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morningstar
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This is a new version of FF? a new mode? I had not heard about it before
Howdy! I read through this forum and I didn't see this question addressed specifically (but there's also a good chance I missed it despite my best efforts, so commence with mockery at your leisure!):
As indicated in the Party Mechanics FAQ by TFergusson, five of the six primary statistics has a sort of "grade" used to indicate the relative growth of each statistics for each character (under section 1.4 of that FAQ). This was (I assume) the original programmers' way of trying to make some characters better at some statistics than others (although ultimately most are interchangeable with the right set up).
As part of a personal enforced class challenge, I wanted to lower the starting stats of some characters in statistics they might normally be considered weak; that's easy to do in BC, of course; but I noticed that if I used BC to level those characters (to see where the stats would go upon leveling), the statistics "normalized" themselves back into the typical range found in the vanilla game; lowering the characters back down put their starting stats in the ballpark of where they usually start. I know that's a little wordy, so here's an example:
Set Cloud to L1, set SPR to 1.
Use the "Status Info" tab to level Cloud to L99, his SPR manages nonetheless to grow to 97. (I know it won't always grow to exactly 97, but it will be in the ballpark.)
Reduce Cloud's level to L1 again, and his SPR falls only to 11 (again, it won't always fall to exactly 11 under this process, but it'll be in the ballpark.)
So! To my question: is this just a function of BC using the stat grades to simulate leveling (but in-game, Cloud's SPR in this example would be lower than usual), or will FF7 itself correct Cloud's initially low SPR according to its stat grade as he levels? I assume the latter, but will test with an emulator and uber-XP codes in a bit.
I suspect that if I'm willing to get my hands dirty, I could tweak an appropriate game file to adjust each character's stat grade to allow for better diversity in stat growth, in conjunction with initial stat tweaks. But my question is this: does BC support this sort of thing and I just missed it somehow, or is there a way to introduce "negative" sources? I can dive into using the Wall Market kernel.bin editor, but I wanted to check here before I tried that and was subsequently defeated by the technology. ;D
Cheers!
Hmm, I’m a bit unsure if we mean the same thing.So I’m going to clarify my point, even you may already understood.
With »reverse« I mean to switch the order of the stat gain:
Level up: Difference Stat Gain
0- 3 0
4- 6 1
7- 9 2
10-11 3
Level down: Difference Stat Gain
0- 3 3
4- 6 2
7- 9 1
10-11 0
The idea behind is, that at a level down the baseline decreases and thus the diff decreases, resulting in a different stat gain/lose need.
Stat Difference = Rnd(1..8) + Baseline - Current Stat
Let’s assume rnd = 4, baseline = 40 and current stat = 30.
When levelling up, the current stat needs to catch up the baseline, thus the difference of 14 needs a high stat gain.
When levelling down, the baseline needs to catch up the current stat, thus the difference of 14 needs a low stat gain/lose.
That’s why reversing.
Black Chocobo use the original game formula to calculate char stats on lv up/down.That is a good approach. But instead of reverse the stat table, Baseline and Current Stat must be inverted generating a new Stat Difference formula.
...
//now calc the diff, so we can send back a gain based on type if (stat < 6) { //str, vit, mag, spr, dex or luck all calculated the same //Vegeta_Ss4 lv down mod if (current_lvl < next_lvl) { diff = ((qrand() % 8) + 1) + (baseline_stat - stat_amount); //is lv up } else { diff = ((qrand() % 8) + 1) - baseline_stat + stat_amount; //lv down } if (diff < 4) { gain = 0; } else if (diff < 7) { gain = 1; } else if (diff < 10) { gain = 2; } else { gain = 3; }
Maybe is time to add ff7tk kernel support?WHOA!! Vegeta
Oh good catch, Looks like i missed that one, Also missing the Underwater Huge Materia.Hey
I would like to request to add in the key items for fort Condor please on this editor
thnaks
Use checksum to extract your saves. Switch saves are the same as a PC save and there is no region difference. If you continue to have issues please provide a link to your unedited save file.Hi!
Thank you for your work, sithlord48.
I use the Nintendo Switch version of the savegame but I face some issues. It seems like the byte offsets are different (maybe it is region related, I use the EU/German version) because I get shown different levels for the first character and artefacts of the texts in the savegame loading screen after modding.
I tried the new 1.10.0 with official Switch support
It seems like the Bytesize of the original savegame is: 65.109 Bytes
For the modified one it was bigger (Unfortunatelly I cannot see the original size)
Thank you for your support
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I have updated the build to build a 32 bit . (still fails on XPWindows 7 Ultimate 32-bit OS
already tested the newer version 1.10.0 I already showed in the link from https://imgur.com/I3ODTGi