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Messages - secondadvent

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176
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-16 21:30:37 »
yeah... i suck at camera info, but at least you were able to understand it enough :P.

i have no clue where the initial data would be, possibly in another file in the battle folder, since i doubt that the setup 1 would have it. the fact that the 10 bytes are seemingly the same in many formations (first two ff, then something like 2c01/e703) kinda makes it unlikely to be the camera data though... have to try toying around with this to see what it does.

the initial isn't the same for every different formation, but it is the same for a specific formation every time you fight it. the victory/fanfare thing's camera changes even in the same battle, but it seems to be the same ones throughout. maybe this data is stored in the camdatx files?

177
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-16 18:22:07 »
yeah, give me a couple minutes to find my notes, and i will post it all here.

ok, most of what i know is about the setup 2, which is where all of the camera data is for the starting camera movement, which is fully customizable from what i saw.

there are four groups of 12 bytes, each (sans the last, which seems to be padding, or a fourth type at one point, like with the fourth enemy id, and the fourth manip/berserk move) is for a specific battle type: normal, special (bad), and special (good, preemptive). i do know that the first one is for normal battles, but i did not check the latter yet (easy to check, would just take a litle bit to get both types of encounter in the guard hound/MP area... i think i will find that out after this post). now, here is what i know about each specific byte:

0x0 - *

0x1 - a low amount zooms slightly forward, facing forward, a high amount zooms past and faces backwards (to the party)

0x2 - *

0x3 - a low amount moves down and faces up (can even see through the ground if low enough), a high amount moves up facing down (aerial view)

0x4 - *

0x5 - a low amount moves the camera right, and looks left (center), a high amount moves left and faces right (center)

0x6 - *

0x7 - a low amount zooms little to none, facing backward, a high amount zooms in facing forward

0x8 - *

0x9 - low moves the camera down, facing down, a high amount makes it move up, and face up

0xa - *

0xb - a low amount makes the camera move right, facing right, a high amount makes the camera move left, facing left

*these may have a smaller effect (tweaking reasons i guess) on the larger ones next to them (0x0 would work with 0x1, 0xa with 0xb), setting them alone did not give that much of a visual difference to me, but it is likely that this is what these are used for.

setting them all to 00 or ff will result in the same thing - the camera moving perfectly centered forward, past the fight and into the ground where you cannot see anything, so they are used to turn off a part of the camera it seems.

i haven't really toyed around with the other battle setups yet, though i could if you wanted me to, all i have done in them is make a chain battle, but for easy testing purposes (no running through the game for one enemy, or if i made changes to one i passed if i would play through to test). it shouldn't be too hard to figure them out, just have to do a lot of playing around with things.

do you think you could make it create a hexdump of all the battle formation data from all the scenes, separated by scene, so that it would be easier to figure out some of the things? i used a hexdump of a couple scene files' setup 2 data, and is partly how i came about figuring it out (values to try out and the layout).

178
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-16 09:25:00 »
yeah, i said about the NoDeathAnimation flag a little bit back and the 4020 is the flag to make them invisible, and you will also need to turn off the main battle script and enable the death flag (not quite sure on this) to make them stay dead.

179
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-15 18:45:49 »
heh... i found a set of flags for making an enemy receive a status when hit (similar to setting an attack to a 63 chance, but for all attacks received), gonna check to see if it works for magic as well and not just attacks (using blade beam with death on it caused an enemy to not be hit by it, and be made unable to be completely killed... i had to use life so i could kill it :P). going to check for more about it, but it starts on 4040, and should end on 405f.

still not entirely sure on the mechanics behind it, because i killed one enemy, and the other gained shield, not the original one hit.

it seems to not cause the status to the main enemy, but causes it to the other enemies in the group... it could just be to the other enemies of the same name... still more checking to do :P. it caused a status to a guard hound when set to an MP, so it could be used on bosses to give their allies a status when hurt (does not work on the first enemy so far, even with two of the same in battle).

ok, from what i can see it acts like a status version of blade beam, causing statuses to enemies in the same row, but will work at any time. however it will not work on the original enemy so far...

180
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-15 18:23:59 »
looks good, i think that i am correct on half of the battle setup 2, i have to do more checking though, but got tired of  havng to recreate the scene.bin from pieces :P.

still trying to find the drop/steal (and morph :P) items in the ai, but finding the gil/item drop thing that is used from the thief enemies like vice, so i can use that as a last resort if needed.

181
Releases / gjoerulv's "Hardcore" mod
« on: 2009-06-15 04:13:51 »
im currently trying to figure out some of the unknown variables in the ai, specifically the drop/steal items and the stolen flag, so that my ai can be even more customizable :P. i did manage to find something i can use as a temporary replacement though, and that is the set of flags/variables that i found for the gil/item returned by an enemy (such as the vice) that can steal from you, where the reward is given to you upon their death (dialogue box shows your reward).

if i can't find the steal/drop items/rates through ai, then this would be a good secondary thing, as you can still create a random chance of receiving the item, though their regular items could still drop as well, and possibly create a second steal item by doing the same thing, but checking for steal/mug/steal as well effect or such, using a random chance, and turning off/on the dead unit flag (which may or may not trigger the item to be given, not quite sure, as i have done little testing on these, other than to pinpoint their location) to give the item.

probably hard to understand my rambling (i do that a lot  :wink:), but here are the variables to use for each:
4280 - the gil variable, up to 65535 given, two bytes
4290 - item given back, 0-127 is items, 128-255 is weapons, 256-287 armor, and 288-320 is accessories, materia can not be gotten from what i have seen (some over 320 can cause it to crash, others give a bugged item)

these should be a good find for any ai edited mod, as there is more freedom with items, essentially allowing there to be any item dropped. i am trying as hard as possible to find the drop/steal items/rates, but so far it isn't going too well... but i will keep trying anyway :P.

i have an idea for you, which could take some time, but would increase the difficulty some. if you go through all normal encounters (non-ambush/preemptive fights) and set their special battle modifier (offset 0x12 in the setup 1 data) to 08, it would make your party locked in the front row, disabling the change command as well, so that it would force the player to always take the maximum from attacks. the only foreseeable problems would be with regular preemptive and ambush fights (where either you or the enemy is attacked from behind), as changing rows is still possible there.

182
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-14 19:43:29 »
it was for the actual items, not materia, so it wasn't what you were looking for.

4280|ReturnedGil - the gil an enemy gives as soon as they are killed
4290|ReturnedItem - same as above, but for the items

these are how the vice type enemies (thieves) give back the item they stole from you, but it can also be used to have any enemy give an item/gil right away when killed.

ok, is it possible for an enemy to not drop an item, even with a 63 chance of dropping it? because if  they aren't able to not drop it, then the area from 41a0-41bf may have some effect on the drop rate, since i had one occurrence without any potions, and a few with only one drop...

and bug report, if you click on open with a scene.bin already open, then cancel out, and try to save, it will give an "invalid path" error, likely because it stopped pointing to the current open scene, and became pointing to nothingness.

i also think that something with PrC is causing internal issues with my computer, as i have gotten multiple BSoD (blue screen of death) errors, all with the message IRQL_NOT_LESS_OR_EQUAL, and the most recent one happened after experiencing the previous bug a few times (may not be related), but it did cause some oddities with the ai (like the newfound variable not setting right), but now it is working and i was able to get it to drop an item on the first attempt this time, while the bugged time was causing errored items to appear in my inventory.

183
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-14 18:19:50 »
ok, from what i have seen, if it is stored as a 46 hex number, which it should be, then it isn't in the shopmenu.mnu file from what i can tell, though i did find some unusual things (all were changed from 46 to 10):
0x17bd - selling materia would freeze the game
0x2929 - same as above, but for buying items (froze on entering the buy screen though)
0x2d02 - changed all itme buy prices that were shown to 16777215, still cost the same as usual though
0x2dc0 - screwed up the item icon in the buy windo (not the sell window though)
0x301d - causes it to freeze when selling a materia
0x3052 - changed the sell prices to 1 (not sure if it actually sold for 1, didn't check)
0x316e - made the prices very odd (not 16777215, but very high), made the remaining gil off as well, but sold as if nothing changed, so normal sell price
0x4151 - froze the shop on entering

i am still going to bet that it is in the slxx file, since that is like the .exe of the psx version, unless it isn't stored as 46 or some reason, but i am not going to check right now. i want to check for some more ai unknowns, a much easier thing to do than search a large file for one (or two) values.

184
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-13 22:40:47 »
well, there are only 42 spots in the shopmenu.mnu file that i havent changed (changed all in one fell swoop, it froze, then i changed everything that was below ~42c0, so all that is left to change is the stuff mixed in above. it shouldn't take too too long to find, though i may have to stop here shortly, since my friend is over.

185
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-13 21:19:56 »
well i found something... it causes the shop menu to either cause the game to crash, or just stop loading (pointer to the file maybe?) when altered, and another similar to it doesn't seem to affect the shop menu at all, but doesn't change the master price either. i will tinker some more with it, maybe it is just a pointer, and the actual value i am looking for is nearby?

also, my computer froze on me, so that put me a little bit behind...

ok, it is definitely a pointer to the menu folder or something, because even the regular menu is forzen/bugged out by the changed value... time to move on.

i also found a value that when changed cut off half of the first line of text (the top half, not removing text... making only the bottom half of the text visible)... it seems likt i may have to manually change every value one at a time until i find the right one...

going to search the shopmenu.mnu file again... just because the pc version has things in the exe doesn't mean the psx one has it's info in the main file (the .exe has the info there, but it doesn't have the menus split into separate files, just has one lgp file for the menu stuff, so it is possible that the value is in the mnu file for the psx).

186
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-13 19:49:11 »
well, the bottom most part of the shop file doesn't have it at least, but iwasn't really surprised by that. the scxx file has 255 46's in it, so that could take some time. i know changing one of them to 10 makes the menus and such not appear :P. and of those, 224 (or 234, lost count) are possible spots it could be.

just have to do some error checking then when editing the master price and the master ap cost then, or make less sellable for a good bit, making the sellsable ones as high selling as they take to master, making it essentially an ap to gil conversion. what makes the materia with a 1 master cost stay at one sell price all the time, is it just setting the sell price to 0, and the game automatically makes it a max of one?

in the pc version, there are two 16 byte sections where the value is (it is inside the section, fourth byte in), one for the actual sell price, one for the shop's display (apparently), and all but two bytes in these two sections are the same, one before, and two after the value. maybe something similar will appear in the slxx file, even if the formats are different, the layout "should" be similar for the section it is in. the value might appear in two almost identical areas, and should be pretty close together. i hope i am right about this.

187
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-13 18:58:45 »
well i found a 46 near an area in the file with the main menu names (item, magic, materia... and the fury/sadness names in the menu as well), but the only master materia i have is sneak attack... my other materia didn't master for some reason >_>. time to whip out the save editor (the shop value did not change, but one affects the visual value, one the actual value, and so if i found the actual sell price, then i cannot know until i sell.

also, does the price that you get for unmastered materia go up based on ap (as in 1ap = 1 gil), or does it go up based on the max price and master ap cost? i mean it sells for 1000, and masters at 10k, would it raise 1 per ap gained, gaining master price at 1/10 of the master requirement, or would it gain 1 gil for every 10 ap gained, making it max out when mastered? i know all doesn't do this, but for smaller capped materia, if it raises one gil per ap, then it could max before hitting master, or possibly go over the cap, selling for more than master with high enough ap, and then kicking back to master price when mastered.

meh... i'll just cheat and make all enemies in the train graveyard give 65535 ap apiece :P. felt nice to master a restore materia in one go... but sux that it wasn't the right value, so the price wasn't altered at all >_>.

you are sure it isn't in the shopmenu.mnu file? there are only 84 instances of the 46 hex number, so i could try them all (those are excluding the ones in visible text strings)

188
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-13 18:07:07 »
i will see what i can do while i am in the file... 99 shouldn't be too hard to find, just like 70, but there will be a lot of places to check & change, so if i do find it, it will probably take some time. i will get to work on it, and i hope i find it as well so that more psx/pc mods are available, as in difficulty mods for both versions.

189
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-13 16:52:18 »
what exactly does it look like in the pc version, because i could look around in the psx version (likely in the slxx_941.63 file, since that is the main file for psx games, where usually important stuff is stored... in fft, most everything about battles is in that file.

if the multiplier is 70 for the psx as well, and if it is in the scxx file, then i will try to hack and slash my way to victory :P. time for a hacked starting psx save, with a little bit of mastered materia in my possession >:D.

190
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-13 16:28:06 »
this is a quote from armorvil over in an older thread of kudistos megistos':
Quote
On the PSX version, this data is located in the SHOPMENU.MNU file. Your topic gave me the urge to do some research, and I figured out where the prices for items are located.
In this PSX file, the items' prices are located at offset 0x6854.
The price for Potion is there and is comprised of two bytes : 32 00 (50 gil). Then, two bytes after this one (I don't know what those 2 bytes are used for, they are always 00 00), there is the price for the next item (Hi-Potion) : 2C 01 (300 gils). Then, we have 00 00 again, 02 00 (the price for the X-Potions), 00 00, DC 05 for the price of Ethers, etc...

now a quote from kudistos megistos:
Quote
Look for;

Code:

00 00 00 00 20 4E 00 00 01 00 00 00


The materias are all in order of their ID number, and their data is directly below the data for weapon prices, sandwiched in between several rows of FF filler above and below; it starts with two 40 1F 00 00s and ends with a lot of 01 00 00 00s.

it should be in there somewhere, though it could take some time. if you want to look through the thread yourself, here it is: http://forums.qhimm.com/index.php?topic=7939.0

well, it's not REALLY old, but it isn't on the first page anymore XD.

hey nfitc1, if you need any psx files, spcifically the shopmenu.mnu i would be more than happy to give them to you, since i am the proud owner of both versions :P.

191
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-13 03:19:01 »
so that's why i have been getting sudden blue screens of death after being on for long periods of time... unless PrC, WM, hojo, translhextion, and/or scene reader cause "bad pool calls" or whatever the dump thingy said, then i doubt it :P.

heh, but anyway at least they are known so that they can be (eventually) fixed, and it is probably just my computer and synaptics... they never seen eye to eye very well (my comp is a quad core, and it doesn't like certain things, but then again it was one of the first quads out, at least in the usa ;)).

im going to look into more of the added effects tomorrow, and hopefully i can find the damned things in the ai i have been wanting for a while. there are plenty of unknowns to tinker with, and i bet if i set the item drop rate for the mp's to 63, and messed with the unknowns for a while, i'd eventually hit the dropped item(s) variables, the steal item (and stolen flag), and hopefully find a way to set status immunity via ai as well, so that my mod can become everything i want it to be (i'm not going to give up searching for those things that easily... if they exist, i WILL find them >:D).

192
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-12 22:25:22 »
nah, i understand it, and i also found the data in the exe (searched your WM thread... i knew i saw it in there somewhere :P). i'm not entirely sure what everything is (i can directly  tell what most of it is, but still unsure on the flags), so any help would be appreciated. i want to test some things with the limits, and cloud is a good enough place to start.

ok, i think i found the byte that holds the blade beam flag (kinda weird that they are off when the bits are active, and active when the bits are off... if i am in the right spot that is  :P), and i couldn't really see anything different, though it seems weird to me that enemies hit with the shockwave are facing the wrong way in the damage animation, like the final hit against air buster, he faces the opposite team that killed him.

hmm... if an enemy is immune to magic, it causes the quake spells to miss, rather than hit for 0? that seems pretty odd to me.

ok, yeah i see what you meant by the grangalan jr being there when pandora's box was used without the flag enabled... maybe it has something to do with the spell itself, since it seems to cause an oddity on it's own, at least using the custom driver (something unknown happening i guess), or it has issues with enemies that have currently invisible friends (as in not summoned yet), so maybe the same would happen if i called upon hojo, and killed him quickly using it. the thing is, while trying with other magics with the flag turned off, it doesn't seem to show anything like what pandora's box did, just the regular death animation.

ok, PrC bug time... when trying to add something to a blank section of ai, if the first thing added besides the end statement is a string to be displayed, and then you click tab/enter/click away, the thing will give you an error message, as well as making the script vanish, and the only way to get around this is to click back onto the script section you tried to edit, skip past the error, and reenter your info (it will allow you to add the script with no trouble the second time around). here is the detailed error report:

Code: [Select]
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at ProudClod.Form2.AISectionList_SelectedIndexChanged(Object sender, EventArgs e)
   at System.Windows.Forms.ListBox.OnSelectedIndexChanged(EventArgs e)
   at System.Windows.Forms.ListBox.set_SelectedIndex(Int32 value)
   at System.Windows.Forms.ListBox.ObjectCollection.SetItemInternal(Int32 index, Object value)
   at System.Windows.Forms.ListBox.ObjectCollection.set_Item(Int32 index, Object value)
   at ProudClod.Form2.Rewrite_CharAI()
   at ProudClod.Form2.EditCharAI_CellEndEdit(Object sender, DataGridViewCellEventArgs e)
   at System.Windows.Forms.DataGridView.OnCellEndEdit(DataGridViewCellEventArgs e)
   at System.Windows.Forms.DataGridView.EndEdit(DataGridViewDataErrorContexts context, DataGridViewValidateCellInternal validateCell, Boolean fireCellLeave, Boolean fireCellEnter, Boolean fireRowLeave, Boolean fireRowEnter, Boolean fireLeave, Boolean keepFocus, Boolean resetCurrentCell, Boolean resetAnchorCell)
   at System.Windows.Forms.DataGridView.CommitEditForOperation(Int32 columnIndex, Int32 rowIndex, Boolean forCurrentCellChange)
   at System.Windows.Forms.DataGridView.ScrollIntoView(Int32 columnIndex, Int32 rowIndex, Boolean forCurrentCellChange)
   at System.Windows.Forms.DataGridView.TabToNextCell()
   at System.Windows.Forms.DataGridView.ProcessTabKey(Keys keyData)
   at System.Windows.Forms.DataGridView.ProcessDialogKey(Keys keyData)
   at System.Windows.Forms.Control.ProcessDialogKey(Keys keyData)
   at System.Windows.Forms.Control.ProcessDialogKey(Keys keyData)
   at System.Windows.Forms.TextBoxBase.ProcessDialogKey(Keys keyData)
   at System.Windows.Forms.Control.PreProcessMessage(Message& msg)
   at System.Windows.Forms.Control.PreProcessControlMessageInternal(Control target, Message& msg)
   at System.Windows.Forms.Application.ThreadContext.PreTranslateMessage(MSG& msg)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
ProudClod
    Assembly Version: 1.1.5.0
    Win32 Version: 1.1.5.0
    CodeBase: file:///C:/Documents%20and%20Settings/ryu/Desktop/ffvii%20hacking%20tools/proud%20clod/ProudClod.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 8.0.0.0
    Win32 Version: 8.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
Accessibility
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
System.Xml
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.



also, i noticed at some random time when trying to change an opcode from 12 to 10, the field where the newly entered 10 was, was completely blank, and iirc the hex offsets were all screwed up, and there was no end statement in the disassembled code, though it was in the actual script (side effect i am guessing, fixed when i reentered the opcode).

and something else that has been bugging me for a little while, but i kept forgetting to post, was the problem that occurs when filling a box, then clicking into another box without hitting enter or tab, the data stays, and everything is seemingly fine, but this error message pops up (cut of the normal stuff at the bottom, that appears in every error message's details):

Code: [Select]
************** Exception Text **************
System.InvalidOperationException: Operation is not valid because it results in a reentrant call to the SetCurrentCellAddressCore function.
   at System.Windows.Forms.DataGridView.SetCurrentCellAddressCore(Int32 columnIndex, Int32 rowIndex, Boolean setAnchorCellAddress, Boolean validateCurrentCell, Boolean throughMouseClick)
   at System.Windows.Forms.DataGridView.SetSelectedCellCoreInternal(Int32 columnIndex, Int32 rowIndex, Boolean selected)
   at System.Windows.Forms.DataGridViewCell.set_Selected(Boolean value)
   at ProudClod.Form2.EditCharAI_CellEndEdit(Object sender, DataGridViewCellEventArgs e)
   at System.Windows.Forms.DataGridView.OnCellEndEdit(DataGridViewCellEventArgs e)
   at System.Windows.Forms.DataGridView.EndEdit(DataGridViewDataErrorContexts context, DataGridViewValidateCellInternal validateCell, Boolean fireCellLeave, Boolean fireCellEnter, Boolean fireRowLeave, Boolean fireRowEnter, Boolean fireLeave, Boolean keepFocus, Boolean resetCurrentCell, Boolean resetAnchorCell)
   at System.Windows.Forms.DataGridView.SetCurrentCellAddressCore(Int32 columnIndex, Int32 rowIndex, Boolean setAnchorCellAddress, Boolean validateCurrentCell, Boolean throughMouseClick)
   at System.Windows.Forms.DataGridView.OnCellMouseDown(HitTestInfo hti, Boolean isShiftDown, Boolean isControlDown)
   at System.Windows.Forms.DataGridView.OnCellMouseDown(DataGridViewCellMouseEventArgs e)
   at System.Windows.Forms.DataGridView.OnMouseDown(MouseEventArgs e)
   at System.Windows.Forms.Control.WmMouseDown(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.DataGridView.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)

also, when trying to scroll in the error detail list, it seems to kill my synaptics program, causing the scrolling to stop working. i don't know if it is something about your box, or just synaptics (which occasionally does this anyway after long periods of use, just not twice in a row in the same day, in the same box :P), but something is having issues. ok, double checked and it is the detail box causing the issues with my pointing device... i doubt you can fix this, but i can just as easily not scroll with my mouse pad whilst in it (i can scroll while not clicked inside the box, even with the detailed info open, but as soon as i click inside and even try to scroll, boom it died, though i can still move my mouse, just not the wheel).

193
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-12 20:27:44 »
ok, using ice 3 as a base, it did the ghenghana attack (a fireball) animation used by the zenene's in the shinra building (dog creatures), and while using goblin punch as a base, the attack did one of the joker's card attacks (dunno which one). i am thinking that it is looking for the blade beam attack in the scene.bin for some reason or something, and it's move of choice must depend on the  attack used to start off.

it seems to use the move specified otherwise, casting regular attacks like nothing happened (though if a value higher than 127 is entered, it loops back to the start of the list, making 128 back to cure again.

it seems like no matter which enemy skill i choose, it always leads to the same attack being used as a second strike, and for magic, the ghenghana attack. i also think i know of a way to create a long range (dealing full damage to/from back row) attack for enemies, though it is only a temporary fix, requires an extra move to be made for each attack to be made into a LR row version (as well as a new attack id), the ai changed, and it would be done by making the enemy attack have an additional effect that causes back attack damage, since all allies take 2xdmg from back attacks, and being in the back halves damage. of course this would not be possible for attacks that have an additional effect already, but for the most part it "should" work to fix this problem.

194
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-12 19:45:29 »
but the mp enemy doesnt do long range damage, that is what i am looking for here. it's machine gun attack should do full damage to back row enemies, but it does reduced damage.

why is it that blade beam's shockwave is using a fireball attack instead of the normal shockwave, does it have to be used after blade beam to have that affect, or is it something else (i turned on the blade beam property as well, but i don't know what's up)?

195
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-12 19:17:00 »
yeah, ok then i can see it making things being forced to the physical type, since that would also explain the reason statuses would not work (even with non-damaging attacks). i wonder if there is one for the opposite, though i haven't seen anything like that yet.

any idea on the details of long range attacks, since enemies with shoot don't do long range damage, and the long range materia does not set the element to shoot (tried by making cloud absorb shoot, and he absorbed the MP's gun, but killed himself with long range materia on)? i am looking in the ai for a possible flag to give long range, but i do not know if i will find one.

196
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-12 16:46:18 »
against the mp enemy, with the mag immunity set to one, the unused 1 caused normal damage, i dunno if you tried unused 2 instead, but it is unknown 1 that breaks this immunity, and i am testing with different elemental resistances as well, to see if it causes normal damage no matter what the resistance (ignore resistance maybe?).

well it doesnt stop an enemy from absorbing, but it does kill mag immunity, i will see if this works for any other resistances (doubtful), and if it works the same way for phys immunity.

making them immune to ice (using blizzara still :P) still causes 0 with it on, so it must just pierce through the ai flag. testing phys now. nope, it seems to only ignore magic immunity, maybe another flag ignores this?

hold on, i made some errors on what i just posted... removed >_>.

ok, nothing seems to ignore the physical immunity flag, but the magical one is passable so far.

what exactly happened with the grangalan that you said screwed up in some way? it could have been something in it's ai that caused issues.

speaking of grangalan, i looked at it's script, and i think i will use what it does to activate one of the grangalan jr.s, after turning an enemy invisible, to see if it is possible to bring it back in this way. nope... still nothing <_<. seems like moves will have to be used then to do this, at least until it is figured out completely.

ok, an update on the unused 1 flag... it seems that it will cause magical damage to be 0, and status effects to miss if the magical immunity is not on, but if it is, it will act as iff it were off. i guess this is a way to make an attack damage magical immune enemies, that only affects those enemies. haste missed when this unused flag was enabled, but worked when immune to magic (at the base 255% accuracy), so this is what it appears to do.

does pandora's box always cause a weird graphical bug, where there is a transparent orb in the center right after the attack, then a weird hovering shadow effect shortly afterwards on the pc version, or is it just the custom driver?

do you have any idea why enemies with the shoot element on their attacks do not do long range damage, while anything within the kernel will do long range damage when it's element is shoot? is it just something to do with the scene.bin itself, since it is not the main place the game gets it's attack info from, causing it to miss out on the shoot =  long range clause?

ok, the long range materia does NOT change the element to shoot, so something else has to be triggering the long range effect, because cloud 1hko'ed himself, while absorbing the mp's gunfire (which is shoot, but not long ranged).

197
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-12 14:36:14 »
from what i have seen, i may be wrong, as i just tested random things, but i know trying the same number in a different section had different effects, so either each specific section has predetermined camera movements, or a specific route for the camera is already taken, and the number just directs it in the direction, and distance the camera would move, making the first 128 combos one direction and distance, while the next 128 is the other direction.

i will test more for this here soon, i just want to fiddle with the first battle setup as well, because i want to know where the chance for specific encounters lie, and it is either in the scene file, the field files, or a list somewhere with specific settings for each and every scene. if you do know where that is located, then i guess i dont need to look for it then :P.

i can upload more pics based on the normal battle camera movement for that battle, and just tweaking one of the values to show it's effects if you want me to. i need to do more testing anyway for the even offsets, but i do think it is just minor tweaking of the values. also, does the victory part of the battle have set camera movements as well, because i noticed that it didn't seem to alter that at all, though i did see at least three different camera movements used.

all i can say is that even with full control of the camera, without a visual representation of the current movements, it would be hard as hell to get a good camera movement made from scratch. a simple little program to show a basic idea of the camera movement may be possible for somebody to do sometime in the near future, so that the starting camera could be changed at will very easily.

i found out something about one of the unused flags for attacks, the one right under 0002h will IGNORE magical immunity (probably the attack type's immunity, so phys ignores phys immunity). i am tinkering around to figure out some things ^^.

added effect 22 causes quadra magic damage, so it seems to be split to about half strength, or is /32 instead of the normal 16, with all, i did ~950 f my normal 2k damage with blizzara, will see what happens with different damage formulas. yep, even when using an exact strength x 20 formula, the damage was pretty much halved (should have done 640 damage, but did 660 instead, so not quite halved. this is when the modifier was 255 though, still need to check for different amounts. ok, the effect modifier has seemingly random results, while 32 was causing a set damage attack that did 1280 normally do 500, a mod of 16 caused 660 again, like 256. im not quite sure how this works exactly, but it does cut the damage by some amount.

198
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-11 21:15:32 »
yay, i was useful :P. i will keep looking through 0x58-0x117 to see what i can learn. so far i have the air buster scene up (looking for ambush data), the initial mp scene (no escape, just checking to see whats all here, and the guard hound battle has back attack capability), as well as the triple MP scene, that holds the fights before cloud jumps onto the train (has two normal, and a side attack fight), just for hopefully pinpointing something.

the air buster scene, which has three air buster formations, only the first of which seems to be used, as it is the only one that doesn't have the generic 10-27-78-ec-70-17-00-00-90-01-2c-01 that appears in most normal battles (possibly normal formation info, there are four groups of 12 bytes, the first seemingly different from the others except in the extra air buster battles, then two which i think are the normal and special formation info, then a 12 byte filler, which may be for a third battle type, havent seen it in use yet). going to see what all happens when i change a group of this for the first fight in the game, since it is the easiest to reach, and is guaranteed), to see if the second two groups are camera data, and may help to find out the first group's data.

if you guys know anything, even something small, that'd be helpful :P. lets figure this thing out >:D.

im beginning to see somewhat of a pattern, but it is too soon to know for sure. if you made a little addition to PrC to just display the raw data for now, or a simple program to make a hexdump of every scene in the scene.bin, then i know it would be much easier to decipher. i will see what i can do, with what i have now by testing the things in-game, since i cannot really sleep right now, considering my bed is soaked from it raining >_>.

my bad, deleted because of idiocy on my part *faceplam*

ok, from what i can tell, the info stored is only the camera data for the three types of battles, normal, the special formation (back attacks and such), and pre-emptive special formations. i noticed that the camera starts in the same original position each time, and moves however the battle setup 2 data tells it to, so the main battle setup holds the starting camera data, while the second one "should" just be camera data, i noticed nothing else different. here is a couple pics taken using different camera layouts:

safer/seraph sephiroth:


lifeform hojo:


guard scorpion:


sorry the pics are small, they shrunk much farther than they were <_<.

gonna mess around with the settings to see if i can narrow down the different axis and such, i think the victory scene's camera data is there as well, since it looked different than normal for the lifeform hojo battle, panning to view all three people, even though only cloud was there. get back with hopefully some decent results.

ok, i have some findings on the workings of the camera, they aren't extremely accurate as of yet, but more than i have seen anybody else put up :P:

0x1 is the zoom, lower makes it zoom less, and higher zooms far in, and if far enough the camera will flip back around as it zooms out on the other side, showing the party on the left, enemy on the right

0x3 will lower the camera and tilt the angle upwards, giving a possible view from under the ground when the value is low, moves up high and angles downward for an aerial view when high.

0x5 pans the camera to the right, facing inward when low, and to the left facing in when high.

0x7 low barely zooms and turns the camera around, high zooms more, not turning around

0x9 moves the camera down, facing down when low, high facing up when high

0xb moves the camera right, facing right when low, left facing left when high

as you can see, there are two versions of each camera movement, ones that move a certain way turning to the center, and the oes moving the same way that pan to the outside.

0x0/2/4/6/8/a seem to be smaller tweaks to the ones next to them, because i can't really tell much of a difference when they are used. they may be the degree in which the camera curves for each following movement, but i havent tested yet. having all 00 or ff is the same, the camera moves directly forward, and into the ground, where you cannot see anything. i will test more tomorrow, i am kinda tired right now :P.

all that really needs checked is the even numbered ones, and the extra formations, to see which is bad special formations, and which are good specials. guess some of the more fun stuff is in the main battle setup ;).

199
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-11 13:42:55 »
i dont think the formation id is in there, i looked through the code and only found one of the formation id's (012c), but that is in a couple places through the entire code, so i am betting that the formation id's are automatically set, each scene having four formation id's, making the last formation number in a scene the scene's number (starting from 0) x 4, so i do not think there is a way to directly change that.

more than likely, the camera as said, the battle type (back attack side attack, etc) that can happen, or is the only one that can happen (like the one triple MP fight on the way to the train with cloud after the first reactor, and air buster), stuff like that.

i will look into it a little to see what i can determine.

200
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-10 18:56:53 »
meh... i need a break from vii, so i think im gonna play iv-vi, and beat them, before i go for perfect saves (iv and v i always quit right before the final dungeon, but beat vi a couple times... wanna get them off my mind), so i think a short hiatus is in order :P. i will still be hacking vii when i am not playing them, but it will be less...

i guess my bug checking of PrC will have to wait ;).

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