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Messages - JeMaCheHi

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76
I'll post here so I get noticed when you guys post new stuff :3

77
Graphical / Re: [FF8-steam] Character texture replacement
« on: 2014-12-24 11:25:49 »
That exact ones? Nope, the field textures and battle textures are different ones. We'd need to hash the battle texture and design its own one.

By the way, I can hash some textures for you guys, I've been making some tests and I think I got it. A sample pic:



As you can see it's just a placeholder, I'm not good at graphic design so I won't even try it xD

@Shunsq, your Berrymapper works like a charm, by the way.

Hi everyone. Mcindus and me are trying to replace the clouds in the worldmap but they are restored to original ones when you go into some cities or to the Ragnarok bridge and then return to the worldmap. However, it doesn't happen when you go into some others (the garden for example, the static garden, no the driven one).

I'm using the objmap code since it works, but hash1map code will also work. Any combination of the two codes will make this problem disappear.

Well, I'll leave you the codes so you can do your testings:
  • objmap code:
    wmclouds_b00_13,4210753023
  • hashmap code:
    wmclouds_b00_13,9223372036446845695

I used the second hashcode Berrymapper gives because the other seems to correspond to the world map. I don't understand anything  :o

78
This is progressing so fast that I come here twice a day just to check the awesomeness of this...

Great work...

+1  ;D

79
Found the problem... I had another CODE in identical to it as another 'worldmap' file...



works, fully tested :D

Wow... almost impressive. I really love how everything looks. Nice work you all guys.

May I do a little appreciation? I'd remove the Deep Sea Lab location from the map, since it wasn't in the original map and it's a "secret".

80
If anybody would like to take the Balamb garden textures off my hands and work on them? I could rip the textures for you all, and give you the hash codes I have already; I have been busy with work and Uni, I'll try and do my part with other textures if I can though <3

http://www.mediafire.com/view/hopg694214ikheu/wm_bg_13.png#

Already scaled/changed to .png



hash code:

wm_bg_13,3714628809

(also in future, for those who have got their battle textures hashed, put the codes up alongside your preview image and the original textures if you can, so more graphic artists can work on different interpretations.. We could expand our pack to have options, further more, I'll be visiting Trabia, so I can pick up the snowy battle textures for you guys if you wish?)

OMG, you always find new ways to amaze us Mortael... may I ask you how did you rip it? I tried so hard to do it with Tonberry and I couldn't. Also tried to rip Balamb with no success...  :|

81
I'm not as tech savvy as some of you guys are. But if there is any grunt work/testing I can do to help I would be glad too.

Actually, for now we need more skilled people in graphic design than tech savvy ones. Omzy and Shunsq (amongst others of course) did the most hard job with hashes. If you wish you can extract some textures with tonberry, upscale them, and "remaster" them.

82
Done with the 'PLAINS' battle field and backgrounds

BEFORE and AFTER:


Let me know what you guys think!

Wow, look at this grass... Finally we're having full graphical mods for FF8 n.n

83
This is almost done for Spanish, Mcindus did a incredible job with this. Still some minor misalignment issues, but everything goes smoothly for now  8)

Thanks Mcindus for your work!

84
Hey McIndus! Let me know when you start working on the Greek version so as we will revise some things. About ELEMENTAL use the phrase ΣΤΟΙΧΕΙΟΥ ΦΥΣΗΣ. Also can you correct the VII to VIII on my fonts? Thanks!


(I added an "I" but doesn't fit...)

Wow Leon, that looks PRETTY cool, really.

85
Oh, sorry about this guys but... I forgot to mention that mine didn't crash at zell limit's screen after changing to iconflmaster n.n" However, mine is also twice bigger than it should(2048x2048).
I have also all hashes as iconflmaster_13, but I can change it to iconflmaster17 for that one if you want to test anything...

86
I've read that post several times yet, my hashes are ok  :D
I think I'm not expressing clearly or maybe I don't understood you. You say we should replace our files with the orig Ok, I didn't understood you, while writing I noticed how stupid was my assumption xD I though we had to replace the translated files with the english ones (and that's why I asked "what happens with ñ"), but what you say is to RENAME the translated files. Now everything takes more sense hahahaha.

87
The border of your grey gradient is pulling from the wrong palette... and the blue and the white have reverted back to their old palettes.  maybe if you try to go back to the original hash codes that I sent you (just forwarded from Shunsq), this might revert back to what the game is intending to do without the manual fixes possibly interfering?

EDIT** use the updated iconflmaster_13,xxxxx - I just think that the two that I had you switch before are in the wrong order now.

Hmmm... now you talk about grey gradient... I noticed that in spanish version(or at least in mine) it's not being replaced correctly (look at the screenshots in my previous posts in this page).

On everything else... congratulations guys, you made it again. I really like your finding, Shunsq. However... what happens with the spanish "ñ" char....?

88
Yes, you have to edit all *.png files by hand in any image editing software for all alignment issues... for example when adding a smooth stroke sometimes you won't be abble to see the objet going outside of his box, use a strong green or pink background to verify along with the @4x upscaled original texture as a reference; the only hasmap problems are the missing/incorrect palletes. Tonberry is working just fine.

I have to reallocate every single element in the texture? For example reallocate each number individually. Because if that's the case... didn't work for me. Or maybe I'm stupid, which is another posibility xD

89
JeMaCheHi, You can use the english ff8.exe and the spanish data files with some tweaks but the *.exe contains some english text like ennemies data, triple triad text, draw points text etc. It'll required some work to translate it.
Translate? But I want to use the full english version. If I use the english exe but spanish files, you guys won't be able to test the mods I do to field.fs or battle.fs for example.

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In the french version only the character's name display the correct color (for critical, K.O. and elemental status) and the numbers of HP during battles always stays white, definitely a hasmap issue. I'm waiting for Mcindus SeeD Reborn update, hopefully the colors will be restored.

As for the alignment artefacts it is due to the *.png textures which needs to be "pixel perfect": I've upscaled the original textures @4x using nearest-neighbor interpolation and everything looks perfect so you must edit the *.png textures having the original in the background for reference.

Also, the green "restore damage" is really weird because there's no *.png texture for it... Somehow the game automatically converts the default white damage numbers *.png texture to green.

So I have to edit them all by hand? I thought there was a hashing problem too. I'll try it and tell you then. About bilinear interpolation with tonberry... why don't you take a look at its source code?

90
I don't understand... I'm almost positive I've called those battles from my debug room and they worked as expected.
Did you put that battle in another situation in the game? I'm testing them in Balamb hotel room, just before going to the SeeD exam. And when I put that Garden Faculty battles, nothing happens.

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All I know is that the game's event engine uses battle parameters before starting battles. Things like carrying over the field timer or music, forcing back attacks, etc. I don't look into memory to figure out where they're stored, though.

Yes, you can set the bytes in Section 2 from this file with the OPCODES BATTLE and BATTLEMODE, with the stack. In fact, now that I'm thinking about it... There was in the wiki some incomplete values for that flags. Since its values are the same as here, you could complete them if you wish (I'd do it but I can't edit the wiki I think) By the way, the music can't be changed from Scene.out, and that's for sure.

I wonder what the file r0win.dat stores... do you know something about it? I don't know how to figure it out, the only reverse engineering technique I know is trial and error xD


91
General Discussion / Re: Final Fantasy 7 for PS4 Announced
« on: 2014-12-12 12:09:03 »
Lol now that is disrespectful :D :D

Oh no no no!! Hahahaha didn't mean that. Will you and me be always choppy against each other? ¬¬ (Just kidding bro, I really like you  ;D) But seriously, stop misunderstanding me ¬¬
What I tried to say is that people in japanese culture have a way to do things, and normally, they always stick to that way. Probably that's why they are exemplary in terms of citizenship...

92
General Discussion / Re: Final Fantasy 7 for PS4 Announced
« on: 2014-12-12 10:47:46 »
Don't forget Chrono Trigger and FFIV after years. :wink:
I think we have more documentation about the game here as SE have. Don't know why they don't support the development of the clone engine qGears. With it they could port all there old PSX games to PC, mobile and consoles, it would be a win project for them in any case.
But maybe they think streaming an emulated game is the better solution. :|

This time I'm with you Kaldarasha  :D We have here most info about FF7, and you guys are everyone extremely well talented. If SE collaborated with us, I think you guys would make a pretty consistent quality "remake".
But they won't, I guess because it would facilitate piracy. And, you know men, japanese are generally pretty close-minded.

93
That's what I was trying to resolve with using Berrymapper... Those are the english hashmaps; the yellow (critical), grey (K.O.) and blue (status) textures works great with the english version (same during encounters).

But you got it working? I'm also having some unalignment issues in battles and menus:





As you can see, all the bars (loading bars in battle, or loading savegames) are splitted because Tonberry seemb to misalign the little segments which composes the bars. Also, most labels in menus are a little displaced, always in the same proportion, a little to the left, an a little to the top. Also, battle numbers for damage and restoration are displaced a little upwards. The color for character's HUD doesn't change. Never. However, the restoration damage is showed correctly, in green color. Mcindus, I sent you an MP aeons ago, please give me a touch when you're available again, it seems you're a lot busy this last month.

Maybe we should tell omzy about this hashing problem with different colour palletes. Maybe he could calculate the hash using some color information or whatever, I don't even know how the hell he gets the hash.

And a little offtopic, please: Some of you guys are using an English version and a local version of FF8 too. Is there anyway to have the English version if I got the spanish one in Steam? I'd like to start sharing some of my findings but can't since most of you here are using the English version. (offtopic end)

94
I found out that Scene.out only stores the initial status of an encounter. Altough not figured out everything, I'm almost sure that a battle takes some parameters from another place. I've been making some tests with special battles like the garden's ones, where you fight the monsters sent by Garden Faculty. If you just set that exactly battle anywhere else (by writing a script or whatever), the Garden Faculty won't talk and run away. Instead, he will remain in the battle. I tried to modify some parameters on the block but it seems like those events are controlled from another place. I think I'd need a little help here....

95
That, I haven't done, is that the route cause of the crashing/black box graphics corruption mid-battle? If so, I'll so right away. No idea that it caused the game to crash after the boss battle. And if for some reason, it still persists?  Should I also disable the Steam Cloud Synchronization? I only really use the game on one PC.

Yes, the game will crash everytime you get a new achievement if you have Tonberry and Steam overlay at the same time. Also will crash sometimes when synchronizing your saves(but not always). I recommend you to read every post on that thread because there is a lot of information, troubleshooting and in short, a lot of knowledge over here. Maybe that will help you to understand how tonberry works and why it's crashing you.

96


Wow, this is kinda amazing, you guys are working pretty fast and pretty well. I really like how Artemisa Ultimecia looks. In situations like, this, i'd like to know some graphic design... u.u

By the way, my heartfelt congratulations guys  ;D

97
here I remade for Russian guys

How did you get yellow fonts working? Looks like all palettes are showing correctly for you.

98


Oh man, you've managed to replace Squall's worldmap texture?!?? We're gonna love you A LOT!

99
Completely Unrelated / Re: The truth and other lies...
« on: 2014-12-11 00:31:33 »
The solution was a biological weapon researched under the codename MK Naomi (yes that's why the nurse in MGS is called Naomi), better known as HIV or AIDS.
I know AIDS is a synthetic virus. As well as Ebola. They give profit to one of the biggest mafias in the world, the WHO. But that's not the topic, and don't think they were created for world population control, but as a racial bioweapon.

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In other words: I don't like the 'solution', but there has to be one. There is surely a better way, but sadly the people who had the power to decide over it, have chosen to retain their power.  :'(

The solution, then, is to exterminate the people?(but not any kind of people ah, only the POOR people) Yeah, like rats.

Anyway, what I said has nothing to do with overpopulation, I'm not talking about that. I'm talking about this energetic war, where USA invades every country he wants under the propaganda of "potential terrorism" or "alleged possession of nuclear weapons", just because they "suffered" an attack. Well, not always, sometimes they also invades countries because they are "defenders of freedom", and they remove dictatorial regimes. Hmmm... I wonder where were they at the end of WWII, when Franco ruled in Spain and Stalin wanted to remove him. Oh, I forgot, they was interested in Franco because he was a fascist and Spain had a communist history. For me, it smells like double standards.

Sorry Kaldarasha, but I cannot agree with you, life is not that easy, we're like sheeps in a pen, we do know nothing because they fool us everytime, everywhere. Our society is corrupted to the core, that's for sure, and those who are supposed to fight for our interests, act against us and laugh at our faces.

100
Completely Unrelated / Re: The truth and other lies...
« on: 2014-12-10 01:28:47 »
I usually endorse Squall's philosophy!

Squall: "Right and wrong are not what separate us and our enemies. It's our different standpoints, our perspectives that separate us. Both sides blame one another. There's no good or bad side. Just 2 sides holding different views."

But life it's not so easy and of course, it's much more dark and sinister. We're not talking about a battlefield, we are talking about the social elite of the world, a few bigwigs that doesn't care to cause the death of thousands of kids in some forgotten country in Africa just for increase it's patrimony in a few more million bucks. That is BAD, that is WRONG. Those how have the power to stop the war and hunger won't do anything because they get big profit of that. They are the ones who should be dead. I could say a lot of examples, and in the most of them, US government and millionaires would have much to do with it, but won't do it, because I don't want to offtopic this thread.

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