[FF7PSX] Final Fantasy VII: Revisited (Demo 1)(Download Missing)[DEAD]

  • Thread starter Thread starter xLostWingx
  • Start date Start date
Status
Not open for further replies.
Kernel basically done.

Working on Shop Data right now.

Still saving Scene/Text for last - don't think I can use any help.
 
Good ideas all-round. Just a few thoughts about items:

Choco-Steroids – Billy’s got a bit of a blackmarket in my game.  These choco-steroids, when injected into a party members, will cause the party to receive their Limit Breaks (still experimenting with this to see if I can make it affect all party members.  Seems stupid if Cloud uses it, but Aeris and Tifa get their Limits and Cloud doesn’t).
You won't be able to make this affect the whole party, I'm afraid.

The nearest thing you could do is create a non-animated spell (anim index FF) that uses the 'build limits' additional effect, then make every character's AI script counter 'Choco Steroids' with this limit spell. You'd see Cloud use Choco Steroids before his peers mimicked a spell cast, after which Cloud's limit would be built too.

It's clunky, but I always prioritize good mechanics over slick animations.

Heroes’ Sacrifice – This Item works like a Hero except it works on the whole party.  Only downside is that it will deal a sizeable amount of Holy Damage to your party, so be prepared.
With the right AI scripts, I believe this could actually diminish max HP. I like the idea of sacrificing health capacity for damage output.

Tissue – Yes the tissue…you can use this thing now.  What does it do?  Well its got about a 1/8 chance of causing Peerless, but it also has a 1/8 chance of causing Near-Death.  Use it and get Peerless, good job, use it and get Near-Death, that sucks.  Use it and get both, well it doesn’t matter that your HP is low because you’re invincible.  What are the suggestions for an appropriate % chance of these effects?  Its at 12.5% if I understand the Status Chance xx/63 correctly (Each incremental increase raises chance by 3.125% until 32 it is 100%).
A tip - the status 'near death' doesn't actually do anything. Inflicting it won't reduce a target's HP. You should use Demi's damage algorithm instead.
 
Hmm. I can't think of any way around that.

Some once speculated that the limit value is somewhere in the addresses the AI can modify, but I've never actually looked into it. If we found this, and could manipulate it as we expect, we could probably make an aurastone-like item. Otherwise, there's no way of implementing this.
 
Choco-Steroids - Alrite, my having to learn a bit of AI may indeed be inevitable.  From what you and others say, it opens up a million new options for character and enemy behavior.  It just sounds intimidating to someone with no experience working with code.  I did a lot with gameshark and thats it.

Heroes' Sacrifice - Diminishing Max HP would be great.  Would a look at Vincent's Transformations AI provide some insight on how to do this?  I was just dealing damage so that the increased damage wasn't free, but of course the player can always just heal afterwards, although the enemies in my mod will make each character's turn much more valuable than they used to be.

Tissue/Near-Death - Yeah I figured this out recently and have made the necessary changes.  I'm rather disappointed with the fact that I can't use it, Fury, and Sadness on the enemies  :|

Any idea if I can make Vitality Plus (replaced Speed Plus) and Spirit Plus (Replaced MP Plus) say 'Vit +10%' and 'Spr +10%' instead of 'Dex +10%' and 'MP +10%' in the materia menu?  I personally don't care much myself, but you've encouraged me to focus a bit more on some details I otherwise would have paid little attention to.  Glad you like the ideas, although if I start to practice with AI some of the ideas may improve since I have been forced to improvise in some areas.
 
Last edited:
Maybe NFITC1? Well... Otherwise, LostWingx, for the materia menu... I think it is hardcoded in some MNU file (because it is in the ff7.exe on the PC version IIRC). And about the statues inflicting... 63 is 252% but I don't really know for all others. Just open some scene.bin with Proud Clod and check at the same place as in Wall Market... The percentages are there. I know they go up/down by 4% though. And yeah, all statues are inflicted at once or not at all. This is how the game works.
 
Heroes' Sacrifice - Diminishing Max HP would be great.  Would a look at Vincent's Transformations AI provide some insight on how to do this?
Afraid not. The status changes for transformations are hardcoded... somewhere. Perhaps in the LIMITMNU.MNU.

These switch on his Main AI script, which does nothing except randomly chooses one of his limit break attacks.

Let me look into it, and I might be able to write a rudimentary 'if hit by this, divide Max HP by that' script. Otherwise, use Wallmarket's help files plus the address list bundled with it to find out how to edit Max HP (assuming it's really doable).

Any idea if I can make Vitality Plus (replaced Speed Plus) and Spirit Plus (Replaced MP Plus) say 'Vit +10%' and 'Spr +10%' instead of 'Dex +10%' and 'MP +10%' in the materia menu?  I personally don't care much myself, but you've encouraged me to focus a bit more on some details I otherwise would have paid little attention to.
Yup. I can't remember the ID of the stat you have to modify, but if you extract the KERNEL from the Rebirth demo you should be able to find out.
 
I was referring to this.  I have changed the ID already.

DexterityPlus.jpg
 
I was referring to this.  I have changed the ID already.

DexterityPlus.jpg
You misunderstand. I'm not telling you to rename your materia.

You change the stat altered by playing with the first materia modifier. For spirit, for instance, you'd set modifier 1 to equal 3. 3 is the ID of spirit in the stat table.
 
I'm sorry, I should clarify.  What I am asking is, is there a way to change what is displayed when the materia is highlighted.  I have changed the value so that it increases Vitality and it does.  However, in the menu it still reads as if it increases Dexterity.  It doesn't still increase dexterity, but someone could read it and become confused.  I wanted to know if I can change what it says.  Thanks for your attention though.
 
I can only assume one thing : It isn't in the kernel.bin so you'll have to hex-edit...
 
Yes. I think those are strings in the EQIPMENU.MNU

These stat names begin at 0x82D4 and 0x8610 in the NTSC version of the file.

Here's a text dump:

Code: [Select]
Code:
Wpn.($FF)       Arm.($FF)       Acc.($FF)       Acc.($FF)       Strength($FF)   Dexterity($FF)  Vitality($FF)   Spirit($FF)     Magic($FF)      Luck($FF)       Attack($FF)     Attack %($FF)   Defense($FF)    Defense %($FF)  Magic atk($FF)  Magic def($FF)  Magic def%($FF) Slot($FF)       Growth($FF)     Nothing($FF)    Normal($FF)     Double($FF)     Triple($FF)     ($FF)                    ($FF)    % ($6C)!X   ] ($6C)!8   q ($E6) T   ($7D) ($E6) ($60) ($E2) q ($8A) ($8C) Fire($FF)     Ice($FF)      Lightning($FF)Earth($FF)    Poison($FF)   Gravity($FF)  Water($FF)    Wind($FF)     Holy($FF)       Do you really want to remove this?($FF) I sure do!($FF)                         Wait a sec($FF)                         Sephiroth($B2)($A9)($A9)($B3)($FF)                      Wpn.($FF)               Arm.($FF)               Ability list($FF)       Equip effect($FF)       Check($FF)              Arrange($FF)                                AP($FF)                 To next level($FF)      MASTER($FF)             Arrange($FF)            Exchange($FF)           Remove all($FF)         Trash($FF)              ($FF)                   Dexterity($FF)          Cover($FF)              Magic($FF)              Luck($FF)               MASTER($FF)             Strength($FF)           Vitality($FF)           Magic($FF)              Magic def($FF)          Dexterity($FF)          Luck($FF)               MaxHP($FF)              MaxMP($FF)              MaxHPUP($FF)            MaxMPUP($FF)            EXP.UP($FF)             Gil UP($FF)             Encount Down($FF)       Encount Up($FF)         Meet Chocobos($FF)      Pre-emptive($FF)        Long range attack($FF)  Attack all($FF)         Counter attack($FF)     Attack-All($FF)         Continuous Attack($FF)  HP MP change($FF)
I think those later strings are the materia effect descriptions.

If you want to hex edit these, you will find it easier if you use an editor that accepts custom text tables, like WindHex. Then you can feed it an FF7 text table .tbl, and it'll correctly convert the hex numbers into textual characters.

Edit:

Yup. In the NTSC version of the EQIPMENU.MNU, it's the string at 0x8610.

Observe:

RUp0y.png
 
Last edited:
I see.  Thanks for that.  Well I'll throw this on the priority list, although it is placed near the bottom.  I have been eager to get to work on my scenes since the project began, but wanted to finish everything else first.  This little addition will make the mod a little cleaner.

Nice Yoshiyuki btw, 6 single slots seems appropriate (maybe, idk what your mod is like).  Nice Diamond Bangle too, I think mine looks like that.  A O=O (a Magic First, then Support kind of guy I see).
 
Last edited:
Alrite, So I now have a rough outline of how I am going to go about getting this thing done.  Basically just like I've been saying, but for greater organization here it goes:

Kernel - Basically Done.  I need to play the game and test each item and spell, but eveything tested so far works just fine.  It required some compromises in the spell department, but most everything survived.

Shops - This is the next area to work on.  I started on the prices and tried to identify some of the shops simply known as [Shop 67 etc.] but, I haven't figured them all out.  Is there somewhere around here where someone has identified each of these?

Limit Breaks - I've practiced enough with Libre now that I think I can work on the Limit Breaks after I finish the shops.  I won't be making too many changes here, but I've switched around the order of some characters limits and will have to balance them accordingly.  I don't expect to make too many crazy changes, but its not out of the question.

Scenes - After I get the shops and Limit Breaks taken care of, I will start working on the scenes in Hojo and PrC.  This will take weeks.  I still need to do some further planning and preparation before I work on the scenes so that they roughly follow the curve that players will be on.  Also, I decided that I will have a seperate Disk 3 scene.bin - It will contain all the most ferocious enemies and they will be mega-powered.  If you decide to use the Disk 3 scene.bin as the scene.bin for all your discs, the game will quite simply be impossible.

Text - Once the scenes are taken care of, I will be able to make the apprpriate text changes.  I still plan to make NPCs communicate valuable information unique to Revisited.  Some NPCs will tell you about new spells and materia.  Others will tell you about new enemies and their locations.  And some may give you other tips and hints to make your journey more exciting and less challenging at certain points.

Miscellaneous - Once I have all of this taken care of, the game will basically be complete.  Hoever, there will still be some miscellaneous items to take care of.  I will try to smooth the game out, and fix certain details that could potentially be reasons for concern.

EDIT - When will this project be done?  Almost certainly in no less than 3 weeks.  Depending on how schoolwork goes and any unforseeable complications, it could be two or three times that amount of time.  If I choose to start playing with AI for a few things that need tweaking, it could potentially be even longer.  I will continue to update as I make progress, but patience is a virtue.
 
Last edited:
These shops don't have any effect in-game... as far as I know. They all have the same items and the like, so... HOWEVER, you MUST download the whitechoco.cfg Armorvil did uplaod in the White Choco thread.
 
I got it earlier today and am glad to say that progress on the shops is coming along quickly and easily.  I should be done with the shopmenu.mnu today.
---------------------------------

Shops are finished.  Working on Limits.

EDIT:  I switched Barret's Level 1-2 Limit to Hammerblow (in Wallmarket, not Libre) and now the camera points at Barret the entire duration of the Animation and the Animation is performed on Barret, but the effects of the attack (Death) are performed on the enemy.  Every other Limit Break that I've switched Levels works perfectly fine.  Any insight would be appreciated.  I haven't altered the Hammerblow in any way, other than switching it to Limit Level 1-2
 
Last edited:
hey just wanted to check to see if you got my PM reply because its not showing anything in my sent messages.
 
I am working on providing a demo for download, but I have run into a problem.  I can patch single files easily, but for the Text Changes, there are dozens of files (eventually hundreds) that need to be patched.  I guess I'll go look around to see how others have patched the text, or if I can even do so on the PSX version.  Otherwise, I should be able to upload the patches for a demo today or tomorrow.
 
Status
Not open for further replies.
Back
Top