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Messages - myst6re

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51
FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.10.0)
« on: 2020-11-13 08:18:21 »
Don't know  :)

52
Can you share a field map file to reproduce the issue? thanks!


53
Tiny update: Renaming mural.minipsf to mura1.minipsf (Mideel theme).

54
FFNx 1.8.0 is out, you'll need to update FFNx FF7Music to the last version (1.3).
https://github.com/julianxhokaxhiu/FFNx/releases/tag/1.8.0

55
FFNx 1.8 is now officially available: https://github.com/julianxhokaxhiu/FFNx/releases/tag/1.8.0

I removed almost every known issues of FF8 Music, thanks to FFNx improvements. Feel free to try!

56
Alright, new version that fixes music intro bugs and replaces F.H. concert instruments!

Only available for FFNx 1.8 (not released yet) for now.
Please try the canary build and send me feedbacks! https://github.com/julianxhokaxhiu/FFNx/releases/tag/canary

57
New version to prepare (again) the next version of FFNx. With FFNx 1.8.0 and later, latencies are gone.

58
Oops, dunno how I broke this, but that's possible, only in 1.8.2 you say?

59
Very nice myst4re, in older (1.8.0/1.8.1) is stable, but fail import and cread new map, is not enable? (never run original file).

Sorry I'm not sure to understand your question

You have documentation of opcodes savemap access? its really run?

This is implemented in DLPB's DLLs, I don't provide any documentation about it.

61
Okay I will investigate more on my installation tonight, I hope we will release a new canary really soon :)

62
Well... :-D
Maybe you'll have more luck with version 1.7.0
I will report your issue to the author of FFNx :)

63
Please download a beta version of FFNx, the 1.7.2 will always crash
https://github.com/julianxhokaxhiu/FFNx/releases/tag/canary

65
thanks a lot for your help

I have a problem with your second link

1- I downloaded these two files

FFNx-FF8Music-v1.3
FFNx-Steam-v1.7.2.0

2- I copy the "psf folder" from the "FFNx-FF8Music-v1.3" archive to the root of my steam games folder like this



3- I edited the FFNx.cfg like this

Code: [Select]
#use_external_music = yes
external_music_path = psf
external_music_ext = minipsf
winamp_in_plugin = psf/in_psf.dll
#winamp_out_plugin =

### HOW TO: ###################################################################
# Options may be commented by default with an initial # character.
# Remove the initial # character to set the configuration flag.
# -----------------------------------------------------------------------------
# Unless options are specified, you can either disable or enable a flag.
# Enable: yes
# Disable: no
###############################################################################

# =============================================================================

###############################################################################
# COMMON OPTIONS FOR BOTH FF7 AND FF8
###############################################################################

#########################
## DISPLAY
#########################

#[RENDERING BACKEND]
# Available choices are:
# - OpenGL ( default )
# - Direct3D11 ( valid alternative for OpenGL)
# - Vulkan ( Tech Preview: Not Recommended )
# - Direct3D12 ( Tech Preview: Not Recommended )
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#renderer_backend = OpenGL

#[FULLSCREEN]
# If off, it will run in window mode.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#fullscreen = no

#[RESOLUTION]
# Resolution of the game.
# Default (value = 0):
# - Window mode will use 640x480
# - Fullscreen mode will use your desktop resolution
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#window_size_x = 0
#window_size_y = 0

#[INTERNAL RESOLUTION SCALE]
# The scale is in multiples of 640x480
# The scale factor is used to render internally at a larger size then the display, this will then be downscaled to the games current resolution
# This is required to avoid visual glitches that may happen when the game is not rendered in a 4:3 aspect ratio
# Default = 4
# NOTE: Scaling starts always from 2. If you set a lower number, this will be automatically reset to 2.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#internal_resolution_scale = 4

#[PRESERVE ASPECT]
# Preserve original game aspect ratio of (4:3) by adding black bars on the left and right side (if needed)
# When off the game will be stretched to fit the window's aspect ratio; Be aware the game may look wrong though.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#preserve_aspect = yes

#[ENABLE VSYNC]
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#enable_vsync = yes


#[REFRESH RATE]
# Screen refresh rate.
# Default is 0 = use current screen refresh rate
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#refresh_rate = 0

#[LINEAR FILTERING]
# Allow the usage of linear filtering for textures.
# Please note: some things look slightly better with this option on, but alot of textures just lose their detail.
# This option only affects low-res textures, high-res replacements will still be filtered where appropriate.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#linear_filter = no

#[ANTIALIASING]
# Enable antialiasing filtering, this is done in the last pass when downsampling from the current supersampled rendering ( based on internal_resolution_scale logic )
# Available choices are:
# - 0: Disabled ( Default )
# - 2: 2x
# - 4: 4x
# - 8: 8x
# - 16: 16x
# If you set any value that is different than those, it will pick the higher option ( eg. if you pick 6 it will be 8, if you pick 1 it will be 2, and so on ).
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#enable_antialiasing = 0

#[ANISOTROPIC]
# Enable anisotropic filtering, for high-res textures and overall rendering
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#enable_anisotropic = yes

#########################
# AUDIO
#########################

#[USE EXTERNAL MUSIC]
# This flag will enable/disable the support of an enhanced music layer to reproduce music in-game.
# If you leave out the default configuration
# FFNx will autodetect your environment and will set it to the best available option.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#use_external_music = no

#[EXTERNAL MUSIC PATH]
# Path of the external music files
# Will try to load from this path before using the default for your Version of the game
# Defaults:
# - FF7 1998: music/vgmstream ( 7h-era compatibility )
# - FF7 eStore: data/music_ogg
# - FF7 Steam: data/music_ogg
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#external_music_path =

#[EXTERNAL MUSIC EXTENSION]
# The type of file to search for. By default is ogg.
# Supported extensions:
# - https://github.com/losnoco/vgmstream#supported-file-types
# - Any additional or any type supported by your loaded winamp_in_plugin
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#external_music_ext = ogg


#[EXTERNAL WINAMP PLUGIN SUPPORT]
# These flags will allow you to make use of compatible in_* and out_* DLL plugins you were used to load on Winamp itself.
# Through these flags you can for example decide to use an input plugin to play something FFNx never though about ( like MINIPSF files )
# and output the sound data to your custom plugin which may add custom reverb and much more.
# By default winamp_in_plugin will use the built-in VGMStream layer.
# By default winamp_out_plugin will use the built-in output layer.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#winamp_in_plugin =
#winamp_out_plugin =

###########################
# Video Player Options
###########################

#[ENABLE FFMPEG VIDEOS]
# This flag will enable/disable the support of FFMpeg layer to reproduce movies in-game.
# Default Value depends on game version.
# - FF7 1998 - yes
# - FF7/FF8 Steam - yes
# - FF8 2000 - no
# It is suggested to keep the default behavior unless you really know what are you doing.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#enable_ffmpeg_videos = yes

#[FFMPEG VIDEO FILE EXTENSION]
# The type of file that the ffmpeg layer will search for. Default is avi.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#ffmpeg_video_ext = avi


###############################
# MUST SET FOR VERSIONS BELOW
# FF7 2012   FF7 STEAM
# FF8 2013   FF8 STEAM
###############################
# The folder name in your game Documents path ( for eg. for FF7 is "C:\Users\JohnDoe\Documents\Square Enix\FINAL FANTASY VII Steam\user_XXXXXXX")
# Use this only if you have MORE THAN ONE user_* directories. If not, just leave this commented as the driver will autodetect the directory.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#steam_game_userdata = user_12345678

########################
## MODDER OPTIONS
########################

#[TEXTURE PATH]
# Mod directory where textures will be loaded from
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#mod_path = mods/Textures

# Show every failed attempt at loading a .png or .dds texture
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#show_missing_textures = no

# Dump internal textures to PNG files in the mod_path
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#save_textures = no

# This path is where the Hext patching layer will look for txt files.
# The path will ALWAYS have appended:
# 1. The game name ( if FF7 it will be "ff7/", if FF8 will be "ff8/")
# 2. The game language ( for eg. if ff7_en it will be "en" )
# The resulting path will then be "<hext_patching_path>/ff7/en", if you run for eg. FF7 English
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#hext_patching_path = hext

# This path will define where the driver will look first, allowing you to override core game files, if needed
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#override_path = override


##########################
# DEBUGGING OPTIONS
# These options are mostly useful for developers or people reporting crashes.
# Please do enable them only when required.
##########################

# Display the verion of FFNx in upper right corner ( when fullscreen ) or in the title bar ( when windowed )
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#show_version = yes

# Display frames per second counter in upper right corner ( when fullscreen ) or in the title bar ( when windowed )
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#show_fps = no

# Display Rendering backend in upper right corner ( when fullscreen ) or in the title bar ( when windowed )
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#show_renderer_backend = yes

# Display some real-time debug information
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#show_stats = no

# Enable logging
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#show_applog = yes

# Show on screen error messages ( only on fullscreen )
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#show_error_popup = no

# Enable this flag if you want to see more verbose output from the backend renderer.
# Usually useful for debug pruposes. Do not enable otherwise.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#renderer_debug = no

# Creates a full crashdump file if the game crashes. Useful to be analyzed with WinDbg when reporting issues.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#create_crash_dump = no

# Various flags which will help in further debugging the game engine logics.
# Some flags may not generate any output depending on the game you play.

# trace_all - Dump in the logs whatever APIs is being called from the Engine in FFNx. Overrides all the others below.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#trace_all = no

# trace_movies - Dump in the logs only APIs that has to do with movie playback
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#trace_movies = no

# trace_music - Dump in the logs only APIs that has to do with music playback
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#trace_music = no

# trace_fake_dx - Dump in the logs only APIs that has to do with directdraw emulation
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#trace_fake_dx = no

# trace_direct - Dump in the logs only APIs that has to do with LGP loading
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#trace_direct = no

# trace_files - Dump in the logs only APIs that has to do with filesystem operations
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#trace_files = no

# trace_loaders - Dump in the logs only APIs that has to do with internal textures overrides
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#trace_loaders = no

# vertex_log - Dump in the logs current engine vertex data being passed to the GPU for drawing
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#vertex_log = no

# uniform_log - Dump in the logs current engine uniform data being passed to the GPU shaders
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#uniform_log = no

# Show debug info regarding movie synchronization.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#movie_sync_debug = no

###############################################################################
# OPTIONS ONLY FOR FF7
###############################################################################

## ENHANCEMENTS

# Make all dialog boxes transparent.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#transparent_dialogs = no

# Include armor in magic defense calculation
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#mdef_fix = yes

## ADVANCED OPTIONS - Don't fiddle with these unless you know what you're doing.

# Enable alpha blending for textures without an existing blending effect
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#fancy_transparency = no

# Skip movie frames if necessary.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#skip_frames = no

## MODDER OPTIONS - These options are mostly useful to modders and should not be enabled during normal play.

# This is the path where files where be read directly, instead then reading them inside the LGP archives.
# For example: if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# If this file doesn't exist it will look for the original in the LGP archive
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#direct_mode_path = direct

## DEBUGGING OPTIONS - These options are mostly useful for developers or people reporting crashes. Please do enable them only when required.

# Dump in the logs more verbose error messages coming directly from the engine
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#ff7_more_debug = no

4- and I have copy the files from the archive "FFNx-Steam-v1.7.2.0" that I have modified in the same directory



and I have that



there is no sound modification in the game nor data extraction

You need to remove the # from the line "#use_external_music = yes"

66
FF8 Tools / Re: [PSX/PC] Field editor - Deling (0.10.1b)
« on: 2020-08-30 13:29:31 »

1- the Backround models of the and the Character combat models, are also in The same case


Yes :)

2- and also if you have any idea how it works with the music of this game = extraction and conversion

On the PC version, the game uses midis stored at Data/Music/dmusic directory. The Remaster version uses oggs stored in zzz archives.
To open and work with FF8 PC midis, you can use DirectMusic Producer https://www.ff8.fr/pub/Microsoft_DirectMusic_Producer.7z but the software is a little old.
On the PS version, the game uses special midis (I name it AKAO) stored everywhere it is needed, you need to emulate to PS1 sound chip to play it. Someone did it long time ago and converted known akaos to it own midi format: PSF. You can download them here: http://forums.qhimm.com/index.php?topic=19968.0

67
FF8 Tools / Re: [PSX/PC] Field editor - Deling (0.10.1b)
« on: 2020-08-29 16:59:18 »
Currently you can't export sounds

68
Please look at this documentation: https://translate.google.com/translate?sl=fr&tl=en&u=https%3A%2F%2Fwikisquare.ffdream.com%2Fff7%2Ftechnique%2Ffield%2Fbg

After the keyword "PALETTE", you have several bytes that change the behavior of the first color of the related palette. That's strange I know, I know.

69
Myst4re, you know my problems with makou, but I will try to continue my project with this new version.

I will inform you if I find errors.

Thanks

Another thing, did you forget my question about "load npc ID with variable"? (would allow loading more than 16 different npc)
I think this function could be great , I hope you will try in the future, if possible, the quality of all mods will increase.


No no I didn't forget, but I have lot of things to do, it is hard to track everything

70

Makou Reactor 1.8.0 is now available!
Download here


Changelog:
[CORE]

  • Fix game path detection for Steam
  • Fix LGP saving corruption error
  • Fix copy/paste jump bug
  • Auto convert jumps to long jump if needed
  • Fix corruption of field file when group script name has strange characters
  • Catch overflow errors on saving script/text/music changes
  • Add compatibility with the Android version of flevel.lgp (which breaks the file format a little)
  • Export all in LGP archive manager

[UI]
  • Improved text editor with integrated window editor
  • Add a preview in the LGP archive manager
  • New font editor (aka window.bin editor)
  • Add export option to PSF file
  • Add support to sega chief/DLPB opcodes
  • Fix modification highlight triggered on non-modified fields
  • Show warnings when the max count of group or script is reached for the game
  • Fix wrong spaces in encounter dialog layout
  • Highlight current item in field/group script/script lists (accessibility)
  • Dark mode option
  • LGP archive manager is now integrated in the main window, and no more a dialog
[INTERNAL]
  • Use QOpenGLWidget instead of QGLWidget (maybe a performance boost for FF7 PC)
  • Deployment fixes (thanks Sithlord48)
  • Drop Qt4 compatibility
  • Clean spaces convention a little

71
(PC version only)
In palettes, colors are abbbbbgggggrrrrr. In direct color, the format is different: rrrrrgggggabbbbb

72
Hi again myst6re,

Is it possible to import scripts and texts independently?
I mean one option which imports only texts and windows positions, and another independent option to import engine scripts.
Right now those options are merged into one.



Would be nice to have this feature.

Regards!

The import feature currently reflect the field file format. So you can import a PC field file or a PS Dat file.
Import only texts and windows will be a little tricky, since windows are part of the script.

Hey, good news! I was able to find a tool to fix this problem:
https://www.romhacking.net/utilities/1264/
For what it's worth, the source is included in the download and it's licensed under GPL. Not sure if that's something you would be able to incorporate or not.

As for my comment on simplicity, my intention was to compliment how intuitive you've managed a program that covers so many functions. It's really impressive!
Looking forward to the next release,

Hey thanks, I will look at it! Can I use it on the french retranslation project?

73
On my installation Eyes On Me does not play, I don't know yet if it is because of this mod or not.

74
My bad, the real name of the file is "gargarde.minipsf", please rename it. I will publish an update soon. Thanks for the report!

Edit: Update (v1.3) published!

75
Yeah Loveless was a really complete text editor, see:



(Note: I have the autorization of the author to reuse some of his icons)

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