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Messages - JWP

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51
Scripting and Reverse Engineering / Re: [FF8] Angel wings
« on: 2016-12-07 14:19:46 »
see this post

for a multiplier of x3 you would change 8D34B6 to 8D3476
and for x2 you would change 8D34B6 to 8D3436 (you could change this to a shift instruction but there's not that much point)

note that the addresses given in the post will be different for different exe versions, the ones given are for the English Steam release.

52
There's an item reference list here which should help.

53
I've found that Deling can be a bit flaky with replacing files, try writing mngrp.bin multiple times or using ff8AC to write the file.

54
FF8 Tools / Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« 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.

55
FF8 Tools / Re: [FF8] Enemy editor - IFRIT (0.11)
« on: 2016-09-21 20:21:36 »
Those variables are only for field scripts, the battle ones are listed here:

and the 8 save vars are as follows:
Code: [Select]
0x0CF4 4 bytes Unknown
0x0CF8 4 bytes Battle: Tonberry killed count
0x0CFC 4 bytes Battle: Tonberry Sr killed (yeah, this is a boolean)
0x0D00 4 bytes Unknown
0x0D04 4 bytes Battle: First "Bug" battle (R1 tip)
0x0D08 4 bytes Battle: First "Bomb" battle (Elemental tip)
0x0D0C 4 bytes Battle: First "T-Rex" battle (Mental tip)
0x0D10 4 bytes Battle: First "Irvine" battle (Irvine's limit break tip)

The offsets are probably slightly wrong but they're in the right order.
the first one is save.var50 and the last one is save.var57.

You could probably edit out some of the tutorial code in the AI or use one of the unknown ones if they're not used.
save.var50 is used by the Guard AI - I'm not sure where it's set though, I couldn't find any instances of save.var53.

56
FF8 Tools / Re: [FF8] Enemy editor - IFRIT (0.11)
« on: 2016-09-21 10:36:27 »
I believe the majority of the corruption is a problem that I fixed on July 25th, you can get the updated version here.
The issue was that variables in if statements weren't being compiled properly and ended up missing 2 bytes.

57
FF8 Tools / Re: [FF8] Enemy editor - IFRIT (0.11)
« on: 2016-09-20 14:14:11 »
0xC3E0 from 0x14 to 0x01
0xC405 from 0x32 to 0x01

I'd be interested to know why the file ended up corrupted though.

58
FF8 Tools / Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« 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.

59
FF8 Tools / Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« 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.

60
Support / Re: ff 8, black blocks
« on: 2016-09-07 21:25:52 »
by "black blocks" do you mean the black bars that are there to preserve the aspect ratio and do you mean the ones top/bottom or the ones on the sides too?
Changing the resolution of the game to the native resolution of your monitor should remove the top/bottom bars (not sure about original FF8 with Aali's driver but you can definitely do this in the Steam version)
If you're using the Steam version I think you can remove them by unticking "preserve aspect ratio" in the settings, I'm not sure about the original version though.
You could also try changing the settings on your monitor to stretch/fill or don't preserve aspect ratio or similar.

61
FF8 Tools / Re: [FF8] Enemy editor - IFRIT (0.11)
« on: 2016-09-04 20:30:29 »
I'll take a look at the opcode, it might be that I've set a byte wrong.

EDIT: looks like I'm writing 02 06 C8 00 XX XX XX XX instead of 02 06 C9 00 XX XX XX XX. I guess in this case C8 is used for player characters and C9 is used for monsters.
The reason for this issue is that a lot of the conditionals seem have this byte set to C8 when it's not used but it doesn't seem to be the case here - you're also likely to get this issue if you recompile the code.
Partly the reason the AI stuff is still in beta is because a lot of the stuff is still unknown :P.
You'd probably have to change it manually after compiling it for now until I get around to fixing the issue.

62
FF8 Tools / Re: [FF8] Enemy editor - IFRIT (0.11)
« on: 2016-08-29 04:06:06 »
It might be in Adel (c0m112.dat), it looks like there's an "AHHH...!" there too
at 0x1B8E6
Code: [Select]
03 34 20 3F 45 4C 4C 4C 3B 3B 3B 2E 3E

63
FF8 Tools / Re: [FF8] Enemy editor - IFRIT (0.11)
« on: 2016-08-29 02:48:57 »
If it's an attack name, it'll be in kernel.bin

64
FF8 Tools / Re: [FF8] Enemy editor - IFRIT (0.11)
« on: 2016-08-29 01:57:11 »
It's definitely in c0m113.dat, also for some reason it's in the file 4 times.
In the English version the data is at 0x5E10:
Code: [Select]
03 34 20 3F 45 4C 4C 4C 3B 3B 3B 2E 3E
03 34 being Rinoa

65
So the data for the Squall card is:
Code: [Select]
25 15 03 00 01 6D 01 63
this gives a text offset of 0x1525 (it's little-endian, so you reverse the byte order)

The text data for the cards starts in mngrp.bin at 0x226000, so the string you want to change is at 0x227525 in the English version (you'd have to work out the offset for yourself).
At 0x227525 is the following data:
Code: [Select]
57 6F 73 5F 6A 6A 20 47 5F 70 62 2D 02 22 20 75 67 6A 6A 20 70 63 64 67 6C 63 20 02 67 6C 72 6D 20 24 20 58 66 70 63 63 20 57 72 5F 70 71

Using this data I can translate it into "Squall Card:{NewLine}1 will refine{NewLine}
into 3 Three Stars"

if I wanted to change 3 to 1, I'd change the 24 to 22

66
Scripting and Reverse Engineering / Re: [FF8] mngrp.bin
« on: 2016-08-26 19:46:24 »
are you sure those offsets are correct?

I ask mostly because the card data in my version starts at 0x221000 (this offset being pulled from mngrphd.bin) - the first two bytes being a text pointer of 00 00 - which could easily be misinterpreted as null data.

Using the offsets listed in Doomtrain (these are more like entry ids as opposed to offsets) I get the following:
Code: [Select]
Using 0x21F000 m000.bin
0x21F000-0x21F038 - T Mag-RF
0x21F038-0x21F070 - I Mag-RF
0x21F070-0x21F0C0 - F Mag-RF
0x21F0C0-0x21F168 - L Mag-RF
0x21F168-0x21F1D8 - Time Mag-RF
0x21F1D8-0x21F260 - ST Mag-RF
0x21F260-0x21F300 - Supt Mag-RF
0x21F300-0x21F330 - Forbid Mag-RF

Using 0x21F800 m001.bin
0x21F800-0x21F848 - Recov Med-RF
...

67
I changed mngrp.bin manually and the text updated fine, so it's probably an issue with the tool.

68
they might've pulled the file out during development to make it easier to work with and then not deleted the redundant version after they got all the mngrp.bin code up and running.
Either that or they planned to have stuff as individual files and then decided it'd be easier to use the archive.

69
hmmm, might be different for different versions then - either that or you're not including the first text offset.
According to my post here
I've got the card data starting at:
0x221000 m004.bin

I'm not sure which is actually used by FF8 - the standalone file or mngrp.bin.

70
There's a list of item IDs in this post
Only the battle items are listed in Doomtrain at present, the non-battle items are edited differently (see this post) and only the text is in kernel.bin - which Doomtrain can't edit - which is why they're not listed.

71
The text in FF8 is roughly in this format.

There are also some 2-byte characters e.g. I think 0x0C signifies the next byte is a magic id and pulls the magic name and I think 0x03 is another special character.
Basically anything that's not listed in that file is probably 2 bytes instead of 1.
The main issue you'll have with editing text is if you increase the size - since it'd have a knock-on effect on the offsets later in the file.
If you decrease the string length, you can just pad with 00 to terminate it earlier.

72
1. in m004.bin entries 0-109 (this is shown in Doomtrain in Abilities->Menu->Card Mod)
The entries are 8 bytes each, which covers the entire file.
The entries are in the format:
2 bytes - probably text offset (little-endian format)
1 byte - items received
2 bytes - unknown (always seems to be 00 01)
1 byte - card id?
1 byte - card amount needed
1 byte - item id

2. Doomtrain can't yet edit text for ability names but they are in kernel.bin (see this post). Card refinement text is in m004.msg, not sure which parts are in there, it might pull the item name/amounts dynamically.

EDIT:
if that doesn't work, you might need to edit the duplicated versions of the files in mngrp.bin - see this post

73
I noticed that the offsets on the wiki for the save game data are 0x0010 higher than they should be for everything after 0x000C, that probably needs fixing =/.

74
FF8 Tools / Re: [FF8] Enemy editor - IFRIT (0.11)
« on: 2016-08-23 13:22:04 »
I was planning to add the feature but I haven't got around to it yet.

75
Graphical / Re: Make text into subtitles
« on: 2016-08-22 18:32:48 »
Which FF game are you trying to do this with? You haven't mentioned it or put it in the topic

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