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Messages - Armorvil

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501
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2010-05-16 14:38:12 »
Since it seems you don't mind about my requests, NFITC1...  :-P

I noticed that Proud Clod can copy/paste attack datas, and this is truly magnificent. So, actually, my problem doesn't have much to do with Proud Clod, but with Hojo since this feature would rock in it. Let's take the Grunt enemy, for example. You edit its stats, dropped items, gils, exp, ap, elemental affinities, etc - but then you need to type all this stuff again for all instances of this enemy, in scenes 8,63,64,65,78,79,80 and 81. A pain ? Why, yes indeed.

I'm aware that this has nothing to do with Proud Clod at all, since it's Hojo I'm talking about, but now that Proud Clod and Hojo can edit the same Scene.bin at the same time (which is awesome :D), would it be possible to add a function into Proud Clod to copy all stats of an enemy (the ones Hojo can edit), and another one to paste them into all occurences of this enemy, throughout the many scenes ?

What I'm thinking about, in my Grunt example, would be a "copy stats" button, just above the enemy names in the AI tab, and a "paste stats" button next to it. So, once I'm satisfied with my new Grunt's stats in scene 78, I can go into Proud Clod, load the scene78, click on "Edit AI", select Grunt, click on "Copy stats", load scene 79, click on "Edit AI", select Grunt, click on "Paste stats" and voila ! Grunt in scene79 now has the same strength, drops, elemental affinities, etc - as Grunt in scene78.

Or another simpler option would be a button to copy the monster's stats into all occurences of this monster, in all scenes...

I'd ask Squall, but sadly, he's nowhere to be found. So, even though Proud Clod shouldn't have to deal with enemy stats, I guess it doesn't hurt to ask :)

502
Thanks for the advice, Covarr :)

And Kranmer, I just tried your trainer... ...and it's amazing ! This is exactly what I was looking for, and it works perfectly, even with FF7Music !  ;D You rock, my friend !!
Wow, there are so many talented people in here, that my thank list, once my work is done, is going to be freakin' huge.

Thank you very much, your trainer really is awesome =D Starting tomorrow, I'll be able to get back to some heavy modding :)

503
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2010-05-15 22:12:50 »
I have a request, if I may.

I'm working on a FFVII hack, for both PC and PSX. I created my Kernel.bin with WallMarket, with new descriptions and all, but it is a PC Kernel. Meaning that the descriptions are stored in Kernel2.bin. Hopefully, you still follow me :P

Now, I'd like to turn those into a PSX Kernel -- but alas ! As soon as I change the mode at the bottom of the window (from PC to PSX), all my text changes go away. It's pure logic really, since FFVII PSX has no Kernel2.bin. So, I tried to load my PC Kernel.bin with the PSX mode already enabled - but no : only Kernel.bin is read from, which means no text changes as well. Ultimately, all this just means that, for now, I'll have to type all my text AGAIN (which is a pain), to successfully turn this Kernel into a PSX-useable one.

My question is this : could you, NFITC1, with your awesome wisdom and all, implement a Kernel-text converter into WallMarket, so it can put the text stored in Kernel2.bin into a PSX Kernel.bin (when creating it or not) ?

If not (which I'd understand), I'll just get off my laziness and type my stuff again ;)

504
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   :-\

505
Troubleshooting / Re: Custom graphics driver for FF7/FF8
« on: 2010-05-14 19:52:24 »
If you use unlgp/lgp command by aali to create the battle.lgp it will probably not crash the game anymore.


WOW !! That was it !  ;D Thank you very much, Refoopseman, you rock !
Any idea why my very own custom Kernel.bin doesn't work, though ?

EDIT :

I ran a couple tests, and I noticed that the problem comes from Kernel2.bin, not Kernel.bin.

EDIT 2 :

Gah, I figured it out, never mind. Silly me, I didn't realize Kernel2.bin was limited in size... ...I just had to delete some useless descriptions, and here it is, FFVII in its full glory ! ;D

507
Troubleshooting / Re: Custom graphics driver for FF7/FF8
« on: 2010-05-13 22:43:46 »
A version that accepts modded files would also be great. Because, with v7.7b, every time I want to use a different Kernel.bin or a different Battle.lgp (to only name a few), the game crashes on start-up.

508
Still can't download the patch... ...I tried with Internet Explorer, Opera, Firefox...
Anyone has another download link ?... ...Pwease  :'(

I'll try to upload in 200MB files tonight.

You'd be my savior :D And if I or you were a girl, I'd make sweet love to you  :-*

509
Still can't download the patch... ...I tried with Internet Explorer, Opera, Firefox...
Anyone has another download link ?... ...Pwease  :'(

510
Troubleshooting / Re: Install mods
« on: 2010-05-11 23:04:01 »
Aww thank you, that's really sweet  :mrgreen:

511
Troubleshooting / Re: Install mods
« on: 2010-05-11 14:29:21 »
Because some versions of the custom driver don't like altered Battle.lgp files.

512
Troubleshooting / Re: Custom graphics driver for FF7/FF8
« on: 2010-05-11 14:24:28 »
anyone feel like uploading a zipped version of their full saves by chance? Got an error with the current version I think it has to do with the saves.

Just copy your first save 9 times, and rename them.

513
Troubleshooting / Re: Custom graphics driver for FF7/FF8
« on: 2010-05-10 22:00:03 »
I figured my problem out, at the very least : Aali's 0.7.7b custom driver doesn't like changes to the char.lgp and battle.lgp files. Actually, since the 0.7.7b version looks for the textures in their own folder (conveniently named Textures, in the main directory), bad stuff happen if they're not in there.

Since I managed to find a Texture folder full of .png files, the game works fine. No missing textures and such. But if you use, for example, a custom Field Cloud model (such as kula_wende's AC Cloud), then the game won't like the fact that Cloud's blinking animation has disappeared (not a big deal though - you only get a notification at the bottom of the screen, and you can disable it in the config). But worst : if you add a battle custom character model, then the battles won't load at all...

I *think* the driver looks for Cloud's blinking animation, but does the filename AAAF2.RSD ring a bell to anyone ? AAAF.RSD exists, in the original char.lgp, but AAAF2.RSD sure doesn't. Why would the Custom driver look for files that don't originally exist ?...

I'd use an earlier version of the driver, but I think I'll keep it at that (I'm now afraid to manipulate such sensitive components :P). Besides, the improved size of the battle screens (as well as the transparent menus) rock.

514
The patch is now impossible to download... Seriously, I've been trying for 3 days...
...If I finally manage to do it, after the billionth try, I think I will turn the .exe into two .rar files and upload them to MegaUpload. That way, people won't have the same problem as me anymore...

...If I finally manage to download it, that is. Anyone with a mirror link ?  :cry:

515
Troubleshooting / Re: Custom graphics driver for FF7/FF8
« on: 2010-05-09 22:46:47 »
Quote
If you have the same problem even after downgrading, then that means that it has nothing to do with the save folder... and probably nothing to do with the Custom driver for that matter. One of your game files might be corrupt.

Yeah, I think so too. After all, the problem occured when I replaced the originals battle.LGP, char.LGP, flevel.LGP, menu.LGP, chocobo.LGP and worldus.LGP... ...But since the problem still exists after reverting all those files to the old ones, I'm at a loss...

Quote
Also, I'd kick myself if I didn't remind you that in order to downgrade to 0.7.3b properly, you should probably replace the FF7Config.exe from the later version with the one from the 1.02 official patch (did you remember to install that, btw?), since that feature wasn't implemented yet as of that version, and also run FF7OpenGL.reg with user account control turned off.

Yeah, I noticed that. I replaced the FF7Config file, but the problem is still there. And since I'm running Windows XP SP2 as an administrator, the user account control is of no importance.

Anyways, it's well past midnight in my part of the world, and I think that I'll just try to re-download your FF7Remix Patcher tomorrow, and reinstall the game from scratch in the evening. Last time the Remix Patcher did wonders... ...Have a good night, and thank you for trying to help :) I can see you're not a troll at all, so I guess you were just tired of replying to noobs earlier and just needed to take a break. Something I understand completely  ;) Oh, and I forgot to tell you that WhiteChoco is all kinds of amazing - I was waiting for such a tool and you made me happy  ;D

516
Troubleshooting / Re: Custom graphics driver for FF7/FF8
« on: 2010-05-09 21:03:57 »
Thank you very much for the advice Titeguy, I'll try this ASAP. :)

EDIT :

Damn ! Same problem :(

The funny thing is, I had a computer crash, and I wanted at first to use your Remix patch (since it works great). But impossible to download it all in one go, the server always made the download stop at around 35%... ...Seriously, if you had another download link, you'd make my life much easier :)

517
Troubleshooting / Re: Install mods
« on: 2010-05-09 20:52:22 »
I myself installed kula_wende's awesome FF7 Advent Children Complete Custom Cloud, so I can help with that. The step must also be the same for the Barret model. I don't know about the blue limit mod (I prefer red :P).

1) Download AC_Cloud.rar (kula_wende gave the link)
2) Download LGP Tools (preferably v1.60).
3) Run LGP Tools, and open your file named Battle.lgp (in your Program Files\Square Soft, Inc\Final Fantasy VII\data\battle folder)
4) Uncompress AC_Cloud.rar, and go into the Battle directory. Select all files and drag them (=make them slide) into the LGP Tools window. Choose "yes" to all.
5) Open the "Final Battle" directory, inside your AC_Cloud directory, and once again select all files and drag them into the LGP Tools window.
6) After LGP Tools is done working, choose Open, and open the "char.lgp" archive, in the Field folder.
7) Now it depends upon what you want... ...If you like chibi (think "lego") models out of battle, drag the files inside "Field chibi" inside LGP Tools - but if you prefer normal-sized characters, drag the files that are in the "high res field" folder.

...And you're done. Have fun :)

518
Troubleshooting / Re: Custom graphics driver for FF7/FF8
« on: 2010-05-09 16:34:27 »
Oh look ! Another annoying noob asking for help !  :P
I know what you're thinking. "Hey, noob, noticed that it's page 85 ? I'm sure you'll find how to fix it in there". But believe it or not : I looked, tried many things, but the game still crashes after the Eidos screen, with the legendary "Oops, something very bad happened".

Okay, here is the whole story : I had to re-install FFVII completely, and proceeded to patch it with many mods. But I made sure to do it step by step, by always creating a back up of the previous file(s), just in case.

Anyways, after installing a couple patches with Yamp as well as the NPC Reconstruction mod, the crash appeared. Please take note that FFVII worked perfectly with Aali's ff7_opengl-0.7.5b (yeah, I'm using 7.5b) before that.

So, noticing this, I decided to "erase" those patches by restoring the original FF7.exe as well as the many files the NPC Reconstruction patch modified. But still the same crash.

Then, I tried to launch the game without the Custom Driver, in FF7Config. No crash. I took a look at the log, and noticed that the game was looking for all save-files, from save00.ff7 to save09.ff7 in the save directory. So, I duplicated my first save until all those files were created... ...to no avail.

Now I'm lost.

EDIT :

Yeah, I edit my message before even posting it. Anyways, I tried with FF7_opengl-0.7.7b, and the game works. Meaning I get past the Eidos screen and can load a game, but the game crashes at the start of a battle (with the same "oops, something very bad happened" message). Also, I have a lot of yellow and red notifications while in the field, at the bottom of the screen, saying that the game couldn't find PNG and RSD files. Here is a screenshot, to show you what I mean.

And here is my app.log :

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.7b
INFO: Auto-detected version: FF7 1.02 US English
INFO: ATI Technologies Inc. Radeon X1950 Pro 2.1.7278 Release
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Original resolution 640x480, window size 1000x1000, output resolution 1000x1000, internal resolution 1280x1440
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Fragment shader(s) linked, vertex shader(s) linked.
 
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Synthé. SW table de sons GS Mic, mid=1, pid=102,
midi data type: GENERAL MIDI
using midi data file: E:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgp
midiOutGetVolume returned: ffffffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
set music volume: 127
MIDI set master volume: 100
MIDI set volume: 127
100% of 127 = 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: I:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
set music volume trans: 127->0, step=60
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
MIDI stop - OK
END OF CREDITS!!!
Entering MAIN
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
GLITCH: missing external texture: FieldText/usal_00.png
GLITCH: missing external texture: FieldText/usbl_00.png
GLITCH: missing external texture: MenuArt/btlal_00.png
GLITCH: missing external texture: MenuArt/btlbl_00.png
GLITCH: missing external texture: MenuArt/btlcl_00.png
GLITCH: missing external texture: BattleText/btldl_00.png
Exiting MAIN
START OF MENU SYSTEM!!!
GLITCH: missing external texture: FieldText/usah_00.png
GLITCH: missing external texture: FieldText/usbh_00.png
GLITCH: missing external texture: MenuArt/btlah_00.png
GLITCH: missing external texture: MenuArt/btlbh_00.png
GLITCH: missing external texture: MenuArt/btlch_00.png
GLITCH: missing external texture: BattleText/btldh_00.png
GLITCH: missing external texture: WMRP/menu/buster_00.png
GLITCH: missing external texture: MenuArt/btlbh_01.png
GLITCH: missing external texture: FieldText/usah_14.png
GLITCH: missing external texture: FieldText/usbh_14.png
GLITCH: missing external texture: MenuArt/btlah_01.png
GLITCH: missing external texture: FieldText/usah_12.png
GLITCH: missing external texture: FieldText/usbh_12.png
GLITCH: missing external texture: MenuArt/btlbh_07.png
GLITCH: missing external texture: BattleText/btldh_07.png
GLITCH: missing external texture: FieldText/usah_10.png
GLITCH: missing external texture: FieldText/usbh_10.png
GLITCH: missing external texture: FieldText/usal_00.png
GLITCH: missing external texture: FieldText/usbl_00.png
GLITCH: missing external texture: MenuArt/btlal_00.png
GLITCH: missing external texture: MenuArt/btlbl_00.png
GLITCH: missing external texture: MenuArt/btlcl_00.png
GLITCH: missing external texture: BattleText/btldl_00.png
END OF MENU SYSTEM!!!
Entering MAIN
GLITCH: missing external texture: FieldText/usal_12.png
GLITCH: missing external texture: FieldText/usbl_12.png
Exiting MAIN
Field Start
ERROR: failed to find file char/AAAF1.RSD (LGP) (path: )
ERROR: offset error: AAAF1.RSD
ERROR: could not open file AAAF1.RSD
ERROR: failed to find file char/AAAF2.RSD (LGP) (path: )
ERROR: offset error: AAAF2.RSD
ERROR: could not open file AAAF2.RSD
MIDI play: 36
reading midi file: ROCKET.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
GLITCH: missing external texture: FieldText/usal_04.png
GLITCH: missing external texture: FieldText/usbl_04.png
GLITCH: missing external texture: MenuArt/btlbl_01.png
GLITCH: missing external texture: FieldText/usal_14.png
GLITCH: missing external texture: FieldText/usbl_14.png
GLITCH: missing external texture: MenuArt/btlal_01.png
WM_CLOSE
Field Quit
MIDI stop - OK
resetting MIDI driver volume - OK
UNINITIALIZE DD
END UNINITIALIZE DD

If no one can help me, I think I'll just reinstall the game without using Yamp. Because, if I had to issue a guess, I'd say that the Custom Driver doesn't like ff7.exe to be modified (because yes, with Software Renderer, the game works fine - even though it's ugly).

Also, below is the beginning of my ff7_opengl.cfg file. Something tells me I should write a path to this mod directory, but I don't know what to type. Shouldn't the game try to load the textures and all from the data directory without asking for a path ?...

Code: [Select]
# ff7_opengl config file

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = none

EDIT 2 :

I completely reinstalled the game, and I experienced the original crash again (the one that occur trying to display the "New Game / Continue" screen). This time, I'm SURE it has to do with the NPC Recontruction patch, somehow (since I didn't use YAMP this time)... ...Problem is, once again, replacing modded files with originals don't solve the problem. It's like my game is now irrevocably f***** up with the Custom Driver  :cry:

Anybody has an idea ?

With Aali's 0.7.5b, the APP LOG looks like this :

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.5b
INFO: Auto-detected version: FF7 1.02 US English
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2009 Fabrice Bellard, et al.
INFO: ATI Technologies Inc. Radeon X1950 Pro 2.1.7278 Release
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Original resolution 640x480, window size 1000x1000, output resolution 1000x1000, internal resolution 1280x1440
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Fragment shader(s) linked, vertex shader(s) linked.
 
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
ERROR: COULD NOT OPEN FILE E:\Program Files\Square Soft, Inc.\Final Fantasy VII\ff7input.cfg
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Synthé. SW table de sons GS Mic, mid=1, pid=102,
midi data type: GENERAL MIDI
using midi data file: E:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgp
midiOutGetVolume returned: ffffffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
set music volume: 127
MIDI set master volume: 100
MIDI set volume: 127
100% of 127 = 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: I:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
set music volume trans: 127->0, step=60
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
MIDI stop - OK
END OF CREDITS!!!
Entering MAIN
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
Exiting MAIN
START OF MENU SYSTEM!!!
ERROR: COULD NOT OPEN FILE E:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save00.ff7
ERROR: COULD NOT OPEN FILE E:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save01.ff7
ERROR: COULD NOT OPEN FILE E:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save02.ff7
ERROR: COULD NOT OPEN FILE E:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save03.ff7
ERROR: COULD NOT OPEN FILE E:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save04.ff7
ERROR: COULD NOT OPEN FILE E:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save05.ff7
ERROR: COULD NOT OPEN FILE E:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save06.ff7
ERROR: COULD NOT OPEN FILE E:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save07.ff7
ERROR: COULD NOT OPEN FILE E:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save08.ff7
ERROR: COULD NOT OPEN FILE E:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save09.ff7
WM_CLOSE
END OF MENU SYSTEM!!!
Field Quit
MIDI stop - OK
resetting MIDI driver volume - OK
UNINITIALIZE DD

...But here is a screenshot of my save folder. God, this makes no sense...

519
FF7 Tools / Welder: A little AI Template Project
« on: 2010-05-04 19:11:14 »
Coming from someone without programming notions, this is indeed a great project. To be quite honest, I'm still struggling to understand all those push, stack and pop talk :P

In the past, I used FF3usME quite a lot (multi-editor for FFVI), and I'd love that one day, editing AI for FFVII would be as simple. Maybe these templates and plugins could be implemented to Proud Clod, somehow ? Like, by clicking on boxes, in the AI editor, which would lead to a list of the monster's abilities... ...Selecting one would add the AI script so the enemy casts the selected spell. Then, you click the next box to choose the chance for it to cast it, and the conditions. Another box would be to decide the target, etc...

Actually, that sounds like too much work for NFITC1 :P
Never mind about this message  :-X

520
Quote
If you still want to use the model but improve your game speed, you might want to use Borde's Image2Tex program... open up all the texture files Diamond Weapon uses... and reduce all of them by 50% or more.   You'll lose quality obviously, but since it's a world map model, the difference probably won't be noticeable.

Hey, thank you very much for the info, Obesebear ! I'll try that :)

Quote
I don't understand how he's being a douche when the solution you used was painfully obvious.

It's not obvious for everyone. And you know what ? When I read questions I find "incredibly stupid" because I'm so clever, I don't reply at all. With all due respect to Titeguy, a response such as his is trolling. And a troll sure ain't a bright person, no matter his/her programming skills or contributions to the community.

521
OK, I temporarily replaced the file world_us.lgp (in Program Files\Square Soft, Inc\Final Fantasy VII\data\wm) with the one existing in the discs, and now it works fine. So yeah, I figured it out myself - a good thing since someone who obviously knew the answer likes to be a complete douche.

At least I gave the solution for people who might have the same problem. Just replace the old file with the remix file, once you're done with Diamond Weapon.

Other than that, this patch is awesome.

522
Is there a way to remove Grimmy's Diamond Weapon retextured ?

The reason is, as soon as I get out of the Forgotten City, in the 2nd disc, the whole game runs awfuly slow... I mean, 1 frame every 5 seconds or so. Totally unplayable. And the FF7.exe processus takes a lot more memory at that time (about 350 MB). I wonder what the real cause is (my hardware is more than enough capable to run the game with pelnty of mods), but since it looks like no one knows what it is, I'd like to remove it right now (a guy had the same problem as me, in Grimmy's thread, but the solutions brought up didn't solve anything).

I'd ask in Grimmy's thread, but since no one posted in it since January, I don't want to revive it (rules and stuff). Thanks in advance.

523
Scripting and Reverse Engineering / Re: FF7 Field editing
« on: 2010-04-20 21:22:52 »
so I just need to know which file holds the data for the very first event (with the Potion-holding corpses)

Look MD1STIN.DAT.



That's weird, I thought I already tested this one, but I just tested it again, and it works ! :D
Thank you very much, Myst6re. Maybe it didn't work before because I only used the Hack7 function "Save into the CD Image", whereas this time I saved the file normally before saving it into the iso... Anyways, back to testing stuff :)

EDIT :

By the way, did anyone compile a list somewhere of the "right" field files to edit (or a list of the useless files, for that matter) ?... ...'Cause it sure is a pain to find them by trial and error.

524
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 :)

525
Archive / Re: Help needed on AI Editing (FFVII)
« on: 2009-08-10 22:24:50 »
OK, thank you : it works now, but there's a new problem : I tested it in a battle formation of two Devil Rides, and once I MP-defeated one, the other took his turn (by attacking or whatever) and the battle ended as if I also defeated the second Devil Ride (meaning, this second one didn't use the death animation, which is normal since he wasn't MP damaged - but then why did its HP go to 0 ? I never attacked it).

Man, I would never have guessed implementing this function would be so troublesome  :-o

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