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Found 11 results

  1. How was the data of this game edited? Was it simply through hex or was there a tool/guide to allow such changes to stats and skills?
  2. FF6AE: The Poll

    I've been working on a FF6 Advance editor since 2013 and a first version was released in 2014. A new WPF version is slowly being developed and I got the font editor, monster and item data editor and dialogue editor near completion (overall 90%+ finished). I'm making a poll to see what you would like seeing first. Elements have the easy (E), medium (M) or hard (H) mention regarding knowledge on them and time to code. Nothing music related is include because music editing can already be done with another tool.
  3. Version 3.8.2

    408 downloads

    Edits all aspects of Super Mario RPG.
  4. Version 1.0.0

    461 downloads

    Tools that can edit Final Fantasy Tactics' sprites, data, text, code, and more.
  5. Version 1.44

    1935 downloads

    Edits Final Fantasy Tactics memory card save files. Can edit character inventory, statistics, and more.
  6. Version 1.2.1

    334 downloads

    An Archive Extractor/Compiler for FF7 PC by Luksy on Qhimm Forums. Before working with FF7's 3D models, the archives in which they are kept need to be decompiled and then, after edits, recompiled for the game to use again. The tool handles archives with the extension of .lgp. The original release thread can be found here: http://forums.qhimm.com/index.php?topic=12831.0
  7. Version 0.3.0

    166 downloads

    A Limit Break Editor for FF7 PSX/PC by Bosola on Qhimm Forums. Libre modifies the Limit Breaks for the game; for the PC versions, direct the tool to ff7.exe (works with the Steam version of the .exe as well). This tool is quite old so Visual Basic powerpacks and dependency files may need to be installed/registered. The original release thread can be found here: http://forums.qhimm.com/index.php?topic=9548.0
  8. Version 0.9.7b

    469 downloads

    A Model Editor for FF7 PC by Borde on Qhimm Forums. Kimera is a 3D Model editor/viewer that can modify model assets used by the game's battle, field, world map, and minigame .lgp archives. It also has some limited animation editing capabilities. It is for PC assets only, and requires Visual Basic dependency files to run properly (see the thread + documentation for more information; some of the dependencies are included in the download but may need to be registered). The original release thread can be found here: http://forums.qhimm.com/index.php?topic=4194.0
  9. Version 1.7.2

    153 downloads

    A Field Editor for FF7 PSX/PC by myst6re on Qhimm Forums. Makou Reactor opens the game's fields and is able to edit dialogue, event scripts, walkmeshes, encounter tables, etc. It is able to open and edit both the PC and PSX version of field files. The original release thread can be found here: http://forums.qhimm.com/index.php?topic=9658.0
  10. Version 1.4.5

    810 downloads

    A Kernel Editor for FF7 PSX/PC by NFITC1 on Qhimm Forums. WM opens the game's kernel.bin and is able to edit various game assets such as character data, items, equipment, Materia, menu/battle text strings, and others. When editing the kernel.bin, make sure to use PrC to sync the game's scene.bin to the kernel.bin so that look-up tables remain correct. This tool works with both the PSX and PC version but be mindful of space limitations when editing text in the kernel. The original release thread can be found here: http://forums.qhimm.com/index.php?topic=7928.0 Requires: Microsoft .NET Framework 3.5 or higher Microsoft Visual Basic Power Packs 3.0 or higher
  11. Version Final

    398 downloads

    An Enemy Editor for FF7 PSX/PC by NFITC1 on Qhimm Forums. PrC opens the game's scene.bin and is able to edit enemy data including attacks, stats, AI, formations, etc. It also 'synchs' the altered scene.bin with the game's kernel.bin so that table look-ups remain correct. This tool works with both the PSX and PC version. The original release thread can be found here: http://forums.qhimm.com/index.php?topic=8481.0 Requires: Microsoft .NET Framework 3.5 or higher DirectX 9.0c (or higher)