Author Topic: Limit Break Editing, PSX (not a repost) / "LiBrE"  (Read 14658 times)

Bosola

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Firstly, information on Limit Break editing for PSOne:

The data for all limit breaks is stored in the LIMITMENU.MNU file, which lives in the MENU subdirectory of the PSOne disk. Below is a table of the data, the limit, and the position / offset of this data in the file (in hex, obviously):

CLOUD
FF FF 00 FF 00 00 FF FF 32 00 32 00 13 00 11 30 FF FF FF FF FF FF FF FF 00 00 FF FF Braver: 1324-133F
FF FF 00 FF 00 00 FF FF 34 00 34 00 13 01 11 34 FF 3F FF FF 00 00 00 02 00 00 FF FF Cross-slash: 1340-135B
FF FF 00 FF 00 00 FF FF 33 00 33 00 13 02 11 38 FF FF 1A 7A FF FF FF FF 00 00 BF FF Blade Beam: 135C-1377
FF FF 00 FF 00 00 FF FF 35 00 35 00 13 03 11 46 FF FF FF FF FF FF FF FF 00 00 FF FF Climhazzard: 1378-1393
FF FF 00 FF 00 00 FF FF 36 00 36 00 97 04 11 1A FF FF 00 06 FF FF FF FF 00 00 FF FF Meteorain: 1394-13AF
FF FF 00 FF 00 00 FF FF 39 00 39 00 17 05 11 00 FF 3F 18 78 01 00 00 00 00 00 FF FF Finishing Touch: 13B0-13CB
FF FF 00 FF 00 00 FF FF 3B 00 3C 00 97 06 11 0C FF FF 00 0F FF FF FF FF 00 00 FF DF Omnislash: 13CC-13E7

BARRETT
FF FF 00 FF 00 00 FF FF 46 00 46 00 13 07 11 34 FF FF FF FF FF FF FF FF 00 00 FF FF Big Shot: 13E8-1403
FF FF 00 FF 00 00 FF FF 48 00 48 00 17 08 11 36 FF FF FF FF FF FF FF FF 00 00 FF FF Grenade Bomb: 1404-141F
FF FF 00 FF 00 00 FF FF 49 00 49 00 13 09 23 20 FF FF FF FF FF FF FF FF 20 00 FE FF Mindblow: 1420-143B
FF FF 00 FF 00 00 FF FF 4B 00 4B 00 13 0A 11 00 FF 3F FF FF 01 00 00 00 00 00 FF FF Hammerblow: 143C-1457
FF FF 00 FF 00 00 FF FF 4D 00 4D 00 17 0B 11 23 FF FF FF FF FF FF FF FF 00 00 FF DF Satellite Beam: 1458-1473
FF FF 00 FF 00 00 FF FF 4E 00 4E 00 97 0C 11 08 FF FF 00 12 FF FF FF FF 00 00 FF FF Angermax: 1474-148F
FF FF 00 FF 00 00 FF FF 4F 00 4F 00 97 0D 11 14 FF FF 00 0A FF FF FF FF 00 00 FF FF Catastrophe: 1490-14AB

AERIS
FF FF 00 FF 00 00 FF FF 5A 00 5A 00 15 0E 24 10 FF FF FF FF FF FF FF FF 00 02 FF FF Healing Wind: 14AC-14C7
FF FF 00 FF 00 00 FF FF 5B 00 5B 00 17 0F 22 00 FF 3F FF FF 80 04 00 00 00 00 FF FF Seal Evil: 14C8-14E3
FF FF 00 FF 00 00 FF FF 5E 00 5E 00 15 10 22 00 FF 7F FF FF FC 7E 80 36 00 00 FF FF Breath of the Earth: 14E4-14FF
FF FF 00 FF 00 00 FF FF 62 00 62 00 15 11 00 FF FF FF 14 FF FF FF FF FF 00 80 FF FF Fury Brand: 1500-151B
FF FF 00 FF 00 00 FF FF 60 00 60 00 15 12 22 00 FF 3F FF FF 00 00 00 01 00 00 FF FF Planet Protector: 151C-1537
FF FF 00 FF 00 00 FF FF 61 00 61 00 15 13 08 20 FF 7F FF FF 01 00 00 00 00 02 FF F7 Pulse of Life: 1538-1553
FF FF 00 FF 00 00 FF FF 63 00 63 00 15 14 08 20 FF 3F FF FF 00 00 00 01 00 02 FF FF Great Gospel: 1554-156F

TIFA
FF FF 00 FF 00 00 FF FF 3E 00 3E 00 97 15 B1 14 FF FF 13 FF FF FF FF FF 00 00 FF FF Beat Rush: 1570-158B
FF FF 00 FF 00 00 FF FF 42 00 42 00 97 15 B1 16 FF FF 13 FF FF FF FF FF 00 00 FF FF Somersault: 158C-15A7
FF FF 00 FF 00 00 FF FF 40 00 40 00 97 15 B1 18 FF FF 13 FF FF FF FF FF 00 00 FF FF Waterkick: 15A8-15C3
FF FF 00 FF 00 00 FF FF 41 00 41 00 97 15 B1 1A FF FF 13 FF FF FF FF FF 00 00 FF FF Meteodrive: 15C4-15DF
FF FF 00 FF 00 00 FF FF 43 00 43 00 97 15 B1 1C FF FF 13 FF FF FF FF FF 00 00 FF FF Dolphin Blow: 15E0-15FB
FF FF 00 FF 00 00 FF FF 44 00 44 00 97 15 B1 1E FF FF 13 FF FF FF FF FF 00 00 FF FF Meteor Strike: 15FC-1617
FF FF 00 FF 00 00 FF FF 45 00 45 00 97 15 B1 2A FF FF 13 FF FF FF FF FF 00 00 FF FF Final Heaven: 1618-1633

CID
FF FF 00 FF 00 00 FF FF 64 00 64 00 13 1C 11 34 FF FF FF FF FF FF FF FF 00 00 FF FF Boost Jump: 1634-164F
FF FF 00 FF 00 00 FF FF 65 00 65 00 13 1D 11 14 FF FF FF FF FF FF FF FF 00 00 CF FF Dragon: 1650-166B
FF FF 00 FF 00 00 FF FF 67 00 67 00 17 1E 11 38 FF 05 FF FF 01 00 00 00 00 00 FF FF Hyper Jump: 166C -1687
FF FF 00 FF 00 00 FF FF 68 00 68 00 17 1F 11 24 FF FF FF FF FF FF FF FF 00 00 FF FF Dynamite: 1688-16A3
FF FF 00 FF 00 00 FF FF 6A 00 6A 00 97 20 11 17 FF 07 00 06 01 00 00 00 00 00 FF FF Dragon Dive: 16A4-16BF
FF FF 00 FF 00 00 FF FF 6C 00 6C 00 97 21 11 12 FF FF 00 08 FF FF FF FF 00 00 FF FF Big Brawl: 16C0-16DB
FF FF 00 FF 00 00 FF FF 6D 00 6D 00 97 22 11 0B FF FF 00 12 FF FF FF FF 00 00 FF FF Highwind: 16DC-16F7

RED XIII
FF 27 00 FF 00 00 23 00 50 00 50 00 13 23 11 30 FF FF FF FF FF FF FF FF 00 00 FF FF Sled Fang: 16F8-1713
FF FF 00 FF 00 00 FF FF 51 00 51 00 00 24 22 00 FF 3F 17 A0 00 01 80 00 00 00 FF FF Howling Moon: 1714-172F
FF FF 00 FF 00 00 FF FF 53 00 53 00 13 25 11 14 FF FF FF FF FF FF FF FF 00 00 CF FF Blood Fang: 1730-17FB
FF FF 00 FF 00 00 FF FF 55 00 55 00 97 26 11 0A FF FF 00 0A FF FF FF FF 00 00 FF FF Stardust Ray: 17FC-1767
FF FF 00 FF 00 00 FF FF 56 00 56 00 15 27 22 00 FF 3F 16 96 00 01 00 00 00 00 FF FF Lunatic High: 1768-1783
FF FF 00 FF 00 00 FF FF 58 00 58 00 97 28 11 1E FF FF 00 05 FF FF FF FF 00 00 FF FF Earth Rave: 1784-179F
FF FF 00 FF 00 00 FF FF 59 00 59 00 17 29 11 7D FF FF FF FF FF FF FF FF 00 00 FF FF Cosmo Memory: 17A0-17BB

KATE STIFF CAIT SITH (GENERAL)
FF FF 00 FF 00 00 FF FF 78 00 78 00 13 2A 68 FF FF FF FF FF FF FF FF FF 00 00 FF FF Dice: 17BC-17D7
FF FF 00 FF 00 00 FF FF 79 00 79 00 13 46 11 FF FF FF 08 FF FF FF FF FF 00 00 FF FF Toy Box: 17D8-17F3
FF FF 00 FF 00 00 FF FF 7A 00 7A 00 17 2C 00 FF FF FF 0F FF FF FF FF FF 00 00 FF FF Slots:  17F4-180F

VINCENT (TRANSFORMATIONS)
FF FF 00 FF 00 00 FF FF 82 00 82 00 00 2D 00 FF FF FF 03 00 FF FF FF FF 00 00 FF FF Galian Beast: 1810-182B
FF FF 00 FF 00 00 FF FF 84 00 84 00 00 2E 00 FF FF FF 03 01 FF FF FF FF 00 00 FF FF Death Gigas: 182C-1847
FF FF 00 FF 00 00 FF FF 86 00 86 00 00 2F 00 FF FF FF 03 02 FF FF FF FF 00 00 FF FF Hellmasker: 1848-1863
FF FF 00 FF 00 00 FF FF 88 00 88 00 00 30 00 FF FF FF 03 03 FF FF FF FF 00 00 FF FF Chaos: 1864-187F

YUFFIE
FF FF 00 FF 00 00 FF FF 6E 00 6E 00 13 31 11 32 FF FF FF FF FF FF FF FF 00 00 FF FF Greased Lightning: 1880-189B
FF FF 00 FF 00 00 FF FF 73 00 73 00 15 32 24 10 FF FF FF FF FF FF FF FF 00 02 FF FF Clear Tranquil: 189C-18B7
FF FF 00 FF 00 00 FF FF 71 00 71 00 17 33 11 30 FF FF FF FF FF FF FF FF 08 00 FF FF Landscaper:  18B8-18D3
FF FF 00 FF 00 00 FF FF 72 00 72 00 97 34 11 0A FF FF 00 0A FF FF FF FF 00 00 FF FF Bloodfest: 18D4-18EF
FF FF 00 FF 00 00 FF FF 74 00 74 00 17 35 11 1C FF FF FF FF FF FF FF FF 00 00 FF DB Gauntlet: 18F0-190B
FF FF 00 FF 00 00 FF FF 76 00 76 00 97 36 11 0A FF FF 00 0F FF FF FF FF 00 00 FF FF Doom of the Living: 190C-1927
FF FF 00 FF 00 00 FF FF 77 00 77 00 17 37 11 80 FF FF FF FF FF FF FF FF 00 00 FF FF All Creation: 1928-1943

CAIT SITH (SPECIFIC)
FF FF 00 FF 00 00 FF FF 7E 00 7E 00 15 38 22 00 FF FF 10 FF FF FF FF FF 00 00 FF FF Transform: 1944-195F
FF FF 00 FF 00 00 FF FF 7B 00 7B 00 15 39 08 20 FF FF FF FF FF FF FF FF 00 02 FF FF Mog Dance: 1960-197B
FF FF 00 FF 00 00 FF FF 7C 00 7C 00 17 3A 11 50 FF FF FF FF FF FF FF FF 00 00 FF FF Toy Soldier: 197C-1997
FF FF 00 FF 00 00 FF FF 7D 00 7D 00 15 3B 22 00 FF 3F FF FF 00 00 00 40 00 00 FF FF Lucky Girl: 1998-19B3
FF FF 00 FF 00 00 FF FF 80 00 80 00 15 3C 22 00 FF 3F FF FF 01 00 00 00 00 00 7F FF Death Joker: 19B4-19CF
FF FF 00 FF 00 00 FF FF 81 00 81 00 17 3D 22 00 FF 3F FF FF 01 00 00 00 00 00 7F FF Game Over: 19D0-19EB

VINCENT (SPECIFIC)
78 25 00 FF 00 00 23 00 7F 00 7F 00 13 FF 11 18 FF FF FF FF FF FF FF FF 00 00 FF FF Berserk Dance: 19EC-1A07
64 FF 00 FF 00 00 FF FF 83 00 83 00 17 3F 22 3C FF FF FF FF FF FF FF FF 01 00 FF FF Beast Flare: 1A08-1A23
78 2C 00 FF 00 00 14 00 8A 00 8A 00 13 FF 11 2A FF FF FF FF FF FF FF FF 00 00 FF FF Gigadunk: 1A24-1A3F
64 FF 00 FF 00 00 FF FF 85 00 85 00 17 41 22 46 FF FF FF FF FF FF FF FF 04 00 FF FF Livewire: 1A40-1A5B
78 23 00 FF 00 00 E2 00 8B 00 8B 00 13 FF 11 08 FF FF 00 05 FF FF FF FF 00 00 FF FF Splattercombo: 1A5C -1A77
64 FF 00 FF 00 00 FF FF 87 00 87 00 13 43 22 00 FF 3F FF FF CC 18 00 00 00 00 FF FF Nightmare: 1A78-1A93
78 19 00 FF 00 00 A3 01 93 00 93 00 17 FF 11 28 FF FF FF FF FF FF FF FF 00 00 FF FF Chaos Saber: 1A94-1AAF
64 FF 00 FF 00 00 FF FF 89 00 89 00 17 45 22 00 FF 07 18 79 01 00 00 00 00 00 FF FF Satan Slam: 1AB0-1ACB
FF FF FF FF 00 00 FF FF FF FF FF FF 17 4D 11 32 FF FF FF FF FF FF FF FF 00 00 FF FF Finishing Touch: 1ACC-1AE6
64 FF FF FF 00 00 FF FF FF FF FF FF 17 4E 22 5A FF FF FF FF FF FF FF FF 00 00 FF FF Satan Slam: 1AE7 1B03

(Attack Data from Kudistos Megistos' post.)

Information on the attack data can be found here.

Secondly: I've been wanting to get back into programming for a while, and a little project that would help ease me back into things might be an editor for just this kind of thing, a Limit Break Editor (LiBrE). Question is, should I bother? Would anyone here want to use it? It would edit both PC and PSOne data. I plan to write in Python then compile for Windows and Linux - using it would require no VB powerpacks or necessitate a chunky .NET framework download, so it would be pretty trivial to use. Thoughts?
« Last Edit: 2010-05-22 20:24:14 by Bosola »

ff7rules

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Re: Limit Break Editing, PSX (not a repost) / "LiBrE"
« Reply #1 on: 2010-03-05 00:23:21 »
this sounds like a great idea! but what would it alow us to do? swap out limits for attacks? or just change the name of them?

Bosola

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Re: Limit Break Editing, PSX (not a repost) / "LiBrE"
« Reply #2 on: 2010-03-05 00:31:45 »
I'm pretty sure names can already be altered in Wallmarket, as can the attacks associated with each limit level.

No, this would probably allow full editing: power, element, targetting data, number of hits in multi-hit attacks, associated status effects (cause/cure/toggle), infliction rates, power algorithm, special flags, additional effects... you get the idea.
« Last Edit: 2010-03-05 00:37:00 by Bosola »

ff7rules

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Re: Limit Break Editing, PSX (not a repost) / "LiBrE"
« Reply #3 on: 2010-03-05 00:36:16 »
Yeah sounds like a great idea then! Would make each character having an element alot more realstic if it was to be i dunno a fire spell or ice etc.

Timu Sumisu

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Re: Limit Break Editing, PSX (not a repost) / "LiBrE"
« Reply #4 on: 2010-03-05 02:25:59 »
if you can control multi hits that could be really kool, moreso if you controlled the timing, for example, each swing of cross slash doing damage, or climhazzard doing damage on the stab, then more when cloud jumps. dunno if this actually applies though.

nfitc1

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Re: Limit Break Editing, PSX (not a repost) / "LiBrE"
« Reply #5 on: 2010-03-05 03:52:06 »
if you can control multi hits that could be really kool, moreso if you controlled the timing, for example, each swing of cross slash doing damage, or climhazzard doing damage on the stab, then more when cloud jumps. dunno if this actually applies though.

That's applied in the animation. At least, if you have it doing multi hits, the animation will dictate when to display damage. I did some tests early on with WM and you can set any attack to do multiple hits and the target will take damage accordingly, but it won't show damage from each hit unless you get the attack animation to do so.

CAIT SITH (SPECIFIC)
FF FF 00 FF 00 00 FF FF 7E 00 7E 00 15 38 22 00 FF FF 10 FF FF FF FF FF 00 00 FF FF Transform: 1944-195F
FF FF 00 FF 00 00 FF FF 7B 00 7B 00 15 39 08 20 FF FF FF FF FF FF FF FF 00 02 FF FF Mog Dance: 1960-197B
FF FF 00 FF 00 00 FF FF 7C 00 7C 00 17 3A 11 50 FF FF FF FF FF FF FF FF 00 00 FF FF Toy Soldier: 197C-1997
FF FF 00 FF 00 00 FF FF 7D 00 7D 00 15 3B 22 00 FF 3F FF FF 00 00 00 40 00 00 FF FF Lucky Girl: 1998-19B3
FF FF 00 FF 00 00 FF FF 80 00 80 00 15 3C 22 00 FF 3F FF FF 01 00 00 00 00 00 7F FF Death Joker: 19B4-19CF
FF FF 00 FF 00 00 FF FF 81 00 81 00 17 3D 22 00 FF 3F FF FF 01 00 00 00 00 00 7F FF Game Over: 19D0-19EB

VINCENT (SPECIFIC)
78 25 00 FF 00 00 23 00 7F 00 7F 00 13 FF 11 18 FF FF FF FF FF FF FF FF 00 00 FF FF Berserk Dance: 19EC-1A07
64 FF 00 FF 00 00 FF FF 83 00 83 00 17 3F 22 3C FF FF FF FF FF FF FF FF 01 00 FF FF Beast Flare: 1A08-1A23
78 2C 00 FF 00 00 14 00 8A 00 8A 00 13 FF 11 2A FF FF FF FF FF FF FF FF 00 00 FF FF Gigadunk: 1A24-1A3F
64 FF 00 FF 00 00 FF FF 85 00 85 00 17 41 22 46 FF FF FF FF FF FF FF FF 04 00 FF FF Livewire: 1A40-1A5B
78 23 00 FF 00 00 E2 00 8B 00 8B 00 13 FF 11 08 FF FF 00 05 FF FF FF FF 00 00 FF FF Splattercombo: 1A5C -1A77
64 FF 00 FF 00 00 FF FF 87 00 87 00 13 43 22 00 FF 3F FF FF CC 18 00 00 00 00 FF FF Nightmare: 1A78-1A93
78 19 00 FF 00 00 A3 01 93 00 93 00 17 FF 11 28 FF FF FF FF FF FF FF FF 00 00 FF FF Chaos Saber: 1A94-1AAF
64 FF 00 FF 00 00 FF FF 89 00 89 00 17 45 22 00 FF 07 18 79 01 00 00 00 00 00 FF FF Satan Slam: 1AB0-1ACB
FF FF FF FF 00 00 FF FF FF FF FF FF 17 4D 11 32 FF FF FF FF FF FF FF FF 00 00 FF FF Finishing Touch: 1ACC-1AE6
64 FF FF FF 00 00 FF FF FF FF FF FF 17 4E 22 5A FF FF FF FF FF FF FF FF 00 00 FF FF Satan Slam: 1AE7 1B03

These, along with Tifa's actual attacks, are stored in the KERNEL.BIN and I believe that they trump the data in the lmitmenu file. At least, Tifa's did in the PC version. I believe Vincent's do too since all his limits seem to do is transform him and make him perform one of two attacks depending on his level. The data for those attacks are editable in the KERNEL.BIN, but you should allow them to be edited in your prog as well.

Bosola

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Re: Limit Break Editing, PSX (not a repost) / "LiBrE"
« Reply #6 on: 2010-03-05 15:44:17 »
Quote
These, along with Tifa's actual attacks, are stored in the KERNEL.BIN and I believe that they trump the data in the lmitmenu file.

I suspected so, but just wanted to include the data for the sake of completion.

Timu Sumisu

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Re: Limit Break Editing, PSX (not a repost) / "LiBrE"
« Reply #7 on: 2010-03-05 16:03:52 »

That's applied in the animation. At least, if you have it doing multi hits, the animation will dictate when to display damage. I did some tests early on with WM and you can set any attack to do multiple hits and the target will take damage accordingly, but it won't show damage from each hit unless you get the attack animation to do so.


How would one do that?

Bosola

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Re: Limit Break Editing, PSX (not a repost) / "LiBrE"
« Reply #8 on: 2010-03-15 20:21:17 »
Getting there!



I've never really programmed before, except for a bit of BASIC a looong time ago (and FF7's pseudo-assembler), so this has been a learning curve for me. I still have to do some more code, but I'm confident that I'll be able to complete this. I've chosen Python to do this project; I have to say, I like the language - it's easy, but powerful.

As you can see from the above, I consciously chose to emulate the layout NFITC1 uses for WallMarket / Proud Clod. I expect most people using this app to be using NFITC's software too, so it'll be far easier for them if I don't diverge too radically from the interface they're accustomed to.

nfitc1

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Re: Limit Break Editing, PSX (not a repost) / "LiBrE"
« Reply #9 on: 2010-03-15 21:35:22 »

That's applied in the animation. At least, if you have it doing multi hits, the animation will dictate when to display damage. I did some tests early on with WM and you can set any attack to do multiple hits and the target will take damage accordingly, but it won't show damage from each hit unless you get the attack animation to do so.


How would one do that?

Beats me. Akari's farther along on animation scripts. He might have found this info by now.

Getting there!



I've never really programmed before, except for a bit of BASIC a looong time ago (and FF7's pseudo-assembler), so this has been a learning curve for me. I still have to do some more code, but I'm confident that I'll be able to complete this. I've chosen Python to do this project; I have to say, I like the language - it's easy, but powerful.

As you can see from the above, I consciously chose to emulate the layout NFITC1 uses for WallMarket / Proud Clod. I expect most people using this app to be using NFITC's software too, so it'll be far easier for them if I don't diverge too radically from the interface they're accustomed to.

Feel free to improve on the design. I have no problem with you imitating it, but it's by no means flawless. I do like the name of yours BTW. ;) Few comments though:

#1. 0002h and Blade Beam statuses do NOTHING. If you're leaving out the unused ones, best leave those out too.

#2. In WM and PrC, the only boxes that are yellow are ones that have values displayed in hex. That's for the sake of ease of knowing which one to use where.

#3. That interface (and I'll admit this with WM and PrC too) is cluttered with controls. The number you're using can't be avoided, but the ones you have are VERY close (too close) together. You may not think so, but look at it with a different DPI (96 vs 120) and you'll see what I mean.

#4. Thanks for spelling my name correctly. ;)

#5. Your attack drop-down is suitable, but consider going the extra mile and getting the names out of the KERNEL.BIN/kernel2.bin. I'm helping titeguy7 with getting names out of it already and the code for getting attack names is identical. I can show you how to do it if you would like. You could even allow them to change the name even though WM already does that (I can show you how to do that too).

Immortal Damyn

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Re: Limit Break Editing, PSX (not a repost) / "LiBrE"
« Reply #10 on: 2010-03-15 22:15:07 »
Question: With this, would one be able to edit the transformations Vincent uses, and make them something else? Like could I, for instance, change Hell Masker into Sephiroth? I know it would be a pain in the ass to probably change the attacks it would use afterward, but it would be rather cool no? Make your own Vincent limit break.

Bosola

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Re: Limit Break Editing, PSX (not a repost) / "LiBrE"
« Reply #11 on: 2010-03-15 22:44:13 »
Feel free to improve on the design. I have no problem with you imitating it, but it's by no means flawless. I do like the name of yours BTW. ;)

Cheers. 'Libre' felt suitable not only because it's a sorta acronym, but it 'frees' modders a little more.

Quote
Few comments though:

#1. 0002h and Blade Beam statuses do NOTHING. If you're leaving out the unused ones, best leave those out too.

May do so. I was going to say something along the lines of 'but then my interface will be uneven', but it's pretty unwieldy as is.

Quote
#2. In WM and PrC, the only boxes that are yellow are ones that have values displayed in hex. That's for the sake of ease of knowing which one to use where.

Ah. I see.

Quote
#3. That interface (and I'll admit this with WM and PrC too) is cluttered with controls. The number you're using can't be avoided, but the ones you have are VERY close (too close) together. You may not think so, but look at it with a different DPI (96 vs 120) and you'll see what I mean.

Good point. I'm fortunate to have a high-res display. Others aren't. I'll space them out somewhat more. How about like this?




Comboboxes -



I think even this is a real improvement.


Quote
#5. Your attack drop-down is suitable, but consider going the extra mile and getting the names out of the KERNEL.BIN/kernel2.bin. I'm helping titeguy7 with getting names out of it already and the code for getting attack names is identical. I can show you how to do it if you would like. You could even allow them to change the name even though WM already does that (I can show you how to do that too).

I suppose I could, but I can't imagine many users of Libre not having a copy of WM on hand, so it would likely be a bit redundant.

Quote from: 'Immortal Damyn'
Question: With this, would one be able to edit the transformations Vincent uses, and make them something else? Like could I, for instance, change Hell Masker into Sephiroth? I know it would be a pain in the ass to probably change the attacks it would use afterward, but it would be rather cool no? Make your own Vincent limit break.

Not really. You could change which limit changes to which limit monster (i.e. make the 'Gallian Beast' limit transform Vincent into Chaos, make 'Chaos' turn the ex-Turk into a Death Gigas), but that's it. No turning into Emerald WEAPON.

I'm not sure how Vincent's stat modifiers would change by doing this, however. Normally, Vincent's stats are boosted or reduced by a certain amount when he transforms. F'rinstance, Hellmasker doubles Vincent's HP. If I made the Hellmasker limit turn Vincent into a Gallian Beast, would he still receive the HP bonus? I'm not sure. I don't know that much about how his limit breaks "work", so to speak.

As for attacks, you can alter which ones he uses by modifying Vincent's Main script in Wallmarket. It's something really simple like,

 let x = vin's limit level
 randomize, half chance:
  y = x times somenumber
 else
  y = x times someothernumber
 perform y as 0020

By changing 'somenumber' and 'someothernumber', you can change which attacks he uses. You can even take the random factor out, and make him only use certain attacks if the target doesn't resist them, etc.
« Last Edit: 2010-03-16 05:37:44 by Bosola »

Immortal Damyn

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Re: Limit Break Editing, PSX (not a repost) / "LiBrE"
« Reply #12 on: 2010-03-16 08:55:17 »
Damn, I was thinking it would be kinda cool to have him turn into like some random badass monster.... However, say someone were to model and texture something to replace say his death gigas with something else, could you technically then make it whatever  you want? Cause if you could do that could you replace his attack anim's with other ones from the game and make your own vincent monster?

Timu Sumisu

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Re: Limit Break Editing, PSX (not a repost) / "LiBrE"
« Reply #13 on: 2010-03-16 14:10:42 »
couldnt you (in the case you suggested of having him morph into sephi) replace the limit break model id's with sephiroth? like rename a copy of sephi's models to wtv galian beasts are? The issue being which animations end up being used?

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Re: Limit Break Editing, PSX (not a repost) / "LiBrE"
« Reply #14 on: 2010-03-16 14:18:49 »
couldnt you (in the case you suggested of having him morph into sephi) replace the limit break model id's with sephiroth? like rename a copy of sephi's models to wtv galian beasts are? The issue being which animations end up being used?
It's definitely possible.  As long as it points to loading a different model, that models animations should be used.   Of course, which animation the game chooses to load for berserk and beast flare could cause problems.

Timu Sumisu

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Re: Limit Break Editing, PSX (not a repost) / "LiBrE"
« Reply #15 on: 2010-03-16 14:23:30 »
well, you can choose what animations are used for what no? just choose one more appropriate from sephis list, such as an attack anim for berserk, and cast animation for beastflare

nfitc1

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Re: Limit Break Editing, PSX (not a repost) / "LiBrE"
« Reply #16 on: 2010-03-16 17:31:38 »
well, you can choose what animations are used for what no? just choose one more appropriate from sephis list, such as an attack anim for berserk, and cast animation for beastflare

You can choose attack animations, but that has no bearing on animation the character does when they perform said attack. That's just which overlay from magic.lgp to display while the attack is performing.

Akari

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Re: Limit Break Editing, PSX (not a repost) / "LiBrE"
« Reply #17 on: 2010-03-17 08:52:05 »
Quote
Beats me. Akari's farther along on animation scripts. He might have found this info by now.

Yeah, I know how to do this. But to edit this script you need someone like NFITC1 to write editor. =)
It's not that hard, really =)

nfitc1

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Re: Limit Break Editing, PSX (not a repost) / "LiBrE"
« Reply #18 on: 2010-03-17 12:46:53 »
Quote
Beats me. Akari's farther along on animation scripts. He might have found this info by now.

Yeah, I know how to do this. But to edit this script you need someone like NFITC1 to write editor. =)
It's not that hard, really =)

If you PM me the info you have I can see what I can cook up.

Bosola

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Re: Limit Break Editing, PSX (not a repost) / "LiBrE"
« Reply #19 on: 2010-03-18 09:02:04 »
Getting better!



As you can see, Libre now works... partially. And by that, I mean it views, but can't yet save data in the PSX LIMITMENU.MNU file. I'm really excited about getting my very first program up and running fully.

titeguy3

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Re: Limit Break Editing, PSX (not a repost) / "LiBrE"
« Reply #20 on: 2010-03-18 12:49:01 »
Awesome job, Bosola! I look forward to the first working release of LiBrE!

Akari

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Re: Limit Break Editing, PSX (not a repost) / "LiBrE"
« Reply #21 on: 2010-03-18 18:51:35 »
Quote
Beats me. Akari's farther along on animation scripts. He might have found this info by now.

Yeah, I know how to do this. But to edit this script you need someone like NFITC1 to write editor. =)
It's not that hard, really =)

If you PM me the info you have I can see what I can cook up.

I have info about PSX file. Do you need it? Though opcodes itself are crossplatform.

nfitc1

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Re: Limit Break Editing, PSX (not a repost) / "LiBrE"
« Reply #22 on: 2010-03-19 02:24:44 »
Quote
Beats me. Akari's farther along on animation scripts. He might have found this info by now.

Yeah, I know how to do this. But to edit this script you need someone like NFITC1 to write editor. =)
It's not that hard, really =)

If you PM me the info you have I can see what I can cook up.

I have info about PSX file. Do you need it? Though opcodes itself are crossplatform.

Can't hurt. It'd give me something to go on and how to make an editor cross-platform too.

Akari

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Re: Limit Break Editing, PSX (not a repost) / "LiBrE"
« Reply #23 on: 2010-03-19 11:09:39 »
Quote
Beats me. Akari's farther along on animation scripts. He might have found this info by now.

Yeah, I know how to do this. But to edit this script you need someone like NFITC1 to write editor. =)
It's not that hard, really =)

If you PM me the info you have I can see what I can cook up.

I have info about PSX file. Do you need it? Though opcodes itself are crossplatform.

Can't hurt. It'd give me something to go on and how to make an editor cross-platform too.

Send PM.
In addition there is topic here (http://forums.qhimm.com/index.php?topic=9345.0) for anyone who is interested.