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Messages - zkshd

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FF8 Tools / Re: [PC] Enemy editor - IFRIT (0.11)
« on: 2018-11-17 19:41:28 »
Hi, i was trying to edit ultimecia last form lower part (the one from you draw Apoc), yet I didn't found it...

 Still my log from battle.fs report this:
Code: [Select]
File found at offset 0E632800-0E67624C  name: Ultimecia
File found at offset 0E676000-0E676008, parts: 0
File found at offset 0E676800-0E6769CC, parts: 2
Are those 'parts' the code that helds the lower part??

EDIT: yes they do.

2
Releases / Re: [FF8PSX] Easy mod
« on: 2016-10-14 23:56:37 »
No, but I can help you to get what you want. In order to do that, I can send you my ifrit custom folder via message (cuz it have the plain binary of all the enemies in a sub folder part 1 and part 2, so you can modify them via ifrit GUI, just remember that bytes go from 0 to 255).

Once you modded all the enemies as you like, i can rebuild the .ppf for disc 4 (or another disc), though it might take a while, since I don't have much free time to spare.

Or if you have some minimal knowledge of hex-editors, batch programs and binary files, I can teach how to concatenate those enemy files, and patch the inner IMG file in the iso. So you can mod the game as you want whenever you like.

The ppf files were made with ppf studio v1.01b by Starbee, using psx/ps2 CD tab or process, so they can be applied to the iso with some program that understands the ppf format/patch (cuz is some sort of indexed list with the binary difference between the original IMG file in the iso and the modded one).

Hope it helps.

3
Releases / Re: [FF8PSX] Easy mod
« on: 2016-10-14 11:46:32 »
Well, first thanks.  "ill even donate", if you really want to donate, then do it to these coders beasts: myst6re, Maki, gjoerulv, JWP, JeMaCheHi and alexfilth. They really need all the support plus they deserve it.

Anyway for your question/request:
To mod HP (monster stats) you need Ifrit tool from  gjoerulv. All discs have the same concatenation of bytes (tough the offest can change) for the enemies (is like 16mbytes).

However there a limit in the vanilla engine (for psx version, is too hard to mod) that HP max for lvl 1 is 280k and for lvl 100 is 2.9M
Here is an image https://www.dropbox.com/s/vzp96uh71741cb0/omega-hp.png

4
Hate to bring another report,
[Bug report]:
[Title]: GF status attack Confusion modifications won't save correctly.
[Description]: Minor issue, GF section, under General, at status attack it seems that just Confusion (yes only that) check box is not working, if checked, then save and reload it won't be checked.

5
Gameplay / Re: FF8 PSX/PC Lv Down/up on characters?
« on: 2016-08-19 02:24:22 »
Thanks for looking it. Indeed as you said, is more effort than it's worth, and nightmare to implement for the psx version.

6
Gameplay / FF8 PSX/PC Lv Down/up on characters?
« on: 2016-08-18 20:48:09 »
Hi, I was wondering if it is possible to use Lv Down/up from GF on your party members by just modding data files (like the kernel.bin or init.out)?

For example if you use doomtrain tool, you can change Lv ability target value from 80 to 84 to be able to target party members, though it will miss just like a boss foe (they are immune).

Also with ifrit tool, the Lv immunity could be some of those unknown flags, but not sure.

7
Ok, thanks for the fix. Trying it soon.

[Update] Working flawlessly so far.

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[Bug report]:

Hi, I found what seems a bug (cuz it is affecting my mod, i am playing the game).
[Title]: magic junction modifications won't save correctly.
[Description]: at magic section, under junction, if I move the status defense percent of esuna from 20% to 30%, save and then reload the percent is set to 0.


9
Releases / [FF8PSX] Easy mod and Restore mod
« on: 2016-08-13 19:20:10 »
NEW (2018):
Remade patch, all foes have twice hp, unlimited quantity draw, no sector errors (work with psx bettle core), status can be reapplied before timer expires, all junctions depend on level not on quantity of magic, Diablos can't do more than 9999 (it was too powerful at higher lvl and god tier at 100 on high hp foes), most useful GF abilities will be unlock at lvl 10 and top ones at 100, included Almagest G-uncensor patch and much more...

Try it out:
https://drive.google.com/open?id=1eBZrdkhI7vHFSJOZDRnG_O03BwviRlb9


OLD(2016):
Hi, I made very simple mod for FF8 (updated 9/01):
https://www.dropbox.com/s/tuvp5748cayxg8v/ff8-easy-mod-d4.zip?dl=0

I did it to my liking. I don't tend to share these kind of mods. However Maki and JWP were so attentive, I have to give something back, even if is an shi..y mod like this.

Details:
Quote
For ntsc-u version of ff8 psx.
What it does:
-Sets all GF's and Characters to lvl 1 with 0 exp.
-Divide by 10 all exp (to prevent overflow, you can't gain more than 65k exp per battle unless you mod the engine). If party is level 1 and foes are lvl 100 (like T-Rex) is possible to level up to 100 in just one battle (but if fail, it will be just like vanilla).
-Changed some enemies attack (if def is max + pro/shell, then only 10k needles and everyone's grudge (if more than 9998 kills) can kill you in one hit since they do fixed dmg).
-Omega has def 255 and 3M of hp. But his attacks don't do fixed damage nor ignore defense, though it has more brute power. Light pillar inflict vit0, so watch out.
-Lion heart can do more than 9999 per hit as well as bahamut, diablos and apoc magic (can be drawn from Omega only).
-Full-life has 50% of elemental defense. And some other minor changes in magic junctions.
-Pain has some more status defense.
-Devour will grant more stats if used on right enemies (specially Rubies).
-Fire cavern will be full of Rubies (lvl 100) from disc 2, same as right wing of training center (but T-Rex).
-At higher levels (80+) cactuar will have pocket station items.
-T-Rex (HP-junctions scroll), Ruby (Hungry), Ultima and Omega drops are changed.
-Most of fixed encounters won't give exp point specially in disc 1 and 2.
-Some GF, are more useful, like Carbuncle, Cerberus, Tonb, Eden and Siren (a bit).
-Most of ultimate limit breaks, can break dmg.

Thanks to myst6re, gjoerulv, JeMaCheHi and alexfilth for their awesome tools. Plus an special thanks to Maki and JWP, for helping me out with my questions.

10
FF8 Tools / Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« on: 2016-08-11 13:17:25 »
If I recall, you can't actually change the amount with Str Bonus in Doomtrain, I think you can only edit if an ability has that effect or not - I think the actual ability stuff is done in the game code.
Yes the only bonus that can be changed (from what i found), is the amount of HP gained with Devour. The rest is fixed.

11
FF8 Tools / Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« on: 2016-08-11 02:48:44 »
Maki is correct but with one clarification, if you want to just edit the initial exp points of Squall, you need to edit the init.out file - you can change the exp formula with kernel.bin but it'd give a different result, it's basically the initial save file and it's in this format: http://wiki.qhimm.com/view/FF8/GameSaveFormat.
If I remember correctly, the init.out file doesn't contain the preview stuff listed in the wiki and starts at the GF data.
Indeed I didn't found starting exp in kernel.bin with doomtrain, I was overwhelmed by the things that I can edit with it, and start playing like a child with the enemy attacks, the devour results... But i want to keep it simple, so thanks for this tip of init.out it will help me to make my desired mod.

I found it at (by comparing the saves in the mcr) 0x0BF9D800, first disc us version. I hate LE and BE cuz 08FF is FF08.

More exactly at 0x0BF9DC404-05 holding 6419

At least that seems to work, see pic: https://www.dropbox.com/s/ejl8i6afxvh6v56/6k-exp.jpg?dl=0

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FF8 Tools / Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« on: 2016-08-10 20:51:37 »
ok, I will try them. Thanks for the quick reply.

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FF8 Tools / Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« on: 2016-08-10 20:12:31 »
Well you have done a hell of a job here myst6re. And thanks for it.

Although I have some questions, if someone has patience to answer them (from simple to harder):
1) In the encounter section, formations, what are they? monster types? is there an option to edit the those? (by export? or can I access to the binary code?)

2) Can I change the magic type of a draw point? (with the last version of Deling) if posible how?

3) Can I edit the starting exp points of Squall from 6500 to 6000?

4) And last one, can I edit some GF special abilites like Str Bonus (so instead of given 1 pt per level it gives 2 or 3)?

Yeah I know that most of these questions are just finding the correct byte in the bin and then replace the value, the tough part is finding it.


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