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Messages - Shard

Pages: [1] 2 3 4 5 6 ... 14
1
WIP / Re: [In Development] FF8 Voiceover Project
« on: 2021-06-09 05:37:48 »
Hey y'all.

As you have probably guessed, development of this project halted for a long time. The main reason is that I went through several voice actors who said they would do the project, but dropped out halfway through. It's frustrating having to lose dozens of hours of work multiple times, then having to find replacement actors. I also moved and got a full time job which has taken up half of my awake time (when I started this I was an unemployed college graduate).

I do want to complete the project at some point, but I have a few other things that are higher priority at the moment. The good news is that every actor that has recorded with me has finished everything, and they all sound amazing. When I continue the project I will be looking for new actors to finish up the parts that haven't been done yet.

I will keep you posted on any other updates.

2
FF8 Tools / Re: [PC] Import/export sounds - FF8Audio (1.1)
« on: 2020-03-29 17:36:38 »
Minor update. I have been going through my old projects and uploading source code to my github. All of it is free to use and modify, as long as you keep me as an author.

https://github.com/ShardFenix/FF8Audio

3
FF8 Tools / Re: [PSX/PC] DelingScript
« on: 2019-06-17 15:17:48 »
I updated the link. Apparently all my mediafire links changed.

4
FF8 Tools / Re: [PSX/PC] DelingScript
« on: 2019-05-30 16:03:47 »
Thanks for letting me know. I'll reupload it the next chance I get.

5
That's terrible advice given the question. The OP wants to learn programming so he can mod games. React and Node are primarily web-only and won't help him at all.
If you know nothing about programming, take an introductory class for c or java. Anything you learn in those will transfer to nearly everything else.
For modding, you'll have to have a much deeper understanding of file formats and/or assembly, which is not something you can just jump into.
For a good start, pick up a game that has an editor with a scripting language like rpg maker (you can find old versions of rpg maker for free) and just play around with it. If you like it, then I would suggest taking the higher level CS classes.

6
Setodin takes no parameters. it only turns the flag on.

However, whether you have odin is just a flag on bytes 358 or 359 (I didn't ever find out which one). Changing it would disable odin, as well as the Gilgamesh cut scene later.

7
I documented all of them on the wiki (it was down recently, idk if qhimm fixed it yet). It includes variables set by the battle module and the general engine, as well as variables reserved for mods.

8
The offsets are listed on the wiki, which is unfortunately down right now. There are actually 3 musical outcomes. One for each piece, and one when you didn't get 4 instruments for the same song. The choices you make are stored in a long. Here's that section of code in script form:

Code: [Select]
if (Byte[346] == 1)
{
Long[360] = Long[360] | 4080
}
if (Byte[346] == 2)
{
Long[360] = Long[360] | 4096
}
if (Byte[346] == 3)
{
Long[360] = Long[360] | 3670016
}
if (Byte[346] == 4)
{
Long[360] = Long[360] | 516096
}
if (Byte[346] == 5)
{
Long[360] = Long[360] | 8
}
if (Byte[346] == 6)
{
Long[360] = Long[360] | 4
}
if (Byte[346] == 7)
{
Long[360] = Long[360] | 4194304
}
if (Byte[346] == 8)
{
Long[360] = Long[360] | 2
}
if (Byte[347] == 1)
{
Long[360] = Long[360] | 4080
}
if (Byte[347] == 2)
{
Long[360] = Long[360] | 4096
}
if (Byte[347] == 3)
{
Long[360] = Long[360] | 3670016
}
if (Byte[347] == 4)
{
Long[360] = Long[360] | 516096
}
if (Byte[347] == 5)
{
Long[360] = Long[360] | 8
}
if (Byte[347] == 6)
{
Long[360] = Long[360] | 4
}
if (Byte[347] == 7)
{
Long[360] = Long[360] | 4194304
}
if (Byte[347] == 8)
{
Long[360] = Long[360] | 2
}
if (Byte[348] == 1)
{
Long[360] = Long[360] | 4080
}
if (Byte[348] == 2)
{
Long[360] = Long[360] | 4096
}
if (Byte[348] == 3)
{
Long[360] = Long[360] | 3670016
}
if (Byte[348] == 4)
{
Long[360] = Long[360] | 516096
}
if (Byte[348] == 5)
{
Long[360] = Long[360] | 8
}
if (Byte[348] == 6)
{
Long[360] = Long[360] | 4
}
if (Byte[348] == 7)
{
Long[360] = Long[360] | 4194304
}
if (Byte[348] == 8)
{
Long[360] = Long[360] | 2
}
if (Byte[349] == 1)
{
Long[360] = Long[360] | 4080
}
if (Byte[349] == 2)
{
Long[360] = Long[360] | 4096
}
if (Byte[349] == 3)
{
Long[360] = Long[360] | 3670016
}
if (Byte[349] == 4)
{
Long[360] = Long[360] | 516096
}
if (Byte[349] == 5)
{
Long[360] = Long[360] | 8
}
if (Byte[349] == 6)
{
Long[360] = Long[360] | 4
}
if (Byte[349] == 7)
{
Long[360] = Long[360] | 4194304
}
if (Byte[349] == 8)
{
Long[360] = Long[360] | 2
}

Variables 346 through 349 contain which instrument each of the 4 characters is assigned, and variable 360 contains a long that represents whether or not the instruments match, bit by bit. Luckily, how that variable is used is right below it. This controls which set of dialogue gets played (based on how good your music choices were)

Code: [Select]
if (Long[360] & 4096 != 0)
{
Byte[341]=3
}
if (Long[360] == 8384513)
{
Byte[341]=1
}
if (Long[360] == 4095)
{
Byte[341]=2
}

I don't remember which value for 341 means you did a good job. I would assume 3 is eyes on me, 2 is irish jig, and 1 is "you really suck at picking instruments."

9
Gameplay / Re: [FFVIII-PCSteam] Testing out on monsters
« on: 2018-08-15 23:31:04 »
OMG, I totally forgot to link my debug room.

http://forums.qhimm.com/index.php?topic=15246.0

You can use Deling to import it. The instructions are in the thread.

10
Gameplay / Re: [FFVIII-PCSteam] Testing out on monsters
« on: 2018-08-02 17:12:37 »
I have a debug room that has every boss battle in it. You can alternately mess with squares debug rooms to add battles via scripting. There's a full list of battle id's on the wiki.
I'll get you some links when I'm not on my phone.

11
You could edit the field scripts and set the boss music to the same as the field music (which makes he music continue playing when battle starts).
Or use a dll injector to do basically the same thing, but that's probably harder.

12
Lolcode isn't new...

13
WIP / Re: [In Development] FF8 Voiceover Project
« on: 2017-11-28 00:06:40 »
Unfortunately there hasn't been a lot of progress in the last 6 months. I'm slowly recording with my Irvine and trying to set up sessions with my Selphie. They're the only major roles left. I'm filling minor roles as I find people and time.

I'm sitting on a trailer that I've been wanting to share for over a year, but didn't have all the lines recorded for. It's torture that I'm one of two people who've seen it.

I wish I had better news, but we will power on to the very end!

14
General Discussion / Re: What is Final Fantasy about?
« on: 2017-06-18 18:19:00 »
All FFs after X are, in my view, a waste of time.
I liked XII. It was a good throwback to the medieval steampunk setting that 6 and 9 had, and aside from Vaan and Penelo being useless and totally unnecessary to the plot, the story, world, and combat were well done.

15
WIP / Re: [In Development] FF8 Voiceover Project
« on: 2017-05-11 23:15:53 »
Thanks for your interest in the project. I would be happy to answer your questions.

The lines finished is pretty much up to date. I'm waiting on my Irvine and Selphie actors to be available. My Irvine just finished sampling for a music project, so I should be recording with him in the coming weeks. My Selphie is a real voice actress that does paid work first. After them, all that's left to do is a zoo of minor characters.

Quote
Also, in terms of the additional dialogue you will add (e.g. as you run around), could you give us a little more info on that?
There's not much info to give. The characters will speak in some areas as you walk around. If you've watched Shudo Ranmaru's FF8Voices fandub on youtube, it will be a lot like that. I wasn't able to add as much dialogue as I originally envisioned, but there are a few places in the game that feel less boring to walk through now.

I'm writing all the extra dialogue, and I also wrote the modified dialogue.

Quote
How are they going to ensure it doesn't feel like a bad fan fic?
I guess you'll just have to wait and see.

Quote
Are they going to try and splice in cut content
Some lines that were cut from the game are being added. I am going to use the alternate view of the dormitory common area at least once. That's all I can think of at the moment.

Quote
How long after the release of the vanilla mod will the additional dialogue take?
The additional dialogue will be part of the release. It was recorded at the same time everything else was.

Quote
Also, do you think this will be done by Xmas?
It's possible, but I wouldn't hold my breath. You will know the release date when I do.

Quote
I am going to Distant Worlds in November with the gf (30th Anniversary)
30 years and you haven't married her :P

I'm kidding, I assume (and hope) you mean the 30th anniversary of FF. I've always wanted to go to Distant Worlds. I hope you and the gf have fun there.

16
WIP / Re: [In Development] FF8 Voiceover Project
« on: 2017-03-05 16:42:31 »
Everything's fine. I've got mainly Irvine and Selphie left to record and edit.

You guys are gonna love the Irvine I have. He's perfect.

17
Completely Unrelated / Re: FFVIII Fandub
« on: 2017-02-04 16:54:24 »
And, even though it's not a fandub, I should plug my own voiceover project which is still in development. We have a couple videos on youtube with some samples of what the final thing will sound like.

18
Completely Unrelated / Re: FFVIII Fandub
« on: 2017-02-01 23:09:56 »
That's been around for a long time. It died, but I think Shudo Ranmaru / Amber Lee Connors (the creator) is looking to start it up again.

It's definitely the best fandub on youtube, hands down.

19
General Discussion / Re: need help
« on: 2017-01-26 03:57:27 »
Sure. Send it to me. I'll edit your save and send it back to you after you read the forum rules and use google for at least 15 seconds.

20
WIP / Re: [In Development] FF8 Voiceover Project
« on: 2017-01-17 17:00:12 »
The files are numbered based on a sound id and are imported into one of the game's files via Ff8Audio. If you have the sound id's (they're in my game script) you can replace them. I will release the script some time after I release the mod.

21
I agree with DLPB. Your remix is better than what most people do, certainly a good track overall, but it's missing some pieces that made the original stand out. For me, your violins/strings sounded too fake mixed in with the good sounding everything else.

22
Completely Unrelated / Re: WOOHOO ENGAGED
« on: 2016-12-17 22:45:45 »
That's awesome covarr! Best of luck to both of you.

23
WIP / Re: [In Development] FF8 Voiceover Project
« on: 2016-12-15 21:50:03 »
So you already have someone for Adel
It would be nice if you could answer that but its ok :wink:
I don't, but she only has one line so it's not a big deal to get it.

24
WIP / Re: [In Development] FF8 Voiceover Project
« on: 2016-12-15 17:26:57 »
The project has officially passed the 50% completion milestone. Here's your last chance to vote for which of the following scenes I will tease next on youtube: http://www.strawpoll.me/11208197

25
We all saw it coming. As soon as election fraud happened against Bernie Sanders at the DNC, I knew Clinton would win the whole thing.

Our elections aren't elections. They create the illusion that the people have a say in what goes on. George Carlin was right.

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