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Messages - sithlord48

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1
Announcements and site development / Re: Rule enforcement
« on: 2020-03-21 19:33:21 »
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If everyone, even the higher ups can't follow rules why even bother.
DLPB a "Higher Up" That's Funny, You must be new here.lol. He's just a member who has made a few mods. DLPB is consistently DLPB , His Behavior is the reason he would never be considered for a moderator position.

2
I'm trying to update the Sector 7 - Sum Progress field in the game progress tab to "The Pate is Falling" but it always goes to "Initial Settings". Is this a glitch? Can this field be set?
Yes and I have fixed the error. Please try the newest Continuous build. It should write it correctly now. I may have not fixed the display code.

3
thank you very much

it runs :)
Good to know. I'll Keep the building the 32bit version.

4
Windows 7 Ultimate 32-bit OS

already tested the newer version 1.10.0 I already showed in the link from https://imgur.com/I3ODTGi
I have updated the build to build a 32 bit . (still fails on XP :( )
@Pating please try this release and let me know if it runs for you now.
https://github.com/sithlord48/blackchocobo/releases/download/v1.10.0/Black_Chocobo-1.10.0-win32.zip

5
What version of windows are you running? I think you need windows 7+ (64-bit).
Try the newer version 1.10.0.

6
Hi!
Thank you for your work, sithlord48.

I use the Nintendo Switch version of the savegame but I face some issues. It seems like the byte offsets are different (maybe it is region related, I use the EU/German version) because I get shown different levels for the first character and artefacts of the texts in the savegame loading screen after modding.

I tried the new 1.10.0 with official Switch support

It seems like the Bytesize of the original savegame is: 65.109 Bytes
For the modified one it was bigger (Unfortunatelly I cannot see the original size)

Thank you for your support

:-)
Use checksum to extract your saves. Switch saves are the same as a PC save and there is no region difference. If you continue to have issues please provide a link to your unedited save file.

7
1.10.0 has been released:
newest features: 
  • Light and Dark color Scheme options
  • Filename suggestions for exports
  • Improved Settings Dialog
  • Dynamic Language Switching
  • Finalized PS3 format support (psv)
  • Finalized Psp format support (vmp)
  • Support Switch Saves
  • Support Popular single save fomats (psx, ps1, msx mcb pda mcs)
  • More location for location Viewer
  • Default to non native dialog.

8
Looks like they removed it
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Editor’s Note: It has been brought to our attention that the personal accounts and opinions in this piece were fabricated, so it has been removed. We apologize for the confusion this may have caused.

9
FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.10.0)
« on: 2020-01-28 11:55:52 »
I assume it's a PC decompressed format (don't remember who said that to me). If there are headers or hashes, I have no example of that.
The ps4 exports for ff7 are around 10MB of crypto blob . Inside I'm sure its just PC save(s). You might want to check this if you can for the ps4 version.

Thank you I had a patch for hyne but i was not able to test locally due to the missing file

Nice work on the PSV / VMP signing! (both hyne and bc will support this at their release version 1.10.0, how did we end up at the same version.)

Notes on your psv/ vmp  object:
 - IV is the same for both formats.
 - PSV support for type 2 (check for a 0x2C @ byte 0x38) is not needed FF8 saves can not find its way in to this format It is only for PS2 Saves exported from a PS3 Look for 0x14 in byte 0x38 to be sure you have the correct format when loading a save
 - The Signing algorithm is the same for both VMP and PSV formats only the key and the data sent to be signed is changed. (i use one function todo both signatures)
 - The Sha1 object added from dots-tb's work is not needed you can use QCryptographicHash to generated this hash instead (I'm using it to generate MD5 sums for the pc rerelease already so why include another object? ).
 - The AES object  can be stripped down a bit as we will never use some functions ( my aes.c)
 - For non FF8 PSV exports (if you support this) Some additional work is needed. You should write a size and preview size data (0x40 and 0x5C get the same data its 00 20 00 by default and is the block size * 0x2000) you can refer to my fix_psv_header function for how i am doing it.
 - PSV names matter ALOT they must match the internal name stored in the file (starting at 0x64) the name is done like this 
Code: [Select]
QString name = ff7->region(s).mid(0, 12);
name.append(QTextCodec::codecForName("Shift-JIS")->fromUnicode(ff7->region(s).mid(12)).toHex().toUpper());

10
FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.10.0)
« on: 2020-01-27 12:33:15 »
  • Adding ability to export one save of the list to PS4, Switch or PS3 formats (not just PC format)
How do you write to PS4 saves?

Also the source seams to be missing CryptographicHash.cpp and CryptographicHash.h files

11
Doesn't seam since i use C++17 now. And the image with Qt5.11.3 (what 1.9.90 used) does not seam to support it.

Also I have enabled VMP (PsP and PsVita) export / save. I no longer have a PSP or Vita to test with so if someone could test this for me and get back to me about it . Use the Continuous Build to always have the most update date version.

12
7thHeaven / Re: FFVII refuses to start up
« on: 2020-01-23 04:00:44 »
Inside you install folder should be an App.log, you might want to post its contents here no one can do anything more guess whats wrong without it.

13
BC Updates
PSV Signing and Exporting now works without the need for user supplied keysI didn't crack the format i was pointed to code that this and was able to use it to get it working in ff7tk. VMP maybe soon ;)

PSV EXPORT NOTES
 The files names are really important when you export so be sure you are saving with Valid Region Info
  You can not export a psv currently with out having first opened a file region info is important with these as its inside the header. This has an easy fix at least.
 Please see this https://github.com/sithlord48/ff7tk/issues/51 for correct names to use when saving PSV files

Where do i get it?
Use the continuous release.



14
7thHeaven / Re: Not recognizing KB or Controller
« on: 2020-01-18 12:49:02 »
by default the keys mapped to ff7 are on the number pad.  Be sure numlock is on and try those buttons. And controllers should work if you plug them in before you launch the game.

15
I think DLPB fixed the W-Item glitch for part of his project.

Im pretty sure you can do #3 and #5
#4 maybe possible
#1 I think may be hardest for you to do

16
Team Avalanche / Re: GUI 2.1.0
« on: 2019-12-11 22:52:17 »
So if your intent is to improve other languages what you want to do is find the original images and upscale and redo from there. i cannot remember the command offhand that will export the png files but that is what you want to do
You can do this with aali's driver.  Add the option
Quote
save_textures = on
to the config file and every texture it loads it will save to the mod_path.

17
Hey

I would like to request to add in the key items for fort Condor please on this editor

thnaks
Oh good catch, Looks like i missed that one, Also missing the Underwater Huge Materia.
        - thanks

The Latest build has that fixed now.  https://github.com/sithlord48/blackchocobo/releases/tag/continuous

18
Do the editor programs for FF7 use "Java"?
IDK that any use Java I know these are used: C , C++ , C# , VB.Net, Delphi , Python by various ff7 tools.


19
You can do this with Black Chocobo.

20
FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.9.3)
« on: 2019-09-07 12:45:17 »
any help regarding to remastered for ps4?
The short answer is No. The more technical answer is the saves for ps4 are wrapped in encryption and that needs to be removed before the saves can be edited. The ps4 copies are the same as the PC versions.
As for switch (at least for ff7) it was trivial to add support to Black Chocobo as its just a pc save w/ the name flipped around . I have not looked into ff8 but i would think its very similar. @Myst if you need any help there lmk

21
FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.9.3)
« on: 2019-09-03 19:46:40 »
The saves from Remastered FF8 and Steam original version are different files. I wonder if Hyne works on FF8 Remastered save files.

Don't know without a copy of a save,  if you have one post it maybe it works maybe it can be made to work who knows.

22
WHOA!! Vegeta

23
Black Chocobo levels your characters up or down based on how the game does, stat gain has some random to it. The game will try to conform the stats closer to each characters curve as they level. The total stat should be the same in BC as well as in game. I suppose you could try setting stats to a "Negative" you will need to use the hex editor or test tab to do so as the limits on the input will not allow you to go below zero.


Please check the Savemap to see where your characters data starts and the sources are within the Character Record. Remember the savemap does not account for any headers. You will want to view only the FF7 Slot data in the hex editor. (if you dont have a pc save)

24
FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.9.3)
« on: 2019-08-13 12:11:06 »
Not sure if the remaster will have different saves at all. Just gonna have to wait for its release to find out.

Yes it works for the steam version.

Your answer was quite easy to find, You should try asking your questions to the googlebox before you ask us.
https://steamcommunity.com/app/39150/discussions/0/666828127052110875/?l=english

25
Is this file the default save file for ff8 ? If so I could just add the option to open this file in Hyne.

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