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Messages - Xeeynamo

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1
Nice, hope you get XMB2 sorted out. Seems unlikely we'll get any official tools now after all the recent cancellations.
Also those hidden links on your site are 404. Don't have a modded PS4, but I though it'd be nice to see what was possible while waiting for PC support.

I fixed those links. In the meantime I proceeded to implement a text viewer for the various languages of the game, created a PkgViewer which display as a tree the nodes in a XMB/XMB2 file and the conversion from XMB2 to XML. It is possible to convert from XML back to XMB (I was able to mod some minor scripts from Empisode Duscae) but not from XML to XMB2 yet due to its high complexity.

I am not even able to repack the EARC fiels from Episode Duscae and Platinum Demo (my two current targets) and I hope that someone can figure out how to achieve that while I continue my research on those package files. The retail version of FFXV is not much different from the two demo and most of the tools that I wrote for them works with the PC version.

2
Misc. Tools / Re: [FFXV PC] Hammerhead, EARC archiver
« on: 2018-12-02 20:31:44 »
Hi,

I have made a tool to extract and import back files to FFXV PC:
Hammerhead 1.4

Tested on playable demo version of the game.

Hi Colly. Sorry for replying after such a looong time. Do you know if Hammerhead 1.4 works with Ep. Duscae and Platinum Demo? I am currently modding those two demo. Are you in the FFXV hacking discord ?

3
I have updates for FFXV reverse.
I recently created a GitHub repo (https://github.com/xeeynamo/ffxv) where some source-code and stuff can be found.

Following Maki's research, I am now able to deserialize and serialize EXML files from Episode Duscae and Platinum Demo. Those files contains information like how displaying the menu, how to set some specific values inside specific structures, create quests, expand the worldmap and edit almost every aspect of the game.

These EXML files are called "Package", where each package contains those information and let the engine knows what files to load and display. A package has a very complex structure of information, with nodes inside nodes and types that represents the actual game data by reflection. I have a PackageService which parse those XML packages and map them to known types, so creating editors from that should be straight forward.

My plan is to be able to restore some cut content from both Episode Duscae and Platinum demo, then be able to use XMB2 format and import the assets to PC version. Any help to the project, of course, is appreciated :)

4
General Discussion / Re: FFVII on IOS Appstore
« on: 2015-08-21 10:35:59 »
Analyzing the IPA, I found that this iOS release IS the PC 1.02 version of the game. iOS app is a sorta of x86 emulator that checks DLL imports and redirect them to custom functions. It works like Wine for Unix. This allows to install the same mods of PC version, like Steam version. I'm pretty sure that PS4 will work in the same way.

5
FF7 Tools / Re: [REL 1.5.0/FINAL] Proud Clod
« on: 2014-06-30 12:03:28 »
It's the tool still in development? Because the AI editor is bugged as the hell and the disassembly it's not accurate with the else and tabbed spaces.. If the updated source code is avaiable, I'd like to improve it.

6
...
Ifrit can open files including c0m001.dat - c0m143.dat. NOT including c0m127.dat
...
Oh I haven't read it :| thanks for the explain =D

7
I've a problem with your editor =(

I'm using the italian version of the game. Can you fix this? The file is here http://www.megaupload.com/?d=I29LNGMH

8
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-12-20 17:51:53 »
You'll have to be much more specific than that. What changes did you make? What's the final script? Which Ultimate Weapon are you trying to change? etc.
Any change on Ultima Weapon's AI (Pre-Battle and Main) in any scene (70, 71, 73 and 274) cause an error when I click on Disassemble button. The error occur even if I edit an opcode with the same value that had before. If I save the scene, close proudclod and reopen the scene.bin, the error remains, but the scene.bin works well on the game O_O it's very strange..

KERNEL.BIN attack entries trump all scene data. Changes made to attacks with an index less than 255 within a scene will not affect the monster at all. If you want a "cheaper" Quake 3 or so, you'll have to make a new attack with an index greater than 255.
Thanks! :D

9
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-12-20 13:24:00 »
Hi NFITC1 :).
I've a little problem with 1.3.2 version of your Proud Clod: when I try to edit the AI of Ultima Weapon and I click on "Disassemble" button I get this error:
Quote
   ERROR IN CODE LOCATED AT OR BEFORE (0x0D2)
   Unable to continue Decompiling
I think that is a bug of your editor because it gives me the error but the AI of Ultima Weapon works on battle. This bug doesn't affect other monsters.
And a little question... The params of the monster's magic is linked with the params of kernel.bin? For example I've quake2 that require 28MP (kernel.bin) and the monster use this magic that cost 1mp (attack edited on scene.bin). The magic will cost 1mp or 28mp?
(Sorry for bad english)

10
the .MNU failes are actually an executable overlay.. They are loaded into memory as a module and executed by the CPU, so there is code in there. In the PC version, this was wrapped into the man executable.
So to understand the function of this modules, I have to decompile these in assembly?

11
I'm exploring the MENU folder on FF7 PSX disc (I'm working on a little ff7 engine) and I've started to study the SAVEMENU:

0x00000 byte[2][8]: MMC Devices (bu0X:)
0x00010 uint[16]: Offset from 801D0804 to 801D16A4
0x00050 byte[15][20]: String that contain the name of savefile (BASCUS-94163FF7-SXX)
0x0017C byte[2][8]: MMC Devices with * (bu0X:*   ?)
0x0018C byte[2][8]: MMC Devices with %s (like printf("bu00:%s", getSaveName(0x00050));  )
0x0019C byte[15][36]: Used when you save the game
[...]
0x04EDC [23044 bytes] -> Sword texture (That is displayed on "New game" screen)
0x0A8E0 [17916 bytes] -> Empty
0x0F10C -> The 15 textures that are used on the saves
0x12C78 uint[16] -> Offset for getSaveName (like 0x00050). The 16's value is 0
0x12CB8 uint[16] -> Offset for getUnknow (like 0x0019C). The 16's value is 0
0x12CFC -> Strings...


I know, isn't much but I hope that this topic will be useful :)

12
FF7 Tools / Re: [Release] Hojo 1.0 - enemies editor
« on: 2009-11-05 21:29:46 »
I've a problem... Why if I edit most scenes, the size of scenes.bin increase of 8kb? >_<

13
Misc. Tools / Re: FFXED - FFX Save Editor
« on: 2009-08-22 13:33:08 »
Hey thanks  :-D
When I will start FFX, i will try it ^^

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