Author Topic: Kill / Run / Battle Counter  (Read 3214 times)

Mobius

  • *
  • Posts: 15
    • View Profile
Kill / Run / Battle Counter
« on: 2005-10-11 18:58:48 »
I've been searching high and low around the valley of Qhimm, but sadly I'm really struggling to find any answers relating to these three 'stats'! I'm not too sure this is in the right forum, but I figured Game-Tweaking might be right, because at least if anyone has some wonderful knowledge, we could cause some tweaks as a result of this post. Maybe.

So, the Kill Counter! We know that there is one 'stored' for every character individually, but where? I figured that the most obvious place would be amongst the save-game data, but from what I'm reading up on the whole format (Jenova source, lots of lovely notes by forum honchos, and such), there seems to be little, if nothing at all, pertaining to this stat! Where on earth could it be stored? I just figured it'd be useful if there was anyway we could edit this, even through Hexing savestates! I'm looking for a way to fiddle with the number (although I can't imagine what chaos it might cause in regard to learning limits, probably a thousand bugs).

Also, just to clarify, the only time this stat (per character) is called into effect is for Limit Break growth, and the power of Vincent's Ultimate Weapon, correct? (using the Death Penalty is what triggered this search of mine) Seeing as we all know how that works, what with the whole 'Power = [Power * [Vincent's Kills / 128] / 16] + 10' (Cheers Terence!) Meaning that in order to get the weapon upto say, the power of Cloud's Ultima Weapon, with Cloud of full HP, would take around 5000 'final blows'? Aiee!

And about the rest of the counters, are the Run/Battle Counters stored within the Savestate, too? Again there's little info floating around regarding the location of either of them (from what I can find, at least), and the only time this stat is called into effect is for the Sleeping man in Junon, and the damage of Chocobuckle, right? This one could be quite fun to play with, especially those that want to see 'All Lucky 7's' alot, teehee.

I realise it's quite cheeky of me to have my first post be some elongated version of a "TELL ME PLZ", but I've been hunting all over, and there really seems to be little info about the individual kill count, other than GET OUT THERE AND SLASH AWAY, BOY! So here's hoping some of you lovely Qhimm folks might be able to help out a tad!

EmperorSteele

  • *
  • Posts: 933
    • View Profile
Kill / Run / Battle Counter
« Reply #1 on: 2005-10-11 19:02:31 »
Actually, this would probably be served better in "Tech-related", as in this forum, we deal with patches and bugs, where as you're looking for informationt eh game creates, uses, and stores, which is what the tech-related forum is all about =)

But i'm sure someone will answer ya here, anyway =)

dziugo

  • *
  • Posts: 1470
    • View Profile
    • A new copy of FF7 thanks to Salk. Pack (zip/rar/etc) your saved game before sending it to me.
Kill / Run / Battle Counter
« Reply #2 on: 2005-10-11 19:22:27 »
Info from gears. Offsets are for each slot of save-game considering checksum as 0x0000 offset...

The "number of kills" counter is at 0x24 offset of each character's record (0x0078 for Cloud, 0x00FC for Barret, 0x0180 for Tifa etc.).
Number of battles won is at 0x0BBC and number of escapes are at 0x0BBE.

Program to recalculate checksums for save-games can be found here.

dziugo

Mobius

  • *
  • Posts: 15
    • View Profile
Kill / Run / Battle Counter
« Reply #3 on: 2005-10-11 22:48:12 »
dziugo! Excellent! Thanks so much! And that checksum program is extremely useful, thanks a ton! That can't be allowed to get lost in the folds of time!

I had been attempting to get a hold of Gears, but for some reason, all the download links I was finding over the board were all broken. So, thanks again for that little nugget of info.

It's nice to fiddle, play, and be awarded your limit breaks upon completion of a battle. And Vincent with a powered up Death Penalty is quite.. er.. super? (All the world needs now is a way to stop 'LIMIT' from overwriting the option to attack, but that's a whole other kettle of fish)

Thanks again dziugo. Love the Mini-game Patcher, by the way. :)