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Messages - javisanchez1234567

Pages: [1] 2
1
Good. Looks great.

Is 7th Heaven necessary?

2
This is very interesting. I'd love a mod for the Steam version that pauses the game on all animations.

The only problem would be that Haste and Slow would be too OP. Is there a way to make the speed +25% and -25% instead of doubling and dividing by two?

3
This is a known downside of True Wait. The workaround is that running makes time pass. In fights that you can't run away from, this works great, but in random battles you don't want to run away from, it's not a perfect solution. You can defend, which does waste some time, but it's better than accidentally running away.

I don't want to change how True Wait works. It works exactly how I want it to right now. It'd be nice to have a way to manually pass time besides running, but it'd require some weird button combination, and I don't think it's that big of a deal.

A pitty. I think the way you have it is fine, but if, for example, there was a way to pass the time other than running, it would be simply perfect. For example, by holding down the change button, time passes.

It also has another defect, which is rather the game's fault: Slow and Haste are too OP. In the base game, when you spend time in the animations they don't even give double/half attacks. But here yes. And they are permanent magics, so would there be a way to make slow be -25% speed and Haste +50% and not be permanent? I don't care if I have to do hex editing.

4
Hello, I don't really understand how escape works. How do "escape counter" and "flags" work? What do I have to put in to make escape more difficult in each battle?

5
Hello, I have tried True Wait and it is great, but it has a defect: when one bar, the others freeze, making it impossible to change shifts unless another bar is full. I don't know if I explain myself. If I have Cloud's turn, sometimes I don't want to attack, I prefer that the enemy attack first and save my turn to cast a heal right after. Or I prefer to wait a bit to roll sense with another character. So would there be a way to change True Wait so that it passes the time when you are in the main menu, i.e. the same as the game's standby mode, but pausing the bar on all animations.

6
In combat only, there are no field edits so the scorpion isn't able to reappear later so he's been put back to be more in line with his vanilla self. He should have a few extra attacks like W-Rifle and Shock but these aren't guaranteed to be used.


On Steam version, it seems to be something to do with cloud saves where they can sometimes disappear if the save files aren't stored locally. I'm unsure what causes that but it may be related to the below.

The other possible cause is that there's a checksum that Steam saves have where the launcher will check save files when it is opened and delete any that have an incorrect checksum (for instance, if someone sent you their save file and you put it into the steam save folder and then launched the game, the launcher would delete the foreign save file). This used to happen when editing save files as well but I think the save editor can bypass it now. The workaround is to move a save file into the folder when the launcher is running, then save the game to get it a correct checksum.

Thank you. I'll try it, but I still don't trust FF VII, so I'll make backup copies.

7
#Elemental Damage Modifier: +50% Damage instead of 100%
5DB5E4 = E9 76 87 33 00 90 90
913D5F = 6B D2 03 D1 FA A1 0C CE 99 00 E9 7D 78 CC FF
#1DA9E4 = E9 76 87 33 00 90 90
#51275F = 6B D2 03 D1 FA A1 0C CE 99 00 E9 7D 78 CC FF

The lines starting with # are dormant addresses (game not running, for hard-patching an .exe) included just for reference. 7th would use the first two lines.


I just meant like moving it somewhere else so that there's room to make additional equip effects. I think going past the 15h you're likely to run into data that's being used, but I can't remember I'm afraid. If it isn't being used then you could edit it to make additional equip effects.


I'll DL the IRO and make a variant that checks for the CO ID instead as a temporary measure. I'll update this post in a bit with the link.

Edit: https://mega.nz/file/DtkQiQCb#8zSRk6Z5jgMVSIAk4XZbFf_qDYSzYegOKjWCT5umdQA
That's the 60fps NT compat IRO but I changed the ID needed to the NT 2.0 Combat Only IRO instead.


Thanks Sega, you are great. How can you know all this? Is there any program or any way to know what to play to be able to edit so many things?

With all this I'm ready for another run of FF VII, but I have one last question.

FF VII on Steam has the important bug of deleting your saves, which happened to me the first time I played on Steam and looking online you see that it is common. When I played it with NT I left backups after each session, but I never had to use them. Have you managed to solve the bug or should I continue with backup copies, just in case?

8
NT actually does this and has crit damage set at +50% instead of +100%; as Mav says, it needed some rewriting so I jump the function to an unused section and rewrite it there:

#Critical Hit Modifier: +50% Damage instead of +100%
5DE697 = E9 96 56 33 00
913D32 = 8B 55 F4 6B D2 03 D1 FA 89 55 F4 8B 45 F4 E9 57 A9 CC FF

These are the addresses when the game isn't running (for hard-patching rather than hext):
#1DDA97
#512732

Brilliant. I think that feature was missing the last time I played it (it was version 1.5). Or I don't remember. I like this feature so that the luck factor counts a little less. FF IV's 20% is exaggerated and makes the crit unnoticeable, I think the ideal balance is 50%.

I love FF VII but I like to give it a few years of rest between runs.

And can you do the same with elemental weaknesses?

9
The code to apply critical damage is shared for both allies and enemies, it happens at 0x5de697:

Code: [Select]
        005de697 8b 55 f4        MOV        EDX,dword ptr [EBP + damage]
        005de69a d1 e2           SHL        EDX,0x1
        005de69c 89 55 f4        MOV        dword ptr [EBP + damage],EDX

Changing that to do 150% would require a lot of rewriting because as far as I'm aware you can't multiply by 1.5x in a simple instruction like binary shift left.

I understand. Also, FF VII only works with multiples of x2 or between 2. I once tried to change the experience to the substitute members at 90% and the game crashed when winning a battle. It has to be 50% or 100%. I imagine this is the same. 100%, 200%, 300%, etc... Also, thank you very much for the info. I marvel at the knowledge some of you have about this. If it weren't for this forum, in that program, I would only see many numbers without knowing what any of them do.

10
No, these are for the Steam .exe but postscriptthree used the hext format for them which use the addresses as they're laid out in memory. If you want to patch your exe directly in a hex editor just subtract 0x400C00 from these values. For example the first byte to change in the item pickup limit is at 0x2CB481 (originally it's 0x63 which is 99 in decimal).

Thank you so much. It works perfectly. Several times I had seen some things editable with HxH and since it came from number 007xxxxx I thought it was referring to 7thHeaven and that I couldn't. Now I know how to do it. Thanks again to you and postscriptthree.

PS: While we're at it, would you know how to make the critical and weakness deal 150% damage instead of 200%? It's a good way to make enemies more tanky without increasing health.

11
The item limit is hardcoded in a bunch of different places, so you need to change them all. I made a hext file that sets the limit to 5. If you want a different number, just change the 05 to something else. I think this covers all ways to get items, but I could have missed some.

Code: [Select]
#Make the item limit 5 instead of 99

#Item pickup limit
006CC081 = 05
006CC087 = 05

#Shop limit
0071A7B3 = 05

#W-item glitch limit
006DB6AC = 05
006DB6C2 = 05

#Steal/morph limit
00433243 = 05

#Item drop limit
005C85BC = 05
005C85C2 = 05

Hello, thank you very much but I have a question. I think that data is for the 7thHeaven .exe because my .exe only goes up to 0061xxxx. I don't use 7th because I like to manually edit some things in the exe like the limits and 7th changes the exe for me, so I chose to use the .iro to unzip, install everything manually and make whatever changes I want to the exe that way. So would these changes be possible in the base Steam .exe?

12
Hi Sega, I would love to play your mod with an edition: limiting inventory. I would like to set the maximum number of each item to not be 99. I still don't know if it is 10, 30 or 50, to give importance to object and MP management (by having fewer potions). Would you know what to change in HxH?

13
7th Heaven / Question about 7th Heaven
« on: 2024-04-28 08:31:24 »
Hello, I want to make my own modifications, but when I use 7th Heaven, the modifications made in the .exe disappear so in the end I have to discard 7th Heaven. How can 7th Heaven .exe modifications be included? I mean, for example, I have edited the .exe through White Chocobo or HxD. How can I put my mods, download a new one and do a combined run also keeping the changes I made in the .exe?

14
Hello, I am interested in your mod but I have a problem. I want to make my own modifications, but when I use 7th Heaven, the modifications made in the .exe disappear so in the end I have to discard 7th Heaven. How can 7th Heaven .exe modifications be included?

15
FF8 Tools / Re: [PC] Enemy editor - IFRIT (0.11C)
« on: 2022-02-17 15:32:41 »
Does this program work on Steam? I have read some comments and it is not clear to me.

16
Releases / Re: [FF8PC - Steam] New Threat Mod (v0.3)
« on: 2022-02-17 10:38:05 »
This was done in assembly rather than with a tool, which means either using a hex editor on the FF8.EXE or injecting hex script using something like Roses & Wines (which modifies the FF8.EXE at runtime). The issue may be that the spanish FF8.EXE has different offsets to the english FF8.EXE and I don't know what the differences in offsets are I'm afraid.

The hex addresses and the changes needed to be made for the english exe were:
#HP
963CB = B3 64 90 90 90 90 90

#Primary Stats
966E5 = B2 64 90 90 90 90 90

#Secondary Stats
96788 = B2 64 90 90 90 90 90

#Elemental Attack
969D1 = B0 64 90 90 90 90 90

#Elemental Defence
96AAE = B1 64 90 90 90 90 90

#Status Attack
96BC1 = B0 64 90 90 90 90 90

#Status Defence
96C9D = B1 64 90 90 90 90 90
(Credit to JWP for these)

If you're lucky these may be at the same offsets in the spanish exe. Sorry I couldn't be more help. As for what hex editor to use, I personally use something called XVI32 hex editor, but there's likely other free hex editors out there.


Ok, thank you very much, I'll try if it works. The times that I have compared it has been in the Steam version of Final Fantasy VII and the .exe (Spanish and English) usually coincide. Let's see if I'm lucky. I usually use HxD. I don't know if it will be very good, but when I have had to play something from FF VII it has been worth it.

oh! I almost forgot, is this all for the regular Steam version or the remaster? I find it confusing that there are two versions of a game for the same platform...

Ok, I read the post a bit to see if anyone had asked. FF VIII base.

17
Releases / Re: [FF8PC - Steam] New Threat Mod (v0.3)
« on: 2022-02-16 14:52:49 »
Hello Sega.
Could you tell me what program you used to make extracting 1 or 99 spells the same? I like to mess around with the FF VII programs, but I have no idea about the FF VIII ones, however I want to play FF VIII again, but the issue of using magic weakening me pulls me back and I really like your idea, however I'm Spanish and I can't play your mod like I did in FF VII because of the language, so even if I have to play FF VIII I would like to edit the extraction theme, thank you very much.

18
Hi, is it possible to get save anywhere to work in the Steam version of FFNx? In the 98 version it worked perfectly, but on Steam I can't save wherever I want.

19
Solved.

20
I know only about the status duration, which is in the ff7.exe file at offset 0x3B64F0 (at least in the German version, not sure about others).

It's 1 byte per status, 16 bytes total. The statuses are in the order: stop, paralyze, death sentence, slow numb, barrier, magic barrier, poison, sleep, regen, drain, shield, peerless (the last 4 bytes are unused). Just increase or decrease the byte you want to either increase or decrease the duration time of the respective status effect.

I don't know about your other questions, but I would assume that the damage calculation formulas are all somewhere in the .exe, too. (I'd be interested in this as well.)

EDIT: just found an old thread where nfitc1 posted the offset of the english version, which is at 0x3B60F0:

https://forums.qhimm.com/index.php?topic=13649.0

Thanks, this post is very interesting.

21
Hello, would it be possible to edit the weaknesses in the game? It seems very exaggerated to me that by weakening you do double damage. I would see better 50% more. The same would apply to the critic. Would it be possible to do this?

Additionally, I would also like to know if it is possible to edit the duration of the altered effects. For example, I would like sleep to not last as long so that it would be possible to affect more enemies without automatically winning the fight. This would also apply to mimic, which I see as overkill infinite copies without spending MP. It would be a more balanced command if it spent MP. Would anyone know how these changes could be made? Thank you.

22
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2022-01-13 21:48:01 »
Hello Sega.
I have played the Spanish version of your mod for the second time and I liked it again. I prefer to play NT before the original, but there are some things that I don't understand how you could do. For example, I've messed around with the mod programs a bit and I see that even though I put the ignore barrier option, the heals still don't ignore barrier. How did you get it?

23
General Discussion / Re: Help about 9999 limit
« on: 2021-08-06 20:51:45 »
Which version?
Steam with 98 conversor.

24
Releases / Re: FF7 create new fields
« on: 2021-08-06 13:35:03 »
Fantastic job. Will this be downloadable one day?


25
General Discussion / Re: Help about 9999 limit
« on: 2021-08-06 13:31:52 »
Hey, have you found the help you needed ?
No. I still don't know how this could be done.

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