Bring it on?

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This is getting slightly off topic, but it's good that I know what's wrong with WM and PrC.

I've identified and fixed the errors in creating and loading changes patches (until someone else breaks them) and will upload it shortly once I add the above quote to their documentations.
I've also added a minor graphical new "feature" to PrC. You can now resize the AI box! I've been meaning to do this since I made this window sizable, but didn't know how to do it. I've also made it maximize-ible. The vertical resizing of the AI box itself is a little slow when using maximize; But maxing, restoring, and maxing again should solve that. :)

But the MOST exciting news is that AI scripts now take a fraction of the time to load than they did. Even the dreaded Eligor Main block takes less than two seconds to load and even LESS time to disassemble!! No more of this "be patient" garbage in the documentations. Yeah, I'm awesome like that. ;) (taught me a lesson of things NOT to do, let me tell ya :( )
 
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well... i hate to do it again, but there is still some problems with the patch creating thing in both PrC and WM, WM's will successfully patch, but choosing yes or no to the include text changes results in the same exact patch being made, that does not include text changes, and PrC creates the patch, but it still says it is not a valid PrC file, both are using the recently upped versions from today :|. [/off topic]

anyway, my enemies are alright now, it didn't take an extreme amount of effort to kill them, and it shouldn't, since they are the starting enemies, and no shops are available (though the enemies coming next will be allowed to be stronger, with three members and a shop/limitless ethers for gil in the train graveyard before heading to the next destination, but will still be somewhat reasonable  :wink:). if you want i can send you the WM file, though it will not have my name changes (renamed a good many to fit with the newer FF magic names, though i know one to probably be wrong since i never used the spell in VII  :lol:), and a ppf patch for the scene, which can be patched with a program i can send you as well, and all that would not be present would be the renamed magics/item descriptions.

I've identified and fixed the errors in creating and loading changes patches (until someone else breaks them)
i didnt break them... they broke themselves  8-)

and the new loading time of the scripts is VERY nice... i havent tried the maximizing yet, because i normally work with multiple opened PrC's anyway, to compare multiple AI at once, but it should also be very nice as well  :wink:
 
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It depends on WHEN you dled them. I uploaded new ones a few hours ago, but they're broken in other ways. :(

If you've got the one that loads the scripts fast you'll know what I mean. Putting the AI edit box in a panel really screwed something up. I'm at a loss at the moment to know why.

You should send me all non-working patches files so I can see where they fail and why.
 
will do, i will send the ones i just made, which is using the one upped a few hours ago, keep an eye out for them.
 
Great job improving your Big O, NFITC1!

Here's my FF7Remastered Patch, in case you want to play it. Good challenges would be the turks, ultimate weapon, and Sepher Sephiroth, although most bosses in the game have been made at least a little bit more difficult.

WM patch
PrC patch
 
is it just me, or does your game start cloud with omnislash instead of braver? that seems kinda weird to me :P.
 
is it just me, or does your game start cloud with omnislash instead of braver? that seems kinda weird to me :P.
EDIT: Holy ish!!! you're right! how'd that happen??? [fixes it]
 
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whats with the starting 3 megalixers? is it because they are not very common normally, or just to help you along the way, since there is little heal-all items? enemy away/lure is a nice little addition though, they take a while to obtain normally, and could help with farming/running through areas  :lol:

@nfitc1, whenever you decide to pop in again :-P

this is kinda off topic, but how much is known about the shop data and such, because i found what looks like all of the prices (assuming shops' items are in the field data, since i do not know anything about it, and am not seeing it here) for items/materia and such within the exe when looking for the item/magic menu data, and it is in a fairly easy to read way too, sans what i am assuming is more materia stuff (like the master materia sell multiplier). it is more than likely known, since it is essentially right out in the open, but i just wanted to know what was known  :-). and, from my count there are 32 (just a rough count in a quick pass through WM) items/magic total that can be used in the menu, so it could just be a chunk of data like that that needs to be found (like the stuff under the item menu names), though there is nothing that looks like the WM data, or even any bits of it, so it could be in a different format altogether  :|.
 
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OOOOOOOO I know what's up...

this is the kernel.bin i was testing on... sh*t... didn't mean to upload this...

hopefully i didn't delete the original...

Okay, now the file that should be uploaded has been uploaded.. Yeah i was fuxing with stuff to test the new version of wallmarket, so did a whole bunch of random stupid crap like rename "cure" to "kur" and stuff like that.

But yeah, I figured adding enemy away and enemy lure would be a nice thing to have at the start...
 
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yeah, i did a test with a kernel as well, but i made sure to put the changes onto a fresh kernel because i did not know what all i changed :-P. i also do the same with the scene, though i may just copy my current one and make changes to the copy while my main is taking a break until i find what i like  :wink:

and you are probably going to hate me, but cure has a power of 99, based on what the patched kernel says  :-o. i am assuming (since the names are not saved due to something with WM not saving the names to the patch) that you replaced wall with horology, since it is based off of the clock, a move that can have potential, though seems a little costly to me (not knowing how much the damage cap is)... sorry, just looking over your kernel and adding my two cents  :lol:

meh... some of my magic is probably extremely strong now (which is pretty good, since enemies get that boost as well), and are cheaper as well (though kotr is much weaker, it now costs 155MP, to suit it's new damage... i did this weird damage to MP cost thingy to determine my ratio  :roll:), so magic is much more powerful, and physical attacks, mainly weapons, are going to be nerfed in mine, i can up it for you to look at if you want.
 
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yeah, i did a test with a kernel as well, but i made sure to put the changes onto a fresh kernel because i did not know what all i changed :-P. i also do the same with the scene, though i may just copy my current one and make changes to the copy while my main is taking a break until i find what i like  :wink:

and you are probably going to hate me, but cure has a power of 99, based on what the patched kernel says  :-o
Oh, it looks like WM didn't update properly when I reloaded the Kernel.bin...odd...

Okay, this time it's normal for sure!
 
yeah, but 6 makes it have more room for power, and you could even keep the same total damage as the original by lowering the damage, and raising the hits, it would just make it so more enemies could be hit if targeting a group... that is if you set the power to 20 with six hits, because it does the same as four at a power of 30  :wink:. if you are going more towards a harder/more balanced original feel to the game, which i assume you are, then keeping the power the same could work, even with more attacks, though the overall power for most magics and such is usually overpowered or underpowered anyway  :roll:.
 
Would the extra damage calculations appear if you changed it to six? Usually when i tinker with the multiple hits option, it *does* hit multiple times, but it only shows the damage for one. (i.e. 1000 needles + multiple hits 10 = attack that looks like 1000 damage but actually does 10000)
 
from my count, it shows six hits, i can recheck if you'd like.

yep, it is six, but the sound quits while the damage is still happening for the last two comets, but that is likely an animation thing... the attacks all hit and show up perfectly fine. IIRC only highwind and comet2 can have their hits affected, the rest seem to not work correctly or freeze the game, and highwind can get up to 64 hits if i am remembering right, but that seems a little overkill to me :|

the animation data themselves is what holds the data for when the damage done will display, so you'd have to know what to edit in there, but i am not sure if anybody knows what to edit there  :oops:
 
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I'm sure *somebody* does. There appears to be a section about that in the wiki.

Good thing to know, though... I'll try tinkering with it and see what I decide to do...
 
OK, I'll join in the fun for the moment. :D

@secondadvent:
Regarding your question about menu data, I can definitely tell you that that data is NOT part of the KERNEL.BIN (you know this already). It is stored somewhere else and would have a different format. It wouldn't have things like animations, impact sounds, camera data, etc. so it would likely be much shorter. There is data for all items, but only some magics (eg, you can't use Sleepel or Fire in the menu, but that isn't stored in KERNEL.BIN) and they all likely have the same format. As far as I can tell there should really only be the following data:

Strength
Damage Calculation
Statuses to affect
HP/MP/Status healing
Single/Multiple Target
Sound to make when performing

That's as few as nine bytes, but it might be even less. I can't find it myself, but I've only looked at the data and seen what things do like the window.bin (might be in there, but I don't know what to look for) and such.

@everyone
I screwed up PrC by forgetting that .NET destroys all "handles" keywords when an object is removed from the form. Thus, when I put the AI box in the sizing panel it screwed it all up. Other than that, it should be working fine. I also just noticed that WM isn't updating the jumps like I thought it was. I'm looking at those right now. PrC should be a simple fix. WM should too, but we'll see...
 
well, i doubt that four bytes would be for statuses alone, because of the fact that only the fury, sadness and death statuses can be active in the menu, so only one byte "should" be needed, and would be similar to the initial status section of the initial data, it only has 8 flags (assuming you didn't take out the other three bytes for statuses for being unable to be activated anyway), so the item/magic data could only use the first byte.

the damage calculation could be different as well, since only three are used for items, and the added cure formula, so a total of at least four calculations, though it would have been easier to keep the same format, so it could still be the same there. the rest would likely be the same as well, so if all of the stuff is there, and nothing was combined (like drop/steal rates in the scene.bin), then the minimum could be six bytes for everything.

actually, it seems that most of the items at least would have an easier time being coded in the field data, since stuff like tent and the save crystal would need to know when it could be used, and the source/limit stuff would at least have to have some checking for other things, because they are not handled like normal items.

i am not exactly sure where it would be, though i will have to check out the field data at some point (need to for some stuff anyway, though i am not sure if i will find anything useful for items), it could be integrated into the main game data and be extremely hard to find just looking for the normal data. i think i found the sort list for items though (not sure how it works, it is just pointers, all out of 320, so it includes all menu items, sans key items, at least so far), and i used the empty items as a sort of reference... the empty/dummy items are all set to be sorted to the end, because they have the highest values, so if you had them as items, they would end up at the bottom of the list  :wink:. not that important of data, but at least i found something that "could" be useful to some :lol:

course it may not be sort data, but it is pointing to something :-P
 
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Hmm, I suppose you're right about the tent and save crystal. I guess they're all in some global field data.

UPDATE: I'd thought I'd have WM and PrC sorted out by now (I almost do), but I just found a potentially disastrous error in the AI (again). At least this is a simple one that could be fixed in a matter of minutes. That'll be fixed within the next 24 hours and I'm going to change the enemy search results message to include the enemy name.
*sigh* And I thought I was so close.
 
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