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

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Yeah, it could be.  In which case, just edit the game progress value instead.  Keep a look out for it. The change will also show up in the mem logger.
 
Hello. I want to ask 3 questions.

from previous posts:
Speed Up Summon (Summon animation will be 4x faster). Can you do same for FF7 PSX?
Nope.  This speed up is simply a custom change to the fps rate when a byte using a summon animation is active.

1) You mean your trainer has speed up function? and when a byte using a summon animation is active your trainer makes game faster?

2) I want to make sense work to the upper limit 65535 for PSX. But I I need to know address in FF7.exe and hexadecimal values in this address. Do you know this?

3) I want to extend time in menu to 999hr for PSX. But I need to know address in FF7.exe and hexadecimal values in this address. Do you know this?
 
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I have no idea how R3000 works so I can't help you with code.  The speed up option is not a change that will work with the PSX option because it's a personal fix and relevant only to the PC version.  It's not something you can just add to PSX with a byte change.

For 65535 - search for 32767  (the current Sense limit)  - and you'll find it eventually. It should also be 4 bytes and not two.

For 999hr , search for 99 hr 59m 59s in seconds.  And then change to 7F EE 36 (36 EE 7F) , which is 3599999 seconds .  In PC there are 6 identical entries. You'll also need to change a byte or two and the menu placement of numbers so the menu displays it.  Not sure how you'll go about finding that on PSX.

I'm too busy to give any additional help :)

PC addresses:

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#extend time to 999hr6CA1F6 = 7F EE 366CA1FF = 7F EE 366CA246 = 7F EE 366CA24F = 7F EE 366CA2B0 = 7F EE 366CA2B9 = 7F EE 36{increase sense limit to 655355CA115 = FF FF 00 00
 
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For 65535 - search for 32767  (the current Sense limit)  - and you'll find it eventually. It should also be 4 bytes and not two.

You mean I need to search for FF 7F 00 00 ?

For 999hr , search for 99 hr 59m 59s in seconds.

I need to search for 3F 7E 05 ?
Do you have any suggestions where they can be?
Which files can have this indicators?
 
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The menu files for PSX (.mnu?) deal with time, I think.

I don't know ff7 psx...  so I have no idea on the rest.

Yes, search for FF 7F / FF 7F 00 00 assuming it's that way around on psx.  Or use debugger to search for decimal.

And for time, 359999.
 
It's that time again.... update time.

I am updating most of my programs in some fashion or other in the coming days.

Ochu:
Issues with certain items and selections not being loaded or saved fixed.
Better memory logger.  Temp bank logging also added.
Ability to change any savemap or temp bank byte on the fly.
Option to allow chocobos on the world map (so you don't need to keep capturing one).

BoxFF7: An icon, and latest correct character widths.

DLPB Tools:
Line 1 is no longer going to be reserved.  It's been annoying me.
HextLaunch option to remain open and continue scanning in case game closes and reopens.  Most useful for FF8 Steam with Roses and Wine.

Roses and Wine:
Update for one music that ends too quickly.
Possible update to add the full sound effect version of The Extreme.
Latest RaW.dll added to installer.
Installer updated.

Reunion:
R04d is around the corner. I have also started serious work on Weapon and Soldier Quest.

M3UtoFile: Various changes.
 
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2.1 released.

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Latest Change:Feb-22-2016 v2.11. Memory logger perfected.2. Ability to change the Savemap and Temp Bank in realtime.3. Fixed issues with certain options not being loaded/saved.4. Ctrl-A selects all log text.
See main post for download link.

Also check the help file for information on changing the Save Map and Temp Bank addresses in realtime.

Still to do:

Make save states easier to share.
Add 3rd field coordinate.
 
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Hello. I want to ask one question. What is you do, to make - Default Run (Character runs instead of walks as default).
I want to know values. Can you tell me?
That was great idea to make summon animation run faster.

Sorry, I could not contact you by another way.
 
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The summon speed option was removed from this as of the latest release due to conflicts with Reunion R04 (which has ability to speed up game already).

As for value, since you are using PSX code it won't help you. It's not got any equivalent in that way, and I am way too busy :)  Use a debugger and simply get cloud to walk / run - monitor what values change. 

Also, this thread is for bug reports only.
 
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The summon speed option was removed from this as of the latest release due to conflicts with Reunion R04
why, what if i only want to ochu and i dont use reunion??
 
why, what if i only want to ochu and i dont use reunion??
It's tough ;)  I can't use the other option anymore because it means more work and it would result in game crash if you used it with R04.  It's also not really the sort of thing a trainer should be doing.
 
I'm finally getting around to making the field / world map coords correct (16 IDs - corresponding correctly to the IDs like in Makou)  - and sorting the Savestates out and jumping to new area correctly.  Also going to try adding jumping to and from world map.
 
I'm redoing save state part of game.  It should mean less crashes - but it will mean all existing save states won't work with next version.  I'm also adding jumps to and from the world map.
 
The fort condor wins and battles are indeed the wrong way around.  Corrected for next Ochu.
 
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Updated.

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Latest Change:Mar-09-2016 v3.01. Memory logger updated.2. Save-states perfected. Old States will not work with 3.0.3. Fort Condor battles/wins fixed.4. Battles can be ended immediately (short-cut is Ctrl-E).5. Code optimized and simplified.6. Full Field and World Map coordinate read/write.7. Char2 table dispays Cid's record and totals.8. Window will flash red when Game Progress changes.9. More information in read-out (including battle ID / battle scene ID).10. Information read-out is also displayed on main title bar.
 
Is there a way to give the characters all their Limit Breaks or to have them activate quickly during battle? I have been playing around with the trainer (love it btw, great work!) and I have not been successful at doing this at all.
 
Hmm yeah - during battle is different.  It's a bit annoying.  It copies a number of vars from the field / savemap to battle temp area, then copies them back after battle.  It's another example of how FF7 was shoddily coordinated.  Different teams all having to dance around the fire.

I'll add a button to "mod" doing as you request.  But I really can't start adding all and sundry twice because of the effort involved.  It may be a bit of time though, because I'm now working on Reunion again along with other progs that need an update.

An easier way would just be to set them in Char1 table before battle.  (set Lim to 255).
 
Also, Battle code doesn't have an ounce of logic. it has numerous values that get updated and then interfere with one another (this is true of all battle values like HP / MP and so on).  All it really ever needed was one Byte from savemap that it could continually check and update.  It doesn't even use  that because, as I said, the original team worked alone and were obviously given information on the kind of data they'd be saving.

This engine needs scrapping and totally remaking.
 
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Tested new Limit Break button....works PERFECTLY! You'll have to press it for each turn to reload limits, just as an FYI for other users!
 
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