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Messages - petfriendamy

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1
Hey Amy, just wanted to say that the new version of Scarlet appears to have solved my issue where syncing the kernel and scene files caused those weird things in battles!
Glad to hear it! It seemed intermittent when I was testing it, so let me know if it happens again.

EDIT 2:  I have encountered an issue when trying to edit or add elemental rates.  For example, if I select Bolt from the menu, it says Earth in Elemental Rates box.  IF I select Earth, it says Poison.  It seems to be showing the name of whatever the element below the one I select is.  Not sure if this applies across the board or in certain instances as I haven't tested every combination of element and rate.
Will fix this when I have a moment.

As for the other questions, I assume there's a way, but I don't know it off-hand.

2
Scarlet 0.10.0 is here!

I fixed a bunch of bugs and added some new stuff, including:
  • An auto-updater! You don't have to download updates manually from GitHub anymore!! (Big thanks to TrueOdin!)
  • A setting to remember the last opened files
  • More of the EXE text
  • Audio data
  • World map walkability, courtesy of mav!

Available here: https://github.com/petfriendamy/ff7-scarlet/releases/tag/0.10.0

3
Hm, sounds like it's not syncing the lookup table correctly. I'll have to look into that. Thanks!

4
Thanks for the feedback!

Is there anyway using one of these editors to change how the Steal command works for characters?
No; I imagine that functionality is baked into the EXE.

One quirk I did notice with the Kernel Editor is that when adding stat modifications to Weapons, Armor, and Accessories that don't already have them is that once you select a stat from the drop down menu, the text for the amount of the modification stays greyed out and you can't change the value.  However, if you click on another item on the list and then click back on the item you were editing, you can now change the value.

Another thing I've seen is that if I click on an empty slot in the Attack Data tab in the Scene Editor and then attempt to make a new one, I get the following error message:



I'm not brave or knowledgeable enough to try making new enemy attacks to actually use at this point, but I thought it was worth mentioning.  I'm working on a Windows 11 PC if that matters.
I'll fix these when I get a chance, thanks!

I have encountered an issue with my modding causing the game to crash in battles though.  I'm using the 7th Heaven Mod manager with the SYW Unified Battle Textures, Field Textures, Minigames Textures, Worldmap Textures, and UI mods as well as the 60/30 FPS, Mouth Replacer, and Wizard Staff mods.  The crashing happens regardless of whether the mods are on or off, so I don't think it's those.  I know 7th Heaven uses FFNx which is something I don't know much about but I know it's not vanilla FF7.  Maybe that has something to do with the issue?

I did find a way to prevent the crashing though - at least so far (this mod is very much WIP), and it comes down to how I save my work after making edits.  When I tried to save with only scene.bin loaded in Scarlet, it gave me the following message:



I started over after loading up KERNEL.BIN and kernel2.bin as well as the exe file just in case, then made some edits again.  No problems until I go to test them out in game, and then it would crash whenever I entered a battle with edited enemies (not sure if it would be the cases with non-edited ones as I didn't try that).  I didn't think to screencap the crash message, but I remember it was very nonspecific and gave a link that looked to be the FFNx github page.

I then replaced my files with unedited ones and made edits again, this time without loading anything but scene.bin and ignoring the warning when saving.  Went back to try the game again and so far, so good.  Seems to do everything I wanted it too, and no crashes yet.  The game runs fine with the mods I listed too.
I'm having a little trouble following—it doesn't work if you save both the scene.bin and the kernel files? Have you tried on the canary version?

5
Scarlet doesn't use a "char.txt" file, it has its own custom implementation for reading FFText. If there are errors with it, feel free to let me know so I can fix them. If you want to completely change the char lookup table for some reason (custom characters maybe), you might be better off making your own fork of Scarlet for those changes, unless a lot of people really want that.

6
The limit data is provided as-is; unfortunately I don't know a whole lot about how it works. I fixed a bug with attack power not being set properly, so maybe that helps?

I'm not sure what you mean about kernel2 text being replaced without warning. If you could give me more detail on the issue, I could look into it. I'm also more likely to notice bug reports on Discord or Github since I don't check this forum super often.

In the meantime, I went ahead and did another stable release. It fixes a bunch of bugs, and adds a bunch more EXE text (some of which only work with the English EXE at the moment):

https://github.com/petfriendamy/ff7-scarlet/releases/tag/0.9.2

7
One thing thats confusing me is the prices for materia like summons is 1 but the 'Materia AP price multiplier' says 70. Wouldn't that mean they should sell for AP*70?
I'm not too sure how it works, but I'm guessing 1 price items are ignored.

If I make edits to FF7.exe with the limit break editor (Libre), would this allow me to create a hext file of those changes?
No. I would suggest using Scarlet instead:
https://forums.qhimm.com/index.php?topic=25961.0

8
Pushed a new release with some new stuff:
  • You can actually edit stat curves now
  • Added the ability to edit some of the EXE text
  • Added a toggle switch that allows you to use features from Postscriptthree Tweaks (thanks PS3)
  • Various bug fixes
You can get it here: https://github.com/petfriendamy/ff7-scarlet/releases/tag/0.9.1

9


Download here:
https://github.com/petfriendamy/ff7-scarlet/releases

Canary: https://github.com/petfriendamy/ff7-scarlet/releases/tag/canary

This is the big project I've been working on on-and-off for the past couple years, finally in a (mostly) usable state!

Scarlet is a combination kernel/scene editor that allows you to edit both of these files at once and keep them perfectly in-sync. It also incorporates my old FF7.exe editor, which will now also be properly synced with kernel.bin. It can also modify limit breaks now!

The crowning jewel in my opinion is the A.I. editor. I wanted to incorporate a GUI-based editor similar to Makou Reactor, so you can view and edit scripts in a much more intuitive manner.



Of course I cannot test every single scenario, so there is a chance of data loss/corruption when using this tool! Please use with caution. I recommend backing up your files before editing them. There are also some things that Scarlet currently can't edit, which will be coming as soon as I figure out how to handle them.

Huge shoutout to all of the modders who have put so much work into reverse engineering the game, and for everyone who helped me code this monstrosity. This project wouldn't be possible without you!

Happy modding!

10
Yeah, what Markul said. You can load your modified EXE in the editor and click the "create Hext file" button to generate the text file that 7th Heaven uses.

11
*blows off the dust*

Hey! So I recently decided to drag this old thing over to .NET 7, as well as putting it on GitHub like a proper software dev. And—important enough to warrant a thread bump—it now includes shop data!



Special thanks to titeguy3 for making White Chocobo, the original shop editor that I used as a baseline for this. Also special thanks to myst6re for Makou Reactor, which I used to find and identity all the shops. Apparently there's an unused materia shop!

As usual, let me know if you run into any issues.

12
Mechanics / Mt. Nibel wrong warp
« on: 2021-12-12 18:20:23 »
I did a lot of research into this wrong warp, so I might as well share some of my notes here!

If the notes below seem a bit dense, I also made a video about it, which you can find here:
https://www.youtube.com/watch?v=gHIQ5zFcAEE

Here is a spreadsheet of all the encounters on the world map, and what the corresponding fields are when you wrong warp:
https://docs.google.com/spreadsheets/d/1WDEoa8fpGJcrhYOwpKGqa-SWPZZpx9cpg4rHYt4QKJQ/edit



* The warp relies on the "no rewards" flag used during the Nibelheim flashback. This flag is hardcoded to send you directly to the field module instead of your previous module, resulting in erroneous behavior on the world map. (Shoutout to mav for this find!)

* Interestingly, the above glitch was SPECIFICALLY introduced in the PC port, because cheating in the battle flag on the world map does not result in a wrong warp on PSX. Whether this glitch still exists on PS4 and other console ports is unknown, but I would guess that it is since they were based on the PC version.

* That said, the reason we're able to do the warp in PC speedruns (and not HD consoles) is because of the PC port's quirk of not clearing memory after a game over. This, combined with skips like photo skip, allows us to game over during the Nibelheim flashback and bring the battle flag to the world map.

* However, the game over is NOT required for the actual wrong warp glitch. You simply need the "no rewards" flag on the world map, which can be done simply by exiting and entering Mt. Nibel with a GameMoment value less than 385 (which is impossible without glitches).

* Entering a field at any point will reset the battle flags back to default. For this reason, you MUST stay on the world map in order to do the warp!

* If you game overed in Mt. Nibel with the flag, the entire Mt. Nibel field stays in memory. Winning a battle on the world map will load that field in the EXACT STATE it was in when you entered the first battle, including battle flags. In order to keep these battle flags, you must IMMEDIATELY exit to the world map, without passing through any other fields.

* Exiting to the world map unloads the field from memory, forcing the field module to load a new field the next time it is called. (This is based on observation, since I couldn't find the actual code to prove this)

* The game stores the current ID of whatever's being loaded (including both battle and field IDs) at the memory address 0xCC0D8A (LoadingID). When you enter a battle, it first copies this value to 0xCC15D0 (FieldID), then updates (LoadingID) with the new battle ID. (FieldID) is what is referenced in the wrong warp glitch.

* In short, to wrong warp to places besides Mt. Nibel, you must:
  • Be on the world map with the "no rewards" battle flag
  • No fields must be in memory from a previous game over
  • Run away from a battle with an ID matching the field you want to warp to
  • Enter another battle, which sets 0xCC15D0 to the right value
  • Win that battle

NG+ STUFF:

* The warp also references player coordinates stored at 0xCC0D8C (TempCoords). If these are set to zero, the game places us at wherever the field's default location is (idk how this is decided). If they AREN'T zero, the game instead attempts to place us at (TempCoords), which usually softlocks or crashes the game.

* (TempCoords) are set upon entering a field, using the coordinates defined by the field jump. When entering the world map, (TempCoords) are set to 0.

* When you open the menu on a field, the game stores the player's current coordinates at 0xDC08D2 (PrevCoords). It also does this when you exit to the world map for some reason. Either way, these coordinates are copied to the savemap when you save.

* When you load a save, the game:
  • Copies the saved coordinates to (PrevCoords)
  • Copies those coordinates to (TempCoords)
  • Sends those to the player object (if on a field)
  • Zeroes out (PrevCoords)
* This is why you need to save twice to prevent crashing in NG+!

* Certain fields, like the debug lobby (startmap), have code that place the player somewhere specific on entry, negating any crash potential.

13
You should be able to configure Cosmo Memory for compatibility with New Threat. Double click on Cosmo Memory to check its settings.

14
FAQs and Tutorials / Re: Game only plays Midi music
« on: 2021-07-21 06:16:59 »
Check game driver settings -> advanced, and make sure music is set to VGMStream instead of original MIDI. Hope that helps!

As for 60FPS battles, it is currently not available, no. But it's being worked on, so keep an eye out for it!

15
What file type are you getting those offsets from?
PC/Steam. Is it different in other versions?

EDIT: That's where it is in the savemap, if I wasn't clear.

16
Hey! Thanks for this great tool, it's really helpful. I just had one quick suggestion: do you think changing party members via the party tab could also update the values at 0xCAD, 0xCAE and 0xCAF? Those values determine which party members show up in fields, and it's annoying having to change it manually when testing cutscenes.

17
WIP / Re: Speedrun Irony Mod
« on: 2021-04-09 00:30:12 »
Not sure how I missed this originally, but it looks interesting.  Has anyone done a playthrough of it?
I actually did my own video of the Midgar section back when I was first working on it (though there have been some minor changes since then):
https://www.youtube.com/watch?v=Th5QNKUDoxw

That being said, I've been working on this quietly for the past few months, and finally got to the point where the whole game is playable! I plan on polishing up a few things and then sending it out for people to beta test, so keep an eye out for that.

18
Releases / Re: [FF7 PC] Cutscene Skip Mod
« on: 2021-03-15 21:05:58 »
Alright, got those two issues sorted out. Also fixed a couple of cutscenes that didn't get skipped correctly. Let me know if you have any more issues!

19
Releases / Re: [FF7 PC] Cutscene Skip Mod
« on: 2021-03-14 18:38:15 »
There's two major bugs I've found so far

1 - When you exit Costa Del Sol after defeating jenova - you get teleported by Cosmo Canyon and become a rock. You can't get encounters or open the menu.

2 - The game softlocks at Cosmo Canyon after you talk to Red at the top of the stairs and change your party.

I'm sure there's more later on.
Do you have a save I can test with?

20
Releases / [FF7 PC] Cutscene Skip Mod
« on: 2021-03-01 23:32:30 »
This was the first mod I ever made, so I figured I'd bring it over to 7th Heaven real quick!

This mod skips most of the cutscenes in the game, allowing you to focus on the gameplay. You'll also run into Mog occasionally, who you can talk to to skip some of the more tedious sections like Wall Market and the Shinra HQ stealth section.



Great for challenge runs. Likely incompatible with mods that modify flevel, like New Threat.

You can download the IRO here: https://drive.google.com/file/d/19BjzvLjbHRDd68tRpEJP-cRTDF0Adv9S/view?usp=sharing

Old versions:

21
When I change Clouds name then reload the exe or the .dat file to an unchanged exe the change is what I made. The exe is 1.02, to be honest now that I think about it, I think it might be 7th Heaven screwing everything up, I can't even launch the game without going through it.
Hm, strange. Let me know if you keep having issues with it.

That said, I did notice an issue with accessories not being correct, so I went ahead and fixed that. And speaking of 7th Heaven, the editor can now generate Hext files for use with IROs!

22
When loading an updated exe or the data file only the name is correct, the Curse Rings are Fairy Rings when first loading the exe then change to Earrings when I load the dat file in.
What do you mean by "only the name is correct"? And which version of FF7 are you using?

23
Hello!

Does this work with version 97 exe? (ff7 1.02 english)

My question is logical, my exe has important modifications and I need to be sure of its correct operation, in any case it is an excellent job, if it works for me I have small changes pending with Vincent and Caith Sith, of course I would include you in the credits.

Regards
I believe so! I had to make a small tweak to the editor to make sure it recognizes the 1997 version, but it looks like it's working fine. Let me know if you have any issues.

24
WIP / Re: Speedrun Irony Mod
« on: 2020-12-29 21:31:43 »
Some updates:

* I believe I've fixed the pre-emptive Aps glitch. For future reference, I set the battle flags in Proud Clod for Aps, etc. to FFE9 (they were FFF9 before) which seems to have done the trick.

* I didn't mention it before, but the materia smuggle glitch! Apparently the null slot used in that glitch reads which materia slots are accessible from the Buster Sword and the Bronze Bangle respectively, which makes sense. Since I'm not using Cloud in this mod, I just removed the Buster Sword's materia slots and that made smuggling impossible. (As a funny aside, one thing I tried before deciding on that was the menu 17 "remove character's materia" on character 255, which removed all 16 MP Plus materias from the null slot. So much MP Plus!)

* Hit a bit of a snag with the snowboard minigame. I know that Tifa has a snowboarding model, but I haven't been able to call it for the non-Gold Saucer version of the minigame. It's possible her model isn't even loaded. Might need to see if I can replace Cloud's model with Tifa's or something.
EDIT: I've confirmed that Tifa's model isn't loaded, and there doesn't seem to be an easy way to put it in at the moment, so I've just skipped it for now.


Progress is going pretty good so far, though! The mod is currently playable through disc 1, and I just started working on disc 2. If anyone wants to test it out, let me know.

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Some updates:

  • You can now export the character data to a file, making it easier to backup and share without having to edit the entire EXE every time.
  • You can now change character IDs for Cait Sith and Vincent. I'm not sure what the impact of that is, but it's an option now.
  • Most importantly, you can now change the characters' names!


These are the names that appear on the character rename screen, so you can correct Aerith's name, change Red XIII to Nanaki, or whatever else you want to do.

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