T
titeguy3
Guest
you can always find clean, unmodded files off your install disc.
anfrst_2anfrst_5blin65_1bugin1b*canon_1 (I've listed it, but I don't see any changes. Still I put in here just in case.)convil_4elmin4_2*farmgnmk*hyou5_1**hyou13_2**jtmpin1***junpb_2****las2_3las2_4las3_2las3_3las4_0*lastmaplosinn****md8_32nvdun1nvmkin21*qdslfrst_2trackin*trnad_2zcoal_2zz3****zz5zz6zz7zz8
I pretty much know how to set music and battle music for a field, but you need the appropriate AKAO in the field file to play the midi you want. That's why I made that proggy to insert any "AKAO file" in any field file. Now if the "AKAO files" are similar to the midi files this would make things easier. I could just check of courseI remember doing a bit of research into that AKAO part of the field files about a year ago. Here's the thread.
AFAIK, the bytes after AKAO point to MIDI files in the order in which their names appear in ff7.exe. I remember having the Cosmo Canyon music play in Sector 6 (mrkt2) by changing 0xEBE to 1A. The bytes after the opcodes such as MUSIC point to bytes after AKAO, so if you have MUSIC 00 and AKAO 25 1A 02, the game will play the first song pointed to by AKAO, which, in this case, is "rocket" AKA "oppressed people".
That was a hideously bad explanation of what I can remember finding and some of it might be inaccurate, but that's basically what AKAO does.
Yes that makes sense. The field opcodes are relevant to the AKAO in the field, and the AKAO ID is relevant to the .exe.The IDs correspond to the order of the songs in the .exe
It seems that I didn't make myself clear in my last post, but replacing the IDs after AKAO will change the song being played, and the IDs after AKAO are the IDs of the songs in the order in which they appear in the .exe.
I'm working on it, but, as I've stated earlier, I'm quite preoccupied with other stuff. Can't promise any release date.Any updates? Will the final version be downloadablw soon? :mrgreen:
I don't think you'll last very long without it lol.Question. Is this mod practical without the 9999 limit breaker patch? Or is that just insane?
The damage formula of that weapon is based on the target's level. The higher the enemy level; the higher the damage. If you want to change it, try Wall Marked.Don't mean to double post, but had a quick question - which program can I use to edit a weapon? I would like to change Yuffie's final weapon strength back to the original strength. I love using her and after getting the Conformer she is pretty crippled and would like to restore it to what it used to be. Morphing isn't really the issue here (since those Unknowns just rip me to pieces anyway), I just really like using her for some reason
Thanks