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Messages - Maki

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If the offsets are all equal, you can simply use one of the above and then add "+" or "-" at the top... like so:


15405F = 00
15406A = 00
15407B = 00
154086 = 00
154099 = 00
1540A4 = 00
1540B7 = 00
1540C2 = 00
1540D5 = 00
1640E0 = 00
1540E9 = 00
1540F4 = 00

Would get you from French to Italian.  But you'd be best doing it from English to whatever.  Assuming offsets are correct.

Also, is

1640E0 = 00

an error?

Yup, my bad. Meant 1540E0. Also adding trick works only for non-english

French steam:
Code: [Select]
15405F = 00
15406A = 00
15407B = 00
154086 = 00
154099 = 00
1540A4 = 00
1540B7 = 00
1540C2 = 00
1540D5 = 00
1640E0 = 00
1540E9 = 00
1540F4 = 00

Italian Steam:
Code: [Select]
1540DF = 00
1540EA = 00
1540FB = 00
154106 = 00
154119 = 00
154124 = 00
154137 = 00
154142 = 00
154155 = 00
154160 = 00
154169 = 00
154174 = 00

Code: [Select]
15415F = 00
15416A = 00
15417C = 00
154186 = 00
154199 = 00
1541A4 = 00
1541B7 = 00
1541C2 = 00
1541D5 = 00
1541F0 = 00
1541E9 = 00
1541F4 = 00

Code: [Select]
15414F = 00
15415A = 00
15416B = 00
154176 = 00
154189 = 00
154194 = 00
1541A7 = 00
1541B2 = 00
1541C5 = 00
1541D0 = 00
1541D9 = 00
1541E4 = 00

Others coming soon

Hi, i'm playing with the fr version, how can i instal it and keep my fr launcher please?
Hate to say it, but it's not possible with non-english STEAM version yet. I haven't prepared HEXT for multi-lingual versions. I'm so sorry you have to wait so long. I'll make a reminder to do it tomorrow.

General discussion / Re: How to open the Crash Dump file
« on: 2017-10-02 09:21:13 »
IMO crash dumps really sucks...

So far I was able to work with .dmp files with:
Visual Studio - use only if you have original source code, either you'll just get a bunch of mess
IDA Pro - This one at least let's you browse disassembly, but it's still messy anyway...

Tools / Re: [FF8] wmx2obj (C version)
« on: 2017-10-02 09:01:47 »
I used Maki's "Rinoa's Toolset" to extract the wmx.obj file, and I used TDM-GCC Compiler to compile this file.

In my converted file all the vertices are (0.000, 0.000, 0.000). The faces seem to be ok, though I can't verify that.
I can't seem to find any thread describing this problem.

please advise

or just open wmx.obj via Rinoa's Toolset

Troubleshooting / Re: Fiie FF8 .x
« on: 2017-10-02 08:56:11 »

For just texture change do the texture replacement with Tonberry:
If you want to open the .X file you have to use:

.X file structure:

Troubleshooting / Re: Launcher ff8 10%
« on: 2017-10-01 08:30:21 »
By chance you have any external firewall installed like COMODO Internet Security? Looks like something is blocking your connection.

Gameplay Releases / Re: [FF8] Training Center
« on: 2017-09-21 06:43:06 »
Just to make addition to this. I was working on FF8 engine commandline. You can just type BATTLE (id) and it forces it anywhere you are, although it's abandoned project and has to be compiled by yourself:

code for battle:
Code: [Select]
const int _BATTLE = 0x5230C0;
ENTRY = 0x0188C810;

void BATTLE(int encounter)
byte* b = (byte*)(ENTRY + 0x184); //MOV AL, [EDX+184h] (MOVSX ECX, AL)
*b = 9;
UINT16* moviepo = (UINT16*)(ENTRY + *b * 4 - 4); //stack pointer
*moviepo = (UINT16)(encounter & 0xFFFF);
moviepo = (UINT16*)(ENTRY + *b * 4);
*moviepo = 0x0000;
signed int(*Func)(int a1) = ((signed int(*)(int))(_BATTLE + _entry));
int result = Func(ENTRY);
printf("\nBATTLE returned: %d\n", result);

Entry is dynamic, so you might want to check the code for entry search code

The transparency should just be "black = transparent" I think?  0 colour = transparent.

Did you try disabling filtering and testing it afterward? This might be related to their rendering enchantments.

General discussion / Re: Final Fantasy Line Number
« on: 2017-08-31 11:54:50 »
I'm afraid I don't understand why you mean

Troubleshooting / Re: My file is corrputed (PSV)
« on: 2017-08-25 13:13:30 »
as above

Currently only working method includes exploited PS3 or having PSVita
You can't repack saves only having ofw PS3  :-[

I can confirm PSVita format is different than PC:

DXT5 header at 0xC11
Filename at 0xB4E

General discussion / Re: balamb garden project
« on: 2017-08-23 16:37:58 »
I'm totally amazed by your progress! I ripped for you real in-game battle fields with original textures, so you basically get a low-poly structure of Balamb:

(You can see parts of classroom that aren't visible on any field in-game which is fairly cool!)
Due to fact it's copyrighted material I'm sending it over PM

More or less you can get this:

Also I'm curious, but how would one attach a debugger/memory viewer to an emulator?

You need special emulator with debugger built-in like no$psx or ePSXe debug edition.

If you have an updated table with all adresses and stuff like that it would be great.

Look at: void PatchAddresses()
for code to translate addresses between 2000 PC release and Steam.

It's basically adding or subtracting 0x10 when address is between 0x45B580-0x4974E0
and 0x1B0 when 0x4A1960 - 0xB5F410

IDA through WINE
or I believe there's native Linux version in non-free edition.

General discussion / Re: balamb garden project
« on: 2017-08-06 15:58:19 »
Whoah, oh! This is.. Amazing! Wow!
I sent you ripped Balamb model from game over PM, but I'm not sure how'd that help:

Let me know how I can help you, I'm doing some modelling too as you see :D

General discussion / Re: balamb garden project
« on: 2017-08-04 15:34:02 »
Okay. I haven't found time yesterday, sorry. There you are:

EDIT: HERE:!GUhwwYSQ!Tur0hl_y0ecRoPdeKPZoyOfnz9m28YPl1HeYxe0AiYY

Balamb/Attemp1/FullScene.max - latest all models
*/*.fbx - single divided, fixed UVs, second UV channel for lightning models ready to import

I stopped further development after finishing Zell neighboorhood house. It's in exp_\Interior\ZellHouse\NeighbourhoodRoom\*.FBX - ready to import


General discussion / Re: balamb garden project
« on: 2017-08-03 08:17:17 »
edit: I had a look at those things that were listed, got no idea how to use them :oops: ???

I'll upload a .MAX project for you today after 17:00 (GMT+1)

General discussion / Re: balamb garden project
« on: 2017-08-02 21:23:25 »
Is there a way to extract the particular model from the game or has anyone successfully recreated the model? 

Use: to extract Balamb Garden mobile from wmset.section16
Use: to extract world map segment to OBJ
Balamb town: (I don't remember if it's up-to-date model; I probably never uploaded the latest version)

I'm repeating myself, but I'd be right happy to assist any 3D remake/remodel/remaster/anything.

Okay, I could download it with IE, but the program has some issues.

Here are my results:

Code: [Select]
>TIMpal_PSP.exe window.tim -4bpp out.psp
TIM to Paint Shop Pro
TIMpal_PSP.exe file.tim out.psp
Input: file.tim - specify 8 BPP or 4 BPP TIM file       Output file: out.txt spe
cify output file

Code: [Select]
>TIMpal_PSP.exe window.tim -4bpp out.txt
TIM to Paint Shop Pro
TIMpal_PSP.exe file.tim out.psp
Input: file.tim - specify 8 BPP or 4 BPP TIM file       Output file: out.txt spe
cify output file

What is the correct syntax?

TIMpal_PSP.exe window.tim palette.pspPalette

No -4bpp or anything like this

There you are (I almost forgot about it):

This soft outputs all palettes to one file, so I don't know if that would work
If not, just cut out every section starting with JASC-PAL inside that text file and save it to independent files.

Jasc (Paint Shop Pro) Palette files start with the following 3 lines:

Code: [Select]

Then that follows with 256 lines of RGB values (each colour value separated with a space, eg: 0 0 0)
Simple as that :)

So the 16 color palette would be like:
Code: [Select]

Okay, I'll be back here soon

Hmmm. To be honest, I don't know how the formatting for a ".PspPalette" or ".pal" file works.

However, I did find some resources on the file structure of a ".TIM" file awhile back, which includes the CLUT.

Thanks for the response.

Okay, if you could please send me two-three palettes containing:
-only white
-only blue
-only red

I'll try to reverse it

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