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  • #16
    FF7 Mod question

    801157AD = 50 03 08 00 08 00 AD 00 19 00
    801157B7 = 40 03 2C
    801157BA = 04 00 C3 62 00 20 00 03 24 08

    The instruction at 801157AD says to define Text Box 03 to be at X=0008, Y=0008 with Width=00AD and Height=0019. Then at 801157B7 it uses Text Box 03 to display that kitchen message. I never looked much at movement scripting so the values afterwards don't mean much to me. To create a battle you would write 70 00 kk jj starting at 8011157BA where jjkk determines what battle will occur.

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    • #17
      FF7 Mod question

      *gets confused for at least three or four seconds at the extra 1's*

      Heh...man, I should sleep...
      I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...

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      • #18
        FF7 Mod question

        cool thing,thanks for this information,but its for ntsc hm i cant port this code,would it help if i send you the elf,so you could do it for the pal version too? would be great,atm i dont have the time also to look for it :/

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        • #19
          FF7 Mod question

          The only elf files I know about were outdated Linux executables and a Dictionary.com search only clarified that to be a "Binary format used by System V Release 4 Unix." Therefore it doesn't sound like sending me an elf file would help in porting the code.

          Did you try a hex search for the message box definition values? I would imagine at least the width/height section would stay the same. Oh, and I was incorrect in my first post, the event scripting immediately PRECEDES not follows the text strings.

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          • #20
            FF7 Mod question

            ok,well i thought you could port it,didnt have that much time,but i will do a search,i know now where the adress should be...
            yeah i found it i know now how i can look for these adresses for other chars,many thx XD now i have to know which digit i have to use to initiate battle and what battle.

            oh one question:
            801157B7 = 40 03 2C
            the 40 initiates the events..hm you said in the first post that 70 would initiate the battle,but no...
            btw ff is for the game over screen,so if you speak to this man/women,you are "dead" ^^

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            • #21
              FF7 Mod question

              You need to add 70 00 ?? ?? to initiate a battle. Also didn't you want the battle to occur after the message? If so you should edit values after the 2C.

              On a vaguely related note any recommendations on free Windows programming languages? I'd be more interested in expanding my event scripting knowledge if I could program a viewer that doesn't just run in DOS.

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              • #22
                FF7 Mod question

                sry i dont know so much about these languages :/
                so now i get it.trying it out in some hours.

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                • #23
                  FF7 Mod question

                  hm damn,my character doesnt move after the fight.the normal event is that you talk to the person and after the message you go back to a point XY.when i initiate a battle then after the fight my character doesnt move to the point XY. hmm czardragon can you explain me how did you get to these adresses so i could try another character.

                  edit:
                  damn it again,another char,same problem.when it doesnt work with a jc then i dont know how to manage it.

                  edit2:
                  ....if i change the digits during the fight,then i fight this monster again and again until you are old -.-

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                  • #24
                    FF7 Mod question

                    One option you might try is to replace 40 03 2C with 11 ?? ?? to make the event scripting jump forward to a blank area of memory. Then script the message, the battle and a 13 ?? ?? to jump back.

                    So if 801157B7 was changed to 11 00 80 scripting would probably move to 8011D7B8. B8-BA would be message, BB-BE would be battle. That'd make 8011D7BF 13 05 80 to get back to 801157BA.

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                    • #25
                      FF7 Mod question

                      okay i try that.btw,is there a way to make a memory dump of a psx game with help from an emulation program.that would be much easier for some special monster modification

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                      • #26
                        FF7 Mod question

                        I wouldn't know. It has been awhile since I looked at PSX emulation and when I did there didn't seem to be much in the way of debugger displays.

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                        • #27
                          FF7 Mod question

                          a simple one for the pc would be enough.even for a ps2 emu exists a programm where you can get a mem dump. thats not fair

                          i tried the above method,with changing scripting and so on.well,it doesnt work.hm anyway i thought about making first the buggy version and then look closer to this problem.hm i hope nobody can defeat my monster,so it doesnt matter anyway ^_^

                          edit:
                          ok i found a prog.its called winhex -> winhex.com
                          nice program

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                          • #28
                            FF7 Mod question

                            There seems to be no such thing as a working psx debugger that isn't hardware based.

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