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Messages - NxK

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26
General Discussion / Re: [FF7 PC Re-Release] Framerates
« on: 2014-08-19 19:36:41 »
That might be the issue. I am using the English exe from the International PC version.

Anyway, I could solve this issue.
Thanks again.

27
General Discussion / Re: [FF7 PC Re-Release] Framerates
« on: 2014-08-19 19:31:31 »
Well, at 3B6448, I get the hex values "50 65 72 75 00 00 00 00".
Editing them does not seem to do anything to the field framerate.

On the other hand, editing the hex values in the exe (I just had to find the suitable addresses myself) the same way you outlined in the linked thread did change the field framerate permanently.

28
General Discussion / Re: [FF7 PC Re-Release] Framerates
« on: 2014-08-19 18:48:25 »
I assume I have to change "3E 40 00 00 00 00 00 88 C3 40" into "3E 40 00 00 00 00 00 00 00 00" ?
I could not find the "3E 40 ..." hex values at 3B6448. Instead, when searching for "3E 40 00 00 00 00 00 88 C3 40", I found this sequence come up twice.
Changing both of them (I have not tried if changing one and leaving the other sequence unchanged works as well) the way you mentioned did allow me to cap the field framerate at 30 FPS.

Thanks for your help.

29
General Discussion / Re: [FF7 PC Re-Release] Framerates
« on: 2014-08-19 15:51:02 »
Thanks for the answer.

How would you edit the exe for a permanent solution? What lines exactly would have to be changed (with a hex editor I suppose)?

30
General Discussion / Re: [FF7 PC Re-Release] Framerates
« on: 2014-08-19 03:55:12 »
Hmm, that's quite interesting.
I read through the thread you linked.
So, what field framerate one can achieve depends on one's machine. That is very cumbersome. Yet, why do you say that 30 fps for fields is the "correct" framerate rather than 34? Is there a way, similar to the hex editing mentioned in the linked thread, to make sure to get 34 fps on fields regardless of one's machine?

I am asking these questions partly with concerns to speedrunning FF7. Due to the field framerate issues, speedrunning the PC version of FF7 is a touchy issue. Thus, being able to ensure everyone's game runs at the same framerate on fields regardless of their machines would be great. However, as some people have been able to run the game at 34 fps on fields in the past, capping the field framerate at 30 fps would make their times probably entirely unbeatable or null. That is why I would prefer, regardless of what be the "correct" framerate, a way to fix the field framerate at 34 fps.

31
General Discussion / [FF7 PC Re-Release] Framerates
« on: 2014-08-19 02:04:49 »
Hey.
The re-release versions of FF7, i.e. the version that SquareEnix released for PC in 2012, the Steam version of 2013 and the International Release from the Japanese Square Enix Online Store in 2013, have a very peculiar issue with the framerates the different modules of the game are supposed to run at.

So, apparently, in contrast to the original 1998 PC version, the re-release is supposed to run at 34 FPS on fields. Additionally, like the 1998 release, at 15 FPS in battles and in FMVs, at 30 FPS on the world map and at 60 FPS in menus.

I myself have the Steam version run at those values it should apparently run at, it drops to 32/33 fps during the transition to another field though, (I honestly can't even say if 34 is the cap for fields but I have never heard of anyone having a higher field framerate) but a lot of people I have talked have the game run at 30-32 fps on fields and we have not been able to find the cause for these so different framerates.

This framerate issue has been raging ever since FF7 was re-released via SquareEnix in 2012 and has yet eluded explanation and/or resolution.
Therefore, I would be very glad if anybody could provide suggestions on what could be the cause for this erratic behavior and/or on how to solve it (i.e. have the game run consistently at its capped field framerate).

32
Scripting and Reverse Engineering / Re: FF7 Drop Rates
« on: 2014-07-14 15:10:55 »
I guess this is the end to possible non-TAS drop rate manipulation then. :/

33
Scripting and Reverse Engineering / Re: FF7 Drop Rates
« on: 2014-07-13 20:20:32 »
So, if the RNLUT does not advance as long as there is only one enemy in the battle that is being manipulated and no ally or enemy acts, it should be possible to determine its state by doing the following:

Make the enemy attack itself and note the damage sustained. The only randomness in that should be (as the attack, provided it is a physical or magical attack that only deals damage, cannot miss in this scenario due to the enemy being manipulated) the random variation of the damage.
If one calculates the upper and lower bound of the damage the attack can deal, one can then conclude what random number was used in the random variation calculation: Damage := [Damage * (3841 + Rnd(0..255)) / 4096]

Of course, one can only tell what RNLUT number was used if the damage was >=4096. If it deals less than that, one might end up with more than 1 possible value.
Still, if one repeats this procedure often enough, one can conclude which random numbers were used in the random variation damage calculation and thereby draw conclusions on how the RNLUT advances.

Is that correct?

34
Scripting and Reverse Engineering / Re: FF7 Drop Rates
« on: 2014-07-13 04:34:29 »
From what I have read, the drop rates (0 to 63) represent drop chances as (0+1)/64 to (63+1)/64.
 

35
Scripting and Reverse Engineering / Re: FF7 Drop Rates
« on: 2014-07-13 02:12:26 »
About 1):
Does the RNLUT advance if nothing happens at all (imagine there is only one enemy that is in the state of being manipulated)?
Also, does it advance in a "simple fashion" or is it changing too fast or erratically?

36
Scripting and Reverse Engineering / FF7 Drop Rates
« on: 2014-07-13 00:21:21 »
Hello.

So, after reading some  threads on in-battle and post-battle randomness, I wonder if there is a way to manipulate (in a non-TAS setting for the PC version) drop rates.
I do know that drops are determined after the battle using the RNLUT found in the kernel.bin.

Here is what I am asking myself and have not been able to find answers to:

1) How is the seed for the RNLUT drop check derived? Is the kernel.bin RNLUT also used for in-batte checks?
Imagine that, after killing 3 enemies, I knew the drop rate RNLUT check pointer started at the first number in that table (63h), which means that the first three numbers in the table (63h, 06h and F0h, respectively) would be used for the drop rate check. Would running away from any encounter after that battle before eventually killing 3 more enemies allow me to get the RNLUT entries just after the first three ones used in the previous drop rate check, so 23h, F8h and E5h for the next drop rate check?

2) Imagine I kill 3 enemies in a battle (say 2 Mirage and 1 Dorky Face for a Mirror drop in the Nibelheim Shinra Mansion). Is the order in which I kill the enemies relevant in the drop rate check? I assume not as I find it unlikely the game even tracks the order of killing.

Thanks in advance and feel free to point out anything I might not have yet considered.

37
Scripting and Reverse Engineering / FF7 World Map Glitch
« on: 2014-06-19 04:04:24 »
If you catch a Chocobo before going to Kalm, then do what looks like random running around on the world map before dismounting on the small patch of grassland before the Mythril Mines, you can trigger a strange world map glitch.

https://www.youtube.com/watch?v=FJBPNLmmFlk

It works on both PC and Playstation but its effects are broader on PC as it seems

(on PC, some of the mountains in the swampland will randomly turn into extremely sharp spikes pointing skyward
  ).

Also, one can submerge below the map and the menu will read Gold Saucer Area (one will even be able to encounter enemies from the Gold Saucer Area Grasslands).

In case anyone can explain how this glitch is triggered precisely and/or why this works, I would like to know.

38
Hmm, have you tried using WallMarket to see how Vincent's AI manages this (as his MainAI makes him use Limit Breaks)?


39
Completely Unrelated / Re: I quit my job
« on: 2013-11-12 22:23:38 »
What I wonder most about is how you ended up with this part-time job in the first place.  ???

40
Completely Unrelated / Re: I quit my job
« on: 2013-11-12 19:08:22 »
When you say "illegal", you mean in (most of) the US? I don't intend to turn this into a discussion about prostitution but in most Western European countries, what you say is illegal actually is not.

41
Completely Unrelated / Re: I quit my job
« on: 2013-11-09 23:08:56 »
I am glad I frequent this part of the forums...  :D

42
I looked into this again today and took note of another peculiarity: One's party will begin their victory dance a second time after having completed it for the first time.

I also made a video of how the glitch looks like in action: http://www.youtube.com/watch?v=Ky1vgegwkxQ

44
Thanks for the suggestion.
But I only really spend time on the world map (I reset as soon as I note the opening camera angle of the first encounter) and isn't the world map framerate hardcoded?

45
I think I am going to do just that. Testing 120 values, which is enough for what I need them for, also only takes around 60-80 minutes, so that's perfectly feasible.

46
I am using the PC version by the way.

Hmm, this is much more interesting than I assumed it would turn out to be. Thank you everybody for the extremely useful information you have provided so far.

Still, after reading through this and the topic of Erzfreund, it seems to me that it is close to impossible to manipulate a MN encounter outside of a TAS.

Say I wanted to get a MN encounter in the Junon Area as the first random battle after loading a world map save file there. Is there anything I could do to still increase the odds of that happening, provided I could save anywhere in that area and at several different game times?

47
Thank you, any help on this matter is extremely useful.

Yes, the basics, like the respective encounter rates for the different world map regions, are in TF's guides.
However, even though I already know that the Junon Area has a 1/8 Mystery Ninja encounter rate, I feel this number does not mean anything at all.

As you probably know, field encounters are not random in the least (neither the "when" nor the "which" part), making it very easy to manipulate them.
Obviously, it would be great if one were able to manipulate world map encounters as well.

From the tests I have done using the same save file, editing different things via a save game editor, it seems to me that upon loading a world map save file, if one's movement on the world map is the same, only one's game time has an impact on when and which random battles take place. Interestingly, even altering one's world map location (while staying in the same world map region and not changing the types of terrain one will touch when moving) has no impact on when and which random battles occur.

Also, I have looked into trying to manipulate the Mystery Ninja encounter and have found some more game time values which allow me to get one all the time as long as I move only horizontally, never stop running or change the camera angle and end up getting the first encounter in a forest. Strangely enough, as long as I just hold Left, I can even deviate from the "only move horizontally restriction" and still get the Mystery Ninja encounter much more frequently than I should (35 out of 38 times using several different save files) as long as I don't touch the camera angle or stop moving.

Obviously, there must be some kind of "hidden" mechanics to this.
I know this may sound esoteric but, so far, I have found the following second counts that guarantee a Mystery Ninja encounter when abiding by the aforementioned restrictions:
3, 55, 59, 60, 259
I have not tried all the other values in between. More interestingly, I wonder if they loop. I would assume so, and 3 and 259 would suggest a modulo 256 repeating but 515 does not work. All the other modulo tests I have done did not yield any positive result either.

I have actually come up with this preliminary theory:

On field maps, the danger value is increased by a fixed amount per step (depending on the specific encounter rate of the respective field, and running increases it by four times as much as walking does). In order not to get a random battle on a given step, one has to pass a battle check on that step, i.e. one's danger value has to be <= (or is it < (?)) a certain not-so-random value that is taken from a look-up table and is determined by one's step count (mod 65536 (?)).

I assume the world map uses the same system. One's danger value is probably increased by a fixed amount per step (depending on the specific encounter rate of the respective region and terrain type, and one's camera angle might influence the increase as well). In order not to get a random battle on a given step, one probably has to pass a battle check on that step, i.e. one's danger value probably has to be <= / < a certain not-so-random value that is taken from a look-up table and is determined by one's seconds count (maybe mod 65536).
So, stopping one's movement changes what values are used as thresholds in the future battle checks.
Additionally, one never seems to be able to get world map encounters before either a certain amount of time has passed or a certain amount of steps have been taken (I haven't tested yet which of these it is).

On field maps, which encounters one gets is pre-determined as well.

On the world map, which encounter one gets seems to be worked out in a different way.

48
Hello,

I am wondering if there is a complete understanding of how world map random encounters are handled, i.e. how it is determined which encounter one will get and when a random battle will start.
In particular, I am interested in learning more about how the Mystery Ninja encounter is worked out. More importantly, I wonder if there is a way to manipulate the probability of getting that encounter (in the Junon Area).

I have done some testing myself and here are my findings:
I used a save file from just after the Mythril Mines in terms of game progression, adjusted my world map camera so that I would be able to walk perfectly horizontally by tapping Left/Right, went back into the Mythril Mines and saved just outside of the Mythril Mines without changing my world map location or camera angle once outside.
Afterwards, I used a save editor to alter my game time, loaded my save file and started running immediately upon loading the file. I only moved horizontally and never stopped moving (I held Left and/or Right all the time) until the first battle would occur. By pressing Left/Right, I always found a pattern to arrive in the forest closest to the exit of the Mythril Mines without getting a random battle beforehand.
Now, for certain game time values, I could get the Mystery Ninja encounter regardless of my exact movement (as long as I only moved horizontally and never stopped running). For instance, 00:00:03 and 259 seconds (but not 515 seconds) allowed me to get a Mystery Ninja encounter all the time.

In case anyone has more information on how world map encounters and the Mystery Ninja encounter in particular are determined, it would be very helpful if you could provide them.

49
Several more tests yielded these results:

2) If you leave the world map by entering a field and open the menu afterwards, the menu freeze is no longer to be seen. However, if you leave the world map by submerging and resurfacing with the submarine, the menu freeze is still intact.

3) If you leave the world map by entering a field, the battle freeze is intact for that field. If you go to another field or back to the world map, the battle freeze is gone.
If you enter a field and open the menu first (which is fine because the menu freeze is gone), even the battle freeze is not triggered anymore even if you stay on the same field. If you submerge and resurface with the submarine, the battle freeze is still intact.

If you trigger the "extended battle freeze", i.e. start a battle on the first field after leaving the world map or on the world map after submerging and resurfacing with the submarine or the Emerald Weapon battle, the battle freeze is slightly different. The battle screen will be completely black from the beginning, you won't even see the battle screen load for a few frames before it turns black as it does during the ordinary battle freeze.
Additionally, one can still use Crtrl+Q to call the "Do you want to quit playing..." menu during the ordinary menu and battle freeze, however, one cannot during the extended battle freeze.

50
Thank you for the explanation.
I wonder if 2) and 3) can somehow be averted and this lack of battle reward menu abused in any way.

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