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Messages - nfitc1

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2951
Archive / Re: Changing the prices of things in shops
« on: 2008-10-15 18:55:09 »
Are these all JUST prices? Any way of editing the shops themselves to change what is sold in them?

2952
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-10-15 18:21:48 »
right now for example in the list, force stealer is listed way down the list but when playing the game you find or can buy the force stealer soon after you get the hardedge

This is the order the game has the data stored in (so it must remain so for editing purposes) and it's the way the game organizes it in the item menu when you tell it to organize items by type. It goes through the items in the order WM lists them, then weapons, armors, and accessories. Changing this order can be disastrous for keeping the data straight. If I reorganized any of it, there's a chance that shops would start selling the wrong things since they're based on the order stored in the KERNEL.BIN.

2953
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-10-15 14:22:21 »
First off I just wanted to say that i'm having alot of fun with this.  The only problem I am finding is when trying to add multiple hits to attacks.  I was able to increase the number of hits that Comet2 does but when trying to add multiple hits to matra magic, nothing changed.  I also tried chocobuckle to test and also no go.  I was thinking it had something to do with the hits not being able to register before the attack was finished but all I ever saw was one hit.

Multiple hits are tricky. I think there's something in the animation that tells the battle engine when to apply damage. It probably does multiple hits, but only shows the first/last one? The only way to know for sure is to set an attack (say fire) to a low power with multiple hits and sense if your target has fewer HP than that number took off. Easy enough to set up. I might test this later.
EDIT: I just tested this on the Midgar Zolom. Fire was set to 2 hits and cast on "Big MZ." Damage displayed was 880, yet its HP went from 4000 to 2229 (difference of 1771). So there WAS another hit in there that did 891 damage, it just didn't show up.

EDIT:  I have also seen that if you modify, that is add or subtract added attributes from materia, the changes will not stay when you choose a different materia or if you save.  The same thing happens with regards to changing who can be equipped with armor.  Thanks again for the great stuff :)

This is terrible! Somehow this got by my testers *glares* that the data never changes. Actually, the Armor values DO change, but I made a typo for the equips and it alters the data at 0x13 twice instead of 0x12 and 0x13. Teehee. And apparently I never did write anything to alter Materia Statuses or accidentally erased it since. I have no idea how that happened.
It has been resubmitted.

2954
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-10-14 16:01:25 »
It just occurred to me that Magic causes NO back attack damage. I can't believe that it took me this long to realize that. The attack needs to be physical and the target goes to all battle participants. I changed Comet2 to have a Damage Base of 11h (physical), Strength of 3, target to 47h (multiple, both sides, same as both Sewer Tsunamis), 0x12 to 04h and 0x13 to 0 and my party took around 1050 avg dmg while the enemy party I was up against took about 875 avg dmg. I changed Comet2's 0x13 to 1 and my party took around 560 avg dmg and the same enemies took 1900 avg dmg.
So 0x12:04h  DOES work, but only if the attack is physical. Target may not necessarily have to be 47h. Description is: "Causes back attack damage (physical only) to target in row []". I'm guessing caster's row is always row 0.

I've been screwin' around with Damage Base (as it will now be called as that's what it really is) and I think I have identified 47h and 50h. 50h at least, causes no damage calculation (not even a miss or 0) and is used in quite a few magics that change statuses. 47h has the same damage calculation as 37h, but is Magic. Both 37h and 47h ignore Barriers so they should be thus:

37h: Physical Damage [Strength x 16]; ignores Barrier
47h: Magical Damage [Strength x 16]; ignores MBarrier
50h: No Damage Calculation

Def Ignoring is completely different. Pandora's Box is Def Ignoring, but MBarrier still protects against half the damage. Def Ignoring will ignore the target's Def and MDef stat. Even with these values, however, there is still the random variance ([224..255]/256 or so) that the attack is multiplied by every time. Only 26h skips the random variance and M/Def status. If an attack/item were set to 37h and Def Ignoring, it would act the same if it were, instead, set to 47h and Def Ignoring.

To Test:
Effects: 01h, 02h, 03h, 09h, 16h, 17h.

Just tested 01h. If the attack attempts to inflict death, but the target is immune, then it "summons" Gunge Lance.
Just tested 02h. The attack randomly "summons" Fat-Chocobo.
I say "summons" because this gets tricky. Fat-Chocobo's animation is 10h for SUMMONS. If a Magic attempts to "summon" Fat-Chocobo, the battle engine will read the data on the Fat-Chocobo attack (except it keeps the original target(s)) as a Magic and perform animation 10h (MBarrier). The same thing would probably happen with Items (10h is Smoke Bomb) and E.Skills (????). The same sort of thing happens to Gunge Lance. The camera just freezes in most cases when these happen, however.
Choco/Mog gives the Modifier 0x13 a value of 15. This is probably the chance that it will summon. I'm not sure what it's out of, but it seems that even at 15 it rarely happens. I must have cast Bio 20 or more times in one battle trying to get it to summon Fat-Chocobo. It might just be straight-up percent.

I haven't even touched 09. I tried a few attacks with 16h and 17h, but couldn't get any results.

0Ah, 0Bh, 0Ch, 0Dh, 1Ah, and 1Eh - 22h. These are not used anywhere in the game, but they exist in gaps between other known effects. Do they have any purpose? Probably not. I'm likely to ignore these, but if someone wants to test them, go for it. :)

Oops: 1Ah is Blade Beam's. It's "perform attack [] on targets not targeted". I made Fire perform "Knights of Round" (not "Ultimate End". Again, it's using the attack data's names as well since Summon attack names are stored elsewhere.) on 5 out of 6 battery caps. However it has the same animation issue as 02h has in that it will use the animation index of the Magics and not summons and this attack looked like Barrier. :)

The 0002h property. I have no clue what it is. I thought it might be related to pausing ATB, but it doesn't seem to have that effect. ATB pauses on "wait" mode whether or not that is checked.
Also, what effect does Blade Beam property have? I know it's the only attack that uses it and I thought it might be something like "target becomes caster" or "maintain individual animation for multiple targets", but those don't seem to be correct.

I think these are the last unknowns. If I can get some help flattening out the unknown parts of these then this will be ready for version 1.0!

EDIT: Once again I updated this with the new descriptions. I also re-did the Weapons tab because the element information was limited. I removed the limitation. Until now, you could only have one element on your weapon. Now you can have as many as there are. I don't know why exactly I did it that way to begin with, but now you can make the Buster Sword do Fire, Ice, and Bolt Damage.
Other Properties were changed from their values to simply "unused". No attack in the entire game uses them, but I'll keep them there in case anyone wants to play with them. Ya know, try to cause crashes or something. ;)
Menu restraints in the upper left were re-done. Seems that everything that shows up in the out-of-battle menu shows up in the in-battle menu. So the "Appears in Battle Menu" was changed to "Sellable" (which is what I figured it was since beginning this).
I JUST noticed a (rather embarrassing) typo in the Attack Damage selection. Ignore it for now. I'll fix it in the next version. It's not worth a re-upload. :)

RE-EDIT: I screwed around with 0x12:13h (On Tifa's LBs) a little yesterday and got some strange results. I set Fire2 to that effect expecting it to give me a slot and when Vincent cast it he transformed into Death Gigas! I didn't lose control over him though. That was weird. I told him to attack the only enemy left and for a while I thought it froze, but he went through an entire idle animation loop beginning after the loop I commanded him on ended, appeared in front of the enemy, performed another entire idle animation loop (maybe two), the enemy just took damage as if hit (but DG didn't move), went through ANOTHER idle animation loop or two, went back to his position in line, performed MORE idle animation loops then the battle ended. Very weird. I've been afraid to test it with another character. :)
Speaking of Tifa's LBs, I've currently got Damage Base B1h set to "Based on Slot (Hit/Miss/Crit)". While this is true for Tifa, it's not exclusive to her. JENOVA*Birth's attacks all have this Damage Base as well. TFergusson states that it cannot critical. That makes a lot of sense. You wouldn't want Tifa's LBs critcal-ing on their own since it's based on the slot wheels. So I'm changing the description to:
"B1 Physical (Base * [Strength / 16]); No random criticals"
Either that or 11h must become "11 Physical (Base * [Strength / 16]); Allow random criticals" since 37h doesn't critical either.
I also noticed that since Blade Beam itself calls upon attack 7Ah that the attack in KERNEL.BIN must be the blade beam shockwave. So I'm changing its name from Braver to Blade Beam Wave and truncating the rest because they aren't really Cloud's limits. There will be an update soon with these corrections.

2955
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-10-13 19:17:01 »
EDIT: Oops. I've just noticed that the equip effects for materia are missing.

Fixed. Sorry I didn't see that before.

2956
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-10-13 16:25:37 »
I had to update once again. Materia AP calculation wasn't working and for some reason, lost to the deepest reaches of time, I forgot to allow the accessories' elements to change! Talk about embarrassing.  :oops:
So sorry to everyone who has downloaded this before. I hope you keep coming here every few days to check up on it.

Updates:
  • The layout has been mostly changed. You'll see what I mean when you run it. I think this is MUCH better than the system I had before. Most of the related fields are all in the same places for different tabs (much cleaner looking IMO).
  • Fixed the Accessory Element bug.
  • Added the other seven elements to the Accessories. I don't know what will happen if you try to absorb health or the others, but the option's there regardless. I guess you could nullify healing in-battle with an overpowered accessory now.
  • Fixed an issue with AP levels in Materia.
  • Added quite a few values to "Additional Effects" and some to damage bases.

EDIT: I just ran through the entirety of scene.bin and NO monsters use the attack attributes that are unknown (0004h, 0008h, 1000h, 4000h, 8000h). These might be ignored by the game or cause crashes when set. I haven't tested any of them. I suppose I should leave them there just because. :)

RE-EDIT:More "Additional Effects":
19h Hell Rider VR2's Electromag. Switch targets' row positions
1Dh: Carry Armor's "Damage Attack"
1Dh: Carry Armor's Left Arm's "Release Left Character"
1Dh: Carry Armor's Left Arm's "Release Right Character" Release character from escaped/death?

There are no additional Damage Formula values that are used (yay!), but 83h should now read: "Hit for HP * ([]/32) if level/Atk% is not a fraction."

Also of note, no monster-exclusive attacks have the attribute of 0002h (whatever that does :( ). Still need to find this out and I think this will do it for unknown attack values.

RE-RE-EDIT: Effect 08h, "Toy Box ?". It randomly picks an animation between its own animation + 1 and its own animation + 7 to show. It still retains all the properties of its own attack.
Eg: Fire (anim of 1Bh) was given effect 08h and would randomly perform an animation from Fire2 (1Ch), Fire3 (1Dh), Ice (1Eh), Ice2 (1Fh), Ice3 (20h), and Bolt (21h). It retained all other properties such as Element and MP cost.
Note: this is probably specific to the type of attack (magic, summon, E.Skill, limit break) it is since I think the animations are separated this way as well.
Some people have probably already figured this out, but no one decided to tell me. :(

2957
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-10-13 06:04:16 »
Mmm, they didn't really count on their fanbase pulling it down to its skeleton and rebuilding it hey :P

No. No they didn't. Considering on the basest of senses that this is reverse-engineering and a violation of the EULA, no. At least on the PSX version. I don't know about the PC's restrictions.


Quote
I have been editing materia as well. Summon materia to be precise, and I have found that the materia attributes from 0x0E-0x13 seem to be redundant. After trying to edit KotR in such a way that the player would be required to get it to level two before it could be used once, I found that I could still use it once with lv.1 KotR materia, twice with it at lv.2 and three times with it at lv.3 (when it was supposed to be once - the point of lv.3 would be to master the materia and nothing else).

I have heavy-heartedly confirmed this. This makes me sad. I figure this is another "lazy programmer" trick where they suddenly decided "they're all the same, why not just hard code it?" Lousy programmers. :( So, this makes Materia Type 3Bh into "Allows Summon [1] [AP level] times in one battle." So no Ultima/FullCure/Shield effect where you have to get to level 2 before you can summon.

2958
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-10-12 14:49:57 »
I wonder how much bugchecking they did before initial release?

Seeing as they never intended 0x12 to be h04 for any attack other than Tsunami and h03 for any other "attack" other than Vincent's Limit Breaks (etc), probably not a lot. Their bug checking probably involved making sure no player attacks had any property that were designated "monsters only" and vice versa.

2959
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-10-12 03:25:19 »
You can't go past 32767 damage because damage is handled by a 16-bit signed integer. If you try to go beyond that the data will go out of scope and cause an overflow error. This is not to be confused with the "overflow bug" that exists with the Missing Score and the Death Penalty.

Quote
I have also tried using the Sewer Tsunami animations and camera positions, but when used with Fire3 (for which the attack modifier was 00) I got the "L5 death" animation and when I used it with Ice3 the game crashed. Hmmm, something must still be going wrong.

I think this goes back to the problem with editing commands. The game knows that it's a player's magic that's requesting that animation so it tries to pull that animation offset from the "player attack" animation set. The enemies' animation for Tsunami just happens to coincide with the player's L5Death.

EDIT: I went and tested some new values for 0x12 - 0x13 based on the Limit Break info that LKM provided.
0x1A - Blade Beam  [performs [] on other row members. Sorta worked on enemy, but when cast on party member they all froze. Not the game, just the characters. Perhaps the "Blade Beam" property needs to be set {0x1A = "10111111"]
0x13 - Tifa's LBs [Bring up slots? Don't perform if "miss"? one of these two, I think.]
0x17 - Howling Moon (A0) [no effect]
0x16 - Lunatic High (96) [no effect]
0x0F - Slots ["Game Over" win battle. 0x13 doesn't change this when on magic]
0x03 - Vincent's Transformations (00,01,02,03) [Lose control of caster. ATB would fill then go to 0 as if attack had been chosen, but not performed. When forced upon vincent, he didn't transform, but the camera moved as if he were trying to perform it.]

It also doesn't seem like the "unused" target flag or properties 0004h, 0008h, 1000h, 4000h, or 8000h do anything at all. I'm still trying to figure out property 0002h's function.

MULTI-RE-EDIT: I was playing around with different possibilities of 0002h's effect and came across something odd. Normally Pandora's Box has this flag enabled. When I cast un-altered Pandora's Box on a Grangalan and it died as it was supposed to if you killed it completely before it could summon/spawn Grangalan Jrs. However, when I turned that bit off Pandora's Box and cast it again, the Grangalan Jr appeared inside the Grangalan as it was dying. The G.Jr then died as well. Maybe this has something to do with counter-attacks.

2960
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-10-11 22:10:02 »
I'm not certain adding new spells would be possible. They're all indexed. Now you COULD make a materia to enable one of the dummied attacks and give that some "magic" properties, but I don't know if it would appear anywhere on the magic menu. That would have to be edited too.

PS - This was planned to be Phase V, but deemed impossible for this reason.

2961
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-10-11 03:48:03 »
Yar, that be a lot of code, matey!

What I REALLY want is the Limit break attacks (not Tifa's, Cait Sith's, or Vincent's because those are in the KERNEL.BIN)

2962
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-10-11 00:17:52 »
I've been doing a little research on 04h; it doesn't seem to have any effect when used with fire3 or ice3 when they target both sides of the battle screen. Whether or not 04h is used, the party receives more damage than the enemies. I am going to do a bit more research on this tomorrow, but I have a feeling that the animation for the Sewer tsunami attacks that make the difference, or the "number of hits" byte at 0x13.

As I said a few posts ago, I think the effect modifier for effect 4 should be 0 or 1 at least (possibly 2 as well since there are technically 3 battle rows). I doubt any other value would work.

2963
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-10-10 22:00:45 »
I'm not surprised that 6 and 7 didn't work as I'm sure it is looking for the item list the party has. Since the enemies don't have an item list, or Gil total, then nothing happens.
1B though I figured was "escaped" since the Chocobos and the bandits use it to run away. Flagging them as dead would have told the battle engine that they were successfully defeated and the rewards would be given.

Discovered anything more about 4?

2964
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-10-10 01:51:00 »
Try these effects too:

06 Bandit: Hold-Up (steal Gil)
07 Bandit: Mug (steal item)
11 Remove target from battle and cause death
12 Remove target from battle as if escaped
1B Remove caster from battle (no reward?)

Attack Attributes:
 00 is used in quite a few monsters, but I think it's indicates a scripted effect although I can't find the scripts or the index.
 25 should be changed to Magical (Ignore def calculation)
 6A I believe is Heartless Angel (reduce target(s) to 1 HP)

EDIT: I think I just discovered what the Attack/Item property "Angel Whisper" does. It's really "Do not retarget if dead".
I set Bolt3 to this property and cast flare on an enemy in a group then told another party member to cast Bolt3 on that same enemy while Flare was animating. Bolt3 hit the target where the dead enemy was! I tried this again with an unchanged Fire3 and Fire3 re-targeted! Angel Whisper also does this. If you are about to kill an enemy and cue up some party member to cast Angel Whisper on it before it dies (and the battle doesn't end with the killing of that one enemy) then Angel Whisper will actually bring back the fallen enemy to full health.
So it's KINDA like "Miss if not dead", which can target targets with the "Death" status, but it won't miss.

I also thought I was onto something about property 0x0002 dealing with multiple targets and animations. Here's a list of Magics/E.Skills that can have it:
Code: [Select]
0x0002 Property:
Life
Life2
Confu
Haste
Slow
Death
Escape
Remove
Fire3
Ice3
Bolt3
Quake2
Quake3
Bio3
Demi3
FullCure
Ultima
All Summons (15)
White Wind
Big Guard
Bad Breath
Beta
Aqualung
Trine
Magic Breath
Pandora's Box

With the exception of Big Guard, FullCure, and Ultima, these all have a single animation for "all targets" that is different from the animation from the single target. FullCure doesn't even work with multiple targets. Game crashes.

2965
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-10-09 23:31:19 »
I wonder whether the unusual effect you noticed in "Sewer Tsunami" might have something to do with the fact that it attacks both sides, but does more damage to one than the other?

My thought exactly. In one of them the Effect Modifier is 0 and the other is 1. This probably indicates a side to take more damage.

2966
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-10-09 21:38:12 »
I have made a crude Enemy attack information viewer based on WallMarket. I'm trying to find additional effects that the characters don't use that the enemies do. Only discovered a few things so far:

Ruby Weapon's Whirlsand has "Additional Effect" 0x11. Remove target from battle?
Gighee's "Sun Diver" has "Additional Effect" 0x12. I have no idea what this does.
Ultima Weapon's "Ultima Beam" has the Unknown element. I'd call it ultima element, but the magic Ultima doesn't have it.
Aps's Sewer Tsunami has "Additional Effect" 0x04. There are two of these, each identical except for having different camera movements and Effect Modifiers. Could this be "causes double damage to row [modifier]?" because I think there's one that comes from behind him that causes him double damage and one that comes from behind Cloud, Tifa, and Aeris that causes them double damage.

Any one want this thing to help me find other missing values?

2967
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-10-09 14:39:13 »
Something I just noticed : in the Attack tab, the "Unused" box in the status field should really be "Dual" - because if you only check the already existing Dual box, the spell will make the game crash.
The Dual status works fine as long as those two boxes are checked.

Wow! That's an excellent find! I was wondering what that Unused was really for. It seems that the "Unused" flags the character as being in Dual, but the "Dual" actually does the HP draining. So "Unused" will be renamed to "Dual" and the "Dual" will be renamed to "DualHP" and will require that "Dual be checked.

EDIT: Just noticed that Items' "Restore Apply" and Attacks' "Attack Attribute" are the same things. Items' "Amount Multiplier" will be changed to "Item Strength". Because of this, Attack Attribute 0x50 is going to be "Unknown" again. :( I can't shake the feeling that it has something to do with the ATB.

RE-EDIT: This is a good day for items! Unknown 1 is "Camera"; Unknown 2 is now "Additional Effects" (as I had expected); Unknown 3 is now "Item Properties" (Identical to Attack Properties). So Item tab is all filled in terms of function. :D Values are still a mystery. I'll upload the newest version 0.9.10 (not to be confused with 0.9.1) after I'm finished writing an updated Help file.

2968
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-10-09 12:09:16 »
Not with this. This is just a kernel editor. I believe that to be a battle engine issue. I don't know how to edit that. It's either hard-coded into the executable (likely) or it's part of battle.lgp, which I'm not going to touch. You'd have to change the way the battle engine responds to the 0x1B command...or any command I guess. I suppose this could be tracked with a debugger, but I don't have any experience with those and wouldn't really know what to look for.

2969
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-10-09 05:51:32 »
Glad to see that all my fans are happy about this. :)

Semi-sad/semi-breakthrough news:
Good News: I have decoded the Command tab values! :D
Bad News: Editing them would be mostly worthless. :(

Here's why:
The format for the command codes in KERNEL.BIN0 are thus:
Code: [Select]
Byte 0x00: Cursor Action:
0x00: Character
0x01: Magic Menu
0x02: Summon Menu
0x03: Item Menu
0x04: E.Skill Menu
0x05: Throw Menu
0x06: "Limit"
0x07: Enemy
0x08: W-Item Menu
0x09: W-Magic Menu
0x0A: W-Summon Menu
0x0B: Coin Menu
0xFF: Untested, might cause crash
Byte 0x01: Force Target
Byte 0x02: NULL (0xFF)
Byte 0x03: NULL (0xFF)
Word 0x04: Force Camera (Single)
Word 0x06: Force Camera (Multiple)

Looks good, right? I tested quite a few of these and was quite satisfied with the results as they gave me what I expected. So now I can change "Attack" into "Limit" right?! . . . No. This is the bad news.
While it LOOKS like you could easily change "Attack"'s leading byte of 0x07 to 0x06, this does not change the behavior of Attack. First of all, the game is hard-wired to know that "Attack" is "Attack". Even if you bring up a W-Summon Menu it will still attack. After an object (magic, summon, item) is selected, only a pointer to that item will be returned to the battle engine. The battle engine is programmed to know that Command 0x03 is used to cast magics so if you try to summon something or throw an item, it will only cast the magic in the position of the summon or item in the menu that was brought up.

Example to demonstrate what I mean: I changed "Magic" to bring the "Summon" menu. I wanted to summon Titan. In the list of summons, he is number 5. However, the number 5 is returned as being paired with command 0x03, which the battle engine understands as "Magic". So instead of trying to summon Titan, it performed the magic that is number 5 on the list, which happens to be Poisona.

Still, being able to edit this will not be ignored nor considered a waste of time. The Force Target worked rather well. When setting this to 0x97 (pick one random target from ALL enemies), EVERY magic attack picked one random enemy even though the targeting information of the attack was different. In a few cases, I tried to cast cure on one of my party members and it cast cure on a random monster. I tried to cast Ultima and it only hit one random monster. :D Pretty fun no?
I still also believe that those NULL bytes still have some function. In fact, I refuse to believe they're worthless.  I know that it's not Index, MP Cost, Element, Attack Properties, Sound, Status Changes, Additional Effects, or Attack Attribute. It MIGHT have to do with linked materia.
My theory about these is this: These eight bytes (or at least, the last seven) are a sort of template of things to pass to the battle engine. When an object is selected (be it magic, summon, item, monster, or player), data appropriate to this action are copied into this string and sent to the battle engine to handle. I know that setting byte 0x01 overrides ANY targeting information the attack might have, even if the cursor only points to a single target on the opposite side of the field. Now it's possible that these two NULLS deal with multipliers (which I'd have no way of tracing). Even playing around with different values in these I could never see any difference in the way the battle occurred.

Yet another tiny update: Additional Effect 0x23 on the Attack Tab should read "Receive no Gil from enemy hit by this attack".

2970
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-10-08 21:45:47 »
Kernel.bin2/3? Hmm... Most of that information is quite incomplete in the wiki. I'd have to go through it on my own to determine what it all means unless someone can provide a whitesheet with that kind of stuff on it.

3 looks easy enough as it's just a blank portion of a savemap (which has pretty complete information).
2 would be significantly harder without more precise definitions of things like "Character Data", "Stat Curve", and "Character AI".
The other sections were cake walks to the challenge that these two would provide. I really wanted to finish them before releasing the first version, which I believe I have. I just need values for those first two bytes of the commands and I'll rework it again. :)

I'd expect that it could take another month before I'm ready to for testing on 2 or 3. There are at least 6 sections covering 64 bytes in the save map 3 contains that are not identified. Not to mention that each character map has 4 bytes that are still unidentified. That's a rather large amount of "Unknown data" present, but it's still possible. It will require a lot of boring/tedious play-testing to nail down some of the differences.
Let me "re-coup" from Wall Market and make sure it's accurate before I start on adding more to it. :) Rest assured, I do intend (as I always have) to do this.

2971
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-10-08 20:42:42 »
#Status attack for weapons (at 0x05) only goes up to 11 (MBarrier). I think that any status can go in here; I've had berserk (17h) and Paralyse (19h) work before (although their success rate is low, which may explain why it was thought that they don't work).

#It seems that MP cost for attacks is controlled by one byte; when I tried to make some attacks cost more than 255MP, the cost overflowed: setting the cost to 300MP will make it cost 44MP in the game.

I've made these changes and updated the executable on FileFront. Only five downloads have occured to this point so I don't think too many people will explode over there being an update so soon. :)

Thank you all for your positive reactions to this! I have to admit, I wasn't sure what kind of response I'd get from this. Even when I began this project I was sure that there was something like this already and someone was going to say "Why did you do this when [This program] does it too...and better?" That would surely have ruined my last two weeks. LKM, your reaction to this was particularly amusing. :D

CyberPirate, unfortunately the Command tab cannot be edited YET. When that happens I'll bump this version up to 1.0. I'm still trying to identify those first two bytes and I think I'll have it.

I just noticed that one of the item effects is mislabeled. 0x50 is labeled as "Raises Stats" when I believe 0x00 actually should be "Raises Stats" and 0x50 should remain "Unknown". This is minor and not worth an update yet.

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Troubleshooting / Re: Strange FMV cutscene behavior
« on: 2008-10-08 17:38:07 »
And I did answer this same issue several times in this forum. Maybe you used the wrong key words.

Indeed I did. After searching for "splitter" I found quite a few topics on this. I thought my problem was unique to Vista since it didn't happen on the XP machines I'm running. Now I understand why. I had to install K-Lite to get the movies to work in the first place. I don't think any of the stickies or "getting it to run" instructions that I followed ever mentioned an AVI splitter.

2973
Troubleshooting / Re: Strange FMV cutscene behavior
« on: 2008-10-08 16:49:05 »
I did search and didn't find anything. Where is it?

The only option I see involving the Haali Avi Splitter is under "Reset to recommended settings" and that didn't help. There's a Disable AVI Splitter (Gabest) option, however.

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Third double-post in this thread, but I can't think of a better way to get people's attention to this new development:

http://forums.qhimm.com/index.php?topic=7928.0

Have fun.

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Now this really can edit virtually all bytes of the KERNEL.BIN and kernel2.bin (at least, to the best of my knowledge). In case something is wrong (I'm almost sure something will be), let me know. I cannot stress enough to make backups!!

Note: All discussion of Proud Clod has been moved to this thread.

WallMarket 1.4.5 is here!!
Mediafire Mirror

Few more bug fixes. Attack Damage formula is handled differently as is Materia Type. Materia Links should be easier to manage too.

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

Blog.

Optional:
Included .dat file. This file contains all the display characters and battle script addresses and their values. If you decide to change the character set, update this file. If this file is not present in the same directory as WallMarket.exe, then WallMarket will use the standard FFVII display characters. Also, disassembly will not display functions of known address values. If you discover the function of an unknown value, add it to the bottom of the file (or anywhere after the first 256 lines) in the same format as the rest of the addresses:
<4-digit hex address>|<function>
and it will show up during disassembly.

Images: (no longer completely accurate, but close enough :D )
Command: http://img110.imageshack.us/img110/7498/commandtablf4.png
Attack: http://img110.imageshack.us/img110/4/attacktabof6.png
Initial Data/Character Data: http://img176.imageshack.us/img176/3476/initialcharacterdataot2.png
Initial Data/Party Data: http://img185.imageshack.us/img185/1170/initialpartywz7.png
Initial Data/Character Growth: http://img8.imageshack.us/img8/7586/charactergrowth.png
Initial Data/Curves: http://img8.imageshack.us/img8/8121/curves.png
Initial Data/Character AI: http://img228.imageshack.us/img228/6392/charainew.png (Not taken directly from WM, but looks the same)
Initial Data/Random Numbers: http://img8.imageshack.us/img8/8501/randomnumbers.png
Initial Data/Scene look-up: http://img8.imageshack.us/img8/7484/scenelookup.png
Initial Data/Spell Order: http://img8.imageshack.us/img8/7274/spellorder.png
Item: http://img110.imageshack.us/img110/9983/itemtabnl1.png
Weapon: http://img110.imageshack.us/img110/6761/weapontabne5.png
Armor: http://img110.imageshack.us/img110/7611/armortabpm3.png
Accessory: http://img110.imageshack.us/img110/5271/accessorytabgv5.png
Materia: http://img110.imageshack.us/img110/6660/materiatabxs1.png
Key Item Text: http://img110.imageshack.us/img110/2026/keyitemtabwb3.png
Battle Text: http://img118.imageshack.us/img118/3682/battletexttabot1.png
Summon Attack Names: http://img118.imageshack.us/img118/364/summonattacktabxr0.png
Raw Data Window: http://img118.imageshack.us/img118/9242/rawdatawindowcb7.png


All the information for this program is described in this thread. In a nutshell, this can edit in-battle information on attacks, items, weapons, armor, accessories, and materia! Want to make a potion heal 1000 HP? Easy! Want to make Bahamut ZERO hit all targets, party and enemies alike? Simple! Want to make casting Ultima end the battle without rewards and be holy elemental AND cause poison, silence, and darkness? No problem! Want to make Buster Sword have 8 linked Materia slots with triple growth? Piece of Cake! You get the idea by now, I hope. ;) Almost any effect any attack has can be given to another. Any weapon can be modified to be equipable by another party member (may cause graphical errors . . . haven't tested this much). Armors can be changed to raise stats very high or not at all. Accessories can be changed to nullify any elements and block ALL status effects. Materia levels can be increased or AP requirements decreased!
I could go on and on about what this can do, but I'd run out of space! :D Just download it for yourself and see!!
Always keep a backup, unmodified KERNEL.BIN in case some change causes the game to crash. Every modification of known information I've made has successfully been reflected in battle.

Features:

    * WallMarket will detect if the PC version exists and will initially point to kernel directory
    * Finally updated that help file
    * Can edit all parts of KERNEL.BIN!!
    * If you can call this a feature, it now requires Microsoft Visual Basic PowerPacks 1.2 or higher.
    * Can edit Character AI and moderately accurately disassembles into something readable similar to C or Java.
         NOTE: Disassembly not always accurate. I can't get it much more accurate than it is now so don't contact me about it unless it crashes during disassembly.
    * Forgot to mention that it comes with a WallMarket.dat file that contains the text and script address functions. Doesn't handle multi-character font values yet. Still working on that. Rather, it will read the multi-characters and display just fine, but it won't save them back the way you'll expect.
          o Actually saves now. Stupid 1.1.8.2 was written to account for the Read-Only flag, but didn't save if it wasn't on. Talk about embarrassing.  :oops:
    * You can now save changes in a smaller file that can be distributed and applied to other users' KERNELs via WM. Best part of this is that the changes will stack! You can load one file that changes names, then another that changes data and both will take effect!
    * Fixes some string issues related to AI Editing
    * Smaller file size and virtual footprint
    * Attack Damage is split in two. This offers more variety to attack types.*new*
    * Materia type is also split in two. This is likely going to be more confusing than before, but it's meant to be wholistic.*new*
    * Fixed Initial Materia AP not saving when clicking on materia picture as well as a few other things.*new*
    * Limited size of PC text so it will warn you if you exceed the game's maximum allowed size. *new*


Note: Most information is known, but not all. If you have any information on unknown values please let me know by replying to this or PMing me.
Also keep in mind that I intend to continue updating this with relevant information so this is not the final version.
Note2: zlib1.dll needs to be in the same directory as WM or in the WINDOWS\system32 directory. If you get an error during KERNEL.BIN creation saying it can't find zlib1.dll, put it in the same directory as WM.
Note3: Filefront was saved so the links to the Filefront files has been restored and I'll be staying with them.
Note4: Comes with an incomplete readme with opcodes and such.
Note5: To delete scripts, highlight the script section ("Pre-Battle", "Main", etc) and press the Delete key on the keyboard.
Note6: For questions about animations indexes, read this thread first. It will likely answer most of them.

PS - In case anyone is having problems with the new version, sorry. The old versions are dead. :(


I've gotten a request or two for this. It's a basic LZS Compressor/Decompressor that's designed to work with FF7 LZS files and largely based off the LZS compression WM uses for the PCs kernel2.bin file, but optimized for larger files. As far as I can tell it works fine and usually compresses better than Qhimm's method which is really just designed to work with the PC version so size wasn't an issue. In the few tests I've made with this prog, it decompressed all tests successfully and re-compressed them to be smaller than the original LZS file. These newly compressed files were then decompressed and shown to be identical to the first decompressed file. Tests went like this:
File.LZS -> File.Dec -> File2.LZS -> File2.Dec
Size of File2.LZS < Size of File.LZS    AND    File.Dec identical to File2.Dec
Basically, that means it'll work for PSX modding too since they can be injected into a disc image without rearranging file locations. The prog comes with a basic readme as well that should explain how to use it.

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