Author Topic: Altering enemys sizes from hex editer is it possible?  (Read 25137 times)

Kudistos Megistos

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Re: Altering enemys sizes from hex editer is it possible?
« Reply #50 on: 2009-02-20 14:04:12 »
Quote from: ff7rules
Sorry if i seem thick but this is all new to me.

Don't worry about it; AI editing has a steep learning curve for people with no programming experience. I've messed up quite a few times and I can still only do basic things.

ff7rules

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Re: Altering enemys sizes from hex editer is it possible?
« Reply #51 on: 2009-02-20 14:04:42 »
Thanks for pointing that out LKM! I have NO idea how that happened i deleted them and it works he grows big but when hes about to attack me it freezes  :? Heres what i have now. My guess is the headers are wrong.

http://www.imagenerd.com/uploads/cacwrong2-syP0m.png

Kudistos Megistos

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Re: Altering enemys sizes from hex editer is it possible?
« Reply #52 on: 2009-02-20 14:11:11 »
Yep, the headers are wrong now :-P

this would work with the headers I used; the script you were using before would work with the headers gjoerulv and NFITC1 suggested.

ff7rules

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Re: Altering enemys sizes from hex editer is it possible?
« Reply #53 on: 2009-02-20 14:27:45 »
Yep, the headers are wrong now :-P

this would work with the headers I used; the script you were using before would work with the headers gjoerulv and NFITC1 suggested.

WHEY!!! it finally works! thanks so much for all your help guys! Think i might make a Big Tonberry aswell lol. Thanks LKM for saying that i feel better now lol it is hard to grasp but i bet once you do the rewards are defo worth it ;)

gjoerulv

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Re: Altering enemys sizes from hex editer is it possible?
« Reply #54 on: 2009-02-21 03:27:12 »
Hey, nice! What exactly were you trying to do? Sorry for my unknownness, too lazy to read it all... :P

ff7rules

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Re: Altering enemys sizes from hex editer is it possible?
« Reply #55 on: 2009-02-21 10:34:08 »
Well when i made cactuar jumbo he just stood there and danced away didn't attack. I know now this is because the headers where pointing at nothing nd not the next part of the script (i think)

ff7rules

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Re: Altering enemys sizes from hex editer is it possible?
« Reply #56 on: 2009-03-03 12:22:38 »
Thats awesome man i should have a pic and a vid of jumbo cactuar tonight.

Enemy Brightness Mods

Enemy 1 color mod: 80154768 ??00
Enemy 2 color mod: 80155304 ??00
Enemy 3 color mod: 80155EA0 ??00
Enemy 4 color mod: 80156A3C ??00
Enemy 5 color mod: 801575D8 ??00
Enemy 6: 80158174 ??00

Any value will work (the entire spectrum is possible), but here are the extremes:

7F: Totally black. Being of darkness.
80: Really bright.

Just thought id post this 1 as well see if it can be done seems abit pointless but meh.

OK it's got to where i actually want to do this now can anyone point me in the direction of how to accomplish an enemy been completely black?
« Last Edit: 2009-03-03 13:03:01 by ff7rules »

nfitc1

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Re: Altering enemys sizes from hex editer is it possible?
« Reply #57 on: 2009-03-04 12:07:55 »
Just a wild guess:

if 8015475A -> 4098, then
((CODE - 80154747) < 3) + 4000 = Script Address (all in hex)

Therefore 80154768 -> 4108

So try something like:

12 60 20
11 08 41
80
60 XX
90

to change a character's "gamma" (which I think this should appropriately be called).

02 60 20
01 08 41
80

that will retrieve the character's current gamma if you want to use that. Remember that this is a guess. I haven't tested this address yet.

PS: Something that I've seemed to notice. In LKM's video of my Red XIII mod, you'll notice that Red grows very large, then doesn't shrink back once he's grown larger. A weird bug occurs where he stays large, then gets larger again and again before shrinking back again. I think this is because the command 92 automatically ends the script. I'll test this later, but I think this is the case. This was previously undocumented so I'm a little surprised by it.
« Last Edit: 2009-03-04 12:11:55 by NFITC1 »

ff7rules

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Re: Altering enemys sizes from hex editer is it possible?
« Reply #58 on: 2009-03-04 13:19:53 »
Just a wild guess:

if 8015475A -> 4098, then
((CODE - 80154747) < 3) + 4000 = Script Address (all in hex)

Therefore 80154768 -> 4108

So try something like:

12 60 20
11 08 41
80
60 XX
90

to change a character's "gamma" (which I think this should appropriately be called).

02 60 20
01 08 41
80

that will retrieve the character's current gamma if you want to use that. Remember that this is a guess. I haven't tested this address yet.

PS: Something that I've seemed to notice. In LKM's video of my Red XIII mod, you'll notice that Red grows very large, then doesn't shrink back once he's grown larger. A weird bug occurs where he stays large, then gets larger again and again before shrinking back again. I think this is because the command 92 automatically ends the script. I'll test this later, but I think this is the case. This was previously undocumented so I'm a little surprised by it.

I tried this and well he doesn't go black but something does happen every physical attack does 1 damage even overflows! I must of inserted it in the wrong place i  inserted it at the start of his script the gamma has nothing to do with his script does it  :lol: Also about red does the script just restart itself once he has shrunk down once? I noticed in the video he got bigger much faster the 2nd time he grew and that big he no longer could fit on the screen. Is he suppose to shirnk back down after using Cosmo Memory once?

gjoerulv

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Re: Altering enemys sizes from hex editer is it possible?
« Reply #59 on: 2009-03-04 13:29:55 »
PS: Something that I've seemed to notice. In LKM's video of my Red XIII mod, you'll notice that Red grows very large, then doesn't shrink back once he's grown larger. A weird bug occurs where he stays large, then gets larger again and again before shrinking back again. I think this is because the command 92 automatically ends the script. I'll test this later, but I think this is the case. This was previously undocumented so I'm a little surprised by it.

Hmmm, no it's possible to make enemies do multiple commands in one dash through a script. Many enemies do this to attack 2 or more times in a row. I know cause I've tried it myself. Where is that mod of yours?

ff7rules

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Re: Altering enemys sizes from hex editer is it possible?
« Reply #60 on: 2009-03-04 13:34:47 »
I just put the following script in Red XIII's General Counter:

Code: [Select]
02 60 20 01 98 40 80 60 20 40 70 3B 00 93 28 45 B5 53 00 47 4F 4E 4E 41 00 42 4C 4F 57 01 01 01 FF
12 70 20 02 A0 20 90 60 02 61 A9 00 92 12 60 20 11 98 40 80 60 10 90 72 4D 00 12 60 20 11 98 40 80
02 60 20 01 98 40 80 60 01 30 90 73

I don't expect you to translate that immediately so here's what it does:

Code: [Select]
If Self.SizeMult = 32
{
   Display "He's gonna blow!!!"
   SelfTargetMask = SelfOpponent Mask
   Perform "Cosmo Memory"
   Self.SizeMult = 16
}
Else
{
   Self.SizeMult = Self.SizeMult + 1
}

So basically everytime Red XIII takes damage he grows 1/16th normal size (except it looks more like 1/32). When he reaches twice his normal size he performs Cosmo Memory. I wanted it to look like he was shooting the beam out of his mouth, but I have to find the right multiplier for that. It's probably larger like 48 or so. It did try to perform Cosmo Memory once he got that large, but it didn't look right.
I think the command 92 (Attack) has other arguments than 20 and 24. Sephiroth's has 01 and 02. This might be significant.
In any case, it's a fun new effect we've discovered. :D

That's what he posted on the first page man.

gjoerulv

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Re: Altering enemys sizes from hex editer is it possible?
« Reply #61 on: 2009-03-04 13:39:15 »
Ah I see. You can try to make an Self.SizeMult = Self.SizeMult - 16?

ff7rules

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Re: Altering enemys sizes from hex editer is it possible?
« Reply #62 on: 2009-03-04 13:43:38 »
Question where are all the AIs and models for the battlers stored? Im going to try something.

nfitc1

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Re: Altering enemys sizes from hex editer is it possible?
« Reply #63 on: 2009-03-04 17:30:26 »
Ah I see. You can try to make an Self.SizeMult = Self.SizeMult - 16?

Tried that. That's what I've done to "fix" it, but it still doesn't work.

I tried this and well he doesn't go black but something does happen every physical attack does 1 damage even overflows! I must of inserted it in the wrong place i  inserted it at the start of his script the gamma has nothing to do with his script does it  :lol: Also about red does the script just restart itself once he has shrunk down once? I noticed in the video he got bigger much faster the 2nd time he grew and that big he no longer could fit on the screen. Is he suppose to shirnk back down after using Cosmo Memory once?

According to Akari's notes a few pages ago, he says that that byte is part of physical defense (I told you it was a blind guess :) ). So setting that byte sets their defense up by at least 256. Possibly overflowing the defense rather than the damage. Since damage is always +1'd if the target's not immune to the type of damage it's only doing 1 damage.

Red's script is all in his general counter. It may even happen if he hits himself. Once he performs Cosmo Memory I can't get anything out of him on that script run. Here's what I currently have on his General Counter:

Code: [Select]
02 60 20 01 98 40 80 60 20 40 70 56 00 93 28 45
B5 52 00 47 4F 4E 4E 41 00 42 4C 4F 57 01 01 01
FF 12 70 20 02 A0 20 90 60 14 61 A9 00 92 93 54
45 53 54 FF 02 60 20 01 98 40 80 60 10 41 70 68
00 12 60 20 11 98 40 80 02 60 20 01 98 40 80 60
01 31 90 72 34 00 12 60 20 11 98 40 80 02 60 20
01 98 40 80 60 01 30 90 73

Code: [Select]
RedXIII_Gen_Counter
{
   If Self.SizeMult = 20 then
   {
      Display "He's gonna blow!!!"
      Self.Targets <- Self.AllOpponents
      Perform("Cosmo Memory", "Limit")
      Display "test"
      Do While Self.SizeMult <> 10
         Self.SizeMult <- Self.SizeMult - 1
      Loop
   }
   Else
   {
      Self.SizeMult <- Self.SizeMult + 1
   }
}

I'd love to test this, but ff7 won't start for me right now and I'm concentrating more on the LZS compression app you want. ;) Don't feel bad, that's what I'd rather be doing anyway. :D

ff7rules

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Re: Altering enemys sizes from hex editer is it possible?
« Reply #64 on: 2009-03-04 18:17:49 »
AH that definitely explains it then lol still that could be usefull for an enemy im going to make later on. Thanks for making the LZS compression tool in the first place you have no idea how usefull its gonna be will open the door to allot more mods for the psx version thats for sure! I just watched Garlandthegreats newest video on youtube the 1 with Turquoise Weapon and noticed it changes color after the battle has started just like they grow once the battle starts so maybe it is part of the script?