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Messages - mav

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1
The last update did indeed resolve the graphical glitches in the tree sections, good job!

I see one more texture related glitch - the background image has this black outline on some parts of it:



Otherwise it looks perfect!

Oh and one other thing - initially keyboard controls worked, but in this new version I could only use gamepad, keyboard would not work for me anymore.

2
This is incredibly impressive, massive kudos to you
I'm not too knowledgeable about the limitations of what is possible with ff7 and the technical side, would you be able to expand the world maps? Would we be able to have a scaled up Gaia?
Is it more for texture replacement potential?
could you potentially have more maps?
The features are very impressive

You cannot make the current maps bigger without modifying the game's engine as it makes a lot of assumptions about the map size. As wdx said you can edit, add, remove places on the current map, with enough patience you could reshape the whole map and add new events on it.

FF7 has three world maps: overworld (id: 0), underwater (id: 2) and great glacier (id: 3). Technically it is possible to tell the game to load an arbitrary map id which would make it possible to create an alternate version of overworld, but you would need to slightly hack the exe to make it possible to enter that map.

3
Landscaper - World map editor for FF7 PC


Landscaper is the first feature-complete graphical world map editor for Final Fantasy VII PC. Here's what it can do, among other things:

Messages
  • edit region names and dialogue messages that show up on while on the world map
  • add/remove new messages to be referenced by scripts
  • jump to script that references a message

Map
  • view and edit the world map geometry for all three game maps: overworld, underwater and great glacier
  • edit individual triangle data (terrain type, texture, region, scripts, coordinates, UVs)
  • bulk edit triangles using painting mode
  • four different viewing modes: textured, terrain, region, scripts
  • export/import maps from/to .obj files that can be used in 3D modeling software like Blender
  • view all textures used in the world map

Encounters
  • edit random encounter tables for each world region
  • edit region sets that define which terrain types can have encounters for each region
  • edit Yuffie and Chocobo specific data

Scripts
  • custom text editor for scripts decompiled into a high-level scripting language
  • ability to edit three types of scripts: system, model and mesh
  • properties sidebar to adjust selected function parameters with inline documentation
  • search across all scripts!
  • add new model & mesh scripts

The app also comes with an auto-updater so when I release a new version it will get updated automatically. It also comes with a built in Help system that covers all the major functionality and contains an opcode reference for the scripting language used by world scripts.

Landscaper is a culmination of years of reverse engineering and almost a year of active coding. While I consider it ready for public release I still have more features planned and I'm very interested in feedback from modders on what can be added or changed to make the modding process easier. Also if you make any mods using it please share it here!

4
Nice, it works for me! There were some minor graphical glitches (mostly in the tree section of "Event") but it's awesome that you've got it working!

5
I would go with https://www.netlify.com - it's super easy to upload a website there and have it hosted under a static URL by just dragging & dropping a zip file that contains an index.html and all your assets, you can even update the deployment later if you have a new version.

As for the LGP file you could have a file picker so people could upload the lgp file on their own. Similarly how Diablo Web works: https://d07riv.github.io/diabloweb/

Great work btw!

6
FYI you can also use Ultima to slow the game down (it has a 0.25x speed option) plus there's an option for Manual Slots which pauses the slots completely and lets you choose them with keyboard inputs.

7
As with many things with FF7 the amount of credits lines is hardcoded in the exe (interestingly other language versions have different number of lines and their exe reflects that).

When the credits module reaches the hardcoded amount it will automatically end the staff roll and play the “500 years later” sequence.

Also even if you changed the amount of lines in the exe you would also need to adjust the FPS value of the credits, otherwise it would end too early or too late. They didn’t bother to make any calculations on what scrolling speed to use and instead just picked an FPS value that worked. In case of the English version it’s exactly 39 FPS.

8
My ADHD would not this one rest so I vibe coded this simple HTML app for editing the people.bin file: https://ff7-credits-editor.netlify.app/

Let me know if it works for you 🙂.


9
The file you're looking for is called people.bin and it's inside data\cd\cr_us.lgp (and in other language variants).

It's split into 539 records, each 64 bytes, one per credits line (it also includes empty lines).

Each line starts with two 4-byte markers indicating the font style. First one specifies the style (big/small, with or without underline), second one is the color.

Text is encoded in a different way than what everything else in the game does, but it's very simple: letter "A" is 00, "B" is 01, and so on. Space is 2F. Separator (for two names in one line) is 30. Each line ends with 7F and text after the 7F is ignored until the next line starts (there's some garbage data in many lines after the 7F byte, just ignore it).

Finally the last 4 bytes of each record seems to be line height (so they could create multiline headers).

You should be able to figure out the rest from here.

10
On PC it's at 0xCBF9DC and the list of possible values is the same as the one Akari shared.

11
The reason 7th Heaven and most gameplay mods in general require the English exe is because the code layout of the exe differs between language versions. Gameplay mods rely on knowing the code addresses in the exe to apply patches.

12
Version 1.6.0 dropped!

This release introduces two big new features:

Chocobos screen: view and edit Chocobos in your stables and the ones outside in the pen. You can change their name, sex, color and all racing related stats.



Variables screen: it merges the old advanced variable editor with a totally new simplified interface that lets you edit most of the known game variables inside an easy to use interface with descriptive variable names.



The field names and descriptions come from the excellent FF Wiki page documenting the Savemap.

13
Version 1.5.0 dropped!

This is a pretty big release with two new features:

* New Party screen - View and edit party stats, equipment, limits and more



* Showing in-game messages when toggling speed and other hacks via keyboard shortcuts



Also here's a change log for the past few version that I didn't post about:

* Ultima now loads battle scenes directly from the game data (so it will now properly display battles for mods that change enemies)
* Show additional details in Start Battle modal - pre-emptive, back attack, can't escape flags, etc.
* "Max Items" option in the Add Items modal that gives you 99 of each item
* "Max Materia" option in the Add Materia modal that gives you one of each materia (mastered)
* Adding items now works in battle (you can immediately use added items)
* View and edit Love Points and Battle Points
* Map Viewer: Follow Player option that will pan around the map as the player moves and also highlight the triangle the player model is currently standing on
* Added keyboard shortcuts for Skip Dialogues, Walk Anywhere, Invincibility and Manual Slots toggles

14
The Skip Dialogues option can result in soft locks because it changes the timing of cutscenes slightly and some cutscenes assume very precise timing to work properly. I’ve already fixed a handful of these, and if you encounter more please report them and I’ll fix them. I’ll note down the Elena in Icicle Inn part, let me know what the other one was.

Btw one way to recover from such a soft lock is to reload the field by using the Warp to Field function in Ultima and supplying the same current field id.

15
—"Full party Heal" and "Toggle Limit Bars" buttons that are already included in General > Party, I miss to have them while managing my battle in Battle tab.

These two options are also exposed as keyboard shortcuts so you can use these for easy access until I find a better way of structuring UI to make them more accessible.

16
If you think it is a good idea and you have the time, can you add love points viewer and editor? I have the values in a table, shouldnt be too complicated.

I’ve just added them  in the latest version, you Can find them in the General tab.

17
I'm still holding out for a Gil multiplier from battles, similar to the EXP/AP ones you've already added, but other than that, this thing is just about perfect.

Something else that might be handy is the ability to use a keyboard shortcut to skip dialogue (I wouldn't mind toggling the skip feature on for things like the Kalm flashback, but then turning the skip feature off for most of the game). Basically, having more options that could be assigned to keyboard shortcuts (they could all be unassigned by default; doesn't matter to me) would be cool. Maybe the ability to toggle the manual slots from a keyboard shortcut would be nice as well.

Just released a new update containing the Gil multiplier option, as well as new keyboard shortcuts for Skip Dialogues, Walk Anywhere, Invincibility and Manual Slots toggles :).

And actually, maybe one last feature (since it's literally the only thing I still use Black Chocobo for): The ability to add Aerith back to your party/PHS after she dies at the end of disc 1. Sometimes, I'll use Black Chocobo to add her back to the PHS menu after she dies so that I can continue to play as her on discs 2-3.

This is already possible, in the General tab click the PHS row and tick the "Show" and untick "Lock" checkboxes for Aeris and she will be available again in the PHS.

Edit: I've pushed another release that allows you to edit Love Points and Battle Points, and added a option to map viewer to follow you around when running around in game.

18
Version 1.4.7 dropped!

There were many changes since the last release announcement here, I'll only list the most important ones

* Battle Log - shows a log of all actions that happened during the current battle



* Settings window, allowing you to configure keyboard shortcuts and other app settings
* Edit max HP/MP of allies and enemies during battles
* "Skip Dialogues" - disables all blocking message windows on all fields (except choices and the ones that do not block eg. timers)
* View and set collision, interaction and visibility flags for field models
* "Speed hack enhancenements" setting that disables the temperature dropping in Great Glacier and disables wind triggering battles in Whirlwind Maze when speed hack is on
* "Manual Slots" battle option that stops all slot reels (Tifa's and Cait's limits, and battle arena) and lets you choose slots with arrow keys
* "Walk Anywhere" toggle that lets you walk, drive and land on all terrain types on the world map

Plus tons of fixes and smaller changes.

19
Although I’m not sure how exactly that would work since some enemies have multiple items to steal but you only can steal, I’ll think about it.

Maybe always steal the most rare item?

20
One other idea, mav (if it wasn't already on your to-do list): The ability to edit your battle points at the Battle Arena in the Gold Saucer.

You can already do this the “hard” way using the Variable Editor from the general tab. Turn on 16-bit mode and your battle points are in the field 112 of Bank 1.

I have it on my todo to expose some often used savemap values in a more user friendly manner, this is just a workaround.

As for 100% rate it is a cool idea, I’ll add it to the list.

21
Amazing work, mav! Love it!

Is there any chance of being able to boost EX/AP by more than 4x and being able to speed up the game more than 4x as well? Thanks.

Speed is tricky because the way I’m doing it is by bumping the FPS limiter the game uses, which means it is capped by your monitor refresh rate. So while I could offer a 5x or more options if your refresh rate is lower than 150 Hz you would not see any difference.

As for custom Exp/AP boosts that should be possible, I’ll add that to my todo list.

22
FF7 Tools / Re: How to edit a materia's ability list?
« on: 2025-02-20 08:06:07 »
Thanks, mav. I want to keep the exist 5 materias, just wanted to also have materia for the other three stats (Strength, Defense, and Spirit). I've made them and they work fine, I just didn't know I couldn't change the text under the ability list to show what they do. Can that text be edited via Scarlet, which has an FF7.exe editor?

If you want to add more than 5 materias that change stats based on level you unfortunately won't be able to achieve the same result as Magic Plus and others. Best you can do is just have a static text. I believe by default the game just repeats the materia name in the Ability List and that's the best you can do without some heavier exe modifications.

23
FF7 Tools / Re: How to edit a materia's ability list?
« on: 2025-02-19 09:12:42 »
Two things:

The Ability list on the left of the materia info window is pretty much hardcoded in the EXE in what it shows. There are only a couple materia where it's coded to show attribute names with per-level percentages, and these are the first 5 materias (as stored in game's data): MP Plus, HP Plus, Speed Plus, Magic Plus and Luck Plus. You cannot change via simple kernel editing what text is being displayed by these materias as this is hardcoded in the EXE.

The Equip effect can be changed by editing kernel data but there's a hardcoded list of atribute sets and their stat bonuses to choose from (see https://wiki.ffrtt.ru/index.php/FF7/Materia_data). These are always the same no matter what level the materia is. What New Threat did with the Omni Plus materia is they've modified the EXE and put in a new stat bonus list (or changed an existing one).

Now assuming you want to have Strength Plus materia that shows a per-level stat bonus for Strength the simplest way would be to change one of the 5 aformentioned materias (MP/HP/Speed/Magic/Luck Plus) to Strength Plus, adjust its attribute to be Strength and then also modify the EXE to show the correct text in the menu. Here for example I've changed Magic Plus to Strength Plus:



To achieve this I've modified the code starting from memory address 0x70b667:

Code: [Select]
70b667 = 68 38 0D 92 00  ; PUSH 920D38 - address of "Strength" text
70B694 = 6A 7F           ; PUSH 127 - X coordinate of the stat bonus number
70B6AF = 6A 73           ; PUSH 115 - X coordinate of the "+" character
70B6CA = 68 97           ; PUSH 151 - X coordinate of the "%" character

24
Version 1.3.0 dropped!

* Feature: World map viewer showing a live, zoomable top-down map with ability to toggle section boundaries, triangle boundaries and showing current positions of all controllable models plus all weapons



You can toggle on and off the display of world grid lines, triangle boundaries and model positions. There are also 4 different rendering modes to choose from:

* Textured (pictured above, showing the map as it looks in-game)
* Terrain (shows terrain type for each triangle e.g. grass, wasteland, beach, forest; the encounters you can get depend on this)
* Region (different colors for all the main world regions e.g. Midgar Area, Grasslands, Cosmo Area etc.; this is what is shown as the location name in the menu)
* Scripts (highlights triangles that have scripts attached to them, it also highlights triangles where chocobo encounters are possible)

Here's how terrain, region and script views look like (click to enlarge):


25
The biggest flaw Discord has is the discussions there are pretty much ephemeral. They’re not searchable from outside and are essentially gone immediately after they take place because the meaningful stuff drowns in all the chatter and memes.

That’s why it’s important to keep the forums and wikis alive because that’s where the permanent knowledge lives in for the next people that will come to the scene.

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