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Messages - Marik

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1
Sorry mate, I have no idea about C++ or debugging. Never even touched that stuff (not scared, I just never have used it).

Yes they would be fun. Especially with that limit-break patch (imagine doing Omnislash with constant 30K damage hits).

2
Releases / Re: New Spell Patch
« on: 2006-05-13 23:21:31 »
I'll try this, but you need screenshots.

3
I have an idea for the hex editing program - Cygnus Hex Editor. I've used it before (Lords Of Magic, Xenon 2) and it did it's thing right.

But as far as un-gzipping kernel.bin itself, and then re-gzipping it back up once I'm done, I don't have anything to do that. 7Zip can't do anything to it, and I don't think winrar or winzip could either. That's where I need help dude - I need something that can do the gzipping thing.


By the way, I'd like a bit of advice/criticism. These are my ideas for the ultimate equipment, and what I want to do with them via the hex editor:

Ultimate Weapons:
(weapon for template: characters' ultimate weapons)
- damage is normal and not affected by HP, MP, Materia, dead allies, or how many enemies you have killed
- the Attack stat is maxed (99/255?)
- the Attack % stat is maxed (99/255?)
- the weapon inflicts all status effects, or just Instant Death
- has 8 linked Materia slots
- Materia growth rate is tripled

Ultimate Armours:
(armour for template: Mystile)
- the armour absorbs all elemental damage
- Defense and Magic Defense are maxed (99/255?)
- Defense % and Magic Defense % are maxed (99/255?)
- has 8 linked Materia slots
- everyone can equip it

Ultimate Accessories:
(accessory for template: Ribbon)
- increases all stats to maximum (maximum stat bonus)
- casts Barrier, MBarrier and Haste at the start of every battle (is this possible?)[1]
- protects against ALL negative status (this does not include Regen, which is on the wiki list)
- can be equipped on everyone

[1] Basically, the idea is to have "Big Guard" (the effects, not the spell itself) at the start of every battle. Is it possible to include Regen too?

4
I don't have anything on my computer right now that opens them in something I can understand. Should I download a hex editor?

5
Thanks. Now what program(s) do I use to open Kernel.bin and go about (carefully, of course) editing them?

Can't wait to try this - the ultimate accessory! Grants Wall, Haste and Regen, while negating all bad status. Or the ultimate armour - max defences with absorption of all elements. Or the ultimate weapon - max attacks with instant death effect!

^--Just an example of what I wanna try out.

6
Archive / Weapon/Armor/Accessory editing question (stats)
« on: 2006-05-11 14:31:36 »
How would I go about editing the stats of weapons, armours and accessories? I was wondering how this is done. Because I'd like to try out certain things, like

- making the ultimate weapon (max atk, max atk %, max mag atk, instant death effect)
- making the ultimate armour (max def, max mag def, max def %, max mag def %, absorb all elements)
- making the ultimate accessory (grant all good status, negate all bad status)

Even if the above is in no way possible, how can I go about editing stats for them?

7
Archive / Re: FF7 MemHack problems - please help
« on: 2006-05-11 13:40:02 »
I figured it out because of my problem - finding a way to load the codes BEFORE the game starts, and without using Alt+Tab.

1) Have the MemHack codes ready to go.
2) Insert FF7 Disc 1/2/3 and close the tray.
3) Open the game immediately after step 2.
4) Go To MemHack and click on Open Process, making sure ff7.exe is highlighted.
5) When you hear the CD spinning in your CD drive, click on OK.
6) Done! Game should start with the codes working.

8
Archive / Re: FF7 MemHack problems - please help
« on: 2006-05-10 22:38:45 »
Actually I did find a way to use them without any battle crashes!

Insert the CD and close the tray, then (fairly quickly) open ff7.exe, then load it into Memhack just before the game actually starts (black screen which goes to the Eidos logo). Doing this has made the codes work without any crashes at all. :-D

9
Data offsets are mostly intact.

dziugo

So you're saying most, if not all, of the 1.02 MemHack offsets would work when the hi-res game patch is applied?

Oh, and I got the codes to work earlier too - yay! Loading the ff7.exe process into Memhack AFTER the CD is inserted but BEFORE the game actually loads guarantess the Memhack FF7 codes work. The Alt+Tab is confirmed to f-up battles.

10
Oh...I see.

Well um...that's yet another journey to find the correct offset. And at the moment, I'm having difficulty figuring out how to get the codes to work without:

- disabling Autoplay
- using the Alt+Tab, which triggers the "battles crash" glitch

"EA18" is the offset for codes to work with the 1.02 patch. I'm guessing yet another offset would be needed for the hi-res game patch?

11
Archive / FF7 MemHack problems - please help
« on: 2006-05-10 04:13:43 »
I've recently got FF7 to work again on my computer. I was trying out Memhack codes for it and I've run into a problem.

Now the MemHack codes DO take affect (shows correctly on status screens). But when I enter a battle with the codes on, the game freezes and I am forced to stop it. This problem has persisted in the unmodified ff7 (v1.00) and the patched version (v1.02, which is what I'm currently using).

Does anyone have a solution on how I can get the codes to work and not have the game freeze?

The codes I have tried using (but failed because of the problem) are Absorb All Elements, Status Attack and Status Defence (for all 3 characters in the party). Long before when I was playing FF7 they somehow worked, but that was over 9 months ago, so now I forget. :(

EDIT: I read something about "Alt+Enter" causing the crashes when battles start. But MemHack needs to have "ff7.exe" loaded so that the codes can work. What a weird case of catch 22 - how to load ff7.exe into MemHack without triggering the so-called "alt plus enter crashes in game battles" bug?? Anyone know how?

12
1) My current display settings are 1280x1024 @ 32 bit (my monitor can do that 1280x960 though, I checked) - will this High Resolution FF7 run well on those settings?

2) Does the patch alter the ff7.exe, so much that Memhack codes would need another offset change? (all Memhack ff7 codes need "EA18" added to work with the 1.02 patch)

13
Well then I don't think I'm ever gonna be able to play FF7 on this computer ever again. I already reformatted ELEVEN (11) TIMES in the past, and there is NOT gonna be a 12th time. Sorry.

Might as well go learn how to use RPG Maker XP then. :weep:

14
I guess both of those are worth a shot. Just hate how FF7 requires a restart, because I've got a big torrent file going on right now (incredibly slow over my 512/128, which is pathetic!!). It's not really progessing much so I guess a restart won't hurt it.

So I'm all for copying the movies to the hard drive. But won't the game just read them from the CD anyway?

EDIT: Nevermind. I just read that movie tweaking guide. Thanks. And yes, I will also try compatability mode, which one do I choose though?

CRITICAL EDIT: The errors came up yet again. All of them. Although with this install the movies look cleaner than they were before. So what gives? I directed the movie path to my hard disk and put ff7.exe into Win95 compataible mode...and still those errors from my first post appear? So what do I do now?? :weep:

15
Yes it is a legitimate 4 CD copy of the game (one install CD and 3 play CDs). It is in no way that piece of trash Ultima Edition!!

16
Hmmm. I think I might have been. Any way around that, maybe w.o a 1.02 patch?

17
Hmmm. Well I guess it's worth giving a shot. I'll go get the latest audio and video codecs too.

EDIT: Errors happened again. WTF IS GOING ON?? :evil:

18
- The beginning intro (after selecting new game) and it's sound are out of sync (ie. can hear aeris walking before she even stands up)

- As a result of the above, there is no sound during the 2nd half of the intro (about where it moves back and quickly shows the train pulling up)

- As soon as the train pulls up and Avalanche jump out, the screen goes black. This is cured by going into the menu and then exiting.

- After you name Barret, and Cloud looks up at the reactor, his sprite does not change with the movie. In other words, it does not grow or anything - it just stays the same as it normally does.

That's all I've got so far. I haven't dared to go further because I was pissed with it. So what's the problem, if anyone knows? By the way this is a totally unpatched FF7 on Windows XP. It worked before and I don't understand why it isn't working now. Any ideas??

19
Sorry for the late reply. Just wanted to apologise for my triple posting. Won't happen again Qhimm.

~ Marik ~
 8)

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Archive / FF7 and the shinra mansion safe puzzle
« on: 2005-07-28 07:24:23 »
I'm guessing "VSynch" is maybe something that lowers CPU-speed?

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Archive / FF7 and the shinra mansion safe puzzle
« on: 2005-07-28 04:44:38 »
I just read a FF7 PC Tech FAQ on a website and it mentioned that the game can run too fast in some sections. This I knew already, but I would like to know all the areas that this "hyper-speed" bug happens in.

The FAQ did mention one - the shinra mansion safe puzzle. If it ran too fast, I don't think I could enter the code fast enough, and therefore I wouldn't progress.

22
Archive / FF7 - Hardcore Mode Project
« on: 2005-07-28 01:19:48 »
If I may make a suggestion for the patch, can you please alter the "Ribbon" accessory so that it TRULY DOES protect against all NEGATIVE status effects? I believe at the moment it does not negate Death, Near Death, Slow, and Stop.

Maybe you could also put in a Mighty Guard accessory? (Auto Haste + Auto Barrier + Auto MBarrier)

23
Thanks Reunion. I was afraid it might, but you reassured me. 8)

24
If I was to apply it to my copy of FF7 (only chocobo patched, on XP, and working w/o v1.02), would the highres Cloud patch alter the ff7.exe file in a way that would shift around the memory addresses, thus screwing up MemHack's codes for the game? :-?

25
Scripting and Reverse Engineering / Battle Mechanics #2
« on: 2005-07-25 10:44:05 »
Quote from: The SaiNt
Hahaha
Since I have control over changing the weapon attack %, I did you a favour and checked to see if it what influence the attack % on the weapon made.
What a surprise it was when I found out it had no effect!
Even if the weapon's attack % is 0, the weapon still manages to hit my enemy!
Puzzled with this, I put all my stats to 0 and tested them one by one.
It seems that dexterity effect the success rate of deathblows.  :)
Maybe attack % does affect the chance of hitting but I'll need to check a little more first.<P>BTW, the offset for the
Buster Sword Attack Power is 00DAFD1C
Buster Sword Attack % is 00DAFD20<P>Add hex 2C to each address to get the following weapon. (It follows the FF7 weapon list)


The Saint: You actually got control over a weapon's Atk Pow and Atk %?? I'm impressed - really I am. :D So what are their maximum values, and do they affect the damage dealt whatsoever?

Mod Edit: Do not resurrect old topics. This one was dead for over 4 years! Split from this topic.

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