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