Qhimm.com Forums
Miscellaneous Forums => Scripting and Reverse Engineering => Topic started by: ff7rules on 2010-07-21 11:57:35
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Yeah sorry I know this was mentioned along time ago but I never managed how to do it? Just curoius does anyone know heres the gameshark codes again.
Enemy Brightness Mods
Enemy 1 color mod: 80154768 ??00
Enemy 2 color mod: 80155304 ??00
Enemy 3 color mod: 80155EA0 ??00
Enemy 4 color mod: 80156A3C ??00
Enemy 5 color mod: 801575D8 ??00
Enemy 6: 80158174 ??00
Any value will work (the entire spectrum is possible), but here are the extremes:
7F: Totally black. Being of darkness.
80: Really bright.
So If anyone knows how to implemnt this into the pre battle script would be awesome to hear how.
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I remember having this discussion before. Is it still around? (http://forums.qhimm.com/index.php?action=search)
I think it had to do with some 4XXX battle address.
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Yeah I think it was 4108?? I tried that and it does nothing.
02 2060
01 4108
80
60 7F
90
thats what Ive got.
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You could use Akari's memory map (see the Welder thread) with reference to a gameshark code that edits a known variable. From there, it shouldn't be too tricky to find which 4XXX value needs to be changed. That'd be my first port of call.
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Ok I found this +014 [][] alpha for additional color. could that be it?
Also found this.
1027 +028 [] R additional color.
1028 +029 [] G additional color.
1029 +02a [] B additional color.
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Ok I found this +014 [][] alpha for additional color. could that be it?
Also found this.
1027 +028 [] R additional color.
1028 +029 [] G additional color.
1029 +02a [] B additional color.
That's the line, but the numbers you have are just the line numbers in the pastebin. The actual data is at 1518FC, but battle memory scope 0-1FFF covers from F87F0 to FA7EF. Scopes 2000+ and 4000+ cover different parts of the memory map: I don't think you can use AI to make these changes.
You'd probably have to change the exe itself - perhaps you could add code that read from one of the BattleVars and replaced the normal size value providing the BattleVar =/= 0. This would be doable, but require assembly level editing, and would be tricky to do on the PSOne.
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All we need to do is find where the brightness is controlled is it in the actual model itself or could it be like a status that changes the color of enemies.
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Yes, the values you found are likely the ones you need to change. Trouble is, they can't be altered from within the namespace of the battle scripts.
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I found this I think it might help http://wiki.qhimm.com/FF7/Playstation_Battle_Model_Format It mentions the colors for the textures
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But it's all moot, because it isn't within the scope of the AI engine namespace. That is, you can only access a limited range of bytes, and they don't concern this data. Unfortunately, I see no way to use AI code to change enemy colours, unless I've missed some value in the memory map.