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Topics - Mortael

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Hey gang! So I've decided to come back and work some more on FF8, this time making bosses more difficult, yet yielding greater rewards. I feel this will get some of you replaying the game again and hopefully finding it very difficult in the process :) I don't know about you, but I get really bored and tired of spamming my limit breaks all the time and beating bosses with 1 hit, whilst having 255 vit and str before I even leave Balamb in Disc 1! I am not only going to create a mod where this level of grinding is now NECESSARY, but I'm going to make the battles long and endearing. I've played this game hundreds of times, but I am still welcome to ideas and suggestions for certain bosses.

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Support / FF8 'The Salt Flats' Revamp/Semi-Remix
« on: 2015-02-17 00:46:05 »
https://soundcloud.com/rm-music-1/the-salt-flats_revampedliongraphik

I'm hoping that this will be the beginning of a semi/small project on revamping a few of the FF8 tracks, as an alternate track to add instead of the originals using RaW :)

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So, I want to try and pull some heads together to do a couple of things, I've started to get to grips with hex-editting and want to see if we can make a solid mod out of this, maybe start small by changing a couple of small things like magic/items etc. and increase monster difficulty etc.


So I did a little hunting for some codes, and came across more magic codes:

01 - Fire
02 - Fira
03 - Firaga
04 - Blizzard
05 - Blizzara
06 - Blizzaga
07 - Thunder
08 - Thundara
09 - Thundaga
0A - WATER
0B - AERO
0C - BIO
0D - DEMI
0E - HOLY
0F - FLARE
10 - METEOR
11 - QUAKE
12 - TORNADO
13 - ULTIMA
14 - APOCALYPSE
15 - Cure
16 - Cura
17 - Curaga
18 - LIFE
19 - FULL LIFE
1A - REGEN
1B - ESUNA
1C - DISPEL
1D - PROTECT
1E - SHELL
1F - REFLECT
20 - AURA
21 - DOUBLE
22 - TRIPLE
23 - HASTE
24 - SLOW
25 - STOP
26 - BLIND
27 - CONFUSE
28 - SLEEP
29 - SILENCE
2A - BREAK
2B - DEATH
2C - DRAIN
2D - PAIN
2E - BERSERK
2F - FLOAT
30 - ZOMBIE
31 - MELTDOWN
32 - SCAN
33 - FULL CURE
34 - WALL
35 - RAPTURE
36 - PERCENT
37 - CATASTROPHE
38 - THE END
39 through 3f nothing
----


40 - Quezacotl
41 - Shiva
42 - Ifrit
43 - Siren
44 - Brothers
45 - Diablos
46 - Carbuncle
47 - Leviathan
48 - Pandemona
49 - Cerberus
4a - Alexander
4b - Doomtrain
4c - Bahamut
4d - Cactuar
4e - Tonberry
4f - Eden

A possibility to add GF's to monsters, and also we could add magic like Full-Cure to Marlboros, (being they would require some tactic to safely draw from them) and we could add 'Wall' to Iron Giant.

As for Percent/Catastrophe, we could try and find the hex codes for their animations and work, i.e. we could give the Gravija animation to percent- it could be drawable from one of Ultimecia's servants

Another suggestion:

Adding/Replacing HP-Up/Str-Up/Vit-Up etc. to monsters as a rare drop, such as T-rex for Str, Vit-Up for Adamantoise/Iron Giant and HP-Up from Ruby Dragon. THIS WOULD save a lot of time. Grinding should not take thousands of hours! And there will be no more use for the 99Mil gil exploit...

To combat the more accessibility of these items, we could make these battles much more difficult. I would REALLY love to find some kind of Damage to Vit Ratio/Level ratio to work on making these battles much more difficult.

Another suggestion: We add random boss monsters/replacing monsters after the Lunar Cry incident

Suggestions/thoughts are welcome, if you're a capable hand please offer it!

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So I was wondering. Is this possible? I want to include the new magic, maybe giving the Marlboro Full-Cure ;) and Iron Giant 'Wall', I wont include 'The End', but... I was thinking is it possible to make it a castable spell for monsters?

Are the monster files in Battle.fs or scene.out, will I find the Hex for them individually?


In addition to this, I might even add 'UP' items as a rare drop for certain monsters, e.g. Vit-UP for Adamantoise/Iron Giant  HP-UP for Ruby Dragon, Str-UP for T-rex, just because, the method of having to get 99MIL+ Gil is tedious, and it shouldn't have to take millions of hours to max stats... To compensate for this, the monsters WILL be tougher.

5
So I have a new map texture to replace the current one, but I have no clue as to how to get it working in-game. As far as I am aware... PuPu doesn't work for World.fs? And I have tried the hashmap codes and objmap codes, I am not sure what else to do.

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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! ;)

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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?

8
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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