Changing the Colour Of Enemies using Gamma codes on the PSX version

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ff7rules

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Yeah sorry I know this was mentioned along time ago but I never managed how to do it? Just curoius does anyone know heres the gameshark codes again.

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.

So If anyone knows how to implemnt this into the pre battle script would be awesome to hear how.
 
Yeah I think it was 4108?? I tried that and it does nothing.

02   2060
01   4108
80
60   7F
90

thats what Ive got.
 
You could use Akari's memory map (see the Welder thread) with reference to a gameshark code that edits a known variable. From there, it shouldn't be too tricky to find which 4XXX value needs to be changed. That'd be my first port of call.
 
Ok I found this +014 [][] alpha for additional color.  could that be it?

Also found this.

1027    +028 [] R additional color.
1028    +029 [] G additional color.
1029    +02a [] B additional color.
 
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Ok I found this +014 [][] alpha for additional color.  could that be it?

Also found this.

1027    +028 [] R additional color.
1028    +029 [] G additional color.
1029    +02a [] B additional color.
That's the line, but the numbers you have are just the line numbers in the pastebin. The actual data is at 1518FC, but battle memory scope 0-1FFF covers from F87F0 to FA7EF. Scopes 2000+ and 4000+ cover different parts of the memory map: I don't think you can use AI to make these changes.

You'd probably have to change the exe itself - perhaps you could add code that read from one of the BattleVars and replaced the normal size value providing the BattleVar =/= 0. This would be doable, but require assembly level editing, and would be tricky to do on the PSOne.
 
All we need to do is find where the brightness is controlled is it in the actual model itself or could it be like a status that changes the color of enemies.
 
Yes, the values you found are likely the ones you need to change. Trouble is, they can't be altered from within the namespace of the battle scripts.
 
But it's all moot, because it isn't within the scope of the AI engine namespace. That is, you can only access a limited range of bytes, and they don't concern this data. Unfortunately, I see no way to use AI code to change enemy colours, unless I've missed some value in the memory map.
 
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