Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Colly

Pages: 1 2 3 4 5 [6]
126
We don't translate all game yet, because many people don't have time. Still working on translate the field files. And we don't translate all texts from 'mngrp.bin' (Menu folder) and 'kernel.bin' yet. We have 60% done. But now I write a programme to easier translate texts in FF8. Now, it's almost save .msd file :P So I think it's 50% of programme done :wink: .

[Edit: programme now can save .msd file :D ]

Where the texts end? I give you something :D . Get Translhextion and at menu Script/Open Thingy Table open this table:
FF8 Table and you can check where texts is ended (table includes polish diacritical fonts, so if you want use it, you must little change this).
Now I look inside 'wmsetus.obj' and I see which pointers is for the text section. On address 0x34 you have start of this pointer (screen) - it's B8 21 so it means 21B8 address - and this is start of text section. If you'll see on 0x38 - there is a pointer to some things after text section - B0 3B, so at 3BB0 starts some after texts section. At the same addresses you have analogical pointers at 'wmsetgr.obj'.

Big thanks for nice words :love:

127
Obel Lake sidequest ("This is Obel Lake...") ? :wink: . Yep, I translated World texts :lol: . How? It's simply.

If you have unpacked all files, you must get into World folder. You have on that 'wmset.obj' and 'wmsetus.obj'. I translated only 'wmset.obj', and... on my game all text has been on english... So I translate 'wmsetus.obj' - and this is that file.
You should create a COPY of 'wmsetus.obj'. Open that copy in hexeditor (Translhextion etc.), and go to 0x21B8 - on that start pointers to texts.

Delete ALL data from 0x00 to 0x21B7

After that, go to 0x19F0 - this is end of texts section (If you do the same with 'wmset.obj' - on that this is ends on 0x1AB0).
Jump to 0x19F2 and delete ALL from 0x19F2 to END OF FILE (many bytes to delete :wink: ).
And save this copy as 'bcmin22a.msd' :D . So you should know now what you can do with this file. Go to folder, where you have unpacked files by Qhimm's Garden. Enter to 'ff8\data\eng\FIELD\mapdata\bc\bcmin22a'. On that folder you have bcmin22a.msd. Create a backup of this and overwrite by 'bcmin22a.msd', which you created from 'wmsetus.obj'. If you done it, you can execute Garden.exe and edit bcmin22a :D . But you must be careful - this file can't have more bytes than original - so size of that file must be <= 6641 bytes.
After editing this, open copy of 'wmsetus.obj', go to 0x21B8 and paste data from 'bcmin22a.msd'. If this have less than 6641 bytes - the rest of data to 0x19F1 better overwrite '00' :wink: . Of course pack that 'wmsetus.obj' to game :wink: . Don't forget restore 'true' bcmin22a.msd on 'ff8\data\eng\FIELD\mapdata\bc\bcmin22a' .

http://www.robincolly.republika.pl/FF8PL/3stars.jpg
http://www.robincolly.republika.pl/FF8PL/dpstation.jpg
http://www.robincolly.republika.pl/FF8PL/drawpoint.jpg
http://www.robincolly.republika.pl/FF8PL/lplaboratory.jpg
http://www.robincolly.republika.pl/FF8PL/obeleldbeak.jpg

I hope that I helped :P

128
General Discussion / That Crater in FF8......
« on: 2005-03-21 17:40:48 »
khaz - you're absolutely wrong. Crater, where you can find PuPu is located on Alcauld Plains after Balamb Garden is moved.
Crater on that topic is located near Bika Snowfield and Vienne Mountains, on south-east from Trabia Garden - and this is Trabia Crater :wink:

PS. I have no idea why that crater is there..

129
Archive / Can Anyone Alt-Tab during FF8??
« on: 2005-02-27 13:01:41 »
Sometimes Alt+Tab works, sometimes not. And I don't know why.
But I have another way to minimalize FF8. I use Alt+Ctrl+Del, and this minimalize FF8 :D

130
Archive / Changing Languages of FF7 / FF8
« on: 2005-02-19 19:01:20 »
In FF8 I think it's possible, but you'll must exchange .exe file too.

If you want change all texts, you must change texts' files in field, main, menu, battle and world + files in main folder of the game (I don't know whether 'publish.pak' is different for every language versions :o .)
You can send this files with Garden and some FF8 archiver.

In FF7 - I don't know :-?

131
Archive / Garden
« on: 2005-02-18 09:55:50 »
Default names for Zell, Irvine, etc. are in kernel.bin, so.. yes :).

Names such as Squall, Rinoa, Griever, etc. are in mngrp.bin. This file is easy... but only at first of file. I'll see what can I do :wink:

132
Archive / Garden
« on: 2005-02-17 08:42:33 »
Similar... maybe. When ends my examination session on studies (half of March :D ), I finish program to edit .msd files, texts in: kernel.bin, battle (c0mxxxx.dat), world map and name of places (areames and namedic).
I have at present about 30% of this :wink: .

133
Archive / Garden
« on: 2005-02-15 21:43:24 »
Garden has a lot of bugs, because it's alpha version.

On that program you can compile only FIELD file. Compile of the rest is possible on "FF8 Archive Commander" by M4v3R. You can find it on site with FF8PL Project, but it's packed on other useless for you files. So I upload only FF8AC:
http://www.robincolly.republika.pl/FF8PL/ff8ac.zip

You may have even FIELD.FS 0 KB. Why? Because when you decompiling, very often the project file (.GPR) has 1209 KB. It should have 1409 KB. If you have 1209 KB - you can't do anything with this. One way is download a good project file :D :
http://www.robincolly.republika.pl/FF8PL/ff8plgpr.zip

134
Umm, such as this? :

http://www.robincolly.republika.pl/PuPu.jpg
[This is translated "Elixir please!" to Polish :D ]

Texts from battles are located in the [Battle] folder, in files which names are [c0xxxx.dat]. One file has texts from one battle. Of course no all of files has this texts.

When I translated this files I create .xls file with list of files, which has texts for translate:

http://www.robincolly.republika.pl/Walka.xls

B column has files' names, C and D column means "Translated" and "Corrected", E column has enemies.
c0m068.dat - "z kulkami" means "with balls", at c0m077.dat NORG is "without balls".

So how discover texts:
1. Open for example a c0m003.dat (in Translhextion)
2. Load FF8 table
3. Look at the pointer on 1Ch adress - there is 78 E6, so go to the E678 adress. Yes - there is a enemy name.
4. Look at the pointer on 20h adress - there is F4 E7, so go to the E7F4 adress. On that adress starting text's section.
At first you have 03 00. I don't know what it means but it's not necessary :wink:
Jump +8 bytes - to the E7FC - there is a F4 00, next pointer is FC 00(at E800).
Move your cursor onto E7F4 and jump F4h=244d bytes. So now you are at start of pointer section.  You see 00 00 | 21 00 | 3D 00 | 5D 00 <--- that's pointers to texts. At E800 you have FC00. Jumping +252 bytes from E7F4 - that's move cursor onto E8F0. Texts starts here.
And now - 00 00 from pointer section means E8F0. Jump + 21h=33d bytes, and you have at second text. From E8F0 jump + 3Dh=61d bytes - you have third text. And last, jumping + 5Dh=93 bytes (of course from E8F0).
So now you know where are texts on battle files :D .
After my session on study I'll complete my program to edit texts on battle, kernel, name's and area names :wink:

135
General Discussion / Final Fantasy VIII - GFX Prob
« on: 2005-01-12 07:23:10 »
Run FF8Config. On Graphics card you have Renderer. If you using Software, then change to Hardware and vice-versa - if you using Hardware, try Software :wink: .
And you can combined with AF and AA.

This forum has a lot of topic about "scanlines", "blackboxes", "graphic bugs" on FF8. Just try search ;) . For example this:
http://forums.qhimm.com/viewtopic.php?t=1973

136
Sorry for not editing previous post, but I have news (for me ;) ).

I don't find yet a place where stored information about this "jumps" on each section, so I slowly create a .xls file with this :). Now I get some DTE which is use in kernel.bin :

E8=in
E9=e
EA=ne
EB=to
EC=re
ED=HP
EE=l
EF=ll
F0=GF
F1=nt
F2=il
F3=o
F4=ef
F5=on
F6= w
F7= r
F8=wi
F9=fi
FB=s
FC=ar
FE= S
FF=ag

Of course where is one character (for example in E9), after this is space :). If somebody have another DTE (FA, FD, some before E8 ) - please tell me.

Texts in kernel.bin uses a 'repeal' (? - I don't know this is right to this context) to some texts in namedic.bin: 'Restore', 'status', 'learns', 'ability', 'Magic', 'Refine', 'Junctions', 'Raises', 'command' and 'Magazine'.

This is use with '0E' in front of this :

33=[Restore]
34=[status]
35=[learns]
36=[ability]
37=[Magic]
38=[Refine]
39=[Junctions]
3A=[Raises]
3B=[command]
3C=[Magazine]

but this is in Qhimm's Garden.

But not only kernel.bin get names from namedic.bin. areames.dc1 (and surely another files ;) ) do this too.

kernel.bin uses DTE only in description on each name of attack or something, not in name. So if I use DTE on for example 'Shear Trigger", in menu I see 'She Trigger'.

137
Thanks to all for answer ;) . I understand now.
So if I want create a map, I have to play and doing screenshots on each continent with changed POV :P .

138
Is there a way to get a 3D model of FF8 world map?
Anyone know on which file is this model? Any idea?

PS. My last topic is empty :-? . I hope this topic will get answer :)

139
Hi
Now I try translate texts in kernel.bin. Sometimes I must write a few bytes more than original english text, so I must know, where are the pointers to all text' section.

So I search... and I can't find base to all of this :( .

First: from 04h to E0h (end at E1h) - there is pointers. I divide this onto 2 groups:
A - from 04h to 7Ch - these pointers has an adress to another pointers' sections, which are have adresses to texts.
B - from 80h to E0h - these pointers show adresses to texts' sections, who is analogical to pointers' sections.

Example:
04h shows pointers' section to texts' section which adress is on 80h;
08h - 84h;
0Ch - 88h, etc.

First pointer on A group is E4 00. So there is starting first pointer section. And here problem begins...

At E4h I see FF FF FF ........ - It's not the pointers to texts.
So I must search. At 80h I have 08 4E. Following to this adress I see first text - Attack. I start calculate and I see - second pointer is 7 bytes after first (Attack with equipped weapon). First is always 00 00, so second will be 07 00. Next text is Magic - its 32 bytes after beginning so the pointer of this will be 20 00. Next pointer must be 26 00.
So I have first 4 pointers: 00 00, 07 00, 20 00, 26 00. I moved onto the E4h and I start search.
At ECh I have 00 00 and 07 00 - first two pointers. Next I see FF A0 54 00 - it's not the pointers. At F4h I have 20 00 26 00 - so it's the pointers.
So there is: 4 bytes of pointers, jump 4 bytes forward and next 4 bytes of pointers. And that's it to the end of this section.

Second section - I try similarly - but it's not the same :-?

Text is start on 5188h and the section of pointers is on 21Ch. Let's see on 5188h:
First four pointers are 00 00, 05 00, 1B 00 and 20 00.

At 21Ch - I must search 00 00 05 00...
Yes - I see it on 258h. 4 bytes and lot's non-interesting stuff :weep: . Next pointers on 294h so its 56 bytes full of something. I read 1B 00 20 00 and again jump 56 bytes... (to 36 00 3D 00) and this 'jumps' to the end of section.

At another section I have even 132 bytes between this pointers and at every section value of this jump has different. Why? When I can check how many bytes I must jump? There is some rule to check this?
Please help me (and sorry about my English) :roll:

140
Scripting and Reverse Engineering / FF8 - fonts' width
« on: 2004-09-24 18:37:42 »
Yes, it's cool, but... I can't find SoftIce (google has a broken link to this) :( .
I search it in Menu, and it have a [sysfnt.tdw]. I think it's "this" file, but I can't understand this now. Or maybe fonts' width is in FF8.exe...

It's hard to find... :-?

141
Scripting and Reverse Engineering / FF8 - fonts' width
« on: 2004-09-12 17:32:08 »
1. Yes, I translate FF8 to polish... and I know who is M4v3R :D - he is my friend and he create some programs for FF8PL Project, but holidays end and he don't have much time now :( . But thanks for memory :)

2. ASM Hack - what's this? :o

142
Scripting and Reverse Engineering / Re: FF8 - fonts' width
« on: 2004-09-12 14:53:47 »
Quote from: blackeyed_cn
If the code of 's' is $2E,$2E also indicate the width about 's'


Yes, on FF8 is the same. But I want change width for this hex value. For example, $2E has a 12 units of width (pixels?), and I want change this to 8 units of width; I change some original letters to diacritical polish letters in .tex file, and it's looking bad. Here is an example:


143
Scripting and Reverse Engineering / FF8 - fonts' width
« on: 2004-09-12 12:21:38 »
Hi, I have a question:

When and how can I change fonts' width?
Example:
When I change in sysfld00.tex (or 01) ">" on something with smaller width (for example "s"), in game I have "s" with a some space after :( . How can I change this?

PS: Sorry, my english is bad :-?

144
Troubleshooting / garden
« on: 2004-08-28 22:54:07 »
Hi!
Garden program compile only dialog files (FIELD) :( . The rest don't work. If you want compile Menu, Main, Battle or World, you must use another program (for example FF8:AC by M4v3R - http://forums.qhimm.com/viewtopic.php?t=3373).
Sometimes Garden can not compile FIELD too (then you have 0 KB in field.fi, etc). Check - if your project file (.GPR) have 1209 KB, this is bad - compile not working :( . Then you have to use correct GPR file, who has 1409 KB.[/b]

EDIT:
SephirothPL - you are from Poland?
So enter on Subarashii Fantasy and download Garden (Download section\Final Fantasy VIII PL\Pakiet FF8PL). This archive include Garden.

Pages: 1 2 3 4 5 [6]