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Messages - secondadvent

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FF7 Tools / Re: Official Proud Clod 1.5.0.α_4!
« on: 2011-06-09 20:03:55 »

Seconded. Been kinda hoping for something like that for a while now :P.

FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2010-06-04 08:37:38 »
shoulda modified my other post, but oh well.

I noticed a strange bug when copying guard scorpion's AI (my rewritten version at least); a part that had two messages in a row, only separated by a jump, caused part of the copied data to become screwed up as such:

EDIT: added another instance of the bug.

Code: [Select]
93 {EA0000h} "It's gonna fire that laser…"
72 0149
93 {EA0000h} "{EA0001h}, be careful!"
60 24 //this is 0x149
60 00


93 {EA0001h} "I dunno what's goin' on, but…
60 24
60 00
93 it looks pretty bad.
60 24
60 00

Copied with error:
Code: [Select]
93 {EA0000h} "It's gonna fire that laser…"
00 0200 //this is where the jump would be, but it is all screwed up
EA            //start of the message is here
00 0C01
00 4542
00 4143
01 FF02
60 24
60 00


93 {EA0001h} "I dunno what's goin' on, but…
00 4F4C
00 5250
00 4142
0E 60FF
60 00

Troubleshooting / Re: Battle Order is out of whack
« on: 2010-06-02 00:32:29 »
PrC IIRC updates your kernel once you save your scene.bin (a popup comes and asks you if you want to update the kernel, which happens when it notices the lookup table is out of date). I would suggest using Hojo to do it, unless you are specifically going to use PrC at some point, otherwise you would be downloading PrC for something that Hojo can already do (not to say you shouldn't use PrC, but Hojo is the only one of the two that allows you to simply change the enemy stats... someone needs to accidentally render Hojo obsolete since most of the other old mods/tools have had the same happen to them, and for good reasons :roll:).

Hojo's way to fix the Kernel lookup data is done by going to File->Update Kernel File... and finding your kernel.bin in the FF7/Data/Kernel directory, and it should automatically update that file based on your current Scene.bin changes. You should probably update the kernel from now on, after every time you save your scene.bin in Hojo, just to be safe so that instances like that don't happen again :P. If you need to use PrC for anything though, you will not need to remember to update the kernel, another reason Hojo should become fully outdated (or Hojo should get a way to automatically do this, but I still say an all-in-one program for the scene.bin would be full of win).

FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2010-05-30 06:15:48 »
not sure if this is known, but i found a bug in 1.4 that causes the items and such to be unable to have their checkboxes changes (i.e. they are greyed out) if you go down to the greyed out limits in the attack tab and switch to a new tab (i.e. the items tab). this can be fixed by switching back to the attacks tab (another exception occurs), scrolling back up into the normally changeable attacks (currently borked), and switching tabs again.

exception is as follows:
Code: [Select]
************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at WallMarket.CameraPanel.NewTab()
   at WallMarket.Form1.TabControl1_SelectedIndexChanged(Object sender, EventArgs e)
   at System.Windows.Forms.TabControl.OnSelectedIndexChanged(EventArgs e)
   at System.Windows.Forms.TabControl.WmSelChange()
   at System.Windows.Forms.TabControl.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2010-05-28 23:24:49 »
Quick request (which I have probably asked before...): Could you implement an Enemy AI dump option? I know that you can currently just C/P to a text file and have it there, but the most important thing, and most annoying thing to add is the offsets, which is not included in the copied information.

I know that the copied info would be enough for most people's needs, but for me, I always like to have the offsets present so that i can know from a glance where the jumps are actually going, and also because I will be dumping every redone enemy script that I do, so that I can actually comment on stuff (hard to know why I did certain things if I go away for a bit and come back to a specific enemy and want to remove/compress stuff that I knew before couldn't be touched, costing me lots of lost time :P), and create my own "pseudocode" for the AI, which helps even more (It is as if I disassembled it in PrC, but without it yelling at me for my coding style :P).

You could even think of it as an extended copy button, that includes the offsets as well (doesn't have to output anything, just copy to the clipboard), and includes the final end opcode, though I am not sure how PrC would handle accidentally trying to import the offsets, I mean you could take the easy way and just tell people NOT to include the offsets, or tell your program to ignore anything starting with 0x###, though I am not sure how much it already ignores, how much work all of this would be, and how willing you would be to do it, but I would be VERY grateful for such a feature :D.

Releases / Millenia's custom models
« on: 2010-05-01 05:46:57 »
It seems as if thrown weapons are still using the old models/textures from what i can see, maybe they are just located in a different location than the normal equipped weapons? I was just randomly throwing stuff to see if the textures were on them as well, but it seems as if they are not (i even threw a weapon that i had equipped, that was obviously using the new textures but the thrown weapon had the older version).

just throwing it out there, not sure if this was known or not already.

Edit: i think they ARE the updated models, but i dont think throw uses the same textures, as the colors and such are off when thrown (maybe they use a different set of textures/change the coloring on the current textures?)

FF7 Tools / Welder: A little AI Template Project
« on: 2010-05-01 02:12:32 »
12 2070
02 20a0
60 20

60 02

//these following three lines are redundant/useless as the above already chose a random target, and the one
//below doesn't even set the target to the new random target (missing 90... did you just c/p and forget to
//delete that part? :-P).

//12 2070
//02 20A0

the way i have been writing the AI lately has made as much use of the stack as possible to reduce the overall size by a good bit the larger the AI is, but it becomes harder to keep track of, especially since the way i have been coding causes PrC to spit out errors and give up disassembling it :-P.

Edit: adding comments within the code may also help it to become clearer, rather than just placing it all and then commenting after, and explains things line-by-line rather than as a whole (you could still keep your summary afterwards, but comments make things easier to understand). not saying that the current layout isn't good as it is, but newcomers to the AI may have more trouble understanding without "holding their hand" through it.

FF7 Tools / Re: [ALPHA Release] SpeedHack
« on: 2010-04-11 22:54:21 »
I agree that both the 9999 limit break patch and the mdef fix should be implemented, as they are the only ones really needed (mdef because it should have been fixed in the original game, and the 9999 limit break because it gives more flexibility with difficulty mods, though is overkill for the original :-P).

The GyptInstant patch could also be something to consider, as the ability to skip the FMV's can be helpful for those with movie issues, or those who are making difficulty mods (like me) who don't want to have to sit through all of the movies repeatedly, namely the intro  :roll:.

All of those models are from Crisis Core as far as i can tell, which would indeed make them copyrighted material.

FF7 Tools / Re: [ALPHA Release] SpeedHack
« on: 2010-04-09 19:03:33 »
I did run it alongside a stopwatch, and there was not much difference after five seconds (as in like .03 seconds, but could just be MY timing :P).

FF7 Tools / Re: [ALPHA Release] SpeedHack
« on: 2010-04-09 18:31:27 »
setting my ff7 to run on all four cores, and then playing past guard scorpion to where the "i'm gonna BLOW!!!" counter starts resulted in it running the same speed as if it were only using one core affinity, and the same goes for two core affinity.

FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2010-03-28 10:26:28 »
The first attack on the manipulate list is the attack that they use when berserked, and I just made a mono drive constantly use fire when berserked, so I am assuming that any attack can be used :-P. I haven't tested out confuse, but i will do that now and get back here, though I assume that it uses the same attack.

EDIT: confuse also made it cast fire, and it managed to burn itself to death :-D. So basically the first manipulate slot is also used for confuse/berserk, and any attack should work when placed in it.

Well it seems as if someone got the same computer for a steal as well :|. if someone decided to steal mine, they would end up with a nice computer, but mine does need fixed, so they would need to steal parts/pay someone to fix it :-P

Releases / Re: FF7 Reactor 1 field BGs resized (fractals)
« on: 2010-03-20 06:38:07 »
those look pretty much like the backgrounds after smartbloom is used, though slightly more smoothed. wouldn't be too bad with fractals until they are redone correctly for those who can't/don't like to use smartbloom (or any bloom for that matter :-P).

still, redone backgrounds would end up 100x better than just the originals with fractals, just saying it wouldn't be too bad for a simple little side mod just for the originals enhanced with fractals.

hey Aali, could you possibly post a link to an alternate download location, as I cannot seem to be able to connect there for whatever reason (it could just be down at the moment, but I think I had trouble before entering that site :|)?

FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2010-02-17 03:01:47 »
1.3.3 seems to be having some issues with the message data right now, which is already being looked into. for now though, he said to use 1.3.2 for any string based changes that need to be done until the next version arrives.

Releases / gjoerulv's "Hardcore" mod
« on: 2010-01-25 19:12:45 »
yeah, i was working on that, and will be again in the future (it also fixes any bugs/flaws i see as i go on with the original enemy AI/abilities, while sticking to the original as much as possible)... but i am currently in the middle of two other psx games at the moment :-P.

i'd like to work on it again here soon, but it depends on what else i am doing... i will eventually get back to it though (i will only post as i make large updates to it, to save people from mah walls of text  :-P)... i only really left because eligor's script was coming up, and PrC at the time took about five minutes to show/disassemble it's script at fastest, which i did not feel like repeatedly having to sit through for ONE enemy. but, now that it is done in seconds, i have more motivation to continue it's massive redundant AI :-D.

Releases / gjoerulv's "Hardcore" mod
« on: 2010-01-15 05:35:01 »
a makonoid would be very fitting for a boss battle there, especially since the one that pops out of the container never seems to be killed... and for a music choice for the battle... J-E-N-O-V-A (chu2) or Those Chosen By the Planet (cephiros) would be good candidates over a normal boss theme, at least in my opinion (not sure what you did there... as i have not had time to play the mod yet :P).

well to do it for characters, you would likely either have to manually edit their AI with something that causes them to level up in battle (and give them a specific growth there, reading in the exp values of the enemies they kill and adding it to a global variable or whatever), making any level information they have in the main menu useless/inaccurate, which is likely what you do not want, or completely rewriting the game's level-up code for the party members (likely within the .exe), both of which would likely take a long time to do (you would have to find the data in the .exe first, and it could potentially cause issues elsewhere if the size was made to be larger, as you would likely have to repoint everything), and both having potential downsides.

enemies, however, can be made to go over level 99 naturally, and a level 255 enemy with 255 attack will be dishing out slightly over 30,000 damage (capped at 30,000 with the new damage cap) with a BASE power attack :-D. and if enemies and characters have the same level cap (255) it would make it harder to keep the game difficult, as the only real difference between your party and the enemy would be HP and abilities, while your party capping off at 99 means that enemies can be simply boosted a few levels, even with the same stats, to cause more damage (though to make them live longer, more def/mdef/HP would be needed, but that is besides the point :-P).

Jaitsu, it sounds like a kernel.bin problem to me, the scene data is incorrect. try to open up your scene.bin file in either Hojo or Prod Clod, and update the kernel from there (hojo has an update kernel file option in the file menu, and PrC will ask to update upon saving the kernel if it finds a mismatch), otherwise enemies later in the game may all be in the wrong spots, like fighting Safer as a random encounter in the northern crater (which would likely freeze the game if you won). This likely happened if you changed data within the scene.bin file, making it too large (most likely case, smaller is harder to do :-P), or if you downloaded a mod and THEY forgot to update it :-D.

Hojo would likely work better though, as you can force it to update the kernel, which i tend to like better, not that it matters or anything :wink:.

eww... potoins... those things taste nasty and only heal one HP...

while i would have to pay with an arm and leg for a potion, which actually heals a USEFUL amount, if i used a potoin, then once i entered the fray, i'd be paying with an arm, a leg, an eyeball, and possibly some vital parts of a living being, not to mention the likely vomiting that comes after every ingested potoin :|.

i shall stick with the fairly decent tasting potions, you horribly written add, you  :x.

yeah, i had stopped doing that after some time as well, after having seen a few AI sections, since some enemies do not initialize the variable at all and read it in later to see if it is 0 (for first attack). I think this is the same for the psx version as well, since i had originally used some of my AI changes on it and everything worked fine, but i cannot say for sure right now :-P. i like these layouts, they are all nice for a quick and easy setup for an enemy, but i still like to do all of mine manually (and happen to have a thing for row checking :wink:).

if you are going to use the ps3 controller on your comp, it is usually best to just flip the switch to off on the back of the system so that the controller will never turn it back on accidentally... i have to do that because with my controller's cord, if you even bump it just a little sometimes, it will reconnect to the ps3 without even having pressed the ps button. an xbox controller works well in most cases as well, other than the occasional game that reads the triggers as joysticks :x.

i use xpadder very rarely, but there are a select few games that do not have joystick support which it becomes very useful... i am actually used to playing ffvii with the keyboard, mainly because i am too lazy to have to plug in my controller and get it working every time i change something in the game and need to test it... not that there is much need for a controller in vii anyway :roll:.

FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2009-11-30 18:05:51 »
well, the stat stuff isn't too much of a problem now (mainly because i finished my calculator :roll:), so only really worry about it if you want to/have time to. i figured the upper bounds wasn't for in-game, which sucks, but i only wanted to make the HP go higher :|.

and i know i cannot post on your blog... i cannot post any comments is what i meant :-P.

probably the forgotten city... likely where all of the ginormous seashells are. it has been a while since i looked at those files, but that is where i am guessing knife was referring to :-P.

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