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General Discussion / Re: FFVII on IOS Appstore
« on: 2015-08-20 00:21:59 »
Holy shit.... They will never get tired of that crappy re-re-re-re-re-re-re-re-releases man... It makes me sick
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Try to replace second witch with any other enemy. It appears invisible (casting potion will show them), and replicated by THREE. Works with any enemy.How the game know to replicate enemy by 3? What's hidden in this FF8!?
I monitored variables on sorceress battle. Here's what I got:
This opcode:Code: [Select]FF8_EN.exe+8870B - mov [eax],edx
Accesses:
Memory: FF8_EN.exe+1928DA4 [01D28DA4] (Holds kill count of sorceress)
Memory: 01D28D98 (Holds whole count of sorceress, ex actual sorceress count, ex if you kill one, this raises, when second gets on stage, this count raises)
@UPDATE: Yes. Just tested. The game checks if 01D28D98 is 12, if yes, then next summon is witch_worm. Either the game gets in infinite loop if you either freeze 01D28D98 or NOP (90h) the FF8_EN.exe+1928DA4
Battle stages are divided to three segments:
1. Ground
2. Background
3. Sky sphere
The game takes one segments and deforms it. That's why only the objects deforms and not ground or sky. On final worm_witch, the engine loads shaking camera animation and moves segment 3 on X axis. Thanks to memory hack I forced game to fight with normal witch on final stage. I froze witch count to 1 and kept killing them. This way, the segment 3 was moving on all stages which was kinda funny. I recorder video. I'll upload this and update this post.
02 63 C8 05 09 00 07 00 [ // if ($63>=9)
08 // unknown OPCODE but almost sure it's a 1byte OPCODE
33 // the same as above
1F 04 // LOAD enemy in slot 04, in that case wormlike witch.
23 5D 00
]{
02 62 C8 00 01 00 4E 00 [ //if ($62==1)
0F 62 00 //$62 = 0
13 63 01 //13 seem to be add operator so -> $13 = $13 + 1
08
02 DD C8 00 03 00 1A 00 [ //if $DD == 3
02 60 C8 05 06 00 09 00 [ //if $60 >= 6 ($60 is where the game stores how many times you killed 1st witch(pink/purple one))
0F 61 04 // $61 = 4
33 //
1F 01 // LOAD enemy on slot 1, the (red/yellow) 2nd witch in that case
23 06 00
]{ //ELSE
0F 61 06 // $61 = 6
33 //
1F 03 //LOAD enemy on slot 3, in an unmodified scene.out, the 1st witch.
}
23 22 00
]{ //ELSE
02 DD C8 00 06 00 1A 00 [ //if ($DD = 6)
02 60 C8 05 06 00 09 00 [ //if ($60>=6)
0F 61 05 // $61 = 5
33
1F 02 //load the second witch from slot 02
23 06 00
]{ //ELSE
0F 61 03 //$61 = 3
33
1F 00 //LOAD 1st witch from slot 00
}
23 00 00
]
}
23 07 00
]
0F 62 01 //$62 = 01
13 63 01 //$63+1
08
}
00 00 00 00
//Init code
13 60 01 // $60+1
02 62 C8 00 00 00 06 00[ // if ($62 == 0)
0F 62 01 // $62 = 01
23 03 00
]{ // ELSE
0F 62 02 // $62 = 02
}
04 C8 0C 01 // ability 010C on self (it's the entrance animation, no more, no less)
02 60 C8 00 07 00 06 00 [ // if ($60 == 7)
0E DC 07 //DC = 7
23 00 00
]
02 60 C8 00 08 00 06 00 [ // if ($60 ==
0E DC 08 // $DC = 8
23 00 00
]
02 60 C8 00 09 00 06 00 [ // if ($60 == 9)
0E DC 09 // $DC = 9
23 00 00
]
02 60 C8 00 0A 00 06 00 [ // if ($60 == 0xA)
0E DC 0A // $DC = 0xA
23 00 00
]
02 61 C8 00 04 00 09 00 [ // if ($61 == 4)
0F 61 00 // $61 = 0
0E DD 04 // $DD = 4
23 06 00
]{ //ELSE
0F 61 00 // $61 = 0
0E DD 05
}
00 00 00 00 00
//Death Code
02 63 C8 05 09 00 07 00 [ // if ($63 >= 9)
08
33
1F 04 //LOAD enemy 4 (wormlike sorceress)
23 3D 00
]
02 62 C8 00 01 00 2E 00 [ // if ($62 == 1)
0F 62 00 // $62 = 0
13 63 01 // $63 + 1
08
02 DD C8 00 04 00 0A 00 [ // if (DD == 4)
0F 61 05 // $61 = 5
33
1F 02 // LOAD slot 2 (2nd witch)
00
23 12 00
]{
02 DD C8 00 05 00 0A 00 [//ELSE
0F 61 04 // $61 = 4
33
1F 01 // LOAD slot 1 (2nd witch too)
00
23 00 00
]
}
23 07 00
]{ //ELSE ($62 != 1)
0F 62 01 // $62 = 1
13 63 01 // $63 + 1
08
}
00 00 00 00
Sorceress battles are my the most unknown. There are like ~12 enemies. This makes no sense to scene.out, also the stages are changing. I'm confused.
//Init Code:
02 60 C8 03 00 00 78 00 [ // if $60 != 0
13 60 01 // $60++
02 62 C8 00 00 00 06 00 [ // if $62 == 0
0F 62 01 // $62 = 1
23 03 00
]
{ // else
0F 62 02 // $62 = 2
}
04 C8 0C 01 // ability 0c01 on self (entrance animation)
02 60 C8 00 02 00 06 00 [ // if $60 == 2
0E DC 02 // DC = 2
23 00 00
]
02 60 C8 00 03 00 06 00 [ // if $60 == 3
0E DC 03 // set DC = 3
23 00 00
]
02 60 C8 00 04 00 06 00 [
0E DC 04
23 00 00
]
02 60 C8 00 05 00 06 00 [
0E DC 05
23 00 00
]
02 60 C8 00 06 00 06 00 [
0E DC 06
23 00 00
]
02 61 C8 00 03 00 09 00 [ // if $61 == 3
0F 61 00 // $61 = 0
0E DD 03 // $DD = 3
23 06 00
]
{
0F 61 00 // $61 = 0
0E DD 06 // $DD = 6
}
23 13 00
]{
13 60 01 // $60 + 1
0F 62 01 // $62 = 1
0F 63 00 // $63 = 0
0E DC 01 // DC = 1 -> DC is the number of witch
0E DD 03 // DD = 3
04 C8 0C 00 // ability 00: appear fading in.
}
00 00 00 00 00
For Omega Weapon, it depends on what version of the game you have. On the Playstation version he's always at Level 100, but on the PC version he averages with your party just like most monsters.
It seems to me that this is the max level, rather than a fixed level, or is it? Because all storyline bosses have a value that is exactly 100 above their max level, e.g. Norg and his pots have a max level of 27, and in Cactilio the value is 127.
Edit: No wait, it is actually both! After taking a closer look at it, I've noticed the following: values from 1-100 are fixed levels, just like the wiki says, but values above 100 seem to be the max levels (that's what the wiki doesn't know yet). Interestingly, not all enemies in the Fire Cavern have level 5, like so many sources say. The Red Bats have a fixed level of 4.
Edit2: I think I'm beginning to understand the higher values of the level byte as well.
Values above 200 seem to be those special level conditions that I mentioned before, because all monsters in the lower depths of the Deep Sea Research Center have a value of 215. (However, those in the upper half have a value of 210. Does that mean that their levels always get +10 added? I don't think I've ever noticed that in game, and all sources I find on the web only ever talk about the +15 levels.)
All monsters in Ultimecia's Castle have a value of 252, so this must be the random level from 1-100. Alright, great, then I think we've covered pretty much anything about enemy levels, right?
I have finally looked at your source and have some notes to share with you...
...
thats about all i have for now. sorry for the wall of text hopefully it helps you .
Maybe it's Odin related? Like this fight can or cannot be zantetsuken'ed.
If they are not in scene.out then they may be in r0win.dat file. I'm really surprised if for some reason they are in battlefields, because that's just really bad optimizing especially for a game of this scale. Well I'm more than willing to help with these kind of things.
Well to answer the connection between scene.out and .x battlefields in game development aspect, if the scene.out file contains camera animations they are probably the winning animations for each character. It is waste of space to include the winning animations to each battlefield so they are in one file and it's in scene.out if there are no other files containing camera animations. This applies off course for every animations that are "global".
I have no problem with this. Didn't want to gloss over anything like I did last time. And if textures that didn't work before are starting to work now, then that's a good sign. It just motivates me more to continue collecting codes/bitmaps for this.
Good work. Glad to see things are progressing.
Now... As for 2.02. It seems I've ran into this problem. Surprisingly, this happened in the 2.0 version as well.
It doesn't appear to happen in the 2.01 version, though.
2.0.1. is still glitchy and crashes with the Steam overlay. Works fine without it.
The Steam Overlay is kind of important to me since I need it in order to broadcast the game.
the 1.61 was very cool and the 2.0 looks like very promising, anyway it seems like there some issue i just replace dll from 1.61 to 2.0 and now world texture map is no more apply on HD, and some precalc scene is not here too.
hope i can help on anything
I've been using Tonberry 2.0. It seems that now my character textures seem to blink in and out(new to old). I've debuged and the codes are the same that I have and I've messed with the prefs.txt to see if it would help, but doesn't. Not exactly sure what is causing this. It also kind of messes with SeeD Reborn on my end as well. But things are considerably faster, though.
Hellfire Pack (80% complete) - but until animations work, I probably won't release a pack.
after installing 1.61 tonberry affect the image quality on the world map =(((What trouble are you exactly having?