Other Final Fantasy® VII formulas.

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Some-Loser-Girl: Belated welcome.Terence: I can't wait for the finished product. One question about the Date Mechanics guide. This is just something I've wondered about, but you know the scene in Sector 7 that contains 7th Heaven and all those other shops? Well, the first (only) time you go there, when Barret runs into 7th Heaven and drives everyone out, while he's doing that, the Avalanche and Tifa come out and run around before going back in. If you run up to Barret and talk to him while the Avalanche is still outside, you'll get some extra dialogue. Barret will say, "Heh, want to see your little baby?" and you have 2 choices on how to respond. I've idly wondered if that exchange affects the love points in any way.

About Luck. Personally, I'd bet that it *doesn't* play much of a role in hit/miss. Luck seems to have to do more with enemy encounter rates.
My case in point: the higher your luck, the less often you seem to have enemy encounters. IIRC, doesn't your Luck also effect your likelyhood of encountering Yuffie when in a forest? Materia stats seem to back this up. For instance, Enemy Lure, Enemy Away, and Chocobo Lure. Enemy Lure decreases Luck by 1. Enemy Away increases Luck by 1. Chocobo Lure also increases Luck by 1. Coincidence?

About enemy stats. I'd suggest reading the speculations about the battle files in this thread: [url="<a]http://qhimm.3dstream.net/ubb/Forum4/HTML/000007.html[/url]" TARGET=_blank>http://qhimm.3dstream.net/ubb/Forum4/HTML/000007.html
We've made a guess as to where the enemy stats are all stored. We don't have proof, but it might help you out. See the thread for more info.
 
Srethron: I know the scene you mean, and I have a feeling I've already checked it and find it doesn't do anything (if only because I'd have been a fool to miss it).  I hope to one day compare the Date Mechanics next to the decompiled scripts to see how accurate I was ^_^It'll be a long time before I test Luck properly.  I do believe it may have something to do with Enemy Encounters... but I have no idea exactly how it would factor in.


And finally, I'd bet with No.2, judging by what's in memory: all enemy and boss data for a single area is contained somewhere, and when needed, all enemies for that area are loaded into memory (or close to that, anyway).  For example, one area is defined as the entire space from when you first start the game to just before you enter the Mako Reactor proper (the music is the same for all these areas).  You face three types of enemies here, although not all at the same time: MP, Guard Hound, Drill Drive.  As soon as you reach the scene where Barret joins, you've entered a new area, where Grunts, Laser Cannons and Drill Drives appear.  And then when you're deeper near the bottom, Grunts, Sweepers and Guard Scorpion are loaded.

I can only verify this by the fact that all their attack names are loaded into memory during any battle in those areas, regardless of what you're actually fighting.

Hope that helps.
 
(1) Heh.
(2) Ditto.
(3) Thanks for the info. Personally, I'm putting my money on it being a combo of #s 2 and 3. My current theory is that all of the enemy data for various enemies, formations, and backgrounds is kept in 2 files (enemy012.dat and enemy331.dat). Their 3D models are the files in battle.lgp. The two .DAT files probably have a list of all of the enemies they contain (with all of them starting out labeled as "inactive" via a flag or switch).
This would mean that when the game decides which formation you'll encounter in the next battle, it sets a switch or a flag inside the appropriate .DAT file which in turn "activates" the appropriate enemies (or, conversely, just removes their inactive status). All enemies are once again "reset" (rendered inactive) after the battle ends.
The "field" files also play a part. When loaded, they probably also call up the enemies they use (which are probably defined and loaded in a similar way to how we think that field models are "cached").What I suggest the people with more know-how (unfortunately I'm not one of them...yet) should do is:
1. Check for references to enemies in the field locations. Most importantly, try to figure out whether they point to data in other files or seem to be held in a certain block in the field file.
2. Once we know where the enemy data is, either in the field files or somewhere else(such as the enemy.dats), start poking through them.

[This message has been edited by Srethron Askvelhtnod (edited May 16, 2001).]
 
IIRC, the battle encounters are defined in the field files. I believe the all the enemy stats are loaded into memory from "some file" and are kept in memory all the time.  don't think the file is read everytime you encounter an enemy.
 
They are.  Enemy stats don't even exist when you start/load a game until you encounter an enemy.
 
Thanks for the info guys. Do you have any info at all on what file(s) the data is loaded from?
 
Wow, I thought I was the only math geek here... guess I was wrong. Or, more properly worded:
code:

Code:
if math_geek_count > 1 then  math_geek_count = math_geek_count + 1  if lonely = 1 then    put "There were already math geeks before, no change here"  else    lonely = 1    put "You were the only math geek here... until now!"  end ifend if
I've received the Academic Acheivement Award for Grade 10 Mathematics in my school, so I guess I'm at liberty to say "I'm one of you".

And what's up with the Trademark and Copyright symbols? Are you a lawyer or something? Jesus Christ†, we don't need that here, stop wasting your time in charmap.exe.

- Dry Ice CO2

† Copyright © 4 AD Word of God Enterprises. All Rights Reserved. Any duplication in whole or in part, in any way, shape, or form, is grounds for being prosecuted and/or sentenced to hell.

[This message has been edited by Dry Ice CO2 (edited May 19, 2001).]

[/quote]
 
I suppose one could find out which files were loaded, the hard way... Start FF7, enter a battle, kill the program (not alt+F4, kill its thread so it doesn't have a chance to do anything). Then check the file dates to see which files were accessed latest...oh wait, access dates in FAT are just the date... damn. oh well.
 
Exactly the link I was looking for!I didn't know Jari read this forums...
 
I be no lawyer.  I take care of bidness, not business.
No, but I do type as properly as is achievable.
ficedula, get on ICQ.  I have a speak for you about GoldenEye 007â„¢ and Perfect Darkâ„¢ (two of my other projects).[This message has been edited by Some-Loser-Girl (edited May 26, 2001).]
 
If you want to get in touch with me ICQ isn't the best way. I'm at uni at the moment so there's a few obstables to running ICQ; one, the firewall kills ICQ now and then (resulting in lost messages). Secondly, the Solaris boxes don't have ICQ. I run an ICQ clone but it aint the real thing.When I'm back home I *do* run ICQ but I'm not on as much then; parents don't have a permenant 'net connection...

So, you're best off emailing me. That always works  :) If we do need to chat then that can always be arranged; IRC works perfectly for some reason; go figure.
 
Okay.
I play online multiplayer first-person fighting/shooting games a great deal and long ago I had a job making maps for them.
I was once paid $60 for one of my maps for Starsiege: Tribesâ„¢.
Though the company for whom I worked (XGN [Xtreme Gaming Network]) has long died, my map-making love has suffered no such distress.A friend and I recently embarked to make a complete translation from both GoldenEye 007â„¢ and Perfect Darkâ„¢ into Starsiege: Tribesâ„¢, Half-Lifeâ„¢, Unrealâ„¢, Quakeâ„¢ III, and such similar games.

This includes maps, textures, sounds, gameplay, guns, and possibly models.

I have been able to make 100%-accurate FLOOR maps out of GoldenEye 007â„¢ maps, but walls are a different story.  And I have a sound ripper I have used to extract all the sounds from both GoldenEye 007â„¢ and Perfect Darkâ„¢.
So I have 100%-perfect sounds from each game, and 98%-perfect maps from one game.

I was hoping ficedula (or anyone with the know-how for that matter) could help me extract the 3-D models used to make guns and maps, and the textures.

I mention it in these forums because it should be rather similar to extracting files from Final Fantasy® VII, after major modifications, and also because Ant wanted to know.

But the rest is not to do with Final Fantasy® VII so I will now be taking the rest of this to an e-mail to ficedula.

If I get enough help, you should be able to play GoldenEye 007â„¢ and Perfect Darkâ„¢ online with many many people in high resolutions and great framerates.

I have screen shots of what I have done so far if anyone wants them.  Use ICQ, but mention these forums.
 
A very intresting project Loser-Girl I wish you luck with it! I have played Golden eye quite a bit and I quite like it. But please spare us from low res N64 textures? Well good luck with it. I shall keep my eye on you. Has this project been going on long? There was a mod for Half Life like this age ago. Or was that Jedi Knight? No. It was Jedi Knight.
 
there IS a golden eye mod for half life but it doesnt feel the same, maybe too many weapons or no music?
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1 post to go...
 
there IS a golden eye mod for half life but it doesnt feel the same, maybe too many weapons or no music?
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1 post to go...ACK!!!
damn thing double posted!!! NOOOO
i was going to make a new post for this, oh well


[This message has been edited by The Skillster (edited May 30, 2001).]
 
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