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Topics - Armorvil

Pages: 1 [2]
26
Urgh, I never really know if these kinds of topics go in Game Tweaking or General... ...Feel free to move it if I made the wrong choice.

Anyways, this topic was brought up before, but a long time ago. I tried to search for the info, but it's nowhere to be found (I think they got purged when a bunch of AI-related posts, in the Proud Clod thread, were deleted). And I lost the info I need.

Basically, I need help in coming-up with an AI code that would make an enemy die if it has no MP left. I remember that someone found a code, and it worked - even though all enemies in the formation that shared this code also died, when one of them was MP-killed. This is no problem though, I already planned to only make MP-killable, enemies that appear only one at a time in a formation (I edited my scenes' formations to that end).

I thought I saved the info on my comp, but the only code I found is this :

Code: [Select]
02  2060
03  4180
80
60  00
40
70  0035
12  2060
10  4022
80
60  00
90
12  2060
10  4020
80
60  00
90
12  2060
10  4023
80
60  00
90
12  2060
10  4024
80
60  00
90
73

But I tried to type this in Post-attack (with an older version of PrC, the newest versions being plagued with an Out of range exception when you try to add more than one line), and it didn't work. Once again, any help would be appreciated.

27
OK, I need help. You see, thanks to NFITC1's soon to be released new Proud Clod, I moved all enemies around. For example, you fight an Iron Man instead of the Guard Scorpion at the end of the first reactor, etc (of course their stats were modified ^^). And you'll meet the Guard Scorpion with updated stats and abilities somewhere else.

Everything has been working great so far, but a problem suddenly arose : the enemy that replaces Heli Gunner doesn't appear on the screen. After you defeat the monster that replaces Hundred Gunner, the battle continues, but the bastard is invisible. It attacks and I can destroy it, but its 3D model just isn't there...

So my question : does anyone know what happens, here ? Does the function that call the second battle look for a certain 3D model - a function I'd need to update ?... ...Since the right formation is called and an enemy's 3D model is tied to it (its enemy model, KHDA, is correctly referenced), this problem doesn't make sense to me.

If no one can help, I will either re-insert Heli Gunner, or change the new enemy's name to something like "Eagle Gun Ghost" :P That would suck, but hey...

EDIT :

OK, I fixed it :D
The battle flag for Eagle Gun was at fault. In Proud Clod, in formation 01CD, its battle flag is FFFEFFFF. Unfortunately, you can't change it back to FFFFFFFF in PrC. An error message keeps saying that the index is out of bounds or something. I guess I could have hex-edited my way out of this, but I noticed something interesting : formations 01CE and 01CF are exactly the same as 01CC and 01CD respectively, save from a different battle background (something that can easily be fixed). And formation 01CD has the right flag for Eagle Gun ! Whoohoo ! I just opened the eleout field file in Meteor, and asked it to call formation 01CE instead of 01CC. It worked, Eagle Gun appears after wasting Ahriman :D

I'm closing this thread.

28
Releases / [WIP] New sound effects for FFVII
« on: 2010-06-27 20:21:05 »
I'm surprised no one tried to improve the sound effects in FFVII, yet. I took a look today, and it appears it's very easy to do.

Here is a youtube video I just uploaded. Quality is bad, but it should be sufficient. I willingly silenced the music so you'd hear the effects more easily. You can hear Tifa's critical attack at around 3:35.

I don't think this punch sound is perfect for Tifa anyway... ...too loud, maybe. The thing is, it's quite hard to find sound effects on the web. I came accross this website though : http://www.freesound.org . Download is free and there is no copyright enfringement, as far as I know (I read the terms of service). My sfx come out of there. You just need to create an account, and to give them credit if you are to publicly release something.

Here is a little step by step tutorial to replace sound effects :

1- get Ficedula's Cosmo

2- select Tools, then Audio Editor

3- find a sfx you like and want in-game. It must be a .wav file. If it's not, you can always convert it back to .wav with a program like Audacity.

4- go into your Start menu, select Programs, then Accessories, entertainment (?), and click on the recorder (my windows is in French, so I'm not sure how these things are called in English).

5- open your sound into the recorder, and choose File then Properties.

6- Select "Convert Now"

7- in the format, choose "Microsoft ADPCM", and just below : 44100 Khz, 4bits, Mono.

8 - save your sound. You can play it before though, to make sure it can be read after those changes. It looks like very short sounds cannot be read after being changed into an ADPCM with these attributs. You can work around this by editing your file in Audacity and add some silence to increase its length.

9 - apparently, Cosmo doesn't mind if the new sound is larger than the original. Just click on the sound ID you wish to replace, and click on "Replace" (duh...). Now go get the new sound, and TADAH ! It's in-game now :)

---

I'm thinking about replacing most sound-effects with higher quality ones. Wish me luck !  ;D

EDIT:

And here is Bolt ! :D

****************************************************************

Download links

FFVII-SFX_0.02a.rar
FFVII-SFX_0.02b.rar
FFVII-SFX_0.1.rar (too lazy to make a readme file in this one, but this is - for now - the one you want to download)

29
General Discussion / Making FFVII use random files ?
« on: 2010-06-17 18:56:43 »
I've been thinking about this, lately. Let's say that you have three battle musics, all in the same format (MP3, midi, or PSF). Do you think it would be possible for FF7Music to randomly read one or the other at the start of a battle (for example) ?... I mean, the three tracks could be named 10 - Fighting_1.mp3, 10 - Fighting_2.mp3 and 10 - Fighting_3.mp3. And when a random battle is initiated, FF7Music would randomly play one of them. It would make random battles less repetitive, and I'd love to see that.

Same idea, but with character portraits. Now, I think pulling it off would be harder - since I *think* that the game puts this kind of data in memory at start-up. But it would be nice, if at the end of every battle or every time you press Triangle (the Menu button), a random avatar would be displayed. As an example, all of Tifa's avatars would have to be named tifa_00.png, tifa_01.png, tifa_02.png, etc... ...That would be cool in my book.

What's you're take on this ?

30
Maybe you've seen a couple vids of my own PSX FFVII hack, some kind of hard mode which I didn't complete. It's modded up to the third disk, and after that, I kind of lost interest. You can find a download link here. Anyways, I'm not here to talk about it.

The thing is, since I finally got my hand on the PC version, I'm working on improving my first hack (I had new ideas in the meantime - part of the reason why I scrapped my previous project so close to the end, too). And since the kernel is now so different, I have to once again modify all enemies.

Something I liked while modding the PSX version, was the fact that I could save-state before a random battle (thanks to a PSX emulator, of course), fight the battle, notice that I had to improve the enemy by - for example - giving him a bit more strength and HP, quit the game, do my modifications in Hojo / Proud Clod, boot ePSXe up, and load the state so I could immediately test my changes. Sadly, this is not possible with the PC version, since you can't save everywhere. I also thought about using Save Crystals, but those only work in the North Cave.

So, my question is this : is it possible to make Save Crystals useable everywhere ? Or even better : emulate the save-state function of console emulators ?... ...A feature that would be loved by modders, but also by players who want to be able to quit the game anytime, I'm sure. Insight about such a feature would be welcome :)

EDIT : I found an utility called FF7w, but it doesn't seem to work well with the opengl driver   :-\

31
Scripting and Reverse Engineering / FF7 Field editing
« on: 2010-04-20 20:54:55 »
I'd like some NPC to sometimes reward you with an item (think FFX, a townperson would tell you "beware of monsters that can petrify you ! Here, use this" *Got Soft x 3*) - and I would also like to add a boss battle as you're about to grab a materia - stuff like that, but there are two problems : I'm modding the PSX version, and I have no clue how to do this (something tells me it's possible, though).

METEOR doesn't work with the PSX version but Hack7 does. And Hack7 also allows one to edit events. The thing is, there are a lot of .DAT files, and some of them seem to be duplicates of others. Luckily, I found this list on this very board :

Code: [Select]
ancnt3 = Lost City - altar
anfrst_1 = Ancient Forest - Part 2
anfrst_2 = Ancient Forest - trees
anfrst_3 = Ancient Forest - Part 1
anfrst_4 = Ancient Forest - Part 3
ancnt4 = Lost City - altar
ancnt2 = Lost City - altar
ancnt1 = Lost City - City
anfrst_5 = Ancient Forest - Cave
astage_a = Event Square
astage_b = Event Square - scene
BigWheel = Round Square
blinst_1 = Shinra building - stairways 1
blinst_2 = Shinra Building - Stairs 2
blinst_3 = Shinra Building - 3 steps
blackbgc = Black Screen
blackbg = DEBUG ROOM
blin671b = Shinra Building - 67th Floor (after leak Jenova)
blin66_4 = Shinra Building - 66th Floor, led
blackbg7 = DEBUG ROOM
blinele = Shinra Building - Elevator
blin67_3 = Shinra Building - 67th Floor, Laboratory
blin1 = Shinra Building - 1st Floor
blin66_6 = Shinra Building - 66th Floor, Boardroom
blin2 = Shinra Building - 2nd Floor
blin61 = Shinra Building - 61st Floor
blue_1 = Lost City - Road to Lake
blackbg9 = Kalm Flashback - black screen
blin62_1 = Shinra Building - 62nd Floor
blackbg = Black Screen
blin66_2 = Shinra Building - 66th Floor, Boardroom
blackbgk = DEBUG ROOM
blin65_2 = Shinra Building - 65th Floor, model Midgar
blin67_2 = Shinra Building - 67th Floor, cells
blin64 = Shinra Building - 64th Floor
blin67_1 = Shinra Building - 67th Floor
blin63_1 = Shinra Building - 63rd floor
blin66_5 = Shinra Building - 66th Floor, led grid
blackbg1 = DEBUG ROOM
blin66_3 = Shinra Building - 66th Floor, W.C.
blackbg3 = DEBUG ROOM
blue_2 = Lost City - Lake
blackbg5 = DEBUG ROOM
blin66_1 = Shinra Building - 66th Floor
blin2_i = Shinra Building - 2nd Floor, Shop
blin65_1 = Shinra Building - 65th Floor
blin3_1 = Shinra Building - 3rd Floor
blin63_t = Shinra Building - 63rd floor, led
blin59 = Shinra Building - 59th Floor
blin62_3 = Shinra Building - 62nd Floor, library top
blin60_1 = Shinra Building - 60th Floor
blackbg2 = DEBUG ROOM
blin70_4 = Shinra Building - 70th Floor, Suite
blackbg4 = DEBUG ROOM
blin70_3 = Shinra Building - 70th floor, outside
blackbg6 = DEBUG ROOM
blin70_2 = Shinra Building - 70th Floor, Suite
blackbg8 = DEBUG ROOM
blin70_1 = Shinra Building - 70th Floor
blackbgb = Black Screen
blin69_1 = Shinra Building - 69th Floor
blackbgd = DEBUG ROOM
blin68_2 = Shinra Building - 68th Floor, Center
blackbgh = DEBUG ROOM
blin68_1 = Shinra Building - 68th Floor
blackbgj = River of Life - Tifa fall
blin67_4 = Shinra Building - 67th Floor, Jenova
blin62_2 = Shinra Building - 62nd Floor, Library lower
blin673b = Shinra Building - 67th Floor, laboratory (after the flight of Jenova)
blin60_2 = Shinra Building - 60th Floor Elevators
bonevil = Village of Bones
bonevil2 = Village of Bones
bugin2 = Cosmo Canyon - observatory
bugin3 = Cosmo Canyon - Observatory, Space
bugin1a = Cosmo Canyon - observatory platform
bugin1c = Cosmo Canyon - Observatory, Space
bugin1b = Cosmo Canyon - Observatory, Space
bwhlin = Round Square - pod
bwhlin2 = Round Square - pod
cargoin = Train the return of reactor No. 1 - car 1
canon_2 = Area 8 - gun control position
canon_1 = Area 8 - gun
Sector 5 = church - Church
chrin_1a = Area 5 - Church, Main Hall
chrin_1b = Area 5 - Church, Main Hall
chrin_3a = Area 5 - church structure
chorace2 = Chocobo Racing - input
chorace = Chocobo Racing - input
chrin_2 = Area 5 - church hall destroyed
chrin_3b = Area 5 - church structure
clsin2_2 = Battle Square - Museum Dio
clsin2_1 = Battle Square - Combat Zone
clsin2_3 = Battle Square - gateway to the Corel Prison
coloin2 = Battle Square
coloin1 = Battle Square
colne_1 = Wall Market - in front of Don Corneo
colne_b1 = Area 7 - sewer, Part 1
cos_btm = Cosmo Canyon
colne_2 = At Don Corneo - input
colne_4 = At Don Corneo - basement
colne_5 = At Don Corneo - office
cosin2 = Cosmo Canyon - sealed door
cosin1 = Cosmo Canyon - armory
cosin4 = Cosmo Canyon - corridor to the room Nanaki
cos_btm2 = Cosmo Canyon - before the fire
corel1 = Mt Corel - Corel view fire
COLOSS = Battle Square - entrance
cosmin2 = Cosmo Canyon - shop materia
cosin5 = Cosmo Canyon - down to the cave Gi
cosmo = Cosmo Canyon (wide shot)
cosmin4 = Cosmo Canyon - Board of Nanaki
colne_6 = At Don Corneo - bedroom
cosmin7 = Cosmo Canyon - shop items
colne_b3 = Area 7 - sewer, Part 2
colne_3 = At Don Corneo - room henchmen of Don Corneo
cosmo2 = Cosmo Canyon (explosion of the rocket)
convil_2 = Fort Condor - roof / room watch
cosin1_1 = Cosmo Canyon - Bed former
Corel corel3 =
cosin3 = Cosmo Canyon - bar / hostel
convil_4 = Fort Condor - roof
coreline = Corel - mayor's house
Corel corel2 =
cosmin6 = Cosmo Canyon - hostel room
condor1 = Fort Condor - input
cos_top = Cosmo Canyon - observatory, outdoor
condor2 = Fort Condor - indoor, low
cosmin3 = Cosmo Canyon - lunchroom
convil_1 = Fort Condor - inside
crater_1 = Maze Tornado - descent into the crater
crater_2 = Maze Tornado - in the crater
crcin_2 = Chocobo Racing - jockeys room
crcin_1 = Chocobo Racing
datiao_4 = Utai - Da-chao Mountain Road from the top right screen
datiao_8 = Utai - Mountain Da-chao, fiery cave
datiao_3 = Utai - Da-chao Mountain Road left
datiao_2 = Utai - Mountain Da-chao, the High Road
datiao_5 = Utai - Da-chao Mountain Road from the top left display
datiao_1 = Utai - Mountain Da-chao, entry
datiao_7 = Utai - Da-chao mountain, summit
datiao_6 = Utai - Mountain Da-chao, screen Don Corneo
del2 = Costa Del Sol
del1 = Costa Del Sol - port
delinn = Costa Del Sol - Hostel
desert1 = Corel Prison - Desert
desert2 = Corel Prison - Desert
delmin12 = Costa Del Sol - house for sale, cellar
del12 = Costa Del Sol - port
del3 = Costa Del Sol - beach
delpb = Costa Del Sol - Bar
delmin1 = Costa Del Sol - house for sale
delmin2 = Costa Del Sol - home of Johnny
dyne = Corel Prison - lair Dayne
ealin_12 = Area 5 - Aeris house, ground floor
ealin_1 = Area 5 - Aeris house, ground floor
ealin_2 = Area 5 - Aeris house, 1st floor
eals_1 = Area 5 - Aeris house
elmin4_1 = Kalm - House 4, 1st Floor
elmin4_2 = Kalm - House 4, 2nd Floor
elmin3_2 = Kalm - house 3, 2nd Floor
elminn_1 = Kalm - Inns
elmpb = Kalm - Bar
eleout = Shinra Building - exterior elevator
elmtow = Kalm - tower
elevtr1 = Reactor No. 1/Reactor No. 5 - Elevator
elmin3_1 = Kalm - house 3, 1st Floor
elm_i = Kalm - shop items
elmin1_2 = Kalm - 1st house, 2nd floor
elm_wa = Kalm - store weapons and materia
elmin2_1 = Kalm - house 2, 1st Floor
elminn_2 = Kalm - hostel room
elmin2_2 = Kalm - house 2, 2nd Floor
elm = Kalm
elmin1_1 = Kalm - House 1, 1st Floor
Chocobo Farm farm =
frmin = Chocobo Farm - house
fr_e Region = Midgar - after the battle against the Diamond Weapon
frcyo = Chocobo Farm - Ranch
fship_24 = Highwind - steering room (sea)
fship_4 = Highwind - inside
fship_2 = Highwind - en Steering
fship_22 = Highwind controlled by Shinra (Maze Tornado)
fship_23 = Highwind - en Steering
fship_25 = Highwind - en Steering
fship_3 = Highwind - meeting room
fship_1 = Highwind - bridge, after recovery from Tifa to Juno
fship_5 = Highwind - chocobo stables
fship_12 = Highwind - bridge
fship_42 = Highwind - inside
gaiin_4 = Cliff Gaea - roads outside
gaiin_5 = Cliff Gaea - Interior 4
gaiin_6 = Cliff Gaea - Release
gaia_1 = Cliff Gaea - 1st escalation
gaia_31 = Cliff Gaea - 3rd climbing
gaiin_3 = Cliff Gaea - interior 3
gaiin_2 = Cliff Gaea - inside 2
gaia_32 = Gaea Cliffs - climbing into the Labyrinth Tornado
gaiin_7 = Cliff Gaea - source
gaiin_1 = Cliff Gaea - interior 1
games = Wonder Square
gaia_2 = Cliff Gaea - 2nd escalation
games_1 = Wonder Square - 1st Floor
games_2 = Wonder Square - 2nd Floor
gaiafoot = Cliff Gaea - before the house Holzoff
ghotin_1 = Ghost Square - Hotel, Main Hall
ghotin_4 = Ghost Square - Hotel, Main Hall
ghotin_3 = Ghost Square - hotel, shop
GHOTEL = Ghost Square
ghotin_2 = Ghost Square - Chamber
gidun_2 = Cosmo Canyon - Cave Gi, Part 2
gidun_3 = Cosmo Canyon - Cave Gi, Gi statue
gidun_1 = Cosmo Canyon - Cave Gi, Part 1
gidun_4 = Cosmo Canyon - Cave Gi, 3rd party
gldelev = Gold Saucer - Elevator
gldgate = Gold Saucer - reception area
gldst = Gold Saucer - input
gldinfo = Gold Saucer - information panel
gnmkf = Gongaga - path to the reactor
gnmk = Gongaga - Reactor
gninn = Gongaga - Inns
gongaga = Gongaga
gon_i = Gongaga - shop items
Gomin = Gongaga - home of Zack
gonjun2 = Gongaga - input
goson = Gongaga - mayor's house
gonjun1 = Gongaga - Road
gon_wa1 = Gongaga - props (low)
gon_wa2 = Gongaga - props (top)
hekiga = Lost City - ruins Altar
hideway2 = Utai - home of Godo, secret passage 2
hideway1 = Utai - home of Godo, secret passage 1
hill2 = Highwind - outdoor
hill = Highwind - outdoor
hideway3 = Utai - house cats, secret passage
holu_1 = Cliff Gaea - Holzoff house, entrance
holu_2 = Cliff Gaea - Holzoff house, room
hyou6 = Great Glacier
hyou13_2 = Great Glacier - cave of the snow woman
hyou5_1 = Great Glacier
hyou13_1 = Great Glacier - entrance to the cave of the snow woman
hyou12 = Great Glacier - desert snow cave
hyou8_2 = Great Glacier
hyou8_1 = Great Glacier
hyou7 = Great Glacier - fir
hyou5_3 = Great Glacier - ice cave after floating inside
hyoumap = Great Glacier - map
hyou9 = Great Glacier
hyou5_4 = Great Glacier - ice cave after floating
hyou1 = Great Glacier - input
hyou4 = Great Glacier
hyou2 = Great Glacier - Forest
hyou5_2 = Great Glacier - floating ice
hyou3 = Great Glacier
hyou10 = Great Glacier - hot spring
hyou11 = Great Glacier
icedun_2 = Great Glacier - Ice Cave
icedun_1 = Great Glacier - Ice Cave
ithill = Mideel - Shoreline return of Cloud and Tifa
itmin1 = Mideel - House 1
itmin2 = Mideel - House 2
itown1b = Mideel (destroyed)
itown12 = Mideel
ithos = Mideel - hospital
itown_w = Mideel - armory
itown1a = Mideel
itown_i = Mideel - shop items
itown2 = Mideel - Last appearance of Weapon
itown_m = Mideel - shop materia
jail4 = Corel Prison - discharge
jail3 = Corel Prison - desert, towards the discharge
jailin4 = Corel Prison - truck
jail1 = Corel Prison - Top
jailin1 = Corel Prison - basement
jail2 = Corel Prison - low
jailin3 = Corel Prison - truck cab
jailin2 = Corel Prison - former mayor's house
jailpb = Corel Prison - Bar
jet = Speed Square - entrance
jetin1 = Speed Square
jtempl = Temple of the Ancients - before the Temple of the Ancients
jtmpin2 = Temple of the Ancients - the Key Stone
jtemplb = Temple of the Ancients - after processing black materia
jtmpin1 = Temple of the Ancients - input
jtemplc = Temple of the Ancients - after processing materia black hole bottom
jumin = Juno (village) - home of the old woman
junone3 = Juno - beach
junone2 = Juno - beach
jundoc1b = Juno - port
Juno junmin1 = bottom (right) - barracks, 1st Floor
Juno junonl2 = bottom (left) - Funicular
Juno jun_i2 = bottom (left) - store items
Juno junpb_3 = bottom (left) - Bar
junsbd1 = Juno - dock of the submarine Red
Juno junmin3 = bottom (right) - Barracks, 3rd Floor
Juno junbin5 = top - gas chamber
Juno jun_w = bottom (right) - armory
Juno junbin4 = top - execution room
Juno junpb_1 = bottom (left) - bar members of Shinra
junone6 = Juno from above - way to the barrel
Juno junmin5 = bottom (left) - barracks, high
Juno junone5 = top - flight of the gas chamber
junair2 = Juno - airport, Highwind
Juno junmin2 = bottom (right) - barracks, 2nd Floor
junone22 = Juno - platform facing the sea
Juno junonl1 = bottom (left)
junin1 = Juno - Airport Road
Juno junonl3 = top (left) - exterior
Juno junin1a = bottom - changing rooms
Juno jun_a = bottom (left) - props
Juno junin2 = top - corridor
Juno juninn = bottom (left) - Hostel
junele2 = Juno - Elevator
Juno junpb_2 = bottom (right) - Bar
junin5 = Juno - path to the reactor submarine, part 2
Juno junmin4 = bottom (left) - barracks, low
junin7 = Juno - Elevator
jundoc1a = Juno - port
Juno junbin12 = top - 2nd Floor
junair = Juno - Airport
Juno junbin22 = top - 2nd floor, offices Shinra
Juno junbin3 = top - 2nd Floor, PACU
Juno jun_m = bottom (right) - store materia
junele1 = Juno - Elevator
Juno = Juno bottom (right) - St. entrance
Juno junin3 = bottom - way of training soldiers Shinra
Juno junonr1 = bottom (right)
junin4 = Juno - path to the submarine reactor, Part 1
Juno junonr2 = bottom (right) - Funicular
junin6 = Juno - path to the reactor submarine, part 3
Juno junonr3 = top (right) - exterior
Juno junbin1 = top - 1st Floor
Juno junonr4 = bottom - Street Parade
Juno junbin21 = top - 2nd floor, offices Shinra
Juno jun_wa = bottom (left) - armory
Juno junone4 = top - gun
Juno jun_i1 = bottom (right) - store items
Juno junone7 = upper - end of the barrel
kuro_5 = Temple of the Ancients - room under the clock
kuro_6 = Temple of the Ancients - clock, treasure room
kuro_7 = Temple of the Ancients - the entrance hall of the fresco
kuro_12 = Temple of the Ancients - is at the bottom of the temple
kuro_4 = Temple of the Ancients - Clock
kuro_1 = Temple of the Ancients - Maze
kuro_10 = Temple of the Ancients - clock, blocked passage
kuro_11 = Temple of the Ancients - clock transition
kuro_8 = Temple of the Ancients - en fresco
kuro_2 = Temple of the Ancients - the old man's room
kuro_82 = Temple of the Ancients - en fresco
kuro_9 = Temple of the Ancients - en fresco, background
kuro_3 = Temple of the Ancients - en rollers
las0_5 = North Cave - part 2
las4_42 = North Cave - Inside the Earth
lastmap = North Cave - heart of the planet
las1_4 = North Cave (right) - bones
las1_2 = North Cave (right) - the bottom of the descent
las0_6 = North Cave - part 3
las2_2 = North Cave (left) - 1 room flooded
las2_1 = North Cave (left) - Crossroads
las4_4 = North Cave - Inside the Earth
las0_8 = North Cave - Crossroads
las4_3 = North Cave - inside the planet, platforms, part 2
las2_3 = North Cave (left) - Flooded Room 2
las4_2 = North Cave - inside the planet, platforms, Part 1
las0_4 = North Cave - Part 1
las4_1 = North Cave - the grotto
las0_3 = North Cave - crater
las4_0 = North Cave - the cave bottom, no rally
las0_2 = North Cave - crater wide Highwind
las3_3 = North Cave (left) - platforms, part 3
las1_1 = North Cave (right) - Downhill
las3_2 = North Cave (left) - platforms, part 2
las0_7 = North Cave - galleries
las3_1 = North Cave (left) - platforms, Part 1
las0_1 = North Cave - Highwind, bridge
las2_4 = North Cave (left) - after the rooms flooded
las1_3 = North Cave (right)
River of Life = Life
life2 = River of Life
lost3 = Lost City (left)
losin3 = Lost City (left) - house
loslake3 = Lost City - ruins, key Veterans
lost2 = Lost City (right)
losin1 = Lost City - home
loslake1 = Lost City - ruins
lost1 = Lost City
loslake2 = Lost City - ruins, cliff
losin2 = Lost City (right) - House 1
losinn = Lost City (right) - House 2
mds7_w2 = Area 7 - Hall commencing
Flashback mds7st33 = Tifa Juno - Area 7, station, wharf
md8_52 = Area 8 - landing parachute
mds6_3 = Area 6 - way to Wall Market
md8_3 = Area 8 - up
md8brdg2 = Area 8 - street to the Mako cannon
md8_6 = Area 8 - Underground entrance
md1_2 = Area 1 - Road to Reactor No. 1
md8_1 = Area 8 - stairs
mds7_w3 = Area 7 - Inns
md8_b2 = Area 8 - Underground Low
mds5_5 = Area 5 - Release of Midgar
mds7plr1 = Area 7 - Road to the pillar
mds6_2 = Area 6 - Park
mds7st2 = Area 7 - cemetery trains, high
mds7_w1 = Area 7 - armory
mds7st3 = Area 7 - station
md8_2 = Area 8 - meeting with Aeris
mds7pb_2 = Area 7 - 7th Heaven bar, basement
md8_32 = Area 8 - up (barrel Mako)
mds7pb_1 = Area 7 - 7th Heaven Bar
mds5_m = Area 5 - slums shop materia
mds7_im = Area 7 - store items and materia
md8_b1 = Area 8 - underground high
mds7 = Area 7 - slums
md8_5 = Area 8 - landing parachute
md8_4 = Area 8 - after mission of reactor No. 1
mds7st1 = Area 7 - graveyard train, low
md1_1 = Sector 1 - in front of the station
mds6_1 = Area 6 - Road
Sector mds5_3 = 5 - way to the slums
mds6_22 = Area 6 - Park (after falling pillar)
Sector mds5_2 = 5 - way to church
mds7st32 = Area 7 - train station platform
mds5_dk = Area 5 - slums, pipe
md1stin = Area 1 - Station
mds5_1 = Area 5 - slums
md0 = Sector 0 - Shinra Building
mds5_w = Area 5 - slums, armory
md8brdg = Area 8 - St.
mds5_i = Area 5 - slums, store items
mds7plr2 = Area 7 - pillar
md_e1 = Sector 0 - Shinra building (explosion of the rocket)
mds5_4 = Area 5 - roofs
Midgal = Zack Flashback - Midgar, hill
min71 = Area 7 - home of Johnny
min51_1 = Area 5 - Slum House, 1st Floor
min51_2 = Area 5 - Slum House, 2nd Floor
mkt_s2 = Wall Market - Restaurant
mktpb = Wall Market - Bar
mktinn = Wall Market - Hostel
mkt_m = Wall Market - Shop materia
mkt_s1 = Wall Market - clothing store
mkt_s3 = Wall Market - Pharmacy
mkt_w = Wall Market - armory
mkt_ia = Wall Market - shop items
mkt_mens = Wall Market - Hall for men
move_ = Great Glacier - display intermediate 3
move_u = Great Glacier - display intermediate 6
mogu_1 = Wonder Square - home of Mog
move_f = Great Glacier - display intermediate 2
move_d = Great Glacier - 1 intermediate screen
move_r = Great Glacier - display intermediate 4
move_ = Great Glacier - intermediate screen 5
mrkt3 = Wall Market - Honey Bee Inn
mrkt2 = Wall Market (below)
mrkt4 = Wall Market - climbing wall
mrkt1 = Wall Market (top)
mtnvl6 = Mt Nibel - Reactor
mtcrl_4 = Mt Corel - rails
mtcrl_3 = Mt Corel - rails near the reactor
mtnvl4 = Mt Nibel - just below the bridge
mtnvl3 = Mt Nibel - bridge
mtnvl2 = Mt Nibel - path to the bridge
mtcrl_5 = Mt Corel - lift rails
mtnvl5 = Mt Nibel - path to the reactor
mtcrl_7 = Mt Corel - shelter bulldozer
mtcrl_1 = Mt Corel - entry, part 2
mtcrl_8 = Mt Corel - bird's nest
mtcrl_0 = Mt Corel - entry, part 1
mtcrl_9 = Mt Corel - bridge
mtcrl_2 = Mt Corel - Mako Reactor
mtcrl_6 = Mt Corel - Lift Bridge
mtnvl6b = Mt Nibel - before the reactor
ncoin3 = North Corel - house 3
ncorel = North Corel
ncorel2 = North Corel (after the train accident)
ncorel3 = North Corel
ncoinn = North Corel - Inns
ncoin1 = North Corel - House 1
ncoin2 = North Corel - House 2
nivl_b12 = River of Life - Nibelheim on fire
niv_cl = Nibelheim - Cloud house
nivgate3 = Flashback of Lucrecia - Nibelheim, entry
niv_w = Nibelheim - shop items
niv_ti4 = River of Life - Nibelheim, Tifa's house, 2nd floor
niv_ti2 = Nibelheim - Tifa's house, 2nd floor
nivl_4 = Flashback of Lucrecia - Nibelheim
nivl_b22 = Flashback Labyrinth Tornado - Nibelheim on fire
nivl_2 = River of Life - Nibelheim
niv_ti3 = River of Life - Nibelheim, Tifa's house, 2nd floor window
nivgate2 = River of Life - Nibelheim, entry
niv_ti1 = Nibelheim - Tifa's house, 1st floor
nivl_b2 = Kalm Flashback - Nibelheim on fire
nivl = Kalm Flashback - Nibelheim
nivinn_1 = Nibelheim - Hostel, 1st Floor
nivinn_3 = Nibelheim - Hostel, 2nd Floor
nivgate4 = Zack Flashback - Nibelheim, entry
nivinn_2 = Kalm Flashback - Nibelheim, hostel, 2nd Floor
nivl_e1 = Flashback Sector 7 (7th Heaven) - Nibelheim, wells
nivgate = Kalm Flashback / Flashback Labyrinth Tornado - Nibelheim, entry
nivl_b1 = Kalm Flashback / Flashback Labyrinth Tornado - Nibelheim on fire
nivl_e3 = Flashback Labyrinth Tornado - Photo
nivl_e2 = River of Life - Nibelheim, wells
nivl_3 = Nibelheim
nmkin_1 = Reactor No. 1 - input
nmkin_2 = Reactor No. 1 - outside
nmkin_3 = Reactor No. 1 - domestic, part 1
nmkin_4 = Reactor No. 1 - domestic, part 2
nmkin_5 = Reactor No. 1 - Internal, 3rd Party
nrthmk = Reactor No. 1 - before the reactor
nvdun31 = Kalm Flashback - Mt Nibel source Mako
nvmkin1 = Mt Nibel - engine, interior
nvmkin22 = River of Life - Mt reactor Nibel front room Jenova
nvmin1_2 = Nibelheim - House, 2nd Floor
nvdun2 = Mt Nibel - Cave 1
nvdun3 = Mt Nibel - source Mako
nvmkin32 = River of Life / Kalm flashback - Mt Nibel, engine room, Jenova
nvdun4 = Mt Nibel - Cave 2
nvmkin31 = Kalm Flashback - Mt Nibel, engine room, Jenova
nvmkin21 = Mt Nibel - reactor at room Jenova
nvmkin23 = Kalm Flashback - Mt Nibel, reactor window
nvmin1_1 = Nibelheim - house, 1st floor
nvdun1 = Mt Nibel - tubes of the reactor
onna_4 = Honey Bee Inn - lobby
onna_2 = Honey Bee Inn - room top
onna_52 = Honey Bee Inn - room left
onna_5 = Honey Bee Inn - room right
pillar_1 = Area 7 - bottom of the pillar
pillar_3 = Area 7 - top of the pier
pillar_2 = Area 7 - Top Pillar
prisila = Juno (village) - House of Priscilla
psdun_2 = Mythril Mine - input
psdun_3 = Mythril Mine - Part 1
psdun_4 = Mythril Mine - Part 3
psdun_1 = Mythril Mine - Part 2
qa = Plane Gelnika - input
qb = Plane Gelnika - corridor
qc = Plane Gelnika - Search Room
qd = Gelnika plane - en goods
rcktin5 = Rocket - Hall Steering
rcktin4 = Rocket - Hall of the mega materia
rcktin3 = Rocket - corridor to the rescue boat
rckt32 = Rocket City - Cid's house, garden
rckt2 = Rocket City (without fuze)
rcktbas2 = Rocket City - top of the ramp to launch the rocket
rcktbas1 = Rocket City - down the ramp to launch the rocket
rcktin8 = Rocket - ladder to engine room
rcktin2 = Rocket - input
rcktin1 = Rocket - ladder to the room of the mega materia
rcktin7 = fuse - bucket rescue
rckt3 = Rocket City - Cid's house, garden
rcktin6 = Rocket - engine room
rckt = Rocket City (with rocket)
rkt_w = Rocket City - armory
rktinn1 = Rocket City - Hostel
rktsid = Rocket City - home of El Cid
rkt_i = Rocket City - shop items
rktmin2 = Rocket City - House 2
rktmin1 = Rocket City - House 1
rktinn2 = Rocket City - Hostel, 1st Floor
rootmap = Train - control screen
ropest = North Corel - tram
roadend = Midgar - Highway
sandun_2 = Valley Corral - Cave
sandun_1 = Valley Corral - cliff
sango3 = Valley Corral - giant seashell
sango1 = Valley Corral - Part 1
sango2 = Valley Corral - Part 2
sbwy4_6 = Area 4 - plates lower output
sbwy4_5 = Area 4 - lower plates, Part 1
sbwy4_3 = Area 4 - plates lower part 2
sbwy4_22 = Area 8 - Underground, led
sbwy4_2 = Area 4 - lower plates leads
sbwy4_1 = Area 4 - bottom plate, led from start
sbwy4_4 = Area 4 - lower plates, scales
semkin_7 = Juno - engine sub-morning, dock underwater gray
semkin_6 = Juno - engine sub-morning, dock submarines (submarine without red)
semkin_1 = Juno - engine sub-morning lift
semkin_4 = Juno - engine sub-morning bridge mega-materia
semkin_5 = Juno - engine sub-morning, dock submarines (including submarine red)
semkin_8 = Juno - engine sub-morning road after the bridge
Tiny Bronco = sea water
seto1 = Cosmo Canyon - Cave Gi, canyon
semkin_2 = Juno - engine sub-morning bridge
semkin_3 = Juno - engine sub-morning room monitored
shpin_22 = Cargo - cargo room (empty)
ship_2 = Cargo - bridge, before the flight room
ship_1 = Cargo - bridge
shpin_3 = Cargo - en Jenova BIRTH
shpin_2 = Cargo - cargo room (full)
sinin1_2 = Shinra Castle - ground floor
sininb35 = Zack Flashback - Castle Shinra, research room
sininb34 = Zack Flashback - Castle Shinra, research room, open tanks
sinin1_1 = Shinra Castle - entrance
sinin2_2 = Castle Shinra - 1st floor, right wing
Sichi = Marsh
sininb32 = Shinra Castle - Hall Research
sininb36 = Zack Flashback - Castle Shinra, research room, closed tanks
sinin3 = Castle Shinra - stairs to the basement
sininb52 = Castle Shinra - office
sininb33 = Flashback of Lucrecia - Castle Shinra, research room
sininb51 = Kalm Flashback - Castle Shinra, Suite
sininb1 = Shinra Castle - Basement corridor
sininb42 = Shinra Castle - corridor Library
sinbil_2 = Shinra Building - passage to the stairs
sininb31 = Kalm Flashback - Castle Shinra, research room
sinbil_1 = Shinra Building - entrance
sinin2_1 = Shinra Castle - 1st floor, left wing
sininb41 = Kalm Flashback - Shinra castle, hall library
sininb2 = Castle Shinra - en Vincent
sky = Tiny Bronco
slfrst_1 = Forest asleep - input
slfrst_2 = Forest asleep
smkin_1 = Reactor No. 5 - Release
smkin_2 = Reactor No. 5 - External
smkin_3 = Reactor No. 5 - Internal, Part 1
smkin_4 = Reactor No. 5 - inside, part 2
smkin_5 = Reactor No. 5 - Internal, 3rd Party
snw_w = Icicle Village - armory
snmayor = Icicle Village - Guest House
sninn_2 = Icicle Village - Hostel, 2nd Floor
sninn_1 = Icicle Village - Hostel, 1st Floor
Snow = Icicle Village
snmin1 = Icicle Village - House 1
snmin2 = Icicle Village - House 2
sninn_b1 = Icicle Village - Bar
southmk2 = Reactor No. 5 - entry
southmk1 = Reactor No. 5 - entry
spipe_2 = Juno - submarine reactor, glass tube, part 2
spipe_1 = Juno - submarine reactor, glass tube, part 1
spgate = Juno - submarine reactor, which came
startmap = DEBUG ROOM - main
subin_3 = Submarine gray - basement
subin_2a = Submarine red - indoor
subin_1a = Submarine red - room pilot
subin_1b = Submarine gray - room pilot
subin_2b = Submarine gray - Internal
tin_4 = Train - 4 car
tin_3 = Train - 3 Car
tin_2 = Train - 2 car
tin_1 = train - car 1
tower5 = Utai - Pagoda
trnad_53 = Maze Tornado - venue of the Meeting
trnad_52 = Maze Tornado - venue of the Meeting
trnad_51 = Maze Tornado - venue of the Meeting
trnad_2 = Maze Tornado - Part 1
trackin2 = Kalm Flashback - truck
Trackin = River of Life - van
trnad_3 = Maze Tornado - Part 2
trnad_4 = Maze Tornado - Part 3
Tornado trnad_1 = Maze - 3rd party after Jenova DEATH
tunnel_3 = Area 4 - tunnel winding down
tunnel_2 = Area 4 - tunnel winding up
tunnel_4 = Area 8 - sinuous tunnel
tunnel_1 = Area 4 - sinuous tunnel
tunnel_6 = Area 8 - tunnel winding entry
tunnel_5 = Area 8 - winding tunnel, crossing
ujunon5 = Juno (village) - beach
ujun_w = Juno (village) - armory
ujunon3 = Juno (village) - beach
ujunon2 = Juno (village) - beach
ujunon1 = Juno (village)
ujunon4 = Juno (village) - beach
uttmpin1 = Utai - home of Godo, left wing
utmin2 = Utai - home of the old man
uttmpin3 = Utai - home of Godo, room Da-chao
uttmpin4 = Utai - home of Godo, secret chamber
uta_wa = Utai - armory
uttmpin2 = Utai - home of Godo, right wing
uta_im = Utai - shop items
utmin1 = Utai - house cats
utapb = Utai - Bar Turtle's Paradise
uutai1 = Utai
uutai2 = Utai - in front of the pagoda
wcrimb_1 = Wall Market - Climbing Wall, Part 1
wcrimb_2 = Wall Market - climbing wall, part 2
whitein = Lost City - Stairway to city
White1 = Lost City - ruins Altar
White2 = Lost City - ruins Altar
whitebg3 = River of Life - Mt Nibel, drop Cloud and Tifa
Tornado woa_3 = Maze - 3rd traversed wind
woa_2 = Tornado Labyrinth - 2nd cross wind
woa_1 = Maze Tornado - 1st cross wind
yougan = Mountain Utai - Yuffie / Shinra
yougan3 = Plain Utai - Yuffie / Shinra
yougan2 = Plain - meeting Yuffie
yufy1 = Utai - Yuffie house, high
yufy2 = Utai - home Yuffie, low
zcoal_1 = Mt Corel - Train 1
zcoal_3 = Mt Corel - Train 2 cars
zcoal_2 = Mt Corel - 2 train, locomotive
zmind2 = River of Life - Main Screen
zmind3 = River of Life - Main Screen
zmind1 = River of Life - Main Screen
ztruck = Zack Flashback - truck
ZZ4 = Cave Lucrecia
zz5 = Cave in materia - Mime
zz6 = Cave in materia - HP <-> MP
zz7 = Cave in materia - Quad magic
zz8 = Cave in materia - Knights of Round
zz1 = Cave of the sleeping man
zz3 = Chocobo Sage's House
zz2 = House of arms dealer near Gongaga

...And since I want to learn by myself without bothering you, I tried to find the right file that points to the very first event in the game (when Cloud jumps off the train, and Barret says "Come on, newcomer") to do some testing. The problem is, I replaced Barret's dialog with gibberish in files named MD1_1.dat, MD1_2.dat, MD1STIN.dat, NMKIN_1.dat, NMKIN_2.dat, and NRTHMK.dat - but his original line was un-altered after reinjecting those modified files into the iso. What gives ?... ...Did I forget a file ?... ...Or do I have to change all those files with the exact same values, so the game takes my changes into account ? I have no idea how the Field files work (I'm no good with the technical stuff, I only know how to use utilities such as Hojo, WallMarket & ProudClod), so I originally thought all those duplicates are worthless and one only needs to edit a single file for each event, but I'm not sure anymore.

Besides, in all those files, in the "event" tab, I can't find the STITM opcode. According tothe list of opcodes in the wiki, this particular opcode is the only one that can add items to the inventory, so I thought that the event that allows you to get two potions from the first guard would hold a STITM... ...Isn't that right ?... ...I planned to use this event to my advantage so I can learn how the event script works, but if I can't find it...  :(

I really don't want to bother you ; I know what it must be, to try and teach such complicate stuff to a newbie - so I just need to know which file holds the data for the very first event (with the Potion-holding corpses), and I'll try to figure out the rest by myself (even though I'd kill for a youtube video of some sorts showing how to alter those field files /  add bosses :P ).

Thanks a lot in advance to the kind soul willing to reply :)

32
Archive / Help needed on AI Editing (FFVII)
« on: 2009-08-08 20:19:36 »
Okay, I'd like to do some AI editing of my own, but no matter how many times I read the tutorial in Wall Market, I can't figure this language out. So I thought I'd ask a kind soul to tell me what I should type to obtain the desired effects. The first thing I'd like to do, is to tell some monsters to die when their MP reach 0 (that's because some weapons can target MP instead of HP). Could someone tell me what I'd need to type in their "general: counter" script ?

Also, I'd like the Mono Drive to stop targeting the ally with the lowest MDef, with its magic (that's because its spell is now a new Enemy Skill, and since Cloud is the one equipped with an Enemy Skill materia right from the beginning, with Barret in the party he can never learn it). Better yet, it would be cool if this monster could target the ally with the highest MDef instead.

I'm sure I'll have other things to ask in the future, if you don't mind. Oh yeah, and I still haven't given up on understanding the AI scripts, but I wish there was a tutorial that gave examples, or simply more explanations about what each line of code does, in Proud Clod. Or am I in the minority ? Are most users able to use this editor with the few docs currently available ? I really wish there was some kind of a "How to make a 2-Faced attack" guide, especially designed to be used by wimps... Seriously, I thought I was a minimum intelligent, but when I click on the Proud Clod's AI tab, I feel I'm the dumbest person on Earth for not understanding all those PUSH, MASK, PSHA, POP, STACKS, Types, etc... ...Gives me the urge to repeatedly bang my head against a nearby wall.

33
It is quite weird : playing a KERNEL-modified PSX FFVII on an emulator (such as EPSXE) or an actual Playstation poses no problem ; but a KERNEL-modified PSX FFVII turned into a PSP EBOOT file makes the game crash when it tries to load some parts of said KERNEL.

Allow me to be more precise. I modified some parts of KERNEL.BIN into my FFVII iso. And when I turned this FFVII ISO into a PSP readable format, the game works fine until it tries to read some parts of KERNEL.BIN, such as the initial data, the characters' stats, or the equipment stats.
So, the "SQUARESOFT" brand appears as normal, I can choose New Game, but when I do, since the game tries to load the Characters' Initial Data (as well as the SCENE.BIN Look-Up data among other things) stored into KERNEL.BIN, it crashes (black screen of death, then the PSP shuts down).

And if I try to load a saved game, it works until I try press Triangle to open the menu. My guess is that the game tries to read the parts of the KERNEL that store the equipment and stat values or something, and since they're not exactly what they used to be (I modified a lot of things in this KERNEL.BIN of mine), it crashes too.

I repeat : starting a new game with this KERNEL on a PSX emulator or on a Playstation console works fine, though. So my guess is the problem doesn't lie with the ISO or the game data itself, but with the PSX to EBOOT conversion, or with what the PSP expects from an EBOOT file.

Any insight on this matter ? I just tried to make a single-disk EBOOT, instead of a multi-disk one, and the problem is still there (well, not exactly actually : the game still crashes when I try to go into the equipment menu or if I try to enter battle mode, but starting a New Game works fine).

34
I am currently modding the PSX version of FFVII as I play through it. It makes it easier to edit every enemy when I first encounter them. By doing so, I can micromanage all changes I make to an enemy, and test those changes instantly by loading a state in EPSXE (thanks to Hojo and Heidegger, by the way).

But, as you certainly know, heavily editing the Scene.bin file also implies updating the Scene look-up data. And the problem is, KERNEL.BIN is only loaded into the PSX's memory at the start of a new game...

This means that all enemy formations will eventually get messed up because of my SCENE editing. When that happens I just update the KERNEL.BIN and insert it back into the iso, but an updated Kernel inside the disk won't do any good since the game won't read it unless I start a new game.

Aside from restarting the game from the beginning every time the enemy formations go haywire (which means I might have to restart the game one hundred times over the course of my playthrough), is there another solution ? Hex-editing a save-state, a memorycard save, or something completely different ?...

And if there are no solutions, is there some kind of logic behind the way the formations can go wrong ? What I mean is : is there some specific data, inside SCENE.BIN, that lead to this glitch ? Has this formation problem more chance of happening if the changes to the SCENE involve dropped/stolen items, elemental reactions, or stats ? I'm asking this, because, if for example the formation problem occurs most of the time because of modified elemental reactions, then I'm going to edit all enemies' elemental reactions right now, update the Kernel and start a new game hoping no other changes to the SCENE will lead to the formation glitch...

Thanks for reading all this, and the person who can help me wins my eternal gratitude (it's not much, I know, but I possibly can't do better  :-P ).

35
Archive / Removing all stat increases at level up ?
« on: 2008-12-31 19:51:27 »
Anyone know how to do this, with a hex editor ?

I tried some things by looking at the wiki, but they didn't work. I'm pretty sure the 12 bytes at offset 0x01F8 have to be nulled and that something must be changed in the Primary stat curve 0 - 36 (at offset 0x021C), but I have no clue what exactly.

I want to do this, because I'm making a mod in which the player would have control over his characters' growth (all random enemies would drop sources).

Thanks in advance, and happy new year everyone !  :-D

36
Does anyone know how to do this ? Allow me to explain why I need this change.

In my mod, each character has his own defence stat, but the row system kinda kills this variety (for many reasons - be it because a high defence character in the back row would be overkill, because a mage in the back would suffer even less damage than a warrior in the front, or because a back attack or pincer attack would have the potential to be an instant game-over in a team of mages).

I've looked through all the attack data modifiers, but sadly, there is no real "long-range" modifier I could add to all enemies' physical attacks (there is a "short range", by adding 20h in the targeting information, but even without doing this, the enemies' attacks are far from being real long-ranged physical attacks anyway ; as row data takes precedence over this value).

I've thought about a lot of ways to get around this (in order to keep my game balanced), and I came to this conclusion :

- Either I find a way to alter the physical damage algorithm to remove the back row check, or
- I give all enemies' attacks HellRider's ElectroMag Rod effect. Meaning that their attacks will change the target's row with each hit. And because your characters will change rows a lot of times during a battle, a player will stop bothering to change them (or chances are (s)he will waste numerous turns to stay in the back).

I could go with the latter, but it involves micro-managing the 256 scene files with a hex editor. And this is a pain (where is the Attack Data editor when you need it ?  :-P I would make it myself, but sadly, I have no knowledge of these things). The former would not only be the faster way, but it would also allow physical damage to be constant at all times.

Thanks in advance for the help.

37
Archive / An update to the HOJO utility ?
« on: 2008-11-27 17:28:35 »
In case Squall reads this, I have an idea that would ease the work of all wannabe modders (myself included :D) :
Below "misc", in an enemy's tab, you can see an enemy's abilities and even rename them. This is great, but what would be even better, I think, would be the possibility to double-click on them or something in order to modify these abilities.
You don't even need to make it look good : I can imagine a new window with the attack data's 28 bytes listed, in hex (kudos to Akari and NFITC1 for the new info, by the way :) ) so one wouldn't need to unpack the archive, use a hex editor, and repack the file just to change a value.

Just tossing an idea, there :)

38
Archive / Editing the monsters' AI in FFVII
« on: 2006-08-21 21:19:11 »
Unfortunately, there's nothing about the AI Data when you click on the 'structures and upcode' link, in the QhimmWiki. But I refuse to believe that nothing is known, considering that Terence Fergusson did manage to write the Enemy Mechanics FAQ, with all monsters' AI scripts and all.

I was naive enough earlier to think that, in order to make Jenova:BIRTH use 'Comet' instead of 'Stop', I just had to replace the Stop data in his Attack Data with Comet's (mighty thanks to L.Spiro's FF7 Stuff file, by the way), and switch the first 15h byte at offset EFF with 2Dh (because, according to the AttacksHacks document, Cure should appear as 00h, Stop 15h and Comet 2Dh), but the battle froze while Jenova was casting Gas. Also, according to the listing of status inflictions caused by enemy attacks (that you can find in The Skillster's post here), Stop is the status effect '00 04 00 00'. But strangely enough, this value is nowhere to be found in Jenova:BIRTH's script (even though it should, as it uses certain spells if characters are stopped). It looks like status effects appear as completely different values when in the AI data.

Another funny thing, is when I tried replacing 15h by 2Dh at offset F17 (the second 15h value). This message popped up while fighting Jenova :

Data error
Scene: 488/Code 32
Push L1+R1+Select for Reset


And the message just repeated itself endlessly. Fun. Looks like the programmers foresaw my weak attempt at hacking their code  :-D

My goal : just changing the spells casted by enemies, for now. It's obvious the key lies in their AI script, but I don't know which values to edit. I could just run a lot of tests, but I thought I'd ask here first, in case someone's got informations...

I have a little experience with the way the monsters' AI works in FFVI, and I'm sure it works the same way here. Meaning that there should be a byte introducing the "If" supposition, and a byte to end this supposition. If we could just narrow these bytes down, this would help us a whole lot (as I'm sure I'm not the only one interested in this ^__^).

Oh, and one other thing : another solution to make enemies use other spells would be to modify KERNEL.BIN, but the file is compressed. Is there any way to unpack the archive, and then repack it once changes have been made ?

And final note : Terence mentioned the Adamantaimai bug, in his FAQ. Straight from his words : "If you manage to inflict Barrier and MBarrier on an Adamantaimai before it takes its first turn, it will try to cast Cure.  Since Cure is not in its Attack List, the game will freeze or crash." But then, the spells in the monsters' Attack Lists don't seem to be relevant, as modifying their 28 bytes bears no consequence to the spells' behaviors in-game. I could replace the 28 bytes of each spells by only FFh in SCENE.BIN, and the spells would still work. Is the missing attack data really at cause, for the Adamantaimai bug ? ...Not that I dare question Terence's knowledge in this area, mind you.  :wink: I just want to know where the game loads the data for the magics casted by enemies.

I have very little knowledge about hacking and programming, but I'm ready to put a lot of time and effort into it. I'll keep an eye on this topic while I run some other tests. I'll give updates if I find out anything related to the monsters' AI script.

Thanks in advance for your contribution  :-)

EDIT:

Actually, the game froze because the game doesn't want Gas to target all allies... I gotta retry my method.
Oh, and I managed to have Jenova cast Stop at the beginning of battle ! And on all allies (just change 20 to 1F, at offset F07) !  :-D It seems the targeting byte of the AI script is perfectly functional. Now, I just have to find it.

39
Archive / Need someone to test a SCENE.BIN
« on: 2005-10-13 17:35:22 »
Okay, I made a simple edit of FFVII which increases difficulty, but I have two problems. One of them is normal from what I read; I used M4v3R's Scene Edit, and I heard it has the drawback to turn all dropped and stolen items into Potions.
My first question is, is there a known way to solve this ? I can use a hex editor just fine by the way, if it involves this kind of utility (I'd just need to know what to change and at which address).

Secondly, and the reason why I need someone to test this SCENE.BIN : strangely enough, on my PSX, monster formations are messed up. The very first battle doesn't involve two troopers anymore, but a blue panthera in a back attack (don't remember its name). And then, all boss battles occuring in Midgar have been replaced by a random battle from the next package/area (Guard Scorpion has been replaced with 2 Shin-Ra troopers; AirBuster with a random battle against the three creatures you find in the church rooftop; etc...).

I don't know if it's because I made a mistake or if it only happens in the PSX version, so I just want somebody to test the patch on the PC version. The very first fight should suffice, I don't want this person to finish the game of course ;)
If there's a blue panthera it's fine, but if there are two soldiers, I'll have to blame the differences between the PC and PSX SCENE.BIN...

Finally, if anyone knows how to fix this last problem, that'd be great and would save me a lot of time. It's good for surprises, but I like my boss battles (and furthermore, final Ultima Weapon near Cosmo Canyon invokes an endless loop of CMD: Grand Horn battles... ...Very annoying).

Download the thing here : Link edited out
If the link doesn't work, just go here : Link edited out, and SCENE.BIN should be available to download.

Mighty thanks in advance ! :)

Admin edit: Don't post links to game files here, regardless of whether they've been edited or not.[/url]

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Archive / PSX version of FFVII patched ?
« on: 2005-10-04 23:13:39 »
Okay, I know that some people here managed to patch the PSX version, by opening the ISO file, replacing SCENE.BIN or something else with the patched one, and by burning the game on a new CD.

Well, it doesn't work for me; I must do something wrong... After making an ISO file on my computer, I opened it with the UltraISO utility. Then, I replaced SCENE.BIN and saved the changes. First problem : the saved file doesn't occupy as much space as the original, whereas Scene.bin is 256k in each case. Odd (might be a problem with UltraISO)... Anyway, I tried to burn it anyway, and the game crashes at launch (the second playstation opening screen - the black one - is glitchy as a result). I lost 5 CDs in the process  :weep:

I'd be highly interested in hearing how some people managed to do it, and with what utilities (so far, Nero, UltraISO and Alcohol are useless).

Thanks in advance !

Note to moderators/administrators : I'm not sure if what I do is completely legal (it's for my own use though, so I don't think it's reprehensible), so feel free to delete this topic if need be.

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