Author Topic: [PSX/PC] Field editor - Deling (0.12.0b)  (Read 224510 times)

DLPB_

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Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« Reply #200 on: 2016-06-04 01:54:50 »
I'm liking the debug messages:



Code: [Select]
83:
kitase

130:

Defeat Ifrit
Raise flag

235:

   
[I don't recognize any of this stuff on this map and it looks cool!
Perhaps I just never used computer terminal - DLPB]
 

258:

Event in the works!!!

351

That's it for today's CD.
Thank you.

352:

This is it for today's CD.
This is the end of DISC 3.

369:

Map is not connected.
Go to control room where Seifer is waiting.

528:

”Originally, the game was supposed to go to
 where the lifter is stationed but it will
 jump straight to the lab.“

569:

Remove items for debugging

600:

Temporary dialogue

613:

”The master fisherman's motions
 are all temporary.  They're not connected.“

640:

After events,
go to Party setup menu.


753:

Rinoa's proud pose.



800:

We know that the sound
is not timed well.
No need to report it as a bug.

[Was this ever fixed? - DLPB]

804:

Motion, placement are temporary

805:

Loud noise

807:

Loud gunfire

808:

In development
Character not in motion with movie
Please wait

[This was obviously fixed. In the final game, the camera pans and squall's position is correct. - DLPB]

809:

Movie&event in development.
Test movie
{NewPage}
What to do in the parking lot
Go to the desert
Do not return to prison.  It crashes.

810 and 811:

Test
Electric shock

823:

No motion

825:

No motions are included.
They are floating.

[Instructing that Rinoa and Squall are floating at this point - DLPB]

826:

Event in development
No lift implemented
Match character with sound
Report only bugs for this scene

872:

Thank you, all QA personnel.
That's all for today.

947 and 950:

Dragon's roar


@Myst6re:

Searching for opcodes and so on does not work backwards properly.

Any chance also of a pseudo-code search too?  And a search that can search for 2 opcodes at a time and not one?  Finding a music load was difficult because the value is pushed beforehand.


Really good job with this!







« Last Edit: 2016-06-04 05:17:31 by DLPB »

myst6re

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Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« Reply #201 on: 2016-06-12 21:08:15 »
Any chance also of a pseudo-code search too?  And a search that can search for 2 opcodes at a time and not one?  Finding a music load was difficult because the value is pushed beforehand.

This bother me too, but for now... I need to made a new search type for the pseudo-code, that's not the easier part.

Also to answer Annie (I saw your message), I made a little user manual here: https://github.com/myst6re/deling/wiki/Custom-Fonts

zkshd

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Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« Reply #202 on: 2016-08-10 20:12:31 »
Well you have done a hell of a job here myst6re. And thanks for it.

Although I have some questions, if someone has patience to answer them (from simple to harder):
1) In the encounter section, formations, what are they? monster types? is there an option to edit the those? (by export? or can I access to the binary code?)

2) Can I change the magic type of a draw point? (with the last version of Deling) if posible how?

3) Can I edit the starting exp points of Squall from 6500 to 6000?

4) And last one, can I edit some GF special abilites like Str Bonus (so instead of given 1 pt per level it gives 2 or 3)?

Yeah I know that most of these questions are just finding the correct byte in the bin and then replace the value, the tough part is finding it.


Maki

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Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« Reply #203 on: 2016-08-10 20:48:10 »
1) In the encounter section, formations, what are they? monster types? is there an option to edit the those? (by export? or can I access to the binary code?)

Encounter IDs. You can edit them via this:
http://forums.qhimm.com/index.php?topic=16275.0

Quote
2) Can I change the magic type of a draw point? (with the last version of Deling) if posible how?
This is the hardest one if you want to edit the magic drawn from magic ID.
All the lecture is here: http://forums.qhimm.com/index.php?topic=16980.0
If you don't want to replace magic but just replace drawpoints, then edit the variable pushed before DRAWPOINT in field script with Deling.

Quote
3) Can I edit the starting exp points of Squall from 6500 to 6000?

4) And last one, can I edit some GF special abilites like Str Bonus (so instead of given 1 pt per level it gives 2 or 3)?
Use Kernel editor: https://github.com/alexfilth/doomtrain
« Last Edit: 2016-08-10 20:54:21 by Maki »

zkshd

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Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« Reply #204 on: 2016-08-10 20:51:37 »
ok, I will try them. Thanks for the quick reply.

JWP

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Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« Reply #205 on: 2016-08-10 22:33:16 »
Maki is correct but with one clarification, if you want to just edit the initial exp points of Squall, you need to edit the init.out file - you can change the exp formula with kernel.bin but it'd give a different result, it's basically the initial save file and it's in this format: http://wiki.qhimm.com/view/FF8/GameSaveFormat.
If I remember correctly, the init.out file doesn't contain the preview stuff listed in the wiki and starts at the GF data.
« Last Edit: 2016-08-10 22:35:53 by JWP »

zkshd

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Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« Reply #206 on: 2016-08-11 02:48:44 »
Maki is correct but with one clarification, if you want to just edit the initial exp points of Squall, you need to edit the init.out file - you can change the exp formula with kernel.bin but it'd give a different result, it's basically the initial save file and it's in this format: http://wiki.qhimm.com/view/FF8/GameSaveFormat.
If I remember correctly, the init.out file doesn't contain the preview stuff listed in the wiki and starts at the GF data.
Indeed I didn't found starting exp in kernel.bin with doomtrain, I was overwhelmed by the things that I can edit with it, and start playing like a child with the enemy attacks, the devour results... But i want to keep it simple, so thanks for this tip of init.out it will help me to make my desired mod.

I found it at (by comparing the saves in the mcr) 0x0BF9D800, first disc us version. I hate LE and BE cuz 08FF is FF08.

More exactly at 0x0BF9DC404-05 holding 6419

At least that seems to work, see pic: https://www.dropbox.com/s/ejl8i6afxvh6v56/6k-exp.jpg?dl=0
« Last Edit: 2016-08-11 04:07:35 by zkshd »

JWP

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Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« Reply #207 on: 2016-08-11 12:57:27 »
Heh, there is quite a lot of stuff to edit in Doomtrain. Me, alex and Maki have been working on it quite a lot. I think it's only the Duel stuff that's left to code before an initial release.
There's still a bunch of unknown bytes in the kernel.bin and I'm still working on reverse engineering it, so there might be a couple more things to edit in future releases but the bulk of stuff is there.
If I recall, you can't actually change the amount with Str Bonus in Doomtrain, I think you can only edit if an ability has that effect or not - I think the actual ability stuff is done in the game code.

zkshd

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Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« Reply #208 on: 2016-08-11 13:17:25 »
If I recall, you can't actually change the amount with Str Bonus in Doomtrain, I think you can only edit if an ability has that effect or not - I think the actual ability stuff is done in the game code.
Yes the only bonus that can be changed (from what i found), is the amount of HP gained with Devour. The rest is fixed.

Girl next door

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Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« Reply #209 on: 2016-09-20 06:11:46 »
Hi there !

I'm looking for the code which determines the disabling of magic command in Ultimecia's castle. I want to use it in another field in the game. It seems that it's hardcoded and I can't see it in the script. Does anyone know how it works ?

JWP

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Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« Reply #210 on: 2016-09-20 10:43:21 »
The opcode for enabling abilities is here:
http://wiki.qhimm.com/view/FF8/Field/Script/Opcodes/159_SEALEDOFF

see field 98 (testbl9) - the bosses call this field after defeating them.
For an example of this, see fehall2->boss->push (Ultimecia Castle- Hall)

The toggle to enable/disable locking are probably the LASTIN opcodes in ffbrdg1 and LASTOUT opcodes in fehall1.

I'd make sure you set field byte 334 back to its original value once you're done with it, otherwise you might get some abilities already unsealed when you enter Ultimecia Castle.

I think SEALEDOFF only removes the seal immediately and temporarily. Changing field byte 334 adds the flag to the save for save game loading and LASTIN/LASTOUT toggles.
LASTIN/LASTOUT probably set a flag in the save game and activate/deactivate seals - there's probably exe code that deals with the game loading case.

I'm not 100% sure on all that lot since I've not tested it but it should give you a good starting point.
« Last Edit: 2016-09-20 13:48:02 by JWP »

Girl next door

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Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« Reply #211 on: 2016-09-20 13:47:46 »
Thanks, I've put this in the script and it works fine, magic is disabled:

Code: [Select]
PSHN_L      1
LASTIN
PSHN_L      1
SEALEDOFF
PSHN_L      4
SEALEDOFF
PSHN_L      8
SEALEDOFF
PSHN_L      16
SEALEDOFF
PSHN_L      32
SEALEDOFF
PSHN_L      64
SEALEDOFF
PSHN_L      128
SEALEDOFF

Just one thing I'm not sure: how do I set byte 334 back to its original ?

JWP

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Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« Reply #212 on: 2016-09-20 13:51:50 »
http://wiki.qhimm.com/view/FF8/Field/Script/Opcodes
at a guess:
Code: [Select]
PSHN_L     0
POPM_B     VAR334

also SEALEDOFF doesn't change byte 334, so saving/loading or calling LASTIN/LASTOUT would probably reset the seals - you have to edit this byte manually, see field 98 (testbl9)
What you should really do is set field byte 334 to 253 (enables everything aside from magic) before calling LASTIN, you wouldn't need all those SEALEDOFF calls then.

so for entering the area:
Code: [Select]
PSHN_L     253
POPM_B     VAR334
PSHN_L     1
LASTIN

and leaving the area:
Code: [Select]
PSHN_L     0
POPM_B     VAR334
LASTOUT

note that this way only works if you do not intend to remove the magic seal. If you need to remove the magic seal in the area, you'd need conditionals on some of the code.
« Last Edit: 2016-09-20 14:06:19 by JWP »

Girl next door

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Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« Reply #213 on: 2016-09-20 14:05:35 »
OK, thanks ! :D

(HS: you didn't see my post on Ifrit thread or you don't know how to do it ? ^^)

Girl next door

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Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« Reply #214 on: 2016-09-26 22:20:36 »
Hi!

I'm trying to put a new timer at the end of CD1 during the Edea's parade, it works well but when I enter the battle against the two Iguion, the timer stops. I've tried tu put a DISPTIMER and a GETTIMER but no, that doesn't work... any idea ?

JWP

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Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« Reply #215 on: 2016-09-26 22:44:00 »
I believe you need to edit the flags for the encounter in scene.out:
see here and here
Code: [Select]
+0x04: Shows the timer on battle. Like in dollet withdraw combats, or missile base.
« Last Edit: 2016-09-26 22:47:43 by JWP »

Girl next door

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Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« Reply #216 on: 2016-09-27 14:30:12 »
Oh yes, of course. I use this tool but I forgot this flag. Thanks !

resinate

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Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« Reply #217 on: 2016-09-28 03:56:05 »
im sry for being newb but i searched around, how do we use these tools on this forum for the iso files

volvania

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Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« Reply #218 on: 2016-10-06 12:32:01 »
Is it me or dieling doesn't save my changes guys, when i change the script like Girl Next Door did in the disabling magic code or fiddling with the codes and try to save my changes doesn't seem to be saved can anyone explain to me what am i doing wrong  :-(

Girl next door

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Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« Reply #219 on: 2016-10-06 17:45:48 »
Do you compile your changings before saving ?

Also, it could be the fact that you have the field.fs opened in 2 tools in the same time.

volvania

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Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« Reply #220 on: 2016-10-07 07:38:47 »
i cant seem to find compile function in dieling or is it done with other tool? :|

Girl next door

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Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« Reply #221 on: 2016-10-07 15:56:05 »

volvania

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Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« Reply #222 on: 2016-10-07 22:45:40 »
omfg im kappa ty girl next door   :-D

fawazxh

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Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« Reply #223 on: 2016-10-12 17:01:00 »
Hello myst6re I have a question about your program...
I edited the font in my language in font manager (Arabic.tex & Arabic.tdw)
in Deling-0.9b and then rename Arabic.tex to sysfnt.tex & Arabic.tdw to sysfnt.tdw and replace the file sysfnt.tex in menu.fs & sysfnt.tdw in main.fs
But I don't know how to edit the file sysfld00 & sysfld01 & sysfnt00
Using photoshop BMP or PNG Or etc... and replace them again in tex...!
is there a tool to convert tex to tdw to edit the font in font manager not on photoshop and then convert them in tex to replace them in menu.fs
c:\ff8\data\eng\menu\hires\ ...
1- sysfld00.tex
2- sysfld01.tex
3- sysfnt00.tex

Question

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Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« Reply #224 on: 2016-10-12 18:27:09 »
How do you use this editor to edit the encounter rates on the world map?