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Messages - warbaque

Pages: 1 [2]
26
Troubleshooting / The APZ Cloud Project!!!!
« on: 2009-05-31 09:30:04 »
I can't create working battle.lgp file with LGPtools.

This is what I do and what happens
1. Start LGPtools and open battle.lgp
2. Extr. All to .../somerandomfolder
3. Click 'Create' -> Select .../somerandomfolder -> select name and wait -> Replace orginal battle.lgp with just the one I just created.
4. Start game -> Find ramdom encounter-> ??? -> Crash!

When I compared orginal and modified battle.lgp files with lgptool I noticed that file order was different.
Example.
Orginal:
1 aaab
2 aaam
3 aada
4 aaaa
5 abab
6 abam
7 abaa
...
Modified:
1 aaaa
2 aaab
3 aaam
4 aada
5 abaa
6 abab
7 abam
...

How can I fix this?
Anyone go any idea?
Either how to get LGPtools to work or some alternative program.

27
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2009-05-31 07:30:02 »
What I had here before was a little cheeky so I'll give you a better answer and if you read it before I'm sorry. If you didn't read it, don't worry about it. ;)

That Chance/63 is the chance to inflict the status. That is a chance out of 63 (this 11/63 ~ 17.5% chance to inflict IF THE ATTACK HITS using the mathematical 100% probability scale). The chance that the attack actually hitting the target is reflected in the Attack% and THAT is out of 255. I believe we had a misunderstanding before, but this is correct.
I didn't confuse status inflict change with attack%
What I meant that 25/63=100% inflict status before modifications and 63/63=Allways 100%
Example
Slow
Attack Status: Slow, Change 25/63
inflicts slow 100% of the time without mods
inflicts slow 67% of the time when used with all materia
Haste
Attack Status: Haste, Change 63/63
inflicts Haste 100% of the time without mods
inflicts Haste 100% of the time when used with all materia

I remember mostly the orginal hex values
00-19 (0%-100%)
19-3F (100%-inflict status allways(252%))
7F Toggle status
I don't remember all values since it's been about year a two since the last time played around with hex-editor.

But I'm 100% sure that Slow has 100% change inflicting status (25/25) and not ~40% (25/63)

28
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2009-05-30 19:20:14 »
No...the chances just are out of 63. 11/63 ~ 17.5% chance. So 63/63 is 100%. It should all be in the helpfile, but it's been a while since I've looked at that.

I'm allmost 100% sure that values I posted earlier are correct
Death
11 / 63 [44% change inflicting Death]
Slow
25 / 63 [100% change inflicting slow]
Remove
63 / 63 [252% change killing enemies, hits allways since propability can't decrease under 100% even with Quadra Magic]

Remember that if you couldn't have change higher than 100% spells like Esuna and similar spells would fail quite often when used with All- or Quadra-Magic -materia

29
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2009-05-30 11:55:31 »
WallMarket's Attack tab -> Status Attack "Change: X / 63" value is a bit confusing
Percentual change is actually 4x value and 63 is just biggest allowed value.

For example
Death
11 / 63 [44% change inflicting Death]
Slow
25 / 63 [100% change inflicting slow]
Remove
63 / 63 [252% change killing enemies, hits allways since propability can't decrease under 100% even with Quadra Magic]

I'm not saying there's any bugs or problems in this program. I was only confused for a few minutes when I scrolled through some status inflicting changes and couldn't figure out how could 11/63 be 0.44
Then I remembered orginal HEX values 01-3F (h19 being 100%)

EDIT:
Question

Is it possible to change Additional Effects in any way?
Particularly
15 Raises base damage and defense by (100 - [])%([] not to exceed 200)
- Raises Att Mod, MAt Mod, Def Mod and MDf Mod by X
  (Hero Drink +30%)
1C Raises base damage and defense by (100 - [])%([] not to exceed 200)
- Def Mod and MDf Mod by X
  (Dragon Force +50%)

I'd like to remove Def Mod and MDf Mod completely because immortality isn't fun. Change them to Att Mod and MAt Mod because boosted damage is fun at times.

30
Troubleshooting / The APZ Cloud Project!!!!
« on: 2009-05-30 07:17:27 »
I can't create working battle.lgp file with LGPtools.

This is what I do and what happens
1. Start LGPtools and open battle.lgp
2. Extr. All to .../somerandomfolder
3. Click 'Create' -> Select .../somerandomfolder -> select name and wait -> Replace orginal battle.lgp with just the one I just created.
4. Start game -> Find ramdom encounter-> ??? -> Crash!

When I compared orginal and modified battle.lgp files with lgptool I noticed that file order was different.
Example.
Orginal:
1 aaab
2 aaam
3 aada
4 aaaa
5 abab
6 abam
7 abaa
...
Modified:
1 aaaa
2 aaab
3 aaam
4 aada
5 abaa
6 abab
7 abam
...

How can I fix this?

31
Troubleshooting / The APZ Cloud Project!!!!
« on: 2009-05-30 05:22:34 »
I can't create working battle.lgp file with LGPtools.

This is what I do and what happens
1. Start LGPtools and open battle.lgp
2. Extr. All to .../somerandomfolder
3. Click 'Create' -> Select .../somerandomfolder -> select name and wait -> Replace orginal battle.lgp with just the one I just created.
4. Start game -> Find ramdom encounter-> ??? -> Crash!

32
Releases / Re: [Release] Slayersnext's Customized Models
« on: 2009-05-29 17:28:27 »
Have I understood correctly that only weapon models are ever going to be released for public use?

Those hi-res monster monster model, Tifa, Aeris and Yuffie looks great.

33
How easy is it to add new random encounter either for PC or PSX version.

For example some island that has only Emerald weapon as a random encounter.

34
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-05-29 13:20:26 »
a quick question, guard scorpion makes its mdef 384 when it's tail raises up, does it actually make it that high or does the mdef overflow instead? i know that the actual stat cannot go over 255 in the enemy's data in the scene, but if you could make stats go over their max in the ai, that would be pretty fun :-P. just want to know for later when i reach his ai.

edit: ok i just tested him myself (made him appear after the mp fight :-P) and i did ~85 damage normally, and ~35 when he boosted his mdef (counter stance), so it does apparantly break the normal limits. this is good to know :evil:.
Enemy AI editing, Dragon Force spell and Hero Drinks are only way, that I know, to raise stats over 255 during  battle.
Damage formula would allow stats as high as 512 for def and mdef until attacks started doing negative damage.
[Dam]=Dam*(512 - Def/MDef)/512

There are multiple enemies that I know to boost their stats over 255 through AI editing, either permanent stats over 255 or under certain circumstances.

255 in defensive stats + either Hero Drinks or Dragon Force is an easy way to break the game -> 0,4% Dam taken.

I've thought that for balancing I should either remove Def/Mdf Mod abilities from player and for example replace them with Att/Mat mod effects or make strongest attacks piercing which on the other hand has a problem of making Def/Mdf stats useless.

I'm not sure if it's even possiblle to make Att/Mat Mod effect since if I recall correctly there's only (Att Mod, MAt Mod, Def Mod, MDf Mod) effect and (Def Mod, MDf Mod) effect.

In the end the endgame is quite hard to balance if not impossible. Thing that I personally do not like.
510 def stats
3*Dam ultimate weapons, physical 27k Dam without critical hits which occurs 64% of the time

so phase one of my mod is ai compression, phase two much harder difficulty in a balanced nature, phase three massive ai overhaul. doesn't sound too bad, and if anybody wants to test out the reduced ai size scene file, i will gladly up it somewhere and put the link here (or email it to those who want to try it/use it for further modding), since it should definitely be a big help to psx version hackers. it will be based off of a clean scene.bin, so enemies should have no other changes aside from simplified ai, so it should act just like a normal scene.bin ai wise (will probably fix ai errors, such as with the cactuars, and adamantaimai's cure bug, but it would need a change in the hex, no sweat there). the ai will NOT be 100% alike with the normal one, but I will make enemies do essentially the same thing, removing unnecessary parts and allowing bugged things to work, and i will be testing every enemy until they work as desired, so this will take time but should pay off in the end.

of course when i finish each stage of my mod, i will send it out for beta testing for suggestions and such, to hopefully make things better, but i know that there are other mods already out, so i wouldn't be surprised if nobody wants to test mine :evil:. hopefully i can still get help when i need it with ai stuff here, as well as future PrC releases (yes, if you can play with copy/pasting, that would be great! if you can't make it happen without screwing things up, that is fine, but i don't really see why it would cause problems... all it would have to do is emulate someone actually typing in the info.).
I can help you if you happen to need any.

35
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2009-04-03 18:35:02 »
Quote
Announcement - FileFront has been acquired by the original founders of the site and will NOT be suspended as previously announced. This is NOT an April Fool's Joke.
Quote
FileFront has been acquired by the original founders of the site and will NOT be suspended as previously announced. This is NOT an April Fool's Joke.

After learning about Ziff Davis Media's plan to suspend FileFront at the end of March, the original founders of FileFront made the decision to buy it back from Ziff Davis Media.

We're happy to announce to the gaming community that as of today, April 1st, 2009, FileFront is a completely independent company again and is no longer part of Ziff Davis Media. All previously suspended services should be active and working again. We thank Ziff Davis Media for their cooperation and willingness to keep the site and community alive.

Due to the very unfortunate timing of this event and related announcements on March 24th and April 1st (April Fool's Day), we'd like to make it perfectly clear that:

1) The March 24th announcement about FileFront suspending its operation was NOT an early April Fool's joke.

2) This announcement about the original founders buying back FileFront from Ziff Davis Media is also NOT an April Fool's joke.

3) We're making this announcement on April 1st because the deal was completed today and we want to bring all services back online immediately.

4) We would NEVER suspend FileFront as an April Fool's joke.

5) We are happy to be back!

FileFront has existed in one form or another (originally as FileLeech and Voodoo Extreme's downloads) since 1997. In the last 12 years, FileFront has become the gaming community's most comprehensive and trafficked library hosting millions of files for thousands of games while requiring no registration and providing uncapped download speeds. We look forward to improving FileFront and serving the gaming community for years to come.

Welcome home. Game On!

Email us, [email protected]

To me this explanation seems quite believable.

Anyway, it's always nice to hear what is current status, what has been fixed/changed/added if anything. WM and Heidegger are both great tools and definitely faster than hex-editing.

36
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2009-03-22 10:55:10 »
Any news on progress?

37
What is and what isn't possbile.

I'm not sure if I should have posted this to the game-tweaking section instead but bear with me if I did a mistake.

First, is it possible to use L.Spiro's Memhack utility to test changes in real-time?
For example if I want to change Ice-spell to cost something else but 4MP, I would currently have to edit it with HEX editor, rebuild cd-image, start it with ePSXe (or some other emulator), wait until it loads and see if my changes work.
Would it be possible to just edit it with Memhack and test changes? That would speed balance testing a lot.

Secondly I would like to add some repeatable "secret bosses" to the game. Currently There's only Ruby an Emerald and they don't provide amusement for too long. I've been thinking that if there's no more elegant or better way to do it I'll propably just replace goblin or cactuar island from disk 3 with repeatable weapon encounters.

Also can I alter how ultimate weapons work or are calculations behind them hard coded? I think they are currently bit overpowered like 3x normal damage if at full hp, or underpowered like Tifa's (was it Premium Heart), though Vincent's overflow bug is simply hilarious.

Finally (final for now) I'd like to remove lucky 7777 fury. I'd like it more if every attack did just 7777 while their hp was at 7777. No "fury" part. I remember ARMs did that including Break Damage Limit for US version, but it didn't work for me since I have PAL version.

38
Archive / Re: Help with spell and limit break editing
« on: 2007-12-19 20:25:38 »
After lots of trial and error, especially error and lots of it, and reading a few more posts and topics I didn't notice before, I have pretty much found all the aspects I have ever wanted to change about attacks, except if the spell or summon is quadra-magicable or not.

I am quite sure that spell/summon being quadra-magicable or not is not covered neither in attack data nor materia data. After swapping Bahamut Zero's and KoTR's datas Bahamut Zero was still quadra-magicable and KoTR was not. Also materia data for these two summons is quite identical except for level-up AP limits. But then where is that data located?

OT: If after editing some values kernel.bin becomes a few bytes bigger than in the beginning do I get any side effects? I am editing psx version of the game and I import edited kernel.bins back to image file with CDmage. If I manage to get kernel.bin 22382 bytes large (compared to 22381 bytes as it is without any modifications) CDmage welcomes me with the following message: "Import file is longer than the file in the image. Import file will be truncated. Continue?" Can I still use this method when I am having differing file sizes or do I get smited by the angels of coding? Alternatively do I have to use some different, possibly very lengthy, method?

Thank you in advance.

39
FF7 Tools / Re: [Release] Hojo 1.0 - enemies editor
« on: 2007-12-19 15:24:44 »
as far as I can see the only difference to scenester is the status immunity function.

Scenester includes already formation editing and Hojo has better gui in my opinion (search function for example) and status immunity function which you already noted.

But you're right. There are only minor differences.

Neither Hojo nor Scenester include statuses as elements as they are treated in few occasions, corvette and zenene for example, and 'hidden' elemental isn't mentioned.

But after attack data and formation editing have been included in Hojo it should become "the ultimate" enemy data editing tool.

40
FF7 Tools / Re: [Release] Hojo 1.0 - enemies editor
« on: 2007-12-18 02:53:17 »
Quote
I've planned to add some new features in Hojo, in which a better attack editor ( the current one only allows you to edit attacks name).

Quote
In a next version of Hojo I will develop the "monsters formation" aspect (with the possibility to change what enemies are in each formation, etc).

Yay, new features.

It seems very nice already atleast from what I've tried it.

How do you check and calculate status weaknesses? If at all.
Corvette, for example, takes 2x damage from confusion based attacks. Your editor shows (none) x2 in Elements. I don't remember if there are other enemies with similar "special atributes".
edit. I became curious how many enemies like that there is in total. Final answer is (or should be if I didn't miss any) 8:
Sword Dance, SOLDIER:3rd, and before mentioned Corvette have status weakness for confuse
Palmer has status weakness for sleep
Ghost, Zenene, Ghost Ship, and Dragon Zombie absorb death
edit2.
Also hidden elemental isn't mentioned. Though there's only 1 monster which is affected by this elemental, cactuar who is immune to it. But I think it should be included just because it exists like cut, hit, punch, shout, and shoot.

I noticed that in second and third enemy in each file 1-256 under Manipulation there reads "Can be manipula" instead of "Can be manipulated"

But other than those two I haven't found anything distracting. Great program.

I can hardly wait to see attack and formation editing featured in future releases.

41
Archive / Re: Help with spell and limit break editing
« on: 2007-12-16 09:08:27 »
Is this a secret alien transmission, perhaps?  :lol:

Indeed :)

Sorry, I pressed accidently 'post' instead of 'preview'.

42
Archive / Help with spell and limit break editing
« on: 2007-12-16 08:50:39 »
Hi,

I have used search function multiple hours in one sitting and since I couldn't find all the the information I was looking for I came into conclusion that I should just start a new topic about that matter.

For starters I'd like to change ultima do piercing damage and Vincent's Chaos Saber and Satan Slam as well.

Changing ultima should be easy
Code: [Select]
64 ff 02 ff 82 00 ff ff 1d 00 1d 00 07 34 22 69 ff ff ff ff ff ff ff ff 00 00 fd ffto
Code: [Select]
64 ff 02 ff 82 00 ff ff 1d 00 1d 00 07 34 22 69 ff ff ff ff ff ff ff ff 00 00 fd fbshould do it.

But changing those two limit attacks is harder since I can't even find them.

43
Hmm.. I don't mind not having damage limit removed, but could you help me to remove that annoying lucky 7777 fury?
I have very limited knowledge of FF7 modding and have only fooled around with kernel.bin, scene.bin and HEX editor.

44
I hope this isn't considered thread necromancy since topic is almost 2 months old.

But anyway, should this work with European/PAL release?
When I import files to the CD-image with CDmage I am responded with following message: "Import file is shorter than the file in the image. Should it be padded with zeros to match the size?"
And when I enter battle in game, it crashes.

Thanks in advance.

My first post :)

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