[PSX/PC] Save Editor - Black Chocobo (v1.16)

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Game progress is not fully known. The Little bit we know is in the "Game Progress" Tab.
 
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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!
 
Black Chocobo levels your characters up or down based on how the game does, stat gain has some random to it. The game will try to conform the stats closer to each characters curve as they level. The total stat should be the same in BC as well as in game. I suppose you could try setting stats to a "Negative" you will need to use the hex editor or test tab to do so as the limits on the input will not allow you to go below zero.


Please check the Savemap to see where your characters data starts and the sources are within the Character Record. Remember the savemap does not account for any headers. You will want to view only the FF7 Slot data in the hex editor. (if you dont have a pc save)
 
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.
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.

...
Black Chocobo use the original game formula to calculate char stats on lv up/down.

To change the stat growth curves you need to mod the kernel file. The save file is only a memory snapshot where some
game vars are saved, but no mechanics are seved there.

So if you modify the kernel, edit the save file in BC, then lv up/down the chars; BC will use the game base formula for calcs and not your kernel mod.

But when you run your mod, the in-game lv will follow your custom growth curve.

For example: BC stat calc formula for str, vit, mag, spr, dex or luck

Code: (FF7Char.cpp) [Select]
Code:
    //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;        }
P.S: Hi Chris, long time we don't see
 
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Hey

I would like to request to add in the key items for fort Condor please on this editor

thnaks
 
BC Updates
PSV Signing and Exporting now works without the need for user supplied keysI didn't crack the format i was pointed to code that this and was able to use it to get it working in ff7tk. VMP maybe soon ;)

PSV EXPORT NOTES
 The files names are really important when you export so be sure you are saving with Valid Region Info
  You can not export a psv currently with out having first opened a file region info is important with these as its inside the header. This has an easy fix at least.
 Please see this https://github.com/sithlord48/ff7tk/issues/51 for correct names to use when saving PSV files

Where do i get it?
Use the continuous release.
 
When I try to launch Black Chocobo (v1.9.91) it displays error: An entry point to the CancelIoEx procedure was not found.
When I try to launch Black Chocobo (continuous release) it displays error: Black_Chocobo.exe is not a win32 application.
Black Chocobo (v1.9.90) works on Win XP. Can you do support for Win XP (32 bit) ?
 
Doesn't seam since i use C++17 now. And the image with Qt5.11.3 (what 1.9.90 used) does not seam to support it.

Also I have enabled VMP (PsP and PsVita) export / save. I no longer have a PSP or Vita to test with so if someone could test this for me and get back to me about it . Use the Continuous Build to always have the most update date version.
 
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1.10.0 has been released:
newest features: 

  • Light and Dark color Scheme options
  • Filename suggestions for exports
  • Improved Settings Dialog
  • Dynamic Language Switching
  • Finalized PS3 format support (psv)
  • Finalized Psp format support (vmp)
  • Support Switch Saves
  • Support Popular single save fomats (psx, ps1, msx mcb pda mcs)
  • More location for location Viewer
  • Default to non native dialog.
 
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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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

:-)
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.
 
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What version of windows are you running? I think you need windows 7+ (64-bit).
Try the newer version 1.10.0.
 
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