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Messages - mav

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1
FF7 PC LGP Explorer


There are already quite a few tools for managing LGP archives for Final Fantasy VII PC, so why another one? I primarily created this for me, because I wanted to have an app that:
  • works on macOS / in browser
  • works with all LGP files
  • can add/replace/remove files from archive and supports bulk operations
  • can quickly preview most known FF7 file types
  • has good search / filtering
Surprisingly I could not find any app that would fit all there criteria perfectly, so I wrote my own :).
Below is the current list of features:
  • opens any LGP file, including magic.lgp maintaining its subfolder structure
  • extract one or multiple files
  • insert or multiple files
  • replace/remove files
  • friendly file names for models in char.lgp (field models) and battle.lgp (battle models & locations)
  • quickly search/filter the file list
  • sort by name, size, type
  • hierarchy view - displays a tree structure with skeleton/hrc files at top-level and their referenced child resources below
  • preview most of the game assets:
    • HRC skeletons (field models)
    • Battle skeletons (battle models/locations)
    • RSD resources / P Models
    • TEX images (with previews for all palettes and PNG export)
    • HEX / Plaintext view for all other files
As always, feature requests are welcome!
Some more screenshots:



2
FF7 Tools / [PSX] Battle Stage Viewer & PC Exporter
« on: 2025-12-10 09:34:11 »
FF7 PSX Battle Stage Viewer & PC Exporter


This is a small tool for loading PSX STAGExx files containing Battle Stages and visualizing them in 3d space. You can orbit/pan/zoom around the stage, enable/disable visibility of different 3d sections, change texture palettes etc. The main functionality is ability to export the stage to PC format which can be used in the PC version of Final Fantasy VII.

I've built this for Ody (Thestrifeisrife) for the purpose of Shinra Archeology Cut mod, but maybe someone will find this useful 🙂. It most definitely has bugs and doesn't handle 100% of stages correctly. If you notice a broken stage or functionality that you would need please let me know.

Since PSX Battle Stage file format was not fully documented I've created a wiki page for it in case someone else wants to play with it: https://wiki.ffrtt.ru/index.php/FF7/Playstation_battle_stage_format

NOTE: The tool currently does NOT fully support animated stages. They will load and export as static meshes instead.

3
I don't think so, but you're welcome to fill in the blanks 🙂. I am adding more info to the wiki every time I learn something new about the game, in time the info will be more and more complete if everyone does.

4
For editing location names on the world map or which encounters you get on the world map you can use the Landscaper app.

5
Version 1.8.0 dropped!

This is a pretty big release with many of new features:

Field
  • Save states moved to their own brand new tab, see below
  • Run by Default option
  • Encounters table - shows encounters available on the current region & terrain and lets you start any of them immediately

World
  • Encounters table - shows encounters available on the current region & terrain and lets you start any of them immediately

Battle
  • Auto Sense option - always displays enemy HP in the battle help bar
  • Fractional multipliers (0.25x and 0.5x) for Exp, Gil and AP. You can use these in challenge runs to make levelling up slower
  • Enemies list now shows unnamed/dummy enemies

Save States
  • Brand new Save States manager tab
  • Added categories - you can now categorize your states and only display one category at a time

Here's a sneak peak of how Field encounter table looks like (and also refreshed sidebar tabs!)



6
Is it possible to create a completely new terrain with its own battle (like Cactuar Island)?

Yes, but you have to get a bit creative since encounters are based on your current region and terrain. While you can’t add more regions, each region can define up to 4 terrain types where encounters can occur and most regions do not use all four. You can use these unused entries to define entirely new encounter sets without interfering with existing ones.

Can a new location be added that links to any field map?

Yes. There’s a list of 64 possible locations that cannot be extended easily to contain more entries, but there are a few dummy/unused entries that you could use. Plus each entry has a default and alternative scenario and most entries do not use the alternate ones, which gives you a lot of options.

Can battle themes be changed or added for unique fights (like Diamond Weapon)?

World script does not have an ability to set custom battle themes. I believe the way they did Diamond Weapon is when you touch him you transition to a special field that sets up the battle theme and other things and triggers the battle, and then the FMV.

7
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.

8
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.

9
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!

10
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!

11
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!

12
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.

13
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.

14
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 🙂.


15
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.

16
On PC it's at 0xCBF9DC and the list of possible values is the same as the one Akari shared.

17
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.

18
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.

19
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

20
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.

21
—"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.

22
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.

23
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.

24
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.

25
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?

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