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Messages - fornis

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1
https://www.youtube.com/watch?v=ls74BJquLQM

Toggle breakpoint works, though using the assembly at least for this seems to crash it, without an error prompt no less...

Interestingly though, using togglebreak point after a battle it seems to give EXP like it would in PS1 version to the controlled monster.

Junctions carry over, which I think is normal and how it happens on PS1/PSP and thusfar so that's good, though I recall a few monsters not doing this. Not sure why.


2
as a follow up on the steam (and presumably 2000 version) this indeed works, but doesn't work.

https://www.youtube.com/watch?v=AL_HpcdVoZE

More than likely I fucked up, though? I don't really know, considering your screenshots would prove this should work no problem.

Where does it pull the data for junction/stats anyways for any of the bytes above 0x11 (anything after ward seems to crash it).

Is the dream dead? I hope not.


3
Gameplay / Re: FF8 Party modifier mod?
« on: 2018-01-21 14:21:44 »
Greatly appreciated! Thank you.

4
Gameplay / Re: FF8 Party modifier mod?
« on: 2018-01-19 12:03:52 »
If you don't mind, could you PM me? I want to figure this out.

5
Gameplay / Re: FF8 Party modifier mod?
« on: 2018-01-17 04:54:33 »
I did extensive research into the enemy party replacement codes on the PSX version and have my data backed up. I'm just wondering if it's possible to port all the gameshark codes to HEX or the like to make it work with FF8PC?

OP's post is simply that, it's party replacement gameshark codes.

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