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Messages - Gingercat

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26
Archive / Re: [Solved: Ignore this] Simple Monster Editor
« on: 2008-10-20 23:08:06 »
Yeah, it's taking me absolutely AGES to edit the attributes. Augh, so tedious! But then, there really isn't any other logical way to do it...

Editing attacks would be interesting... I'd be highly tempted to remove Whirlsand from Ruby Weapon, and add in something else that's a bit more... interesting. Perhaps a Summon like Ifrit :lol: While most likely fatal, that would be hilarious.

27
Archive / Re: Limit-break idea
« on: 2008-10-20 23:00:31 »
Tsk tsk, we'd have to change it to a long unsigned int.

Wouldn't it be interesting to be able to decompile the exe back to source code then modify a few things here and there? :lol:

To my somewhat limited knowledge though, decompilation of an exe is impossible.

Interesting use of the leading bit as a healing marker...

28
Heh, nah it's all good.

I'm about to do another playthrough now actually, using a Hojo-modified Scene.bin file in which every monster (with the exception of uberbosses like Emerald and final Sephiroth) has had its HP x'd by 10, and every stat (Str, Dex, etc) increased by 10. :-o EXP, AP and Gil rewards have been doubled to "compensate" in some limited manner.

Definitely looking forward to this though, will clear up a lot for quite a few players I'm sure; myself included.

29
Archive / Re: Limit-break idea
« on: 2008-10-20 10:59:42 »
Oh man. :-o That's definitely not worth the effort. The exe would basically have to be redesigned from scratch, with a 32-bit int in mind... And that's well beyond the scope of most reconstruction projects!

Oh well, 30k it is :lol:

30
Archive / Re: Advent Avatars - self-made
« on: 2008-10-20 08:27:02 »
That link doesn't work, because it's got a "http://" stuck onto the front of it.

That will need to be taken off. In the meantime, if you copy the text and paste it into a browser (instead of clicking the link), that should work.

31
Archive / Re: [Request] Simple Monster Editor
« on: 2008-10-20 06:01:21 »
Excellent, thanks :)

32
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-10-20 05:58:37 »
Ah, I understand. That makes sense.

That could be compared (in a way) to enemy abilities in FF10 that "pierce" (ie, ignore) protections. Perhaps a more specific description would be "pierces Barrier" - This would show that the attack can "go right through" an appropriate-type barrierif it exists?

33
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-10-20 02:59:59 »
37h: Physical Damage [Strength x 16]; ignores Barrier
47h: Magical Damage [Strength x 16]; ignores MBarrier
50h: No Damage Calculation

Doesn't physical damage ignore MBarrier, and magical ignore Barrier?

34
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-10-20 02:53:47 »
Nifty!!

I've been buried in my C-programming uni assignments recently so I haven't been on here to read about new developments as much as I'd like to have been.

My most recent creation is a simple guessing and pattern game setup. Nothing anywhere near as advanced as what's going on with the WallMarket editor, heh :)

It's definitely fascinating reading the discoveries on here!

35
Archive / Limit-break idea
« on: 2008-10-20 02:34:43 »
Ok, so it's been found that the damage is found using a signed 16-bit integer right? I'm assuming that this is coded into the exe. Would it be possible to edit this particular property in the exe's raw code so that it is unsigned? Or is that simply too hard to do with an already-compiled exe?

Given the other wonders you guys are able to perform on the executable, I'm wondering if (just for example) the 9999-limit-break patch could rewrite not only what the game considers a maximum for damage dealt, but also the section that deals with damage calculation to change the computation from signed to unsigned.

36
I'll stick my pawprint of the "I'm interested" nature onto the list. There are bits of FF7 that I *still* don't fully understand, and I've been through the game a few times now. A BIG example of this is Cloud's dual-personality nature - To this day I don't ~fully~ get what's going on there.

A well-written change like this would be a very, very good addition to my next play-through.

37
Archive / [Solved: Ignore this] Simple Monster Editor
« on: 2008-10-20 02:09:54 »
With WallMarket being such a runaway success (mucho credit to NFITC1, your skills are godly!!), I have another request for the ubertalented denizens of the board: A monster / enemy editor! Basically, my only ideas on this editor at this point are being able to change the HP, MP, Strength (etc) levels and resistances / absorbing of [effect] / [element] of each monster. No intention of changing what attacks they are equipped with; I imagine that while that could get very interesting, it would also be a nasty amount of work.

My primary intention is once I beat the ugly out of Sephiroth on my current file, I'm gonna go through the game again after modifying the monsties to make them much, much harder. More HP (roughly x10 per monster, if not more), more MP, more resistances, stronger base stats... Perhaps slightly higher or lower EXP / AP rewards depending on what I do to the monster.  Maybe even an ending Sephiroth that is stronger (HP-wise) than Emerald or Ruby - He's the end boss, who's basically Mako power personified, so I want him to act like it! :)

I want to make it so I have to really use tactics instead of pretty much just holding down the Enter key to use my characters' over-strong physical attacks or just spam them with various Enemy Skills. (My Magic materias are pretty much only equipped so I can eventually get Master Materias, 'cause I don't use magics at all at the moment.)

While I realise that there are "Hardcore" mods out there that can achieve this, I would like to have control over each aspect (and said mods modify other things that I myself don't necessarily want to, or want to change in a different way). I'm certainly not saying that I don't like or appreciate that those exist; I just want to "go my own way" :)

Testing of this editor would likely happen on a pretty-much completed file like my current one, where I have access to most of the world's monsters.

Going shopping at the WallMarket for modified armors, materia etc has already made my FF7 experience so much better; I love playing with stuff to "improve" it to my personal standards, so it was a godsend. An editor like this would be the sweet tasty icing on the delicious cake that is FF7! (Okay, bad analogy, but it was the best I could come up with on short notice :P). While I don't have the skill to create such an editor myself, I am certainly very good at bug-finding, and I'm really enjoying watching FF7 get pulled down to its skeleton framework - It's fascinating!

38
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-10-13 05:17:34 »
Mmm, they didn't really count on their fanbase pulling it down to its skeleton and rebuilding it hey :P

39
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-10-12 10:40:32 »
And thus it is that progress continues apace!

It's really, really interesting reading the posts on the game dynamics so far.

I wonder how much bugchecking they did before initial release?

40
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-10-09 03:51:22 »
*Does a happy dance*

:lol: I am officially delighted :lol:

From a simple request and a pipe dream, to the magnificence on clear display for all who love FF7 to tinker with to their heart's content... And so quick to bring it all together!! NFITC1, a big, large, Huge Thankyou Materia to you from me for picking up my simple request and running with it like it was an Olympic sprint! (The Huge Thankyou Materia is orange with thin white stripes by the way; it's on display at the Observatory with the others ;).)

Seriously, how cool is this? It's way beyond anything I could ever do with my meagre skills; the beta testing though I could really sink my sharp little teeth into. I'm good at finding bugs :)

I'm going to be posting links to WallMarket's topics on here to the forums I'm a Super Mod on; I reckon some more interest will come from over there too, and will then spread from there! Anyone who loves FF7 should check this out.

Out of respect and etiquette I'm not going to just post the name of those forums on here; if interested, type this into Google:

"Brad the Gingercat" +forum

That'll lead ya there :P

Weeeeeeee!

Love the icons on the tabs too - That is really inventive. Visual appeal++!

Weeeeeeee! :lol:

41
I updated the image of the "Attacks" tab with a modification of my own. And yes, it worked. XD

Image?

Check the first post.

Ohhh, I understand now. Changing the properties of the "Ice" spell. Nice :D

It's all working *very* nicely; several of my friends are very big FF7 fans, and they can't wait to have a go at using WallMarket. Every time I describe another of the things it can do, they basically drool :evil: I'm so mean! :lol:

42
I have provided said needed file as an English version, and have also played with WallMarket using a German version of it.

WM doesn't care which language it's working with; doesn't complain :)

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

Image?

Edit: Oh yeah, the FAQ in the .zip is a bit... Outdated now too ;)

43
Weeeeeee!!

Just how much ass does this project kick? The bugs are getting stomped and sprayed left and right, the changes reflect in-game beautifully, and I'm having lots of fun with it :lol:

Again I say:

Weeeeeee!!

:D 8-) :-D

44
This is (awesome)3 :-D

I bet the FF7 dev's never saw this coming when they first made this spectacular game... Even now they'd probably be surprised at the fanbase's dedication to keeping alive (and in some cases like this, improving) FF7.

I'm excited! :-o :D

45
I've provided my initial observations and suggestions for this very nifty project's beta.

Hope they're useful :)

46
That figures, doesn't it :-P

Something that cool should be accessible to characters other than her!

...At an appropriate cost, of course ;)

Anyway, back on-topic.

Phase I complete? Nifty! Amazing speed on bringing it together!

47
Makes sense. Haven't really thought about FF7 game mechanics in-depth before like this :)

And last off-topic question: What about Peerless? It's certainly oddly-named.

48
Ah, armors do that. Oops :lol:

My mistake.

And a slightly-off-topic question:

What does the "Imprisoned" status do? (Just curious.)

49
With the last image up there, I notice that "Nullify" and "Absorb" are radio buttons... But from memory, there is at least one accessory (Man's Armlet?) that "drains 1/2 x/y/z". How does the game go about "draining 1/2"? I imagine it may be a combination of blocking (Nullify) 1/2 and Drain (Absorb) the other 1/2 of the proposed damage... Either way there would need to be some way of specifying that 1/2 modifier in order to properly edit / create such an item.

50
Whoa, talk about progress!!  :-o

How cool is this? :-D

I wish I knew enough to contribute, but my skills are... A bit lacking.

Still, I can certainly offer encouragement for this awesome project!

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