Author Topic: Mirenheart's Question Topic  (Read 14492 times)

Mirenheart

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Mirenheart's Question Topic
« on: 2010-07-02 21:55:59 »
Alright, so I won't keep making new topics asking questons all the time, I'll use this when whenever I need to ask a question, Okay? SO please don't lock.

MY first question:

Is there a way to change the battle controls. I hate it when I try to select something, especially during a boss battle, and I end up going a little too far, and setting my character to Defend instead of using the much needed cure that would save my party from the next attack. Same with change. Is there a way to change it so, instead of puching to the side like that for Change and Defend, you can push (on a number pad) 9 and 7, then use OK for defend, and 3 and 1 for Change? something like that.

I know, I'm whining a bit, but it always bothers me in FF games when I do that.

So, is there a way to do it? If not, just let me know. I'll survive.

pyrozen

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Re: Mirenheart's Question Topic
« Reply #1 on: 2010-07-03 00:29:00 »
in short, nothing exists (yet?) that will do what you are asking. Until then, be more careful!

obesebear

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Re: Mirenheart's Question Topic
« Reply #2 on: 2010-07-03 01:49:31 »
Are any of your questions going to be about your game crashing?   No.  So it doesn't go in Tech Support.  Thanks

The Seer of Shadows

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Re: Mirenheart's Question Topic
« Reply #3 on: 2010-07-03 09:16:13 »
Sounds like you're in an awful hurry while commanding your characters in battle.  FFVII isn't all that intense and nerve-wracking, is it?

Mirenheart

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Re: Mirenheart's Question Topic
« Reply #4 on: 2010-07-03 09:45:08 »
Well, in hardcore it is. When ever i played FFVII before, it was always too easy. I'm usually about 8 levels ahead of what I need by the time i get out of Midgar. (i didn't get hardcore to work until after Cloud's flashback) And the battles i hit so far weren't all that tough. But then, once I got to Junon and fought Jenova Birth.. Holy crap... I haven't lost a battle that many times since I first played the game as a 5 year old!

Any ways... Question #2.

Are the long load times normal for the Remix patch? And should I be worried about all these error and glitch messages all over the place? I'm not really bothered by them that much (except when I try to get onto the World Map, god that loading takes forever).

nikfrozty

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Re: Mirenheart's Question Topic
« Reply #5 on: 2010-07-03 11:26:44 »
Well, in hardcore it is. When ever i played FFVII before, it was always too easy. I'm usually about 8 levels ahead of what I need by the time i get out of Midgar. (i didn't get hardcore to work until after Cloud's flashback) And the battles i hit so far weren't all that tough. But then, once I got to Junon and fought Jenova Birth.. Holy crap... I haven't lost a battle that many times since I first played the game as a 5 year old!

Any ways... Question #2.

Are the long load times normal for the Remix patch? And should I be worried about all these error and glitch messages all over the place? I'm not really bothered by them that much (except when I try to get onto the World Map, god that loading takes forever).
It is longer for the WM because it loads many pngs in the texture folder(afaik). Its pretty normal if you use the TA patch. Better graphics means longer loading. :)

The Seer of Shadows

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Re: Mirenheart's Question Topic
« Reply #6 on: 2010-07-03 11:36:45 »
You should read up on things like patches and mods before you install them.

Here's a link to the Team Avalanche FAQ.  Your question is answered in there.

Mirenheart

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Modifying HP Plus Materia
« Reply #7 on: 2010-07-05 00:39:34 »
Is there a way to modify HP Plus materia so it's effect becomes stronger as you level up? Something for the Hardcore mod, so people won't have to have tons of HP Plus materia all the time. I'm thinking that, not only does it increase you HP by 50% (master), but also adds to or multiplies your HP depending on you level. Any way to do this? Or any one willing to do this?
« Last Edit: 2010-07-05 01:16:53 by Mirenheart »

sl1982

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Re: Modifying HP Plus Materia
« Reply #8 on: 2010-07-05 00:50:29 »
I decided this should go in Tech Support because it deals with modifying files for FFVII.

Wrong. It should be in general.

The Seer of Shadows

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Re: Modifying HP Plus Materia
« Reply #9 on: 2010-07-05 02:27:37 »
Is there a way to modify HP Plus materia so it's effect becomes stronger as you level up? Something for the Hardcore mod, so people won't have to have tons of HP Plus materia all the time. I'm thinking that, not only does it increase you HP by 50% (master), but also adds to or multiplies your HP depending on you level. Any way to do this? Or any one willing to do this?

Changing the way the materia works is a complicated thing to try and do.  I'd be impressed if anyone knew exactly how to go about doing that.  You're better off altering the percentage increase of HP it gives you (can be done easily with Wall Market).

Kudistos Megistos

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Re: Modifying HP Plus Materia
« Reply #10 on: 2010-07-05 03:51:53 »
Is there a way to modify HP Plus materia so it's effect becomes stronger as you level up? Something for the Hardcore mod, so people won't have to have tons of HP Plus materia all the time. I'm thinking that, not only does it increase you HP by 50% (master), but also adds to or multiplies your HP depending on you level. Any way to do this? Or any one willing to do this?

Almost certainly not.

Well, it is technically possible, but it would require completely reverse engineering the game's executable, which will probably never be done. Of you can't do something with materia by using wallmarket, then you can't do that thing at all.

Gemini

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Re: Modifying HP Plus Materia
« Reply #11 on: 2010-07-05 06:13:03 »
Any way to do this?
Open a debugger and find the code that applies the HP bonus, then alter the formula to whatever you prefer so that it also takes into account the level. There ya go. :P

The Seer of Shadows

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Re: Modifying HP Plus Materia
« Reply #12 on: 2010-07-05 06:17:09 »
Any way to do this?
Open a debugger and find the code that applies the HP bonus, then alter the formula to whatever you prefer so that it also takes into account the level. There ya go. :P

It's not likely to be quite as simple as he makes it sound, so... yeah, don't start hoping.

Gemini

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Re: Mirenheart's Question Topic
« Reply #13 on: 2010-07-05 06:48:38 »
Well, not really:
Code: [Select]
TEXT:8001B044                 lh      $t9, 0x14($fp)   # hp_max
TEXT:8001B048                 mfhi    $t2
TEXT:8001B04C                 lh      $v0, word_80069388  # %XX
TEXT:8001B054                 nop
TEXT:8001B058                 mult    $0, $t9, $v0     # hp_max*%XX
TEXT:8001B05C                 mflo    $s4
TEXT:8001B060                 mult    $0, $s4, $a1     # hp_max*%XX/100
TEXT:8001B064                 sw      $t9, 0x40($sp)
TEXT:8001B068                 lh      $t9, word_800693DC
TEXT:8001B070                 mfhi    $t5              # retrieve part of the hp bonus
Code: [Select]
TEXT:8001B108                 sra     $s4, 31
TEXT:8001B10C                 sra     $t5, 5
TEXT:8001B110                 subu    $t5, $s4         # now this is the value to add
Took me only 5 minutes to locate the code. Most of these things are actually a lot easier than they seem.
« Last Edit: 2010-07-05 06:52:08 by Gemini »

Mirenheart

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Re: Mirenheart's Question Topic
« Reply #14 on: 2010-07-05 07:05:40 »
Alright, I'm in Wallmarket, modifying some stuff. I want to change potions and hi-potions to double the HP they restore (potion = 200 hi-potion = 1000), but I don't know how to do it. Can someone give me a screen shot of what i need to work on in order to do this? And maybe a screen shot of what i need to work on to modify the HP Plus as well? Thankyee

Gemini

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Re: Mirenheart's Question Topic
« Reply #15 on: 2010-07-05 07:16:47 »
WallMarket should give you an option to specify how much an item restores (check Item Strength), whether it is HP or MP.

As for HP Plus:
Code: [Select]
TEXT:8001A794                 lbu     $v0, 0x320($gp)  # hp plus boolean switch
TEXT:8001A798                 nop
TEXT:8001A79C                 bnez    $v0, loc_8001A7F4
TEXT:8001A7A0                 sll     $v0, $s0, 2      # *20
TEXT:8001A7A4                 addu    $v0, $s0         # --
TEXT:8001A7A8                 sll     $v0, 2           # --
TEXT:8001A7AC                 li      $1, 0x80072F46
TEXT:8001A7B4                 addu    $1, $v0
TEXT:8001A7B8                 lbu     $a0, 0($1)
TEXT:8001A7BC                 li      $v1, 0x80069378
TEXT:8001A7C4                 sll     $a0, 1
TEXT:8001A7C8                 addu    $a0, $v1
TEXT:8001A7CC                 li      $v1, 0x80072F46  # 0x80072F5C, hp plus bonuses for each level
TEXT:8001A7D4                 addu    $v0, $v1
TEXT:8001A7D8                 addu    $v0, $a1
TEXT:8001A7DC                 lbu     $v0, 0($v0)      # hp plus bonus percentage
TEXT:8001A7E0                 lhu     $v1, 0($a0)      # current percentage
TEXT:8001A7E4                 nop
TEXT:8001A7E8                 addu    $v0, $v1         # current+bonus
TEXT:8001A7EC                 j       loc_8001A83C
TEXT:8001A7F0                 sh      $v0, 0($a0)      # update percentage
Change the line commented as "hp plus bonus percentage" and make it count the level value to do your stuff. Of course, this is R3000 code, so it's only for PlayStation. No idea where the thing is on PC, but the code should look very similar after all.
« Last Edit: 2010-07-05 07:18:32 by Gemini »

The Seer of Shadows

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Re: Mirenheart's Question Topic
« Reply #16 on: 2010-07-05 08:30:38 »
I don't know if this has changed since I last downloaded Wall Market, but in my experience, you can only edit the in-battle effects of items.  Potions used from the main menu will always restore 100 HP, no matter what you do to them.

(Could it be that the effects of items when used from the main menu are not stored in the kernel.bin?)

Aali

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Re: Mirenheart's Question Topic
« Reply #17 on: 2010-07-05 12:06:38 »
Items used from the menu are hardcoded, you can't change those without patching the .exe.

The Seer of Shadows

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Re: Mirenheart's Question Topic
« Reply #18 on: 2010-07-05 12:52:15 »
So it seems.  I knew that about two years ago, when NFITC1 told me.  I'd just... forgotten.  Anyway, thanks!

What is up with FF7 and all its hardcoding?  It's so frustrating...

Mirenheart

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Help with Kernel.bin
« Reply #19 on: 2010-07-07 06:51:49 »
SO, I was using WallMarket to check out some of the stuff in my kernel.bin, trying to see if I could improve the Buster Sword to be more useful, and improving the HP Plus materia so it would give a bigger HP boost. But, I noticed something. The maste Materia's type was of some sort of command materia, instead of being master summon, master magic, or master command. In game, (i used a little modifying to chesk and see if the materia worked thesame still) Master Magic only gives the magic Remove, Master Command only gives Flash, and Master Summon gave nothing! So I tried to change it to this:


But, every time I try to change the materia type (it doesn't do anything else, just materia type) it gives me the message:

And the details tab are as follows:
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.FormatException: Could not find any recognizable digits.
   at System.ParseNumbers.StringToInt(String s, Int32 radix, Int32 flags, Int32* currPos)
   at System.Convert.ToByte(String value, Int32 fromBase)
   at WallMarket.Form1.MateriaType_SelectedIndexChanged(Object sender, EventArgs e)
   at System.Windows.Forms.ComboBox.OnSelectedIndexChanged(EventArgs e)
   at System.Windows.Forms.ComboBox.WmReflectCommand(Message& m)
   at System.Windows.Forms.ComboBox.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)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
WallMarket
    Assembly Version: 1.4.0.0
    Win32 Version: 1.4.0.0
    CodeBase: file:///C:/Users/Daniel's%20Laptop/Downloads/Final%20Fantasy%20VII%20PC/WallMarket140/WallMarket.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 8.0.0.0
    Win32 Version: 8.0.50727.4927 (NetFXspW7.050727-4900)
    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: 2.0.50727.4927 (NetFXspW7.050727-4900)
    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: 2.0.50727.4927 (NetFXspW7.050727-4900)
    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: 2.0.50727.4927 (NetFXspW7.050727-4900)
    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: 2.0.50727.4927 (NetFXspW7.050727-4900)
    CodeBase: file:///C:/windows/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
Microsoft.VisualBasic.PowerPacks
    Assembly Version: 9.0.0.0
    Win32 Version: 3.0.30214.0
    CodeBase: file:///C:/windows/assembly/GAC_MSIL/Microsoft.VisualBasic.PowerPacks/9.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.PowerPacks.dll
----------------------------------------
Accessibility
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
    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: 2.0.50727.4927 (NetFXspW7.050727-4900)
    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.
I don't know how to enable this JIT, or how to fix this problem. I checked the folder that has wallmarket, and there is no config file for it, and I really don't want to mess with main computer files, for fear of ruining my computer.

Also, when checking out several other materia, I discovered that the Holy materia, which seems to have come with the remix patch, only cast Shield. Poison's 3 spells in game say Poison, Blind, and Holy, but all of them are still poison. I don't know if this is a problem or not, but several of these materia, even though the names are different, are still pretty much the same, except for the Master Materia, which is pretty much f****d up. is there a way to fix all this, or maybe a kernel.bin file someone can send to me?
« Last Edit: 2010-07-07 06:56:20 by Mirenheart »

The Seer of Shadows

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Re: Wall Market Troubles
« Reply #20 on: 2010-07-07 08:35:44 »
It seems that you're playing around with gjoerulv's hardcore mod.  In that case, the Master materia are actually the way they should be - he altered them to be that way.  No real Master materia in his mod, I'm afraid.  The Holy materia would've come with the hardcore mod as well.

Important: Do not attempt to use gjoerulv's hardcore mod with a fresh, ordinary kernel.bin.  Doing so will have unpredictable effects on enemy encounters.  The only way the hardcore mod could work with a newly-installed kernel.bin is if you edited that kernel.bin to have the same "scene.bin lookup" data as the "hardcore" kernel.bin (which appears to be the thing you have now - you can get a fresh kernel by reinstalling the game).

In any case, I don't know why you are having trouble with the kernel.bin.  You've got the prerequisites for running WallMarket, right?

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

In any case, NFITC1 is the great deity of Wall Market - he may have the answer.

Mirenheart

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Re: Mirenheart's Question Topic
« Reply #21 on: 2010-07-07 08:39:12 »
Oh, the Mastermateria are supposed to be like that? okay then.

And i can live without the rest, I just thought my kernal.bin was all mussed up. Oh, and i do have those installed.
« Last Edit: 2010-07-07 08:41:50 by Mirenheart »

Trinity Dark

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Re: Mirenheart's Question Topic
« Reply #22 on: 2010-07-07 08:40:25 »
so in order for him to mod the items in game he would have to reinstall and then do that first then add the hard core mod? I'd like to ask If I was to install the reasonably difficult mod could I install the hardcore mod.....would that overwrite the other mod? Sorry Miren for asking a question in you question forum.
« Last Edit: 2010-07-07 08:42:47 by Trinity Dark »

The Seer of Shadows

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Re: Mirenheart's Question Topic
« Reply #23 on: 2010-07-07 08:52:31 »
In order for him to mod things in the kernel, he will have to somehow find out what's wrong.  Seeing as he has the two requirements installed, I'm not going to be of any use there...

In general, I would not install two mods that affect the same file.  Unless you know exactly what you're doing.

I don't know what'll happen if you install the hardcore mod over a kernel that has already been altered.  It will either overwrite it completely or (more likely) simply refuse to install, I should think.

Why would you want to install the reasonable difficulty mod as well as the hardcore mod anyway?

Trinity Dark

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Re: Mirenheart's Question Topic
« Reply #24 on: 2010-07-07 09:07:13 »
Welp I was just wondering what would happen if i install one mod and install another that has the same effect is all.