Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Kudistos Megistos

Pages: 1 ... 145 146 147 148 149 [150] 151
3726
Archive / Re: original kernel2.bin
« on: 2008-09-26 19:25:04 »
Can't you copy the file from your installation disc without reinstalling?

3727
Archive / Re: effects of changing levels in scene.bin
« on: 2008-09-26 17:30:38 »
Enemy levels and stats are independent: an enemy's stats will stay the same if you just change its level. However, I believe that changing an enemy's level can affect the chances of stealing something from it, as well as the amount of damage it does, because of the way base damage is calculated. Base damage is 6 * (level + magic attack) for magic and Att + [(Att + Lvl) / 32] * [(Att * Lvl) / 32] for physical attacks, so increasing an enemy's level will increase its attack power.

3728
I've added those, as well as some of Armorvil's work, to the "Type of damage" list in my first post.

3729
Archive / Re: help a noob w/ text editing weapon stats
« on: 2008-09-25 21:15:58 »
Quote from: Armorvil
23h: Deals %damage based on the target's CurrHP. I think Weapon Attack is the percentage (10h=50%, 20h=100%, etc)
24h: Deals %damage based on the target's MaxHP.

For these attacks, each 1h represents 1/32 of the current/total HP, so 1Eh would, like Supernova, take off 15/16 of the HP; 1Fh would, like Sephiroth's "cut" attack in the final battle, take off 31/32 of the HP.

3730
Archive / Re: help a noob w/ text editing weapon stats
« on: 2008-09-25 18:49:59 »
I think that the "Everyone's Grudge" attack doesn't work because it is based on the target's number of kills, not the user's number of kills. Since none of the enemies have any kills under their belt, it will always deal 0 damage. It fails for much the same reason as the Aire Tam Storm attack fails. Try attacking one of you allies with this.

3731
This looks very interesting. I have been hex editing the kernel.bin for a while, and having to look at all of those numbers and spend time decompressing and recompressing of all those files can be a pain.

By the way, quite a lot of the information which is missing on the wiki can be found on this forum. Peerless, for example, is 0x01000000. Changing the hex data for "cure" from this:

Code: [Select]
FF FF 00 FF 05 00 FF FF 00 00 28 00 0D 00 25 05 00 FF FF FF FF FF FF FF 00 02 FF FD
to this:

Code: [Select]
FF FF 00 FF 0F 00 FF FF 00 00 28 00 0D 00 08 20 00 3F 14 FF 00 00 00 01 00 02 FF FD
will fully restore HP and MP, put all targets in peerless, and fill the limit bars of everyone except the caster.

This is a round-up of how attack data works.

 
Code: [Select]
Offset Length Description
0x00 1 byte          Att%
0x01    1 byte           Impact animation
0x02    2 bytes         Target animation
0x04 2 bytes Casting cost
0x06 2 bytes Impact sound
0x08 2 bytes Camera movement ID for 1 target
0x0A   2 bytes         Camera movement ID for multiple targets
0x0C   1 byte          Attack attribute - some of these may be wrong
  00 Escape/Exit-Type
        01 Single target
        03 Single target
        05 Multiple target
        07 Multiple target
        0D Restorative/Protective
        0F Status-giving/Elemental
        11 Shield
        13 Limit Break
        15 Cait Sith Limit Break
        17 Summon/Final limit break
        C7 Roulette
        97 Multiple Strike Limit Breaks
0x0D 1 byte  Animation ID
0x0E 1 byte  Type of damage. There are lots of these; a few of them are:
        08 = recovery (?)
        11 = physical
        22 = magical
        23 = Based on current HP
        24 = Based on max. HP
        26h: Deals constant damage (Magic Hammer, 1000 Needles, ...). 01h = 20 HP/MP.
        28h: Fully recovers the target's HP/MP (Mog Dance).
        29h: Always deals 1 damage (?).
        60h: Damage = attacker's current HP (White Wind)
        61h: Damage = MaxHP - CurrHP (the Huh? enemy skill)
        68h: Random Damage (Dice)
        69h: Damage = number of times the party escaped (Chocobuckle).
        6Bh: Damage = (hours played * 100) + minutes played (Time Damage)
        6Ch: It's Everyone's Grudge damage calculation method (does damage according to the amount of enemies the target has killed). Does 0 damage to enemies
        6Dh: It's Aire Tam Storm's damage calculation method, meaning that it always deals  0 damage since enemies can't equip materia
        83 = Only hits targets with a certain level; this level is determined by the first byte.
        96h: Damage = approx. 1/2 attacker's current HP
0x0F 1 byte  Strength
0x10 1 byte  Restore type
  00 Restore HP
        01 Restore MP
        02 Restore Ailment
        3E     100% cause status change
        FF None
0x11 1 byte          Status effect
        3Fh Inflict Status
7Fh Cure Status
0x12    1 byte  "Special" 1. Again, there are a lot of these, and I have only tested one:
       14      Fills limit bar
0x13 1 byte  Number of hits
0x14 4 bytes        Status
        0x00000001 Death
0x00000002 Near-Death
0x00000004 Sleep
0x00000008 Poison
0x00000010 Sadness
0x00000020 Fury
0x00000040 Confusion
0x00000080 Silence
0x00000100 Haste
0x00000200 Slow
0x00000400 Stop
0x00000800 Frog
0x00001000 Small
0x00002000 Slow-numb
0x00004000 Petrify
0x00008000 Regen
0x00010000 Barrier
0x00020000 MBarrier
0x00040000 Reflect
0x00080000 Unused
0x00100000 Shield
0x00200000 D.Sentence
0x00400000 Manipulate
0x00800000 Berserk
0x01000000 Peerless
0x02000000 Paralyzed
0x04000000 Darkness
0x08000000 Dual
0x10000000 DeathForce
0x20000000 Resist
0x40000000 Lucky Girl
0x80000000 Imprisoned
0x18 2 bytes Element
        0x0000 Non Elemental
0x0001 Fire
0x0002 Ice
0x0004 Lightning
0x0008 Earth
0x0010 Poison
0x0020 Gravity
0x0040 Water
0x0080 Wind
0x0100 Holy
0x0200 Restorative
0x0400 Cut
0x0800 Hit
0x1000 Punch
0x2000 Shoot
0x4000 Shout
        0x8000 Unknown
0x1A 2 bytes "Special" 2
        0x0001 Attack MP instead of HP
  0x0002 ?
  0x0004 ?
  0x0008 ?
0x0010 Drain Damage Dealt
0x0020 Drain HP/MP
0x0040 Blade Beam
  0x0080 Ignore Status
  0x0100 Miss if Not in “Death” Status
  0x0200 Reflectable
  0x0400 Piercing (Unblockable)
  0x0800 Angel Whisper/Pulse of Life
  0x1000 ?
  0x2000 Critical Hits
  0x4000 ?
  0x8000 ?

You might also want to look at this thread

http://forums.qhimm.com/index.php?topic=4939

and some of the work we have done in this thread

http://forums.qhimm.com/index.php?topic=7897.0

3732
Archive / Re: help a noob w/ text editing weapon stats
« on: 2008-09-25 14:46:51 »
Some of them work, some of them don't: I managed to get the ignore defence one to work as well, and I'll try a few of the others today.

3733
Archive / Re: help a noob w/ text editing weapon stats
« on: 2008-09-24 14:32:47 »
Good, good. I think this is exactly the kind of work that needs to be done. I am working on editing kernel.bin5 so that the weapons are more unique. In vanilla FF7, most towns sell weapons that are just upgrades of the ones the player bought an hour ago, with higher att. and att%, an extra materia slot, and a hidden stat bonus, making most weapons obsolete quite quickly and missing an easy opportunity for making the player think about what weapon a a character should use.

Perhaps there should be an inverse correlation between attack power and number of materia slots, or a choice between a strong weapon with no added effects and one with slightly less power which has an elemental attack, or a status effect like poison. Each weapon would then have its own strengths and weaknesses and would be useful for the whole game. I have started off by making the buster sword a powerful warrior weapon whose weight gives it a higher chance of missing but also a higher chance of making a critical hit. Cloud's iconic weapon now does not become useless as soon as one reaches Kalm; it can be a perfectly reasonable choice of weapon even on disc three.

EDIT:

The wiki says that the effects of the two bytes at 0x28 are unknown. After trying them out, I have found that they correspond to the last two bytes of attack data:

Quote from: gjoerulv
0x0001 Attack MP instead of HP
    0x0002 ?
    0x0004 ?
    0x0008 ?
   0x0010 Drain Damage Dealt
   0x0020 Drain HP/MP
   0x0040 Blade Beam
    0x0080 Ignore Status
    0x0100 Miss if Not in “Death” Status
    0x0200 Reflectable
    0x0400 Piercing (Unblockable)
    0x0800 Angel Whisper/Pulse of Life
    0x1000 ?
    0x2000 Critical Hits
    0x4000 ?
    0x8000 ?

3734
Releases / gjoerulv's "Hardcore" mod
« on: 2008-09-23 14:52:06 »
@Armorvil

I found attack data for limit breaks in MENU\LIMTMENU.MNU on one of my PSX discs.

3735
Releases / gjoerulv's "Hardcore" mod
« on: 2008-09-23 00:30:16 »
Quote from: me
A quick question, where is the data for limit breaks? Kernel.bin1 has a few of them, but not all of them.

Update: I found limit break attack data in ff7.exe, and managed to edit it without the game blowing up.

3736
Sorry, there is a policy against helping people with downloaded games.

3737
Archive / Re: help a noob w/ text editing weapon stats
« on: 2008-09-22 02:58:15 »
Thanks :-)

Unfortunately I don't know anything about the status attack; in attack data there are four bytes for status changes, so this must work differently (and it seems that none of the weapons use it). Maybe you could experiment with it and see what happens. There are 31 statuses in the game, so you could try putting in values from 00 to 1e and seeing what happens: maybe something, maybe nothing.

3738
Archive / Re: help a noob w/ text editing weapon stats
« on: 2008-09-22 02:08:06 »
The first weapon is the buster sword, and the assault rifle data begins at 00000580. Unfortunately, the data for each weapon doesn't fit into one row, which is why there only only two Barret flags under 0e; the two bytes which determine which character can equip a weapon are always the 15th and 16th bytes from the start of the weapon data.

The buster sword starts at 0x00, the second weapon begins at 0x2c, the third at 0x58 etc. If we can find a hex editor that can show 44 bytes per line our job will be much easier. The one I use can only show 32.

When the wiki says things like 0x2000 it means that the data is in two bytes (each bite has two digits), which (and I don't know why they do this, but there is probably a good reason) is 00 20 in the editor; the first and the second byte get swapped around, so even though Barret's equip flag is 0x0002 you will see 02 00 in the editor.

The 10th to 27th sections of kernel.bin are text files which contain things like attack names and weapon descriptions and are also in kernel2.bin. You can edit this data with a program called Teioh, which has a thread:

http://forums.qhimm.com/index.php?topic=6385.0

By the way, the 0x... is hex editing notation which I hope I am using correctly.

3739
Archive / Re: help a noob w/ text editing weapon stats
« on: 2008-09-22 00:09:20 »
Hello again. When you decompress the kernel.bin file, the first section gets called kernel.bin0 rather than kernel.bin1; kernel.bin1 is the second section, and so on. That's why the numbers don't match on the wiki, which has most of the information you need regarding weapon data.

Also, when you are a beginner you should try to look for patterns; if you see 23 ff 11 in that section, it is the start of the data for a short range weapon (indicated by 23) with a normal kind of attack (indicated by 11), 06 07 00 00 00 00 00 00 is the materia slot data for a weapon with one pair of linked slots: 06 07 06 07 00 00 00 00 gives a weapon two pairs of linked slots, et cetera.

3740
Releases / gjoerulv's "Hardcore" mod
« on: 2008-09-21 17:00:59 »
A quick question, where is the data for limit breaks? Kernel.bin1 has a few of them, but not all of them.

I noticed this after looking for the attack data for Fury Brand, which apparently has an element 0x8000 not present in any other attacks. I wondered whether it had anything to do with the unique effect of this limit break, but after putting it into the spell "cure" it seems that it does not, this is caused by the 19th byte.

3741
This is what I was told to do with ff7_gzip (I have XP):

Extract all files from ff7_gzip.zip into

C:\Documents and Settings\Administrator

along with a copy of kernel.bin (it almost goes without saying that you should make a backup of kernel.bin), then go to

Start Menu -> Run

and type in

"C:\Documents and Settings\Administrator\ff7dec.exe" d kernel.bin

to decompress kernel.bin into kernel.bin0-26. You can then hex edit the separate files and recompress them by running

"C:\Documents and Settings\Administrator\ff7dec.exe" e kernel.bin

After that copy the new kernel.bin into

C:\Program Files\Square Soft, Inc\Final Fantasy VII\data\kernel

And play the game to test whether your changes worked.

EDIT:

Nevermind.

EDIT 2:

This is a bit off-topic, and since there does not seem to be much about ff7_gzip on qhimm (at least there wasn't when I searched) perhaps this would be better in a different thread.

3742
Releases / gjoerulv's "Hardcore" mod
« on: 2008-09-21 06:12:01 »
Excellent!

I've been playing with these, and I managed to have Sephiroth beat Cloud in the final battle (the one-on-one, not the battle with Safer) by changing the attack type from 23 to 24 (although that probably doesn't matter) and the power from 1f to 20. He kills Cloud and "Game Over" comes up.

I cheated my way into the Northern Crater and I must say that the enemies are much stronger; even Jenova puts up a fight now (interesting job with KotR and the ultimate weapons too). I did, however, find something odd. This may have been a result of me messing around with things, but Bizzaro Sephiroth went down with one hit; 3 000 HP of damage finished him off.

3743
Releases / gjoerulv's "Hardcore" mod
« on: 2008-09-20 21:37:51 »
Gjoerulv, I have recently been hex editing kernel.bin1 (I am new to this and have been relying entirely on the qhimm wiki for information) and noticed that you changed the value of the first byte of some attacks from FF to values like 78 and 4B. What effect does this have? And what determines whether an attack hits a single target by default or always hits all targets?

EDIT:

I think I've found the answer to the first of my two questions on another thread; I now have reason to believe that the first byte determines Attack%.

3744
You can ask as much as you want. But in the future, could you ask questions in the appropriate threads or starting new ones for new questions: i.e. questions about gjoerulv's mod in his thread? Apart from anything else, you are more likely to get a reply from an expert that way.

Anyway, for now I can help you. Editing basic weapon stats is fairly straightforward (but takes some practice and trail-and-error), even for a humanities student like me ;-) You need a gzip extractor, a hex editor and the information from

http://wiki.qhimm.com/FF7/Kernel/Kernel.bin

You should be able to find most of the information you'll need for these by searching google and the qhimm forum and wiki for things like kernel.bin, gzip and "hex editor". If, for example, you change kernel.bin5 from 60 to 64 or ff at 0x08 the Buster Sword will have 100 or 255 accuracy.

I also tweak the enemies to my own liking (and I must tell you that gjoerulv's hardcore mod isn't impossible, but it is hardly easy). I usually use a program called Hojo, which has its own thread on this forum. It is very user friendly and has some very good functions (like a search) and does not have the potion bug.

3746
General Discussion / Re: Favourite FF game in the series?
« on: 2008-09-19 18:50:02 »
VII for me as well. I agree with all of Moi_Rama's points (although I think that it IS the best of all time). Some other things that I think set it apart were the music and the "feel" of the game (the two go hand in hand). VII feels much more "cosy" (in the British sense of the word) than the other games in the series, particularly the later ones; this is perhaps best illustrated by the design of Kalm and the music piece "Ahead On Our Way", as well as Tifa's theme. Just about all of the music fits perfectly the tone of the scene or character for which it is played, and makes the player fell as if he or she is not playing a game, but actually in the world, feeling what the characters are feeling. VII showed that video games are capable of being great works of art too; it had its flaws, but the are incredibly minor ones. I think the fact that 10 years after its release it is still as popular as ever, still as loved as ever, still having such a strong emotional impact on its fans as ever, shows what makes it special, and how enduring its power is. VII, I think, is the Shakespeare of video games.

After VII, I think that VIII and X are the best. X was great fun to play. I loved the sphere grid, which allowed for very balanced characters growth and a third way between the rather "samey" characters of some games and a rigid character class system. I also loved the huge number of optional bosses: the monster arena and Dark Aeons were like battle square and Emerald and Ruby version 2.0. Unlike other games, no matter how much one powers up, one can always find a challenge, or at least a battle which can't be won by holding down the OK button.

VIII often gets some unfair treatment. It was labelled as a flop or a disappointment by many when it came out, which I doubt would have happened had it followed any game other than VII. VIII also had a great atmosphere and soundtrack, reaching its high point towards the end of disc 1. I didn't like the junction and draw system which I think allowed the player to get through most of the game without casting many spells at all (well-junctioned characters could win all normal fights by just attacking and all boss fights by spamming meltdown-aura-Renzokuken; at least KotR was hard to find), but I did like the idea of having the enemies level-up as the party does. The characters and plot, whilst not as strong as in VII, were still very good; I feel more for Squall than I do for any of the protagonists since. It also looks wonderful; during my goth phase I loved Ultimecia's castle in particular. The design of Edea was brilliant, and the opening FMV one of the most specular in the FF series. Finally, the card game was a delightful addition to the game. A side quest almost as enthralling as FFVII's chocobo racing.

Well there we are. Horribly disjointed rant over.

3747
I only ever had problems with two versions of the same track playing before I deleted my unused midi files. If you haven't deleted them, that could be the problem; if you have, then I don't know what to suggest.

The pauses can be a pain; perhaps you could try using FF7 music to play the psf files instead of mp3s (the difference in quality is hardly noticeable)? I haven't used them, but I think that they should be able to loop properly.

As for the Sephiroth patch, I haven't used it, but I understand that most of the bugs have been eliminated, and that Sephiroth can do just about everything that Cloud can do (although I am not sure about limit breaks). I think that the Sephiroth patches that can be downloaded at qhimm.com usually allow you to control him; I am playing gjoerulv's hardcore mod at the moment, which allows you to control him in the Nibelheim flashback (nothing has gone wrong for me there). Perhaps someone who has used the patch could fill you in?


3748
Are you using the mp3s from the official soundtrack, from the mp3 folder in Ficedula's music mod, or a combination of both? And where in the game are the missing tracks (i.e. is it the music from the before the first reactor is blown up, from the escape, from the scene with the flower girl)? The official soundtrack is missing some tracks (which are in the music mod), so you need both if you want to have all of the mp3s.

You can download the OST (if you don't have it) on iTunes and convert the tracks to mp3s (I don't know of any sites where you can download it for free legally). Or, you could use the psf files, which should all be in the mod.

3749
Have you tried deleting the midis?

FF7 music didn't mute the midis for me either, so I did this:

I used Ficedula's LGP tools to extract all of the midis from the LGP files in the "midi" folder in my ff7 data folder, deleted them (except the one called cintro, since there doesn't seem to be an mp3 for that) and recreated LGP archives in the same folder with the same names. It seems that if there are no midi files to play, the game will play as normal but without any background music (except the mp3s from ff7 music) After that everything seemed to work. I don't have the same system specs as you, but I think it should work.

3750
General Discussion / Re: Strange Aeris speech....
« on: 2008-09-18 01:28:18 »
Some context for this line...

In the Loveless editor she says it right after Cloud's line “Ugh…what are you making me do?” and before his line "...Aeris" (which he says as she falls into his arms), so it would be the last thing said by anyone before she died, and would have been said after Cloud had come to his senses.

I think the scene works better with her not saying anything. Her silence here adds a certain purity (and possibly innocence) to her character, and the juxtaposition of this characterisation of Aeris with the tragic and shocking nature of what happens straight afterwards intensifies the impact of the latter.

Pages: 1 ... 145 146 147 148 149 [150] 151