ok cheema, Final_Fantasy_7_ -> How we will proceede i outlined on the boards how we will proceed and distrube. warning the harsh warnings for those who ask for eboots or the game isos. (that they will get IP Bann + reporte dto the mods here.)
i tested this on PCSXBOX v21 (PS1 emu for Modded Xbox 1s) this is whats got me styimed.. on an PSP Eboot, the changes made to the Menu avatar icon wont show. (still clouds.) and regular SFX even w/ codes. and freezes teh PSP when you enter battle.
on this Emulator. i see Cloud walking around but in battle seph. i see teh changed Menu icon, and w/o codes i dont hear hit/crit hit sfx (meaning its working i just nee dto add codes.) but battle. it freezes for a verry spit second and the swirling animation wont show but it Does enter battle. w/o any DATA ERROR
so the Kernel mod Breaks PSP Compatability w/o Popsloader (well i havent trie dit yet.) and when you empty your inbox, i'll give you a link to the forum i made Just for this Project.
sorry i have yet to test on a PC/Other PS1 emu yet . i created a Forum on a locally hosted server. im having a friend make a logo w/ a mixed set of elements from a PSP 1000 Look, FF7, and the Site here. after i have a lil something to drink if i cant find my controller , for my pc i'll transfeer 2 ISOS to my xbox 1 with the Kernel padded with 0's and one without. and see if this step is whats breaking the PSP
(whats broken on teh PSP end is the second you start a battle the swirl animation the section you see it.. the Audio does a 1 second repeating loop and teh PSP hasto be hard shutoff i'll try as well in a bit under 5.00 M33-6 under TEST M33 and w/ POPLoader (it appears pops loader doesnt run under 6.35)
ok when i imported the kernel i got promptedf to pad. so i did. i frize first battle it didnt matter if i had codes on, going to try w/o padding if i still freeze. i will try on a pc. then if it works i'll test M33 boot so i can use popsloader and try under 3.71 pops
your inbox is full, but , ok inbattle. (before Kernel swap) i saw Seph. but before battle, Cloud. in the "Gained EXP and AP screen" i see cloud's image.
"Enter a name" (from begining) iu see cloud's image.
1st glitch (no cheatpops enabled) http://img708.imageshack.us/img708/6615/im000206.jpg
cleared up on next screen.
codes did not affect it (atleast i cant tell the diff oddly)
Thanx for the question...
The kernel for ff7 is only a certain size.. with name spells in ff9 they take memory from the explanation box (which you can use in battle) to change to name of magics.. That way it does not change the name of the magic outside of battle.. With ff7 there is no real extensive explanation of magics and such..
You can make all your own magics in ff7 just like you can in ff9... Not many people do it, but I enjoy making my own magics in ff7 and giving them their own graphics.. I made a Holy materia and gave it the graphics from Aero 3, and changed its attack paramaters..
Anything is possible but it is not the allocation of memory that is the problem, more the changing of addresses that hold the code. It is beyond hex coding to undertake such a task.. Perhaps with a modified kernel there would be less issue. But again you would have to delete a fair amount of stuff from the kernel in order for its allocation size to remain the same size or smaller..
Hey, I was looking at your exploitng FF guide, I didn't see any FFIX codes, and as for the naming of the the spells in FFVII couldn't you create the memory allocations needed? I know in FFIX you can even go as far as creating your own spells. Why wouldn't that be possible with FFVII other than, of course it's an older game, yet it still seems like there are many more codes for FFIX than FFVII