[FF7] Enemies editor - Hojo (1.0)

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in kernel are attack of characters, but in scene.bin is attack of mosters. Monsters have names of attack which are not in kernel.
This way can each mosnter have different name of attack(but same effect...)
 
:? :? :?

Sorry to disappoint you, but I know I'm right on this. ALL the magics you share with the enemy - magics and enemy skills - can be named in the KERNEL2.bin file. Try it! Replace your modded Scene.bin with the original. Then enter the Kernel2.bin file and rename the spells. Enter the game and face an enemy with the spell you renamed. VOILA! There you go!

in kernel are attack of characters, but in scene.bin is attack of monsters. Monsters have names of attack which are not in kernel.This way can each monster have different name of attack(but same effect...)
Yes only attacks YOU can't use (not including manipulate) must be renamed in the scene. All others can be renamed in the kernel2.bin. It's as simple as that.  :-D
 
The kernel ONLy allows you to edit names of attack YOU use, but not the ones enemies use.
Enemy skills you use =/= enemy skills enemies use and magic spells you use =/= magic spells enemies use.

Hope you understand.
 
You play on PC or Playstation? I know I'm right. I just checked - again - to make sure. Did you try what i suggested? Not the Kernel.bin, but kernel2.bin!

Well... At least it works for me...
 
I edited attack names in kernel2 and it only affected the names of my characters.

Example: I renamed Big Guard to Mighty Guard.
The enemy skill I used was named Mighty Guard.
However, if enemies used it, is was still named Big Guard.
 
The kernel ONLy allows you to edit names of attack YOU use, but not the ones enemies use.
Enemy skills you use =/= enemy skills enemies use and magic spells you use =/= magic spells enemies use.

Hope you understand.
I understand what you mean but that is wrong. They are the same, BUT an attack can use the same animation have the same name and yet cause a different effect. That, however, requires the attack to have another ID than what was intended.

I'll make an example: An enemy uses Fire. The ID for Fire (the magic both you AND the enemy can use) is 0x00 1B. That ID is stored in the enemy data section in the Scene.bin. It's also stored after the attack data section to decide which attack the ID belong to (in order). Before the enemy use the attack the following order of bytes is placed in the AI: 60 20 60 1B 92.
Notice the bold part. The upcode 0x60 pushes one byte to the stack of the AI script. 0x00 1B is the Fire ID. But it pushes only 1 byte on the stack, not 2 (WORD). All attack IDs you don't share with the enemy, including manip attacks, are 2 bytes. In order to change the effect of fire, it doesn't help one bit to alter the Attack data of fire in the scene. You must alter it in the Kernel. HOWEVER, you can change the ID in all the places it is stored.  That way you can make your own version of Fire. Lets say you changed the ID to 0x01 01. Then you have to change the upcode as well in order to make it push 2 bytes (WORD), not just one. The AI becomes: 60 20 61 01 01 92.

This is how it works for me anyways. I dunno if I have some unique files or whatever. I play on PC. I have checked, double checked and 100x checked. You can't alter attacks with ID 0x00 xx.

I edited attack names in kernel2 and it only affected the names of my characters.

Example: I renamed Big Guard to Mighty Guard.
The enemy skill I used was named Mighty Guard.
However, if enemies used it, is was still named Big Guard.
Well I managed to do it. And I haven't changed a single name in the scenes. Try my Kernel2: http://www.speedyshare.com/190627846.html
 
I know what you mean.... but it doesn´t work for me.
When I edit kernel2, it only affects my characters, while the scene only affects enemies.
 
The kernel ONLy allows you to edit names of attack YOU use, but not the ones enemies use.
Enemy skills you use =/= enemy skills enemies use and magic spells you use =/= magic spells enemies use.

Hope you understand.
I understand what you mean but that is wrong. They are the same, BUT an attack can use the same animation have the same name and yet cause a different effect. That, however, requires the attack to have another ID than what was intended.

I'll make an example: An enemy uses Fire. The ID for Fire (the magic both you AND the enemy can use) is 0x00 1B. That ID is stored in the enemy data section in the Scene.bin. It's also stored after the attack data section to decide which attack the ID belong to (in order). Before the enemy use the attack the following order of bytes is placed in the AI: 60 20 60 1B 92.
Notice the bold part. The upcode 0x60 pushes one byte to the stack of the AI script. 0x00 1B is the Fire ID. But it pushes only 1 byte on the stack, not 2 (WORD). All attack IDs you don't share with the enemy, including manip attacks, are 2 bytes. In order to change the effect of fire, it doesn't help one bit to alter the Attack data of fire in the scene. You must alter it in the Kernel. HOWEVER, you can change the ID in all the places it is stored.  That way you can make your own version of Fire. Lets say you changed the ID to 0x01 01. Then you have to change the upcode as well in order to make it push 2 bytes (WORD), not just one. The AI becomes: 60 20 61 01 01 92.

This is how it works for me anyways. I dunno if I have some unique files or whatever. I play on PC. I have checked, double checked and 100x checked. You can't alter attacks with ID 0x00 xx.

I edited attack names in kernel2 and it only affected the names of my characters.

Example: I renamed Big Guard to Mighty Guard.
The enemy skill I used was named Mighty Guard.
However, if enemies used it, is was still named Big Guard.
Well I managed to do it. And I haven't changed a single name in the scenes. Try my Kernel2: http://www.speedyshare.com/190627846.html
There are split in code for attacks with id 0x0-0x38, 0x39-0x48, 0x49-0x60, 0x60-0xXX. Maybe this is for data from where to load names?
 
The manip menu loads from the scene file. The actual attack loads from the kernel. In other words, when maniping an enemy, the names in the menu will not change unless you do it in the scene. However when the enemy cast the magic, it will load from kernel, thus diplaying what it is named there in the top of the screen.
 
Are you two doing completely different things? There must be some differences if you cant reproduce the same effect?
 
We talk about the same. How to change the attacks names of the enemy. If anyone could download the Kernel2.bin in the 1st post on this page and clear this up it would be great.

After downloading, backup you original Kernel2.bin and use mine. Then enter the game and fight Beachplugs on the shores (beach) near Costa del Sol. Manipulate one. On the manip menu it should say: Bite, Ice, Big Guard. Cast ice. When Beachplug use it, it should say Blizzard in the info window on the top of the screen.

This is if you haven't already changed the names in the scene. Then it would say -in the manip menu- what you changed 'em to.
 
Argh, can we please drop this?
I dun want this topic to drown in spam. :-(
 
Relax! I'm not trying to prove you wrong or anything. I just want to clear up why there is a difference in our files (if any). It would help me a great deal when altering the scenes. But you're right, it's off topic. I'll start a new thread in gametweeking I guess...
 
I've planned to add some new features in Hojo, in which a better attack editor ( the current one only allows you to edit attacks name).
In a next version of Hojo I will develop the "monsters formation" aspect (with the possibility to change what enemies are in each formation, etc).
Yay, new features.

It seems very nice already atleast from what I've tried it.

How do you check and calculate status weaknesses? If at all.
Corvette, for example, takes 2x damage from confusion based attacks. Your editor shows (none) x2 in Elements. I don't remember if there are other enemies with similar "special atributes".
edit. I became curious how many enemies like that there is in total. Final answer is (or should be if I didn't miss any) 8:
Sword Dance, SOLDIER:3rd, and before mentioned Corvette have status weakness for confuse
Palmer has status weakness for sleep
Ghost, Zenene, Ghost Ship, and Dragon Zombie absorb death
edit2.
Also hidden elemental isn't mentioned. Though there's only 1 monster which is affected by this elemental, cactuar who is immune to it. But I think it should be included just because it exists like cut, hit, punch, shout, and shoot.

I noticed that in second and third enemy in each file 1-256 under Manipulation there reads "Can be manipula" instead of "Can be manipulated"

But other than those two I haven't found anything distracting. Great program.

I can hardly wait to see attack and formation editing featured in future releases.
 
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Great editor but as far as I can see the only difference to scenester is the status immunity function. I would appreciate if the attack editor was finished quickly so we are finally able to change attacks without hex editing
 
as far as I can see the only difference to scenester is the status immunity function.
Scenester includes already formation editing and Hojo has better gui in my opinion (search function for example) and status immunity function which you already noted.

But you're right. There are only minor differences.

Neither Hojo nor Scenester include statuses as elements as they are treated in few occasions, corvette and zenene for example, and 'hidden' elemental isn't mentioned.

But after attack data and formation editing have been included in Hojo it should become "the ultimate" enemy data editing tool.
 
Also if you add an AI editor. That is the most tedious part when editing.
 
That would be cool if it can be done.   Though i would imagine it might be as hard to program as Kimira.   Actually i have no clue but it would be much harder then anything done on these program so far.
 
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Hi there !

I've released a new version of Hojo : 1.1.

Changes :
- now Hojo can recognize 3 new elements : Unknown (0x0F) (used by Cactuar for example), Death (0x20) (used by Zenthe for ex.), Sleep (0x22) (only used by Palmer) and Confusion (0x26) (used by SOLDIER : 3rd for ex) and 1 new effect : 'Nerver miss' (0x01) (always combined with 'Punch' element on 3 or 4 enemies).
- errors fixed in the LNG file

Download link :
http://www.ffheaven.fr/projects/Hojo 1.1.zip

Ooh.... and please, if you translate Hojo (by copying and editing the LNG file) please, send me your new LNG file :). It will be joined with the program. Thanks.
 
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