Question about the final battle of the game (1 on 1 with sephiroth) vid added

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I see. That's not where you put the ID!  :-P

It must go in the battle setup. From 0x08 to 0x048 in the scene files there are four 20-byte-long records, one for each of the formations. the first two bytes in each record tell the game what background to load, the next two tell it which formation ID to put in when the current formation is beaten (if it's FF FF, nothing will happen). Try putting 6c 01 at 0x00A of scene82 (between 0B 00 and 09 00), then fight the Guard Scorpion. Hopefully, Air Buster will show up after he dies.
 
I see. That's not where you put the ID!  :-P

It must go in the battle setup. From 0x08 to 0x048 in the scene files there are four 20-byte-long records, one for each of the formations. the first two bytes in each record tell the game what background to load, the next two tell it which formation ID to put in when the current formation is beaten (if it's FF FF, nothing will happen). Try putting 6c 01 at 0x00A of scene82 (between 0B 00 and 09 00), then fight the Guard Scorpion. Hopefully, Air Buster will show up after he dies.
AH! i see now! Thanks so much for telling me that i was really lost as to what i was doing wrong. Also what Hexediter do you use because mine crashes with some scene files.
 
I use HxD. It's freeware ftw!
thanks for the new hex editer its much better than what i was using before! Im not really sure if im on the right track with it, ive got a screenshot of what ive done. sorry to be such a pain.

 
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This is where you should be changing things:

scene82ja1.png


If you do this, beating the first formation (against Guard Scorion) will take you to formation 01 6c (Air Buster).
 
Thanks so-------ooo much man it worked!!! It works on the PSX version. Also is it the same place everytime for each boss?
 
No. There are up to four formations in each scene (most of which are never used in the game), each with 20 bytes of battle setup data in this section of the file. Putting an ID in at 0x0A will only make the enemies appear after the first formation in the file is beaten. You can tell what the formations are by looking at the data from 0x0118 - 0x0297 (they are in the same order in both parts of the file. To make enemies appear after the other formations in the file are beaten, you have to put IDs in their battle setup section.

So, the two bytes at 0x0A of the file are the formation that appears after the first formation defined in the file is beaten, the bytes at 0x01E are the one that appears after the second formation in the file is beaten, 0x032 for the third formation in the file and 0x046 for the last one. You can put in the IDs of formations that are in the same file as well; this is actually done in scene 116, which has the Hundred Gunner and the Heligunner (IIRC); in the setup for the Hundred Gunner formation that is used there is the ID for the Heligunner fight, so the Heligunner turns up when the Hundred Gunner is beaten.

I fear that I might not be explaining this very well, so experiment and see what happens.
 
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No. There are up to four formations in each scene (most of which are never used in the game), each with 20 bytes of battle setup data in this section of the file. Putting an ID in at 0x0A will only make the enemies appear after the first formation in the file is beaten. You can tell what the formations are by looking at the data from 0x0118 - 0x0297 (they are in the same order in both parts of the file. To make enemies appear after the other formations in the file are beaten, you have to put IDs in their battle setup section.

So, the two bytes at 0x0A of the file are the formation that appears after the first formation defined in the file is beaten, the bytes at 0x01E are the one that appears after the second formation in the file is beaten, 0x032 for the third formation in the file and 0x046 for the last one. You can put in the IDs of formations that are in the same file as well; this is actually done in scene 116, which has the Hundred Gunner and the Heligunner (IIRC); in the setup for the Hundred Gunner formation that is used there is the ID for the Heligunner fight, so the Heligunner turns up when the Hundred Gunner is beaten.

I fear that I might not be explaining this very well, so experiment and see what happens.
Nah you explained yourself well, i understand what you mean. Thats good then because it would be pretty bad if it was for every scene it would have to be a one off thing.
 
Sorry to double post again but i found this too funny not to post. Well i guess this is what i get for just playing around with stuff i know nothing about. Tried to change Sephiroths general counter and well look what happened! Not what i wanted to see!
 
ooooopswq4.png


good job i backed it up haha.
 
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Yeah its first time anything like THAT ever happened to me. When i edit the General Counter move of sephiroth what can i edit it to just FF? What i want to do is make it so cloud doesn't counter attack because Sephiroth now has 9999 HP,  and its scripted for the battle to end as soon as the counter attack is done.
 
This is where you should be changing things:

scene82ja1.png


If you do this, beating the first formation (against Guard Scorion) will take you to formation 01 6c (Air Buster).
This is what you meant by 0x0A and 0x0B! I thought you meant that offset of the record, not the absolute address in the scene. It has been updated in the wiki now. I'm glad you clarified this. :)
 
Yes  :-P

And I see that some information about formations has been found as well...
 
This is where you should be changing things:

scene82ja1.png


If you do this, beating the first formation (against Guard Scorion) will take you to formation 01 6c (Air Buster).
This is what you meant by 0x0A and 0x0B! I thought you meant that offset of the record, not the absolute address in the scene. It has been updated in the wiki now. I'm glad you clarified this. :)
Yeah thats what was confusing me too untill i saw that picture. I had no idea what to do i assumed it was where the background was loaded, well how wrong was i haha. I have another question. How do i find out the battle IDs for say, Cactuer so i can have the encounter where ever i want? I looked on the PC version (which i recently purchased cost me £40 off Ebay!) and found a battle ID in the encounters bit in Meteor but what can i do with this?
 
I don' know for certain. When encounters happen on the field screen, it's possible to find the ID by looking in meteor (that's how I found the IDs for my mod). However there is no way to find the corresponding information for the world map AFAIK.

Nevertheless, it should be possible to find the ID for Cactuar by finding the scene file he is in an looking at the formation data there and finding a nearby scene with some formation IDs that are known (since the formation IDs are in the order in which they appear in the scene.bin, and nearly every file has four formations). Ultimate Weapon in Mideel has a formation ID of 0118 and is in scene71. Cactuar is in scene65 and is the first formation in that scene, so if I counted correctly his ID would be 0100.

And it was!

cactuarinreactor1dg8.jpg
 
I don' know for certain. When encounters happen on the field screen, it's possible to find the ID by looking in meteor (that's how I found the IDs for my mod). However there is no way to find the corresponding information for the world map AFAIK.

Nevertheless, it should be possible to find the ID for Cactuar by finding the scene file he is in an looking at the formation data there and finding a nearby scene with some formation IDs that are known (since the formation IDs are in the order in which they appear in the scene.bin, and nearly every file has four formations). Ultimate Weapon in Mideel has a formation ID of 0118 and is in scene71. Cactuar is in scene65 and is the first formation in that scene, so if I counted correctly his ID would be 0100.

And it was!

cactuarinreactor1dg8.jpg
AWESOME! glad to know your theory worked! I wonder would this work for every monster in the game. If so this could get very interesting, im gonna try now since im adding Cactuar as an optional boss aswell as the random encounter.
 
Small snag.

Turns out that's the Cactuar from the Corel Prison and not the Cactuer from the world map (which, I assume, is the one you'll want to fight). The ID for the latter is 00 E4
 
Small snag.

Turns out that's the Cactuar from the Corel Prison and not the Cactuer from the world map (which, I assume, is the one you'll want to fight). The ID for the latter is 00 E4
Wait thats the only Cactuar enemy in the scenes so it must be the same 1 used on the world map.
Thanks for the ID code.
 
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