Enemy Attack Data [Split from Skillster's Hardcode Mode]

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Made some more tests tonight on my laptop before I realised I was editing the wrong values (as well as locking up FF7) before my battery ran out.

I found values to make players disappear, and various damage animations please see the main post above.

Main discovery is that the TA and the IA are indeed the wrong way around.
 
Huh ??
You switched them ??
- MP cost IS 00x04. Not 00x05

- And IA with TA they are 00x01 and 00x02, but you put them like 00x03 and 00x02

Right breath for example :
Code: [Select]
Code:
     00  01  02  03  044C0  FF  FF  00  FF  0A

00x04 here is 0A. Right Breath costs 10 MP
 
you know what, oh CRAP!
I missed out a byte  :oops:
I will go back and fix those.
Strange how you can make the players invisable though, must be in the AI script to remove the player from battle after such a move for enemies like midgar zolom.

EDIT:

Looking at some of the status attacks above (spider web causes slow, sleepel causes sleep) my guess is for the byte which tells you what status will be forced open the target:
Code: [Select]
Code:
SPIDER WEB 0x4F8 <AC|IA|TA>--<MP>--------------------<TG|AN|DM|PW>  5f ff 00 ff 00 00 ff ff ff ff ff ff 0b 02 11 00     ff 3f ff ff 00 02 00 00 00 00 ff ff                  ---<ST>-----------------<EL|TY>-----

My guess is that <ST> is Status aligment and here are some test numbers:
12 - Sleep
19 - Blind
3F - Slow.

I will test this tonight and confirm this.
 
Strange, I set the byte i was guessing is status to 3F to test sleep
I used beam gun from the grunts on scene 81.
Strangely, after being hit the target shivers continously after both players got hit I got game over..
 
Can some Admin do me a favour, please look back to where this enemy attack data investigation started and split the thread into two?
Since now it isnt about my Hardcore Mode, and I would like other people to see this info and get involved with it.
Maybe name it "Editing Enemy Attack Data"?
 
Strange, I set the byte i was guessing is status to 3F to test sleep

Hmm... did you noticed that after 3F (Spider Web) goes FF FF and then offsets with 00 -> (00 02 00 00). May be they important to. For the status attack.

But in other hand. I've fully changed 'Rifle' offsets to 'Super Nova' and attack was like 'Super Nova' (percentage based, multiple targets, 4th turn) BUT no Slow, no Confuse, no Silence were added:(
 
I Think those 4 bytes you mentioned are more important than the 3f i mentioned.
possibly multiply status effects wouldnt fit in the attack data and were put in the enemy AI data?
Did you get which animations when you swapped the offset?
 
Bytes 9-12 are used for camera movement during attacks. Some examples:

Code: [Select]
Code:
01 01 01 01 - Drift Turn3C 01 3C 01 - Escape96 00 96 00 - L4 Suicide9F 00 9F 00 - Matra MagicD2 00 D2 00 - Beam GunD3 00 D3 00 - Search ScopeD4 00 D4 00 - Tail LaserD6 00 D6 00 - SinkingD8 00 D8 00 - SilkE7 00 E7 00 - Sewer/Hot Springs

Byte 18, in conjunction with bytes 21-24 is used for status infliction, as you thought.
Code: [Select]
Code:
3F, 00 02 00 00 Slow3F, 00 10 00 00 Mini02, 20 00 00 00 Fury

You can have attacks that inflict multiple status, for example changing byte 22 to value 12 makes attack cause Mini and Slow.

Hope this helps. I'll keep on researching the data.
 
This has all been hacked already.
I believe a certain someone’s notes describe every bit of the format, but he didn’t share his notes with me yet for whatever reason, so I have to post information that is a bit outdated, but explains the essentials anyway.

Tonfa, your data for Escape is wrong, and the four bytes do not relate to camera motions.


http://www.memoryhacking.com/Misc/FF7Stuff.zip

I also have all the enemy attacks, but I can not find them.


And of course statuses are 4 bytes because there are 32 statuses (one unused?), and each status is assigned a single bit.
So naturally to get more statuses into a DWORD you just flag the bit related to the status.
Thus you can make an attack inflict every status in the game by setting it to 0xFFF7FFFF.

Maybe that certain someone’s notes better explain byte 18, but it should be the chance of the status being inflicted.
I did not do enough research many years ago to fully decode it, but it should be a chance of infliction from 00-3F or 00-7F, then where it goes over this number it has a second implied meaning of some nature, similar to the way steal/drop ratios work in enemy data (if you are clueless, do your homework better).


Undocumented is the first byte, which, if under 10, is the level modulus required for the attack to hit.
Thus L4 Suicide has a 4.
I did not decode the various other meanings it has if not a level-hit indicator, but 4B (from a quick glance) most likely means it does not work on bosses.


L. Spiro
 
Wow ! O___O

Attack Data dump is great find. Lot things to study.

Undocumented is the first byte, which, if under 10, is the level modulus required for the attack to hit.
Thus L4 Suicide has a 4.
First byte stands for Accuracy I think

but it should be a chance of infliction from 00-3F or 00-7F
- 3F - Inflict Positive Status;
- 7F - Cure Status;
- 92 - Toggle Status (Mini, Toad);
If less than 3F then chance of status infliction (may be)

Type of Damage (TD):
11 - Physical
22 - Magical
23 - Magical HP\MP Based
24 - Restore Max HP Percentage.
25 - HP Restore
26 - Magical Fixed Damage * 20 (?)
60 - White Wind (Max HP Based, Barrier ignoring)
61 - ???? (Current HP of User - based)
69 - Chocobucle (Quanty of escapes - based)
83 - Level Based (L4 Suicide, L5 Death)
 
This is great stuff.
But what really cheeses me off is that after almost two/three weeks of me and Genji looking and hacking for possible bytes someone comes along and says "hey its been done already".
Where were you before?
Oh well, need to start from scratch I suppose.
I hate the way FF7 reuses the same byte for multiple things, such as below such a number in the first byte and it is the level modulas etc etc.
 
I suspected as much. Well, it's a great thing we have this data already. Some things:

Tonfa, your data for Escape is wrong, and the four bytes do not relate to camera motions.

Hmm? The four bytes most certainly *do* have something to do with camera motions. I tested them and managed to, for example, get the camera motion normally used by L.4 Suicide to Guard Scorpion's Rifle.

Also, the "Escape" means the Escape technique used by Prowler.

but it should be a chance of infliction from 00-3F or 00-7F
- 3F - Inflict Positive Status;
- 7F - Cure Status;
- 92 - Toggle Status (Mini, Toad);
If less than 3F then chance of status infliction (may be)

I noted that this had something to do with status accuracy soon after my first post. 3F is 100% (or very, very near 100%) status infliction from my experience, and can be used for negative statii as well.

Regarding the first byte, it stands for accuracy for most stuff. It is the level modulus for attack type 83.
 
But what really cheeses me off is that after almost two/three weeks of me and Genji looking and hacking for possible bytes someone comes along and says "hey its been done already".
Where were you before?
The first reason would be that I avoid this section like the plague.
I go into Game Tweaking to hit “Mark All Topics Read” so they don’t show an orange icon on the main list (really tired of “WAH MY GAME CRASHES”).
I know this was split once already, but it should have been placed in Tech-Related, where we normally handle exposing file formats.

I had a second reason, which almost made me not post at all, but I changed my mind and that reason no longer exists.


L. Spiro
 
Thanks anyway L.Spiro.
The attackHacks.txt will be very handy, since I hate going through the scene files looking for specific attacks.
The camera bytes; these most likely relate directly to specific motions like you mentioned which are used in other moves.
 
My second reason, although gone, has me just itching to know the answer to one question.

Weren’t you part of the remake long ago (and thus have or had access to the remake section)?


L. Spiro
 
Question :
What with Satan Slam mentioned twice ??
Before and After Finishing Touch.
 
Yea I think Satan Slam and some other limit breaks (Finishing Touch) did get two mentions, but the data looks the same (looks like a mistake).

The only file of use in that selection of txt files (I must admit the collection of text files does look quite familiar) is the attackhacks.txt unfortunatly.

L.Spiro: I dont know how that effects what is happening in this thread and would prevent you from sharing your FF7 knowledge with us all.
Yes I was part of the FF7 Remake project which inevitably stalled.
I wont say anything at the moment but the way people are hacking FF7 at the moment there wont be a need for a Remake :)
 
Some attacks have variations, for a specific example, Choco/Mog, where the actual attack is random between Choco/Mog and Fat-Chocobo.

Then there is the summon who rides the 6-legged horse (talk about a rusty memory) who may instead perform Gunge Lance.


Several other attacks have the same types of attributes but are more subtle.
Some may just be a difference in camera motions and some may be used on off-screen or hidden objects as a way of informing them to “appear” using a specific animation.


L. Spiro
 
So for example if you do quake 3 all instead of quake 3 on a single target you get a large animation effecting all enemies, and when you do haste all etc
But how does this tie in to the attack data, or are you referring to the repeated Satan Slam mentioned above?
 
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