I need to find that tool.

  • Thread starter Thread starter l0l_cabbage
  • Start date Start date
Status
Not open for further replies.
L

l0l_cabbage

Guest
Since I am lover of hard games, I really want to make such an easy game like FFVII into something harder. Things I want to do:
1)Change initial materia, level, gil, items and stats.
2)Change boss stats and their drop.
3)Change/remove some treasure chests, materia, weapons and items.
4)Change level/stats limit.
5)Change weapon stats and materia slots.
6)Change AP, required to level up material.
And a lot of different things.
I want to mod PSX release of this game, because PC version sucks.
How can I do this and what program should I use?(P.S. Sorry for my English).
 
Okay, so, in order:

1)Change initial materia, level, gil, items and stats.

WallMarket handles this in its 'Initial Data' section

2)Change boss stats and their drop.

Proud Clod is the tool for this

3)Change/remove some treasure chests, materia, weapons and items.

Treasure chest contents are defined in field files; you need something like Meteor or Hack'7 to change them. To edit materia, weapons and the in-battle effects of items, use WallMarket. To handle the out-of-battle effects of items, you would have to disassemble the executable yourself.

4)Change level/stats limit.

The easiest method is to change the stat gains / stat growth / Exp. to level up in WallMarket. You could probably get rid of the 99 level limit with some disassembly, but there'd be little benefit after doing the above.

5)Change weapon stats and materia slots.

WallMarket, again.

6)Change AP, required to level up material.

WallMarket, once more.

And a lot of different things.

Use White Choco for editing shop stock / prices, Enemy Manipulator and Hojo for global enemy stat changes (eg doubling Str of all creatures, giving all enemies immunity to Stop by default), my own Libre for editing limit breaks, Proud Clod for enemy attacks and AI, and my Disc Extension Patch if you intend to use slightly larger KERNEL.BIN and substantially larger SCENE.BIN files.

I want to mod PSX release of this game, because PC version sucks.
How can I do this and what program should I use?(P.S. Sorry for my English).

Yes, yes it does suck. That's why you need something like CDMage beta to handle your PSX ISOs - it makes it quite easy to reimport files into the ISO, which you can then play on an emulator / burn and play on a modified PSX console.
 
Well, the audio still does. Everything else is fine now, though. :)
What do you mean audio!? Oh wait, you mean it doesn't have voice acting. Besides for that I see nothing wrong with the audio.
 
Due to the lack of being connected to a PSX sound chip, the PC version version of FF7 plays MIDI files according to your soundfont settings and your midi output device specified in FF7Config.
Depending on these settings and your sound hardware, the music played on the PC version sound quite basic and very different to the original PSX music (to the trained ear).

If you've never played the PSX version or aren't inclined to care about the quality of the MIDI instruments, it doesn't really make a huge difference, but it's why some people like to use FF7Music to play prerendered sound files recorded from the PSX version, or recreated by people like FinalFanTim.
Alternatively, you can search for and install the Soundfont that sounds a lot more like the PSX instruments - but it's still not perfect.
 
Thanks to Bosola very much!
P.S. I don't like PC version because l can't port lt to PSP, I don't care about music.
 
but it's why some people like to use FF7Music to play prerendered sound files recorded from the PSX version
Not so much recorded or prerendered, as the PSF files are literally, bit for bit, the PSX music data.
 
Ah right, I haven't used FF7Music for a few years. Back when I discovered it, it was used for MP3s and OGGs and things like that.
 
In theory, it can use just about anything, as long as a winamp plugin exists for that format. At least since May 2009, since I released my first tutorial/bundle, I've been using PSFs and Neill Corlett's Highly Experimental plugin, since they are obviously more authentic.
 
PC version cannot run at double, triple or even quadruple speed (thanx mr emu :DDD), which is the one saving grace for the PSX version. especially when you consider the hard mods, where excessive grinding is necessary to stand a chance.
 
I already said that 2 versions are(almost) same, the only difference that I can't port PC version to PSP/PS3.
 
PC version cannot run at double, triple or even quadruple speed (thanx mr emu :DDD), which is the one saving grace for the PSX version. especially when you consider the hard mods, where excessive grinding is necessary to stand a chance.
It can.  You either hack the exe to do it, or use cheat engine and enter in the new speed.  The 2nd way is ultra simple.
 
oh right, completely forgot about cheat engine. the only difference i can think of there is that PSX doesn't require an extra program to work, but that feels like it's kinda grasping at straws. all that's left is the nostalgia factor  :-(
 
To sum up, the PC version does everything the PSX did, and more.

It doesn't matter how good the mods are if there isn't an audience to play them. Modders are still better off supporting the substantially more popular PSX release.
 
Not to mention convertiong from psx to PC seems like a smaller task than from PC to PSX.

Though I may be wrong.
 
I think the main point is that the PC version has a far greater capacity to be modded and look better. The best you're ever going to get for the PSX version is whatever shaders are available for ePSXe.
 
Status
Not open for further replies.
Back
Top