Author Topic: [PC] Enemy editor - IFRIT (0.11C)  (Read 140826 times)

gjoerulv

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[PC] Enemy editor - IFRIT (0.11C)
« on: 2009-07-30 03:16:55 »
Figured I could make a topic 'bout this one.
I made a program that can alter the c0mXXX.dat files from battle.fs from FFVIII if anyone are interested. I named it ifrit!  :evil: This proggy can not directly edit the battle.fs. At least not yet. You need to extract the files yourself (which can be done within the program). Ifrit can open files including c0m000.dat - c0m143.dat.


v0.11C Download here!
v0.11 Download here!
v0.10 Download here!


Requires Microsoft .NET Framework 2.0.
Minimum screen resolution should be 800x600. Should at least be 960x600 though.
Please let me know 'bout any bugs (features  :-D). I know re-naming enemies may not cause desired effect.

New in 0.11C
Fixed a bug in renaming enemies.

New in 0.11B (beta)
File list fix. Adds bad files in file list to prevent opening of wrong files.

New in 0.11
Added greek character table (tools).

New in 0.10
Edit Devour, Cards, Various flags, Abilities and other unknown values.
More accurate stat calculation.
Extract and pack/create archive features.
The help file is NOT updated. :P Ifrit can open c0m127.dat, extract files, etc.

HOW TO EXTRACT AND CREATE BATTLE.FS (the actual archive used by the game):

To extract files with Ifrit, select tools -> Extract files...
Then select file to extract from (battle.fs in data folder usually) and destination folder for files. After that I suggest clicking "Extract 'Valid' Files". This will only extract the files Ifrit can work with. Battle.fi and Battle.ls must be in the same folder as the file you extract from (they are in the same folder originally).

To pack (create battle.fs), select tools -> pack...
Then select the folder which contains the files you've modded. Finally select folder to create archive in.
NOTE! When creating an archive (battle.fs) from a folder, not all battle files (from battle.fs) must be contained within that folder. If that is the case, the destination folder, in which the archive is created, must contain the files with the battle.fs, the battle.fi and the battle.fl from the ff8 data folder. They don't need to be the original files, but must be valid/playable files. I suggest keeping a backup of the original files and your altered files (battle.fs, etc).
« Last Edit: 2021-09-21 09:28:10 by gjoerulv »

Kudistos Megistos

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Re: [RELEASE] IFRIT - FFVIII Enemy editor 0.9
« Reply #1 on: 2009-07-30 03:47:05 »
Looks interesting; I'm gonna try this out sometime this week  :-D

falkTX

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Re: [RELEASE] IFRIT - FFVIII Enemy editor 0.9
« Reply #2 on: 2009-07-30 08:01:12 »
Amazing!
Nice work

ff7rules

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Re: [RELEASE] IFRIT - FFVIII Enemy editor 0.9
« Reply #3 on: 2009-07-30 11:23:38 »
Awesome work Gjoerulv any chance off compatiblity with the psx version in the future?

Colly

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Re: [RELEASE] IFRIT - FFVIII Enemy editor 0.9
« Reply #4 on: 2009-07-30 11:35:45 »
Awesome work Gjoerulv any chance off compatiblity with the psx version in the future?

It's compatible with the psx version now, but you have to know, where is stored this data on the PSX discs ;)
« Last Edit: 2009-07-30 11:37:48 by Colly »

ff7rules

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Re: [RELEASE] IFRIT - FFVIII Enemy editor 0.9
« Reply #5 on: 2009-07-30 12:02:46 »
Oh awesome thanks colly I wasn't sure if it was or not.

Colly

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Re: [RELEASE] IFRIT - FFVIII Enemy editor 0.9
« Reply #6 on: 2009-07-30 12:07:48 »
Oh awesome thanks colly I wasn't sure if it was or not.

c0mXXX.dat files in the PC version are exactly the same as in the PSX version. And these files are even not compressed on img file. :-)

Ragna

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Re: [RELEASE] IFRIT - FFVIII Enemy editor 0.9
« Reply #7 on: 2009-07-31 17:18:02 »
How do I extract battle.fs to get the c0mXXX.dat files in the PC version? :?

obesebear

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Re: [RELEASE] IFRIT - FFVIII Enemy editor 0.9
« Reply #8 on: 2009-07-31 21:35:18 »
Someone around here created the program to rip them.  There was even a link provided that had models, but my 2 minute search yielded nothing.

Cloud_man

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Re: [RELEASE] IFRIT - FFVIII Enemy editor 0.9
« Reply #9 on: 2009-08-01 15:24:31 »
Use the Eight in the qhimm home page.
« Last Edit: 2009-08-01 15:28:20 by Cloud_man »

seifertemp

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Re: [RELEASE] IFRIT - FFVIII Enemy editor 0.9
« Reply #10 on: 2009-08-01 15:29:52 »
I see Gerogero is Namutaru Utoku  in japanese version.  Sigh....I take it that means they took liberties with the names again.

and is there any editor for other areas made at the moment?  Such as weapon names etc? 

Regardless. This mod will be a great help
« Last Edit: 2009-08-01 15:39:24 by seifertemp »

The Skillster

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Re: [RELEASE] IFRIT - FFVIII Enemy editor 0.9
« Reply #11 on: 2009-08-02 12:33:10 »
Well done this is a great piece of work!

gamefac

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Re: [RELEASE] IFRIT - FFVIII Enemy editor 0.9
« Reply #12 on: 2009-08-20 03:55:04 »
How do I extract battle.fs to get the c0mXXX.dat files in the PSX version? provide the links/URL please.

obesebear

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Re: [RELEASE] IFRIT - FFVIII Enemy editor 0.9
« Reply #13 on: 2009-08-20 03:57:42 »
How do I extract battle.fs to get the c0mXXX.dat files in the PSX version? provide the links/URL please.
Click here for detailed guide. It's really not that difficult

gamefac

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Re: [RELEASE] IFRIT - FFVIII Enemy editor 0.9
« Reply #14 on: 2009-08-20 06:24:40 »
i have the .img file for the psx version of FFV8, but i don't know what program can extract the .img file.

I would really like to take a break from ff7.

Colly

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Re: [RELEASE] IFRIT - FFVIII Enemy editor 0.9
« Reply #15 on: 2009-08-20 10:12:47 »
i have the .img file for the psx version of FFV8, but i don't know what program can extract the .img file.

I would really like to take a break from ff7.

There is no program which can extract files from the IMG Square format. You just should extract these files manually. Please try any hexeditor, for example Translhextion.

gjoerulv

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Re: [RELEASE] IFRIT - FFVIII Enemy editor 0.9
« Reply #16 on: 2009-12-12 18:17:10 »
I don't mean to necro or anything, just wanted to say I've fixed some bugs in the program and in the help file. A new version is available for download.

gonomodevil

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Re: [RELEASE] IFRIT - FFVIII Enemy editor 0.9.0.1
« Reply #17 on: 2009-12-15 17:24:02 »
Nice work, gjoerulv.

I'm trying to make a "hard mode", but I think it's impossible to set high values for STR and MAG for low level monsters..
I mean, we can rise HP, SPD, VIT, etc even for monsters at level 1, but it doesn't work for STR or MAG.

Colly

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Re: [RELEASE] IFRIT - FFVIII Enemy editor 0.9.0.1
« Reply #18 on: 2009-12-16 10:49:07 »
I don't mean to necro or anything, just wanted to say I've fixed some bugs in the program and in the help file. A new version is available for download.

I tried it yesterday, cool :)

Nice work, gjoerulv.

I'm trying to make a "hard mode", but I think it's impossible to set high values for STR and MAG for low level monsters..
I mean, we can rise HP, SPD, VIT, etc even for monsters at level 1, but it doesn't work for STR or MAG.

I'm trying it, too, I even release one patch, but it's little buggy and not-finished. But soon, maybe after the Christmas, I release the second, better and well balanced patch ;)

We can raise STR and MAG, of course. You should only know, how the game counts this parameters. If I remember correctly, gjoerulv wrote about it in Help manual inside Ifrit Enemy Editor :) STR formula:
(x * str_b1 / 10 + x / str_b2 - x * x / 2 / str_b4 + str_b3) / 4

gjoerulv

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Re: [RELEASE] IFRIT - FFVIII Enemy editor 0.9.0.1
« Reply #19 on: 2009-12-16 17:02:49 »
Nice work, gjoerulv.

I'm trying to make a "hard mode", but I think it's impossible to set high values for STR and MAG for low level monsters..
I mean, we can rise HP, SPD, VIT, etc even for monsters at level 1, but it doesn't work for STR or MAG.

Try to open the "report" form (click "show stats pr level"). Then try to change some STR values. You can use the arrows (up down) to quickly change values. As the values changes you'll notice that STR will change in the "report" window.

gonomodevil

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Re: [RELEASE] IFRIT - FFVIII Enemy editor 0.9.0.1
« Reply #20 on: 2009-12-17 01:02:59 »
When I said "it's impossible to set high values for STR and MAG for low level monsters" I meant IN-GAME
The Ifrit program works perfectly :-D

For example, we can change parameter_4 for HP and make HP in-game as high as we want, even for a level 1 monster.
Same for VIT, SPD, etc. But I think the formula for STR and MAG doesn't allow that.

The max value for STR seems to be: parameter1 = 255, parameter2 = 1, parameter3 = 255, parameter4 = 255.
At this scenario:
a level 7 bitebug does ~990 damage to a level 7 Squall (vit 6)
a level 100 bitebug does ~4300 damage to a level 100 Squall (vit 41)

It seems that the max damage is only reached at level 100.

gjoerulv

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Re: [RELEASE] IFRIT - FFVIII Enemy editor 0.9.0.1
« Reply #21 on: 2009-12-17 09:35:11 »
When I said "it's impossible to set high values for STR and MAG for low level monsters" I meant IN-GAME
The Ifrit program works perfectly :-D

For example, we can change parameter_4 for HP and make HP in-game as high as we want, even for a level 1 monster.
Same for VIT, SPD, etc. But I think the formula for STR and MAG doesn't allow that.

The max value for STR seems to be: parameter1 = 255, parameter2 = 1, parameter3 = 255, parameter4 = 255.
At this scenario:
a level 7 bitebug does ~990 damage to a level 7 Squall (vit 6)
a level 100 bitebug does ~4300 damage to a level 100 Squall (vit 41)

It seems that the max damage is only reached at level 100.



Yes. Real STR (and all stats) is avalue based on those 4 STR variables and the enemy's level.. I think each attack in the game also has it's own power, which means not all attacks deals the same damage even if STR is the same. Basically STR and MAG can't get THAT high on low levels. On all stats (except HP) the 2nd variable should be as low as possible to make the stat higher.

@Colly:

Are you sure the formula is like this: (x * str_b1 / 10 + x / str_b2 - x * x / 2 / str_b4 + str_b3) / 4 ??
I get weird results on some enemies here.
You sure it's not like this: x * str_b1 / 10 + x / str_b2 - x * x / 2 / (str_b4 + str_b3) / 4 ??
It gives more reasonable results imo. But if it's not, it's not.

Colly

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Re: [RELEASE] IFRIT - FFVIII Enemy editor 0.9.0.1
« Reply #22 on: 2009-12-17 12:36:24 »
@Colly:

Are you sure the formula is like this: (x * str_b1 / 10 + x / str_b2 - x * x / 2 / str_b4 + str_b3) / 4 ??
I get weird results on some enemies here.
You sure it's not like this: x * str_b1 / 10 + x / str_b2 - x * x / 2 / (str_b4 + str_b3) / 4 ??
It gives more reasonable results imo. But if it's not, it's not.

I'll check it, but I think it's correct. Your modified formula can bring maximum:
100 * 255 / 10 + 100/1 - 100*100/2/(255+255)/4 ->
2550 + 100 - 5000/65025/4 ->
2650 - 0,0019 ->
2650 or 2649 of STR ;)

terrabrake

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Re: [RELEASE] IFRIT - FFVIII Enemy editor 0.9.0.1
« Reply #23 on: 2010-01-05 21:15:16 »
I was wondering if with such a program it could be possible to have monster levels set from the beginning. Always hated the fact that the monsters could level up with me...

gjoerulv

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Re: [RELEASE] IFRIT - FFVIII Enemy editor 0.9.0.1
« Reply #24 on: 2010-01-07 08:25:35 »
I was wondering if with such a program it could be possible to have monster levels set from the beginning. Always hated the fact that the monsters could level up with me...

No sorry. If someone found the data it would help though.