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Messages - Armorvil

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601
Releases / gjoerulv's "Hardcore" mod
« on: 2008-09-21 14:49:43 »
No problem about the new bosses  :wink:
I'd love to play your patch on the PSX :)

602
Releases / gjoerulv's "Hardcore" mod
« on: 2008-09-21 12:46:15 »
gjoerulv, do you think you could convert this patch to the PSX version ?
If not, how playable would your patch be, if the only things I'd use were the SCENE.BIN and the KERNEL.BIN files ? Thanks in advance for your reply.

603
Archive / Re: Stormmedia Fluid Fantasy Sound (SFFS)
« on: 2007-01-18 17:25:44 »
Those MP3s sound great ! I only play FFVII and FFVIII on a PSX, but if you release the complete new soundtrack in MP3 format, I'll be sure to get it  :-D

604
Gameplay / Re: BETA - 9999 Limit Breaking support thread
« on: 2006-08-25 22:47:14 »
Would your dog be interested in making this wonderful patch compatible with the PSX version, Dziugo ?  :-P

605
Archive / Re: Editing the monsters' AI in FFVII
« on: 2006-08-22 18:47:15 »
I see, thanks.

606
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.

607
Archive / Re: FF7 - Hardcore Mode Project
« on: 2006-08-07 09:17:55 »
Yeah, but the rules state
Quote
If you really have something worthwhile to add, you can resurrect a dead topic. Otherwise... no. The limit is usually considered to be around two weeks, more or less. Certainly less than a month.

I thought that answering The Skillster's question was worthwhile enough to resurrect the topic :wink:
Besides, I guess a good topic like this one shouldn't die this easily  :roll:

608
Archive / Re: FF7 - Hardcore Mode Project
« on: 2006-08-06 23:17:27 »
BUMP again...

The Skillster, I think that the best tool to edit monsters is still a good old hex-editor, as - if I remember correctly - M4v3R's utility still has the "Potion" bug.  :cry:

609
Archive / Limit Breaking
« on: 2005-11-11 18:16:59 »
I personally prefer the interface in var2.jpg. I don't mind having a shorter limit gauge, as I like to see my characters' max HP.

Awesome work, by the way :D

Subsidiary question : will this mod work on the PSX ? I'm pretty sure it won't, but it doesn't hurt to ask...

610
Wow, you rock, Skillster ! :D
And your spelling is perfectly fine, by the way.

I wish I could run tests on my PC too, in order to enlarge these known values... *curses his computer*

And thanks for the info, Genji :)

I have another question, if you don't mind : does changing a spell/attack's targeting also changes the animation/camera moves ? I don't think so, and it is what keeps me from trying targeting changes for my PSX patch... If you don't see a Fire 2 graphic effect for each character, it would be lame. But I could deal with the camera problem (you know, the camera shows the sole targeted character sometimes... I imagine damage for the two other party members would still be seen at the edge of the screen though). How does the game reacts when targeting is changed this way ?

(sorry for my bad English)

611
Quote
Yeah ! That why I found them. And btw, Enemy Mechanics FAQ by Terence - great help here. Download it at Gamefaqs. It have all needed information about enemies and their attacks.


Yup ! I've been using it since your previous post, Genji :)
I always have an eye on Qhimm while my other eye checks GameFaqs ;)

Quote
I think you modify only Soul Fire's Fire 2. But you can test it anyway ;)


The bad thing is, I can't test it unless I burn an ISO : the only working platform which runs FF7 correctly is my PSX. You won't believe it, but my PC is so messed-up it can't even run FF7 PC or a PSX emulator.
I manage to make a balanced little mod for my own use, because I already burnt a patched FFVII and I use it as the base for my new changes (I took note while playing it, such as "Diminish Hell Rider VR2's strength by a few" or "Raise Reno's M-Att by a lot", this kinda things).

I'm still thinking of finding a way to test my changes on my computer though - it'd be a lot safer.

Quote
[edit]
00 x 0E.
I think 11 it is a physical type damage; 22 magical type damage; 23 percentage based.


Awesome discovery ! :D
By the way, any idea where to find the byte which sets an attack to target the whole party, as opposed to targeting a single ally ?

612
I'm in the process of making Shizo's Double Breath non-elemental (because really, a character who absorbs either Fire or Ice shouldn't absorb both elements), and I noticed something.

Schizo's data is in Scene186. I opened it with my hex editor and noticed that the Attack Data is listed in the same order as the Attack names. In other words, starting at address 0x04C0, you find :

(from Schizo's right head)

Right Breath, at address 0x04c0
Right Breath 2 (its final attack),at address 0x04DC
Double Breath, at address 0x04F8
Tremor, at address 0x0514
Right Breath, at address 0x0530
Right Breath 2, at address 0x054C
Tremor, at address 0x0568

(from Schizo's left head)

Left Breath, at address 0x0584
Left Breath 2, at address 0x05A0
Double Breath, at address 0x05BC
Tremor, at address 0x05D8
Left Breath, at address 0x05F4
Left Breath 2, at address 0x0610
Tremor, at address 0x062C

(and from Jenova : DEATH)

Red Light, at address 0x0648
Tropic Wind, at address 0x0664
Silence, at address 0x0680

Now, I wonder why there are two Right/Left Breath #1 and #2, and two Tremor for each Schizo head ? Are some of them unused or what ?

EDIT :

Oh, now I get it. They had to make two Right/Left Breath and 2 Tremor because when head part dies, the one being alive changes its behavior... And that explains why Double Breath is missing :)

EDIT 2 :

I have a question... Let's say I make the Soul Fire's (you know, the flame spirits accompanying GI Nattak in Cosmo Canyon) Fire 2 into a non-elemental spell. Will the characters' Fire 2 be non-elemental too ? I don't think so, but I need to be sure...

613
Genji, I love you. I've been waiting for this kind of info and such a link for a long time. A long, long time :D

Now, it's easy to turn Blue Light's name into something else and to make it non-elemental ^__^

Gotta love those hex-editors =)

614
Archive / Need someone to test a SCENE.BIN
« on: 2005-10-13 20:06:48 »
Thanks, now I have to find a way to reverse this...

615
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]

616
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-10-13 02:10:22 »
Maybe a stupid question, but would this work on PSX ?

617
Archive / PSX version of FFVII patched ?
« on: 2005-10-10 19:25:47 »
Thanks a lot, The Skillster, CDMage works great ! :D

I have a few problems with my changed SCENE.BIN though, but I'll create another topic about it when the time is right  :)

618
Archive / PSX version of FFVII patched ?
« on: 2005-10-07 19:35:26 »
The patch I intend to use is a "hard-type" patch, which boosts the enemies' stats and levels. But I don't see why other patches wouldn't work, as the PC version seems to share the same directories and data...

Man, I was happy to see a new reply in this topic; I hoped it was someone giving other advices... Don't take it personal though, Napper - you're obviously free to ask other questions in here :)

619
Archive / PSX version of FFVII patched ?
« on: 2005-10-05 21:03:23 »
I have trouble understanding. Could you please be more precise ?

EDIT :

CDGenPS2 only opens PS2 files... I wonder how you did it. Anyway, I tried using "copy /b" to merge my hacked SCENE.BIN  with the FF7 ISO, and it didn't work : when I extracted the SCENE.BIN off the new ISO and opened it with SceneEdit, monsters still had their original stats.

Oh, and do you know another good CD-burner which lets you choose a Mode2 output ?

I'd be really grateful to anyone who could give me step-by-step recommendations...

620
Archive / PSX version of FFVII patched ?
« on: 2005-10-05 09:18:10 »
Already tried that to no avail...

621
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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