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Messages - Maki

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26
Not sure there's no DIRECT_IO_EXPORT_DIR=EXP\ setting in the 1.2.1 config is that an issue? This is the current directory path C:\Program Files (x86)\Steam\steamapps\common\FINAL FANTASY VIII Remastered

The offline mode used to give me this error but now both do nothing, maybe windows security is blocking it. I've updated to latest nvidia drivers, verifying cache changes 2 files and allows me to play normally without mods, but not with custom launcher.


The batch files give me nothing and the 1.2.1a version gives me the same error boxes as before
If i start the Launcher (offline and Forceplay too) its not loading game. Only a little window with "An Unknown exeption has occurrend".

If i Change in Demaster Options the "DIRECT_IO   [CORE]- loads files from unpacked archives" than Game starts normal.

I killed the launcher and re-wrote core part to no longer use SteamApi, deleted settings that caused crashes and bringed back the original, working Sebanisu launcher. It now works on minimum operations to keep up with the stability.
Current link to 1.2.4:
https://github.com/MaKiPL/FF8_demastered/releases/tag/1.2.4

@Pittstone- please download the newest release from link above and open ffviii_demaster_manager.exe - it would make sure that you have everything needed for your first run. After auto-unpacking the files you can close the manager and run the launcher directly or from Steam- also make sure you have the newest version from Steam- this mod works only on current version of remaster

27
what the...
Ultimate solution:
https://github.com/MaKiPL/FF8_demastered/releases/tag/1.2.1b
It has .BATs for forceplay and/or offline when everything fails- I also fixed some issues and create game config files if needed

PS> Two users report version a working for them. I wonder what is the issue in your place

28
I cant get ff8 remastered to start with the new release, whats the issue with the flame animations? I remember them animating last time I checked.
please try with newest Launcher- it looks like some users have issues with SteamApi and weird config files:
https://github.com/MaKiPL/FF8_demastered/releases/latest

29
Released 1.2 with auto zzz extracting, zero manual file editing- includes launcher with vanilla options capabilities and demaster options directly via GUI. Launcher is now capable of auto-downloading new DLLs


@Yagami Light - I am aware of the issue with animated battle backgrounds. So far the only workaround is rename the animated texture so game will not use it (if you already have PNGs- the game will load and load again dropping performance to unplayable state) and also disable Log- it spams errors :( - About Edea, it's now fixed in 1.2.1 - launcher should automatically download fixed DLL. I think the same problem may appear with Seifer. Thank you for all the info and bug reports!

30
World map is broken/disabled, so only log is new addition. Disabling logging would increase performance significantly. I'll try to minimize output by worldmap in future- the remaster is just additionally "emulated" or something. The remaster is currently the slowest release ever. Fields are expected to lag when crossing/loading texture like in Balamb where game loads far and then near focal length textures. HDD is unfortunately a giant bottleneck- storing game on SSD can take care of this issues. Unfortunately there's no much to be done here as remaster works on the same super old engine. Please provide the save and used texture mods with the Ward issue. I don't know what's the matter.

31
I have a save file that throws an exception when loaded, in Ultimecia's castle just before the final fight.

Adding the empty wrong_disk fixed loading my other saves, but this particular one refuses to load.

Here's my save file:
http://www.mediafire.com/file/d3xvau90xlst3ov/slot1_save04.zip/file

and my log:

https://pastebin.com/F3smaSwh
Addressed and fixed:
https://github.com/MaKiPL/FF8_demastered/releases/tag/1.1.2

32
I verified game cache to remove the uv patch and it now loads, but still errors out when loading a save file
mcindus have the same error but related to disk higher than 1- I am still waiting for the saves, if you can please upload yours that crash

EDIT: Thanks for the log- looks like wrong_disk is the issue
quick workaround: make an empty file: EXP/data/disk/wrong_disk - like empty, zero bytes and it will work [tested]

33
Hey, looks like the download link was pulled. Issues with the current release or something else?
Unfortunately yes, but it's fixed now-


(tech talk start- a lot of bla bla bla)
I was working on pre-patched FFVIII_EFIGS.dll that had ASLR disabled in DLL_CHARACTERISTICS. Therefore both IDA and Ghidra disassembled machine code:
Code: [Select]
FF 15 A8 B2 66 11 as
Code: [Select]
call    ds:free, however when building demaster I have no access to data segment of given module on compile-time. Therefore raw disassembly of this opcode as said by Ghidra and defuse.ca x86 disassembler is:
Code: [Select]
ff 15 a8 b2 66 11       call   DWORD PTR ds:0x1166b2a8- while the module image base offset was 0x10000000. When ASLR is disabled, then ds:0x1166b2a8 is correct, however when ASLR is enabled by default as in original release, then the image base offset can change to example 0x7F320000, so 0x1166b2a8 didn't belong to imports of this module. It caused all the crashes because it tried to jump to unknown memory address. Only CheatEngine disassembler correctly disassembled this opcode as
Code: [Select]
CALL DWORD PTR [FFVIII_EFIGS.dll+0x166b2a8]- however it did that way because CE don't work on static database but on runtime, so it knew the image bases- same would be displayed as x86dbg, windbg and etc- while IDA having a debugger it takes the data from static database and would display calculated absolute address. There were two ways: patch DLL, but I can do that before launching FF8 and injecting demaster DLL or do it correctly and change call   DWORD PTR ds:0x1166b2a8 to:
Code: [Select]
MOV EAX, ds_free_add_rel_pointer
MOV EAX, [EAX]
CALL EAX

(tech talk end)

The new working version is available: https://github.com/MaKiPL/FF8_demastered/releases/tag/1.1.1 - it's going to be replaced with 1.2 soon with launcher and auto-unpacking requiring zero input from user along with example textures.

34
hmm... do you by chance have non-latin username or path? Maybe russian folder name or something? Everything should be just fine- I don't understand hmph. Please send me your FFVIII_EFIGS.dll over pm I'll test it

35
Do you have the latest update installed? Try to disable everything and enabled one-by-one to find on what it's crashing

36
OMG sorry, looks like upload failed and I didn't see it failed. Reuploaded on the same link

37
Demaster is an injectable DLL that introduces many features: allows replacing monsters that didn't have HD textures, allows replacing fields with HD!!, allows replacing and modifying basically any texture, allows replacing battle stage textures, introduces auto UV patch, introduces direct reading of files instead of .zzz archives- basically Tonberry that works natively + several patches

Download now at:
https://github.com/MaKiPL/FF8_demastered/releases

INCLUDES 16 pages PDF with instructions step-by-step and features described

Battle stage HD:



It wasn't possible to replace T-rex with HD texture, now it's as easy as putting the files as in Remaster current HD textures are:



Fields are now in HD- you just drag and drop textures that are AI-enchanced:





demaster is configurable, adjustable, you can replace one texture or you can replace them all. Doesn't matter. Bigger, smaller- whatever

This is not final! More upgrades coming soon! Please report anything to make this cooler for you also report any wishes you want.

Upcoming:
* ??

Remember to check for updates via demaster_manager

39
General Discussion / Re: Final Fantasy VIII movie creation
« on: 2019-10-23 20:48:18 »
I actually despise FB, I'm not even signed up, but someone has to contact this guy and tell him about deepfake. He seems to be working in a movie project quite well but their faces need some deepfake masks to match the game's characters.
He is here - his nickname is softtm17 I believe- if not, then this guy should be somehow related to the movie project
I remmeber also someone with guerv .... something like that

40
General Discussion / Re: where do you buy games ?
« on: 2019-10-22 18:50:20 »
 It depends on really many things.
Are you Russian? If so you can buy much cheaper products directly at Steam, key resellers like G2A or Yuplay (yuplay usually provides region free keys, anything else is locked only to Russia)
If not above, then head over to gg.deals (it is full site address) - it will show all available deals on many platforms (Steam, GOG). If you're console player, then you may want to search on eBay for used games - do not look for digital ones as they are usually the same price as new copies and also you won't be able to resell the game.
You might also try to get on lowcygier.pl - it's polish site, but pretty straightforward - title, discount and direct link.

There might be also people selling account access to new games for less than 1$- it's not fake, it's real, but well ... it's not cool

41
it remains to do this in the form of a patch. using cheatengine, constantly loading the script every time you start the game, on an ongoing basis is not very convenient.
and cheatengine, no need to keep with the game

I feel you- Just finished the mod DLL that you can drop into gamedir and update if newer version comes up- it would have UV Patch + this one here included and I think many more will come up (maybe like lifting that texture resolution). I'll post it soon

42
So, the demastered edition introduced brand new archive- a ZZZ archive (which is badly designed with their ulong pointers and 32 bit reg to read it from- great job!). So I made the game code to read the unpacked files directly, so you don't need to repack the zzz archive again.



I recorded tutorial also to cover up non-techs:

https://www.youtube.com/watch?v=KGlPIt5vvjk&feature=youtu.be

anyway, the steps are:

1. Use available zzz unpackers to dump all files from main.zzz and other.zzz to catalogue of your choice.
2. Go here: https://pastebin.com/RWA4aXYR and copy the script, you can (even must) change the folder name at line 105 [or use existing, just call your folder the same]
3. Open Cheat Engine (https://www.cheatengine.org/)
4. Attack to FFVIII.exe and auto assemble the script from pastebin
5. Voila!

43
If you could credit me please too I'd be thankful.

44
Sent!
@rotschleim - yeah IPS patch could work, good idea!

45
@rick - focus now

1. Open Rinoa's toolset and click on this option on image

2. You are going to open the wmsetus.obj file- on the image you can see the Remaster folder. If it's 2013 steam version, then you would have less files, but still "wmsetus.obj" will be there (I still don't know which version you have :) )

3. Whoah! So many new options just became available! and... what!? what is that!? A world map encounters!?

4. Just open the worldmap encounters and voila! You can edit the encounter in last column

5. Remember to use 'compile and save' option- not close the window. Want to know which encounter is which monster? We got it!
http://wiki.ffrtt.ru/index.php/FF8/Encounter_Codes
Whoah! A whole list!
Want to know which region you are editing? Use 2: World map regions
It's really simple! Just click on the map and the region ID will update! Whoah! you can even edit it and the colours will change immidiately!

6. Now after all editing use the "recompile and save" and you are done! The wmsetus.obj has been edited perfectly!


and... don't be mean- I saw your post before you edited it ;)

46
I'm not quite sure I understand your question- like how does the PSX hardware reads the TIM? Or the exact size of the source rectangle from TIM?

47
Hey, post an email so I will send the DLL to you (can't attach it here). I will prepare the DLPB tools patch soon and it's respective instructions.

About ASLR- This is not something you install. It's part of ... let's say a "Windows instruction" to "generate" new address every time you open application to protect it from such real-time modifications (roughly and quite unprofessionally saying)- but don't worry, that won't be needed (you can patch the EXE without disabling ASLR)

48
Ding dong! The switch patch is available. Just patch GuardianEFIGS.nro:
Code: [Select]
0xE04E38 = 1F2003D5
0xE04E58 = 1F2003D5

0xE04E98 = 1F2003D5
0xE04EB8 = 1F2003D5

0xE04EFC = 1F2003D5
0xE04F1C = 1F2003D5

0xE04F5C = 1F2003D5
0xE04F7C = 1F2003D5

0xE04FC0 = 1F2003D5
0xE04FE0 = 1F2003D5

0xE05008 = 1F2003D5
0xE05028 = 1F2003D5

I updated also the main post with some additional instructions for demastered pc and switch editions

49
that program is anything but not intuitive
Yeah- that's why it's archived and no longer developed. I answered on e-mail. I'll record video tutorial for you later this day.

50
yes i noticed that list of elements contained in the various archivies and the percentage of discoveries about them
That's.. not what it means
Anyway, to answer your question- various battle formations are called 'encounters'. There are about 1500 encounters. That means that there are 1500 data entries where you set battle ground (background), where you set active enemies you fight, additional stuff. Now everything uses that ~1500 entries. No matter if you are on worldmap and get into battle or you are on field and get into battle or you run into script battle- it always plays a battle with given index to the 'encounter' data.
The encounters data- the core battle information is in file "scene.out" file in battle.fs

You have to grab archive unpacking tool- if it's remaster, then you would need zzzTool + Deling for unpacking battle.fs- then you would need to use a tool called "Ifrit". If you have steam or PC version from 2000/2013 then skip the 'zzz' part.

zzztool: http://forums.qhimm.com/index.php?topic=19209.0
deling: http://forums.qhimm.com/index.php?topic=13050.0
ifrit: http://forums.qhimm.com/index.php?topic=8741.0

that is for editing the core encounter. If you want to edit which exactly encounter index is played at given worldmap segment, then use Rinoa's toolset: http://forums.qhimm.com/index.php?topic=17064.0
from there unpack wmset.obj, edit the encounters on worldmap, repack, and then again put into battle.fs and zzz if remaster

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