[FF7] Disable name change

  • Thread starter Thread starter Tsuna
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Yes, you just remove the menu rename operation.  You should check the code with Makou and you'll answer 99% of your questions.

When those operations are removed, you can set defaults (found in kernel.bin). It's important to realize that the defaults before naming come from kernel (ts only allows a few of these entries to be renamed). I am not sure if Wallmarket allows you to edit these entries.  If not, you'll have to hex edit, assuming you need the original game names changing.  If not, just delete the rename menu operation in all relevant fields.
 
Makou cannot edit Kernel.bin - but can do everything associated with the field.
 
That would have to be changed to Cloud in kernel - so you'd definitely have to lose the Ex-Soldier part.  tS does allow that entry to be changed, so wouldn't need any messing about at least.
 
But you'd be stuck with Cait Sith being called "Young Cloud" and Vincent being called "Sephiroth".
 
But you'd be stuck with Cait Sith being called "Young Cloud" and Vincent being called "Sephiroth".
Now, that is a problem :P

But there is a solution...  see blackbg4 > 11 Yufi > talk > Byte 216

You can set names from text entries in field :)  That will mean no kernel change needed either. Just delete the naming opcode and use the one above.
 
Don't quote me on this, but I think the name change menu is necessary in order to make Young Cloud and Sephiroth become Cait Sh*t and Vincent respectively. At least I couldn't make this happen by any other means, and the debug rooms don't achieve this either. It's either the name change menu or some hardcoded crap for the relevant fields, I believe. Again, don't quote me on this.

On another note, the name change menu appears to be what initially calculates the party's average level. This became apparent when I removed the name changes for Cloud and Barret; Barret was level 1 at the first reactor mission because the party's average level had not been calculated yet, thus he was left with the defaults from kernel.bin.
 
See my post above. The name screen is not needed.
Sure, you can make the names change for each and every field in the entire game, I know what you meant.

What I meant is the characters sharing slots. If, for example, you put Vincent in the party while he still has Sephiroth's data in his slot, you will end up with an invisible character that dies instantly upon entering battle. I think the name entry menu is what makes the game update his character data. The same is true for Cait.
 
the menu itself does not make them work its the character id change that happens when their data is created . yes i said created since they are scaled to your level and do not join at a fixed level their starts are made on the fly . the rest of the data is not .
 
I don't really understand any of this ....  Is there a way right. Their default names come up straight away once the rename menu opens right. Can i use MR to enter a command or 2 to happen automatically where. If rename menu opens. Press Esc + Enter and then it will skip it itself right? You'll still see it but you won't have any control. Like a Tutorial
 
Sure, you can make the names change for each and every field in the entire game, I know what you meant.
No, that isn't how it works - the names can be set from text and then they are ok for the entirety of the game.  You are setting the name from text using an operation that was only used originally in the debug menu.  You can choose when to use it.  Just before getting Cait and Vincent, you'd use it.

@Tsunamix

The default names used in the menu screen are held in the executable (as opposed to the names displayed BEFORE the menu screen, which are held in the kernel (the only four used are EX-SOLDIER, Red XIII [at least I think so], Cloud [using Cait's slot] and Sephiroth [Using Vincent's slot] ). But that won't stop people being able to change the names if you allow the naming screen.

I suppose with a bit of hex editing, you could disable the selection cursor and force them to press OK to every name from that menu.  Or you can do what I suggested and remove the menu entirely and use the operation that sets the name from text.

So to sum up:

Choice 1:  Allow naming screen but hex edit so they are forced to press OK to the default name (held in the executable - These can be renamed by touphScript too)

Choice 2: Force the name from field text itself (just before you gain the character) - and remove the Naming menu entirely (this means removing the naming screen operation in the relevant field and adding the operation I directed you to in the above post).
 
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I'll give choice 2 a go. After messing around with this stuff before i dunno if ill be able to work this out but i'll try anyway
 
Just look at the example in the flevel from the post above.

Start by adding a text entry to the relevant field like "My Name"  - Then use that operation to latch that entry onto the character - and remove the normal Name screen operation.  It should work.
 
No, that isn't how it works - the names can be set from text and then they are ok for the entirety of the game.  You are setting the name from text using an operation that was only used originally in the debug menu.  You can choose when to use it.  Just before getting Cait and Vincent, you'd use it.
If you take the time to use that function in each and every field, that's exactly how it works. :P I know which function you are referring to, I've used it many times. In that context, when you say you can choose when to use it is also what I meant in my previous post. If you want Cloud to be called, for example, John in one field and Elizabeth in the next, it is possible with this.

@sithlord

I don't suppose you'd be able to tell me how make the field script force the character ID to change, then? Because the Create/Delete character opcode, which is commonly used to make characters available, is definitely not what activates the ID change.
 
Why would you need to change it in every field though?  He only wants to remove the naming screen of the character on one field. The field for each character in question.  So you'd only need to change around 9 fields?
 
I'll explain as best i can. Im making a voices mod. So every actor is going to at some point say someone's name, which is a problem because you can rename people. I just want all names to be forced to be canon so the voices won't be wrong
 
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