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Miscellaneous Forums => General Discussion => Topic started by: Jenova's Witness on 2011-07-01 21:10:28

Title: .
Post by: Jenova's Witness on 2011-07-01 21:10:28
.
Title: Re: Fort Condor minigame
Post by: sl1982 on 2011-07-01 21:37:05
Yes, and i dont know.
Title: Re: Fort Condor minigame
Post by: Tenko Kuugen on 2011-07-06 16:40:36
Oh, it's really editable? Are there any tools for this? ( Condor )
Or a hex tutorial on the needed files?
Because I'd like to make some bigger battles
Title: Re: Fort Condor minigame
Post by: nfitc1 on 2011-07-06 18:13:40
...Or a hex tutorial on the needed files?...

1. Use lgptools to extract the files from ff7/data/minigame/condor.lgp
2. Open data.bin in a hex editor.
3. Starting at byte 0x26, each playable unit has a 32 byte entry. There are 30 such entries.
4. They follow this format:

Code: [Select]
off.  size  desc.
0x0   word  Cost of the unit
0x2   byte  HP
0x3   byte  always 1
0x4   byte  3 for a tri-stoner and a dummy unit, 1 otherwise
0x5   byte  Attack
0x6   byte  Behavior:
               1 - Melee attacks
               2 - Ranged attacks (shooter)
               3 - Stoner
               4 - Catapult
               5 - Repairer?
               6 - Worker
               7 - Projectile Unit
0x7   byte  Max range?
0x8   byte  always 1 except F.Cata, and Tri-Ston is 3 (no. of projectiles?)
0x9   byte  reload/cooldown?
0xA   byte  Max range? (this and 0x7 aren't always the same)
0xB   byte  align
0xC   byte  \
0xD   byte   | these look like they should be def against different enemy types
0xE   byte   | but the numbers aren't right
0xF   byte  /
0x10  byte  ??
0x11~ byte  the next 15 bytes are just the values 1-15

5. ...figure out the rest. That's all I know.

Oh yeah, if anyone remembers where the error occurred here (memory offset and such) could you post it here? I want to track this down if possible.
Title: Re: Fort Condor minigame
Post by: syntax error on 2011-07-07 17:31:49
A Real Time Stategy game like mod?
Shinra tanks attacking the player?
Title: Re: Fort Condor minigame
Post by: Tenko Kuugen on 2012-09-10 10:22:22
I checked this out ( finally ) and found that it can't be quite right @ NFITC1
for example, this is what the data.bin looks like for me starting at 0x26

(http://i.imgur.com/2RzJc.jpg)

either I'm overlooking something obvious or the values are all off
I tried searching for various cost and HP values but didn't find anything

necro'ing this since it's topic relevant and saves me the trouble of quoting NFITCs post in a new topic
Title: Re: Fort Condor minigame
Post by: nfitc1 on 2012-09-10 21:56:53
An on-topic necro of 14 months? I've seen worse violations of the rules. ;)

You're right on target, actually. See that byte you're on? Since these are big-endian words, the value of 1C2h (450) is the price of the first unit. Similarly, 82 (130) in the next byte are the HP.

If you want to see them aligned, delete all the bytes preceding the one you have selected there and shorten your column count to 32 then all the values will look correct. You'll know you've got it correct when you see the numbers 1-15 aligned for several rows.
Title: Re: Fort Condor minigame
Post by: Tenko Kuugen on 2012-09-11 08:21:52
riiiight, maybe I could have realized that the first unit isn't necessarily the no-advantages-no-weaknesses fighter

edit: do we know something more about the minigame than just the unit data?
I'd like to make the battles much, much bigger ( dozens and over 100 of units ) if possible so I was thinking there has to be some sort of list which battle sends how many units and when. Since the amount, variation and time of apperance is always the same.
the other bin files are called camera, ID and vert
I have a hunch it'll be in ID or vert.bin for some reason :o