Altering enemys sizes from hex editer is it possible?

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ff7rules

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I found this Gameshark code not so long ago and i was wondering is it possible to implement it to a certain enemy lets say Cactuar so you could fight Jumbo Cactuar eveytime you encountered that enemy it was its max size. Im doubting this is possible but i don't know for sure untill i ask, anyway heres the code.

Enemy 1: 8015475A ??00
Enemy 2: 801552F6 ??00
Enemy 3: 80155E92 ??00
Enemy 4: 80156A2E ??00
Enemy 5: 801575CA ??00
Enemy 6: 80158166 ??00

??=

05: Tiny
20: Twice normal size
30: Three times normal size
40: Four times normal size
50: Five times normal size
60: Six times normal size
70: Seven times normal size
7F: Greatest size possible
80: Upside down, greatest size possible
90: Upside down, seven times normal size
AO: Upside down, six times normal size
B0: Upside down, five times normal size
C0: Upside down, four times normal size
D0: Upside down, three times normal size
E0: Upside down, twice normal size
FO: Upside down, normal size
F5: Upside down, tiny

If the code alerted is in the enemy model itself i guess im out of luck but i don't know untill i ask eh?
 
I have absolutely no idea how this works, but since there is a different code for each of the six enemies, I wonder whether it might have something to do with the formation. The last seven bytes of formation data in the scene bin are unknown; I'll do a little investigating. Could you do some too?

Of course, I might be completely wrong about this ;-)
 
Yeah im gonna check it out now first place ill look is in the formations theres also a code to change the color of the enemy are you interested in that too?
 
I haven't had any luck with this by changing the formations. I thought for a time that maybe this could be done by editing the six FF'd words in the records from 0x058 to 0x118, but nothing happened there either.

But I have found something interesting. I noticed that in scene76, in the first battle battle setup section (from 0x08 to 0x048) the fifth byte of the record for the first formation (the guards that attack Cloud at the station) was 09 and that for the others was 01. By swapping these around nothing happened to the first battle but it became much harder to escape from the others (it could still be done, but it took a long time).

I then looked at the byte at 0x010 of each record (F9 for the first formation and FD for the others) and decided to swap them (whilst keeping the byte at 0x04 swapped). The first battle became escapable as normal and the others became inescapable.
 
I believe this information to reside in the battle's memory, not in the character data itself. In the PC version, the address would be 0x800F8593. It's always inited with 10 and could be increased/decreased via scripts.

To Add/Subtract size (From Bomb's General Counter script):

12 60 20
11 98 40
80
02 60 20
01 98 40
80
60 XX
30
90

To Set a size:

12 60 20
11 98 40
80
60 XX
90

Where XX is how much size you want to give it. Looks to be a signed number in 16ths.
 
I've just tried putting this in the setup of the MP's AI and it works.  :lol:

But unfortunately they start off normal size and then grow; that's a shame.  :oops:
 
I've just tried putting this in the setup of the MP's AI and it works.  :lol:

But unfortunately they start off normal size and then grow; that's a shame.  :oops:
How big do they grow? also how come its like that? In some videos i have seen of people using the code there already big

good example
 
I put 20 in there, so they grew to twice their normal size.

And that bit of script was taken from bomb's counter. Since he grows, maybe there is something in that that creates the growing effect (and presumable there would be some way to do it without seeing them grow).

Or maybe not.
 
Reminds me Metal Gear Solid VR missions.

bigmpsuu6.jpg
 
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 aswell see if it can be done seems abit pointless but meh.
 
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I just put the following script in Red XIII's General Counter:

Code: [Select]
Code:
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 FF12 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 8002 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]
Code:
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
 
I just put the following script in Red XIII's General Counter:

Code: [Select]
Code:
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 FF12 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 8002 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]
Code:
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
Haha so what your saying is everytime Red XIII gets hit he grows? Thats insane lol so its literally the bomb effect but on Red that really is awesome! Also something i been meaning to ask would it ever be possible to fight yourself? Like use the model of the character then script AI for them im not planning on it at all just wanted to know if it can be done or not. For example like a Dark cloud or something.
 
I have been planning that!

Something along the lines of "Mad Cloud", when he's in the Lifestream.
 
Also something i been meaning to ask would it ever be possible to fight yourself? Like use the model of the character then script AI for them im not planning on it at all just wanted to know if it can be done or not. For example like a Dark cloud or something.
I don't see why not. You'd have to change an existing enemy's appearance to that of one of the characters and change that gamma multiplier you mentioned a few posts back to make them completely black. Could you make any enemy take on the appearance of any character? I don't know. I'm not sure if that information is changeable via script.
 
Also something i been meaning to ask would it ever be possible to fight yourself? Like use the model of the character then script AI for them im not planning on it at all just wanted to know if it can be done or not. For example like a Dark cloud or something.
I don't see why not. You'd have to change an existing enemy's appearance to that of one of the characters and change that gamma multiplier you mentioned a few posts back to make them completely black. Could you make any enemy take on the appearance of any character? I don't know. I'm not sure if that information is changeable via script.
I found this dunno if itll help ya. https://www.ff7catalog.com/threads/4707/

jumbo_cactuar-P3Uv7.png


Also  He doesn't attack or anything just stands there dancing its really funny. I know why he doesn't attack i forgot to end that script :P
 
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Could you tell me exactly what changes you made to the script?
 
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