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Final Fantasy VII some advice for my patch

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  • Final Fantasy VII some advice for my patch

    Hi all I have a rather strange request and im not even sure if this is the right place to ask it. Well what i want to do is permantly hack this code into my hack for the PSX version of ff7. Heres a video of what im talking about

    http://www.youtube.com/watch?v=21JM6pym1ig


    Enemy Brightness Mods
    Enemy 1 color mod: 80154768 ??00
    Enemy 2 color mod: 80155304 ??00
    Enemy 3 color mod: 80155EA0 ??00
    Enemy 4 color mod: 80156A3C ??00
    Enemy 5 color mod: 801575D8 ??00
    Enemy 6: 80158174 ??00 Any value will work (the entire spectrum is possible), but here are the extremes:

    7F: Totally black. Being of darkness.
    80: Really bright.

    I,m using AI scripting to try and do this there is a size code to which i managed to use after looking at bombs script. I have been told in order to find out where the code was alternated i need to dissemble it if anyone can help me it would be greatly appreciated thanks.

  • #2
    You can either use a PC emulator+debugger to track writes to the affected addresses, or you can hack the code into the game's routines in some fashion to set the same colors for all enemies permanently. The latter would be easier, but would have far fewer options.

    There are PC PSX debuggers available in the wiki, with some instructions on basic usage for someone experienced in ASM stuff. Given some investigation, it should be possible to list colors according to an enemy name/number list(I doubt it'll be non-contiguous, which would really bite, to be frank about it). A bit of messing with the files on the CD with cdmage(?) would likely allow you to apply the differences.
    This reality is mine. Go hallucinate your own.

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    • #3
      Thanks for the reply! i use Cdmage and play on a emulator i made this video if u wanna see what i can do.

      http://www.youtube.com/watch?v=OLyBpHIY2Ek

      How would i go about the debug thing it sounds the most logic thanks for the help btw.

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      • #4
        http://www.gshi.org/wiki/Assembly_Hacking#Playstation

        Play around with the MIPS assembly language a bit, find the source read address for the addresses. If it looks like an array of data, try to find the same set of bytes in a file from the game. If you find it, try changing it in the iso and then play, seeing if it's been updated to the new version in the game. If it's a memory address, instead of some data, that complicates things.
        This reality is mine. Go hallucinate your own.

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