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Messages - mav

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1
Version 1.2.0 dropped!

* Feature: Save State manager! I've polished this feature a lot and it now works across fields, saves are also saved between app launches. Demo video



* Fix: issue with editing enemy details / killing enemies has been resolved
* Fix: reworked how the app connects to the game, hopefully it will not disconnect after some time anymore

2
Github save of the wiki: https://ff7-mods.github.io/ff7-flat-wiki/

Do you know who manages this repo and would they be willing to update the mirror? There's a lot of FF7 related updates to the wiki that it's missing.

3
The code to apply critical damage is shared for both allies and enemies, it happens at 0x5de697:

Code: [Select]
        005de697 8b 55 f4        MOV        EDX,dword ptr [EBP + damage]
        005de69a d1 e2           SHL        EDX,0x1
        005de69c 89 55 f4        MOV        dword ptr [EBP + damage],EDX

Changing that to do 150% would require a lot of rewriting because as far as I'm aware you can't multiply by 1.5x in a simple instruction like binary shift left.

4
Hello, thank you very much but I have a question. I think that data is for the 7thHeaven .exe because my .exe only goes up to 0061xxxx. I don't use 7th because I like to manually edit some things in the exe like the limits and 7th changes the exe for me, so I chose to use the .iro to unzip, install everything manually and make whatever changes I want to the exe that way. So would these changes be possible in the base Steam .exe?

No, these are for the Steam .exe but postscriptthree used the hext format for them which use the addresses as they're laid out in memory. If you want to patch your exe directly in a hex editor just subtract 0x400C00 from these values. For example the first byte to change in the item pickup limit is at 0x2CB481 (originally it's 0x63 which is 99 in decimal).

5
FF7 Tools / Re: [PC] Ultima - Real-Time game hacking tool
« on: 2025-01-17 12:45:40 »
Version 1.1.3 dropped!

* Fix: the PHS dropdown was not showing party members
* Feature: PHS and Party slot dropdowns now show actual character names from game's memory
* Feature: ability to instantly set your limit bars to be either full or empty (both in and outside battle)

Edit:

Version 1.1.4 dropped!

* Fix: display of party member names in the party dropdowns when they're too long
* Fix: when changing party members while in the menu it will now refresh automatically to show the new member portrait and their stats

Version 1.1.5 dropped!

* Feature: show field names for wm* destinations in the Warp to Field dialog
* Feature: add a "world map" destination when warping to fields that have entry points from the world map
* Fix: toggling the limit bars outside battles now works in all cases
* Fix: display field id properly for wm* fields

Version 1.1.6 dropped!

* Feature: added keyboard shortcut remapping
* Feature: remember last used hacks between app launches
* Feature: automatically apply hacks between game restarts

6
FF7 Tools / Re: [PC] Ultima - Real-Time game hacking tool
« on: 2025-01-12 06:07:37 »
Version 1.1.0 dropped!

I did some plumbing work that enabled me to add one major feature (and a lot more in the future):

Add/remove inventory items and materia, including custom modded ones



This one is pretty self-explanatory, it lets you add (or subtract) any quantity of items/equipment to your party. It works by reading the available items from the game's memory so it works with any mods that modify your equipment.

It also lets you add any materia (again, including custom ones) optionally setting its AP value.

Edit: Version 1.1.1 is out!

* Fix: looping sounds that persisted after warping from some specific fields (like canon_1 or tin_2)
* Feature: key items management:



Edit: Version 1.1.2 is out!

* Feature: global keyboard shortcuts to access common actions like end battle, speed 4x, skip FMV, etc.
* Feature: full cure and status clear for the whole party, accessible via keyboard shortcut

7
FF7 Tools / Re: [PC] Ultima - Real-Time game hacking tool
« on: 2025-01-08 20:37:58 »
I figured the problem, when you click out of the final fantasy 7 game on steam the game still plays but the music stops
is there anyway you can fix that problem on your program please
and is there anyway you could allow us to fix the battle music as well while being on the world map please

I will look into fixing these in the next releases. In the mean time:

Version 1.0.9 dropped!

Since 1.0.6 the following changes & fixes have been implemented:

General
- added version number to the status bar and a simple About dialog
- fixed a couple of UI bugs and made it clearer when a value can be clicked to edit
- added a picker with a list of game moments to choose from
- ability to change current party members
- editing in-game time now accepts time in format [HH:][MM:]SS

Field
- fixed some UI bugs in the Warp to Field dialog
- "Warp to Field" now also works from the world map
- you can now edit field model coordinates and direction

World Map
- added "Super Speed" option for 6x the normal movement speed
- fixed editing world model coordinates

Battle
- fixed a bunch of battle descriptions in the Start Battle dialog
- chocobo rating is now set up correctly when starting a chocobo battle
- added a picker for battle music when starting a battle from the field

Thanks to Phantasm and others for testing and feature ideas!

8
I decided to sit down and finally once and for all reverse the enc_w.bin file and the code for triggering encounters on the world map. I've created a new wiki page to document all my findings, the link is below.

Long story short, the initial 160 bytes that were previously unknown contain two sections: Yuffie / Mystery Ninja encounter map (it maps Cloud level to scene id for Yuffie encounters) and Chocobo rating map (maps scene id to chocobo rating).

Link: https://wiki.ffrtt.ru/index.php/FF7/WorldMap_Module/Encounters

This would not be possible without the information everyone in this and other threads compiled before me. This includes Terence Fergusson, codemann8, DynamixDJ, JBedford and others.

9
General Discussion / Re: Location of limit break data
« on: 2025-01-01 17:34:36 »
If you want to access these values from the script then I believe it’s not possible. Field script can only access variables from the memory banks the devs specifically defined for that purpose. The character data lives outside this memory region.

10
General Discussion / Re: Location of limit break data
« on: 2025-01-01 13:39:26 »
This info is stored in the Savemap Character Records per each character:

Code: [Select]
Offset Length Description
0x0E 1 byte Current limit level (1-4)
0x0F 1 byte Current limit bar (0xFF = limit break)
0x22 2 bytes Learned limit skills bitmask
0x24 2 bytes Number of kills
0x26 2 bytes Times limit 1-1 has been used
0x28 2 bytes Times limit 2-1 has been used
0x2A 2 bytes Times limit 3-1 has been used

In memory, the Savemap on PC is stored at address 0xdbfd38, and character records start at offset 0x54, each record is 132 bytes long.

11
FF7 Tools / Re: [PC] Ultima - Real-Time game hacking tool
« on: 2025-01-01 11:11:16 »
Version 1.0.6 dropped!

New features:

Chocobo tracks indicator



When you step on a triangle that has "chocobo tracks" flag set (meaning you can catch a chocobo there) a little chocobo icon will show up in the Location & Terrain section.

Camera tilt/zoom controls



Video of the feature in action

Few days ago I finally figured out some previously unknown world script opcodes and during this process I found out, that the game has some "hidden" mechanics to control the camera zoom and tilt, which it almost never uses (the only meaningful spot it's used is during the cargo ship sailing scene). So I've added a way to control these parameters from Ultima, and it's very fun to play around with, you can get some very interesting and unique camera angles.

12
FF7 Tools / Re: [PC] Ultima - Real-Time game hacking tool
« on: 2024-12-30 07:06:21 »
Glad you liked the tool :). As for world map, the location name is actually quite easy to track (you're right, it's a property of the triangle the current player model is standing on), I'll add a display of it to the next version of the app.

Edit: I've just released a minor update with the following changes:

Battle

- show chocobo rating when fighting a chocobo
- button to instantly kill a character

World

- show current location (region) name

13
FF7 Tools / Re: [PC] Ultima - Real-Time game hacking tool
« on: 2024-12-29 20:50:06 »
New version released with two cool features:

Warp to Field:



As the name suggests it lets you to warp to any field in game - just click the Field ID row on the Field section in the app. Additionally it lets you to pick your destination, sourced from a list of possible destinations gathered from other fields that link to the one you want. This way when you warp to a field your model will not be softlocked at some random coordinates.

Save states (very experimental!)

This feature lets you create a save state and then load it back quickly. It's different from the normal save game mechanic, because it preserves script state (and everything else). So you can create a save state literally during a cutscene and then load it back perfectly fine. The catch is it currently only works when you don't leave the field level where the save state was created in. If you do leave, even if you come back, loading the state will crash the game.

In future I want to make this feature more stable and work across fields, but I'm not 100% sure whether it will be possible to do.

14
FF7 Tools / Re: [PC] Ultima - Real-Time game hacking tool
« on: 2024-12-27 07:08:56 »
If you experience crashes please let me know which game version you’re on, are you running the game via 7th Heaven and whether you’re using any mods (and which ones), FFNx version if you’ have it, etc. Also please post what function of the app you were using as the crash happened.

I am planning to add an option to warp to any field level. It’s more complicated than teleporting on the world map because for each field level you need to set proper coordinates for the player model, otherwise you’ll get soft locked.

Changing party stats out of battle is currently out of scope for this app since Black Chocobo can already do that when you load up your save file. I might add this option in future but it’s lower priority for me.

Adding items and materia is also something I’m thinking about but not sure exactly what would be more useful: “give me all items/materia” OR “give me a specific item/materia”.

15
FF7 Tools / Re: [PC] Ultima - Real-Time game hacking tool
« on: 2024-12-26 17:34:29 »
Great job on this tool

do you think you could make a tool for final fantasy 8 and fantasy 9 1 day please

Thanks, I don't have any plans working on FF8 or FF9 at this moment, it would be a very long process for me as I have way less experience with these games when it comes to how they work internally.

In other news I've just updated the app with an upgraded World section, now it shows the world map with current model and all vehicles/weapons marked on the map, and you can click on any place on the map to teleport to it instantly:


16
Ultima - Real-Time FF7 PC Editor


If you've ever wanted to edit/hack Final Fantasy VII PC while playing the game then Ultima is the app for you. Its goal is to aid programmers, modders, challenge runners and people in general learning about FF7 internals, or if you just want to goof around and kill Emerald in one hit.

It can, among others, do the following things:

General stuff
  • Display and edit basic game information (game moment, Gil, GP, battle count, escapes, etc.)
  • Edit PHS status and Menu locks/visibility
  • Change game speed
  • Auto-skip intro videos (Squaresoft/Eidos logos)
  • Option to not pause the game when unfocused
  • Disable random encounters or make them happen constantly (both field and world)
  • Add/remove items and materia, including custom modded ones
  • Change party members (or set party slots as empty)
  • Common actions are accessible via global shortcuts (which are re-mappable)
  • View and edit Field/World variables as raw decimal, hex or binary values
  • And more...

Battles
  • Start an arbitrary battle both from the field and the world map
  • End a battle immediately (resulting in an escape or a win)
  • Toggle invincibility for allies
  • Instant ATB - no waiting for commands
  • Set the limit bars to full/empty
  • EXP / AP multipliers (also possible setting them to 0 to disable the level ups)
  • show and edit ally and enemy information (HP, MP, statuses, ATB), instant kill button
  • show enemy stats, elemental affinities and item drop/steal rates (basically built-in basic version of the FF7 wiki)
  • view chocobo rating during battle

Field
  • show current field ID, step ID, step fraction, danger value
  • warp to any field and pick valid destination coordinates from a list of destinations
  • enable/disable character movement
  • display a list of field models with their coordinates
  • save state manager - works even across different fields!

World
  • show current model's position and triangle information, and current region name
  • show an indicator when walking over chocobo tracks
  • view the world map with all relevant models marked on it
  • ability to click on the world map to teleport to that position
  • view a list of all loaded world models and edit the coordinates
  • custom zoom/tilt camera controls

The app also comes with an auto-updater so when I release a new version it will get updated automatically.

I've spent a bunch of time working on this app and I really hope you will like it. Also, I have a lot of plans going forward with it, it's not by any means finished, I've just felt it's at a point where I can confidently call it a 1.0 release and show it to everyone.



Note: I am of course aware of the existence of Ochu, which was a big inspiration in making this app. While Ochu is great and I used it extensively, I've also noticed where it was lacking. It sometimes failed to connect to the game. Sometimes it hanged and required a force quit. The UI was something almost no one could understand without reading the manual (some people *still* don't know you can actually edit values with Ochu and not just view them). Finally it was lacking few features that I really wanted, like the ability to start any battle at any time (also on the world map) or view and edit ally and enemy statuses.

17
Announcements and site development / Re: Forum upgrade
« on: 2020-06-19 07:00:23 »
Doesn't change the fact that installation and management of certs remains a pain in the butt.

Except it really isn't. Let's Encrypt provides a tool that lets you install the certificate in literally few minutes if you have proper access to the server. You can even add it to cron so it auto-renews itseft. And many shared hosted providers have an option to do all that for you automatically.

At this point there isn't really a reason not to have SSL on your site (unless you just don't have the access to SSH on the server or your hosting provider doesn't give you the option). If you don't care about the security of your account on Qhimm's that's fine, but other people might. Plus SSL is required if you want to switch your server to use http/2, which is a major upgrade to the protocol and makes everything load faster.

Btw the new theme looks really nice :). The only change I would make is to replace the top background image with something more FF themed, I posted a suggestion on Discord.

Edit: Now I see that we could probably also use a new emote pack because this one isn't really compatible with a dark theme, the edges of emotes show spill of the white background.

18
Troubleshooting / Re: Mega-All removing functions
« on: 2020-06-17 10:48:27 »
i know black chocobo has a hex editor tab but wasnt able to find a line starting with 0x in it.

This is not something you can alter in Black Chocobo, because it only works on save files, and what you're talking about is code that is stored in the game's executable - ff7_en.exe.

If all that you want to do is restrict yourself in a hardcore run why not just remove the Mega-All and not use it, and use Master Magic+All instead? It would mean that you have to edit field files to put the Master Magic back into the game, but that should be quite easy to do with Makou Reactor.

19
Try setting it to 302, this is the value the prison field is setting after you've done the talking.

20
I prefer a game that has quality - the original game is leaps and bounds ahead of this ... thing.  We shouldn't accept mediocrity at $60 a part.

How you can pass judgements saying that it's 'mediocre' without even playing it is still a bit beyond me.

This game has quality. Playing it was a great emotional roller-coaster for me. I laughed, I cried, I was excited, confused, sad and then happy. Easily worth $80 I spent on it. I'm almost 50 hours in and I'm still having loads of fun with it. If next parts are anywhere as close as good as this one, I will buy them without a blink in the eye.

21
Team Avalanche / Re: Project Edge (Jusete's field scenes)
« on: 2020-04-16 13:46:35 »
I agree with SoulEvan, while it looks awesome the lightning seems a bit off. I imagine the player model would stand out a lot on it when running through the stairs.

22
People are pissed off at the lie, not at the new game. They asked for a remake for 18 years and it was promised as such for the last 5 years. Now we're getting a reboot instead.

Did they promise a 1:1 remake, though? I know I personally didn't expect one, from the first trailer it was pretty apparent that they will take many liberties in terms of the story and combat, so that's what I was expecting from them for last couple of years.

I'm more aligned to this. I have enjoyed the FF7:R (mostly) for its moment in time, but I still believe another 20 years from now the original will be dearest to my heart. The reason we continue loving certain things in life is from its original experience we had with it.

Agreed, that's the case for most of us who played the original when we were young, so nostalgia drives us. This is a totally new game that couldn't possibly bring us the exact same feelings like the original did. But for me personally it came really close. Especially the music got me real hard.

23
"the only thing" - retconning the entire story / making it a crazy illogical sequel is somehow a minor thing that couldn't possibly piss people off.

Being pissed at some company releasing a new game is something I just can't understand. It's a new game. If it's not right up your alley then just don't play it, but also don't piss on people who did and did enjoy the experience. They didn't destroy anything. They didn't take down the old game from the stores and remotely uninstalled it from people's computers. They've just released a new game in the FF7 universe with the same characters and mostly similar plot elements. And it's not that they've promised us they will release a remake following the original story 1:1. From the very beginning they showed that they want to reimagine the original story and that's exactly what I expected from it, and got in the end. Sure, having the original FF7 with updated graphics and sound would be nice, but in my humble opinion what we got is much better than that. If I wanted to play a game that's exactly like the original but with better sound and graphics I can still play the original with community mods :).

24
Just finished the game and figured I'll finally check this thread to see what others on these forums think about it. Honestly I'm pretty surprised at the amount of negativity and even hostility some people here have towards the remake, its creators and fans who enjoyed it, all that mostly coming from folks who didn't even try the game and base their whole opinion on watching trailers and bits of gameplay by someone else. I would expect this level of discussion in a Youtube thread, not on Qhimm's.

If anyone cares here are my 2 cents about this game, coming from someone who's beaten the original several times both back then and recently, watched dozens of hours of videos and streams about it and spent hundreds of hours translating, modding and making tools for it. I'm obviously a big fan of the original game. It's not an exaggeration to say that it shaped me as I am today, because it sparked my interest in programming, which led me to choosing programming as my future career. Also let me just preface it by saying that I believe that what you expected before you even saw it will hugely affect whether you will like the final product. For me, from the very beginning I didn't really expect much of this game, knowing the Square Enix of today. What I expected was a new game in the FF7 universe, a reboot if you will, with modern graphics and mechanics. I just wanted a fun game that would make me nostalgic a bunch of times about 1997. And with that in mind Square delivered, and exceeded my expectations.

First of all I love almost all story changes. Almost all of them fall into one of two categories - expanding on something that was only hinted in the original or totally new elements that still fit the overall narrative. The only two things that doesn't fit them are the Watchmen of Fate and what happened in the last 2-3 hours of the game. I'm still not sold of those, but I'm open on learning more about them.

From a technical point of view this game looks and sound beautifully. Seeing some places make your jaw drop (note that's coming from someone who bought a PS4 Pro just for this game, so I don't have much comparison to other games). Music is beautiful and very thematic, it changes dynamically based on situation - for example in boss fights music will change pace as the battle progresses. Voice acting is superb (reading that someone said it's "objectively" bad made me chuckle), especially Barret's voice acting. And last but not least - the menus are SUPER fluid. They are a joy to work with. Even if the UI can't keep up with you game will still register your button presses and you can fly through the menus one you learn their layout.

Overall my personal score of this game is probably around 9 out of 10. It's not perfect, it has its flaws, both story-wise and technical flaws (I did encounter one game-breaking bug plus there were some texture issues here and there, but nothing major), but for me personally, it was totally worth the money, and I'm excited to both play it more on Hard mode and to see the next parts when Square finally releases them in 5 or 10 years ;D.

25
To be honest I didn't test that third map yet, I'll have to check that out. Recompiling doesn't recreate world lgp file perfectly like how it was originally because of some weird rules Square used when they've originally created it, so the game might not like how this particular world map was recreated.

Thanks for the report!

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