[FF7PC-98/Steam] FF7 Randomiser - Godo

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Hello.
I'm trying to use your tool to only disable escape but it don't seems to works, some battle are randomized and i can escape from most of them.

I'm using stock french scene.bin

Thanks
 
Hey, just ran into an issue with the randomizer. Two enemies that looked like Diamond Weapon showed up in the battle arena (the mandatory battle arena visit before Temple of the Ancients, if that matters), and the game softlocked upon killing them and trying to move on to the next battle. I'm guessing it's because there was no death animation, but I'm not sure? Seed number is 418191.
Might have been, they have an animation which is 'unstable' (the one used for KOs) that's supposed to end a fight when he dies. But if it's not used at KO, then it locks the fight. For that reason, Diamond's model is going on a filter list.

Hello.
I'm trying to use your tool to only disable escape but it don't seems to works, some battle are randomized and i can escape from most of them.

I'm using stock french scene.bin

Thanks
Assuming the structure of the scene.bin hasn't changed, it should work unless the option has been buried under other logic. The UI update out soon should address this, unless the french scene.bin is different in some way.
 
Hi Sega, just wanted to ask if item randomization is in the next patch or if its only the model swaps. Cheers!
 
Hi Sega, just wanted to ask if item randomization is in the next patch or if its only the model swaps. Cheers!
Item randomisation might be a stretch but not impossible for it to be ready; the trick is finding a reliable way of searching out and replacing the opcodes for it. Materia will probably be fine because it's longer (3 AP values) which are always 0 in the middle of it and the longer the opcode, the less likely false positives creep into the replacement logic. Items though are fairly short and two of the bytes change a lot as it uses 2-bytes for IDs. Text strings seem to be getting found reliably at least, but I'll need to either build a list of all available items, Materia, etc. or set it up to pull all that from the kernel2. Time-wise, I'd be better investing my time into that as it would help with the scene/kernel side of the randomiser in rebuilding strings for changed spells, attacks, etc. to describe their changes in-game.

Model randomisation is mostly finished though, just a question of getting all the Model IDs and Animation IDs into a set of formatted lists. I'm partway through with that. Good thing about field models is that I don't have to really worry about animations this time around, because they'll work with whatever they're given. The PC port actually shipped with some mis-assigned anims that are still in the base Steam version, like Vincent at the Altar after the Jenova LIFE fight.

Edit:
Got the item identification working. If the kernel2 string thing works out then it might be ready in time, but then I probably shouldn't rush it.
 
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An update, I got the item randomisation working now to update text when it changes the item ID. That means I can now change the item you pick up and have it display the name of the item along with it. Adding Materia next, but will need to have it identify that separately. But looking promising for item swapping to go out alongside the field model + field anim randomisation.
 
Having an issue with the Aps fight and thought you might want to know about it.

Here's a video of the lock:

Seed: 164047937

I also used your flevel tool.

Really enjoying your work; posting not out of frustration or complaint but in hopes that it can help.
 
Having an issue with the Aps fight and thought you might want to know about it.

Here's a video of the lock:

Seed: 164047937

I also used your flevel tool.

Really enjoying your work; posting not out of frustration or complaint but in hopes that it can help.
I've fixed some bugs with the flevel component (and added Materia to it), as for the Godo part I think I've approached model swapping the wrong way. I'm going to set it up so that only safe swaps are allowed which will be a lot more limited, but will at least make it a lot more stable. Then in future I can try and work out some rules (and add AI editing) to make the riskier swaps safe to use as well. There's also a lot of technical problems that I've sorted out (like the Challenge form confirm button not working, some parameters not applying or are applying when they're not supposed to). I also need to get the readme stuff updated. That update will go out hopefully sometime this week.
 
If it's listed somewhere and I missed it I'm sorry but what do the various Preset options change?
 
If it's listed somewhere and I missed it I'm sorry but what do the various Preset options change?
They apply certain options and parameters, I'm going to do the readme when I put out the 0.3.3 update; it has a few critical bugs and the like fixed in it.
 
Thank you so much for this, it really ggot me back to my childhood. :) I had alot of fun so far with it, got a bug where barret didnt get any lvls so had to do some interesting farming to get past dyson at 170 hp / 10 mp Barret had alot of dmg so with sadness, back row and full limit and w item it was possible. :D Im just randomizing starting gear/stats/stronger enemies and max ap. I cant use elixir for some reason, had a similira bug last seed when i couldnt use ether.  Thank you again for making this, and Im a swede so excuse my grammar. I Have a bug with sneak attack when combining it with slash all materia to.. I will check the forums though, just joined.

Best regards
/Vargh
 
Thank you so much for this, it really ggot me back to my childhood. :) I had alot of fun so far with it, got a bug where barret didnt get any lvls so had to do some interesting farming to get past dyson at 170 hp / 10 mp Barret had alot of dmg so with sadness, back row and full limit and w item it was possible. :D Im just randomizing starting gear/stats/stronger enemies and max ap. I cant use elixir for some reason, had a similira bug last seed when i couldnt use ether.  Thank you again for making this, and Im a swede so excuse my grammar. I Have a bug with sneak attack when combining it with slash all materia to.. I will check the forums though, just joined.

Best regards
/Vargh
I'll check that the items aren't having their usability flags for menu/battle toggled, that might explain why Ether/Elixir became disabled in some cases.

Slash-All shouldn't work with Sneak Attack, I think that only Green and Red Materia will work with Sneak Attack (same with Final Attack).
 
sneak and slash all did work for about 2 hours of gameplay though, then it stopped. So maybe that it did work was the bug? ;)
 
I will rerun the seed and test to see what triggers some of the bugs. It was not very helpful feedback. ill do better than just, this is wrong please fix next post.
and tnx again
/Vargh
 
Sorry almost spamming.
The ether and elixir bug. Seems to be something wrong with the combat flag aas you said, You can use them using throw materia however that will result in the game crashing.
/Vargh
 
sneak and slash all did work for about 2 hours of gameplay though, then it stopped. So maybe that it did work was the bug? ;)
Seems I was wrong, Command Materia can link with Sneak Attack. I looked it up.

Sorry almost spamming.
The ether and elixir bug. Seems to be something wrong with the combat flag aas you said, You can use them using throw materia however that will result in the game crashing.
/Vargh
If Throw is wigging out then maybe there's a stray byte out of place for the Command Data segment. Or it might be that changes to weaponry can cause a problem; in either case, I'll do some tests to figure out which it is.
 
Updated the flevel part; it can now randomise items/materia. Some incorrect file references were removed from the model swapper (these caused game to hang when trying to load a field if one was allocated).
 
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