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Messages - Armorvil

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551
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2009-04-18 08:58:24 »
Awesome, it works !  :-D You rock !! I can't wait for the version that allows AI script editing ^^

552
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2009-04-17 22:28:05 »
I have the same problem, and I installed everything you asked (session ran as administrator).

553
Archive / Re: Need a better Monster Attack Editor
« on: 2009-01-16 18:25:47 »
Heidegger works extremely well for me...

554
Does that mean the PSX version copies kernel.bin into the save data?


I don't know if you know this already or it's the problem, but I think I've read that the formation problem comes from the files not compressing as well after being modified, knocking many of the following scene files out of place.

http://forums.qhimm.com/index.php?topic=5136.msg67105#msg67105

QhimmWiki also mentions this.

Yeah, the PSX version copies at least some parts of the Kernel somewhere (you may be right, it could be in the save data). So updating it and loading a game is completely useless.

Thank you very much for the link, Vehek. According to Terence, it looks like this problem occurs because an enemy can't have too many things altered - and it's true that the formations changed as soon as I gave the Vice enemy a higher speed stat (after already altering its level, attack data, HP, XP, strength, defense, elemental reactions and items). I think that putting its speed back to its original value should fix the problem. I can always take note of what stat I couldn't edit because of the glitch, edit them after my playthrough, update the kernel and, when I'm done, start another new game to double-check.

EDIT :

Yup, decreasing Vice's speed (temporarily) fixed it  :-D

555
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 ).

556
Archive / Re: Removing all stat increases at level up ?
« on: 2009-01-01 14:49:21 »
OK, never mind, I found it  :-)

You guys were right : filling 0x01f8 to 0x0203 with 0s indeed made Cloud not gain a single point in each stat... ...but only from level 2 onwards. Yesterday evening, I only tested the very first level-up, and because Cloud still gains 1 point in each stat when he reaches level 2, I thought this change didn't work at all.
It's weird Cloud still gains one point in each stat when he reaches level 2, though. But heh, I can live with only one point gained for all 99 levels :-)

Thanks a lot, guys  :-D

557
Archive / Re: Removing all stat increases at level up ?
« on: 2008-12-31 22:11:30 »
Thanks for the help, LKM. 'Tis really appreciated :-)
I tried that, and the game... ...crashes, kinda. Cloud starts the game with 0 HP, 0 MP, 0 level, etc.

558
Archive / Re: Removing all stat increases at level up ?
« on: 2008-12-31 21:39:49 »
I thought so too, but I already tried that. Inputting 00h for those 12 bytes made Cloud still gain at least 1 point in each stat at level up.

559
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

560
Awesome stuff, thanks a lot. I'd kill for some way to edit the Field data on a PSX game, though.

561
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-12-23 19:58:13 »
I'd like to help, but since I don't have the PC version, I wouldn't be able to email the save game...

562
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-12-20 20:14:24 »
More or less. I'm going to exaggerate the differences between the characters in the normal game; Cloud is going to be strong in all areas, Aeris is going to be a mage, Barret will be a even stronger physically (and have the most HP), Yuffie and Tifa will be very quick, and so on.

This looks like what I did in my own patch, with the starting stats.
Here is the character order I chose for each stat :

HP : Barret > Cid > Cloud > Cait > RedXIII > Tifa > Vincent > Yuffie > Aeris
MP : Aeris > Vincent > Cait > Yuffie > Tifa > Red > Cloud > Cid > Barret
STR : Barret > Cid > Cloud > Tifa > RedXIII > Yuffie > Cait > Vincent > Aeris
MAG : Aeris > Cait > Vincent > Yuffie > Tifa > RedXIII > Cloud > Cid > Barret
VIT : Barret > Cid > Cloud > Red > Cait > Vincent > Tifa > Yuffie > Aeris
SPR : Aeris > Yuffie > Vincent > Cait > Red > Tifa > Cloud > Cid > Barret
DEX : Yuffie > Red > Tifa > Vincent > Aeris > Cait > Cloud > Cid > Barret
LCK : Barret > Cid > Cloud > Tifa > Yuffie > Aeris > Red > Vincent > Cait

It's weird that Cait Sith has the worst luck stat, being a fortune-teller, but this choice allowed some kind of balance.

563
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-12-20 19:47:19 »
I'm doing something similar; my edits won't be quite as dramatic, but I plan to make the characters much more individual and to make the exp. curve much steeper as the levels increase.

Good idea. I thought about that, too. So it looks my mod will be a "no stat growth" (with the player deciding how to use the many sources), while yours will be a "special stat growth" - with Aeris having the stat growth of a mage while Cloud would have the stat growth of a knight, for example ?

564
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-12-20 19:29:38 »
I'm eagerly awaiting WallMarket's amazing new version. Actually, my whole project is on hold till I can edit the characters' stat growth. 8-)

565
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-12-18 18:07:35 »
I know you're gonna hate me and my demands even more after this (lol), but could Heidegger list the scene files from 1 to 256, instead of from 0 to 255 ?  :-P

Quote
Progress on the Battle & Growth data is going well. It's really not as hard as I had initially feared. Although I think there should be a disclaimer saying that editing that is advanced stuff and should be treated with caution.

Wow, that's very cool. So, for example, with this, one could remove all stat growth at level up, huh... I previously had the idea of eliminating stat growth and make enemies drop sources with a chance of 100% - so the player would tightly control everyone's evolution over the course of the game (think FFX) . That could be interesting.

566
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-12-18 17:04:58 »
I noticed a weird thing in Wall Market. In my game, Braver and Big Shot randomly damaged my own characters...
I had no clue what caused this, until I decided to uncheck the Random box, in "Limit"'s command target window (in WM "command" tab). The result ? Braver hit all enemies.
Noticing these boxes didn't behave like I thought they would, I remembered that I unchecked the "Short Range" box... ...and as I thought, that's what was making my limit skills hurt my team.

Just to let you know :)

567
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-12-17 21:01:34 »
Just one little thing, when you have the time, NFITC1 :
Heidegger is listing the scene files in hexadecimal, while most other tools and documents list them in decimal values... Could you change them to decimal, too ? It would allow one to use gjoerulv's enemy list more easily, for instance.

568
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-12-15 21:56:47 »
You're officially my hero now, NFITC1  :-D
You made Heidegger so fast, and it's working so great it's pure genius.

569
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-12-14 11:58:25 »
Quote
UPDATE: I need someone to test this on the PSX game. While I can create several identical gzip files, I was only testing a few. When I made it again, the accessory file was different from the others. I'm not really sure why, nor do I really care since all the others are identical. Nice thing is, it's now 1 byte smaller and works just fine on the PC version.

You should know my email address, by now ;)
Excellent work, by the way ! v1.1 works great :D

570
Releases / gjoerulv's "Hardcore" mod
« on: 2008-12-11 13:55:13 »
I'm not sure exactly what would happen if you tried to play the mod without the right flevel files, but you certainly wouldn't be able to fight the new enemies, and there might be some other problems with encounters as well, since the field files have all the data on what battles happen in what area.

Hmmm, I've just thought; field files are not stored the same way in the PSX version as in the PC version, are they? That might cause a few problems :-(

I'm not sure the problem lies with the flevel files, since the game doesn't crash when walking on the field, but in-battle, just before the character models are loaded. And since it happened in a game in which I only modified Scene.bin, logic tells me the field files have nothing to do with it... It looks like it's a PSX-only problem, since no one else mentioned this.

571
Releases / gjoerulv's "Hardcore" mod
« on: 2008-12-10 23:17:52 »
I updated the Kernel, but I didn't touch the Field files. Actually, I have no clue how to edit those (be it to add new "monster-in-boxes" or anything else). Do you think the field files also need to be updated, for this hardcore mod to work ?... ...The truth is, I already experienced this same kind of crash, when I worked on my FFVII AV beta. After much Scene hacking, the game would crash when loading some particular enemy formations - but I managed to solve this problem by removing my changes to some other enemies, in different scene files...

It's really weird.

572
Releases / gjoerulv's "Hardcore" mod
« on: 2008-12-10 21:28:52 »
Just one little question...

To use your Scene.bin in the PSX version, gjoerulv, I had the idea to completely remove some scene files that aren't used in the first disc, such as the scene files holding the enemies you only meet in Midgar disc 2, and the final dungeon's monsters and bosses. This allowed me to make your scene.bin go below the original's size limit and thus, to make it fit into the game ISO.

It worked great until I defeated Guard Scorpion. But then, while going back to the save point, a random encountered occur in the beginning of which the game just crashed. Impossible to go farther. So, my question is : did you hack one of these random encounters in some way that would crash the game if the last few little scene files were missing ?... ...In other words, is some new enemy supposed to ambush the party, as soon as Guard Scorpion is defeated ?

If not, then this surely sucks - as that would mean that my own scene.bin has chances to randomly crash on the PSX version, too...

573
FF7 Tools / Re: [Release] Hojo 1.0 - enemies editor
« on: 2008-12-09 19:54:59 »
I'm not sure, but are you playing the PC version ? If that's the case, try with the Kernel2.bin file too. I don't have the PC version as I'm always modding the PSX one, so I'm not sure if Kernel2.bin has something to do with it.

Otherwise, I have no clue what the problem is.

574
FF7 Tools / Re: [Release] Hojo 1.0 - enemies editor
« on: 2008-12-09 18:33:34 »
Hi.

Thanks Squall! I was jumping for joy when I found this program. I was hoping to create a FF7 game in which you gain no experience from any monster or boss in the game. So I downloaded this and got to work setting all EXP values to a big fat 0!

Unfortunately, somethings gone wrong and now none of my scripted battles are what they're supposed to be.  :| The first two guards that you have to fight on the station platform have been replaced by a single Guard Hound that back attacks me. The two guards now appear in place of Guard Scorpion in the first boss battle and if you wander around in the area with the first save point, Guard Scorpion can now be found as a random encounter and can be faught multiple times like any other encounter.

I can ensure you the only thing I touched was the EXP. Nothing else was altered in any way.

I can't imagine this being a bug since nobody else has reported anything similar. Though I was wondering if Im doing something wrong or if I have to edit another file to ensure the scripted battles are what they were intended to be?

Thanks to anyone who can help me.  :?

This is a well known "bug", actually - and Hojo was made with this problem in mind. You see this "Update Kernel File" option, when you click on File ? Well, this option will fix this problem. You just need to put your KERNEL.BIN file in the same folder as your SCENE.BIN, select this option, and voilà ! The battle formations will be fixed :-)

575
Thanks for replying, NFITC1  :-)

Let's just hope that Akari, if he knows how to do this, sees this topic and has both the time and the will to reply. I guess that Terrence Fergusson might also have the knowledge since he wrote the awesome Battle/Party/Enemy Mechanics FAQs, but I'm not sure if he's still visiting this message board. Anyway, I'll do my "ElectroMag" idea if I still don't know how to edit the algorithm, when I'm heavily editing the scene files in the near future. I could always make a new version of my mod later, anyway.

Quote
I've tried to get Squall78's attention about integrating a Attack Data editor into Hojo, but he either hasn't noticed or isn't interested.

Maybe you're interested, after you're done with the magnificent Wall Market ?  :-P
It's true that such an editor would be convenient if it was part of a more complete scene editor, but as of now, I'd be very happy with just a stand-alone Attack Data editor.

Just remove back row reducing damage by two.
In PSX this looks like srl    v0, v0, 1 so you need just replace 1 with 0
Problem is - you want to do this in PC version while I reverse PSX so I don't know where this is located.

I was afraid I'd get this kind of answer  :-o
Truth is, I have no clue what "srl    v0, v0, 1" means. The only thing I know how to do, is use a hex editor to change certain bytes at certain offsets  :oops:
What is the name of the file in which this data is stored, in the PC version ?

Anyway thanks for replying, Akari. If you can't give me an offset or at least a string of bytes so I can search for them, then no problem. I'll study the C language and come back in a few years, that's all   :wink:
More explanations would be welcome, but I don't want to become an annoyance.

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