
int difference = Random.Range(1, 8) + (100 * baseline / hp) - 100;
int increaseHP = Math.Floor((bonusHP[cappedDifference] * g) / 100);
int newHP = hp + increaseHP;
int difference = Random.Range(1, 8) + (100 * baseline / hp) - 100;
That value will tell you what you need to know. It should be between 0 and 11, not whatever the .11 you're multiplying it as. Truncate the decimal points from this value and cap it at 11. Then use the HP Stat Gain table to get the HP gain for that level. The calculated percentage multiplied by whatever the curve's gradient is at the level you're moving to. int increaseHP = Math.Floor((bonusHP[cappedDifference] * g) / 100);
int newHP = hp + increaseHP;
Any particular reason you're using Unity to calculate this?