Author Topic: [PSX/PC] Field editor - Deling (0.10.1b)  (Read 135605 times)

shikulja

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Re: [PSX/PC] Field editor - Deling (0.10.1b)
« Reply #275 on: 2020-06-11 14:48:05 »
shikulja
Спасибо большое за подсказку. Я не обратил внимание, что шрифты можно рисовать самому.

ты не сделал таблицу символов под шрифт, тдв я не смотрел, но по .txt это так и есть.
должно быть так:
you didn’t make a character table for the font, I didn’t look, but on .txt it is.
should be like this:
Spoiler: show
« Last Edit: 2020-06-11 14:50:43 by shikulja »

Lev-Lion

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Re: [PSX/PC] Field editor - Deling (0.10.1b)
« Reply #276 on: 2020-06-11 16:43:16 »
Наконец-то теперь все в полном поряде! 8) Сделал таблицу txt и заодно сделал некоторые правки к самим шрифтам в tdw, в том числе и ширину букв. Теперь кажется все идеально работает. Русский кодер для программы готов. Еще раз спасибо за помощь. Выкладываю финальную версию кодера для Deling.

Finally, now everything is in perfect order! 8) I've made a table in txt and made few final corrections in tdw, including the letter width change. Russian text coder for Deling is ready. Here is the link to the final version https://mega.co.nz/#!fAA2VA4Q!AAAAAAAAAAAj_C4o14MrEwAAAAAAAAAAI_wuKNeDKxM

Shikulja, myst6re - Thank you very much. Now I can start working on my version of Russian translation of FF8 Remaster.  ::)
« Last Edit: 2020-06-11 16:52:12 by Lev-Lion »

myst6re

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Re: [PSX/PC] Field editor - Deling (0.10.1b)
« Reply #277 on: 2020-06-15 16:41:23 »
Good I'm glad you did it 8-)

Takigan

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Re: [PSX/PC] Field editor - Deling (0.10.1b)
« Reply #278 on: 2020-07-10 05:24:36 »
So I was editing field.fs for a potential mod, and put in a code that didn't agree with another code and it crashed the game.  When I located the area of the field where the game crashed I couldn't remember 100% how to revert it back to the original script. I'd made a backup of the og 'field.fs' thinking that I could swap the two out inside of 'lang-en' if need be, take a look it at the original in Deling to figure out what I did, and then swap the 'field.fs' I was working on back in and go from there.  When I tried loading up the original field.fs I was surprised to find that Deling couldn't open it.  Well, it opened but it could only show the file list under Import/Export. It wouldn't actually show me any of the texts, scripts etc.

I suppose I don't fully understand the nature of the program.  I tried opening up the original(backup) in the folder where I have it stored and it wouldn't open it at all (that tells me the location of the files inside the folder structure is important to their functionality within Deling).  I'm a little worried about screwing something up and not being able to revert back to an earlier version...or maybe there's a way to do that but I'm not sure how?

myst6re

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Re: [PSX/PC] Field editor - Deling (0.10.1b)
« Reply #279 on: 2020-07-15 08:15:21 »
A field archive is three files: field.fs, field.fl and field.fi, you need to backup the three.

faospark

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Re: [PSX/PC] Field editor - Deling (0.10.1b)
« Reply #280 on: 2020-07-15 08:41:14 »
is it possible thought to inject cid's low poly character model on that scene on Balamb?

myst6re

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Re: [PSX/PC] Field editor - Deling (0.10.1b)
« Reply #281 on: 2020-07-17 11:18:19 »
You currently can't add or remove a model with Deling. Maybe one day, that's not really difficult, you need to inject the model into the chara.one subfile.
But Deling can handle script edition for the new model  :) .

Takigan

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Re: [PSX/PC] Field editor - Deling (0.10.1b)
« Reply #282 on: 2020-07-25 01:00:57 »
I was editing a script.  I hit compile and got the following message:

https://drive.google.com/file/d/1Tt-M3Cm7r7FXgDtypp7TTYWe1RKAOu-n/view?usp=sharing

I deleted the change I made and hit compile again, and it gave me the same message.  I've added over a hundred different lines to over a dozen different fields and this is the first time I've seen this.  Maybe it's an issue with the compiler I'm using with how it handles "0"?

(sorry for the hyperlink.  I tried embedding the image a few different ways but couldn't find anything that worked.  Normally I know how but this forum is weird compared to other ones I use)

EDIT: It also does this with TEMP7
« Last Edit: 2020-07-25 01:13:58 by Takigan »

Callisto

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Re: [PSX/PC] Field editor - Deling (0.10.1b)
« Reply #283 on: 2020-07-26 02:01:51 »
Remove the "TEMP" so only the 0/7 remains, then it should compile again. Deling sometimes can't handle it for some reason.

Takigan

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Re: [PSX/PC] Field editor - Deling (0.10.1b)
« Reply #284 on: 2020-07-29 23:42:12 »
Remove the "TEMP" so only the 0/7 remains, then it should compile again. Deling sometimes can't handle it for some reason.

So, to be clear, delete the 'temp' in front of the number.  Then add in the necessary push/pop/opcodes, then compile.  Then re-add 'temp' in front of the number and compile again?

Callisto

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Re: [PSX/PC] Field editor - Deling (0.10.1b)
« Reply #285 on: 2020-08-03 20:54:21 »
Just removing "TEMP" so the script looks like this should do the trick. In earlier versions of this tool, such additions weren't displayed and they aren't even needed in newer versions at all. They sometimes prevent successful compiling if they are present, so make sure to remove them if that happens. The same goes for "VAR" and "Model", for example.

Sega Chief

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Re: [PSX/PC] Field editor - Deling (0.10.1b)
« Reply #286 on: 2020-08-08 00:09:26 »
You currently can't add or remove a model with Deling. Maybe one day, that's not really difficult, you need to inject the model into the chara.one subfile.
But Deling can handle script edition for the new model  :) .

Is this functionality on the cards for Deling? It'd open a lot of doors, as from what I remember doing this manually involves updating hex offsets in various different files and it was easy to lose track of them during the process; I managed it once but it was in a field with very little pre-existing field scripts:
Spoiler: show




I have a lot of notes from the process that I could write up if they'd help in implementing it as a process into the tool.

lyokoffx

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Re: [PSX/PC] Field editor - Deling (0.10.1b)
« Reply #287 on: 2020-08-29 09:27:55 »
I want to know the extension of the sounds under deling to export them, and is there a way to convert them to .wav

myst6re

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Re: [PSX/PC] Field editor - Deling (0.10.1b)
« Reply #288 on: 2020-08-29 16:59:18 »
Currently you can't export sounds

lyokoffx

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Re: [PSX/PC] Field editor - Deling (0.10.1b)
« Reply #289 on: 2020-08-29 17:11:34 »
thank you for your part

I managed to find how to extract sounds using this link

http://forums.qhimm.com/index.php?topic=14944.0

I forgot to ask you also

1- the Backround models of the and the Character combat models, are also in The same case

if so give me how to convert them to .fbx or .obj

2- and also if you have any idea how it works with the music of this game = extraction and conversion
« Last Edit: 2020-08-29 17:57:57 by lyokoffx »

myst6re

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Re: [PSX/PC] Field editor - Deling (0.10.1b)
« Reply #290 on: 2020-08-30 13:29:31 »

1- the Backround models of the and the Character combat models, are also in The same case


Yes :)

2- and also if you have any idea how it works with the music of this game = extraction and conversion

On the PC version, the game uses midis stored at Data/Music/dmusic directory. The Remaster version uses oggs stored in zzz archives.
To open and work with FF8 PC midis, you can use DirectMusic Producer https://www.ff8.fr/pub/Microsoft_DirectMusic_Producer.7z but the software is a little old.
On the PS version, the game uses special midis (I name it AKAO) stored everywhere it is needed, you need to emulate to PS1 sound chip to play it. Someone did it long time ago and converted known akaos to it own midi format: PSF. You can download them here: http://forums.qhimm.com/index.php?topic=19968.0

lyokoffx

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Re: [PSX/PC] Field editor - Deling (0.10.1b)
« Reply #291 on: 2020-08-30 19:02:19 »
thanks a lot for your help

I have a problem with your second link

1- I downloaded these two files

FFNx-FF8Music-v1.3
FFNx-Steam-v1.7.2.0

2- I copy the "psf folder" from the "FFNx-FF8Music-v1.3" archive to the root of my steam games folder like this



3- I edited the FFNx.cfg like this

Code: [Select]
#use_external_music = yes
external_music_path = psf
external_music_ext = minipsf
winamp_in_plugin = psf/in_psf.dll
#winamp_out_plugin =

### HOW TO: ###################################################################
# Options may be commented by default with an initial # character.
# Remove the initial # character to set the configuration flag.
# -----------------------------------------------------------------------------
# Unless options are specified, you can either disable or enable a flag.
# Enable: yes
# Disable: no
###############################################################################

# =============================================================================

###############################################################################
# COMMON OPTIONS FOR BOTH FF7 AND FF8
###############################################################################

#########################
## DISPLAY
#########################

#[RENDERING BACKEND]
# Available choices are:
# - OpenGL ( default )
# - Direct3D11 ( valid alternative for OpenGL)
# - Vulkan ( Tech Preview: Not Recommended )
# - Direct3D12 ( Tech Preview: Not Recommended )
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#renderer_backend = OpenGL

#[FULLSCREEN]
# If off, it will run in window mode.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#fullscreen = no

#[RESOLUTION]
# Resolution of the game.
# Default (value = 0):
# - Window mode will use 640x480
# - Fullscreen mode will use your desktop resolution
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#window_size_x = 0
#window_size_y = 0

#[INTERNAL RESOLUTION SCALE]
# The scale is in multiples of 640x480
# The scale factor is used to render internally at a larger size then the display, this will then be downscaled to the games current resolution
# This is required to avoid visual glitches that may happen when the game is not rendered in a 4:3 aspect ratio
# Default = 4
# NOTE: Scaling starts always from 2. If you set a lower number, this will be automatically reset to 2.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#internal_resolution_scale = 4

#[PRESERVE ASPECT]
# Preserve original game aspect ratio of (4:3) by adding black bars on the left and right side (if needed)
# When off the game will be stretched to fit the window's aspect ratio; Be aware the game may look wrong though.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#preserve_aspect = yes

#[ENABLE VSYNC]
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#enable_vsync = yes


#[REFRESH RATE]
# Screen refresh rate.
# Default is 0 = use current screen refresh rate
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#refresh_rate = 0

#[LINEAR FILTERING]
# Allow the usage of linear filtering for textures.
# Please note: some things look slightly better with this option on, but alot of textures just lose their detail.
# This option only affects low-res textures, high-res replacements will still be filtered where appropriate.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#linear_filter = no

#[ANTIALIASING]
# Enable antialiasing filtering, this is done in the last pass when downsampling from the current supersampled rendering ( based on internal_resolution_scale logic )
# Available choices are:
# - 0: Disabled ( Default )
# - 2: 2x
# - 4: 4x
# - 8: 8x
# - 16: 16x
# If you set any value that is different than those, it will pick the higher option ( eg. if you pick 6 it will be 8, if you pick 1 it will be 2, and so on ).
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#enable_antialiasing = 0

#[ANISOTROPIC]
# Enable anisotropic filtering, for high-res textures and overall rendering
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#enable_anisotropic = yes

#########################
# AUDIO
#########################

#[USE EXTERNAL MUSIC]
# This flag will enable/disable the support of an enhanced music layer to reproduce music in-game.
# If you leave out the default configuration
# FFNx will autodetect your environment and will set it to the best available option.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#use_external_music = no

#[EXTERNAL MUSIC PATH]
# Path of the external music files
# Will try to load from this path before using the default for your Version of the game
# Defaults:
# - FF7 1998: music/vgmstream ( 7h-era compatibility )
# - FF7 eStore: data/music_ogg
# - FF7 Steam: data/music_ogg
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#external_music_path =

#[EXTERNAL MUSIC EXTENSION]
# The type of file to search for. By default is ogg.
# Supported extensions:
# - https://github.com/losnoco/vgmstream#supported-file-types
# - Any additional or any type supported by your loaded winamp_in_plugin
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#external_music_ext = ogg


#[EXTERNAL WINAMP PLUGIN SUPPORT]
# These flags will allow you to make use of compatible in_* and out_* DLL plugins you were used to load on Winamp itself.
# Through these flags you can for example decide to use an input plugin to play something FFNx never though about ( like MINIPSF files )
# and output the sound data to your custom plugin which may add custom reverb and much more.
# By default winamp_in_plugin will use the built-in VGMStream layer.
# By default winamp_out_plugin will use the built-in output layer.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#winamp_in_plugin =
#winamp_out_plugin =

###########################
# Video Player Options
###########################

#[ENABLE FFMPEG VIDEOS]
# This flag will enable/disable the support of FFMpeg layer to reproduce movies in-game.
# Default Value depends on game version.
# - FF7 1998 - yes
# - FF7/FF8 Steam - yes
# - FF8 2000 - no
# It is suggested to keep the default behavior unless you really know what are you doing.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#enable_ffmpeg_videos = yes

#[FFMPEG VIDEO FILE EXTENSION]
# The type of file that the ffmpeg layer will search for. Default is avi.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#ffmpeg_video_ext = avi


###############################
# MUST SET FOR VERSIONS BELOW
# FF7 2012   FF7 STEAM
# FF8 2013   FF8 STEAM
###############################
# The folder name in your game Documents path ( for eg. for FF7 is "C:\Users\JohnDoe\Documents\Square Enix\FINAL FANTASY VII Steam\user_XXXXXXX")
# Use this only if you have MORE THAN ONE user_* directories. If not, just leave this commented as the driver will autodetect the directory.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#steam_game_userdata = user_12345678

########################
## MODDER OPTIONS
########################

#[TEXTURE PATH]
# Mod directory where textures will be loaded from
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#mod_path = mods/Textures

# Show every failed attempt at loading a .png or .dds texture
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#show_missing_textures = no

# Dump internal textures to PNG files in the mod_path
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#save_textures = no

# This path is where the Hext patching layer will look for txt files.
# The path will ALWAYS have appended:
# 1. The game name ( if FF7 it will be "ff7/", if FF8 will be "ff8/")
# 2. The game language ( for eg. if ff7_en it will be "en" )
# The resulting path will then be "<hext_patching_path>/ff7/en", if you run for eg. FF7 English
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#hext_patching_path = hext

# This path will define where the driver will look first, allowing you to override core game files, if needed
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#override_path = override


##########################
# DEBUGGING OPTIONS
# These options are mostly useful for developers or people reporting crashes.
# Please do enable them only when required.
##########################

# Display the verion of FFNx in upper right corner ( when fullscreen ) or in the title bar ( when windowed )
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#show_version = yes

# Display frames per second counter in upper right corner ( when fullscreen ) or in the title bar ( when windowed )
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#show_fps = no

# Display Rendering backend in upper right corner ( when fullscreen ) or in the title bar ( when windowed )
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#show_renderer_backend = yes

# Display some real-time debug information
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#show_stats = no

# Enable logging
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#show_applog = yes

# Show on screen error messages ( only on fullscreen )
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#show_error_popup = no

# Enable this flag if you want to see more verbose output from the backend renderer.
# Usually useful for debug pruposes. Do not enable otherwise.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#renderer_debug = no

# Creates a full crashdump file if the game crashes. Useful to be analyzed with WinDbg when reporting issues.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#create_crash_dump = no

# Various flags which will help in further debugging the game engine logics.
# Some flags may not generate any output depending on the game you play.

# trace_all - Dump in the logs whatever APIs is being called from the Engine in FFNx. Overrides all the others below.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#trace_all = no

# trace_movies - Dump in the logs only APIs that has to do with movie playback
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#trace_movies = no

# trace_music - Dump in the logs only APIs that has to do with music playback
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#trace_music = no

# trace_fake_dx - Dump in the logs only APIs that has to do with directdraw emulation
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#trace_fake_dx = no

# trace_direct - Dump in the logs only APIs that has to do with LGP loading
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#trace_direct = no

# trace_files - Dump in the logs only APIs that has to do with filesystem operations
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#trace_files = no

# trace_loaders - Dump in the logs only APIs that has to do with internal textures overrides
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#trace_loaders = no

# vertex_log - Dump in the logs current engine vertex data being passed to the GPU for drawing
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#vertex_log = no

# uniform_log - Dump in the logs current engine uniform data being passed to the GPU shaders
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#uniform_log = no

# Show debug info regarding movie synchronization.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#movie_sync_debug = no

###############################################################################
# OPTIONS ONLY FOR FF7
###############################################################################

## ENHANCEMENTS

# Make all dialog boxes transparent.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#transparent_dialogs = no

# Include armor in magic defense calculation
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#mdef_fix = yes

## ADVANCED OPTIONS - Don't fiddle with these unless you know what you're doing.

# Enable alpha blending for textures without an existing blending effect
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#fancy_transparency = no

# Skip movie frames if necessary.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#skip_frames = no

## MODDER OPTIONS - These options are mostly useful to modders and should not be enabled during normal play.

# This is the path where files where be read directly, instead then reading them inside the LGP archives.
# For example: if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# If this file doesn't exist it will look for the original in the LGP archive
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#direct_mode_path = direct

## DEBUGGING OPTIONS - These options are mostly useful for developers or people reporting crashes. Please do enable them only when required.

# Dump in the logs more verbose error messages coming directly from the engine
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#ff7_more_debug = no

4- and I have copy the files from the archive "FFNx-Steam-v1.7.2.0" that I have modified in the same directory



and I have that



there is no sound modification in the game nor data extraction

myst6re

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Re: [PSX/PC] Field editor - Deling (0.10.1b)
« Reply #292 on: 2020-08-31 00:03:17 »