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Messages - Sebanisu

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51
Open command prompt. Then drag the exe in the window and it'll populate the path to the file in there. Then you can add arguments after the exe. See the GitHub page for more info on the arguments.
Or you can write a batch file with the commands you want to run. It's like a text file with the .bat extension. Lots of info online.
Nice thing about batch files is the commands are there ready for you to reuse.

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52
FI is the index, offset to data size and compression off, lzss or lz4. The FL is the list, filenames and fake directories. FS is the data. Kinda need all three to find stuff. The new lz4 is what the tools need updated to support. And people are working on it.

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53
Some tools/mods will still work. Some will need updated. Kinda in early stages. Will need to learn what's changed and try stuff.

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54
I think you need to pass command line arguments to use this tool. If you just run it then it exits because there isn't anything else to do.

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55
hey

i am trying to extract the main.zzz files using your program, but it keeps on telling me the file does not exist, so what am i doing wrong then

Yeah the path to the main.zzz has to be exact. What I like to do is drag the file into the console window. And windows puts the full path in with quotes. example:
Code: [Select]
"C:\Program Files (x86)\Steam\steamapps\common\FINAL FANTASY VIII Remastered\main.zzz"

I do a check for File.Exists before moving on. If it returns false I give you that message and try again. It's possible it could return false "if path is null, an invalid path, or a zero-length string. If the caller does not have sufficient permissions to read the specified file, no exception is thrown and the method returns false regardless of the existence of path." https://docs.microsoft.com/en-us/dotnet/api/system.io.file.exists?view=netframework-4.8

If it's a permissions issue you may need to run as admin but that shouldn't be it, or else you couldn't run the game without running it as admin.

56
I also made it open the folder the output is in. So i thought it wouldn't be needed to have it hang around. But I can add that.

57
FF8 Tools / [PNG] Texture Splitter
« on: 2019-09-04 23:46:13 »
https://github.com/Sebanisu/TextureSplitter/releases

A simple automatic tool. It takes square textures and splits them into 4 parts. Or, it takes textures that have a width 2 x the height and splits those in 2. We made for FF8 as there are some textures that require a full images and split images. Unsure if anyone can use it for anything else.

You just have to drag the selection of pngs or folders of pngs onto the EXE and it'll generate the new files in the same folders as the original pngs.

I'll make updates if someone requests it to do more. I'm using monogame to do the splitting because we're already using it for OpenVIII so I could port the code over easy.

58
Yeah tonberry was made for directx 9 and the new version doesn't use it. The community is working on a solution. For now we know we can replace the textures that the remaster has already replaced. Might be more we can do.

59
It should be in the folder with the zzzDeArchive.exe


I'll update the the code to say where it is on the screen. Before it exits. I'm wondering if I can open the folder. Encase you had it closed. I'll look into that. (Update: Done and Done new build on github)

60
https://github.com/Sebanisu/zzzDeArchive/releases

I made mine to give a little menu and ask for paths to files/folders. Completely command line, very simple, quick. When creating a zzz archive wait for it to exit, and it defaults to out.zzz. Then you can rename and copy that where you want.

I credit Maki for reversing it, I just made the code in c#. Post an issue on github if you have any issues. I had originally posted this as part of the OpenVIII project. Though to make a release I thought it should be stand alone.

Update: Sept-4-2019  I added some code to the end where it now opens the folder where the out.zzz is after it's created. Same with extraction it'll now open that folder for you.
Update: Sept-5-2019  I added the ability to merge two zzz files and some command line support.
Update: Sept-10-2019 Fixed a bug in merge.
Update: Sept-14-2019 Fixed a bug or 2. And added SHA1 verification for after making the zzz.
Update: Sept-15-2019 Added warning message if adding files and not replacing during merge.
Update: Sept-16-2019 Multi-file merges. It will increment the out.zzz if there is a write lock.
Update: Sept-18-2019 New Windows GUI and logging.
Update: Sept-20-2020 Mostly bug fixes and new exceptions to prevent the wrong things from happening.

See also: qt-zzz http://forums.qhimm.com/index.php?topic=19206.0

61
Releases / Re: Final Fantasy 8 Remaster Aspect Ratio patch
« on: 2019-09-04 11:05:57 »
This is just stretching the visible pixels to wide screen.

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62
I don't think you can add things. Only that you can change what they are.

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63
Steam might be grabbing your inputs and converting to keyboard or mouse. If you launch a game outside of steam it may use it's default control scheme. You can tell steam not to grab your controller or customize your controls in steam.

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64
Scripting and Reverse Engineering / FF8 - GF HP formula
« on: 2019-06-25 17:48:10 »
I wrote this in excel. Seems to be giving good results.
Code: [Select]
=((FLOOR.MATH(POWER([Level],2)/25)+250+[HP_MOD]*[Level])*([@Percent]+100))/100
I didn't see max hp for gfs in doomtrain. No need to floor when using integers though no such thing in excel I think :P

Here's the c# code.
Code: [Select]
            public ushort MaxHP
            {
                get
                {
                    int max = ((Level * Level / 25) + 250 + Kernel_bin.JunctionableGFsData[ID].HP_MOD * Level) * (Percent + 100) / 100;
                    return (ushort)(max > Kernel_bin.MAX_HP_VALUE ? Kernel_bin.MAX_HP_VALUE : max);
                }
            }

            public int Percent
            {
                get
                {
                    int p = 0;
                    List<Kernel_bin.Abilities> unlocked = UnlockedGFAbilities;
                    if (unlocked.Contains(Kernel_bin.Abilities.GFHP_10))
                        p += 10;
                    if (unlocked.Contains(Kernel_bin.Abilities.GFHP_20))
                        p += 20;
                    if (unlocked.Contains(Kernel_bin.Abilities.GFHP_30))
                        p += 30;
                    if (unlocked.Contains(Kernel_bin.Abilities.GFHP_40))
                        p += 40;
                    return p;
                }
            }

I'm not sure if i'm missing a variable. Like if 250 isn't a fixed value or not. Or if there is another buff to GF hp.

65
Troubleshooting / Re: Lost discord access.
« on: 2019-06-22 20:18:06 »
That worked, thank you for the help. I was worrying all day about it heh.

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66
Troubleshooting / Lost discord access.
« on: 2019-06-22 13:14:17 »
I am sorry about using @moderators too much. I was just trying to alert to new bot posts. Mind if I get a new invite link?

67
that makes sense if the menu.tex is different then the hash would change

68
Around seek location 1853831 in Mngrp there's special bytes around ribbon that hide it till unlocked. unless someone plays chocobo world to unlock it it'll never show. Maybe you could do something similar to the seed tests.

69
You could enable debug mode for tonberry and see which images are not being replaced then post the relevant ones here, and then he can get the hash and check the map to see if it's missing.

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70
As long as the correct hash file is there it should work fine. It tells what images to load.

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71
Completely Unrelated / Re: The Longest Journey HD
« on: 2019-05-19 13:12:23 »
This game still looked good last time I played it. Though I might check out a upscale mod.

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72
init.out I think is like the new game state.

I'm unsure I'm still scratching the surface. I wrote a function to search the archive files for strings or byte array to help find some stuff. Though it's slow. My first search resulted in a tim file. Which is a texture so that isn't it.

Maybe it's in the EXE somewhere. Like how the card game is in there.

73
Thanks, it will be helpfull buddy.

about mngrp.bin at offset 0x1BD808 this text are buggy when I using this tool Translator Tool - MnGrpEditor (v1.6) from http://forums.qhimm.com/index.php?topic=15967.0

What another way to edit this?

Note: This text are from Information tutorial
Could use a hex editor. Colly's post above has a lot of info.

74
I know where the strings are. https://drive.google.com/drive/folders/1iW_QjSCH643KxNXtMJ3yKDY7Q3CSbLtS?usp=sharing
There is also values for it in the save files. You might be able to edit a save to enable it in game. https://github.com/myst6re/hyne/blob/master/SaveData.h line#378
Doomtrain wiki has some info about them in the kernel.bin under https://github.com/alexfilth/doomtrain/wiki/Non-junctionable-GF-attacks.



75
I'll move data to your post.

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