[FF7PC-98/Steam] FF7 Randomiser - Godo

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Cool, cheers; I'm working on a UI change at the moment which will allow for the parameters for things to be more user-specified.

Edit: Forgot to update on here, 0.2.1; fixes the Materia Data section and a bug with animation assignment for non-swapped models when Model Swap is on.
 
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Hey SegaChief! Nice one, thanks for the response!

Couple of notes from yesterdays run on 0.2.1!

Had a softlock on the Sector 7 tower before it got blown up by Reno - What was weird is that it was a normal enemy, in the right area ( http://prntscr.com/qrckkw ) So it really threw me as to what might have softlocked going up the stairs on the tower? Looks like the enemy just dissapeared after stealing from it and it locked? ( https://clips.twitch.tv/ToughDifferentSheepTBTacoLeft )


Had a softlock on the Egg encounter again just after costa del sol on the world map too - Original Enemy: Grangalan ( https://clips.twitch.tv/BrainyAntediluvianFlyThisIsSparta )


Finally a new softlock which was abit weird - The icicles in Gaea cliffs - This was a weird one, as I could get past it, but only if I killed ALL enemies in 1 hit - If i couldn't kill the front row at the same time as the icicle, it softlocked - Example ( twitch.tv/eswoogi/clip/RelievedEnjoyableLocustCoolStoryBro )


However, if I managed to kill them all at the same time, ( https://www.twitch.tv/eswoogi/clip/ClumsyMoldyFiddleheadsSuperVinlin ) the fight progressed as normal, but if I kill ONLY the icicle, it softlocked.

Hope these examples help some! Will do another run today and let you know if I find anything else!

Cheers SegaChief! Legend!
 
Soft lock near costa del sol.
https://clips.twitch.tv/PowerfulOriginalTapirPeanutButterJellyTime
The magic pot seems to try to run away immedietly and then the battle soft locks;
Queued attacks will not go through and unable to run from the battle.

Also had a soft lock on the bridge between costa del sol and the golden saucer.
https://clips.twitch.tv/UgliestExuberantCurryWow
I had seen both asset swaps in different battles and I'm pretty sure the battles went just fine.
I don't know if its something about combining the two enemies together.

Those are the only two issues I've had on the new version.
You are doing great!
 
Hey SegaChief! Nice one, thanks for the response!

Couple of notes from yesterdays run on 0.2.1!

Had a softlock on the Sector 7 tower before it got blown up by Reno - What was weird is that it was a normal enemy, in the right area ( http://prntscr.com/qrckkw ) So it really threw me as to what might have softlocked going up the stairs on the tower? Looks like the enemy just dissapeared after stealing from it and it locked? ( https://clips.twitch.tv/ToughDifferentSheepTBTacoLeft )


Had a softlock on the Egg encounter again just after costa del sol on the world map too - Original Enemy: Grangalan ( https://clips.twitch.tv/BrainyAntediluvianFlyThisIsSparta )


Finally a new softlock which was abit weird - The icicles in Gaea cliffs - This was a weird one, as I could get past it, but only if I killed ALL enemies in 1 hit - If i couldn't kill the front row at the same time as the icicle, it softlocked - Example ( twitch.tv/eswoogi/clip/RelievedEnjoyableLocustCoolStoryBro )


However, if I managed to kill them all at the same time, ( https://www.twitch.tv/eswoogi/clip/ClumsyMoldyFiddleheadsSuperVinlin ) the fight progressed as normal, but if I kill ONLY the icicle, it softlocked.

Hope these examples help some! Will do another run today and let you know if I find anything else!

Cheers SegaChief! Legend!
Thanks for the clips, useful to see it in action so I can spot potential causes.

Soft lock near costa del sol.
https://clips.twitch.tv/PowerfulOriginalTapirPeanutButterJellyTime
The magic pot seems to try to run away immedietly and then the battle soft locks;
Queued attacks will not go through and unable to run from the battle.

Also had a soft lock on the bridge between costa del sol and the golden saucer.
https://clips.twitch.tv/UgliestExuberantCurryWow
I had seen both asset swaps in different battles and I'm pretty sure the battles went just fine.
I don't know if its something about combining the two enemies together.

Those are the only two issues I've had on the new version.
You are doing great!
I clean forgot about Magic Pot; I don't think it has any attack animations so best it gets put on an exclusion list.
 
Minor update; some fixes and checks added. UI update was supposed to happen at weekend but wasn't able to finish it. Will probably be ready next weekend.
 
hey sega chief

when people use the different battle background option on your ff7 randomizer program, hellagunner and motorball bosses are invisable
 
Thanks so much for doing this Sega, I always thought an FF7 randomizer would be awesome! I've mostly just been watching it on Twitch so far and I had a question and a comment:

1. What is the attack where an enemy seems to throw an Ultima Weapon at you? Is that supposed to be a projectile attack with a different model?
2. I noticed that the Kalm flashback battle with Sephiroth/Cloud vs the dragon is also randomized. Unfortunately that means both Sephiroth and Cloud might only be able to do like 50 damage a round so you just have to wait for them to slowly whittle the dragon down. Its a bit frustrating and also throws an RNG wrench into speedruns so I just wanted to mention that.

In any case thanks so much for making this!! Cheers.
 
Just got a soft lock applying Berserk Status to the Machine Gun enemy in the second reactor. Cant remember the exact enemy name.
 
hey sega chief

when people use the different battle background option on your ff7 randomizer program, hellagunner and motorball bosses are invisable
I'll exclude the BG from swapping for that fight if this is the case.

Thanks so much for doing this Sega, I always thought an FF7 randomizer would be awesome! I've mostly just been watching it on Twitch so far and I had a question and a comment:

1. What is the attack where an enemy seems to throw an Ultima Weapon at you? Is that supposed to be a projectile attack with a different model?
2. I noticed that the Kalm flashback battle with Sephiroth/Cloud vs the dragon is also randomized. Unfortunately that means both Sephiroth and Cloud might only be able to do like 50 damage a round so you just have to wait for them to slowly whittle the dragon down. Its a bit frustrating and also throws an RNG wrench into speedruns so I just wanted to mention that.

In any case thanks so much for making this!! Cheers.
1.
So there are two sets of flags on every attack; Impact Effect & Attack Effect. Impact is for physical attacks, while Attack Effect is for things like spells. If one has a value, typically the other is set as FF. An enemy animation is hard-coded to look for one or the other (or neither sometimes if the animation is designed to be used as, say, a stance change like Scorpion raising its tail) so if it finds FF for Attack Effect, the anim used is the projectile associated with Throw w/ Ultima Weapon. I don't know the specifics behind that, but I've seen it in the past when setting the wrong type of anim for an attack by accident.

I think when it's the other way around, a physical animation finding FF for Impact, then nothing comes out (no sound either as this will typically be FF'd as well).

The reason it happens in the rando is because it currently doesn't have logic set up to re-roll a model if it doesn't have any valid animations for one of the attack types. Instead what it does is assign the anim 03 as a fallback (most models have this anim ID - they have Idle 00, Hurt 01, then their first attack anim which is 03, but not all do and there's no guarantee it'll be the correct type for what's needed).

But there's something I can do to alleviate the issue; I was going to look into setting up an index for valid ranges regarding Impact Effect + Impact Sound, and Attack Effect, then assigning a value to EVERY attack. That way if a wrong anim type gets assigned, it won't matter because it'll find a value rather than FF (while Misc anims don't look for this data at all).

2.
I'll exclude Seph from stat/level randomisation.


Just got a soft lock applying Berserk Status to the Machine Gun enemy in the second reactor. Cant remember the exact enemy name.
Probable cause is either enemy didn't have a Berserk attack assigned, or had a Berserk attack assigned that wasn't in its repertoire (most likely the latter). I'll check it out before the UI update goes out.
 
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Hey SegaChief! Loving the randomizer; it's fun seeing the weird stuff that can happen with it, haha.

A small thing I wanted to mention though: I just got to the Gold Saucer, and even though I have random initial equipment + materia on, Cait Sith's equipment seems to be unchanged. I'm guessing it has to do with young Cloud using his character slot, but I don't suppose there's any way that could be fixed?
 
Awesome! Thanks for addressing those couple of points, I appreciate it.
 
Hello.
Is there any way to share source code or add an external langage file ?
I know the tool already works with non us files, but i'd like to translate it in french.
So i you can add a langage selection it'll be great

Thanks for this great tool !
 
Hey SegaChief! Loving the randomizer; it's fun seeing the weird stuff that can happen with it, haha.

A small thing I wanted to mention though: I just got to the Gold Saucer, and even though I have random initial equipment + materia on, Cait Sith's equipment seems to be unchanged. I'm guessing it has to do with young Cloud using his character slot, but I don't suppose there's any way that could be fixed?
Their stuff is in the .exe. I have their offsets, but I decided not to throw .exe editing into the mix for the time being while the rando is still finding its feet.

Hello.
Is there any way to share source code or add an external langage file ?
I know the tool already works with non us files, but i'd like to translate it in french.
So i you can add a langage selection it'll be great

Thanks for this great tool !
Source is here: https://github.com/Segachief/Godo
I'll look into adding language options when I've got the UI update done.
 
Their stuff is in the .exe. I have their offsets, but I decided not to throw .exe editing into the mix for the time being while the rando is still finding its feet.
Fair enough; there's definitely a lot of randomization options to work through already, haha. Keep up the good work!
 
Should mention here, I've got the flevel cracked and am working on options to target it. Model/Anim swapping (should be much more stable than enemy model swapping thankfully) and Item location randomisation are in reach. Exit points on fields can also be changed but the game script will likely present a serious obstacle to that going smoothly; it'd be softlock city.
 
Hey SegaChief!

First quick question - Does manipulate materia not work in the Rando, due to model swaps? I can't seem to manip anything so far? 

Found a couple of minor softlocks yesterday too, first one was heligunner (Pretty sure your already aware of this one:)

www.twitch.tv/eswoogi/clip/SpotlessGrossTortoiseDansGame - Can up as Dyne and just locked

And second one was Motorball, which was weird, as I haven't had a softlock on him since 0.2.0:

www.twitch.tv/eswoogi/clip/HonorableWildCheetahLeeroyJenkins

Thanks for all the work on this dude, can't wait for the later releases with Flevel and model swaps!!

Legend <3
 
Hey SegaChief!

First quick question - Does manipulate materia not work in the Rando, due to model swaps? I can't seem to manip anything so far? 

Found a couple of minor softlocks yesterday too, first one was heligunner (Pretty sure your already aware of this one:)

www.twitch.tv/eswoogi/clip/SpotlessGrossTortoiseDansGame - Can up as Dyne and just locked

And second one was Motorball, which was weird, as I haven't had a softlock on him since 0.2.0:

www.twitch.tv/eswoogi/clip/HonorableWildCheetahLeeroyJenkins

Thanks for all the work on this dude, can't wait for the later releases with Flevel and model swaps!!

Legend <3
If status resistance is on, then it assigns a status weakness and leaves the others off, so mostly enemies will be immune to manipulate. Level difference may also be a factor if stat randomisation is on.

I'm wondering if the build I've used has reintroduced a problem with animation indexing; I'll need to get this UI update finished ASAP as it has the next set of filter improvements in it. The ones I made for 0.2.2 were cobbled together.
 
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.
 
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