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Messages - Mortael

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51
Also, the guy who was doing weapons earlier? Yeah I can add the retextures too <3


Update: For some bizarre reason (despite having textures for all of the different gunblades, it seems only the lionheart is required to fix! After testing each gunblade though, the model works perfectly! I've only tested it in Balamb, but I can safely assume that it works.



p.s. I'll fix the textures so that it's not as blurred (save for the face, because the blurring makes it more realistic, and less sharp)

52


Successfully hashed face/other details- all that needs to be fixed are the gunblade textures, apparently they just happen to come with each skin... Which will be a pain, but nonetheless, I can do this :)

53
Troubleshooting / Re: Decompiling data files in Battle.fs
« on: 2014-11-29 22:25:26 »
Okay, so upon running Tonberry in Debug:



I came across this, I am assuming this is the FILE I'm looking for, how do I go about using berrymapper to hash it, apply the next texture and get it IG?


54
At the moment, I have been stuck with one file, trying to unpick its texture files, in the Battle.fs (conveniently the texture for Squall's battle model and countless others)

How do I go about decompiling the data? I tried opening it in excel to decrypt it myself.. (Good luck to that, right?) Most of it is binary, but, I can't help but feel there's an easier way to doing this..?

Update: Ignore the above, all I need to do is hash the file below. How do I go about doing this successfully?

I have successfully got the head/other textures working with the model! Only problem now: fix the gunblade textures.. :D Sorry for wasting your time to read this! ;)

55
Already a step ahead of you! ;) I ran a few tests, when I 'replaced' or tried different textures, and ended up with the texture replacing else (such as the Squaresoft logo, which was amusing to see Squall's distorted texture file fade in..) I will keep on trying!

Update:

Whilst trying to figure out an efficient way to work the Battle field script, I have the textures for Squall's student uniform- I find it interesting that it's available for nearly all of the areas! It's interesting looking/viewing these files as I feel I'm beginning to understand more about how this game works; as complicated as it is... No master, but a step closer.




56
Using Deling, I think I may have found the battle textures. Well, under Battle.fs ;) I'm going to try and find the hash codes fro them now- HOPING this is it, it also has the squall seed uniform battle textures as well. You know, I think the textures for all the other characters are close to how they should be represented, I always thought that Squall was the least realistic!(Also found Ultimecia's battle skin/and the unconscious Rinoa/Adel file)

Update:

Hashmap:
d0c000,18446744073709551615
Objmap:
d0c000,4294967295

Not sure if these are it, need somebody to confirm

If these numbers are at all relevant, this is the hash code for Squall's apparent 'battle' texture

57
General Discussion / Re: Fan Remade Balamb Garden
« on: 2014-11-29 08:23:36 »
Balamb Garden needs to be built IRL.

58
I am considering giving it a go myself... I don't really have a lot of time, but I could probably at least attempt it. I might be able to create some funny/shocking results :D I'll report on my progress, even if insignificant! One things about Square Enix, is their attention to detail... And having multiple files for everything...

59
Are there any hex geniuses out there who can perhaps try and find away to modify the game? If I remember hearing correctly... The game only allows up to approximately 65535, which would be the maximum for damage to be displayed, or something close to that? Is it at all possibly to change this to reach 99999? Or even beyond that? What about statistics.. Beyond 255? (But maybe have it only possible for bosses to have them above 255, or again strength can be the only stat to be modified above 255, you may need str ups to get it past 255 and percentage%+ above 255 could be considered going above 9999 at this point.)

I can imagine a number of glitches/errors or whatever may occur. With this, could a new break damage/hitpoint limit be created? Would it then be possible to give bosses more HP, higher stats - similar to the requiem mod, but recreated for PC/steam? I wonder if it would be possible to make it so the other character's ultimate weapons allow for break damage..? Because at the moment, they seem pointless to get, rather than Squall's lionheart. This would also give the player an option, making the game even more challenging...

My biggest question is... Where to begin? Is this all achievable?

60
I have tried using DLPB tools to get them to work. For the most part, both the publish and the hard.dll work fine. However, damage and HP do not appear to be working. Any thoughts? I would really like this in my game before I start a run-through, to add more replay value. I have tried running in admin/compatibility- making sure the folders aren't read-only...

"FF8_Launcher.exe opened successfully.
Succeeded in loading by Process Name.


Damage.dll was loaded successfully.
Hard.dll was loaded successfully.
HP.dll was loaded successfully.
Publish.dll was loaded successfully.

___________________________

24/11/2014, 01:11:03"

And this is the settings file:

[HextLaunch]
File=FF8_Launcher.exe
Process=FF8_EN.exe
Window=
LoadHext=0
InjectDLL=1
NoInput=1
Delay=6000

I have alternated between 1000 and 6000... Still to no avail. I have a couple of mods running, tripod/seed reborn- and I don't have any other file in the dll folder but the damage/hp/publish/hard files.

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