How to Edit FInal Fantasy VII PS1 files

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Unless you intend to heavily mod the engine (which I doubt you're capable of at your current level) to support those and remodel the hell out of millenia's work, that's not gonna work. Come back when you'll acquire a lot more experience with smaller and easier hacks, and only then try again.
well im a newbie in modding the files but i do have on hacking codes for games like codebreaker or AR Max and etc.
 
I assure you, this is far more complicated. How is your knowledge of assembler for the MIPS R3000?
 
Unless you intend to heavily mod the engine (which I doubt you're capable of at your current level) to support those and remodel the hell out of millenia's work, that's not gonna work. Come back when you'll acquire a lot more experience with smaller and easier hacks, and only then try again.
well im a newbie in modding the files but i do have on hacking codes for games like codebreaker or AR Max and etc.
sorry buddy but codebreaker or AR ain`t gonna do nothing for using high quality models and such in the PS1 version of the game, that kind of modding and this kinda modding is vvvvveeeeerrrrrryyyyy different (and im not good at either TT_TT)
 
well i tried NFITC1 but when i decompress it,it still gives me the .lzs file and i cant open or edit the files of .lzs ^^"
and Gemini i tried the link you gave me and I'm sorry to say but i cant understand anything in it,cause its written in a totally different language ^^"
Directly out of the readme file in that zip file:

Decompress button:
If the source file is a lzs file the second box will still add .LZS to the end of the output file (TO BE FIXED). This program does not check to determine if the file is actually LZS compressed. It's possible that even a raw file could be "uncompressed", but I will not be held liable for the result.
You didn't rename it. It's actually decompressed when you do that. The renaming thing is actually not likely to be fixed.

And yes, do consider punctuation and spelling when typing. Communication is key.
 
I don't really follow the modelling scene much, so I'm not sure what you'd specifically have to do, but the impression I get is that you would have to radically alter the executable to get these models working. That's a mammoth task, especially for someone who - no offense - has only ever put little-endian integers into a cheat engine and hopes he'll find them in RAM. Assembler is not simple, or easy to pick up. FF7's AI code is a sort of simplified assembler, so practicing that with a bit of, say, C might offer you the first steps you need to take.

But even then, it would be a tremendous task to alter the engine to accept even marginally different sorts of models. Frankly, I wouldn't bother.
 
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If you even manage to convert the models to the correct format, you'll have to make sure they are the exactly the same size or smaller than the original model files that you are replacing. That's what sucks most about modding the PSX version, you can't inflate any files.
 
If you even manage to convert the models to the correct format, you'll have to make sure they are the exactly the same size or smaller than the original model files that you are replacing. That's what sucks most about modding the PSX version, you can't inflate any files.
Wrooooong in so many ways. But in any case, file size is really the last of his problems.
 
If you even manage to convert the models to the correct format, you'll have to make sure they are the exactly the same size or smaller than the original model files that you are replacing. That's what sucks most about modding the PSX version, you can't inflate any files.
Wrooooong in so many ways. But in any case, file size is really the last of his problems.
OK, but it is true that you cannot replace a file with a larger version in CDMage without fucking everything up.
If you know of a way of increasing sizes of files in the image, please let me know, that's what was holding back my PSX modding most.
 
OK, but it is true that you cannot replace a file with a larger version in CDMage without f***ing everything up.
Actually you can do that, and it's pretty easy too. Just do not rely on CDMage for file replacement and use an alternative tool, like CDTool or mine. Find a nice spot in the ISO where you can throw the expanded file, set the insertion parameters, update the allocation table to read the new location for the specified file, and reinsert. With this trick I've already relocated several files, including the whole FIELD directory.
 
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