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Author Topic: Final Fantasy VII nes Easy Type  (Read 2 times)
HackyFreddy
Guest
« Reply #15 on: October 08, 2008, 06:50:34 am »

Wow...
you found all these things, and I'm still trying to increase the starting HP of the party members...

I just realized that I suck at romhacking Shocked
Lindblum
Guest
« Reply #16 on: October 10, 2008, 09:52:56 pm »

Hacky,
Don't judge your potential at romhacking over this one.  This ROM is coded quite unconventionally, so even normal romhacking techniques don't cut it.  High bytes and low bytes are separated and some stats are coded as a 1/10th of the actual value.  Enemy HP is randomized, and Exp is continuously randomized (Gil = Exp/10).  Exp to next level is calculated, and apparently so are Level Up rewards, so it's impossible to search for value arrays with a hex editor.  I don't think it even has statically declared starting HP.  It needs FCEUX runtime debugger skills beyond my talents, and the RAM encoding is so alien (Chinese) even the FCEUX RAM viewer doesn't find what I want. 

Summary of completed findings:
Party Init Equipment & Levels* (Starts at 0x5508)
Enemy Spells (Starts at 0x2EFAC)
Armor Stats (Starts at 0x2C94A)
Armor Prices (Starts at 0x2F30F)
Item Prices (Starts at 0x71DBA)
Exp/Gil Reward Ratio (At 0x2676C)
*If you want to change Cloud's starting HP: MaxHP = 9*Level+10
« Last Edit: October 15, 2008, 09:49:19 am by Lindblum »
HackyFreddy
Guest
« Reply #17 on: October 19, 2008, 12:45:48 pm »

Well, you gave me a lot of information and details about this rom, so I'll try some stuff and see if I (finally) get some results
Lindblum
Guest
« Reply #18 on: October 19, 2008, 07:16:49 pm »

I've found some more since then. 

Exp to Next Level (Starts at 0x2C7B4) (4 bytes each)

I've compiled my findings in a semi-organized spreadsheet file, so I'll upload it for your benefit. 
http://www.mediafire.com/download.php?tqnmnwqzyyz

I've tried to track down level-up bonuses, but the code got so confusing that I abandoned it.  Just lowering the exp between levels should effectively speed up growth. 
The file mentions something I call a "Level 0 Stat Baseline" at 0x72FFF.  Don't trust this yet.  When it calculates your stats based on your level it uses this number (#$05) as their level-0 values.  I found that it changes the stat values for the status screen, but apparently not in battle.  I'm guessing a similar block exists elsewhere in the ROM where the byte must be changed again. 0x22E8F look suspicious, and I think 0x567B has a similar effect on HP.  Maybe you'd like to check it out, it looks important.  I gotta get back to learning the text engine. 

As for my XLS, be aware it is prone to some human error in it (don't let my appearance fool you.  I am really human).  I mixed up the Hi and Lo bytes for HP.  I'm not sure, but the stat baseline bytes I gave could just be part the hex-to-decimal conversion, and may only give you the illusion that you have 9,999HP (kinda like alcohol). 
« Last Edit: October 22, 2008, 09:20:19 am by Lindblum »
Lindblum
Guest
« Reply #19 on: October 22, 2008, 12:35:14 pm »

Okay, I finally figured out Level-Up stat bonuses :laugh:
The trace log shows there's some serious 32-iteration long-division going on or something -- really unnecessary. 

Cloud:
MaxHP = ([0x2C244(0x190)]*Level)/50+Level+[0x55AA(0x05)]+[0x557B(0x05)]
Str = ([0x2C246(0x48)]*Level)/50+[0x72FFF(0x05)]
Def = ([0x2C248(0x3F)]*Level)/50+[0x72FFF(0x05)]
Int = ([0x2C24A(0x50)]*Level)/50+[0x72FFF(0x05)]
Res = ([0x2C24C(0x50)]*Level)/50+[0x72FFF(0x05)]
Agl = ([0x2C24E(0x3E)]*Level)/50+[0x72FFF(0x05)]
(Skip 2 bytes)

Barret:
MaxHP = ([0x2C252(0x1B8)]*Level)/50+Level+[0x55AA(0x05)]+[0x557B(0x05)]
...

*Equations do not factor in status enhancement items. 

Made some changes the Excel file.
http://www.mediafire.com/?znjfzwdjzwd
« Last Edit: October 22, 2008, 02:09:43 pm by Lindblum »
Nerd42
Guest
« Reply #20 on: December 11, 2008, 04:56:40 pm »

Don't know if I can help but if you ever get a patch out I could maybe help beta test using NesterJ on my hacked PSP Smiley
Lindblum
Guest
« Reply #21 on: December 19, 2008, 10:40:18 pm »

I'm back into working on it.  Right now I'm doing a playthrough of the game using my alterations, but it's still hard, and the boss battles are still hella long, even with the emulator sped up.  The enemies are either hella weak or hella strong (I think they have some kind of level system), and it's hella hard to escape most battles.  I don't know if I have the patience to make it decent.  Unfortunately my playing has revealed a tricky bug in my revised text engine so I may not get another patch out until that's done.
Nerd42
Guest
« Reply #22 on: December 22, 2008, 09:57:42 am »

well, i'm definitely a big fan Smiley good luck! Smiley
Lindblum
Guest
« Reply #23 on: December 24, 2008, 04:20:45 pm »

Since I have started including improvements in my translation patch and don't intend to juggle 2 threads, I'm henceforth posting all further updates on the original thread
http://www.romhacking.net/forum/index.php/topic,6915.0.html
That being said, the new version is out!
RedComet
Guest
« Reply #24 on: December 24, 2008, 07:39:53 pm »

I've locked this thread so we only have the discussion going on in one thread. Nice work, btw. Smiley
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