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Messages - Colly

Pages: 1 2 3 [4] 5 6
76
FF7 Tools / Re: Palmer
« on: 2009-07-27 13:37:11 »
Thanks for letting us know... but if I were you, I'd keep a gun close just in case.  :-P :-D

If somebody shoot me, who will create program to convert translations (and backgrounds :P) from PC to PSX? :-D :wink:

77
FF7 Tools / Re: Palmer
« on: 2009-07-27 12:43:55 »

Now, don't expect Palmer to get support for FF8 overnight, I'm still not sure I can even do that in a reasonable amount of time.
This is just a proof of concept, it BARELY works, sometimes :-P

Quote
Now I cannot wait for that! If you can get it to support FF8...
you will make me, and probably many people very happy!

If somebody wants edit backgrounds in FF8, there is a way, if you use programs created by Kruci.
See here:
http://forums.qhimm.com/index.php?topic=8461.0

...in the seventh section ;) It works:



Kruci's program converts MIM -> BMPs (and BMPs -> MIM), these BMPs you can edit in Photoshop/GIMP/whatever. ;)

78
Archive / Re: Final Fantasy VIII (Modder's Awakening)
« on: 2009-07-27 10:45:08 »
It's possibly that on the conversion PSX -> PC Eidos had to apply textures on the models again... and they use only low-res texture. ;)
Maybe it's a mistake, but maybe it's intentionally...

79
Archive / Re: Final Fantasy VIII (Modder's Awakening)
« on: 2009-07-25 15:00:25 »
How do you know the textures are the same in both PC and PSX for world map?

I translated FF8 PC into Polish, including graphics, for example textures in the battles, backgrounds, etc. Now I'm converting this translation to the PSX version and I know how to get all textures. See here if you can't believe:
http://forums.qhimm.com/index.php?topic=8461.0

Translated background in the PSX version:


I saw all textures in the PSX version and PC version, so I know what I'm saying. 95% of the files are the same for PC and PSX version ;)

Quote
Surely they'd render the way they were supposed to, at least in software mode, if this was the case.

Only Eidos know, why PC rendering is worst than PSX rendering. :P

80
Archive / Re: Final Fantasy VIII (Modder's Awakening)
« on: 2009-07-25 13:24:04 »
Those screenshots are both from the same mode (hardware). trust me, i know, i REALLY hate that look. I'll get a screencap of proper software mode later, I'm not on my laptop right now.

Exactly. Software mode looks OK for me and if you set High resolution fonts in the ff8config, all the game looks better than in the PSX version (textures on the world map is a little uglier, but no very). Background maps are all the same.

Quote
but actually, you're right. seems the textures in the PSX version are at a MUCH higher resolution than in the PC version.
and all i meant my "smoothing textures" is just blurring low-res textures to cover up loss of detail. which is the effect you see in the Direct3D rendered FF8PC's world map.

Hardware mode on FF8PC is stupid. :P I always choosing Software mode, even if there is more "pixelize" graphic (but this game is from 1999, pixels are in standard ;))

Textures in the PSX version aren't in the higher resolution - it's all the same. What's more, textures for menu, buttons, etc. are in higher resolution in the PC version. 'Unfortunately', our computer monitors have higher resolution than our old TV's :-D
But look on font in the PC version - it looks really better than in the PSX version (high res of course).

Quote
...but now that i've seen the PSX FF8's world map textures, i agree we should find the texture file(s) from the PSX version and somehow transfer them, they have to have at least double the detail the PSX version has.
and actually, i probably wont be able to play FF8 again until we do.  :-D

I found all textures and there is no difference between versions, all textures are the same. You can ask Eidos, why the same textures looks uglier in the PC version hardware mode (and even software mode). :P It's only rendering fault. Launcher (published on this forum) resolves some problems.

Really sorry, but transferring textures is useless ;)

81
Archive / Re: Final Fantasy VIII (Modder's Awakening)
« on: 2009-07-23 09:59:45 »


All right... I have figured out Photo shop, due to the help of a dear friend of mine...

But now.. when i convert the BMP to a tex.. this is how it turns out... all blurred...
I have it saved as an 8-bit..

Does anyone know the problem?

Photoshop saves BMP in a different way than MS Paint. You should open modified BMP in Photoshop, open not-modified BMP in Paint, in Photoshop copy modified graphic, paste in MS Paint and save file in Paint. You should remember that original file has indexed colors and your modified BMP should have that, too.

82
Archive / Re: Final Fantasy VIII (Modder's Awakening)
« on: 2009-07-22 09:59:32 »
If you are bad with Photoshop or other graphic programs, why are you taking "graphic project"? :P

In Photoshop you should open texture and graphics to replace, select graphic (by tool selected by "M" key), which you want move to the texture, and move it to the texture. It's really simple, but if you don't have any ideas on how Photoshop, GIMP or MS Paint works, you should leave it or, for first, learn PS, GIMP or MS Paint.

What's more, these beauty CGI graphics should be rescaled and after it probably in 95% will be, unfortunately, uglier than original Nomura's arts.

83
Archive / Re: Final Fantasy VIII (Modder's Awakening)
« on: 2009-07-22 06:38:02 »
But the texture for the avatars is like this...



How do i replace the avatars? XD.

FF8AC is like Fidecula's tools of FF7... with this you don't really need Eight...
or am I wrong?

If you have this texture in BMP format, you just have to edit it in MS Paint, GIMP or Photoshop. After that you can convert BMP file to TEX (in Omega) and compress into menu.fs by FF8AC.exe. :) If you don't have FF8AC or some other useful programs, see here:
http://forums.qhimm.com/index.php?topic=8461.0

84
Archive / Re: Final Fantasy VIII (Modder's Awakening)
« on: 2009-07-21 06:16:18 »
I am at a loss.
Haha. I am unsure as of what to do next.
I was messing with omega.... converting the extracted TEX file to a bmp.
i am thinking if i can change the character avatars that way... i just don't know how to insert them back into the game.

It's simple. By Omega you can convert BMP to TEX as well, and after it you'll have to run FF8AC.exe and compile file into the menu archive :)

85
Archive / Re: FF8's HP & Damage limits.
« on: 2009-07-08 20:39:54 »
It's only a patch in EXE file, it's not the whole game FF8.exe, so I think it's not violating EULA.

I see that this patch can be easily applied to the PSX version, too :) I'll try do this if I have some more free time.

86
Here
http://i464.photobucket.com/albums/rr10/ignitzhjfk/TABELA.jpg
I found thias in the lost files
XD
I delete the header to make this table font to be visualizble

In files extracted by G's extractor, this table file has number 01418~01420, correct?

How did you make that this file is visible? I know that you delete the header, but how should I arrange the rest of the file to see the font?


I found pointers to the some of MBD files, but to the some, I can't find. I have to seek deeper. ;)

87
Probably FF8AC corrupt you battle.fs archive. :P If you have a backup, overwrite corrupted battle.fs and try again. If you don't have a backup, reinstall the game. ;) I used this program very often and I doesn't have errors like this.

Quote
I accidently wrote to search for c0m128dat to replace instead of c0m128.dat

Search? O_o

88
I don't know if it will be helpful, but maybe try tools for FF8? That's MIM, too, I think, so tools should be just modified accordingly.

Tools are here:
http://forums.qhimm.com/index.php?topic=8461.0 #VII

89
Does some of this information still hold true for the psx version as well?

According to some formats, yes, but you have to extract files from the CDs and I don't have program for this, yet ;) But I extracted these files manually, and it works:

90
If you want translate Final Fantasy VIII into your language, you just read the most correct topic ;) Below you find all links to the tools and minitutorial for this.

In Final Fantasy VIII you can translate:
I. Dialogues
II. Menu
III. Kernel (magic names, item names, descriptions, battle system messages)
IV. Battle dialogues
V. Texts from the world map
VI. Card game
VII. Backgrounds & LZS
VIII. Textures from the battle (for example "Timber Maniacs" inside battles in Timber)
IX. Textures from the magic (Scan, The End)
X. Descriptions from the Scan
XI. Draw points
XII. Compiling



I. Dialogues

I.1. Garden


First of all, you must have Garden from Qhimm. This program can decompile (extract) all files from the game. I don't have original file, I have only version with Polish menu. You can find this program (compiled) here: Garden by Qhimm.

Quote
Small translation:
Otwórz Projekt -> Open Project
Dekompiluj pliki -> Decompile files
Kompiluj pliki -> Compile files
Wyjście -> Quit
Widok -> View
Pasek Narzedzi -> Toolbar
Pasek Statusu -> Status bar
Pomoc -> Help
O Garden -> About Garden

To extract all files from the game, you must choose Dekompiluj pliki. After this process, you'll get GPR project file, which have 1209 KB... but it must have 1409 KB, if you want reinsert dialogue files back to the game. Correct GPR file you have in archive with Garden.

Dialogue files have MSD extension. You can edit them by Garden, but this program don't have functions such as Copy and Paste and you'll have to a lot of time, if you want translate all files by this program. Besides, Garden will crash if you'll try open empty MSD file (0 KB). So, better do this by my editor...

I.2. Moomba

You can find this program here: Moomba by Colly.
You will have to unpack this program into folder with GPR file. Thanks for this, Moomba finds MSD files. On the left you have list of dialogue files. Choose one of them and click [LOAD]. After editing file, click [SAVE].
Warning! Before clicking [SAVE], better copy all text from the file to clipboard. Sometimes program crashes, I don't know why (I create this program few years ago, so I don't remember how it works exactly).

I.3. Compiling dialogues into the game

You can do this by Garden. Please choose Kompiluj pliki (Compile, F5 key) and choose only field file.

II. Game Menu

II.1. FF8msg.exe.


You can edit menu by a M4v3R program, ff8msg.exe. BUT, if you want translate all in the menu correctly, you have to know "pointers" and how hexeditor works.
Menu has many sections, and you have to open mngrp.bin file by hexeditor and find all sections. The first sections starts at offset 24, the rest start offsets you have to find alone.
Tutorials, SeeD test questions and other texts after half of the mngrp.bin you have to translate alone, by hexeditor, and change pointers manually.

II.2. Hexeditor & tables.

I use Translhextion, you can find it here: Translhextion.
You have to thingy table for this, you can all find here: Thingy tables for FF8.

II.3. Textures from the menu.

Mngrp.bin file has almost all texts from the menu, but NOT ALL. Open the rest files from the menu.fs and look into it by Translhextion. Some of these files are textures, and fonts. You can edit them by...

II.4. Omega.

It's next program wrote by M4v3R (yes, we all should send big thanks to him) :) You can find it here: Omega by M4v3R. Bitmaps extracted by this program, better edit (save) by MS Paint, Photoshop can break these files.

III. Main

III.1. Kernel.bin has 25 sections (for magic names, item names, etc.). Every section has 2 subsections - one for pointers, and one for text.

Inside pointer subsection, very often there is "interval" between correct pointers, which has some other data (I don't know what this data is). So I create this table (click to view it).

Texts inside kernel.bin use DTE, but only in descriptions for items, etc., not in the names.

You can edit this ONLY by hexeditor, there is no other program you can edit this file correctly.

I created an application to do it, Carbuncle: Link to the forum, Carbuncle, version 0.9

III.2. Inside main.fs you have namedic.bin file - look into it, and edit by hexeditor.

IV. Battle dialogues.

Files for enemies (inside these you can find dialogues) are located in battle.fs archive. This is the files with names c0mXXX.dat (from c0m001.dat to c0m143.dat).
When you'll open this file (by hexeditor), look on the 0x1C, go into address from this offset, go down, and you'll see texts (don't forget turn on thingy table). This dialogues has the same structure as MSD files, so you can edit them by Moomba, but you'll have to change arena.cpg file for it and you'll have to, of course, extract this dialogue part to the new file.

Warning! If text lines will be too long, inside FF8 it will be corrupted.

V. Texts from the world map.

When you open Moomba, scroll the list to the end. :) Better create backup of the wmsetus.obj file.

VI. Card game.

VI.1. Text.


All of them is stored inside FF8.exe file. Open by hexeditor and find texts from the card game. You can search it for example by word "Rules". Edit - it has the same structure as MSD files (pointers + text).

VI.2. Texture.

If you want change textures from the game, search TIM file inside FF8.exe. Download TIMViewer or PSicture, and you get it easily.

But editing this file isn't easy. It's multipalette TIM. How I edit them? Here is the answer:

- I open TIM in PSicture, chose proper palette for some part of TIM (for example for "SAME!" in cardmes.tim) and save as BMP.
- I open this BMP in Gimp with TIM plugin, change mode to indexed and save as TIM with proper number of bits (4 in example).
- I open this saved TIM in Photoshop with TIM plugin, select and copy this proper place ("SAME!"). I open new document, paste from clipboard, and edit this normally in RGB mode.
- I open saved one-palette TIM in hexeditor and I change this palette into proper from original.
- I open this TIM with proper palette in GIMP, in Photoshop I select what I edited and use function "Copy Merged". I paste this into TIM in GIMP and after save, this is only one part in this file in proper colors. So...
- I create a copy of this TIM, open in Translhextion, in program preferences change bytes in line into bytes in width of this TIM, change font size into "5". After that, I delete header&palette, and I see only RAW image in Translhextion ;). Then I copy only proper lines of bytes into original, multipalette file, into proper place. The rest of graphic is untouched, so this works good :)

It looks great - you can see that here:


VII. Backgrounds.

Do you want edit background, such as this?


You can do it by programs and bats created by Czech translation group (Kruci), you can find they homepage here: http://www.rk-translations.wz.cz

Programs you can find here: FF8 background editing and here: LZS graphics editing... and we have to send big thanks to Kruci ;)

VIII. Textures from the battle.

Scan unpacked files from battle.fs by TIMViewer or PSicture. Edit them such as card game texture or by GIMP/Photoshop plugins, if TIM is single-palette.

IX. Textures from the magic.

Just do the same as in the VIII point, but change battle.fs into magic.fs ;)

X. Descriptions from the Scan magic.

Open hexeditor and load FF8.exe. Find these texts, edit, and save. ;)

XI. Draw points.

Please look at the previous point.

XII. Compiling.

All modified files (except dialogues) you can insert into the game by FF8 Archive Commander by M4v3R. You can find it here: FF8 Archive Commander by M4v3R.


All that things works for sure. Effects you can see here: Final Fantasy VIII in Polish

91
Archive / Re: How far are we with FF8 enemy editing?
« on: 2009-05-23 07:35:51 »
Get Garden from Qhimm site -this program unpack all files from the game :) But if you want insert these files back to the game, you'll have to get FF8 Archive Commander by M4v3R. I'll give you this ;)

93
Sorry about new post, but I have new info. :wink:

Editing/inserting files into FF8 PSX works great:



So... if somebody wants convert translation to the PSX version (Czech, Hungarian, etc.), feel free to ask, how :)
After converting Polish translation, I'll write all instructions here.

94
I also want find in the PSX version:
- font file - in the PC version this is "sysfnt.tex" for low resolution and "sysfld00.tex" and "sysfld01.tex" for high resolution - I think in the PSX version this can be in the TIM format and LZSS compressed, and, of course, only low resolution version;
- MIM files - these files are not in the dialog archives;
- TIMs for card game
- TIMs for battlefields
- TIMs for magic (this is probably in the packed archives for magic, I didn't search that yet)

From the list above, I found all data, except the font file. ;)

Small update: I found font file (TDW format) :)

95
Releases / Re: [FF8] Battle Hardcore Patch - one problem
« on: 2009-04-07 14:59:36 »
what exactly does this patch change?
it it just the monsters hp?
would be cool if u could explain with details what was changed  :-D

This patch change parameters for HP, STR, VIT, MAG, SPR, SPD and EVA, not only HP (but I think some of this parameters, for monsters, are different - there is DEX and INT (Dexterity and Intelligence), I think instead of SPD and EVA).
In the medium level of the patch, parameters are raised by approximately 30%, in hard by 60–70% and in extreme by more than 100%. HP is an exception, this HP are changed intended, by adding some value to the 3rd and 4th parameter.
For what? When the team are on 50 or more level, their stats raising very quickly (by junctioning) and standard value of HP are low (Ultima Weapon killed in 2 turns). In the beginning of the game I recommend play on Medium difficulty ;)
After the Dollet mission you can change the level into hard or extreme (not recommended though).

But I play the beginning of the game with hard difficulty and it's possible - but I have to draw more and USE more magic ;) Are you going to the Fire Cavern? Fight with some Glacial Eyes and get Blizzard ;)

96
Releases / Re: [FF8] Battle Hardcore Patch - one problem
« on: 2009-04-03 10:11:35 »
Gjoerulv, yeah. For English version I use this table:

Code: [Select]
02=\n
0E=<$>
20=
21=0
22=1
23=2
24=3
25=4
26=5
27=6
28=7
29=8
2A=9
2B=%
2C=/
2D=:
2E=!
2F=?
30=...
31=+
32=-
33==
34=*
35=&
36=jap "
37=jap"
38=(
39=)
3A=[' in middle]
3B=.
3C=,
3D=~
3E="
3F="
40='
41=#
42=$
43=`
44=_
45=A
46=B
47=C
48=D
49=E
4A=F
4B=G
4C=H
4D=I
4E=J
4F=K
50=L
51=M
52=N
53=O
54=P
55=Q
56=R
57=S
58=T
59=U
5A=V
5B=W
5C=X
5D=Y
5E=Z
5F=a
60=b
61=c
62=d
63=e
64=f
65=g
66=h
67=i
68=j
69=k
6A=l
6B=m
6C=n
6D=o
6E=p
6F=q
70=r
71=s
72=t
73=u
74=v
75=w
76=x
77=y
78=z
79=&#321;
7C=Ä
88=Ó
8A=Ö
8E=Ü
90=ß
94=ä
A0=ó
A2=ö
A6=ü
A8=VIII
A9=[
AA=]
AB=[SQUARE]
AC=@
AD=[SSQUARE]
AE={
AF=}
C6=VI
C7=II
C9=â„¢
CA=<
CB=>
E8=in
E9=e
EA=ne
EB=to
EC=re
ED=HP
EE=l
EF=ll
F0=GF
F1=nt
F2=il
F3=o
F4=ef
F5=on
F6= w
F7= r
F8=wi
F9=fi
FB=s
FC=ar
FE= S
FF=ag

Claude, hard bat, huh? :P Try Medium difficulty. ;) Hard and Extreme is really hard and extreme, as you can see. The key to this battles is MAGIC and limits. Try use more magic, it works better than physical attacks.

Quote
Do you know how the game calculates damage? I'm not gonna change the formulas, but rather change the attack power of certain spells. I haven't played the game in a while (years) all I remember is that magic was basically too weak. In the beginning of the game it was all good, though magic quickly became pale compared to physical attacks by junctions.

This problem is because of too strong physical attacks and too weak raising Mag stats by characters. I don't know where is stored this data. But when all monsters will have strong VIT, player should do more work to raise MAG stats :P Rinoa with MAG 255 and Angel Wing limit is very powerful :)

Quote
Hmmm other things... Yeah I would also like to alter how magic effects stats (junction). Not HOW it effects, but alter the values of the effects. Some magics gives too much power to the stats, and makes the game a walk in the park early on. Any clue here?

Unfortunately, I don't know :/

97
Releases / Re: [FF8] Battle Hardcore Patch - one problem
« on: 2009-04-02 16:18:14 »
Files for enemies are located in battle.fs archive. This is the files with names c0mXXX.dat (from c0m001.dat to c0m143.dat).
When you'll open this file, look on the 0x1C. There is a pointer to the offset in this file, which we need. From this offset, about all needed things you can read from this pdf: FF8 enemy parameters.

You need a table of magic and item values to read all properly from this PDF. This tables are here:
FF8 Item values
FF8 Magic values

As you can see in Magic values - yes, you can insert "The End" magic to draw from any enemy (I tried this with Glacial Eye - it works :-D )

Notes about HP, STR, etc. parameters:

Legend:
x is a value of monster level)
average_party_level is a result of: (first character level + second character level + third character level) / 3
finish_char_level is a level of character which killed the monster


Values of all parameters are a result of:

HP:
(hp_1 * x * x / 20) + (hp_1 + hp_3 * 100) * x + hp_2 * 10 + hp_4 * 1000

STR:
x * str_1 / 10 + x / str_2 - x * x / 2 / str_4 + str_3) / 4

MAG:
exactly like STR

VIT:
x / vit_2 - x / vit_4 + x * vit_1 + vit_3

SPR, SPD, EVA:
Exactly like VIT

EXP:
exp_value * (5 * (x - average_party_level) / average_party_level + 4)

Extra EXP:
exp_extra_value * (5 * (x - finish_char_level) / finish_char_level + 4)


That's all, I think. I doesn't search values about drop cards and devour status, but maybe I'll search it some day ;)

Maybe somebody will insert this info to Qhimm wiki?

Quote
There's a lot of stuff I want to change, not just enemies.

What do you want to know? Maybe I'll help (screens of FF8 in Polish ;))

98
I feel like the videos are alot more compressed than the PSX counterparts.  Is this just me?  Also, could better quality videos replace the PC stock ones if the movie directory was changed in the registry?

Try run ff8config.exe, go to the "Graphics" tab and set "Movie Resolution" to High. ;)

99
Releases / Re: [FF8] Battle Hardcore Patch - one problem
« on: 2009-04-01 16:29:46 »
I created Battle Hardcore Patch two weeks ago, but installer is in Polish (but it's simple ;)), so I don't published this here yet.
If you want this patch now, download it from here: FF8 Battle Hardcore Patch.

INFO: This patch is working with English version of the game.

Instructions:
1. Download Hardcore patch.
2. Create a backup of "battle.fs", "battle.fl" and "battle.fi".
3. Create a new folder inside Final Fantasy VIII folder (in this folder you have FF8.exe).
4. Extract files from the patch into this folder.
5. Run FF8_BHP.exe.
6. Choose difficulty level (Ruby Medium, Ultima Hard, Omega Extreme).
7. Click "Zastosuj" button (Polish translation of "Apply") and wait to the end of job inside cmd.exe window.
8. Close FF8_BHP.exe and run FF8 ;).

I suggest you to choose Hard difficulty level. Extreme level is really Extreme ;)

Unfortunately, I can't changed data about max possible level of monster.

To create this patch, I wrote a program to change data in battle files, I'll publish it soon :)

100
I highly doubt that it can be done with the PC version's file format...

There are some PC ports that use the same file structure as the PSX versions... but I wouldn't bet on FF8 being one of them.

That said, I could be wrong.

Either way, it won't be simple.

In PSX version, almost all files are in the same format as in the PC version, but, unfortunately, these files is compressed in different archives. PSX version (inside IMG file) contains compressed or uncompressed "files", and sometimes one compressed data contains two or more "files" (identical to PC version). There are no archives such as in PC version (FS (archive), FL (list), FI (pointers)).

Some files are not identical to PC version, for example "mngrp.bin".

I found a lot of AKAO data - these data contains music/sound, I think (Minoru Akao).

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