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Messages - CoolMitten

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Whoa! It worked! Very cool and useful tool! Thanks Girl next door :)

Only thing I had to do was change language from Polish to English (I'm a little rusty)  ::).

2
Seems that everyone has no problem with Deling, but for the life of me, I can't seem to get it to work with Qt.

Qt misses compiler that matches its version. I have qt-windows-opensource-5.0.2-msvc2012_64-x64-offline, and I can't seem to get MSVC compiler hooked up. Other Qt versions have MinGW bundled by default (these seem to work well), but I can't find one.

Which out-of-box version of Qt works with Deling? Any alternative to extract, modify, and replace FF8 kernel?

3
Wow! Had no idea that all of that went into calculating Limit Break.

How did you find the expected value of RandomMod? Crisis Level wiki lists this as random number between 0 and 255 + 160.

When you write "treat crisis level 4 using that RandomMod as 50%," do you mean percent of character's max HP? (so, if a character had max HP and had limit, it would be crisis level 8?)

Why treat LimitLevel (StatusBonus + DeathBonus - HPMod)/RandomMod as scale of 0 - 2300?

Edit: Ten seconds later, discovered that 2300/8=287.5 Still trying to figure out how this could yield "damage threshold -> limit" mechanic. Might need a bit more help on that one  :P

Edit 2: I think I see what RandomMod would achieve. Changing the divisor allows a higher or lower LimitLevel, and therefore, you can edit the threshold at which LimitLevel 5 is reached. I'm tired though, so that might be incorrect. Still wondering how a "damage counter" could be created (because healing changes HPMod and erases/resets progress toward limit).

4
Gameplay / [FFX] PC HD Remaster Enemy Editor
« on: 2017-09-23 16:03:59 »
Does anyone know of any way to edit enemy stats in FFX HD Remaster for PC?

I've used Google, these forums, and a few other places to try to cobble together information on this topic. Only thing I found was some mumblings that this might be possible in Farplane, but it's only possible from fight to fight (because Farplane only modifies in-game memory?).

Any ideas on where enemy data is located within FFX HD Remaster's contents and/or how to edit this data? Any other information is helpful. Thanks!

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Quote
The obstacle I am facing is an intuitive way to represent the Limit Gauge value (because there is not one) without extensive patches. I would like to figure this out before I begin.

Would it be possible to enter the %age to limit as simple text next to character's name or just represent it as an integer somewhere else? Possible to change text color to indicate a certain %age?

Also, is damage threshold based on accumulated HP points -> limit possible? What I mean is, is it possible to write the "counter" script into the game, e.g. after 2,000 HP lost -> limit break. Didn't even think about damage accumulated from status effects such as poison. How to exclude those from counter?

Also, chain "amount to limit" to character level or something else? That would make it so the HP needed to limit would go up with the character, e.g. 500, 1,000, 2,000 and so on.

What do you think?

P.S. Just finished reading through your GF Equip/Unequip scripts from late June. Nice work!

6
I like your idea of creating a "summoner class." I've been playing around with something similar but a little different: creating a class-based character set and dividing GFs accordingly (with rebalance/reassignment of a few abilities to make the classes more delineated/distinct). Give it some flavor and spice to really bring out the characters' personalities, also adding value to the fun in acquiring a new GF.

What I've really wanted for a while is to find a way to implement FFVII-style limit breaks in VIII (cumulative damage counter to pass threshold to make attack -> limit, and then reset). Would be wonderful to change threshold value multiplier too to make 1 -> 2 -> 3 -> 4 style tiers in vein of Omnislash = Lionheart. I think that this would add a ton of identity to the characters and really make big battles POP.

Who didn't love it in VII when the limit bar would flash rainbows, while you were down on your luck in a big boss battle, and a character would start popping off big hits, coming up with a clutch victory. This, of course, would be with enemy rebalance to avoid making the game "too easy" (but also not too tough).

That's what I'd like to work on and create VIII (trying to figure out where to start). Foreseeable problems with creating something like this? Thoughts? Questions? Feelings? Anyone know of any attempt to do something like this before?

7
Piggybacking on this topic, I was wondering if it's also possible to use WallMarket (or a similar program), to change the colors of the limit break boxes. In WallMarket, I see {BOX:RED}LimitBreak, so I could have to guess that it might be possible?

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No way! That's awesome. I've used WallMarket before, but I didn't know that it could do this! Thanks Sega Chief!

9
Hello everyone,
     I recently posted a thread asking if it were possible to disable exp. for out of party characters, and thanks to much of your help, it worked splendidly! Similarly, I was wondering if it is also possible, editing hex, to manually set the amount of times it takes to unlock an X-2 limit break (through usage) and to manually set the amount of times it takes to earn an X-1 limit break (through # of enemies killed).

For example, I would like to triple the amount of enemies Barret must kill to earn 3-1: Satellite Beam, and also triple the amount of times he must use Satellite Beam to earn Ungarmax/Angermax. I know that there was a tool that was able to do this called LiMiT, but it seems to have broken/outdated functionality with the '12 Steam copy.

I've been doing this manually by tracking uses & kills with a Google docs calculator and manually setting the info in Black Chocobo, but it would be so much more practical and easier to set these values in hex. I suspect this is possible, but I'm unsure where I should start looking (and how to look through & identify/translate hex).

I'd like to become more proficient at hex to modify FFVIII, and excitedly, possibly package all of my changes into a neat, easy to use mod/file (attributing creative, sensible names to Cait Sith mics; exp. & limit break parameter changes; sensible, class-based restrictions to bring out much more "flavor" in each character; custom scene.bin monster data file; etc.). I'm logging all of my gameplay experiences into a journal that I'd like to post on this site. Hex is my final frontier, or so it feels, to realizing my vision of an updated, challenging, diverse, fun, and reasonably pure version of FFVII that still retains much of what made vanilla VII great. Thanks!

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@vega900: I don't see why not. The hex should be quite similar, so if you can find a way to edit the same hex values in the PSX version, you should be able to replicate the same change. Of course, this could also not be true, and the PSX hex could be different, but I can't think of any reason why the PC hex and PSX hex would differ - would love to know more.

11
Tested again for a while today, and I can't duplicate the problem - it hasn't happened again. Probably just some flukey, one-time thing. Thanks for all of your help! Learning more about the hex system was really neat.

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Confirmed to have nullified experience for out of battle characters. Thanks!

I'm wondering if editing that messed something up with my input settings though. Now, it seems that button presses execute multiple functions, e.g. pressing triangle brings up the menu, but it also rotates one position through the overworld display map. Can one hex edit change multiple things? I'm 95% certain that I reversed any hex changes from the original .exe with the exception of adding zero exp for out of battle characters. Any ideas? It was working fine before I made that hex edit.

Edit: Whoa, loading a save outside of Nibelheim just placed me in the upper-left corner of the world map, way out in the ocean. Going to see if I can find out why this happened.
Edit 2: Controller inputs seems to be isolated to a problem with Xpadder utilizing both Direct Input and Xinput or the game reading inputs from both keyboard and joystick simultaneously.

13
It was just that I made a simple mistake in the editor, and I realized that the bumped over entries were all the same from before, so I just removed the superfluous ones. The 33 C0 edit took, and my FFVII .exe is working correctly. Going to test to make sure that the change is what was intended :)

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I was able to use Editpad Pro to see, identically, the screenshot that DynamixDJ posted; however, when I changed D1 F8 to 33 C0, it "bumped" all of the subsequent characters, and now it looks like my .exe is corrupted. I tried to change 33 C0 back to D1 F8, but it just bumped 33 C0 two spots to the right, along with all the other subsequent characters. Trying to see if I can revert it to have it fixed; otherwise, looks like I'll have to re-install.

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I am able to use HextEdit to point to a target (in this case, the FF7 Launcher) and issue commands to change hex values (I successfully understood this by observing and running the "test.file" after reading the "read me"), but it seems like I should be interfacing with a large array of addresses containing alphanumeric characters, e.g. a hypothetical "find" function to look up the address "0x1C6301", and then under this address modify D1 F8 to 33 C0.

Simply using HextEdit to issue "blind" commands to alter hex makes me feel cautious and unsafe about making changes, so I feel like I'm missing something more tangible and concrete. Should I be using Hextract to obtain a list of values, and then create instructions for HextEdit from this list?

Edit: Holy moly, I just realized that Black Chocobo has a hex editor built in that I might be able to use. Is this an acceptable/reputable means of editing hex figures? Thanks for sticking with me! :)
Edit 2: Darn, it looks like Black Chocobo can only hex edit the savestate and doesn't contain what I would like to edit.

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Thanks for the resource Kaldarasha. This looks helpful.

I've spent a few hours attempting to hex edit the address specified by NFITC1, but I feel as though I'm mildly stuck. I'm having trouble using DLPB Tools to interface with the hex that I need to edit. I'm also apprehensive that I'll cause an error that will force me to re-install FF7, so I'm still not even at the stage of interfacing with hex yet (but I'm learning more as I read, so I feel like I'm getting closer to a breakthrough).

@NFITC1: When you say "check the original values," you mean to obtain a copy of the original, untouched hex and check the address of 0x1C6301 D1 F8? If it is the incorrect address, would it simply be missing? Is there a way to compare this against something else to determine if the values are erroneous/misplaced? and what's more, how would I find the correct location of the values that I need to change to obtain the "zero exp for out of battle party members" effect? I found some documentation by Kranmer on which addresses change what, but I'm not sure if it's outdated, or if the information I'm trying to find is absent from his writings.

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Oh my gosh this is brilliant! I haven't tried to include this yet, but you know, I'm an optimist :) Thanks NFITC1 and JWP!

Edit: Time to learn how to hex edit, so far I'm trying to use DLPB Tools to accomplish this, and I'm having a tough time finding any tutorial materials outside of the general "read me" files that are included.

18
Oh wow! Very interesting. I assume that his 3-1, 3-2, and hypothetical 4-1 would also be hard-coded to never yield a result/remain null.

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I was wondering if anyone has attempted to do this. Cait Sith mildly feels like an afterthought in context of the development of the game. I want to make him more viable and specialized, starting with editing his limit breaks. I discovered a tool that seems to allow this, but unfortunately, the author became busy, and has not updated functionality for Steam 2012 version.

I've seen videos of Sephiroth with various limit breaks, so I'm wondering if Cait Sith's engineering, e.g. character model, miscellaneous parameters, etc., prohibits this from becoming accomplished? It would interesting to see him, stylistically, be more representative of the other characters in their limit break developmental structure. Thanks!

20
Hello everyone! This is my first post. I searched qhimm several times to answer my question, but I didn't find anything relevant.

Characters outside of your party will gain experience at half of the rate of those who are in your party (i.e. actively fighting). I'm looking for a way to disable this, or at least change the multiplier to zero, so nobody gains experience outside of battle. I'm currently going back and forth with closing the game and opening Black Chocobo to edit my stats and nullify the 50% exp. share, but it is becoming more and more tedious. If it hasn't been done yet, might there be a direction in which to go, so that I could manually create this myself? Thank you!

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