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Messages - nfitc1

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2976
Third double-post in this thread, but I can't think of a better way to get people's attention to this new development:

http://forums.qhimm.com/index.php?topic=7928.0

Have fun.

2977
Now this really can edit virtually all bytes of the KERNEL.BIN and kernel2.bin (at least, to the best of my knowledge). In case something is wrong (I'm almost sure something will be), let me know. I cannot stress enough to make backups!!

Note: All discussion of Proud Clod has been moved to this thread.

WallMarket 1.4.5 is here!!
Mediafire Mirror

Few more bug fixes. Attack Damage formula is handled differently as is Materia Type. Materia Links should be easier to manage too.

Requires:
Microsoft .NET Framework 3.5 or higher
Microsoft Visual Basic Power Packs 3.0 or higher (for WallMarket)

Blog.

Optional:
Included .dat file. This file contains all the display characters and battle script addresses and their values. If you decide to change the character set, update this file. If this file is not present in the same directory as WallMarket.exe, then WallMarket will use the standard FFVII display characters. Also, disassembly will not display functions of known address values. If you discover the function of an unknown value, add it to the bottom of the file (or anywhere after the first 256 lines) in the same format as the rest of the addresses:
<4-digit hex address>|<function>
and it will show up during disassembly.

Images: (no longer completely accurate, but close enough :D )
Command: http://img110.imageshack.us/img110/7498/commandtablf4.png
Attack: http://img110.imageshack.us/img110/4/attacktabof6.png
Initial Data/Character Data: http://img176.imageshack.us/img176/3476/initialcharacterdataot2.png
Initial Data/Party Data: http://img185.imageshack.us/img185/1170/initialpartywz7.png
Initial Data/Character Growth: http://img8.imageshack.us/img8/7586/charactergrowth.png
Initial Data/Curves: http://img8.imageshack.us/img8/8121/curves.png
Initial Data/Character AI: http://img228.imageshack.us/img228/6392/charainew.png (Not taken directly from WM, but looks the same)
Initial Data/Random Numbers: http://img8.imageshack.us/img8/8501/randomnumbers.png
Initial Data/Scene look-up: http://img8.imageshack.us/img8/7484/scenelookup.png
Initial Data/Spell Order: http://img8.imageshack.us/img8/7274/spellorder.png
Item: http://img110.imageshack.us/img110/9983/itemtabnl1.png
Weapon: http://img110.imageshack.us/img110/6761/weapontabne5.png
Armor: http://img110.imageshack.us/img110/7611/armortabpm3.png
Accessory: http://img110.imageshack.us/img110/5271/accessorytabgv5.png
Materia: http://img110.imageshack.us/img110/6660/materiatabxs1.png
Key Item Text: http://img110.imageshack.us/img110/2026/keyitemtabwb3.png
Battle Text: http://img118.imageshack.us/img118/3682/battletexttabot1.png
Summon Attack Names: http://img118.imageshack.us/img118/364/summonattacktabxr0.png
Raw Data Window: http://img118.imageshack.us/img118/9242/rawdatawindowcb7.png


All the information for this program is described in this thread. In a nutshell, this can edit in-battle information on attacks, items, weapons, armor, accessories, and materia! Want to make a potion heal 1000 HP? Easy! Want to make Bahamut ZERO hit all targets, party and enemies alike? Simple! Want to make casting Ultima end the battle without rewards and be holy elemental AND cause poison, silence, and darkness? No problem! Want to make Buster Sword have 8 linked Materia slots with triple growth? Piece of Cake! You get the idea by now, I hope. ;) Almost any effect any attack has can be given to another. Any weapon can be modified to be equipable by another party member (may cause graphical errors . . . haven't tested this much). Armors can be changed to raise stats very high or not at all. Accessories can be changed to nullify any elements and block ALL status effects. Materia levels can be increased or AP requirements decreased!
I could go on and on about what this can do, but I'd run out of space! :D Just download it for yourself and see!!
Always keep a backup, unmodified KERNEL.BIN in case some change causes the game to crash. Every modification of known information I've made has successfully been reflected in battle.

Features:

    * WallMarket will detect if the PC version exists and will initially point to kernel directory
    * Finally updated that help file
    * Can edit all parts of KERNEL.BIN!!
    * If you can call this a feature, it now requires Microsoft Visual Basic PowerPacks 1.2 or higher.
    * Can edit Character AI and moderately accurately disassembles into something readable similar to C or Java.
         NOTE: Disassembly not always accurate. I can't get it much more accurate than it is now so don't contact me about it unless it crashes during disassembly.
    * Forgot to mention that it comes with a WallMarket.dat file that contains the text and script address functions. Doesn't handle multi-character font values yet. Still working on that. Rather, it will read the multi-characters and display just fine, but it won't save them back the way you'll expect.
          o Actually saves now. Stupid 1.1.8.2 was written to account for the Read-Only flag, but didn't save if it wasn't on. Talk about embarrassing.  :oops:
    * You can now save changes in a smaller file that can be distributed and applied to other users' KERNELs via WM. Best part of this is that the changes will stack! You can load one file that changes names, then another that changes data and both will take effect!
    * Fixes some string issues related to AI Editing
    * Smaller file size and virtual footprint
    * Attack Damage is split in two. This offers more variety to attack types.*new*
    * Materia type is also split in two. This is likely going to be more confusing than before, but it's meant to be wholistic.*new*
    * Fixed Initial Materia AP not saving when clicking on materia picture as well as a few other things.*new*
    * Limited size of PC text so it will warn you if you exceed the game's maximum allowed size. *new*


Note: Most information is known, but not all. If you have any information on unknown values please let me know by replying to this or PMing me.
Also keep in mind that I intend to continue updating this with relevant information so this is not the final version.
Note2: zlib1.dll needs to be in the same directory as WM or in the WINDOWS\system32 directory. If you get an error during KERNEL.BIN creation saying it can't find zlib1.dll, put it in the same directory as WM.
Note3: Filefront was saved so the links to the Filefront files has been restored and I'll be staying with them.
Note4: Comes with an incomplete readme with opcodes and such.
Note5: To delete scripts, highlight the script section ("Pre-Battle", "Main", etc) and press the Delete key on the keyboard.
Note6: For questions about animations indexes, read this thread first. It will likely answer most of them.

PS - In case anyone is having problems with the new version, sorry. The old versions are dead. :(


I've gotten a request or two for this. It's a basic LZS Compressor/Decompressor that's designed to work with FF7 LZS files and largely based off the LZS compression WM uses for the PCs kernel2.bin file, but optimized for larger files. As far as I can tell it works fine and usually compresses better than Qhimm's method which is really just designed to work with the PC version so size wasn't an issue. In the few tests I've made with this prog, it decompressed all tests successfully and re-compressed them to be smaller than the original LZS file. These newly compressed files were then decompressed and shown to be identical to the first decompressed file. Tests went like this:
File.LZS -> File.Dec -> File2.LZS -> File2.Dec
Size of File2.LZS < Size of File.LZS    AND    File.Dec identical to File2.Dec
Basically, that means it'll work for PSX modding too since they can be injected into a disc image without rearranging file locations. The prog comes with a basic readme as well that should explain how to use it.

2978
Troubleshooting / Strange FMV cutscene behavior
« on: 2008-10-08 13:19:44 »
I'm running FFVII both on Vista and XP (not at the same time, but I'm playing on both machines off and on) and I noticed something the Vista one is doing that the XP one doesn't. It hasn't broken the game yet, but it might.

I'm not entirely sure how to describe this so I'll just give an example. Cutscene number 2, after the intro, shows cloud looking up at the No. 1 reactor. During this the camera is supposed to zoom down to him and show him looking up while the FMV plays. In Vista, the camera that shows Cloud never moves even though the FMV plays. When the FMV is over the game returns to normal. This happens in every FMV that has moving characters overlayed against the FMV: Junon Elevator, Gelnika taking off, Reactors exploding. The camera that should be moving the character's position, and even events like Cloud helping Jessie as the first reactor is exploding, doesn't act. It's like the game doesn't know that the FMV started, but it does know when it ends because the game continues as normal when the FMV is over.

I'm using the 1.02 patched with the Chocobo fix and Gypt applied. I also installed K-Lite to get the FMVs playing in the first place. Did I skip a step somewhere? Does my issue make no sense at all?

2979
Not 100%, no. That's why this will probably continue to be a WIP even after it's released. I need values for the unknowns, but every unknown that is not always null is editable.

Speaking of a release. I believe it is ready for public use. I have tested it several dozen times on all tabs and it continues to reflect all the changes I've been making. All I need now is a host.

2980
*sigh*

If I were at home right now, I'd do one more thing to this and upgrade it's status from Beta Phase IV to RC1. I think I've found and exterminated all the bugs. Even though there is still some missing information, it's fully workable. I just want to add a little bit of "bling" to it and it'll be ready for public consumption.

2981
For the battle crash, that occurs at 0x0000000000673EDA
Escaping happens in the same place.

Sometimes it does crash if I just alt+tab out, but not always.

2982
So, if you change the CPU affinity, you get a guaranteed crash when entering battle, and you get no crash at all when you're "just" alt-tabbing out of the FF7?
Correct

2983
The "crash when entering battle" will probably be corrected by installing YAMP + MGP.

I don't think this is the issue as it only happens when I Alt+Tab out, change the CPU affinity, and switch back to it.
If you think you know better :P

I didn't say that I did or that I wasn't going to, I just don't think that's what's causing the crashes. ;)
I can Alt+Tab out and back in with no problems otherwise.

2984
The "crash when entering battle" will probably be corrected by installing YAMP + MGP.

I don't think this is the issue as it only happens when I Alt+Tab out, change the CPU affinity, and switch back to it.

2985
I never looked into it, since I don't own a dual core CPU. There must be some kind of software out there, try looking it up on Google.

Otherwise you have to set the affinity to one every time you start FF7.

There are some programs out there that I'm going to try. Setting it to one each time is not good. When I open the task manager to reset the affinity the game will crash the next time I try to get into a battle or cast Escape. Regardless, thank you for identifying my problem.

2986
FF7 doesn't like dual core CPUs. If yours is dual core, set the affinity to one core only.



I think that did it! Thanks. Do you know how I can open it in a way that only sets affinity to one core? Every time I try to open it it runs on both.

2987
Troubleshooting / Re: I can't even get FFVII to start.
« on: 2008-10-05 05:58:12 »
We'll need a little more information before anyone can help. What version of windows are you running? What are your system specs? Are you putting the game discs in the same cd as the one you installed from?

2988
Archive / Re: I AM COMPLETLEY NEW TOO THIS!!NEED HELP!!!
« on: 2008-10-05 03:15:52 »
There are lots of patches and links on the wiki: http://wiki.qhimm.com/FF7/Technical/Customising

Ficedula's page (http://www.sylphds.net/f2k3/php/programs.php?category=ff7) has a LOT of editors for this if you want to do your own work.

2989
I updated the image of the "Attacks" tab with a modification of my own. And yes, it worked. XD

Image?

Check the first post.

2990
I'm trying to play this on my machine and I'm having a number of troubles with it. I installed the maximum setting and applied the 1.02 patch and the Chocobo fix and now I'm getting slow downs in hardware mode. It's really most noticeable in the music. It keeps studdering. If I go into software mode the studdering isn't as obvious, but the battles are about 30% too fast. I was using the NPC replacing mod, but changed it back and SOME of the studdering went away. This just shouldn't be. The computer I have is quite fast and I've never had this kind of problem before. I'm even running this off my hard drive via virtual drive because my first CD is corrupt (I've had it almost since it came out).

CPU: Athlon FX-60
GFX: ATI 1950X
RAM: 4 GB

It works fine on my laptop which isn't as good. Is there something I'm missing that could be changed to use less CPU or GPU while I'm playing?

2991
i have a completely different problem. my game doesn't "crash". "freezes ever 10 minutes" would be a more accurate description. i cant get anything done. does anyone know how to fix it?
This might be a stupid question since I don't like assuming people don't know what they're doing, but is your screensaver on, set to go off after being 10 minutes of idle, and are you playing with a joystick? For some genius reason known only to the developers at Microsoft, the joystick input doesn't count as "not idle"

2992
I updated the image of the "Attacks" tab with a modification of my own. And yes, it worked. XD
Now, I'm in desperate need of a PSX copy of the KERNEL.BIN file (I don't think they're identical). If anyone has one, please let me know or just email me. I have one now. Thanks.

2993
'Nother update made. Read first post again

2994
There has been an update. Read the first post.

2995
It's located in your registry:
Start->Run->Regedit
My Computer\HKEY_LOCAL_MACHINE\SOFTWARE\Square Soft, Inc.\Final Fantasy VII\Data Drive
Change this entry to X:\ where "X" is the letter of CD drive you want to run the game from. You'll also want to change the MoviePath to include that drive letter as well.

Or you could copy all the movies (870 MB I think) to your hard drive, have the MoviePath entry point to the path to those movies and play them from there. That way there's no CD-lag and they'll play without skipping.

2996
I emailed the first two testers. Still accepting positions.

UPDATE: A lot of the original hypothesis I discovered about the Command Data was way off so I deleted it. Here's what I've learned from in-game experience:

Code: [Select]
Index - Data; Command
00 - 00 FF FF FF FF FF FF FF; Left (What's this?!)
01 - 07 FF FF FF FF FF FF FF ; Attack
02 - 01 FF FF FF FF FF FF FF ; Magic
03 - 02 FF FF FF FF FF FF FF ; Summon
04 - 03 FF FF FF FF FF FF FF ; Item
05 - 07 FF FF FF B8 00 B9 00; Steal
06 - 00 1F FF FF BC 00 BD 00; Sense
07 - 0B 17 FF FF C5 00 C5 00; Coin
08 - 05 0B FF FF C4 00 C4 00; Throw
09 - 00 1F FF FF C2 00 C3 00; Morph
0A - 00 1F FF FF C0 00 C1 00; DeathBlow
0B - 00 1F FF FF C2 00 C3 00; Manip.
0C - 00 00 FF FF FF FF FF FF; Mime
0D - 04 FF FF FF FF FF FF FF; Enemy Skill
0E - 00 FF FF FF FF FF FF FF; All:
0F - 00 FF FF FF FF FF FF FF; 4x: (that's just what it's called)
10 - 00 FF FF FF FF FF FF FF; Blank
11 - 07 FF FF FF FF FF B4 00; Mug
12 - 00 00 FF FF FF FF FF FF; Change
13 - 00 00 FF FF FF FF FF FF; Defend
14 - 06 FF FF FF FF FF FF FF; Limit
15 - 08 FF FF FF FF FF FF FF; W-Item
16 - 09 FF FF FF FF FF FF FF; W-Magic
17 - 0A FF FF FF FF FF FF FF; W-Summon
18 - 00 17 FF FF B4 00 B4 00; Slash-All
19 - 07 FF FF FF B5 00 B5 00; 2x Cut
1A - 00 17 FF FF B7 00 B7 00; Flash
1B - 00 97 FF FF B6 00 B6 00; 4x Cut

The first byte is what happens to the cursor. A menu is brought up (0x01-0x0A, but not 0x07) or is taken to the targets. If it is 0x00, then the second byte is treated as the target bit mask mentioned in Reply #10. Otherwise just perform regular cursor movement. I need to set up an attack that has Throw's target mask of 0x0B and see what happens. It's kinda strange...
The last four bytes are definitely single/multiple camera animations (Yes, a multiple mug DOES look like Slash-All).

I got Cloud to "do" All: once. It activated like a limit and gave him Darkness. I couldn't get him to do it again even after restarting the game.

Another curious note I discovered yesterday. There is a Coin Materia! It's in the kernel as being mastered at 20000 AP and only enables Coin when you equip it. I guess that command 0x07 was supposed to be coin on its own, but it was changed to switch between Coin and Throw and the Coin Materia was tossed out.

2997
Only Aeris's limit breaks Planet Protector and Great Gospel can grant peerless. A character with the status of Peerless will take 0 damage for the next three attacks.

2998
Imprisoned stops a character from acting and flags him/her as dead until the status is broken. It is the status caused by Reno's pyramid (in the sector 7 fight), Bottomswell's water polo and Carry Armor's right/left arm.

I thought Bottomswell's water polo causes "dual" since you have to attack the water bubble to free them.

2999
You're thinking of the Zeidrich, which is an armor, not an Accessory. Accessories either absorb or nullify elemental damage (or don't do anything). If they CAN half damage I would like to know about it. Or if they can affect any of the physical elements I need to know that too.
Cat's Bell officially has no data because it does not have an in-battle effect and the KERNEL.BIN only contains information about battle routines. I've also noticed that it only contains attack information on attacks available to the Player(s). It doesn't contain information on Aire Tam Storm or Ruby's tentacle attacks, etc. (not that I found anyway).

3000
Great! I'll add that to the interface later (today I hope). Are those the ONLY statuses weapons can inflict? If so I'll make it a drop-down list instead of the normal bit masking checkboxes.

I am, as you apparently notice, updating the first post with my progress instead of adding new posts. So all the people that come new to this thread need only read the first post to see how far I am into this.
I have noticed something odd already. For Weapons, the "stat increase" blocks aren't completely correct. Only two are used:
0x15 : 0x19
0x16 : 0x1A
The pair "above" these and the pair "below" these don't get reflected in the weapon. I've been wondering this for a while because weapons only increase up to two different stats. Thus, I'm confused as to their functions. Can anyone shed some light on this? Armors seem to be similar, but it's possible that they could increase more than two stats, but I'm not doing any game testing yet.

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