Author Topic: [PC] Enemy editor - IFRIT (0.11C)  (Read 140821 times)

resinate

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Re: [FF8] Enemy editor - IFRIT (0.11)
« Reply #150 on: 2016-11-08 17:39:29 »
letting u know version 0.11B - IN DIRECTORY MODE - doesnt save at all just gives errors when changing stats. and its over saving other files im not even editing

single file open - save works fine
« Last Edit: 2016-11-08 18:16:41 by resinate »

zoeyvalentine

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Re: [FF8] Enemy editor - IFRIT (0.11)
« Reply #151 on: 2016-11-19 11:32:15 »
Hello, can somebody make a video-tutorial how use this program? (Even with notepad writing will be enough, is not necessary voice-video)

This program works for FF8 PSX ver? FF8-PC-Standard Ver ? or FF8-Steam version ?.
 
 A basic example of changing stats of "Ifrit" lets say would be enough for newbies like can learn how use that! Thanks.
« Last Edit: 2016-11-19 11:48:33 by zoeyvalentine »

Zara9

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Re: [FF8] Enemy editor - IFRIT (0.11)
« Reply #152 on: 2016-12-31 23:54:20 »
hey

how can i use this enemy editor for ff8 on ps1

gjoerulv

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Re: [FF8] Enemy editor - IFRIT (0.11)
« Reply #153 on: 2017-01-03 02:31:42 »
letting u know version 0.11B - IN DIRECTORY MODE - doesnt save at all just gives errors when changing stats. and its over saving other files im not even editing

single file open - save works fine

Others have reported the same, but I've never been able to reproduce that bug. I would need as much info as possible to figure out what's going on in these cases. As of now I don't even have the game installed; need to reinstall and take a look.

Ifrit should work for all versions. On Ps1, I believe you can simply open the dat files directly. It's been a while since I seriously worked on this so I would need to refresh myself as well. :P

Zara9

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Re: [FF8] Enemy editor - IFRIT (0.11)
« Reply #154 on: 2017-01-03 08:47:30 »
hey gjoerulv

i am using psxfin the emulator to play my ps1 games, so how can i use the ps1 enemy editor to open up the dat files

and where are the ps1 dat file stored

gjoerulv

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Re: [FF8] Enemy editor - IFRIT (0.11)
« Reply #155 on: 2017-01-05 15:55:35 »
I don't know actually. I would image they're inside the discs somewhere though lol. You'd need to extract the image, edit files, and recreate it. It will probably be a rather tedious process without good tools. It's been too long since I've done any editing this way; you may want to google it. Also read the wiki:
http://wiki.qhimm.com/view/FF8/PlaystationMedia
http://wiki.qhimm.com/view/FF8#File_Formats

metalicarusbr

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Re: [FF8] Enemy editor - IFRIT (0.11)
« Reply #156 on: 2017-02-04 12:27:17 »
Hey gjoerulv

Great tool, I'm glad to be able to edit some monsters and make the game more challenging.

One note, the number besides Magic on [Draw tab] alters the "draw resistance" of that specific magic, the higher the number the harder to draw. But I actualy dont know where it fits in the formula, so a little more testing is required.

Cheers

gjoerulv

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Re: [FF8] Enemy editor - IFRIT (0.11)
« Reply #157 on: 2017-02-06 09:41:19 »
Nice info there!  ;D

Divatox

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Re: [FF8] Enemy editor - IFRIT (0.11)
« Reply #158 on: 2017-10-10 07:17:47 »
Hi there, im trying to edit just to see how it works. I just put on glacial eye the magic apocalypse to cast and saved
but when i try to put into the battle.if (intothe steam/steamapp/common/FFVIII/data/EN)

this shows up


any help?

gjoerulv

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Re: [FF8] Enemy editor - IFRIT (0.11)
« Reply #159 on: 2017-10-10 09:37:59 »
I sent you a PM, but I think the problem is that you extract from a battle.fs that does not have battle.fi and battle.fl in the same folder. Same thing when you pack/create a new battle.fs: Both battle.fi and battle.fl must be in that folder you create battle.fs in UNLESS you extracted all the files.

EDIT:
I updated first post in this thread to hopefully clarify things. Please read if you're confused; I try to explain as best I can, but I suck at explaining lol :P
« Last Edit: 2017-10-10 09:54:39 by gjoerulv »

Divatox

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Re: [FF8] Enemy editor - IFRIT (0.11)
« Reply #160 on: 2017-10-10 21:36:16 »
Thank you so much Gjoerulv XD help me aloooot.
I don´t know if will help some one, but here is the list that you can use:

__________________________
Kernel = Magic
Ability = Magic Number
Anim = always "11"
__________________________
1-fire
2-fira
3-firaga
4-blizzard
5-blizzara
6-blizzaga
7-thunder
8-thundara
9-thundaga
10-water
11-aero
12-bio
13-demi
14-holy
15-flare
16-meteor
17-quake
18-tornado
19-ultima
20-apocalypse
21-cure
22-cura
23-curaga
24-life
25-full-life
26-regen
27-esuna
28-dispel
29-protect
30-shell
31-reflect
32-aura
33-double
34-triple
35-haste
36-slow
37-stop
38-blind
39-confuse
40-sleep
41-silence
42-break
43-death
44-drain
45-pain
46-berserk
47-float
48-zombie
49-meltdown
50-scan
51-full-cure
52-wall
53-rapture
54-percent
55-catastrophe
-------------------------
Kernel = CUSTOM
Anim = still "11"

124- LV5 Death
242- thunder summon (its a anim that´s look like Thunder Storm, but works like magic)
257/309- gravija
262/295- Mighty Guard
263- Doom
276- White Wind
338/365- Maelstrom
358- Hell´s Judgment
__________________________
I´m still testing some magics, like a enemie use Mighty Guard, White Wind, Haste, Double, Triple, Cure etc. In them self not in your party XD. And some magics that cause damage in the whole party, dealing damage only to 1 of them, ex: Ultima.

But i hope this help ^_^

Maki

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Re: [FF8] Enemy editor - IFRIT (0.11)
« Reply #161 on: 2018-01-15 13:57:02 »
Some times ago someone sent me the japanese site where I found all enemy scripts dumped and formatted with all magic IDs and texts inside files. Grab it here:

http://www.geocities.jp/agnesboulangerchan/psff8/research/psff8-enemy-ai.zip

For example you can clearly see that 117 (Sorceress 3) is casting magic 327 and 074 on herself at the init. It has all variables named (local and globals) and rich AI documentation with HEX codes, but all in Japanese.

volvania

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Re: [FF8] Enemy editor - IFRIT (0.11)
« Reply #162 on: 2018-01-15 14:56:32 »
Omg is this real or i am dreaming for over a 10 years i am searching for this data, thank you so very much maki you can't imagine my happiness

Maki

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Re: [FF8] Enemy editor - IFRIT (0.11)
« Reply #163 on: 2018-01-21 20:54:25 »
MonsterAI+CA:   (Where MonsterAI is 0x487DE0 in 2000PC)
Code: [Select]
mov     al, [esi]:
[ESI] - pointer to current operation to parse
al - will hold AI code opcode


Example:
MonsterAI+62E  AI_TALK (opcode 0x1A)
mov dl, [esi] - ESI holds textID (as said in documentation it's byte text_index)
gets saved to local at var_14

MonsterAI+661 now EAX holds absolute address to text to display- here: "5 ?Rm kmpc."- deciphered as "NO MORE!"

So... Yeah, I might be able to make something like real-time AI interpreter I think...

Opcode 0x05 is some sort of PUSH

Isn't it?

Pardon that 'A', I just used ROT-23 for text conversion
« Last Edit: 2018-01-21 21:57:35 by Maki »

volvania

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Re: [FF8] Enemy editor - IFRIT (0.11)
« Reply #164 on: 2018-01-22 13:19:43 »
you mean you will make a stand alone tool to change monsters AI or make some upgrades to ifrit ? either way i am looking forward to it finally the long wait is over and we can make ff8 great again  :cry: ;D

Sega Chief

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Re: [FF8] Enemy editor - IFRIT (0.11)
« Reply #165 on: 2018-01-28 22:00:26 »
A friend of mine translated the Readme document:

https://pastebin.com/DYSuHeMv

Divatox

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Re: [FF8] Enemy editor - IFRIT (0.11)
« Reply #166 on: 2018-02-01 14:23:47 »
Some one could tell if Ifrit tool was recently updated? I was have some problems in the old one, messing if the graphics in the game after you change something in the AI

qotsaninsoadkorn

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Re: [FF8] Enemy editor - IFRIT (0.11)
« Reply #167 on: 2018-09-07 02:44:01 »
I believe the majority of the corruption is a problem that I fixed on July 25th, you can get the updated version here.
The issue was that variables in if statements weren't being compiled properly and ended up missing 2 bytes.

2018 update... is this still the latest version...
attempting to do some AI changes...
so far Texture Corrupt when i do... i guess i must be using the older version?

gjoerulv

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Re: [PC] Enemy editor - IFRIT (0.11)
« Reply #168 on: 2018-09-10 07:44:31 »
Afaik, there haven't been any updates on the ai editor in a while. I'm not sure if the creator is working on it still.

zkshd

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Re: [PC] Enemy editor - IFRIT (0.11)
« Reply #169 on: 2018-11-17 19:41:28 »
Hi, i was trying to edit ultimecia last form lower part (the one from you draw Apoc), yet I didn't found it...

 Still my log from battle.fs report this:
Code: [Select]
File found at offset 0E632800-0E67624C  name: Ultimecia
File found at offset 0E676000-0E676008, parts: 0
File found at offset 0E676800-0E6769CC, parts: 2
Are those 'parts' the code that helds the lower part??

EDIT: yes they do.
« Last Edit: 2018-11-18 13:53:07 by zkshd »

FFVIIIFanBoy

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Re: [PC] Enemy editor - IFRIT (0.11)
« Reply #170 on: 2019-05-10 14:34:29 »
I tried extract files from battle.fs but it says.
"Value cannot be null"
"Parameter name: Items."
Please help.

I tried deleting MMHIQ and then extracted it. Nothing worked properly.

SOLVED: Used to delete reg entry of Ifrit editor in REGEDIT.
« Last Edit: 2019-05-11 02:26:27 by FFVIIIFanBoy »

gjoerulv

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Re: [PC] Enemy editor - IFRIT (0.11)
« Reply #171 on: 2019-05-11 12:44:24 »
Yes, that bug is kinda embarrassing. At some point I thought it was fixed but apparently it's still there.
EDIT:
What version are you using? I didn't think it was still possible in 11B.
« Last Edit: 2019-05-11 12:52:38 by gjoerulv »

Goth

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Re: [FF8] Enemy editor - IFRIT (0.11)
« Reply #172 on: 2019-07-07 22:01:00 »
Some times ago someone sent me the japanese site where I found all enemy scripts dumped and formatted with all magic IDs and texts inside files. Grab it here:

http://www.geocities.jp/agnesboulangerchan/psff8/research/psff8-enemy-ai.zip
Updated link:
http://pingval.g1.xrea.com/psff8/research/psff8-enemy-ai.zip

Kefka

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Re: [PC] Enemy editor - IFRIT (0.11)
« Reply #173 on: 2019-10-27 14:52:45 »
Hey guys, I was just playing around with AI editing for some monsters, when I tried to save my changes and then received this error message in Cerberus' AI:

"Syntax error on line 30: no viable alternative at input 'if(unknown)'".


Whatever the mistake is, it must be present in the vanilla AI already, as I get this error message even when I didn't edit anything. Does anyone know what to do in this case? I'm hoping there's a way to get around this, because this error message prevents me from saving any changes I'd like to make. It's the same for a few other enemies as well (the Propagators, Sorceress No.1, and Granaldo). If anyone could point me in the right direction, that'd be great.
« Last Edit: 2019-10-28 16:23:27 by Kefka »

qotsaninsoadkorn

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Re: [PC] Enemy editor - IFRIT (0.11)
« Reply #174 on: 2019-10-28 05:41:10 »
Yes, that bug is kinda embarrassing. At some point I thought it was fixed but apparently it's still there.
EDIT:
What version are you using? I didn't think it was still possible in 11B.
ideas for future updates...
adding Ability Slot #0, #1 etc next to each one... will make things a bit faster...
also still need the enemy list updated to help differentiate between some of the enemies that appear more then once...
along with that, i've also noticed a few enemies where AI edit meant having to change code to get it to save...
also curious about death animations options, as giving certain bosses a simple death, means we can free up an extra ability slot... or give them a death move etc... pretty fun, but more documentation on us making these edits would be great...
even just changing things like "target" 204 / 201 etc... planning to continue my own testing regardless but thx for your time reading this...