Altering enemys sizes from hex editer is it possible?

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I just put the following script in Red XIII's General Counter:

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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:

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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
That's what he posted on the first page man.
 
Ah I see. You can try to make an Self.SizeMult = Self.SizeMult - 16?
 
Question where are all the AIs and models for the battlers stored? Im going to try something.
 
Ah I see. You can try to make an Self.SizeMult = Self.SizeMult - 16?
Tried that. That's what I've done to "fix" it, but it still doesn't work.

I tried this and well he doesn't go black but something does happen every physical attack does 1 damage even overflows! I must of inserted it in the wrong place i  inserted it at the start of his script the gamma has nothing to do with his script does it  :lol: Also about red does the script just restart itself once he has shrunk down once? I noticed in the video he got bigger much faster the 2nd time he grew and that big he no longer could fit on the screen. Is he suppose to shirnk back down after using Cosmo Memory once?
According to Akari's notes a few pages ago, he says that that byte is part of physical defense (I told you it was a blind guess :) ). So setting that byte sets their defense up by at least 256. Possibly overflowing the defense rather than the damage. Since damage is always +1'd if the target's not immune to the type of damage it's only doing 1 damage.

Red's script is all in his general counter. It may even happen if he hits himself. Once he performs Cosmo Memory I can't get anything out of him on that script run. Here's what I currently have on his General Counter:

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02 60 20 01 98 40 80 60 20 40 70 56 00 93 28 45B5 52 00 47 4F 4E 4E 41 00 42 4C 4F 57 01 01 01FF 12 70 20 02 A0 20 90 60 14 61 A9 00 92 93 5445 53 54 FF 02 60 20 01 98 40 80 60 10 41 70 6800 12 60 20 11 98 40 80 02 60 20 01 98 40 80 6001 31 90 72 34 00 12 60 20 11 98 40 80 02 60 2001 98 40 80 60 01 30 90 73
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RedXIII_Gen_Counter{   If Self.SizeMult = 20 then   {      Display "He's gonna blow!!!"      Self.Targets <- Self.AllOpponents      Perform("Cosmo Memory", "Limit")      Display "test"      Do While Self.SizeMult <> 10         Self.SizeMult <- Self.SizeMult - 1      Loop   }   Else   {      Self.SizeMult <- Self.SizeMult + 1   }}
I'd love to test this, but ff7 won't start for me right now and I'm concentrating more on the LZS compression app you want. ;) Don't feel bad, that's what I'd rather be doing anyway. :D
 
AH that definitely explains it then lol still that could be usefull for an enemy im going to make later on. Thanks for making the LZS compression tool in the first place you have no idea how usefull its gonna be will open the door to allot more mods for the psx version thats for sure! I just watched Garlandthegreats newest video on youtube the 1 with Turquoise Weapon and noticed it changes color after the battle has started just like they grow once the battle starts so maybe it is part of the script?
 
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