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Messages - Kohan

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1
General Discussion / Resources on ASM editing for FF VII?
« on: 2011-04-17 19:59:18 »
Hi, I'm an amateur programmer and have a little experience with Assembly languages.  I am very lost, though, on where to start for making some changes to the game.

For instance, I want to move around some of the GUI elements in the battle screen, remove the max-HP display, and things like that.  I don't know how or where to go about this.  I know that there is a patch that removes the 9999 damage/HP/everything limit, but I don't know if that patch also contains the necessary GUI rearrangement or if it's kept somewhere else.  I also can't find any documentation on the .srb file extension, so I haven't had any luck working from that file.

I'd be more than happy to figure things out on my own such as how to actually change the GUI, but I simply don't know where to begin.  Can anyone help?

2
What Demarest said.  Yes, Fury and Sadness double and halve the rate of growth, respectively.  If it's any lead, FFX's Stoic Overdrive Mode is 10:3, Health to Overdrive, in terms of percentage.  Meaning that you'd have to be effectively killed three times (or take the easy route and heal :D), and then a bit more.  Blar.

3
What is taken into account when determining Limit gain from damage?  I would assume just damage and maximum health, but what are the specific numbers?  Thanks in advance.

4
Scripting and Reverse Engineering / How to decompile?
« on: 2005-12-08 02:19:26 »
Aha, okay.  ...Sorry about the 'unknowing' thing...

5
Scripting and Reverse Engineering / How to decompile?
« on: 2005-12-01 04:02:41 »
That's how it works just assembling Assembly, as far as I know, but perhaps I'm just used to 65816.  SNES ROM images must not have symbols and stuff ^^.  Okay, cool.

...but that doesn't answer one thing; Assembly is supposed to be faster than C/++, so if it becomes assembly after compiling it, why is it still slower?  Is it just because computers are less efficient than the human mind, organization-wise or what?

6
Scripting and Reverse Engineering / How to decompile?
« on: 2005-12-01 01:22:49 »
I understand the whole thing what with C++ being compiled making it Japanese and crap, I already knew that.  But when you say disassembler, it makes me think that it becomes Assembly language.  Does it?  Or Are there just multiple types of disassemblers that disassemble more than just x86 or 6502 or 65816 or whatever?

Cool beans with the chocobo stuff  :wink:

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Scripting and Reverse Engineering / How to decompile?
« on: 2005-11-30 03:26:06 »
So you're saying that figuring out that, when using a Pepio Nut in breeding, if the Max Dash is less than 4000, there is a 1/128 chance of making it 4000, 1/128 chance of making it 4100, 2/128 of making it 4200, 3/128 of making it 4300, 1/128 of making it 4500, and 20/128 of leaving it alone, setting Dash to Max Dash, and then subtracting 6 random byte values, that was all based on our incredible powers of deduction, and not a peep was made at the code of which theoretically does not exist?  Not trying to be picky or anything, but it seems kind of difficult that you could make such a precise assumption.

Boy this sure ain't like the good old FF V days, when it was in ASM 65816, which was hardly dis/assembled at all (the assembled syntax was very simple).  That stuff was easy to work with.  Why, oh why couldn't FF VII be made in assembly xD.  It probably would have made it smaller anyway, not to mention faster (not that speed really matters with computers of today).  If they could do it in V, they could do it in 7.

...!!!  I should SO make a mod to V that changes all the formulae to VII's.  The only problem is figuring out hit and magic formulae...  which was all I really wanted to figure out in VII'sw source anyway  :P

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Scripting and Reverse Engineering / How to decompile?
« on: 2005-11-29 22:17:59 »
Well, at least I now know that .lgp files are not source files, compiled or not.  That answers a few questions.  But if it's coded in c/++, why would you use a disassembler?  Oh, right.  Well, I'm not going to even attempt to recompile it anyway, I just want to see all of the code and piece it together in my mind; that's how it works; linking everything together makes it work.  Relativity.  For a crap example, when I see 9*4, I don't think 9+9+9+9, I see "4-1 is 3, and 9-3 is 6, so it's 36".  Anyhow, now is not so much the time to be explaining my brain's thought propcesses.

So what I want is to know how to decompile the .exe (however many steps it might take) into readable code, whether or not I can recompile it.  If anything, I would make a game that uses the same mechanics, so it doesn't really matter anyway.

I suppose, to restate my purpose for doing this, a damage formula and an explanation of all the status effects isn't enough for me :wink:.

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Scripting and Reverse Engineering / How to decompile?
« on: 2005-11-29 04:07:36 »
Well that was a real help xD.  Since you seem to be sort of unknowing of that stuff, I am hereby directing these questions towards DA QHIMM HIMSELF.  Thanks for your input though ^^.

10
Scripting and Reverse Engineering / How to decompile?
« on: 2005-11-28 02:27:04 »
Sorry if this is an insanely stupid question, but how do I decompile FF7's source files?  Better yety, how do I access them?  First, where are they located?  In the .lgp's or the .exe?  What language are they in?  In they're in the .lgp's, what filetype are they?  Any help is greatly apprectiated.
My reasons for knowing how to do this are because I wish to see what is inside the walls for myself.  It's not that I don't trust Qhimm's gears FAQ, but if I saw the original code, then I would be able to understand it better, and perhaps even make a more understandable FAQ for personal purposes.  Thanks in advance.

11
Archive / FF7 Won't install! T_T
« on: 2005-03-11 03:33:07 »
Quote from: DarkestDream
on XP, there is always a crash on Chocobo race, and there is a patch for it

Quote from: Kohan
Now, I know that it is able to fix, and so I rushed to reinstall FF7.


I know about the Chocobo patch.  Otherwise, I wouldn't have been trying to install it.

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Archive / FF7 Won't install! T_T
« on: 2005-03-10 22:37:25 »
Okay... a long while ago, when I was rather stupid, I put FF7 onto my Windows XP.  Everything worked fine until I reached the Chocobo Race right after Dyne.  At that point, I did not know that a patch or this site existed.  I simply put it off as a bug, and deleted FF7*.  Now, I know that it is able to fix, and so I rushed to reinstall FF7, when it came up with: "C:\WINDOWS\SYSTEM32\AUTOEXEC.NT.  This file is not suitable for MS-DOS or Microsoft Windows Programs. Yahdyahdyah..." when I opened ff7inst.exe.  I looked it up on Google and found the solution, but now it simply does nothing.  You double-click it, it thinks for a split second, and does absolutely nothing.  It really sucks!  Can anyone shed some light?

*The reason I had put it on XP was because I had put it on an old 98, but there was a really weird glitch at Bugenhaden's place where he would talk, and it would 'freeze'... like, his text would be there, and he'd still be bobbing up and down, and I could run around the room, not to mention through my party members... but that's another story. Ciao.

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