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Messages - Divatox

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1
General Discussion / FF VIII Remastered with HL_Files?
« on: 2023-10-08 03:39:23 »
Guys a little question, i just got the remastered version, (on the original version i used HL_Files to make you draw one time and have 100 magic and never keep them forever). On the remastered version this still works?

2
Ok lets go, first of all sorry for the dumb issue =/
i used the ffviii_demaster_manager to unpack the files, creating the demaster folders and stuff.
replaced all the textures from the list.
I know that you cant hit again the "re-unpack" button, so how can i make the game load the textures?

oh im starting to play the remastered now, but i have the steam version already modded, so i only need the deling program to put all the mods i made on the remastered too right? (monsters, magics)
And i have the DLL file to make you draw 1 magic to get 100 already and will be always 100 for the whole game, can it be used too on the remastered?

btw: AWESOME work man!

3
FF8 Tools / Re: [PC] Enemy editor - IFRIT (0.11)
« on: 2020-01-01 19:41:09 »
Here:
https://github.com/alexfilth/doomtrain/wiki/Enemy-attacks

or using Doomtraim tool, in IFRIT see the number in the ability bar of the monster, then search in the link or doomtraim what the number is.
EX:
custom = 114
114 is breath (from Ruby Dragon)

4
FF8 Tools / Re: [PC] Enemy editor - IFRIT (0.11)
« on: 2019-12-28 00:28:45 »
Someone can upload the IfritAIbeta version again please?

5
can anyone help? my FF8 only play the original songs, not the roses & wine mod or others musics play, even so i put then inside the DATA\OGG file

6
FF8 Tools / Re: [PC] Enemy editor - IFRIT (0.11)
« on: 2019-12-26 14:47:16 »
ok i think im starting to understand  ::)
the number in section 10 MUST be divisible by 4 (or 0/4/8/C) or else will bug the visual of the enemy. So if in this case the number is not you need to input +1 to make him divisible.

"If it's not then what you should do is jump to section 10 offset, in this case x2A84.
Add some "padding" bytes. For example it it would be x2A83 - you insert 1 byte to make the section start az x2A84 (so it's  then go back to the start of the file and add this 1 byte to the section 10 offset, and the offsets after section 10.

Section 10 - Offset    842a0000
Section 11 - Offset    644f0000
End of File - Offset    90910000"

In this part why you right the number backward?? 842A and you wrote 2A84? or doesnt matter and im just complicating things XD

7
Releases / Re: [FF8PC - Steam] New Threat Mod (v0.3)
« on: 2019-12-26 05:52:25 »
Nate about the enemies, its a kinda very hard job edit the level of every enemy and put then back into game because are 844 battle locations in the FF8.
Making the bosses at the same level as the party is nice (i started to mod a second time my game)
Bosses will be in the same level as the party
and Ultimecia's Castle will be ALL enemies and bosses in the same level too (i expended about 3 weeks making those changes XD and edited the enemies putting more old bosses in normal battles like GeroGero, Fujin, Raijin)

8
FF8 Tools / Re: [PC] Enemy editor - IFRIT (0.11)
« on: 2019-12-26 03:35:26 »
Hey,

First i would like grab the opportunity and thank you for making such a cool tool.  :D

I would like to share a short info on the texture corruption:
few weeks ago i received a small know-how from @SegaChief how to fix manually (editing the AI bytes) the texture corruption problem that occurs randomly after using the AI editor (in enemy groups),
however after a little bit testing, it turns out the AI editor / compiler works perfectly, (if we don't take into account the unknown variables) the problem lies in section 10.
It contains some unexplored data (AKAO) and also can be empty for some monster files. The important thing is that the offset to this section in the file header must be divisible by 4 (/ zero), or it occurs texture bugs (even if the section empty it's offset should be divisible by 4 or should be zero - (e.g - x90F0 - > or 4/8/C)

Deleting the section in some cases makes the character textures color to some weird green, in some cases nothing happens.
Adding some padding values before section 10 (extra 00 bytes) can fix this quite easily to comply with this offset "requirement".

KR  :-)

Sorry for the stupid question:
So after you edit the AI in IFRIT, you open the hex editor with the monster file, and "find" the line 10, and "find" the number divisible by 4 to put 00?

9
Releases / Re: [FF8:Remastered] SeeDRemastered-UI v1.0
« on: 2019-09-16 22:59:02 »
WOW this is beautiful!!!  :'( :'(
im emotional after see this


10
Yo Divatox yeah man an its killer, makes the world map look tight as *uck

niceeee i will update mine, thanks  8-)

11
This mod got an update? :o :o

12
General Discussion / Re: FFVIII Remastered
« on: 2019-09-04 03:43:40 »
good to know, so i will wait a little longer to buy  :mrgreen: :mrgreen:

13
General Discussion / Re: FFVIII Remastered
« on: 2019-09-04 03:03:04 »
So what is the conclusion?
Remaster is better? or the mods are still winning?

14
Callisto do you think is possible create a HEX file (. TXT) to show the full HP from the enemies? and not ??????

15
The code worked  8) 8)
Thanks you very much Callisto

16
How do you made the file to the magic draw be 100 at each draw?

17
okey thanks  8)

18
Sega Chief i made the .txt file to make the 100 draw like you said:

D:\Steam\steamapps\common\FINAL FANTASY VIII\FF8_EN.exe

#Insert the name/location of the .exe to be patched above
#Example: D:\Steam\steamapps\common\FINAL FANTASY VIII\FF8_EN.exe

#Adjustment of in-battle Draw
#       09 7E 05 B8 09 (Default: 9 max per draw)
#       01 7E 05 B8 64 (Draw 100 so long as 1+ is drawn)
#       09 7D 05 B8 09 (Draw minimum of 9, no upper cap - changes jump type to greater/equal)
8FE00 = 01 7E 05 B8 64

but when i start the HL launcher this appear

=============================================
draw100.txt

Changed: 0
Replaced: 0
Permissions: 0

Errors(1):
Line 10 (draw100.txt): Could not write to memory.
=============================================
FF8_KeepMagic_EN.txt

Changed: 4
Replaced: 0
Permissions: 0

No errors.
==================================================

No DLLs detected.

19
Ok thank you <3

20
How do you changed the AI without messing the game graphics? (sorry i dont remember if i asked you this)

21
Thank you so much ^^
i asked because i only modded the usual game, didnĀ“t put new battles
and with IFRIT when i tried to edit some enemies in the AI, in game the grafics became a big mess =/

22
that is awesome dude  ;D ;D
how do you made this new event and boss? if may i ask.

23
hey there, first of all i need to say WOW to your work man  8-) 8-)
and sorry for the question, but i saw something about the second time into the fire cavern, do you made the Zell speach and changed the monsters? And a new boss?

24
Gameplay / FFVIII - Requiem MOD for Steam question
« on: 2019-05-19 16:15:20 »
Sorry for the post, but is a quick question, in this mod someone can tell me which tolls were used?

Link to the MOD video
https://www.youtube.com/watch?v=gLQMJvCujgA

25
awesome mod <3
quick question, in some bosses you literally mod the AI? using some program?

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