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FF7 Tools / Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
« on: 2020-05-02 01:59:09 »
@jons Be Sure to check the save location changes checkbox on the location tab Before you change the location to the debug room
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I'm trying to update the Sector 7 - Sum Progress field in the game progress tab to "The Pate is Falling" but it always goes to "Initial Settings". Is this a glitch? Can this field be set?Yes and I have fixed the error. Please try the newest Continuous build. It should write it correctly now. I may have not fixed the display code.
thank you very muchGood to know. I'll Keep the building the 32bit version.
it runs
Windows 7 Ultimate 32-bit OSI have updated the build to build a 32 bit . (still fails on XP )
already tested the newer version 1.10.0 I already showed in the link from https://imgur.com/I3ODTGi
Hi!Use checksum to extract your saves. Switch saves are the same as a PC save and there is no region difference. If you continue to have issues please provide a link to your unedited save file.
Thank you for your work, sithlord48.
I use the Nintendo Switch version of the savegame but I face some issues. It seems like the byte offsets are different (maybe it is region related, I use the EU/German version) because I get shown different levels for the first character and artefacts of the texts in the savegame loading screen after modding.
I tried the new 1.10.0 with official Switch support
It seems like the Bytesize of the original savegame is: 65.109 Bytes
For the modified one it was bigger (Unfortunatelly I cannot see the original size)
Thank you for your support
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I assume it's a PC decompressed format (don't remember who said that to me). If there are headers or hashes, I have no example of that.The ps4 exports for ff7 are around 10MB of crypto blob . Inside I'm sure its just PC save(s). You might want to check this if you can for the ps4 version.
QString name = ff7->region(s).mid(0, 12);
name.append(QTextCodec::codecForName("Shift-JIS")->fromUnicode(ff7->region(s).mid(12)).toHex().toUpper());
How do you write to PS4 saves?
- Adding ability to export one save of the list to PS4, Switch or PS3 formats (not just PC format)
So if your intent is to improve other languages what you want to do is find the original images and upscale and redo from there. i cannot remember the command offhand that will export the png files but that is what you want to doYou can do this with aali's driver. Add the option
save_textures = onto the config file and every texture it loads it will save to the mod_path.
HeyOh good catch, Looks like i missed that one, Also missing the Underwater Huge Materia.
I would like to request to add in the key items for fort Condor please on this editor
thnaks
Do the editor programs for FF7 use "Java"?IDK that any use Java I know these are used: C , C++ , C# , VB.Net, Delphi , Python by various ff7 tools.
any help regarding to remastered for ps4?The short answer is No. The more technical answer is the saves for ps4 are wrapped in encryption and that needs to be removed before the saves can be edited. The ps4 copies are the same as the PC versions.
The saves from Remastered FF8 and Steam original version are different files. I wonder if Hyne works on FF8 Remastered save files.