Altering enemys sizes from hex editer is it possible?

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Yeah sure i just inserted 12 60 20 11 98 40 80 60 7F 90 after 00 should i put it before it?

jumbo_cactuar_script-sEw0U.png
 
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Okay...

I'm going to try something.

I'll report back in about 10 minutes, unless someone else solves the problem.  :wink:

EDIT:

I managed to get this to work. I'm not sure what was going wrong, although I wonder whether you remembered to fix the pointers to the different sections of the AI?

Anyway, these are thee changes I made.

cactuersaieh8.jpg


I didn't try everything out since he was killed by Barret's counter attack before I got the chance. Tell me if this works.
 
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Ended the script with Jumbo Cactuar, but he just keeps on dancing XD Also what is it your gonna try?
 
Did you start posting that just before I finished my edit?  :wink:

Anyway, I made the changes shown in the picture (original AI at the top, new AI on the bottom). He grew to a huge size and then attacked me.
 
Yeah lol ill try what you posted now. Ill update when i have the answer if it worked or not.
Edit what excatly did you change? Mines seems to be different to that one

jumbo_cactuar_script-sEw0U.png


Oh i see now! nvm i thought it was all 1 thing! its the 2 separated. I only just relized i need more sleep :-P
 
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Wait, are we editing different cactuars again?

I was editing the one in scene58; it looks like you're editing the one in scene65.
 
*Cries* Yeah thats the one from scene 65 ill start editing the 1 from scene 58 now XD sorry!
 
I assume that you don't want to fight a Jumbo Cactuar in Corel Prison  :lol:
 
I assume that you don't want to fight a Jumbo Cactuar in Corel Prison  :lol:
Meh why not :-P Anyway im tempted to have alook and see if i can find the codes for the battle models (Cloud,Tifa,Sephiroth etc)

Enemy IDs (Battle model)
To ADD enemies to a scene you have to find a scene that isn't full (has 3 enemies), and then add a ID. This part is the easy part 'cause the IDs is in the very beginning of the scenes. The 6 1st bytes. Which means each ID is 2 bytes long. To begin with, you should find a scene you know where the encounters in the game are. For testing purpose.

Lets say you want to use the MP's battle model. I believe the ID here is 0x0010. Then if ID 1 is XXXX and ID 2 is YYYY then ID 3 will be 0x0010.

Taken form Gjoerulv's guide
 
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Wait, are you looking for those codes so that you can use them for enemy IDs?  :?

If so, don't!  :-o

I've tried to make allies into enemies that way and it doesn't quite work. There's trouble with weapons and the game freezes whenever they do anything.  :cry:
 
Wait, are you looking for those codes so that you can use them for enemy IDs?  :?

If so, don't!  :-o

I've tried to make allies into enemies that way and it doesn't quite work. There's trouble with weapons and the game freezes whenever they do anything.  :cry:
Is that
only possible because his AI is already in the game?
 
I'm not sure how that's done.

Although Sephiroth might not have the weapon problem that the other characters have...
 
Well watching Gameshark videos from GarlandtheGreat ff7 doesn't like it when something is cloned and it gets to close to it could be the case with this? Maybe try an ally that is not in the battle say Aerith since shes well you know.... However when you fight Yuffie with Yuffie the game is fine might be worth having alook at her script?
 
Yuffie as an enemy has her own special battle model, so there won't be the normal problems there.

In other news, I'm finally going to stop posting tonight, since I'm tired now...
 
Yeah lol ill try what you posted now. Ill update when i have the answer if it worked or not.
Edit what excatly did you change? Mines seems to be different to that one

jumbo_cactuar_script-sEw0U.png


Oh i see now! nvm i thought it was all 1 thing! its the 2 separated. I only just relized i need more sleep :-P
Your Header is wrong. The main script is pointing to a place still in the init script.

It should be:
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20 00 36 00 FF FF FF FF FF FF FF FF FF FF D2 00FF FF FF FF FF FF FF FF FF FF FF FF FF FF F2 00
If we're past this then just ignore me. ;)
 
I have a werid problem. Jumbo Cactuar does nothing and just dances i treid what LKM said to do it works he goes big and everything but then it freezes and the screen goes black anyone know what im doing wrong?
 
Make sure all the pointers are correct. Inside the sections as well. They should be if you only change the attacks in the AI. NFITC1 corrected the pointers ^. I haven't read the whole thread, but if you added attacks you must remember to tie an animation to each attack. If you altered the AI there can be problems in the AI itself.
 
Ok i didn't add any attacks to Cactuar yet so its not that i will look at the headers now though and see if there as there should be is the headers the old start the script?    I was editing the wrong Cactaur earlier aswell so i confused everyone (including myself)
 
I think the command 92 (Attack) has other arguments than 20 and 24. Sephiroth's has 01 and 02. This might be significant.
20 and 24 are ID of action.
Posible actions are
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800f692c + 03 []       action type (0x01 - player attack                                    0x02 - player magic                                    0x03 - player summon                                    0x04 - player item                                    0x05 - player steal                                    0x06 - player sense                                    0x07 - player coin                                    0x08 - player throw                                    0x09 - player morph                                    0x0A - player deathblow                                    0x0B - player manipulate                                    0x0C - player mime                                    0x0D - player enemy skill                                    0x0E - ???                                    0x0F - ???                                    0x10 - ???                                    0x11 - player mug                                    0x12 - player change                                    0x13 - player defend                                    0x14 - player limit                                    0x15 - this replaces with magic after modification                                    0x16 - this replaces with summon after modification                                    0x17 - this replaces with item after modification                                    0x18 - player slash-all                                    0x19 - player 2x-cut                                    0x1A - player flash                                    0x1B - player 4x-cut                                    0x1C - ???                                    0x1D - ???                                    0x1E - ???                                    0x1F - ???                                    0x20 - enemy attack                                    0x21 - ???                                    0x22 - run scripts                                    0x23 - ???                                    0x24 - ???                                    0x25 - ???
Else things that you can modify in battle unit data are as follows
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Code:
800f83e0               unit data structure. (size 0x68). (address 0x4000).800f8580               enemy start00 [][][][] current status. Init with 0. Set sandess/fury flags from savemap structure in case of player. Add 0x00000001 if current hp of character is 0.04 [][][][] some flags. Init with 0 in case of enemy. Set +0c in battle formation &0x1f here in case of enemy.            00000002 - looks like if this bit set we are left fighters (right otherwise) in case of side battle.            00000008 - seems like enabled units in battle. Init with this in case of player.            00000010 - units with activates auto script 0x01 (action).            00000020 - remove this flag if we add action with priority >= 2. Looks like defend flag (if we in defend state or not).            00000040 - set this bit if we in back row.            00000080 - set this bit for: enemies in case of battle type 0, player in case of battle 2, left row an player 2 in case of battle 4. func1b19ac.            00000100 - looks like nullify phisical attack.            00000200 - looks like nullify magic attack.            00000800 - probably bit for temporary unreachable unit (set in battle_update_unit_mask).            00002000 - set this bit if unit is dead in battle (if unit was dead at the begin of battle flag is not set).            00004000 - invisibility flag. All attack will miss this target.08 []       index. Init with 0xff. Set player character id here in case of player. Set index in case of enemy.09 []       level. Init with player level.0a0b []       store minimum elemental influence here (0 - death, 2 - 200%damage, 3 - normal, 4 - 50%damage, 5 - 0%damage, 6 - 100%absorb, 7 - fully recover)0c []       formation number. Init with 0. If we init second unit of this type we increment this value by 1 for this unit. If 6 same unit on field they will have 0,1,2,3,4,5 as this value. Set player character id + 0x10 in case of player.0d []       attack power (strength in enemy data format).0e []       magic power (magic in enemy data format).0f []       set evade from armor in case of player (defense% in game).10 []       init with 0. Set 0x10 during player init. Idle action id.11 []       init with 5 in case of player. Init with 1 in case of enemy. Hurt action id.12 []       back damage multiplier. set from +a2[] in enemy data (usually 0x10).13 []       model scale (just changing doesn't work)?. init with 10.14 []       dexterity.15 []       luck.16 []       init with 0 in case of player.17 []       store 0xff here at start of funcabb0c18 [][]     attack mask set during run command.1a [][]     - some mask (maybe mask of those who attack this unit)1c [][]     -1e [][]     -20 [][]     defense. Multiplied by 2 in case of enemy.22 [][]     magic defense. Multiplied by 2 in case of enemy.24 [][]     init with 0xffff. Set enemy id here.26 [][]     elements mask. add this to absorb elements mask during damage calc.28 [][]     current MP.2a [][]     max MP.2c [][][][] current HP.30 [][][][] max HP.3435363738393A3B3C3D3E3F4041424344 [][][][] Init with 0. Store status of this unit here during initialization.48494a4b4c []       Init with 1.4d []       set magic evade (magic defense% in game) from armor equipped in case of player.4e []       store row from battle formation here during init.4f []       init with 0xff.50 [][]     init with 0.52 [][]     init with 0xffff.54 [][]     elements mask. add this to no damage elements mask during damage calc.56 []       store 2 here during init in case of enemy. Init with 8 in case of player.56 [][]     ap.58 [][][][] gil.5c [][][][] exp.6061626364656667
 
Posible actions are
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Code:
800f692c + 03 []       action type (0x01 - player attack                                    0x02 - player magic                                    0x03 - player summon                                    0x04 - player item                                    0x05 - player steal                                    0x06 - player sense                                    0x07 - player coin                                    0x08 - player throw                                    0x09 - player morph                                    0x0A - player deathblow                                    0x0B - player manipulate                                    0x0C - player mime                                    0x0D - player enemy skill                                    0x0E - ???                                    0x0F - ???                                    0x10 - ???                                    0x11 - player mug                                    0x12 - player change                                    0x13 - player defend                                    0x14 - player limit                                    0x15 - this replaces with magic after modification                                    0x16 - this replaces with summon after modification                                    0x17 - this replaces with item after modification                                    0x18 - player slash-all                                    0x19 - player 2x-cut                                    0x1A - player flash                                    0x1B - player 4x-cut                                    0x1C - ???                                    0x1D - ???                                    0x1E - ???                                    0x1F - ???                                    0x20 - enemy attack                                    0x21 - ???                                    0x22 - run scripts                                    0x23 - ???                                    0x24 - ???                                    0x25 - ???
Nice. Changing the 60 02 to 60 14 made the difference. So 92 is "Perform Command YY with index XXXX". Terrific! Cosmo Memory is working. However, he doesn't shrink back down after performing it. He kept getting bigger until he no longer fit on the screen and then shrunk back down to size 10h. Very strange.
 
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