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Messages - myst6re

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FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.9.3)
« on: 2019-09-14 10:47:50 »
I'm passionate

FF8 Tools / Re: [PSX/PC] Field editor - Deling (0.10.0b)
« on: 2019-09-12 08:07:27 »
Do you have and tvglen1.fl files next too the fs?

FF8 Tools / Re: [PSX/PC] Field editor - Deling (0.10.0b)
« on: 2019-09-10 08:27:02 »
If you change the extension of field2.fs to .wav, you obtain the introduction of "The extreme".

FF8 Tools / Re: [PSX/PC] Field editor - Deling (0.10.0b)
« on: 2019-09-09 12:40:24 »
Please note that ZZZ archives are not supported yet. Try one of theses tools:

FF8 Tools / Re: [PSX/PC] Field editor - Deling (0.10.0b)
« on: 2019-09-09 12:37:54 »

  • [FF8 Remaster] Adding LZ4 compression algorithm
  • [FF8 Remaster] Multi language field files support
  • [Script viewer] Adding a preview overlay on texts, 3D lines, and map jumps
  • [Script viewer] Adding party names constants (Squall, Zell...)
  • [Script viewer] Prefix texts ids and map ids with text_ and map_ to identify it quickly
  • [Text editor] Can now partially edit windows positions with fixed values (example: Y is fixed by a variable, but X is still a modifiable value)
  • [Search] Search for map jumps

@myst6re will you be updating Deling for new comp=2 (LZ4)?

Back to the subject, I pushed changes in the Deling repository to decompress LZ4 files. Now I try to handle multi-language field files, basically there is now one field.fs archive for every languages (files like *.jsm are named *_en.jsm, *_fr.jsm...).

FF8 Tools / Re: [PSX/PC] Field editor - Deling (0.9.1b)
« on: 2019-09-08 15:41:22 »
You need a kernel.bin editor, like this:

Awesome kruci, this is easier than I thought


*pardon my C++ - I'm not into that language
anyway if someone wants to help/rebuild the algorithm so it's not dirty as now, then much appreciated

That's great, I will make PR to this!

4ZL is LZ4 backward, could it be it ? (

Seems not, I forced the magic number, it doesn't work with LZ4 implementation. But it could be very similar.

Thanks for trying! I wonder if it's a homemade compression format, or a known algorithm.

Now you can repack ZZZ files with my tool. The CLI interface slightly changed, please run zzz --help for a complete help.

Note: An alternative program was released at the same time

Repacking ZZZ archives will be possible in v0.1.0, it won't be too long to do.

Hi, file formats in FF8 Remaster have changed a little. First step: open *.zzz archives wich contains data and movies.
For that I already coded a tool

Next step, try to open field.fs/fl/fi with Deling. Unfortunately it does not work, because now files are compressed.
Example: bccent12.fl should contains a list of filenames, like this:

Code: [Select]

On remastered version:

Filenames are still present, but several times, it seems that the file is now with multiple sections (starting with the size of the section). And each section is compressed.
The compression format always start with the magic code 4ZL_, followed by an unknown 32-bit integer, and followed by compressed data.

Is someone know about this 4ZL format?

FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.9.3)
« on: 2019-09-03 21:13:17 »
Hyne works fine with FF8 Remaster, files are in [...]\Documents\My Games\FINAL FANTASY VIII Remastered\Steam\[...]\game_data\user\saves directory.
I don't know yet how cloud saves work with this version.

FF8 Tools / [PC Remaster] ZZZ extractor - qt-zzz (0.1.0)
« on: 2019-09-03 20:42:56 »
Hello, I looked at FF8 Remaster files today, and it looks like all data is packed in strange *.zzz archives.

Okay, Deling can't open that, it's time to be back!

I wrote a tiny tool to extract/pack files from theses archives. This is the first step to make the game moddable again.

Here it is:


FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.9.3)
« on: 2019-09-03 20:23:29 »
I will look into that

FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.9.3)
« on: 2018-10-13 22:49:35 »

FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.9.2)
« on: 2018-07-30 18:43:58 »
Follow this guide:
This should be the same for Hyne.

FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.9.2)
« on: 2018-06-09 19:28:53 »
If this is true, this bug is here for years :-o

FF8 Tools / Re: [FF8PC/PSX] Save editor - Hyne (1.9.2)
« on: 2018-03-24 23:02:07 »
For attitude, you can enable advanced mode of Hyne and go to HexaEdit > Field Tab then change the value at address 0x1D8 to 00.

Is there any way you can increase the amount of texts aloud in a certain area?
I've hit 255 and cant add any more. It's crucial for my project

Nope, there is a fixed limit of one byte in MESSAGE opcode.

Would it be possible to add a way to save a field script at a text file with the opcodes and arguments/parameters in text like

With time, anything is possible :) Hum... I don't have this resource right now...

This is a want-to-do feature, here is the issue:

Critical issue here, I will take a look.

Hello all, thanks for all your suggestions! And thanks to you DLPB for poking me on Github.

You may have noticed that I'm less present on the forum, I cannot manage updates of Makou as well as before  :-( . If someone want to contribute to Makou, I will accept pull requests on Github.

It's described here:

Yup I written this page

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