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.
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FF7 Materia
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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
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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
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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
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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..
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