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Topics - Xifanie

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General Discussion / FFIX Hot & Cold / Confusing hole data
« on: 2020-10-19 16:56:43 »
I wanted to make the minigame easier, but all I managed was to hack the starting timer.

Before the mountain upgrade, the hole ID generated only seems to be from 0x01 to 0x08. The hole ID is stored at 0x80077E85. The game seems to use different sets of holes depending on how many items you've dug up so far.

I have no idea what I'm looking at, tbh. I tried editing the values, and I'm getting weird stuff like menus popping up, the timer freezing and teleporting chocobos when I hit the right spot to dig an item up. This data, with pointers, starts at 0x800FCC36.

Chocobo's Forest 1st item hole data
000102030405060708090A0B0C0D0E0F101112131415161718191A1B1C1D1E1F202122232425262728
Hole 0x0105DD2F7D0100177D0100247F02170005DA06DA082C7F05D1257D01002C7F05D2257D00002C7F014801
Hole 0x0205DD2F7D0200177D0100247F02170005DA06DA0A2C7F05D1257D02002C7F05D2257D00002C7F011F01
Hole 0x0305DD2F7D0300177D0100247F02170005DA06DA0C2C7F05D1257D03002C7F05D2257D00002C7F01F600
Hole 0x0405DD2F7D0400177D0100247F02170005DA06DA0E2C7F05D1257D04002C7F05D2257D00002C7F01CD00
Hole 0x0505DD2F7D0500177D0100247F02170005DA06DA102C7F05D1257D05002C7F05D2257D00002C7F01A400
Hole 0x0605DD2F7D0600177D0100247F02170005DA06DA122C7F05D1257D06002C7F05D2257D00002C7F017B00
Hole 0x0705DD2F7D0700177D0100247F02170005DA06DA142C7F05D1257D07002C7F05D2257D00002C7F015200
Hole 0x0805DD2F7D0800177D0100247F02170005DA06DA162C7F05D1257D08002C7F05D2257D00002C7F012900
Hole 0x0905DD2F7D0900177D0100247F02170005DA06DA182C7F05D1257D09002C7F05D2257D01002C7F010000

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Gameplay / [FF7-Steam] Encounter Rate adjustment
« on: 2016-03-16 12:43:19 »
Dedicated to my wife who hates random battles with a passion~
With this, you can adjust the encounter rate to be anywhere between 0 and 7 15/16th times what it is in the original version.

I might do this for the PSX version too if I can find where the hell I put my FF7 images and if there is demand (I'm a lot more used to hacking PSX games so this would hardly be an issue).

For the Steam version: (hex edit the values at the given addresses in ff7_en.exe)

Active Encounter Rate (Cheat Engine address, 0x00-0xFF)
FF7_EN.exe+9BCAD9

Base Encounter Rate (0x00-0x7F, normally 0x10)
0x1CA644
0x1CA658

Min Enemy Away (0x00-0x7F, normally 0x02)
0x1CA650

Max Enemy Lure (0x00-0x7F, normally 0x20)
0x1CA66B
0x1CA67F   
0x1CA688
0x1CA692

3
Gameplay / FF8 Events
« on: 2015-09-18 16:37:57 »
Hello,

I'm extremely familiar with FFT events, as you can see from all this information I compiled: http://ffhacktics.com/wiki/Event_Instructions

My goal? Removing the "Junction remove" before/during/after Laguna dreams. Which from what I investigated yesterday, is actually characters being kicked out of the active/passive party, and thus have their GF and all their junctions removed. So I'd like to find out that instruction and play with it... I'm thinking that ideally, I'd want "present" characters to still be available for junction-switching, so it allows you to have access to all your GFs/magic without destroying your carefully set junctions.

Does anyone have any information about FF8's events? I want to edit the steam version, but debugging the PSX version would be so much easier, so knowing the event data offset in RAM for PSX would be awesome.

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