Announcement

Collapse
No announcement yet.

FF7 Materia

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • FF7 Materia

    I read KingEdgar0's guide on materia editing, but I'm curious to know how/where he got the address from. Also I'd like to know how to edit the effects of materia. What I mean is what happens to your "physical condition" upon equipping it, i.e. HP -2% MP +2% etc.

  • #2
    FF7 Materia

    I'm not certain, but I think the physcial condition refers to what your stats get changed by.

    Comment


    • #3
      FF7 Materia

      Yep, I wanna know how to change'em. In the guide he said he might update on how to do that. I know it's theoretically possible, but how about reality?

      Comment


      • #4
        FF7 Materia

        I happen to know that you can change it, but there's no list of digits as to what the different stat mods are. I don't remember where exactly that was at...

        This might be of some use: Final Fantasy VII - Spell Modififers

        Comment


        • #5
          FF7 Materia

          Thanks, I've already read that page

          If I'm not mistaken, the stat modifiers can't be TOO far from the materias address right?

          Comment


          • #6
            FF7 Materia

            I'm certain they're within a short distance from the already known things that can be modified. Probably not even 10h away.

            Comment


            • #7
              FF7 Materia

              I found the addresses for the other materia, they are + 0x14. I still however can't find the attribute modifiers.

              Comment


              • #8
                FF7 Materia

                I found the equip effect modifier but it seems you can only choose from a preset set of effects, I.e. Luck +01, Strength -01 & Magic +01 & Max HP -02% & Max MP +02%.

                If you don't understand, put this code in

                80073678 0007

                Ultima materia should now give Luck +01.

                Here's the materia address list. The starting address is the address that changes how much ap the materia needs per level. Equip effect is + 0x8.

                MP Plus
                800730D0
                MP: 800730DF

                HP Plus
                800730E4
                HP: 800730F3

                Speed Plus
                800730F8
                Dexterity: 80073107

                Magic Plus
                8007310C
                Magic: 8007311B

                Luck Plus
                80073120
                Luck: 8007312F

                Exp Plus
                80073134

                Gil Plus
                80073148

                Enemy Away
                8007315C

                Enemy Lure
                80073170

                Chocobo Lure
                80073184

                Pre-emptive
                80073198

                Long Range
                800731AC

                Mega All
                800731C0

                Counter Attack
                800731D4

                Slash All
                800731E8

                Double Cut
                800731FC

                Cover
                80073210

                Underwater
                80073224

                HP<->MP
                80073238

                W-Magic
                8007324C

                W-Summon
                80073260

                W-Item
                80073274

                All
                8007329C

                Counter
                800732B0

                Magic Counter
                800732C4

                MP Turbo
                800732D8

                MP Absorb
                800732EC

                HP Absorb
                80073300

                Elemental
                80073314

                Added Effect
                80073328

                Sneak Attack
                8007333C

                Final Attack
                80073350

                Added Cut
                80073364

                Steal As Well
                80073378

                Quadra Magic
                8007338C

                Steal
                800733A0

                Sense
                800733B4

                Throw
                800733DC

                Morph
                800733FC

                Deathblow
                80073404

                Manipulate
                80073418

                Mime
                8007342C

                Enemy Skill
                80073440

                Fire
                800734A4
                Element: 800734B0

                Ice
                800734B8
                Element: 800734C4

                Earth
                800734CC
                Element: 800734D8

                Lightning
                800734E0
                Element: 800734EC

                Restore
                800734F4
                Element: 80073500

                Heal
                80073508
                Element: 80073514

                Revive
                8007351C
                Element: 80073528

                Seal
                80073530
                Element: 8007353C

                Mystify
                80073544
                Element: 80073550

                Transform
                80073558
                Element: 80073564

                Exit
                8007356C
                Element: 80073578

                Poison
                80073580
                Element: 8007358C

                Gravity
                80073594
                Element: 800735A0

                Barrier
                800735A8
                Element: 800735B4

                Comet
                800735D0
                Element: 800735DC

                Time
                800735E4
                Element: 800735F0

                Destruct
                80073620
                Element: 8007362C

                Contain
                80073634
                Element: 80073640

                Full Cure
                80073648
                Element: 80073654

                Shield
                8007365C
                Element: 80073668

                Ultima
                80073670
                Element: 8007367C

                Choco/Mog
                80073698
                Element: 800736A4

                Shiva
                800736AC
                Element: 800736B8

                Ifrit
                800736C0
                Element: 800736CC

                Ramuh
                800736D4
                Element: 800736E0

                Titan
                800736E8
                Element: 800736F4

                Odin
                800736FC
                Element: 80073708

                Leviathan
                80073710
                Element: 8007371C

                Bahamut
                80073724
                Element: 80073730

                Kjata
                80073738
                Element: 80073744

                Alexander
                8007374C
                Element: 80073758

                Phoenix
                80073760
                Element: 8007376C

                Neo Bahamut
                80073674
                Element: 80073780

                Hades
                80073788
                Element: 80073794

                Typoon
                8007379C
                Element: 800737A8

                Bahamut ZERO
                800737B0
                Element: 800737BC

                Knights Of Round
                800736C4
                Element: 800737D0

                Here are the element digits

                00 - Fire
                01 - Ice
                02 - Lightning
                03 - Earth
                04 - Poison
                05 - Gravity
                06 - Water
                07 - Wind
                08 - Holy
                09-FF - None

                As for the spells add 0xE to the starting address. The thing with spells is it depends on how many stars the materia has for it to become master, if it has 4 stars, you can only put 4 spells.

                Example:

                Fire starts at
                800734A4 + 0xE

                800734A4 001B would give Fire... Fire 1.
                800734A4 001C would give Fire... Fire 2 as its first spell.

                I think the digits are the same as the spell modifiers.

                Here are some.......

                Equip Effect
                00 - None
                01 - Strength -02, Vitality -01, Magic +02, Magic Def +01, Max Hp -05%, Max MP +05%
                02 - Strength -04, Vitality -02, Magic +04, Magic Def +02, Max Hp -10%, Max MP +10%
                03 - Dexterity +02, Luck -02
                04 - Strength -01, Vitality -01, Magic +01, Magic Def +01
                05 - Strength +01, Vitality +01, Magic -01, Magic Def -01
                06 - Vitality +01
                07 - Luck +01
                08 - Luck -01
                09 - Dexterity -02
                0A - Dexterity +02
                0B - Strength -01, Magic +01, Max HP -02%, Max MP +02%
                0C - Magic +01, Max HP -02%, Max MP +02%
                0D - Magic +01, Magic Def +01, Max HP -05%, Max MP +05%
                0E - Magic +02, Magic Def +02, Max HP -10%, Max MP +10%
                0F - Magic +04, Magic Def +04, Max HP -10%, Max MP +15%
                10 - Magic +08, Magic Def +08, Max HP -10%, Max MP +20%
                11-14 - None
                15 - Strength +01, Vitality +02, Magic +04, Magic Def +08, Dexterity +16, Luck +32, Max HP +64%, rest is off screen.
                16 - Strength +h6, Vitality +=2, Magic +64, Magic Def +128, Dexterity +h6, Luck +=2, rest is off screen.
                17 - Magic +01, Dexterity +02, Max HP +03%
                18 - Strength +04, Magic +05, Dexterity +06, Max HP +07%
                19 - Strength +08, Magic +06, Dexterity +07
                1A - Dexterity +128
                1B - Strength -128, Magic +p0, Dexterity +60, Max HP+10%
                1C - Strength +01, Magic -128, Magic Def +(blank)2, Dexterity +00, Luck +15, Max HP -32%, rest is off screen
                1D - Strength +80, Magic +40, Dexterity +/0, Max HP+10%
                1E - Strength +01, Magic -23, Magic Def +(half square)3, Dexterity +/5, Luck +p1, Max HP +h5%
                1F - Magic +45, Magic Def +=9, Dexterity -=9
                20 - Strength +45, Vitality +(triangle)8, Magic +(half square)0, Magic Def -=1, Max HP +t3%, Max MP +(half square)3%
                21 - Strength -Large Number, Dexterity +Large Number, Luck +Large Number, Max HP & MP + 100% (Double)
                FF - None

                Comment


                • #9
                  FF7 Materia

                  I thought that's the way it was. But, that ought to mean it's storing the possible combinations of stat changes somewhere. Which is kind of the same thing it's doing with the materia and equipment.

                  Comment


                  • #10
                    FF7 Materia

                    Yeah, the trick would be finding them. By the way, nice guess on where the equip effects were. This is just some useless info but you can also add elements to materia that shouldn't even have an element, like enemy skill. Elements all appear to be 0xF apart from it's AP address.

                    Comment


                    • #11
                      FF7 Materia

                      Some things that seem useless sometimes are very useful later on... Though in this case I don't see what use it would be.

                      Comment


                      • #12
                        FF7 Materia

                        I haven't tested it much but I'm going to see if it actually changes the elemental affinity. Like if I use an ice attack it'll be the element of fire. I think that might be it's only effect, if any.

                        Comment


                        • #13
                          FF7 Materia

                          hmmmm interesting, and I am interestign in what your testing will find and do.

                          The spell modifiers are nice, though in the digits, do not see one for being 'all' elements, I wonder if that is possible? Or if it would disrupt the game.

                          Otherwise, I am also very interested in the 'equip effects' would those you listed go on materia? If so, heck, I'd request those codes just to give each and all materias that 21 - Strength -Large Number, Dexterity +Large Number, Luck +Large Number, Max HP & MP + 100% (Double) Would do that because if all materia had that, heck, never any need for HP plus and such that you need to be at 9999 when you equip a last attack and Phoenix, plus all the other cool materia combos 'snak attack' and Kinghts Of The Round and all else.

                          So as is I am very interested if all that can be done with codes, and otherwise, once you 'change' the materia effects with these codes, 'if' they save over or not on your save file?

                          ~Amy

                          Comment


                          • #14
                            FF7 Materia

                            Well, I played around with the element modifier. It infact ruins the materia, taking the spells right out of your casting list. Too bad, a gravity element ice attack would be interesting ^_^

                            I didn't really test from 9 all the way to FF more like..9 to about 20. I didn't find anything. I also didn't test that on materia that's not supposed to have an element, nor summon materia.

                            As for the equip effects, yes it gets applied to whatever materia you set it for, and will apply to your status upon equiping the materia. I found one of those digits added 10mp to my total and brought me from 351 HP all the way to 9999. Which was on an MP Plus. Some of them don't actually add what they show. And the "large numbers" and any number greater than 99 shows up as a glitch. Hence the h and p and t and the = and half square..you get the idea. I have NO idea how to describe those lol.

                            As for it's effect, it only effects 1 materia.

                            So.. for MP Plus..

                            800730D0 + 8

                            800730D8 0021

                            Would give you.. well whatever the digit 21 says.

                            Long range.. a nice materia there..

                            800731AC + 8

                            800731B4 0021

                            They could be easily put into a slider code though.

                            Another thing I noticed, though it's somewhat redundant if you use the AP After Battle code..

                            If you set each materia's level to require 100AP per level, I used lightning in my test..

                            As soon as you get 100 AP it'll go from level 1 to master. Giving you all spells as well.

                            It looks like this..


                            800734E0 :14 00 B4 00 5E 01

                            those are for levels 2 3 and 4..

                            So..

                            800734E0 0001
                            800734E2 0001
                            800734E4 0001

                            Will master lightning materia from nil if it gets 100ap

                            Obviously..

                            800734E0 0001
                            800734E2 0002
                            800734E4 0003

                            Will require it to make 100 ap per level.

                            I went way off topic here huh?

                            And as for your last question, I believe KingEdgar0 said in his guide that these changes are not "saveable". So the codes will have to be reloaded each time, though I myself have not tested it as of yet. My PSX is on the verge of dying and I could really use a live memory editor for Emulators..

                            Comment


                            • #15
                              FF7 Materia

                              Interesting, a shame the effects are not savible, but well cannot have all, still interesting as you said, too bad cannot have an ice PLUS gravity attack

                              ~Amy

                              Comment

                              Working...
                              X