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Messages - patternjake

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FF9 Graphical Releases / Re: FF9(Steam) Movie Modding
« on: 2016-04-21 03:44:53 »
I tried to clean up all of the noise.  Didn't do any scaling or anything, should still be 15fps:
https://drive.google.com/file/d/0B9xUxjr7RhzYNFE4NFR5SVFSd2c/view
Thanks peppy, just saw this post. Going to test putting it back into game now. If successful, would it be ok to include this in the Cinna's Hammer (Mod manager) Catalogue? This would literally be one of the first proper graphical mods for it.
http://steamcommunity.com/sharedfiles/filedetails/?id=665484370

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Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2016-04-20 14:23:13 »
You're going to recompile C# produced code from IL assembly with Xamarin?
That's crazy. For what? IL patch can be easily produced using .NET Reflector with Reflexil plugin. It has built-in compiler to write function code from scratch. It does all the things. There's no need to correct 6k errors from generated code...

The PSX classes are briefly described in my first post.
The plugin with IL Spy works fantastically, already injected a custom class over the DLL, brilliant tool had I known about this earlier would have saved me much more time. Now I can completely inject my XINPUT plugin over the top of the native class which stops the game from trying to use the old one even when the DLL is replaced. Thank you so much, you are a life saver!

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Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2016-04-20 14:17:22 »
You're going to recompile C# produced code from IL assembly with Xamarin?
That's crazy. For what? IL patch can be easily produced using .NET Reflector with Reflexil plugin. It has built-in compiler to write function code from scratch. It does all the things. There's no need to correct 6k errors from generated code...

The PSX classes are briefly described in my first post.
Ah awesome, that would save time, thanks for the head's up! :)

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Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2016-04-20 14:06:16 »
I know, I've decompiled the dll easily into a complete source code project in Visual Studio but compiling it is another issue entirely, there's tons of debug errors, as it seems Unity compiles very differently to the way the Microsoft compiler does (well it make sense, it's mono) I may have cracked it though by using MonoDevelop instead, as it tends to be lighter on these errors. The good thing is now though is that the source points to alot of hard coded data which means finding these assets is alot easier. I've seen a hell of a lot of PSX endian numbers and references though which I can't make sense of. Anyone who needs the source I've been working, give me a PM. Can't share here for obvious reasons.

Also how would we tacke the issue of redistrubuting the assembly file? I know patches would work but this isn't fail safe. So much red tape huh.

6044 errors....Yep, this will take a while.

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Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2016-04-20 13:33:07 »
My biggest issue is with the Assembly-CSharp.dll file. It contains a lot of useful datas to mod but it's extremely unconvenient to modify it directly.
The best would be to recompile it to have a modded version... but I don't like that solution either (you'd always need to have the source code).

Seriously, who said PC modding was easier than PSX? I feel the contrary here ^^"
I know, I've decompiled the dll easily into a complete source code project in Visual Studio but compiling it is another issue entirely, there's tons of debug errors, as it seems Unity compiles very differently to the way the Microsoft compiler does (well it make sense, it's mono) I may have cracked it though by using MonoDevelop instead, as it tends to be lighter on these errors. The good thing is now though is that the source points to alot of hard coded data which means finding these assets is alot easier. I've seen a hell of a lot of PSX endian numbers and references though which I can't make sense of. Anyone who needs the source I've been working, give me a PM. Can't share here for obvious reasons.

Also how would we tacke the issue of redistrubuting the assembly file? I know patches would work but this isn't fail safe. So much red tape huh.

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Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2016-04-18 21:53:53 »
Progress Update:
Work completed on the launcher update, that will integrate the mod patch files I'm working on.
Managed to extract every single file in the game, it's just down to me analyzing the file types and converting them into content that we can mod. Thanks so much for the UnityEx tool for this.

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FF9 Tools / Re: [FF9] Save editor - Memoria (0.5.1b)
« on: 2016-04-16 21:58:07 »
how much more longer until we can use our ff9 steam saves on this save editor
Probably never, as this reads memory cards from PSX, not Unity data.
We'd need a whole new utility for reading Steam saves.

Correct me if I'm wrong though.

EDIT: A more interesting idea is a converter that converts the PSX save to a Steam one that can be read by the new game engine, instead of losing all this work from this brilliant program.

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You're into .NET? May I use your help with my soft for FF8? Multithreading kills me. ;(
Intriguing, what do you have for FF8?

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Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2016-04-16 21:34:55 »
However we can already decompile the code into CSharp (done already, but won't share)
and we can rip the assets from the unity raw datas using UnityEX v1.1.5 (that version only)

But no, that will not allow us to open it with Unity, that would be all too easy :/

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We're far from having found everything in either FF7 or FF8, especially FF8 needs more love, so, quite the opposite, there's a lot you can give even this late ;)

We need more skilled programmers in our ranks, so welcome and hope you enjoy your stay here 8)

There's the wiki where you can document everything, prod halkun about getting access to it (you can send PMs starting with 5 posts).

Thank you in advance! :)
Thanks for the warm welcome, anything I come across I will make sure to commit to the Wiki.
I would love to update the textures for the NPCs using Tonberry, as they kind of stand out against the main char's new HD textures. What would be cool though would to update the model polygon count themselves like we can in FF7.

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FF9 Graphical Releases / FF9(Steam) Movie Modding
« on: 2016-04-16 15:28:07 »
Hi guys, I've extracted all the movies from the .bytes containers in the StreamingData folder, ready to get work done.
Number one request on the steam forums is for the first MBG, the part where Vivi trips over in Alexandria while the children run around and the camera pans in.

The most evident problem with this MBG is that the characters running around are so pixellated it looks awful against the realtime 3d model of vivi and makes it very contrasting and just plain ugly. What would be the method of depixellating (or smoothing) these prerendered characters without affecting the rest of the image?

I've uploaded the Theora ogg for work to be done on it for your pleasure. If one of you guys can improve this video I can easily put it straight back into game. And watch the framerate, it's got to stay on 15fps to stop the game from messing up. Cheers, J.

https://onedrive.live.com/redir?resid=AB5014064C240947!24430&authkey=!AI5ffE-XsVo99lw&ithint=file%2cogg

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Good afternoon, Jake here (from Steam).

Just thought I'd say hi and quickly introduce myself to stay on topic.
Been following Qhimm and it's community on the FF7/FF8 mod scene for years, I've always been one of those silent downloader types and not saying anything for appreciating your work. I'd like to say it now, your work is outstanding. If I came to the scene early enough I would have helped out as much as possible.

Seeing how far you've progressed with FF7 and FF8 you don't really need my input, since I doubt there is much I can give so late in the game. However, just to through out there I am a highly experienced .NET / C++ programmer that I had been doing professionally for years, so If you think I could help out, just give me a shout.

Now back on topic, I bought Final Fantasy IX on steam and have been working on mods for it from day one. I knew it was unity based since the Android release and had been waiting like a ninja for it to come out. I've already started to pull it apart, decompiled the code and started making it readable and non-broken. I've extracted all the assets in the raw unity data and starting work on converting them all to thier original and readable formats.

For my quick mods I've been working on what's already 'pluggable' and that's the .NET /Mono parts.

Anyway want to let you all know that I'm on the case with FF9 as it's such and underrated FF that deserves extra modifications, especially since it's now on PC and can be pulled apart easily.

Look forward to working with you all. J.

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