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Messages - Sebanisu

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26
https://web.archive.org/web/20070825040305/http://server.titansoft.ru:80/akari/xeno-gears.htm


Akari's server seems to be no more but some of their data lives on the waybackmachine

27
I am at a loss. I think we should move on. You can use the mod and things work. We have flooded this post with slightly off topic material. So I am not going to reply anymore. Gotta work on other stuff. Thank you. Have a good day.

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28
Png stand for portable network graphics. That's just spelling it out.

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29
I think i confused you. I probably was over explaining or something :P
Inside the ZZZ files there is 2 main sections. HEADER and DATA
HEADER:
Code: [Select]
4 * byte: number of files
fileinfo * number of files.
Fileinfo:
Code: [Select]
4 * byte: length of path
length of path * byte: path
8 * byte: offset to data from start of file.
4 * byte: size of file.
What I was saying is the 8 bytes could be used to find the location in the file of the null.png so you could compare what they look like in a hex editor.

Here's a dump of the MediaInfo for this png. I dunno what it's for but if it's there it must be important. *shrugs*

Code: [Select]
General
Complete name                            : D:\ext\textures\null.png
Format                                   : PNG
Format/Info                              : Portable Network Graphic
File size                                : 169 Bytes

Image
Format                                   : PNG
Format/Info                              : Portable Network Graphic
Format_Compression                       : LZ77
Width                                    : 4 pixels
Height                                   : 4 pixels
Bit depth                                : 32 bits
Compression mode                         : Lossless
Stream size                              : 169 Bytes (100%)

30
zzzDeArchive does a hash of the files and verifies they are a correct match on write and merge. But it currently doesn't on extract. So I'll add that to the next version to prove that a file extracted is the correct file.

If you open main.zzz in a hex editor and search for null.png you'll find the header entry for it.
In the original main.zzz entry for null.png:
The first 8 bytes after the filename are the offset to the file (1229669125 bytes from start) and the following 4 bytes are the size (169 bytes).
If you seek in the hex editor to that offset location. You can see what the null.png's hex looks like and compare it to the one that was extracted.
Code: [Select]
Verified (d:\ext\textures\null.png) sha1(831A30B039DE0EFBE25B695F980FD3061C4B30B1)Just added the verification code I'll see about releasing tomorrow. But it came out fine for me.

Sadly the error message you gave me doesn't tell us much. Most of the error's I've gotten give me a filename that is missing or something.

31

sure, here is the log file https://www.sendspace.com/file/81zkci , so in short: i can use the marge option correctly to add the modded textures with the UI updated version of your program , and i can compress and decompress the base non modded archive with the original textures , but when i decompress the archive that was modified with the marge option to get the modded textures , i get that "null" png file , and the game crash on startup even if i recreate the main.zzz immediately and without do any change , it is like the main.zzz get corrupted during the extraction, and i can swear that i never dared to interrupt the process of extraction , infact i only start to do something when the program tell that the extraction is ended and the program switch to the folder of the main.zzz archive that got extracted ,still when i take a look at the log file , it suddenly stop to show the progress , before the end of the extraction , you watched the log file ? you now know where is the problem ? it is important because if this problem doesn't get solved then it will be impossible to recreate an updater main.zzz, for now the only thing that work is the merge option

I added the length checker it'll be in the next version. Per google the max path length is 260. Your folder you keep the main.zzz in is 176. And the longest path in main.zzz is 79. So 176+79+1 = 256. It's a limit of most windows things including the libraries in C# I use to code this.

The null.png is actually a real file. I dunno what it's used for, but it exists in main.zzz

Can you get a screenshot of the error box that ff8 gives you? I cannot get mine to crash. :P

What I did was I unpacked a main.zzz that I had previously merged to a folder and repacked it. *shrugs*

Also the log was incomplete mine is like 56039 lines heh though mine is unpacking and repacking. *shrugs*
Though mine also incomplete... I guess i need to fix that too. must not be writing everything before exit.

I feel like it isn't the biggest issue.

You could also download qt-zzz and try them out see if you get the same issue.

You can mod the game with merge so I'll consider that a win for now. :)

32
I wonder if you can still cause this to happen maybe you can grab the log.txt and post it somewhere like pastebin or something.

log.txt is created in the zzzdearchive folder. It will be started over every time you run the program. You must exit the program to make sure the log.txt has been finished writing to.

I need to try to cause this to happen on my computer. Sounds like there is a bug in zzzdearchive, if you are getting a file named null. Though It's hard to tell what that could be, if I cannot get the same bug to happen on my machine.

If main.zzz's path extraction is too long. You might try extracting to C:\foldername. I like to use D:\ext. I'll add a check for path too long and prevent the process from starting if it'd detected.

33
It's kinda as soon as we can. Some of them are easy because the remaster has the files and we just replace them. But some of them are harder. Thing with all 2013 mods have Tonberry to work with, and tonberry doesn't work in the remaster. So it'll take more time for the community to find workarounds. Once the community finds a way to load the textures it's a simple matter of porting the textures from one game to the other. Just need that new tool/hack to come along.

34
The way to make your own mod, or to manually merge. Extract the main.zzz to a folder. Change the files you want or extract another zzz into the same folder. And then Write a new zzz of that folder. Then replace the main.zzz in your FF8R directory. (The Replacing can be done automatically via the windows gui. Just click Set button next to main.zzz. Then execute.)

If it's crashing you might be a subfolder/file not being in correct path or something.

I think the game maybe case sensitive too. Unsure of that.

The sub folder structure must be 100% the same for any file used by the game or it'll crash.

Also remember to wait till it is done or it might not work. I copied the zzz out of the folder before it was done baking and I was like why is the file smaller and crashes. And I had got some prerelease mods for testing and they had the wrong folder structure in them so even the pros can do it wrong. :P

And if possible I use the most automated procedure possible to save me time and reduce the possible issues with doing things manually.

35
I'd look at the Q-Gears project. They had the 3d models rendering in their engine. I don't know about extracting the files but there could be some info in the code.

36
I'm gonna try again with a clean main.zzz and a fresh d/l of mod see if I messed something up.

I was able to install no issues. I recorded a video of it. Sorry for no vocals I don't have a mic.
https://www.youtube.com/watch?v=bCKF29iVi_c&feature=youtu.be

Just found the edit button on youtube. So I trimmed out some of the dead parts of the video where I was trying to find or close things or beat a random battle. Though that'll take some time for youtube to process. Edits are live :D

37
Releases / Re: [FF8:Remastered] SeeDRemastered-UI v1.0
« on: 2019-09-18 23:46:23 »
When i try to merge the mod i always get this error: https://imgur.com/a/6p2Woaq
can someone help pls?
You have to put the mod path first, not the main.zzz path. the SECOND file you put in is the main.zzz

google translate of error: given path format is not supported
So looking at your path you put the path to a zzz file and put a / then the other one. That's why it didn't work.

You had to put the path to main.zzz push enter, then the path to the mod and push enter.

Oh I see you got it working. Well if anyone was wondering what the error was. :P

I think I got it so it won't crash out on that error anymore. In the next release (>=0.1.7.5) if this happens again it'll show/log the error and in the console just ask again for input.

38
Releases / Re: [FF8:Remastered] SeeDRemastered-UI v1.0
« on: 2019-09-18 23:29:08 »
Sorry about that I changed the order of merge to accept multiple mods. New version has a new gui. It might be easier to use.

The idea is the files with data you want to replace should go first and the holds true for all the mods you add as well. If you have mods, that replace some of the same files. The ones that are added later will overwrite the ones earlier.

So by putting main.zzz at the end you are basically coping main.zzz as it'll override all the mods. :P

39
I updated the zzzDeArchive. You might want to "Verify integrity of game files..." in the game's options of steam. Then give it another try. The new version has logging so you can copy the log.txt and send it if you still have issues. And a new hopefully bug free Windows GUI. So if the Command prompt interface was giving you trouble maybe the new UI will be easier to use.

Possible issue in Command prompt interface:
I had to change the order of the console ui to accept multiple file adds. So Mcindus's instructions might need updated, read the prompts. I highlighted them yellow to hopefully stick out. I've been working on updates all week. Sorry about that.

40
If esrganresizer doesn't support changing the output codec and output file extension for video. I would like to request that.

We think that FF8 remaster requires a specific codec for video. So would like to make the output video generated by this tool the correct format to save from converting it afterwards.

I figure you have ffmpeg for that. So if we can alter the commands passed to ffmpeg. Then all done. :)

Thank you.

41
I think I could make a tool that measures the pixels of the characters and automatically makes changes to the the file. I have code in monogame to trim the transparent pixels off a location. So you would just need to align your font characters to the grid., I should sleep bah, night.

42
also , the kernel.bin contain the data that don't allow us to directly control odin and ghilgamesh ? or those data are in the exe along with the percentage data that don't allow us to decide what finisher squall should use ?
There's a wiki on doomtrain that lists almost everything in the kernel that they know about.

Kernel Weapons list which finishers squall can trigger. But it's percent i think is fixed. Googling it led to like 25% per finisher but on weapons that have fewer than 4 get the extra 25% added to the most powerful. so when the weapon has all 4 unlocked it's 25% for each. But if you have only 2 it's 25% and 75%. I donno if this is right I can code but can't reverse anything to confirm. But google.com is works wonders.

43
AAARRRRRRGGGGGG!!!!!!!!!!!
please help someone i wanna mess about an have some fun with this, but i honestly dunno what im doin. i have doomtrain and deling i think i have extracted the right file, but then i don't know how to modify in doomtrain or even begin to put the file back in the main.
im asking please someone if you would be so kind as to take some time an write a step by step on how to extract the file, open with doomtrain ,then put file back with whatever. please please its the magic draw i really wanna play with.

No problems figured it out, being a dumbass

New question, are there other kernel.bins to edit with doomtrain or just the one?
The drawable magic isn't in kernel. see the ifrit tool.
There is only one kernel.bin
after you extract the file from the fs archive you have to remove it to add the new one back in. You basically take the steps to unpack them and do it in reverse from there.

44
I would think if the Xbone and switch versions are similar enough you may be able to port mods from switch to the Xbone.

45
It's not injection. This is a whole new engine. And there is a chart on the GitHub page. But alot is not done. I've been working on menus for a while.

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46
You could d/l the source code and poke around maybe the answer you seek is in there somewhere. But *shrugs*. Maki's been working on this a long time and I started working on it like 6 months ago. And it's a long process :P Who knows how much longer things will take.

47
I think the battle.fs. Like each location has a set number of encounters. Maki has Openviii setup to tab thru them. Though not all of them are working in openviii yet. Where it shows a black screen. I'm unsure why yet.

48
FF8 Tools / Re: [PSX/PC] Field editor - Deling (0.10.0b)
« on: 2019-09-10 00:54:05 »
I wonder what that file is. field2.fs doesn't have a fi or fl file. So I don't think you can open it. Possible the fi and fl files are elseware.

49
Sadly we might need something like tonberry. Ff8r replaces specific textures. We can replace any of those the game already replaced but anything else we can not. Yet. Tonberry won't work because it's for direct x 9. We maybe able to make something like it. But I never done it before. If I we're going to i'd start with fixing tonberry to gain exp. Then find another library that would work with opengl or what ever it is now. If I were better at reversing and exe mods maybe there's a way to just make the game load new textures. Though I'll probably just work on OpenVIII. And then people and just use that to play with any mods they want.

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50
In 2013 and 2000 version I think card data and images are in exe. I think remaster has them in another file. Like I saw something in one of the folders card related. And the high res textures of course.

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