Author Topic: [PSX/PC] Save Editor - Black Chocobo (v1.16)  (Read 1111655 times)

Vegeta_Ss4

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Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #750 on: 2012-09-05 03:14:49 »
Well I'll be a monkey's uncle. Thanks a lot!!! I can finally enjoy what I wanted to enjoy! Keep up the good work!!!

i'm pleased to hear that! where was the problem? please share the solution that work for you.

Happy gaming ;)

EarlyExecuter

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Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #751 on: 2012-09-07 01:51:43 »
i'm pleased to hear that! where was the problem? please share the solution that work for you.

Happy gaming ;)

Simply put, the problem was that every time I saved the settings I wanted, I never had the game open so the Metadata didint collect any data. Im assuming this anyways.....

On a side note.. I found a bug concerning materia for Cloud. At any point in the game, when you remove the Materia from Cloud's slots in the save editor, it seems that everytime he gets hit by physical attacks, it heals him. I dont see why it should.

sithlord48

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Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #752 on: 2012-09-07 02:44:54 »
On a side note.. I found a bug concerning materia for Cloud. At any point in the game, when you remove the Materia from Cloud's slots in the save editor, it seems that everytime he gets hit by physical attacks, it heals him. I dont see why it should.

UMM do you have any kinds of mods installed because this shouldn't be possible via the save. just to be sure i tested and it works just fine here

Tenko Kuugen

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Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #753 on: 2012-09-07 04:33:51 »
that sounds like cloud is absorbing physical elements... but why would that...

sithlord48

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Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #754 on: 2012-09-08 03:29:47 »
1.9.7 update.
    New: Locations will be automaticly translated to location names for the games region and no longer will be saved in the programs language.

for example if you are viewing a japanese region save in english and you select the location to "Beginner's Hall"  Black Chocobo will save "初心者の館" as the location name. it will remain displayed in english untill you do something to cause a full repaint of that tab. this only happens for locations you can select as they are the only ones currently with a translations done.
« Last Edit: 2012-09-08 03:32:19 by sithlord48 »

1412

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Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #755 on: 2012-09-09 13:35:17 »
I have one Question, I editet my savegame and used the CFW PSP Workaround and everything worked but when i want to use that savegame at my PS3 everything is back to like it was before editing.

What do I have to do to use the moded Save at my PS3?

sithlord48

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Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #756 on: 2012-09-09 14:18:12 »
I have one Question, I editet my savegame and used the CFW PSP Workaround and everything worked but when i want to use that savegame at my PS3 everything is back to like it was before editing.

What do I have to do to use the moded Save at my PS3?

you should only have to reimport it to the ps3 from your psp. you should try the custom PSP Fw method in the FAQ

avemt1

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Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #757 on: 2012-09-10 09:59:46 »
Every time I save a file with Black Chocobo 1.9.6 and start the game, the file gets deleted on game start. Even if BC is running. I have no clue why this is happening. please help. PC save file in my Square Enix folder. It is the new release of the game.

Tenko Kuugen

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Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #758 on: 2012-09-10 10:16:25 »
try editing the save while the game is running and you're in the "load a savegame" screen

avemt1

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Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #759 on: 2012-09-10 10:21:00 »
tried that after it "downloading save file" i think it has to do with the metadata file timestamp not matching.

omega res novae

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Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #760 on: 2012-09-10 10:43:55 »
the sync has to be complete. to ensure it is complete wait for continue to go white the hit continue. instead of picking a save hit the windows key to get to black chocobo. edit your save, go back to ff7. it should load

sithlord48

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Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #761 on: 2012-09-10 17:28:49 »
if you have the 2012 version you should use the 1.9.7 prerelease version.

avemt1

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Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #762 on: 2012-09-10 20:11:19 »
I tried to find that, but couldn't find on sourceforge. Ill look specifically for that one though.

sithlord48

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Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #763 on: 2012-09-11 00:03:09 »
I tried to find that, but couldn't find on sourceforge. Ill look specifically for that one though.

you will not find it on sourceforge yet since 1.9.7 is not finished. you can however try the prerelease of 1.9.7 the link is a few replies above this one
this is only the windows version.[Removed 1.9.7 Released]
« Last Edit: 2012-10-19 16:09:45 by sithlord48 »

JakeBaxter

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Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #764 on: 2012-09-11 17:42:03 »
Is there a way to edit a psp eboot save file without the cwcheat workaround? I cant get cwcheat to work on my current cfw so im kinda hoping someone here could help me out aha.
Thankyou

Jake.

Trigg15

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Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #765 on: 2012-09-11 19:24:55 »
Edit: nvm, was just glancing though Hyne, the FF8 editor, seem my way edit the ps3 save without JB'ing it had already been discovered. Would have saved me a bit of time had i known that... Oh well
« Last Edit: 2012-09-11 20:01:24 by Trigg15 »

Erzfreund

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Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #766 on: 2012-09-13 22:16:51 »
The stats and hp/mp  gain in 1.9.6 doesn’t work as expected.

1) stats grow over 100 (stats are capped at 100)
2) Changing a few levels in one direction is broken. Level up results in impossible high growth rate with overflow, while level down results with stats stucked.


My educated guess is, that maybe stat_amount in Save.cpp is not updated, when a level is changed.

sithlord48

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Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #767 on: 2012-09-14 04:37:39 »
Leveling up works much smoother in 1.9.7
stats are not capped at 100 in black chocobo and im aware of this i just never felt the need to cap them since you only should really reach 100+ in a stat at high level and with only some characters.  its well known that leveling down cause strange stat issues.

Erzfreund

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Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #768 on: 2012-09-14 11:17:48 »
Ah okay, I didn’t know that the too fast growth rate was already fixed. Nice, good stuff.

For levelling down, I guess a reverse stat gain could help (even it is not really necessary).

                          Difference   Stat Gain
                             0- 3          3
                             4- 6          2
                             7- 9          1
                            10-11        0
 
« Last Edit: 2012-09-14 11:20:19 by Erzfreund »

Tenko Kuugen

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Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #769 on: 2012-09-14 13:44:26 »
it's actually possible to disable stats being capped at 100
I do this in my mod.
I have the PM from NFITC somewhere about this...

sithlord48

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Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #770 on: 2012-09-14 14:39:04 »
this is already done the but its just not as smooth when you level down

Code: [Select]

void CharEditor::level_up(int pre_level)
{
    if(pre_level < data.level)
    {//level up
        for(int i=pre_level;i<data.level;i++)
        {// for stat_gain stat guide, 0=str; 1=vit;2=mag;3=spr;4=dex;5=lck;6=basehp;7basemp also use id incase of mods that could move a char.
            sb_str->setValue(data.strength + Chars.stat_gain(data.id,0,data.strength,i+1));
            sb_vit->setValue(data.vitality + Chars.stat_gain(data.id,1,data.vitality,i+1));
            sb_mag->setValue(data.magic + Chars.stat_gain(data.id,2,data.magic,i+1));
            sb_spi->setValue(data.spirit + Chars.stat_gain(data.id,3,data.spirit,i+1));
            sb_dex->setValue(data.dexterity + Chars.stat_gain(data.id,4,data.dexterity,i+1));
            sb_lck->setValue(data.luck + Chars.stat_gain(data.id,5,data.luck,i+1));
            sb_base_hp->setValue(data.baseHP + Chars.stat_gain(data.id,6,data.baseHP,i+1));
            sb_base_mp->setValue(data.baseMP + Chars.stat_gain(data.id,7,data.baseMP,i+1));
         }
    }
    else if(pre_level > data.level)
    {//level down
        for(int i=pre_level;i>data.level;i--)
        {// for stat_gain stat guide, 0=str; 1=vit;2=mag;3=spr;4=dex;5=lck;6=basehp;7basemp
            sb_str->setValue(data.strength - Chars.stat_gain(data.id,0,data.strength,i));
            sb_vit->setValue(data.vitality - Chars.stat_gain(data.id,1,data.vitality,i));
            sb_mag->setValue(data.magic - Chars.stat_gain(data.id,2,data.magic,i));
            sb_spi->setValue(data.spirit - Chars.stat_gain(data.id,3,data.spirit,i));
            sb_dex->setValue(data.dexterity - Chars.stat_gain(data.id,4,data.dexterity,i));
            sb_lck->setValue(data.luck - Chars.stat_gain(data.id,5,data.luck,i));
            sb_base_hp->setValue(data.baseHP - Chars.stat_gain(data.id,6,data.baseHP,i));
            sb_base_mp->setValue(data.baseMP - Chars.stat_gain(data.id,7,data.baseMP,i));
        }
    } //little broken when going down..
    calc_stats();
}

stat gain returns a number between 0 and 3.

Erzfreund

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Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #771 on: 2012-09-14 16:14:17 »
Hmm, I’m a bit unsure if we mean the same thing. :) So I’m going to clarify my point, even you may already understood.

With »reverse« I mean to switch the order of the stat gain:

Level up:            Difference   Stat Gain
                             0- 3          0
                             4- 6          1
                             7- 9          2
                            10-11        3

Level down:       Difference   Stat Gain
                             0- 3          3
                             4- 6          2
                             7- 9          1
                            10-11        0


The idea behind is, that at a level down the baseline decreases and thus the diff decreases, resulting in a different stat gain/lose need.


Stat Difference = Rnd(1..8) + Baseline - Current Stat

Let’s assume rnd = 4, baseline = 40 and current stat = 30.
When levelling up, the current stat needs to catch up the baseline, thus the difference of 14 needs a high stat gain.
When levelling down, the baseline needs to catch up the current stat, thus the difference of 14 needs a low stat gain/lose.
That’s why reversing.

JakeBaxter

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Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #772 on: 2012-09-16 17:32:19 »
Not sure if anyone else has had this or if there's already a fix for it, but I edited the limit gauge for cloud and now it just doesnt go up any higher. Also I made my characters' HP 9999 and for some reason when they level up it goes down by about 200 each time haha. Any help would be appreciated.

joniator

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Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #773 on: 2012-09-16 17:38:03 »
ein Tipp: timestamp generator: http://www.unixtime.de/index.php?calc=2

Vegeta_Ss4

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Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #774 on: 2012-09-17 15:07:50 »
Hmm, I’m a bit unsure if we mean the same thing. :) So I’m going to clarify my point, even you may already understood.

With »reverse« I mean to switch the order of the stat gain:

Level up:            Difference   Stat Gain
                             0- 3          0
                             4- 6          1
                             7- 9          2
                            10-11        3

Level down:       Difference   Stat Gain
                             0- 3          3
                             4- 6          2
                             7- 9          1
                            10-11        0


The idea behind is, that at a level down the baseline decreases and thus the diff decreases, resulting in a different stat gain/lose need.


Stat Difference = Rnd(1..8) + Baseline - Current Stat

Let’s assume rnd = 4, baseline = 40 and current stat = 30.
When levelling up, the current stat needs to catch up the baseline, thus the difference of 14 needs a high stat gain.
When levelling down, the baseline needs to catch up the current stat, thus the difference of 14 needs a low stat gain/lose.
That’s why reversing.

That is a good approach. But instead of reverse the stat table, Baseline and Current Stat must be inverted generating a new Stat Difference formula.

I encourage you to test the last svn build:

Black Chocobo v1.9.7 Pre-Release:
Removed at sithlord48's request, as 1.9.7 is now released. ~Covarr (UPDATED: 2012-09-17)



ein Tipp: timestamp generator: http://www.unixtime.de/index.php?calc=2

Metadata support is already implemented in Black Chocobo v1.9.7 Pre-Release. We use the Qt unixtimestamp generator.

Black Chocobo Users: Please take a few minutes of your life to read thread's posts before asking something that is already answered, thanks!
« Last Edit: 2012-10-19 16:10:42 by Covarr »