[PC] Trainer and Debug Tool - Ochu (3.4)

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Can someone tell me the Chocobo stats on the editor?

Here's what I have so far

Spt (Sprint - Chocobo's dashing speed when pressing circle?)
Max (Sprint - Max sprinting speed?)
Spd (Speed - Minimum speed I'm guessing)
Max (Speed - Maximum speed?)
Stam (Stamina - Chocobo's stamina)
Acc (Acceleration - Chocobo's acceleration)
Co (Co-Op - Chocobo's obedience)
Int (Intelligence - Helps with Auto mode)
Per (Seems to be related to the Stable number a Chocobo is located in. Starting from 0)
PC (?)
Won (Races won?)
Sex (Chocobo gender)
Typ (YEL(LOW), BLU(E), GRE(EN), BLA(CK), GOL(D))
Mate (N, or Y, no idea what this does. Assuming it means whether the chobo is from breeding or not)
 
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Hey guys sorry for the necro but it seems it doesn't work on windows 10.  It's set to admin and tried different things.  So far nothing seems to work.
 
There's also nothing I can do to help since I don't have win10.  Surprising that it would fail though.  Might be compiler issue.
 
Sorry to necro post but I figured out my issue.  The weird thing is even though the windows says Final Fantasy 7 since I renamed my modded one as not to conflict with the old one and use with 7th Heaven as my mod mainly is.  So you will just have to use the old ff7 launcher to get coordinates unless you can program something in that allows for differently named exe launchers.
 
So it relies on the exe name?  Is there anyway anyone can code it to allow for custom name ones when they use 7th Heaven?  If not I'll just use the default one to get my coordinates as I can confirm it still works on windows 10.
 
If you have it use the exe mentioned then yes.  My modded exe named as something else will not be supported.
 
Is there any reason you can't just name it ff7.exe / ff7_en.exe ?

this should still work fine.
 
the only reason is that I have had trouble trying to create a hex document with the changes so the exe wouldn't matter.  Plus with 7th Heaven which is what the mod is used in people like to keep their stuff unchanged hence why I changed the name.  If you know a way though is there anyway you can post a guide about it?  I would like to incorporate it in with the iro so people can use any exe.
 
I have a question (or better I have an idea):
Would it be possible to edit the model's light and ambient shader in realtime?

What I would like to do is to test the working of these shaders. Ultimatly I could make with enough information light sources as in FFIX.

A second question: is it possible to bind a model to a characters location? It would great to  add simple point shadows. It helps a lot to bind the models to the environment.

Atm. I'm only interrested if it would be possible in theory, because I have until chrismas very very limited time to  spend in FF7.
 
I've no idea about second question - but if it isn't there already, it's very unlikely to be easy to add in assembly.

As for first question - it's not really relevant to this program, as it is a trainer. But I'm not sure if it can be done. I mean, I'd expect it can - that there are values somewhere that you can edit.  But I have no idea where they are.  A better person to ask would be Aali.  He's done work with the graphics.
 
@DLPB I'm interested to know what decisions you would have made with the FF7 remake, just have SE's art dept pickup Team Avalanche's work?

I think the slightly deranged, malnourished look makes sense for Cloud, given the end of crisis core
 
What exactly does the Fort Condor values do? I thought maybe I could catch up on a battle I missed, but that doesn't seem to be the case...
 
You can speed it up past how fast it used to limit you. By using the normal speed controls it has.
 
You can speed it up past how fast it used to limit you. By using the normal speed controls it has.
No, I didn't say the Condor Speed checkbox. I said the Fort Condor values.

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I've been experimenting with them in the hopes of catching up on a battle I missed, but it doesn't seem to affect the Fort Condor flag values at all. I mean, it does, but not in any sensible way. On my current save file, I have a battle I can go to, and if I beat it, I earn a Megalixer, the reward for battle #4. I missed a battle, so if I hadn't missed it, I would've gotten 5 Hi-Potions, the reward for battle #5.

When I try to mess with the values, like say, set battles to "4" in the hopes it'll put me on battle #5 and get me caught up, it doesn't do that. I often still get the reward for battle #4, implying that changing these values doesn't seem to affect the Fort Condor flags at all. However, there are times in my messing with the values before a battle that I've received a prize of 3 Ethers, which is the prize for battle #3. It seems like it might be possible to affect the Fort Condor flags, but how that might be, I'm not sure.

I also don't recall ever losing a battle, so I'm not sure why the "wins" and "battles" don't match up. I notice that as soon as you accept a battle, the "wins" variable goes up, but the "battles" variable stays the same. Then after finishing a battle, the "battles" variable goes up. This almost makes me wonder if "wins" and "battles" were accidentally switched in the Ochu trainer, but I noticed if I choose to let them fight on their own, the "battles" variable goes up, with "wins" staying right where it is. On the other hand, if I lose a battle, the "battles" variable also stays the same for some reason.

In short, I'd like to change the Fort Condor flags so that I'm caught up on the battles, but I'm not sure if it's possible. At least, not with the Ochu trainer. I wonder if the only purpose to these values in the Ochu trainer are similar to the snowboard, Speed Square, and G-Bike values: simple scoreboards. You can get a message from the guy at Fort Condor about how many battles you've lost. But considering I have changed the outcome of the reward, it makes me wonder if what I want is still possible.
 
It's quite possible they're switched as an oversight.  I'll look into this later.  :)

As for Fort Condor, it might work based on other variables.  Look at Ochu's memory logger and see what variables change when you take certain actions and let me know.

I'm pretty sure these are just stats - which is why I added them there. To do more you are likely going to have to edit the save map.
 
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I was under the impression that the Fort Conder battles were based on the Game Moment (as Makou calls it), e.g. after Kalm you get the first battle, after the buggy you get the second one etc (these are just examples, I don't know exactly when a battle is meant to happen). Based on that you'd probably need to alter your game progression to get to the earlier fights.

While I'm pretty sure that's the case, I can't confirm that's really it, so that's just a guess.
 
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