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Messages - Kitsune

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1
Hi Colly,

I'am interested by translate a French mod to English language but this mod exist only in French Steam PC version.
Carbuncle seem a tool near what I need for make it, but apparently kernel.bin file is not exactly the same beetween each version of the game.

Can you guide me to understand how change manually a memory offset of as example a combat message (words to translate as example: "Attaquer" to "Attack" or "Arme" to "Weapon") in a hexadecimal editor with the kernel.bin file open?

Or can you give the source code of Carbuncle for study how it work?

I already have of Hexadecimal editor and characters table for FFVIII.

Thanks.

2
Hi!

I search an info about Strike back and preemptive attack in Final Fantasy VIII (if possible PSX version but don't know if it change about the version)

I have found this formula in a document on the web:

Code: [Select]
-------------------------------
10.2  Back Attack, Struck First
-------------------------------

To determine whether you get an advantage/disadvantage over the enemy:

  rnd = [0..255] + EncounterMod
  if (rnd < 20) "Back attack!"
    else if (rnd < 236) no change
      else "Struck first!"

  Note: EncounterMod can be either 0 or 20, depending on the enemies.

  Probability of..
    "Back attack!"    20/256 or  0/256    7.8% or  0%
    no change             216/256            84.3%
    "Struck first!"   20/256 or 40/256    7.8% or 15.6%

  Note: Equipping the "Alert" party ability reduces "rnd" by 20, essentially
        increasing the odds of "Back attack!" and decreasing odds of
        "Struck first!"

Back attack:
All allies will start with 100% of the ATB bar filled.
Enemies start with 0% of the ATB bar filled.

Struck first:
All allies will start with 0% of the ATB bar filled.
Enemies start with 100% of the ATB bar filled.

No change:
All enemies' and allies' starting ATB bar calculated normally, see section 3.1
for more details.

Source: https://gamefaqs.gamespot.com/ps/197343-final-fantasy-viii/faqs/58936

I search for the EncounterMod variable, it must be either 0 or 20 but I don't find anything on the web about it and monsters or battle scene.
If you have an answer? Thanks.

3
Hi!

I search an info about Strike back and preemptive attack in Final Fantasy VIII (if possible PSX version but don't know if it change about the version)

I have found this formula in a document on the web:

Code: [Select]
-------------------------------
10.2  Back Attack, Struck First
-------------------------------

To determine whether you get an advantage/disadvantage over the enemy:

  rnd = [0..255] + EncounterMod
  if (rnd < 20) "Back attack!"
    else if (rnd < 236) no change
      else "Struck first!"

  Note: EncounterMod can be either 0 or 20, depending on the enemies.

  Probability of..
    "Back attack!"    20/256 or  0/256    7.8% or  0%
    no change             216/256            84.3%
    "Struck first!"   20/256 or 40/256    7.8% or 15.6%

  Note: Equipping the "Alert" party ability reduces "rnd" by 20, essentially
        increasing the odds of "Back attack!" and decreasing odds of
        "Struck first!"

Back attack:
All allies will start with 100% of the ATB bar filled.
Enemies start with 0% of the ATB bar filled.

Struck first:
All allies will start with 0% of the ATB bar filled.
Enemies start with 100% of the ATB bar filled.

No change:
All enemies' and allies' starting ATB bar calculated normally, see section 3.1
for more details.

Source: https://gamefaqs.gamespot.com/ps/197343-final-fantasy-viii/faqs/58936

I search for the EncounterMod variable, it must be either 0 or 20 but I don't find anything on the web about it and monsters or battle scene.
If you have an answer? Thanks.

4
Hi Mystere,

I try to calculate the characters Stats by formul but I don't have the right formul. By example for the Strenght of Squall at Level 7 (starting level in game) I have 6 in STR but in game this is 17.


Do you have the right formuls? STR, VIT, MAG,etc.


Thanks.

5
Hi,

I have installed it for have better music but that make lot of bugs. Screen flashing with blacks polygons on my computer with the Steam version 2013.

And I don't find the Rose and Wine mod.

6
Hi True Odin,

Thanks for the tricks I will get an eye on it and try..
I have tryied the DirectX mode and have a black screen with a message box troubles for now...Also there where a resolution trouble but I don't know if this is "from Wine" or if this is the Canary version of FFNX about windowed mode and resolution troubles with DirectX9 mode...Here it always put the game in fullscreen mode in Wine or in my native context -->Linux screen. I have tweaks the config file and the parameters in the steam launcher but same trouble...I have also overwrite with the original config file from the FFNx pack but the trouble is always here. Also the game launch with I thing 640x480 also when I specified in the config file my native resolution...Don't know why...I have try also deleted the config file from Sque Enix folder and put the default resolution but the error message of the game persist for now in Dx9 mode. If you can test it in you home with the Canary version if you have trouble about Dx9 endering mode and resolutions/windowed mode. Thanks.

About Gallium I have installed it before in my Debian 10 with the "Nouveau" drivers and it make some troubles on Wine...but maybe retrying it with more well documented about it. I will put on eye on your tricks about opengl and Mesa.

They talking about NV50 support for Nvidia and mine is just NV40 also talking about GL ARB_compatibility in GL 3.1 mode. But don't see it in the proprietary driver I have. They talking about LLVmPipe it's a software driver "GPU"-->CPU from Mesa apparently, Maybe that will work but no GPU use here the CPU will suffer certainly ^_^ go continue learning...Maybe try this way for testing.

Here a table with NV40 (serie 6 and 7 Nvidia) Mesa compatibility with the GPU driver:
https://people.freedesktop.org/~imirkin/glxinfo/#b=version&g=NVIDIA%20NV4x%20(GeForce%206%2C%207)&p=compat
The 2.1 is effectively the last OpenGL version Fully implemented. The way is a CPU drivers or something between.

Thanks

7
Thank for your replys,

I will try find something to make FFVII PC/Steam version work well here, maybe retry with the Aaly that seem more easily compatible (OpenGL2.1 support)
But normaly there is a way about Dx9 with my configuration I thinks and your Canary version propose it, But I don't think I have made it work one time with the Dx9 mode here throught Wine.


For answering to  sithlord48:

I have downgraded my Debian system to 9 Stretch now because the last proprietary drivers from Nvidia for my card can't be installed on the 10 Buster version...These drivers depends of the Kernel version of Linux:

This is a GeForce Go 7400 (serie 7) Last drivers compatible is 304.137.

Code: [Select]
sudo lshw -C VIDEO
  *-display                 
       description: VGA compatible controller
       produit (product): G72M [GeForce Go 7400]
       fabriquant (manufacturer): NVIDIA Corporation
       identifiant matériel (hardware ID): 0
       information bus: pci@0000:01:00.0
       version: a1
       bits: 64 bits
       horloge (clock): 33MHz
       fonctionnalités (functions): pm msi pciexpress vga_controller bus_master cap_list rom
       configuration: driver=nvidia latency=0
       ressources: irq:16 mémoire:d1000000-d1ffffff mémoire:c0000000-cfffffff mémoire:d0000000-d0ffffff mémoire:c0000-dffff


uname -a
 4.9.0-12-686-pae #1 SMP Debian 4.9.210-1+deb9u1 (2020-06-07) i686 GNU/Linux
[b]wine --version [/b](last stable)
wine-5.0.1

glx OpenGL information:
OpenGL version string: 2.1.2 NVIDIA 304.137

Details:
glxinfo | grep "version"
server glx version string: 1.4
client glx version string: 1.4
GLX version: 1.4
OpenGL version string: 2.1.2 NVIDIA 304.137
OpenGL shading language version string: 1.20 NVIDIA via Cg compiler
OpenGL ES profile version string: OpenGL ES 2.0 NVIDIA 304.137 304.137
OpenGL ES profile shading language version string: OpenGL ES GLSL ES 1.00
Very limited comparing to recent GPU yes...


---Reedit 21:40---

Just information:
I have installed again the Steam version of the game with the proprietary Linux drivers. It run into original form by Wine -->DirectX but lag sometimes into combats, I have previously had the same lag on another Linux OS installation.
But with "Nouveau" Driver, DirectX don't run at all here. I will try now the FFNx version and maybe some tweaks in Wine for accurate speed with this material. Normally my graphic card is Dx9 compatible.

8
Good catch! I wasn't aware of it. Got any example link? I'll be happy to add it to the list of renderers!

So what is the actuel necessary OpenGL version for the FFNx pack to work actually?

I use this option for force OpenGL 2.1 version that's the maximum version my card can doing natively normaly but maybe there is a wrapper inside Wine that can downgrad the OpenGL version or in Mesa, I don't know about it. Also there is already something like DirectX wrapper to openGL I think in Wine. But the open-sources 'Nouveau' driver are not good for D3D softwares throught Wine here...I think I cannot use this one for it must go to Nvidia proprietary drivers...But what is the OpenGL version FFNx needed in brief?

I was be able to play with the Aali original driver and not FFNx for now but when I played with Aali drivers I have some text box trouble in  battle of the game and in same times the characters became transparents...I thinked FFNx was based on Aali drivers...

9
Thanks for your reply I will test it however in Windows 10 compatibility mode but I think effectively my card is too old for this mod...On Wine certainly.

I have installed Debian 10 between the time trought, in this version I can't use proprietary drivers from Nvidia on it. It's a trap.

The drivers I must use with Wine for now are the Open sources drivers named "Nouveau" for Nvidia GPU. There are some troubles about DirectX games with Wine and these drivers. Only OpenGL apps run here for now on Wine with these  "Nouveau" open sources drivers. I can run in OpenGL mode ePSXe and also Half Life (first) as example...The introduction movie of the Half Life game run and his game engine in opengl too work. Half Life in DirectX mode crash also on Wine with these drivers like FFVII from Steam.

The FF7 Opengl FFNx mod here don't run for now here correctly on Wine (mixed up screen at intro movie, freeze and crash). I thinked it was maybe due to ffmpeg codecs...I don't really know how the movies are decoded here in this pack. I have attempt to download ffmpeg library (dll) for Windows to decode it well but that not change the trouble, and I must evitate to use "a DirectX decoders"...

So I have take these informations as example, maybe that can help you for a better compatibility update (it's in french):

AVI movie Half Life (GOTY CD ed):
Res:640x480
Démultiplexeur: avi
Format: Cvid
Vid Cod:ffcvid
Aud Cod:pcm

AVI movie Final Fantasy VII Steam:
Res:1280x896
Démultiplexeur:lavfpref
Format vidéo:VP80
Vid cod:ffvp8
Aud cod:ffvorbis

I have tried to use finally Media Player Classic by Wine app for reading the Movie of Final Fantasy VII. I have an error about DirectX9 the first time I launch a movie and after nothing about the error and the movie work. I think this app use DDraw rendering but not sure...

Like you said It seem AMD are better for Linux about drivers (There are really open...) But I use a laptop, and changing the graphic card will be certainly not possible on it. Natively this card only support OpenGL2.1 and DirectX9c (in real windows environment). I don't think Vulkan is tolerate by my card (she is too old) but maybe there are something that can passthrought like an interpreter in Wine (I am not sure of it). Wine have a regedit option to force of use of an "OpenGL version Level" I can set it to 2.1 for use 2.1 or 3.1, ...but don't know really if my card can support a upper version of GL ---> natively it's 2.1 but with "Mesa",...and other "Gallium3D" used by "Nouveau" drivers don't really know how it work...and what can I do.

I think there are an Intel GPU chipset 945Gm inside this laptop, but Linux seem not recognize it as a GPU (My trouble for it) I will try again with Win10 compatibility and CRT...If I find how put it on Wine.

10
Hi,

True Odin, I attempt to rune FFnx on Linux by the Wine app. I am based here on the CD Version.

So I can run the Aali Driver as well with some few bugs(transparency) about textures in battles with the dialogs inside battle.
Then I try to run your Mod based on it but I simply can make it work. I have rune Aali mod on Windows XP compatible install in Wine and for your one I try with Windows 7 compatibility but...Not work. So I asking you what are then necessary component for make this Mod work on Windows 7? I am talking about VCrun 200x 20xx? Also .NET necessary for it? Can it run with only DirectX9c installed?

I have tried OpenGL and DirectX option but don't work here. But I precise my graphic card is old but work on Aali drivers, Geforce Go 7400 128MB. (OpenGL 2.1 compatible)

Thanks for reply

11
The link is broken

12
Is it possible to add a textured group in Kimera? (importing a P file for the new textured group?)
Example: I have the Face of a characther loaded in a RHC full character file and trying to import the textured eyes from a P file on the face P file.

Thanks for reply.

13
I Don't understand why I have this error message. Impossible to use multiple texture on one P file? Every Time I importing a BMP File in PCreator the next step give me this error and quit the program.

It's when I attempt to choose another group after importing BMP.

Is there any other more stable version?

Here is the bug in pictures:
The Bug after a BMP Import in PCreator:


The possibility to save the P file before this bug but only One texture can be applied on the P Model (Preview in Kimera).


By the way here is what I can do with PCreator only one texture but it's fixe then. No eye cliping in game...


----Reedition of the post--------

Ok I find the trouble, it's about the colors encoding format in the BMP. It must be encoded in 256 for jump this error message. I have try it after reading the first post of this Topic.

Good Night.

14
Hi,

I has attempt to use this PCreator version and I encounter a bug when I importing BMP File...Need to add textures to my model.
After the first BMF file I importing I receveid a error message when I interact with PCreator.

Error is:
Run Time error 9
Subscript out of range.


I'm on Windows 7 SP1 64bits. It's a VB6 tool? I already encounter this kind of error before with an other tool coded in VB6 on this system.

Thanks for reply.

15
I use the v0.97c and I have this kind of bug? or this is normal?

Here I have export Cloud face from original RHC File (P file included) from FFVII. Import it to Blender in 3ds file format.
That seem work for now about this step. But after importing to Kimera 0.97c I have some trouble about the textures of the face watch here the screenshoots.






In Blender the textures seem well assigned --> OK but after an import directly in Kimera of the 3DS file format exported from Blender of the original Cloud Head (example from here) on the HRC structure file opened in Kimera before. There is only one associed texture to the 3D head instead of 3 textures in the main view (like on the screenshoot-->Eye). This seem a bug from Kimera because I can import my 3DS model in other 3D apps with textures (eye-mouth).

If you have tips about this bugs?

Here is the example with the original Cloud Face export import (I have not touching this one for view the main trouble I encounter)

Thank for your help

16
Thank for your reply

..The trouble is When I import the finaly textured 3DS max file format to Kimera for making P file that make mess with texturing.

For now I use every time the 3DS file format when I export from bitrun. The obj file have a better extraction compatibility about P file from FF7?

How do you Import in the finally step. you use 3DS Max format for compile it in p file and hrc file? This is what I do every times...
Have you some special step to do for make a nice work about textures?
I use Blender for now...for modeling and texturing. But Textures ID in Kimera don't display the others textures when I import 3DS files format.

17
Hi, I try to put new textures on original models from Final Fantasy VII but Kimera don't let me it do it nicely as it seem. I can only replace for now the previous textures...Wich way to use for create new ones textures like hair, shoes, beard...

18
Is there a way for adding new textures on the models , I am interesting with it.

19
FF8 Tools / Re: [PSX/PC] Field editor - Deling (0.9.1b)
« on: 2019-09-08 00:48:37 »
Hi,

how to translate the names of items from Final Fantasy VIII is there a way with Deling? Wich file to edit for the Steam version of the game?

I want to customize the name. Thank

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