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Messages - Maki

Pages: [1] 2 3 ... 20
1
Troubleshooting / Re: Urgent help needed
« on: 2018-04-29 20:58:59 »
You can grab needed librarier from Microsoft package:
http://www.microsoft.com/en-US/download/details.aspx?id=40784

Make sure to download both- x86 and 86-64 packages.

2
Maybe something bad happened to him?

3
Great job on recovering wiki to other host, thanks Albeoris!

4
FF8 Tools / Re: [FF8] Chocobo World Savegame Editor
« on: 2018-03-08 15:38:47 »
Copy the chocorpg from my documents to i.e. Desktop, edit it there and move back again. This kind of error applies only to MyDocument folder located at system drive.

5
Misc. Tools / Re: [FFXV PC] Hammerhead, EARC archiver
« on: 2018-03-08 13:59:15 »
Glorious! I hated the BMS script repacking. Thanks!

6
General discussion / Re: Final Fantasy 8 in Unity?
« on: 2018-02-28 19:02:04 »
I'm not going to lie, I did every single visualization directly in Unreal Engine except the full Balamb Garden that I did in Unity, and as I do prefer UE4 over Unity, so yeah, I'm with you. 😁

7
Remember that you can do majority of things via simple C functions- fopen, fread, ftell.
Check FF7 imports to see what you can do.

I'm not at FF7 at all, but normally try to look for a code cave to input your asm code. Example as you wrote WM module stores file at 0x75938C, so try to break at C_00675511 and find the pointer to this location. This might be possibly an argument that gets passed every time. Note this pointer to code cave uint and get an filename from C_006759D2.
Now using sprintf import build a filepath to your working directory (thankfully the path is relative, so no need to deal with working directory grabbing)- if fopen returns -1 to EAX it means file doesn't exists (normally) so do CMP EAX, 0xFFFFFFFF and JE NormalFF7OpeningRoutine back to C_006759D2. If not, then fread by he count to buffer location read from the breakpoint and... return to all the way back up to original caller. Sorry I can't help you more... :/

But i don't know C.  And to be frank, I ferning hate C.  I hate it with a passion. 


8
General discussion / Re: Who's excited to mod FFXV?
« on: 2018-02-18 15:21:57 »
Yeah, XV is going to be extremely easy to mod due to the fact on how's it built. It has visual scripting, node based properties and you can freely edit the levels as they are just as in every other game engine. Cameras, actions are also not hardcoded, so everything is grabbed directly from files. That means a dedicated modder may be able to easily total convert the game to completely different genre. Unfortunately, file structures are ZLIB'bed + custom structure based on nodes, so we would need official modding tools for that.

9
Quest unpacked, names:

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connections_
actor_
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ACTOR_VEHICLE
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Arg0
pinValueType_
arg0_
SQEX.Ebony.Framework.Node.GraphVariableInputPin
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out_
in_
in1_
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WM_G_COMM_VE_RIDE
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LOCAL_MACHINE_REMOTE_EVENT
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Black.Sequence.Event.Trigger.SequenceRemoteEventRequest
Isolated_
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floatKeepTimePin_
floatKeepSpeedPin_
boolPin_
integerPin_
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AUTO_DRIVE_DEFINED_ROUTE
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floatKeepTimeValue_
floatKeepSpeedValue_
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DU_PARKING_12
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standingTime_
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destList_0
Black.Sequence.Actor.AI.Vehicle.VehicleNavigationDestIdItem
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int
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VRG_AUTO
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ROT_Y
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Black.Sequence.Action.Actor.SequenceActionActorSetTransform
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wakeUpPin_
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[6]
Black.Sequence.Event.Trigger.SequenceRemoteEventTrigger
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[7]
SQEX.Ebony.Framework.Sequence.Action.SequenceActionSync2
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[9]
VE_COMM_EVENT_WRECKER_END_JET_BENCH
[11]
[12]
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entities_.spawn.entities_.vehicle_road
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BOC_OPERATOR_NOT_NULL
operatorTypeLast_
A
dynamicVarInputPin2_
condition_
resultPin_
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Black.Sequence.Operator.Compare.SequenceOperatorCompareObject
[19]
[20]
Black.Sequence.Control.SequenceActionControlIf
[21]
ACTOR_NOCTIS
[22]
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entities_.spawn.entities_.noctis
[23]
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WS_IS_STOP_ECOLOGY
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labelPin_
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[24]
Black.Sequence.Control.GameFlag.SequenceActionControlSetGameFlagFixId
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[25]
Black.Sequence.Actor.AI.SequenceActionAINone
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spawnSets_
spawnSet_
actorType_
ENEMY
autoLoadCharaEntry_
charaEntry_
character/em/em04/entry/em04_020_armor_d_kargo.ebex
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NONE
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CONTROLLER_TYPE_SEQUENCE_VS0
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minSpawnNum_
maxAliveNum_
minAliveNum_
[26]
Black.Sequence.Actor.SceneControl.SequenceActionSCPersonalSetting
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setInactiveAtSpawn_
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deleteWhenEnterTray_
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recoverStopPin_
failed_
eachSpawned_
allSpawned_
recoverSuccess_
spawnedList_
lastSpawnedList_
actor2Pin_
lastSpawned_
lastRecovered_
spawnPointType_
BSSPT_SpecifiedPointOnly
spawnRadius_
isUseEachBlackPathNodeRadius_
retryCountWhenRadius_
retryLimitRayCheckNGCount_
teamName_
NOTEAM
teamType_
NOTYPE
teamNameId_
NO_TEAM
teamTypeId_
NO_TYPE
teamParamID_
INVALID_ID
tacticsID_
TACTICS_NONE
roleSetType_
ROLE_SET_TYPE_VS0
bAutoTeamMerge_
spawnWeightType1_
BSSWT_NoWeight
spawnWeightType2_
spawnWeightType3_
spawnPointWeightThreshhold_
spawnPointSamePointWeightImpact_
afterSpawnWaitTime_
isDeathActorRecover_
m_SceneNoWhenActivated
m_bIsScriptActivated
m_SelectRotationType
BlkSCSRT_SpecificVector
autoRandomYawMin_
autoRandomYawMax_
TimeBetweenPawnSpawns
MinTimeBetweenPawnSpawns
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Black.Sequence.Action.Actor.SceneControl.SequenceActionSCActorCreate
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[29]
[30]
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moveToSpawnedList_
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battleAreaOutActorListPin_
movedToBattleAreaOutPin_
isTeritoryOutTimerDeath_
[32]
Black.Sequence.Action.Level.SequenceActionSetBattleArea
extinctionOut_
stop_
battle_
updateStatusFlag_
changeActivate_
[34]
Black.Sequence.Action.Level.SequenceActionGetBattleAreaStatus
prefixType_
TERITORY_FIXID_PREFIX_TERITORY_LAYOUT
JET_BENCH_ENEMY
teritoryFixId_sub_
[35]
Black.Sequence.Action.Level.SequenceActionBattleAreaNotification
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[37]
Black.Sequence.Variable.SequenceConstPointEntityBase
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[39]
Black.Sequence.Action.Debug.SequenceActionDebugSetAutoBattleMode
actors_
invincible_
damage9999_
saveDataState_
SAVE_DATA_STATE_AS_IS
[41]
Black.Sequence.SequenceActionSetPlayerInvincible
gage_
encountGage_
second_
resultReset_
_tool_nodeStyle_
[42]
Black.Sequence.Action.Level.BattleArea.SequenceActionSetForceEncountGage
summonId_
SAVE_SUMMON_SHIVA
addAmount_
drawMenu_
randomPlayer_
menu_finish_
success_
fail_
[43]
Black.Sequence.Action.Actor.Accessory.SequenceActionActorGetSummon
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stopPin_
disable_
timePin_
delayType_
DT_TIME
leftValueOut_
time_
isRandom_
randomMin_
randomMax_
forceAtPause_
forceFrameCount_
[44]
SQEX.Ebony.Framework.Sequence.Action.SequenceActionWaitTime
UCon_
summonDirection_
SAVE_SUMMON_DIRECTION_FULL_SPEC
startSummonStage_
SUMMON_STAGE_PRESAGE
isCheckPlayerDead_
[45]
Black.Sequence.Action.Level.Summon.SequenceActionStartSummonForce
lastSceneKeepPin_
actorPin_
vector1Pin_
float1Pin_
int1Pin_
commandSetPin_
functionIdPin_
functionId_
GAME_LEVEL_ATTENTION_MODE_NONPRAIABLE
lastSceneKeep_
[47]
Black.Sequence.Control.SequenceActionCameraCallSequenceFixId
[48]
inPin_
fadeTime_
interpMode_
IM_SPLINE
[49]
Black.Sequence.Action.Actor.SequenceActionActorDelete
openMenu_
suspendMenu_
SETUP_RUN_END_JET_BENCH
[51]
[52]
outIn_
succeeded_
bEndByDamage_
bEndByEncountGauge_
bCancelByBattle_
bReturnNormalModeWhenFinish_
bForceExec_
bWaitAction_
bEnableNormalPosture_
bHideForReset_
bHideReturnNormal_
bHideEndDanage_
bHideNormalPosture_
movement_
JOG
speedRate_
timeout_
bCorrectionOfcoordinates_
arrivalDistance_
[53]
Black.Sequence.Action.Actor.AI.AIMode.SequenceActionExecAIModeGoTo
[54]
[56]
isRelease_
finish_
completed_
packagePathPin_
packagePath_
level/world/worldshare/plan/stay/camp/camp_event_group_jet_bench.ebex
valueUniqueId_
valueLoadPosition_
positionTargetActor_
isRelese_
isLoadSubPackage_
forAreaLoading_
isToLocateSequencePackagePosition_
checkReleasedAtInitialLoadMode_
isEnableSamePackageLoading_
uniqueId_
loadPosition_
priorityType_
PRIORITY_TYPE_DEFAULT
[59]
Black.Sequence.Action.Level.SequenceActionSetLevelPackageLoad
root.entities_.area_duscae_jet_bench.entities_.area_duscae_share_jet_bench.entities_.area_du_share_quest_jet_bench.entities_.point_du_share_camp21
[60]
color_
Color
fadeSound_
NONE_SOUND_FADE
[61]
Black.Sequence.ScreenEffect.SequenceActionColorFadeOut
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up_
right_
down_
a_
b_
x_
y_
triangle_
circle_
cross_
square_
select_
start_
l1_
r1_
l2_
r2_
l3_
r3_
lt_
rt_
lx_
ly_
rx_
ry_
[62]
Black.Sequence.Pad.SequenceActionPadSimulation
push_
bIsNeedShiftPress_
bIsNeedCtrlPress_
bIsNeedAltPress_
inputKey_
NumPad9
[63]
SQEX.Ebony.Framework.Sequence.Event.SequenceEventKeyboardInput
[66]
root.entities_.area_duscae_jet_bench.entities_.area_duscae_share_jet_bench.entities_.area_du_share_quest_jet_bench.entities_.spawn.entities_.noctis_camp_point
entities_.spawn.entities_.noctis_camp_point
[67]
[70]
isEnabled_
[71]
SQEX.Ebony.Framework.Sequence.Event.SequenceEventFrameUpdated
[72]
GETOFF_VEHICLE
VRG_NORMAL
[74]
addGil_
get_gil_
[75]
Black.Sequence.Action.Actor.Accessory.SequenceActionActorGetGil
[76]
WALK
[77]
actor1_
[78]
root.entities_.area_duscae_jet_bench.entities_.area_duscae_share_jet_bench.entities_.area_du_share_quest_jet_bench.entities_.spawn.entities_.chocobo
entities_.spawn.entities_.chocobo
[79]
two_
itemId_
SQ_ITEM_CHOCOBO_WHISTLE
checkDouble_
add_amount_
add_item_
add_item_fixid_
[84]
Black.Sequence.Action.Actor.Accessory.SequenceActionActorGetItem
MAIN_QT_CHAP_CHOCOBO
[86]
WM_G_CHOC_CALLING
[96]
rentalDays_
[100]
Black.Sequence.Action.Chocobo.SequenceActionChocoboRental
[101]
SQEX.Ebony.Framework.Sequence.Variable.SequenceConstInt
timeoutValue_
[102]
Black.Sequence.Action.Actor.SequenceActionActorWaitLoading
actor2_
ACTOR_CHOCOBO
[103]
open_
[104]
left_
[105]
[108]
float_
A2A_DISTANCE
joint1_
joint2_
[110]
Black.Sequence.Actor.SequenceVariableCalcActor2Actor
argumentNum_
ŠŁíń╗Âň╝Ć1  <=,5
activateAndClose_
dynamicTriggerOutputPin8_
ŠŁíń╗Âň╝Ć2
dynamicTriggerOutputPin7_
expression1
<=,5
expression3
>,150,<=,300
expression4
>,300
[111]
Black.Sequence.Control.SequenceActionControlIfCompare
close_
toggle_
closing_
closed_
[112]
SQEX.Ebony.Framework.Sequence.Action.SequenceActionGate
interval_
[113]
SQEX.Ebony.Framework.Sequence.Event.SequenceEventCyclicUpdated
[114]
IS_RIDE
intPin_
chocoboPin_
[115]
Black.Sequence.Actor.AI.Vehicle.SequenceActionAIChocoboGetStatus
[116]
routeId_
__PLACE_HOLDER__CHOCOBO_BENCH
activateMode_
ACTIVATE_MODE_NORMAL
SLOW
[117]
Black.Sequence.Action.Actor.AI.AIMode.SequenceActionExecAIModeRoute
[118]
[119]
[120]
bool_
action_target_
INTERACTION_REACTION
mask_
[121]
Black.Sequence.Actor.SequenceActionInteractionMask
ACTOR_PC
[122]
[123]
[124]
[125]
enablePin_
touch_
disablePin_
entityLableId_
statusExScope_
ScopeOutTriggerStatus_None
[127]
Black.Sequence.Action.Quest.SequenceActionQuestSetTriggerEntity
triggerPointPin_
remoteEvent_
unTouch_
attackIn_
attackOut_
causedActorList_
causedActor_
triggerActor_
waitEntity_
eventType_
ET_ENTITY
eventTypeLast_
canCatchSameTimeEvents_
canCatchSameTimeEventsPerfectly_
[128]
Black.Sequence.Event.SequenceEventTriggerMultiStatus2
root.entities_.area_duscae_jet_bench.entities_.area_duscae_share_jet_bench.entities_.area_du_share_quest_jet_bench.entities_.trigger_chocobo_camera
[129]
[130]
[131]
[133]
[134]
[135]
[136]
root.entities_.area_duscae_jet_bench.entities_.area_duscae_share_jet_bench.entities_.area_du_share_quest_jet_bench.entities_.spawn.entities_.chocobo_root
entities_.spawn.entities_.chocobo_root
[137]
speedPin_
speed_
[138]
Black.Sequence.Action.System.SequenceActionSetWorldTimerSpeed
weatherTransitionTime_
overrideType_
NORMAL_EVENT
weatherType_
WEATHER_TYPE_A
weatherKey_
cleigne
saveTarget_
[139]
Black.Sequence.Action.Weather.SequenceActionOverrideWeather2
WEATHER_TYPE_C
[140]
[141]
[144]
[145]
[146]
Black.Sequence.ScreenEffect.SequenceActionColorFadeIn
[147]
[152]
[153]
root.entities_.area_duscae_jet_bench.entities_.area_duscae_share_jet_bench.entities_.area_du_share_quest_jet_bench.entities_.spawn.entities_.noctis_camp_battle
entities_.spawn.entities_.noctis_camp_battle
[155]
[156]
BSSPT_InRadius
BlkSCSRT_AutoRandom
[157]
character/es/es00/entry/es00_000_soldier.ebex
[159]
root.entities_.area_duscae_jet_bench.entities_.area_duscae_share_jet_bench.entities_.area_du_share_quest_jet_bench.entities_.spawn.entities_.enemy_box
entities_.spawn.entities_.enemy_box
[160]
root.entities_.area_duscae_jet_bench.entities_.area_duscae_share_jet_bench.entities_.area_du_share_quest_jet_bench.entities_.spawn.entities_.noctis_fishing_point
entities_.spawn.entities_.noctis_fishing_point
[162]
hour_
unsigned int
minute_
setting_
varSet_
[164]
Black.Sequence.Action.System.SequenceActionSetWorldTimerValue
[165]
dayTime_
hourFloat_
days_
enabled_
passingDay2_
instantUpdate2_
passingDay_
instantUpdate_
[166]
Black.Sequence.Variable.SequenceVariableWorldTimer
[167]
[171]
Bool
dynamicPin1_
SQEX.Ebony.Framework.Node.GraphVariableOutputPin
refOutPorts_
labelScope_
LS_Global_Scope
isCreateWhenNotFound_
useTimer_
timerType_
TT_DECREMENT
stopTimerValue_
GAME_MODE_LOOP
labelType_
TYPE_BOOL
labelTypeLast_
[173]
Black.Sequence.Variable.Labeled.SequenceVariableLabeledFixId
[174]
Black.Sequence.Action.System.SequenceActionExitGame
closeMenu_
refOutPorts_.dynamicPin1_
[175]
[177]
FRAME_COUNT_START_RESET
[179]
[180]
[181]
playerBankNumber_
SAVE_PLAYER_NOCTIS
level_
level_pin_
[182]
Black.Sequence.Action.Actor.StatusGrow.SequenceActionActorAddLevel
SAVE_PLAYER_GLADIOLUS
[183]
SAVE_PLAYER_IGNIS
[184]
SAVE_PLAYER_PROMPTO
[185]
[186]
[187]
[188]
[189]
refInPorts_.dynamicPin1_
[191]
SQEX.Ebony.Framework.Sequence.Action.SequenceActionSetBoolVariableDirect
[195]
[196]
[197]
[198]
[200]
opened_
canceled_
pressButtonDecided_
pressButtonOther_
dialogFixId_
keyHelpFixId_
dialogString_
 GAME_MODE_LOOP -> True
dialogPos_
outputID_
inputID_
dialogSeconds_
disableCloseSeconds_
messageSpecificationType_
SPECIFICATION_STRING
forceDisp_
enablePause_
enableCancelClose_
[205]
Black.Sequence.Action.Menu.SequenceActionInfoWindow
[206]
speedRatePin_
[210]
[211]
[212]
[213]
WEATHER_TYPE_B
[214]
[215]
__PLACE_HOLDER__NOCTIS_BENCH
[216]
refActor_
SET_GASOLINE
fixidValue_
intValue_
envStateValue_
ENV_STATE_NORMAL
timeToUnfreeze_
[219]
Black.Sequence.Actor.AI.Vehicle.SequenceActionAIVehicleSetStatus
level/world/worldshare/plan/stay/worldshare_stay_bonamik.ebex
[222]
WM_G_STAY_CAMP_START_JET_BENCH
[224]
[226]
WM_G_STAY_CAMP_END_JET_BENCH
[227]
 ŃéźŃâíŃâęńŻťŠłÉšöĘŃâçŃâÉŃââŃé░ -> ON
[229]
one_
answerString1_
ŃâëŃâęŃéĄŃâľ
answerString2_
ŃâüŃâžŃé│Ńâť
isPlayerControlOff_
bSetPause_
[231]
Black.Sequence.Action.Menu.SequenceActionSelectMenuInOut
SETUP_RUN_END_JET_BENCH_CAMERA
[232]
[233]
[234]
[235]
BENCH_DRIVE_CAMERA_START
[236]
BENCH_DRIVE_CAMERA_END
[237]
three_
four_
five_
six_
cancelled_
reqNext_
reqPreview_
Ńâ¬ŃâŚŃâČŃéĄŃüÖŃéő
[238]
[239]
[245]
BENCH_CHOCOBO_CAMERA_END
[248]
BENCH_CHOCOBO_CAMERA_START
[249]
[250]
[251]
[252]
[253]
[254]
[255]
isEnableBGCollision_
bgEnabledInterpolationTime_
bgEnabledSearchGroundLength_
[256]
Black.Sequence.Actor.SequenceActionActorSetCollisionEnable
ACTOR_CHOCOBO_GLADIO
[257]
ACTOR_CHOCOBO_PROMPT
[258]
ACTOR_CHOCOBO_IGNIS
[259]
pinNum_
swfEntryEntity_
outValue_
root.entities_.area_duscae_jet_bench.entities_.area_duscae_share_jet_bench.entities_.area_du_share_quest_jet_bench.entities_.swfentryentity01
[260]
Black.Sequence.Variable.SequenceVariableSwfEntryEntity
requestAddMenu_
cancelRequestMenu_
quitMenu_
resumeMenu_
[261]
Black.Sequence.Action.Menu.SequenceActionMenuLogic
blackLevelMode_
BLM_EVENT
eventModeLayer_
BEML_BASE
pcControlFlag_
cameraFadeFlag_
isEnableMotionBlur_
isNeedToShowRegalia_
preparedFadeInFrame_
fadeOutFrame_
fadeInFrame_
isEnableSkip_
eventSkipFadeOutFrame_
eventSkipFadeInFrame_
preparedPin_
[262]
Black.Sequence.Action.Level.LevelMode.SequenceActionSetLevelModeNew
[263]
[264]
WM_G_STAY_FIRST_TIMELINE_START
[265]
[266]
SM00_03SIV_10
in3_
[267]
Black.Sequence.Event.Event.SequenceEventEventFinished
[269]
SQEX.Ebony.Framework.Sequence.Action.SequenceActionSync3
[270]
JET_BENCHMARK_FISHING_START
[272]
FishingSettings
refIn1
FishSpwanEntities
entity_
refIn2
Š░┤ŔŹëEntityŃâ¬Ńé╣Ńâł/Ńé░ŃâźŃâ╝ŃâŚ
refIn3
Š░┤ÚŁóÚźśŃüĽEntity
refIn4
ForceStop
delayTime_
delayMaxTime_
pinType_
PT_ARBITRARY
triIn1
SQEX.Ebony.Framework.Node.GraphTriggerInputPin
triInPorts_
Finished
triOut1
SQEX.Ebony.Framework.Node.GraphTriggerOutputPin
InteractedToIcon
triOut2
FinishFadeoutFinished
triOut3
triOutPorts_
trayname_
PrefabTray1
headerColorUserDefine_
bodyColorUserDefine_
root.entities_.area_duscae_jet_bench.entities_.area_duscae_share_jet_bench.entities_.area_du_share_quest_jet_bench.entities_.fishing_jet_benchmark
isOpen
[275]
SQEX.Ebony.Framework.Sequence.Tray.PrefabTray
root.entities_.area_duscae_jet_bench.entities_.area_duscae_share_jet_bench.entities_.area_du_share_quest_jet_bench.entities_.fishing.entities_.fishingfishspawnentity01
entities_.fishing.entities_.fishingfishspawnentity01
refInPorts_.refIn2
entities_.fishing_jet_benchmark.entities_.plan_fishing.entities_.sequence_fishing.nodes_.[181]
entities_.benchmark_demo.nodes_.[276].entity_
[276]
SQEX.Ebony.Framework.Sequence.Variable.SequenceConstantTransformEntity
root.entities_.area_duscae_jet_bench.entities_.area_duscae_share_jet_bench.entities_.area_du_share_quest_jet_bench.entities_.fishing.entities_.water_height_point
entities_.fishing.entities_.water_height_point
refInPorts_.refIn4
entities_.benchmark_demo.nodes_.[277].pointNodeActorVarOutPin_
[277]
[278]
[279]
[280]
[281]
[282]
JET_BENCHMARK_FISHING_END
[283]
[284]
[285]
[286]
outStop_
finishByDamage_
finishByEncount_
[287]
Black.Sequence.Action.Actor.AI.AIMode.SequenceActionExecAIModeReset
[288]
category_
MC_BASIC
isEnableAccel_
isEnableBrake_
isEnableHandle_
isEnableGetOff_
isEnableCamera_
isEnableMusic_
isEnableRoof_
isEnableKlaxon_
isEnableUturn_
isEnableAutoSave_
isEnableDriveMenu_
isEnableWaitGetoff_
isEnableCameraRoll_
isEnableTakeOff_
isEnableJump_
[289]
Black.Sequence.Action.Vehicle.SequenceActionSetVehicleController
entitySearchLabelId_
MENUENTRY_NAVIMAP
swfEntryPackagePath_
menu/navimap/script/MenuSwfEntry_NaviMap.ebex
[290]
Black.Sequence.Variable.SequenceVariableResidentSwfEntryEntity
IsVisible
Buddy
SetVisibleEnemy
SetVisibleBuddy
SetVisibleGoal
SetVisibleCar
SetVisibleBuddyEach
SetVisibleTime
SetVisibleOut
[291]
[292]
IS_VE_REGALIA_KEYHELP_MASK
[293]
BLM_RTE
[294]
[295]
[296]
bgmtype_mode_
EVENT_BGM_TYPE
idxFilePath_
sound/resources/20001Music2/jp/bgm_altissia.max
fadeIn_
fadeOut_
isSameSkip_
isSetFade_
[297]
Black.Sequence.Actor.SequenceActionSetBgmset
mode_
MODE_NORMAL
isWeakPlay_
isPlayRecalcSlot_
[298]
Black.Sequence.Actor.SequenceActionChangeBgmMode
isPose_
isKeepContinue_
[299]
Black.Sequence.Actor.SequenceActionStopBgm
[300]
sound/resources/20001Music2/jp/bgm_chocobo.max
[301]
[302]
[303]
sound/resources/20001Music2/jp/bgm_bat_nifuru.max
[304]
[305]
[306]
outPin_
materialType_
MATERIAL_TYPE_NUM
setType_
SET_TYPE_SET
setValue_
controlType_
CONTROL_TYPE_NONE
[308]
Black.Sequence.Action.Actor.Material.SequenceActionActorSetBodyMaterialParameter
attack_
WEAPON_ATTACK_MAIN_DOWN
equipmentId_
WEAPON_WE01_SWORD_009
checkNew_
[309]
Black.Sequence.Action.Actor.Accessory.SequenceActionActorEquipWeapon
[310]
Black.Sequence.Action.Actor.Accessory.SequenceActionActorFullOpenAbilityTree
[311]
[314]
[315]
wetControlType_
FORCE_DRY
gettingDryTime_
gettingWetTime_
perCharacterControl_
[318]
Black.Sequence.Action.Actor.SequenceActionActorWetnessControl
[319]
BENCH_AIRCRAFT_PREPARE
[321]
BENCH_AIRCRAFT_START
[323]
BENCH_AIRCRAFT_END
[324]
Int
UI_P_COMM_JOB_COMMAND_MENU_DECIDE_COMMAND
root.entities_.area_duscae_jet_bench.entities_.area_duscae_share_jet_bench.entities_.area_du_share_quest_jet_bench.entities_.benchmark_demo.nodes_.[325].refInPorts_.arg0_
SQEX.Ebony.Framework.Sequence.Variable.Primitive.SequencePrimitiveInt
[325]
WEAPON_ATTACK_MAIN_UP
[326]
[327]
WEAPON_ATTACK_MAIN_RIGHT
WEAPON_WE03_SPEAR_001
[328]
WEAPON_ATTACK_MAIN_LEFT
[329]
[330]
[331]
[332]
[333]
Black.Sequence.Action.Debug.SequenceActionDebugSetGameSpeed
[334]
actorIgnisPin_
[335]
actorListPin_
actorNoctisPin_
actorGladiolusPin_
actorPromptoPin_
actorGuestPin_
isExcludingUCPC_
[336]
Black.Sequence.Action.Level.Party.SequenceActionGetPartyMembers
[337]
[338]
root.entities_.area_duscae_jet_bench.entities_.area_duscae_share_jet_bench.entities_.area_du_share_quest_jet_bench.entities_.spawn.entities_.ignis_camp_battle
entities_.spawn.entities_.ignis_camp_battle
[339]
root.entities_.area_duscae_jet_bench.entities_.area_duscae_share_jet_bench.entities_.area_du_share_quest_jet_bench.entities_.spawn.entities_.prompto_camp_battle
entities_.spawn.entities_.prompto_camp_battle
[340]
root.entities_.area_duscae_jet_bench.entities_.area_duscae_share_jet_bench.entities_.area_du_share_quest_jet_bench.entities_.spawn.entities_.gladio_camp_battle
entities_.spawn.entities_.gladio_camp_battle
[341]
connectorNo_
[0]
SQEX.Ebony.Framework.Sequence.Connector.SequenceConnectorIn
SQEX.Ebony.Framework.Sequence.Connector.SequenceConnectorOut
[2]
[8]
[10]
jointId_
scriptVisible_
pointType_
TYPE_POINT
paramId_
interactionParamId_
interactionItemId_
positionAttribute_
warpAutoTurnMode_
WATM_CENTER_OF_GRAVITY
warpPostCameraMode_
WPCM_OVER_SHOULDER
warpPostCameraBlendMode_
BLEND_CUBIC
warpPostCameraBlendTime_
warpPostCameraBlendSpeed_
warpGroupId_
magicThunderDamageRangeRadius_
wallCoverRangeRadius_
wallCoverDirection_
RIGHT
point_du_share_camp21
Black.Entity.Node.PointNodeEntity
isEnable_
seedPointFixid_
DEFAULT
areaType_
AREA_BATTLE
groupNo_
battleAreaConditionFixId_
BA_DEFAULT
isAutoMakeBattleTeritory_
triggerType_
TYPE_SPHERE
seedCollisionType_
TYPE_CYLINDER
radius_
summonSuccessRate_
summonIfritLot_
summonIfritDirection_
summonSivaLot_
summonSivaDirection_
summonRamuhLot_
summonRamuhDirection_
summonTitanLot_
summonTitanDirection_
summonLeviathanLot_
summonLeviathanDirection_
summonBahamutLot_
summonBahamutDirection_
elementFirePower_
elementIcePower_
elementThunderPower_
elementEarthPower_
elementWaterPower_
elementLightPower_
elementDarkPower_
isAreaInfoRelease_
battleareaentity01
Black.Entity.Node.BattleAreaEntity
entities_.spawn.entities_.gladiolus
entities_.spawn.entities_.prompto
entities_.spawn.entities_.ignis
entities_.spawn.entities_.vehicle_gas
entities_.spawn.entities_.noctis_fishing_hut
spawn
Black.Entity.EntityGroup
capacity_
battleAreaSeedPointFixid_
noctis
Black.Entity.Node.SpawnPointNodeEntity
gladiolus
prompto
ignis
vehicle_road
vehicle_gas
noctis_camp_point
chocobo
enemy
chocobo_root
noctis_fishing_hut
noctis_fishing_point
noctis_camp_battle
enemy_box
Black.Entity.Node.SpawnBoxNodeEntity
gladio_camp_battle
prompto_camp_battle
ignis_camp_battle
entities_.routeentity01.entities_.routepointentity10
entities_.routeentity01.entities_.routepointentity20
entities_.routeentity01.entities_.routepointentity30
entities_.routeentity01.entities_.routepointentity31
entities_.routeentity01.entities_.routepointentity40
entities_.routeentity01.entities_.routepointentity41
entities_.routeentity01.entities_.routepointentity42
entities_.routeentity01.entities_.routepointentity50
entities_.routeentity01.entities_.routepointentity51
entities_.routeentity01.entities_.routepointentity60
bLoop_
routeMoveType_
ROUTEMOVE_TYPE_ONCE
routeentity01
Black.Entity.RoutePoint.RouteEntity
GROUND
destinationPointRandomRange_
movementOverride_
moveSpeedOverride_
arrivalMoveSpeedOverride_
isEnableDynamicRandomDestination_
destinationDistanceRatioMin_
destinationDistanceRatioMax_
routepointentity10
Black.Entity.RoutePoint.RoutePointEntity
routepointentity20
routepointentity30
routepointentity31
routepointentity40
routepointentity41
routepointentity42
routepointentity50
routepointentity51
routepointentity60
entities_.routeentity02.entities_.routepointentity01
entities_.routeentity02.entities_.routepointentity02
routeentity02
routepointentity01
routepointentity02
touchTarget_
UCPC
characterSelectID_
touchStatus_
TOUCH
touchStatus2_
UNTOUCH
touchStatus3_
touchStatus4_
height_
depth_
width_
count_
enableTrigger_
checkInSameScene_
scaleTriggerWithParent_
isNoCheckFirst_
isNoCheckAtUCOff_
isSetEventModeAtTouch_
touchKind_
TK_ALL
trigger_chocobo_camera
Black.Entity.Node.TriggerEntityQuest
./area_du_share_quest_drive_jet_bench.ebex
495a4cb7-d113-41fc-9e61-6164ecf1433b
area_du_share_quest_drive_jet_bench
SQEX.Ebony.Framework.Entity.EntityPackageReference
./area_du_share_quest_chocobo_jet_bench.ebex
f2b64393-bb64-420c-8ee5-90f008002f6f
area_du_share_quest_chocobo_jet_bench
menuFixID_
menu/jet_bench/script/MenuSwfEntry_JetBenchLogo.ebex
swfentryentity01
Black.Entity.Menu.SwfEntryEntity
8.651421E-06,-132.9797,8.651422E-06,1
../../level/levelresource/prefab/fishing/fishing_jet_benchmark.prefab
21fea4dd-04a2-460f-a6cb-1338233cd4c0
bArchiveDiffResource_
umbraIsTarget_
umbraIsOccluder_
sequenceUpdateOrder_
fishing_jet_benchmark
Black.Entity.Prefab.Prefab
fishing
8.651421E-06,-132.3124,8.651422E-06,1
water_height_point
spawnAreaType_
AREA_ELLIPSE
boxEllipseWidth_
boxEllipseDepth_
circleRadius_
spawnLevel_
AREA_LEVEL_2
spawnMaxCount_
fishingfishspawnentity01
Black.Entity.Minigame.Fishing.FishingFishSpawnEntity
./area_du_share_quest_aircraft_jet_bench.ebex
615d9b55-49fc-491b-a59c-b067c0c36673
area_du_share_quest_aircraft_jet_bench
objects
package

Due to the structure I'm more then sure that it's something like Unreal Engine's 4 Blueprint scripting.

NODE 229:
isPlayerControlOff_

NODE 288:
Bunch of disabling for auto controlling

XMB2:
Code: [Select]
0x00 char[4] header(XMB2)
0x04 uint32 EOF
0x08 uint32 padding?
0x0C uint32 sizeof(section1)
0x10 uint32 padding?
0x14 uint32 Section1

Section1:
uint32 - pointer
byte[4] - type
byte[4] - null?

11
I'm out of ideas... I just can't happen to enable input, and alcochol doesn't seem to help me...

12
All possible parameters:
Code: [Select]
.rdata:00007FF637501D40 0000000A C --locale=
.rdata:00007FF637501D50 0000000A C --ui_lang
.rdata:00007FF637501D60 0000000D C --numThreads
.rdata:00007FF637501D70 00000012 C --numAsyncThreads
.rdata:00007FF637501D88 0000000C C --loop_mode
.rdata:00007FF637501D98 0000000E C --graphicsIni
.rdata:00007FF637501DA8 00000007 C --720p
.rdata:00007FF637501DB0 00000008 C --2160p
.rdata:00007FF637501DB8 00000014 C --displayResolution
.rdata:00007FF637501DD0 00000016 C --renderingResolution
.rdata:00007FF637501DE8 00000014 C --noNvidiaAfterMath

for config see this:
Code: [Select]
.rdata:00007FF637501E40 000002A5 C +wEAAJ8CAAD/W0Jhc2ljU2X/dHRpbmdzXQr/RGlzcGxheVL/ZXNvbHV0aW//bldIPTEyODD/eDcyMApNYXj/RnJhbWVyYXT/ZT0yNDAKUmWPbmRlcvjwBQ8XAUf/cmFwaGljc1D/cmVzZXQ9MAr/U2hvd0Nvbma7aWdZBEZQU1kACnlb/vT0/lNjYWz48O9Nb2RlWQBGUDH/NkJhY2tCdWb/ZmVyPTEKRnX/bGxTY3JlZW7+lAFPblN0YXJ0+3VwWQBIYXJkd+dhcmWsC8MBRFJH72FtbWGNAWU9MfsuM94BTHVtaW5vYW5jZecEMDDEAHdpZ2hTAGNpcwwA3iwDVGFyZ1cCVlP3eW5jcAJOVklE+0lB4gBlV29ya/1z9PdOdmlkaWHPRmxvd1kARxNIYfNpcjgSURZTaGFk3293TGliYhdUZf9ycmFpblRlc89zZWxhCwF2F3VyPWZRFlZYQU9wAiwGXvT3QW50aY8AYWIR/0FtYmllbnRPj2NjbHUREcMBCRBTT3BlY0GIEFgBTAkQNvfxUXWPAHR5WQCUAe9sTE9EjQQ9NzX9CrADRmlsdGVyP0RldGFpbKkAbBPC/vB0+QUQJW0SNQc9Nf8wClRleHR1cv9lQW5pc290co9vcGljHSNZAFkkU+90cmVh9gBnTWUXbW9yACAA
Looks familar? Yeah, that's base64...

Code: [Select]
����[BasicSettings]
DisplayResolutionWH=1280x720
MaxFramerate=240
RenderGraphicsPreset=0
ShowConfigYFPSY�
y[ScalModeY�FP16BackBuffer=1
FullScreenOnStartupY�Hardware DRGammae=1.3Luminoance00�wighS�cis �,TargWVSyncpNVIDIA�eWorksNvidiaFlowY�GHair8QShadowLibbTerrainTessela vur=fQVXAOp,^Anti�abAmbientOcclu SOpecAXL 6Qu�tyY�lLOD=75
Filter?Detail�lt%m5=50
TextureAnisotropic#Y�Y$Strea�gMemor� �

KeyConfig.ini in root directory actually has it all, not quite sure why it doesn't seem to work for input.
Game reads the file as said in Process IO:
Code: [Select]
18:12:40,8167929 ffxv.exe 6832 QueryDirectory E:\FINAL FANTASY XV BENCHMARK\KeyConfig.ini SUCCESS Filter: KeyConfig.ini, 1: KeyConfig.ini
18:12:40,8169401 ffxv.exe 6832 CreateFile E:\FINAL FANTASY XV BENCHMARK\KeyConfig.ini SUCCESS Desired Access: Generic Read, Disposition: Open, Options: Synchronous IO Non-Alert, Non-Directory File, Attributes: R, ShareMode: Read, Write, AllocationSize: n/a, OpenResult: Opened


13
ffxv.exe parameters as said in launcher (which is written in C# and is not obfuscated):

Code: [Select]
string text = "ffxv.exe";
string text2 = string.Empty;
if (this.QualityComboIndex2 == MainWindow.QualityComboIndexes.LowQuality)
{
text2 += "--graphicsIni config\\GraphicsConfig_BenchmarkLow.ini";
}
else if (this.QualityComboIndex2 == MainWindow.QualityComboIndexes.MiddleQuality)
{
text2 += "--graphicsIni config\\GraphicsConfig_BenchmarkMiddle.ini";
}
else if (this.QualityComboIndex2 == MainWindow.QualityComboIndexes.HighQuality)
{
text2 += "--graphicsIni config\\GraphicsConfig_BenchmarkHigh.ini";
}
if (this.WindowModeComboIndex2 == MainWindow.WindowModeComboIndexes.FullScreen)
{
text2 += " -f";
}
if (this.ResolutionComboIndex2 == MainWindow.ResolutionComboIndexes.Resolution_1280x720)
{
text2 += " --displayResolution 1280 720 --renderingResolution 1280 720";
}
else if (this.ResolutionComboIndex2 == MainWindow.ResolutionComboIndexes.Resolution_1920x1080)
{
text2 += " --displayResolution 1920 1080 --renderingResolution 1920 1080";
}
else if (this.ResolutionComboIndex2 == MainWindow.ResolutionComboIndexes.Resolution_3840x2160)
{
text2 += " --displayResolution 3840 2160 --renderingResolution 3840 2160";
}
if (this.IsAutoLoop)
{
text2 += " --loop_mode";
}
text2 = text2 + " --locale=" + this.LanguageLabels[this.LanguageComboIndex].LocaleText;
ProcessStartInfo startInfo = new ProcessStartInfo
{
UseShellExecute = false,
FileName = text,
Arguments = text2
};
try
{
this.gameProcess = Process.Start(startInfo);
}

14

Yo! I heard you like to take a look at my look!
https://www.dropbox.com/s/fjngs26lflscicq/Ifrit.zip?dl=0


I really tried but couldn't break into renderer or find palette

PS> With the broken wiki I've lost all info about .DAT geometry

16
Uhm


17
FOUND THE FUCKER!
ucrtbase.dll:00007FFF8A01D800 ucrtbase__Exit -this is called asynchronous by one thread. Suspending thread toally makes the game playable with debugger attached.

UPDATE:
Unfortunately it doesn't print any cool debug stuff (maybe before level loading I saw something with [klang])

Okay, now I'm not quite sure how to enable input here xD I bet the input must be on some thread

DUMP TIME!

Luminous.RenderInterface.DefaultWindow
.rdata:00007FF6374128B0 0000000A C GLADIOLUS   

Hm, maybe this script:
SQEX.Ebony.Framework.Sequence.Event.SequenceEventKeyboardInput
EDIT_DISABLED_KEYBOARD_PAD   

Grab 73k lines of all engine scripts/paths/etc here:
https://www.dropbox.com/s/wytfrid4r3ju5nd/FFXV_dumped.txt?dl=0

UPDATE:
I saw "Luminous" only one time, it's always refered as "Black":
BlackConfig.xml

ucrtbase_exit is called by sub_7FF634CAC230 which is called by sub_7FF634CAC79


[klang][info]version 16.2.26.A

UPDATE:

Code: [Select]
.rdata:00007FF637646990 00000007 C ESCAPE                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             
.rdata:00007FF6376469C8 00000008 C PRT_SCR                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             
.rdata:00007FF6376469D0 00000007 C SCR_LK                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             
.rdata:00007FF6376469F0 0000000B C BACK_QUOTE                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         
.rdata:00007FF637646A00 00000005 C CAPS                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               
.rdata:00007FF637646A08 00000008 C L_SHIFT                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             
.rdata:00007FF637646A10 00000007 C L_CTRL                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             
.rdata:00007FF637646A18 00000008 C WINDOWS                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             
.rdata:00007FF637646A20 00000006 C L_ALT                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               
.rdata:00007FF637646A28 00000006 C MINUS                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               
.rdata:00007FF637646A30 00000006 C EQUAL                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               
.rdata:00007FF637646A38 0000000B C BACK_SPACE                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         
.rdata:00007FF637646A48 0000000D C OPEN_BRACKET                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       
.rdata:00007FF637646A58 0000000E C CLOSE_BRACKET                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       
.rdata:00007FF637646A68 0000000B C BACK_SLASH                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         
.rdata:00007FF637646A78 0000000B C SEMI_COLON                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         
.rdata:00007FF637646A88 0000000B C APOSTROPHE                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         
.rdata:00007FF637646A94 00000006 C ENTER                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               
.rdata:00007FF637646A9C 00000006 C COMMA                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               
.rdata:00007FF637646AA4 00000007 C PERIOD                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             
.rdata:00007FF637646AAC 00000006 C SLASH                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               
.rdata:00007FF637646AB8 00000008 C R_SHIFT                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             
.rdata:00007FF637646AC0 00000006 C SPACE                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               
.rdata:00007FF637646AC8 00000006 C R_ALT                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               
.rdata:00007FF637646AD0 00000005 C FUNC                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               
.rdata:00007FF637646AD8 00000005 C MENU                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             

18
Scripting and Reverse Engineering / [PC] Final Fantasy XV
« on: 2018-02-09 15:32:35 »
The benchmark is available on:
http://benchmark.finalfantasyxv.com/na/

not much, but maybe that'd be possible to escape benchmark mode

Lot's of floating rocks above ground, character just ran through a car... It's quite messy demo.
Makes HTTP connection to 23.51.123.27

UPDATE:
Okay, I broke it- it's all scripted in "Quest" file. Getting into /datas/quest/duscae/* and grabbing all files makes the game unresponsible (all hud works, game works, it just doesn't produce any motion)

UPDATE2:
Broke out- you just need to delete all quest except area_du_share_quest_jet_bench.earc and as soon as Noct stops fishing you are on your own. Now I have time to actually try to control character

UPDATE3:
Time of day normally passes. I put sniffer on process flow and it only reads:
\datas\sound\resources\20001music2\jp\bgm_hanyo_kyoten.win.mab
in chunks (therefore music is streamed)

from time to time it queries C:\Windows\System32\dinput8.dll

UPDATE4: (18:28)

PS> Yeah, I tried plugging DualShock 4

UPDATE5:
Game has anti-debugger things... I can attach just like in patched MOBIUS:FF

UPDATE6: (18:41)
Loaded dump into IDA. Found FFXV entry point

UPDATE7: (19:09)
By changing EXEs PE format from GUI (sic!) to console you get the debug console, unfortunately it only displays:
2018-02-09T19:09:12.880: DllMain.cpp:22      #0 Attached GfeSDK.dll

UPDATE8: (19:30)
Engine codename is "re_black" or just "black"

UPDATE9: (19:33)
Engine has rich debugging strings and references to internal script language as "klang"
Engine has trap to debugger function (INT 3) [exception throwing]

UPDATE10: (20:11)
Oh SE... SE... SEEEE! You must have love us to introduce all these anti-debugger tricks, but you ain't stopping me!

UPDATE11: (20:12)
So I see you learnt something from Mobius:FF and now you trap debuggers even when already in-game. :-) I'll find you

UPDATE12: (20:17)
Do you feel that SquareEnix? I'm getting closer and... more drunk by the way

UPDATE13: (20:31)
00007FF634A5ACEC - case 8 is your reaper

UPDATE14: (20:40)
One of your threads are detecting debugger... let's see...

UPDATE15: (20:49)
sub_7FF636B5C380 - Raises exception to one thread

19
and do you know how to get animation of model?

wmset objects are non-animated. It only animates the translation+rotation of single object via engine.

I'm having exactly the same issue.  No model appears in the previewer for me of balamb G... just a floating triangle in a sea of blackness. 

Mhm... Does battle stage previewing work? Try to hit "Reset Camera" and get to Display>Textured
I tried to test the newest release on my computer at workplace but I only have battle stage model with me





I was wondering - Do you have documentation as to what files to grab, etc.?  I found Balamb garden and other vehicles, but all I really want is the original GF's ripped to .obj with UV's so that I can put the models into Quixel and use DDO to re-create the textures.

GFs are crap as hell. Some are in EXE, some are in battle.fs, some are in magic.fs; Rinoa's toolset is capable of exporting GFs environments (Like Alexander scene) + dumping geometry manually (for Shiva icespike). For GFs itself someone from here (I forgot the name, sorry!) made a script for transforming GF header into battle DAT file. You probably know that. I don't remember if they have UVs.
Another thing: Textures for GFs are also different. Some are normal TIM, some are weird strawberries (Rinoa's toolset GF>Special texture format>[choose one]).
At the weekend I'll rip all GFs for you.



Quixel and use DDO to re-create the textures.

Is this really that good? I was working so far with educational license of Substance Painter 2 and that's really amazing. Have you tried it? Is Quixel better?


This may have been some kind of 'hackish' fix that the coders did to the PC version so that the linear filtering didn't cause weird seam glitches - OR - it's the issue inherent to DX9, where the texel information is incorrectly calculated and ends up being 2px off.  Is there a way to add the DX9 UV/Texel calculation fix to FF8's rendering shader?  I've got all of the coding resources anyone would need for that, but I have no idea how/where to inject the code because I don't do any coding at all.

I'm still trying to lay my hands on DX buffer and strawberries. I've come really close, but it's still rubbish to me. I only know OpenGL so far, yesterday I checked how to draw primitive with DirectX, maybe I could reverse it from the other side- directly from DX calls.

20
I heard it uses the same thing as FFXHD, so just one giant chunk, it also have the same extension, so maybe the structure is the same.

21
General discussion / Re: Final Fantasy 8 in Unity?
« on: 2018-02-04 14:42:09 »
I'm at it again:



Textures are placeholders

22
It highly depends on which tool you are going to use. Rinoa's toolset is a collection of tools. You can use this software for any FF version you have, but it supports unpacking only PC/Steam files. If you rip some file manually from psx, then it's going to support it.

23
General discussion / Re: FF8 Save editor advice
« on: 2018-01-24 07:45:09 »
If you are really into hacks just to get achievement use SAM:
https://github.com/gibbed/SteamAchievementManager

24
FF8 Tools / Re: [FF8] Enemy editor - IFRIT (0.11)
« on: 2018-01-21 20:54:25 »
MonsterAI+CA:   (Where MonsterAI is 0x487DE0 in 2000PC)
Code: [Select]
mov     al, [esi]:
[ESI] - pointer to current operation to parse
al - will hold AI code opcode


Example:
MonsterAI+62E  AI_TALK (opcode 0x1A)
mov dl, [esi] - ESI holds textID (as said in documentation it's byte text_index)
gets saved to local at var_14

MonsterAI+661 now EAX holds absolute address to text to display- here: "5 ?Rm kmpc."- deciphered as "NO MORE!"

So... Yeah, I might be able to make something like real-time AI interpreter I think...

Opcode 0x05 is some sort of PUSH

Isn't it?

Pardon that 'A', I just used ROT-23 for text conversion

25
DIV BY ZERO - CPU error
Looks like I didn't test it perfectly before handing it out. There's sub_496300, a function that parses party abilities. It want's to read some rubbish data and in fact tries to divide some variable by zero. Let me investigate that...

UPDATE:
Ok, got it- it's HP error. It takes it's ability from playable party structure:
01CF75F5 (named K_CHARACTER_HP_B) [Steam should use the same variables]
Calculation: 01CF75F5 + (characterID*0x24)
Let's see... Cockatrice is 0x20 (32 in decimal). So:
I'm setting 01CFE0F0 to 0x20
I'm setting (0x20 * 0x24) + 01CF75F5 to 255 (0xFF)

UPDATE 2:
Loord... another DIVIDE BY ZERO...

UPDATE 3:
Too much strawberries is going on here. I need to find another way. At the moment do this:
Put a breakpoint at 495550 (mov dl, 01CFE0F0)
Step forward, change EDX register (only two last digits) to the monster you want to control in battle. That's for now unfortunately, I need to think how to deal with this now so you can modify it without disassembler and you could access menu normally.

Grab video tut here:
https://www.youtube.com/watch?v=irNiwcGltkw&feature=youtu.be

I think I know how to do it...

UPDATE 4:
You can use assembler script I wrote. It replaces Squall: (change MOV dl, 0x20 to any enemy you want; Keep in mind this only works for battle so far...)
Code: [Select]
alloc(newmem,2048)
label(returnhere)

newmem:
CMP EAX, 0
JNE noSquall
mov dl,0x20
JMP exit
noSquall:
mov dl,[edi+FF8_EN.exe+18FE0F0]
jmp returnhere

"FF8_EN.exe"+95550:
jmp newmem
nop
returnhere:

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