FF7 Field editing

  • Thread starter Thread starter Armorvil
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Armorvil

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I'd like some NPC to sometimes reward you with an item (think FFX, a townperson would tell you "beware of monsters that can petrify you ! Here, use this" *Got Soft x 3*) - and I would also like to add a boss battle as you're about to grab a materia - stuff like that, but there are two problems : I'm modding the PSX version, and I have no clue how to do this (something tells me it's possible, though).

METEOR doesn't work with the PSX version but Hack7 does. And Hack7 also allows one to edit events. The thing is, there are a lot of .DAT files, and some of them seem to be duplicates of others. Luckily, I found this list on this very board :

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Code:
ancnt3 = Lost City - altar anfrst_1 = Ancient Forest - Part 2 anfrst_2 = Ancient Forest - trees anfrst_3 = Ancient Forest - Part 1 anfrst_4 = Ancient Forest - Part 3 ancnt4 = Lost City - altar ancnt2 = Lost City - altar ancnt1 = Lost City - City anfrst_5 = Ancient Forest - Cave astage_a = Event Square astage_b = Event Square - scene BigWheel = Round Square blinst_1 = Shinra building - stairways 1 blinst_2 = Shinra Building - Stairs 2 blinst_3 = Shinra Building - 3 steps blackbgc = Black Screen blackbg = DEBUG ROOM blin671b = Shinra Building - 67th Floor (after leak Jenova) blin66_4 = Shinra Building - 66th Floor, led blackbg7 = DEBUG ROOM blinele = Shinra Building - Elevator blin67_3 = Shinra Building - 67th Floor, Laboratory blin1 = Shinra Building - 1st Floor blin66_6 = Shinra Building - 66th Floor, Boardroom blin2 = Shinra Building - 2nd Floor blin61 = Shinra Building - 61st Floor blue_1 = Lost City - Road to Lake blackbg9 = Kalm Flashback - black screen blin62_1 = Shinra Building - 62nd Floor blackbg = Black Screen blin66_2 = Shinra Building - 66th Floor, Boardroom blackbgk = DEBUG ROOM blin65_2 = Shinra Building - 65th Floor, model Midgar blin67_2 = Shinra Building - 67th Floor, cells blin64 = Shinra Building - 64th Floor blin67_1 = Shinra Building - 67th Floor blin63_1 = Shinra Building - 63rd floor blin66_5 = Shinra Building - 66th Floor, led grid blackbg1 = DEBUG ROOM blin66_3 = Shinra Building - 66th Floor, W.C. blackbg3 = DEBUG ROOM blue_2 = Lost City - Lake blackbg5 = DEBUG ROOM blin66_1 = Shinra Building - 66th Floor blin2_i = Shinra Building - 2nd Floor, Shop blin65_1 = Shinra Building - 65th Floor blin3_1 = Shinra Building - 3rd Floor blin63_t = Shinra Building - 63rd floor, led blin59 = Shinra Building - 59th Floor blin62_3 = Shinra Building - 62nd Floor, library top blin60_1 = Shinra Building - 60th Floor blackbg2 = DEBUG ROOM blin70_4 = Shinra Building - 70th Floor, Suite blackbg4 = DEBUG ROOM blin70_3 = Shinra Building - 70th floor, outside blackbg6 = DEBUG ROOM blin70_2 = Shinra Building - 70th Floor, Suite blackbg8 = DEBUG ROOM blin70_1 = Shinra Building - 70th Floor blackbgb = Black Screen blin69_1 = Shinra Building - 69th Floor blackbgd = DEBUG ROOM blin68_2 = Shinra Building - 68th Floor, Center blackbgh = DEBUG ROOM blin68_1 = Shinra Building - 68th Floor blackbgj = River of Life - Tifa fall blin67_4 = Shinra Building - 67th Floor, Jenova blin62_2 = Shinra Building - 62nd Floor, Library lower blin673b = Shinra Building - 67th Floor, laboratory (after the flight of Jenova) blin60_2 = Shinra Building - 60th Floor Elevators bonevil = Village of Bones bonevil2 = Village of Bones bugin2 = Cosmo Canyon - observatory bugin3 = Cosmo Canyon - Observatory, Space bugin1a = Cosmo Canyon - observatory platform bugin1c = Cosmo Canyon - Observatory, Space bugin1b = Cosmo Canyon - Observatory, Space bwhlin = Round Square - pod bwhlin2 = Round Square - pod cargoin = Train the return of reactor No. 1 - car 1 canon_2 = Area 8 - gun control position canon_1 = Area 8 - gun Sector 5 = church - Church chrin_1a = Area 5 - Church, Main Hall chrin_1b = Area 5 - Church, Main Hall chrin_3a = Area 5 - church structure chorace2 = Chocobo Racing - input chorace = Chocobo Racing - input chrin_2 = Area 5 - church hall destroyed chrin_3b = Area 5 - church structure clsin2_2 = Battle Square - Museum Dio clsin2_1 = Battle Square - Combat Zone clsin2_3 = Battle Square - gateway to the Corel Prison coloin2 = Battle Square coloin1 = Battle Square colne_1 = Wall Market - in front of Don Corneo colne_b1 = Area 7 - sewer, Part 1 cos_btm = Cosmo Canyon colne_2 = At Don Corneo - input colne_4 = At Don Corneo - basement colne_5 = At Don Corneo - office cosin2 = Cosmo Canyon - sealed door cosin1 = Cosmo Canyon - armory cosin4 = Cosmo Canyon - corridor to the room Nanaki cos_btm2 = Cosmo Canyon - before the fire corel1 = Mt Corel - Corel view fire COLOSS = Battle Square - entrance cosmin2 = Cosmo Canyon - shop materia cosin5 = Cosmo Canyon - down to the cave Gi cosmo = Cosmo Canyon (wide shot) cosmin4 = Cosmo Canyon - Board of Nanaki colne_6 = At Don Corneo - bedroom cosmin7 = Cosmo Canyon - shop items colne_b3 = Area 7 - sewer, Part 2 colne_3 = At Don Corneo - room henchmen of Don Corneo cosmo2 = Cosmo Canyon (explosion of the rocket) convil_2 = Fort Condor - roof / room watch cosin1_1 = Cosmo Canyon - Bed former Corel corel3 = cosin3 = Cosmo Canyon - bar / hostel convil_4 = Fort Condor - roof coreline = Corel - mayor's house Corel corel2 = cosmin6 = Cosmo Canyon - hostel room condor1 = Fort Condor - input cos_top = Cosmo Canyon - observatory, outdoor condor2 = Fort Condor - indoor, low cosmin3 = Cosmo Canyon - lunchroom convil_1 = Fort Condor - inside crater_1 = Maze Tornado - descent into the crater crater_2 = Maze Tornado - in the crater crcin_2 = Chocobo Racing - jockeys room crcin_1 = Chocobo Racing datiao_4 = Utai - Da-chao Mountain Road from the top right screen datiao_8 = Utai - Mountain Da-chao, fiery cave datiao_3 = Utai - Da-chao Mountain Road left datiao_2 = Utai - Mountain Da-chao, the High Road datiao_5 = Utai - Da-chao Mountain Road from the top left display datiao_1 = Utai - Mountain Da-chao, entry datiao_7 = Utai - Da-chao mountain, summit datiao_6 = Utai - Mountain Da-chao, screen Don Corneo del2 = Costa Del Sol del1 = Costa Del Sol - port delinn = Costa Del Sol - Hostel desert1 = Corel Prison - Desert desert2 = Corel Prison - Desert delmin12 = Costa Del Sol - house for sale, cellar del12 = Costa Del Sol - port del3 = Costa Del Sol - beach delpb = Costa Del Sol - Bar delmin1 = Costa Del Sol - house for sale delmin2 = Costa Del Sol - home of Johnny dyne = Corel Prison - lair Dayne ealin_12 = Area 5 - Aeris house, ground floor ealin_1 = Area 5 - Aeris house, ground floor ealin_2 = Area 5 - Aeris house, 1st floor eals_1 = Area 5 - Aeris house elmin4_1 = Kalm - House 4, 1st Floor elmin4_2 = Kalm - House 4, 2nd Floor elmin3_2 = Kalm - house 3, 2nd Floor elminn_1 = Kalm - Inns elmpb = Kalm - Bar eleout = Shinra Building - exterior elevator elmtow = Kalm - tower elevtr1 = Reactor No. 1/Reactor No. 5 - Elevator elmin3_1 = Kalm - house 3, 1st Floor elm_i = Kalm - shop items elmin1_2 = Kalm - 1st house, 2nd floor elm_wa = Kalm - store weapons and materia elmin2_1 = Kalm - house 2, 1st Floor elminn_2 = Kalm - hostel room elmin2_2 = Kalm - house 2, 2nd Floor elm = Kalm elmin1_1 = Kalm - House 1, 1st Floor Chocobo Farm farm = frmin = Chocobo Farm - house fr_e Region = Midgar - after the battle against the Diamond Weapon frcyo = Chocobo Farm - Ranch fship_24 = Highwind - steering room (sea) fship_4 = Highwind - inside fship_2 = Highwind - en Steering fship_22 = Highwind controlled by Shinra (Maze Tornado) fship_23 = Highwind - en Steering fship_25 = Highwind - en Steering fship_3 = Highwind - meeting room fship_1 = Highwind - bridge, after recovery from Tifa to Juno fship_5 = Highwind - chocobo stables fship_12 = Highwind - bridge fship_42 = Highwind - inside gaiin_4 = Cliff Gaea - roads outside gaiin_5 = Cliff Gaea - Interior 4 gaiin_6 = Cliff Gaea - Release gaia_1 = Cliff Gaea - 1st escalation gaia_31 = Cliff Gaea - 3rd climbing gaiin_3 = Cliff Gaea - interior 3 gaiin_2 = Cliff Gaea - inside 2 gaia_32 = Gaea Cliffs - climbing into the Labyrinth Tornado gaiin_7 = Cliff Gaea - source gaiin_1 = Cliff Gaea - interior 1 games = Wonder Square gaia_2 = Cliff Gaea - 2nd escalation games_1 = Wonder Square - 1st Floor games_2 = Wonder Square - 2nd Floor gaiafoot = Cliff Gaea - before the house Holzoff ghotin_1 = Ghost Square - Hotel, Main Hall ghotin_4 = Ghost Square - Hotel, Main Hall ghotin_3 = Ghost Square - hotel, shop GHOTEL = Ghost Square ghotin_2 = Ghost Square - Chamber gidun_2 = Cosmo Canyon - Cave Gi, Part 2 gidun_3 = Cosmo Canyon - Cave Gi, Gi statue gidun_1 = Cosmo Canyon - Cave Gi, Part 1 gidun_4 = Cosmo Canyon - Cave Gi, 3rd party gldelev = Gold Saucer - Elevator gldgate = Gold Saucer - reception area gldst = Gold Saucer - input gldinfo = Gold Saucer - information panel gnmkf = Gongaga - path to the reactor gnmk = Gongaga - Reactor gninn = Gongaga - Inns gongaga = Gongaga gon_i = Gongaga - shop items Gomin = Gongaga - home of Zack gonjun2 = Gongaga - input goson = Gongaga - mayor's house gonjun1 = Gongaga - Road gon_wa1 = Gongaga - props (low) gon_wa2 = Gongaga - props (top) hekiga = Lost City - ruins Altar hideway2 = Utai - home of Godo, secret passage 2 hideway1 = Utai - home of Godo, secret passage 1 hill2 = Highwind - outdoor hill = Highwind - outdoor hideway3 = Utai - house cats, secret passage holu_1 = Cliff Gaea - Holzoff house, entrance holu_2 = Cliff Gaea - Holzoff house, room hyou6 = Great Glacier hyou13_2 = Great Glacier - cave of the snow woman hyou5_1 = Great Glacier hyou13_1 = Great Glacier - entrance to the cave of the snow woman hyou12 = Great Glacier - desert snow cave hyou8_2 = Great Glacier hyou8_1 = Great Glacier hyou7 = Great Glacier - fir hyou5_3 = Great Glacier - ice cave after floating inside hyoumap = Great Glacier - map hyou9 = Great Glacier hyou5_4 = Great Glacier - ice cave after floating hyou1 = Great Glacier - input hyou4 = Great Glacier hyou2 = Great Glacier - Forest hyou5_2 = Great Glacier - floating ice hyou3 = Great Glacier hyou10 = Great Glacier - hot spring hyou11 = Great Glacier icedun_2 = Great Glacier - Ice Cave icedun_1 = Great Glacier - Ice Cave ithill = Mideel - Shoreline return of Cloud and Tifa itmin1 = Mideel - House 1 itmin2 = Mideel - House 2 itown1b = Mideel (destroyed) itown12 = Mideel ithos = Mideel - hospital itown_w = Mideel - armory itown1a = Mideel itown_i = Mideel - shop items itown2 = Mideel - Last appearance of Weapon itown_m = Mideel - shop materia jail4 = Corel Prison - discharge jail3 = Corel Prison - desert, towards the discharge jailin4 = Corel Prison - truck jail1 = Corel Prison - Top jailin1 = Corel Prison - basement jail2 = Corel Prison - low jailin3 = Corel Prison - truck cab jailin2 = Corel Prison - former mayor's house jailpb = Corel Prison - Bar jet = Speed Square - entrance jetin1 = Speed Square jtempl = Temple of the Ancients - before the Temple of the Ancients jtmpin2 = Temple of the Ancients - the Key Stone jtemplb = Temple of the Ancients - after processing black materia jtmpin1 = Temple of the Ancients - input jtemplc = Temple of the Ancients - after processing materia black hole bottom jumin = Juno (village) - home of the old woman junone3 = Juno - beach junone2 = Juno - beach jundoc1b = Juno - port Juno junmin1 = bottom (right) - barracks, 1st Floor Juno junonl2 = bottom (left) - Funicular Juno jun_i2 = bottom (left) - store items Juno junpb_3 = bottom (left) - Bar junsbd1 = Juno - dock of the submarine Red Juno junmin3 = bottom (right) - Barracks, 3rd Floor Juno junbin5 = top - gas chamber Juno jun_w = bottom (right) - armory Juno junbin4 = top - execution room Juno junpb_1 = bottom (left) - bar members of Shinra junone6 = Juno from above - way to the barrel Juno junmin5 = bottom (left) - barracks, high Juno junone5 = top - flight of the gas chamber junair2 = Juno - airport, Highwind Juno junmin2 = bottom (right) - barracks, 2nd Floor junone22 = Juno - platform facing the sea Juno junonl1 = bottom (left) junin1 = Juno - Airport Road Juno junonl3 = top (left) - exterior Juno junin1a = bottom - changing rooms Juno jun_a = bottom (left) - props Juno junin2 = top - corridor Juno juninn = bottom (left) - Hostel junele2 = Juno - Elevator Juno junpb_2 = bottom (right) - Bar junin5 = Juno - path to the reactor submarine, part 2 Juno junmin4 = bottom (left) - barracks, low junin7 = Juno - Elevator jundoc1a = Juno - port Juno junbin12 = top - 2nd Floor junair = Juno - Airport Juno junbin22 = top - 2nd floor, offices Shinra Juno junbin3 = top - 2nd Floor, PACU Juno jun_m = bottom (right) - store materia junele1 = Juno - Elevator Juno = Juno bottom (right) - St. entrance Juno junin3 = bottom - way of training soldiers Shinra Juno junonr1 = bottom (right) junin4 = Juno - path to the submarine reactor, Part 1 Juno junonr2 = bottom (right) - Funicular junin6 = Juno - path to the reactor submarine, part 3 Juno junonr3 = top (right) - exterior Juno junbin1 = top - 1st Floor Juno junonr4 = bottom - Street Parade Juno junbin21 = top - 2nd floor, offices Shinra Juno jun_wa = bottom (left) - armory Juno junone4 = top - gun Juno jun_i1 = bottom (right) - store items Juno junone7 = upper - end of the barrel kuro_5 = Temple of the Ancients - room under the clock kuro_6 = Temple of the Ancients - clock, treasure room kuro_7 = Temple of the Ancients - the entrance hall of the fresco kuro_12 = Temple of the Ancients - is at the bottom of the temple kuro_4 = Temple of the Ancients - Clock kuro_1 = Temple of the Ancients - Maze kuro_10 = Temple of the Ancients - clock, blocked passage kuro_11 = Temple of the Ancients - clock transition kuro_8 = Temple of the Ancients - en fresco kuro_2 = Temple of the Ancients - the old man's room kuro_82 = Temple of the Ancients - en fresco kuro_9 = Temple of the Ancients - en fresco, background kuro_3 = Temple of the Ancients - en rollers las0_5 = North Cave - part 2las4_42 = North Cave - Inside the Earth lastmap = North Cave - heart of the planet las1_4 = North Cave (right) - bones las1_2 = North Cave (right) - the bottom of the descent las0_6 = North Cave - part 3las2_2 = North Cave (left) - 1 room flooded las2_1 = North Cave (left) - Crossroads las4_4 = North Cave - Inside the Earth las0_8 = North Cave - Crossroads las4_3 = North Cave - inside the planet, platforms, part 2 las2_3 = North Cave (left) - Flooded Room 2 las4_2 = North Cave - inside the planet, platforms, Part 1 las0_4 = North Cave - Part 1 las4_1 = North Cave - the grotto las0_3 = North Cave - crater las4_0 = North Cave - the cave bottom, no rally las0_2 = North Cave - crater wide Highwind las3_3 = North Cave (left) - platforms, part 3 las1_1 = North Cave (right) - Downhill las3_2 = North Cave (left) - platforms, part 2 las0_7 = North Cave - galleries las3_1 = North Cave (left) - platforms, Part 1 las0_1 = North Cave - Highwind, bridge las2_4 = North Cave (left) - after the rooms flooded las1_3 = North Cave (right) River of Life = Life life2 = River of Life lost3 = Lost City (left) losin3 = Lost City (left) - house loslake3 = Lost City - ruins, key Veterans lost2 = Lost City (right) losin1 = Lost City - home loslake1 = Lost City - ruins lost1 = Lost City loslake2 = Lost City - ruins, cliff losin2 = Lost City (right) - House 1 losinn = Lost City (right) - House 2 mds7_w2 = Area 7 - Hall commencing Flashback mds7st33 = Tifa Juno - Area 7, station, wharf md8_52 = Area 8 - landing parachute mds6_3 = Area 6 - way to Wall Market md8_3 = Area 8 - up md8brdg2 = Area 8 - street to the Mako cannon md8_6 = Area 8 - Underground entrance md1_2 = Area 1 - Road to Reactor No. 1 md8_1 = Area 8 - stairs mds7_w3 = Area 7 - Inns md8_b2 = Area 8 - Underground Low mds5_5 = Area 5 - Release of Midgar mds7plr1 = Area 7 - Road to the pillar mds6_2 = Area 6 - Park mds7st2 = Area 7 - cemetery trains, high mds7_w1 = Area 7 - armory mds7st3 = Area 7 - station md8_2 = Area 8 - meeting with Aeris mds7pb_2 = Area 7 - 7th Heaven bar, basement md8_32 = Area 8 - up (barrel Mako) mds7pb_1 = Area 7 - 7th Heaven Bar mds5_m = Area 5 - slums shop materia mds7_im = Area 7 - store items and materia md8_b1 = Area 8 - underground high mds7 = Area 7 - slums md8_5 = Area 8 - landing parachute md8_4 = Area 8 - after mission of reactor No. 1 mds7st1 = Area 7 - graveyard train, low md1_1 = Sector 1 - in front of the station mds6_1 = Area 6 - Road Sector mds5_3 = 5 - way to the slums mds6_22 = Area 6 - Park (after falling pillar) Sector mds5_2 = 5 - way to church mds7st32 = Area 7 - train station platform mds5_dk = Area 5 - slums, pipe md1stin = Area 1 - Station mds5_1 = Area 5 - slums md0 = Sector 0 - Shinra Building mds5_w = Area 5 - slums, armory md8brdg = Area 8 - St. mds5_i = Area 5 - slums, store items mds7plr2 = Area 7 - pillar md_e1 = Sector 0 - Shinra building (explosion of the rocket) mds5_4 = Area 5 - roofs Midgal = Zack Flashback - Midgar, hill min71 = Area 7 - home of Johnny min51_1 = Area 5 - Slum House, 1st Floor min51_2 = Area 5 - Slum House, 2nd Floor mkt_s2 = Wall Market - Restaurant mktpb = Wall Market - Bar mktinn = Wall Market - Hostel mkt_m = Wall Market - Shop materia mkt_s1 = Wall Market - clothing store mkt_s3 = Wall Market - Pharmacy mkt_w = Wall Market - armory mkt_ia = Wall Market - shop items mkt_mens = Wall Market - Hall for men move_ = Great Glacier - display intermediate 3 move_u = Great Glacier - display intermediate 6 mogu_1 = Wonder Square - home of Mog move_f = Great Glacier - display intermediate 2 move_d = Great Glacier - 1 intermediate screen move_r = Great Glacier - display intermediate 4 move_ = Great Glacier - intermediate screen 5 mrkt3 = Wall Market - Honey Bee Inn mrkt2 = Wall Market (below) mrkt4 = Wall Market - climbing wall mrkt1 = Wall Market (top) mtnvl6 = Mt Nibel - Reactor mtcrl_4 = Mt Corel - rails mtcrl_3 = Mt Corel - rails near the reactor mtnvl4 = Mt Nibel - just below the bridge mtnvl3 = Mt Nibel - bridge mtnvl2 = Mt Nibel - path to the bridge mtcrl_5 = Mt Corel - lift rails mtnvl5 = Mt Nibel - path to the reactor mtcrl_7 = Mt Corel - shelter bulldozer mtcrl_1 = Mt Corel - entry, part 2 mtcrl_8 = Mt Corel - bird's nest mtcrl_0 = Mt Corel - entry, part 1 mtcrl_9 = Mt Corel - bridge mtcrl_2 = Mt Corel - Mako Reactor mtcrl_6 = Mt Corel - Lift Bridge mtnvl6b = Mt Nibel - before the reactor ncoin3 = North Corel - house 3 ncorel = North Corel ncorel2 = North Corel (after the train accident) ncorel3 = North Corel ncoinn = North Corel - Inns ncoin1 = North Corel - House 1 ncoin2 = North Corel - House 2 nivl_b12 = River of Life - Nibelheim on fire niv_cl = Nibelheim - Cloud house nivgate3 = Flashback of Lucrecia - Nibelheim, entry niv_w = Nibelheim - shop items niv_ti4 = River of Life - Nibelheim, Tifa's house, 2nd floor niv_ti2 = Nibelheim - Tifa's house, 2nd floor nivl_4 = Flashback of Lucrecia - Nibelheim nivl_b22 = Flashback Labyrinth Tornado - Nibelheim on fire nivl_2 = River of Life - Nibelheim niv_ti3 = River of Life - Nibelheim, Tifa's house, 2nd floor window nivgate2 = River of Life - Nibelheim, entry niv_ti1 = Nibelheim - Tifa's house, 1st floor nivl_b2 = Kalm Flashback - Nibelheim on fire nivl = Kalm Flashback - Nibelheim nivinn_1 = Nibelheim - Hostel, 1st Floor nivinn_3 = Nibelheim - Hostel, 2nd Floor nivgate4 = Zack Flashback - Nibelheim, entry nivinn_2 = Kalm Flashback - Nibelheim, hostel, 2nd Floor nivl_e1 = Flashback Sector 7 (7th Heaven) - Nibelheim, wells nivgate = Kalm Flashback / Flashback Labyrinth Tornado - Nibelheim, entry nivl_b1 = Kalm Flashback / Flashback Labyrinth Tornado - Nibelheim on fire nivl_e3 = Flashback Labyrinth Tornado - Photo nivl_e2 = River of Life - Nibelheim, wells nivl_3 = Nibelheim nmkin_1 = Reactor No. 1 - input nmkin_2 = Reactor No. 1 - outside nmkin_3 = Reactor No. 1 - domestic, part 1 nmkin_4 = Reactor No. 1 - domestic, part 2 nmkin_5 = Reactor No. 1 - Internal, 3rd Party nrthmk = Reactor No. 1 - before the reactor nvdun31 = Kalm Flashback - Mt Nibel source Mako nvmkin1 = Mt Nibel - engine, interior nvmkin22 = River of Life - Mt reactor Nibel front room Jenova nvmin1_2 = Nibelheim - House, 2nd Floor nvdun2 = Mt Nibel - Cave 1 nvdun3 = Mt Nibel - source Mako nvmkin32 = River of Life / Kalm flashback - Mt Nibel, engine room, Jenova nvdun4 = Mt Nibel - Cave 2 nvmkin31 = Kalm Flashback - Mt Nibel, engine room, Jenova nvmkin21 = Mt Nibel - reactor at room Jenova nvmkin23 = Kalm Flashback - Mt Nibel, reactor window nvmin1_1 = Nibelheim - house, 1st floor nvdun1 = Mt Nibel - tubes of the reactor onna_4 = Honey Bee Inn - lobby onna_2 = Honey Bee Inn - room top onna_52 = Honey Bee Inn - room left onna_5 = Honey Bee Inn - room right pillar_1 = Area 7 - bottom of the pillar pillar_3 = Area 7 - top of the pier pillar_2 = Area 7 - Top Pillar prisila = Juno (village) - House of Priscilla psdun_2 = Mythril Mine - input psdun_3 = Mythril Mine - Part 1 psdun_4 = Mythril Mine - Part 3 psdun_1 = Mythril Mine - Part 2 qa = Plane Gelnika - input qb = Plane Gelnika - corridor qc = Plane Gelnika - Search Room qd = Gelnika plane - en goods rcktin5 = Rocket - Hall Steering rcktin4 = Rocket - Hall of the mega materia rcktin3 = Rocket - corridor to the rescue boat rckt32 = Rocket City - Cid's house, garden rckt2 = Rocket City (without fuze) rcktbas2 = Rocket City - top of the ramp to launch the rocket rcktbas1 = Rocket City - down the ramp to launch the rocket rcktin8 = Rocket - ladder to engine room rcktin2 = Rocket - input rcktin1 = Rocket - ladder to the room of the mega materia rcktin7 = fuse - bucket rescue rckt3 = Rocket City - Cid's house, garden rcktin6 = Rocket - engine room rckt = Rocket City (with rocket) rkt_w = Rocket City - armory rktinn1 = Rocket City - Hostel rktsid = Rocket City - home of El Cid rkt_i = Rocket City - shop items rktmin2 = Rocket City - House 2 rktmin1 = Rocket City - House 1 rktinn2 = Rocket City - Hostel, 1st Floor rootmap = Train - control screen ropest = North Corel - tram roadend = Midgar - Highway sandun_2 = Valley Corral - Cave sandun_1 = Valley Corral - cliff sango3 = Valley Corral - giant seashell sango1 = Valley Corral - Part 1 sango2 = Valley Corral - Part 2 sbwy4_6 = Area 4 - plates lower output sbwy4_5 = Area 4 - lower plates, Part 1 sbwy4_3 = Area 4 - plates lower part 2sbwy4_22 = Area 8 - Underground, led sbwy4_2 = Area 4 - lower plates leads sbwy4_1 = Area 4 - bottom plate, led from start sbwy4_4 = Area 4 - lower plates, scales semkin_7 = Juno - engine sub-morning, dock underwater gray semkin_6 = Juno - engine sub-morning, dock submarines (submarine without red) semkin_1 = Juno - engine sub-morning lift semkin_4 = Juno - engine sub-morning bridge mega-materia semkin_5 = Juno - engine sub-morning, dock submarines (including submarine red) semkin_8 = Juno - engine sub-morning road after the bridge Tiny Bronco = sea water seto1 = Cosmo Canyon - Cave Gi, canyon semkin_2 = Juno - engine sub-morning bridge semkin_3 = Juno - engine sub-morning room monitored shpin_22 = Cargo - cargo room (empty) ship_2 = Cargo - bridge, before the flight room ship_1 = Cargo - bridge shpin_3 = Cargo - en Jenova BIRTH shpin_2 = Cargo - cargo room (full) sinin1_2 = Shinra Castle - ground floor sininb35 = Zack Flashback - Castle Shinra, research room sininb34 = Zack Flashback - Castle Shinra, research room, open tanks sinin1_1 = Shinra Castle - entrance sinin2_2 = Castle Shinra - 1st floor, right wing Sichi = Marsh sininb32 = Shinra Castle - Hall Research sininb36 = Zack Flashback - Castle Shinra, research room, closed tanks sinin3 = Castle Shinra - stairs to the basement sininb52 = Castle Shinra - office sininb33 = Flashback of Lucrecia - Castle Shinra, research room sininb51 = Kalm Flashback - Castle Shinra, Suite sininb1 = Shinra Castle - Basement corridor sininb42 = Shinra Castle - corridor Library sinbil_2 = Shinra Building - passage to the stairs sininb31 = Kalm Flashback - Castle Shinra, research room sinbil_1 = Shinra Building - entrance sinin2_1 = Shinra Castle - 1st floor, left wing sininb41 = Kalm Flashback - Shinra castle, hall library sininb2 = Castle Shinra - en Vincent sky = Tiny Bronco slfrst_1 = Forest asleep - input slfrst_2 = Forest asleep smkin_1 = Reactor No. 5 - Release smkin_2 = Reactor No. 5 - External smkin_3 = Reactor No. 5 - Internal, Part 1 smkin_4 = Reactor No. 5 - inside, part 2 smkin_5 = Reactor No. 5 - Internal, 3rd Party snw_w = Icicle Village - armory snmayor = Icicle Village - Guest House sninn_2 = Icicle Village - Hostel, 2nd Floor sninn_1 = Icicle Village - Hostel, 1st Floor Snow = Icicle Village snmin1 = Icicle Village - House 1 snmin2 = Icicle Village - House 2 sninn_b1 = Icicle Village - Bar southmk2 = Reactor No. 5 - entry southmk1 = Reactor No. 5 - entry spipe_2 = Juno - submarine reactor, glass tube, part 2 spipe_1 = Juno - submarine reactor, glass tube, part 1 spgate = Juno - submarine reactor, which came startmap = DEBUG ROOM - main subin_3 = Submarine gray - basement subin_2a = Submarine red - indoor subin_1a = Submarine red - room pilot subin_1b = Submarine gray - room pilot subin_2b = Submarine gray - Internal tin_4 = Train - 4 car tin_3 = Train - 3 Car tin_2 = Train - 2 car tin_1 = train - car 1 tower5 = Utai - Pagoda trnad_53 = Maze Tornado - venue of the Meeting trnad_52 = Maze Tornado - venue of the Meeting trnad_51 = Maze Tornado - venue of the Meeting trnad_2 = Maze Tornado - Part 1 trackin2 = Kalm Flashback - truck Trackin = River of Life - van trnad_3 = Maze Tornado - Part 2 trnad_4 = Maze Tornado - Part 3 Tornado trnad_1 = Maze - 3rd party after Jenova DEATH tunnel_3 = Area 4 - tunnel winding down tunnel_2 = Area 4 - tunnel winding up tunnel_4 = Area 8 - sinuous tunnel tunnel_1 = Area 4 - sinuous tunnel tunnel_6 = Area 8 - tunnel winding entry tunnel_5 = Area 8 - winding tunnel, crossing ujunon5 = Juno (village) - beach ujun_w = Juno (village) - armory ujunon3 = Juno (village) - beach ujunon2 = Juno (village) - beach ujunon1 = Juno (village) ujunon4 = Juno (village) - beach uttmpin1 = Utai - home of Godo, left wing utmin2 = Utai - home of the old man uttmpin3 = Utai - home of Godo, room Da-chao uttmpin4 = Utai - home of Godo, secret chamber uta_wa = Utai - armory uttmpin2 = Utai - home of Godo, right wing uta_im = Utai - shop items utmin1 = Utai - house cats utapb = Utai - Bar Turtle's Paradise uutai1 = Utai uutai2 = Utai - in front of the pagoda wcrimb_1 = Wall Market - Climbing Wall, Part 1 wcrimb_2 = Wall Market - climbing wall, part 2 whitein = Lost City - Stairway to city White1 = Lost City - ruins Altar White2 = Lost City - ruins Altar whitebg3 = River of Life - Mt Nibel, drop Cloud and Tifa Tornado woa_3 = Maze - 3rd traversed wind woa_2 = Tornado Labyrinth - 2nd cross wind woa_1 = Maze Tornado - 1st cross wind yougan = Mountain Utai - Yuffie / Shinra yougan3 = Plain Utai - Yuffie / Shinra yougan2 = Plain - meeting Yuffie yufy1 = Utai - Yuffie house, high yufy2 = Utai - home Yuffie, low zcoal_1 = Mt Corel - Train 1 zcoal_3 = Mt Corel - Train 2 cars zcoal_2 = Mt Corel - 2 train, locomotive zmind2 = River of Life - Main Screen zmind3 = River of Life - Main Screen zmind1 = River of Life - Main Screen ztruck = Zack Flashback - truck ZZ4 = Cave Lucrecia zz5 = Cave in materia - Mimezz6 = Cave in materia - HP <-> MP zz7 = Cave in materia - Quad magic zz8 = Cave in materia - Knights of Round zz1 = Cave of the sleeping man zz3 = Chocobo Sage's House zz2 = House of arms dealer near Gongaga
...And since I want to learn by myself without bothering you, I tried to find the right file that points to the very first event in the game (when Cloud jumps off the train, and Barret says "Come on, newcomer") to do some testing. The problem is, I replaced Barret's dialog with gibberish in files named MD1_1.dat, MD1_2.dat, MD1STIN.dat, NMKIN_1.dat, NMKIN_2.dat, and NRTHMK.dat - but his original line was un-altered after reinjecting those modified files into the iso. What gives ?... ...Did I forget a file ?... ...Or do I have to change all those files with the exact same values, so the game takes my changes into account ? I have no idea how the Field files work (I'm no good with the technical stuff, I only know how to use utilities such as Hojo, WallMarket & ProudClod), so I originally thought all those duplicates are worthless and one only needs to edit a single file for each event, but I'm not sure anymore.

Besides, in all those files, in the "event" tab, I can't find the STITM opcode. According tothe list of opcodes in the wiki, this particular opcode is the only one that can add items to the inventory, so I thought that the event that allows you to get two potions from the first guard would hold a STITM... ...Isn't that right ?... ...I planned to use this event to my advantage so I can learn how the event script works, but if I can't find it...  :(

I really don't want to bother you ; I know what it must be, to try and teach such complicate stuff to a newbie - so I just need to know which file holds the data for the very first event (with the Potion-holding corpses), and I'll try to figure out the rest by myself (even though I'd kill for a youtube video of some sorts showing how to alter those field files /  add bosses :P ).

Thanks a lot in advance to the kind soul willing to reply :)
 
so I just need to know which file holds the data for the very first event (with the Potion-holding corpses)
Look MD1STIN.DAT.
That's weird, I thought I already tested this one, but I just tested it again, and it works ! :D
Thank you very much, Myst6re. Maybe it didn't work before because I only used the Hack7 function "Save into the CD Image", whereas this time I saved the file normally before saving it into the iso... Anyways, back to testing stuff :)

EDIT :

By the way, did anyone compile a list somewhere of the "right" field files to edit (or a list of the useless files, for that matter) ?... ...'Cause it sure is a pain to find them by trial and error.
 
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I, too, wouldn't mind this sort of list. Alternatively, we could both post our findings on this board, and one of us generate a new topic with the compiled list once we've finished.
 
Nice idea. The thing is, I'm only starting, and I already need help.  :-[
I want to make Barret give you only 15 gils, after the first mission (instead of the usual 1500). I figured that the field file I have to edit is mds7pb_1, and after opening it with Meteor, I notice there indeed is a script called 'Cash' in the Entities & Scripts tab. Problem is, there is no GOLDu opcode, in there. The only GOLD+ opcode I found, is in 'Cloud', and it's number 19.

But the code is this :

Code: [Select]
Code:
DIR (00,C0)ASPED (00,20,00)ANIM!2 (1B,01)ANIME1 (1C,01)ASPED (00,10,00)ANIME2 (1D,01)AKAO (00,00,00,28,40,68,01,00,00,00,00,00,00)WINDOW (00,FF,FF,0A,00,33,01,19,00)MESSAGE (00,54)GOLD+ (00,DC,05,00,00)ANIMW ()ANIM!2 (1E,01)WINDOW (01,BE,00,08,00,A9,00,39,00)MESSAGE (01,61)REQEW (14,D4)ANIME2 (1F,01)WINDOW (01,BE,00,08,00,E3,00,39,00)MESSAGE (01,63)REQEW (13,CA)RET ()
Correct me if I'm wrong, but the values I should change should be 00 0F or 0F 00 (=1500). But there's nothing like those values ; even in the four 'Cash' scripts. Help ?
 
1500 is 5DC in hex, and it's right there in that GOLD+ command (DC,05).
 
Oh wow, looks like I'm even dumber than I thought, lol. I don't know why exactly I was looking for 15 AND 00, instead of just 1500...  :-X A good thing shame never killed anyone, because if it did, considering all the stupid things I said on this board, I'd be long dead and buried  :-P . Anyways, thank you very much Gemini.

On a side note, looks like editing the file with Meteor and inserting it back into flevel.lgp with LGPTools isn't the right procedure : as soon as I enter the bar, I get the good old "Oops, something very bad happened"... ...Gah, I think I'll just rethink the whole economy of my mod, it'll be much more simple.

EDIT:

Eureka! I just forgot to recompress the file with LZS, before replacing it in the archive :)
 
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Do not apologize for this post. This is an example of a *PERFECT* posting here. You have taking initiative to find things out for yourself and when you were stuck, gave us very concise questions for your problem. As you can see, we were able to help exactly the problem and we are all happy!

Please, keep questions like this going :)
 
Thanks Halkun, will do :)
I tested my changes in-game, and it works great : after leaving the bar, I've got a whoopin' 62 gils ! Time to do some shopping :D Next, I'll try to make random people in Sector 7 give you items & gils...
 
Armorvil-I also like your idea with NPC's giving you item and I also want to do it but do you know how to do it for the PC Version??
 
Yeah, I figured this out this evening. Basically, here is what you need to do :

1) Find the field file you want to edit (the list in my first post in this topic is great for that), and open it with Meteor.

2) Find the dialog in which you'd like to get the item. Once you found this particular dialog (example : Johnny's father, in sector 7, saying "Ha ha ! I wonder <bla> <bla> <bla>"

3) Take note of this dialog's ID. In this case, this is message #06 in the file 'min71'

4) Go into the Entities & Script tab, and look for the code that calls this message #06. Since apparently Johnny's father is called Oyaji, you'll find this code in this name's second script. It reads like this :
Code: [Select]
Code:
WSIZW (00,08,00,A0,00,0C,01,39,00)MESSAGE (00,06)SETBYTE (50,18,01)TURNGEN (00,40,02,0A,02)UC (00)MENU2 (00)
What I did, was to replace message #06, in the dialog tab, with something like "My son wanted you to have this Earth materia. Please, take it", and then add two new lines in the script code. Those are :

WSIZW (00,08,00,A0,00,0C,01,39,00)
MESSAGE (00,06)
SMTRA (00,00,33,00,00,00)
SOUND (00,EA,01,40)
SETBYTE (50,18,01)
TURNGEN (00,40,02,0A,02)
UC (00)
MENU2 (00)

the SMTRA command adds a materia to the party's inventory. The "33" you see is the Earth materia's index. You can figure the index out by opening Wall Market, click on the Materia tab, and select the Earth materia. Near the top of the window, it says Materia ID: 51. You just need to convert this decimal value in hex (with your calc in scientific mode) to find out that 51 is 33h. As for the 00,00,00 after the materia's ID, they are for its AP (in case you want Johnny's Earth materia to already have some).

As for the SOUND command, it's here to play that neat little sound you hear when you pick up a materia :)

Now, if you want the guy to give you one (or more) item instead of the materia, you can use these values :

SOUND (00,68,01,40) --> this is the sound when you pick up an item
STITM (00,21,01,01) --> this is the code for adding an item to your inventory. "21" is the item's index, and the first "01" is the item type. There are two item types, as far as I know :

- 00, which is for items like Potions, sources, grenades, ... and
- 01, which is for equipment and accessories. So, the item ID will point to different items whether you put 01 or 00 in that third byte. In my example (00,21,01,01), since this third byte is 01, I'm telling the game to go look for a piece of equipement. And ID 21, in the equipment list, is a Protect Vest.

As for the last byte, it is the number of items. Put 03 instead of my 01, and you get 3 Protect Vests :P


...But there's one little problem : adding new bytes mess with the jumps. In other words, if you do what I said, talking to Johnny's father a second time will freeze the game. I haven't tested this, but I think you'd have to update all the JMP scripts by adding the number of bytes you wrote to the value between parenthesis, just above. In other words, the JMPF (18), just above the code I quoted, is now incorrect. I *think* (don't take my words on this, I'm no expert in this field) that you'd have to add 10 (I added 10 new bytes) in my materia example, so the program effectively "jumps" above this portion of code. So, you should type JMPF (28). But it's just my theory and I haven't tested it, yet. Bottom line is : don't kill me if I'm wrong :P

Also, final note and my wall of text ends, promised : why did I use this particular dialog ? ...Well, it's because Johnny's father says this text only once. If you talk to him again, he'll say something else. This is important, because if you add an item in a dialogue you can repeatedly access, then you'll get the item each time you talk to this particular NPC. No good.
 
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Wow that's a very long tip you have there. Thanks men. :) I'll try what you've just said and hope it works. This will probably take me a long time. Also after reading your post do you know of a list that have the codes for the items, weapons, materia etc like your example of "00" for items??
 
No, I guess you have to figure them out with trial and error. For normal items it's easy : WallMarket give them in decimals, but for equipment... Apparently, the order is armors first, accessories second, and weapons last (or weapons first, accessories second, and armors last).
 
That list sure would have been nice to have seen, before I edited every field file in the game continuesly.
 
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