Author Topic: [REL] FF8Launcher 1.4  (Read 71219 times)

Phun

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Re: [FF8] FF8Launcher 1.4
« Reply #75 on: 2009-08-06 04:18:45 »
Damn, Phun! You quoted my stupidity!  :cry:
I don't know what you're talking about.  :-)

Prince Lex

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Re: [FF8] FF8Launcher 1.4
« Reply #76 on: 2009-08-06 05:01:49 »
How considerate  :-D

Thank you.

On a side note that's semi-related, do you think the music patch will eventually allow you to replace the Eyes on Me MP3 during the third disc?

The reason I ask is because it's never worked for me and it's one of the most defining moments of the game. I only want to replace it with its original counterpart so that it'll play properly, though I'm aware that it's handled differently as it reads it directly from the disc so I won't set my hopes too high.

Phun

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Re: [FF8] FF8Launcher 1.4
« Reply #77 on: 2009-08-06 05:52:34 »
How considerate  :-D

Thank you.

On a side note that's semi-related, do you think the music patch will eventually allow you to replace the Eyes on Me MP3 during the third disc?

The reason I ask is because it's never worked for me and it's one of the most defining moments of the game. I only want to replace it with its original counterpart so that it'll play properly, though I'm aware that it's handled differently as it reads it directly from the disc so I won't set my hopes too high.

The game (ironically enough) uses MCI commands to play the MP3, which is what I've been doing. It can be done easily enough by hooking mciSendCommand.

Code: [Select]
CPU Disasm
Address   Hex dump                   Command                                          Comments
0046C8C8  |.  A1 2825CD01            mov eax, dword ptr ds:[1CD2528]
0046C8CD  |.  8B35 8893B600          mov esi, dword ptr ds:[<&WINMM.mciSendCommandA>]
0046C8D3  |.  68 4825CD01            push offset FF8.01CD2548
0046C8D8  |.  68 00200000            push 2000
0046C8DD  |.  68 03080000            push 803
0046C8E2  |.  6A 00                  push 0
0046C8E4  |.  A3 4425CD01            mov dword ptr ds:[1CD2544], eax
0046C8E9  |.  C705 5025CD01 5802B800 mov dword ptr ds:[1CD2550], offset FF8.00B80258  ; ASCII "cdaudio"
0046C8F3  |.  FFD6                   call esi

I might open source the Music project. I don't have the time to devote to a project this involved.
« Last Edit: 2009-08-06 05:57:39 by Phun »

Aali

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Re: [FF8] FF8Launcher 1.4
« Reply #78 on: 2009-08-06 17:04:13 »
Anyone want to take a guess as to which one controls the window transparency?
http://wiki.qhimm.com/FF8/Field/Script/Opcodes

A lot of the familiar window opcodes from FF7 seem to be missing.

The Skillster

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Re: [FF8] FF8Launcher 1.4
« Reply #79 on: 2009-08-06 17:22:08 »
Interesting project, keep up the good work.  :evil:

obesebear

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Re: [FF8] FF8Launcher 1.4
« Reply #80 on: 2009-08-06 17:22:23 »
11A  MENUNORMAL
117 BGSHADEOFF
0B3 SHADESET
07E CLEAR
067 THROUGHON
068 THROUGHOFF

Those are my best guesses

Aali

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Re: [FF8] FF8Launcher 1.4
« Reply #81 on: 2009-08-06 17:46:37 »
And they're all wrong :-P

MENUNORMAL opens the normal menu (duh)
BG* are all related to the field background
SHADESET doesn't touch anything outside the current script entity
CLEAR only zeroes a 256-byte array
THROUGHON/OFF disable or enable collision for the current script entity

Phun

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Re: [FF8] FF8Launcher 1.4
« Reply #82 on: 2009-08-06 22:44:23 »
I found the function which determines the amount of which spell to either draw (from the enemy) or expend (from your own stock), and the function which calculates a monster's level, but I'm having trouble naming them. Any suggestions?

Prince Lex

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Re: [FF8] FF8Launcher 1.4
« Reply #83 on: 2009-08-06 23:31:54 »
Any of these?

0AF SHADELEVEL
0B0 SHADEFORM
0B3 SHADESET
0C7 SEVOL
0C8 SEVOLTRANS
0C9 SEPOS
0CA SEPOSTRANS

Tekkie.X

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Re: [FF8] FF8Launcher 1.4
« Reply #84 on: 2009-08-07 01:08:05 »
The last 4 there seem like they're for sound effects.

Aali

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Re: [FF8] FF8Launcher 1.4
« Reply #85 on: 2009-08-07 01:15:06 »
They are. Apparently the ASK* and MES* opcodes do all the magic in FF8, no need to mess with the actual windows.

I'm sitting on a script dumper for FF8 that I plan to release sometime soon, that should make this a trivial matter of comparing different scenes.

:EDIT:

Here's a sample: http://backup.ninjaloot.se/share/example.dump
Bonus points if you can figure out which scene it is from. :-P
« Last Edit: 2009-08-07 01:18:55 by Aali »

Phun

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Re: [FF8] FF8Launcher 1.4
« Reply #86 on: 2009-08-07 05:14:53 »
They are. Apparently the ASK* and MES* opcodes do all the magic in FF8, no need to mess with the actual windows.

I'm sitting on a script dumper for FF8 that I plan to release sometime soon, that should make this a trivial matter of comparing different scenes.

:EDIT:

Here's a sample: http://backup.ninjaloot.se/share/example.dump
Bonus points if you can figure out which scene it is from. :-P

http://www.youtube.com/watch?v=rZw3Z5LpZ6I

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I'm releasing a new add-on, please check the first post for updates.

Aali

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Re: [FF8] FF8Launcher 1.4
« Reply #87 on: 2009-08-07 05:30:41 »

Phun

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Re: [FF8] FF8Launcher 1.4
« Reply #88 on: 2009-08-07 05:52:45 »
http://www.youtube.com/watch?v=rZw3Z5LpZ6I

Actually, it's not from that scene :-P

A scene from Timber? What disc is it from? Ah, this is driving me crazy!
« Last Edit: 2009-08-07 06:00:27 by Phun »

Aali

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Re: [FF8] FF8Launcher 1.4
« Reply #89 on: 2009-08-07 06:11:49 »
There's one character in that scene that isn't around much for the rest of the game :-)
And when she is (yes it's a she), there's usually a bunch of other people around.

Phun

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Re: [FF8] FF8Launcher 1.4
« Reply #90 on: 2009-08-07 06:18:23 »
There's one character in that scene that isn't around much for the rest of the game :-)
And when she is (yes it's a she), there's usually a bunch of other people around.

Is it Xu? She's only in a few scenes. I'm assuming "Director" is Cid?

Aali

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Re: [FF8] FF8Launcher 1.4
« Reply #91 on: 2009-08-07 06:26:41 »
Would Cid have a constructor (that only does global stuff) and a default method (that only calls other scripts) but no talk method?

So no, Cid is not in this scene.

Phun

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Re: [FF8] FF8Launcher 1.4
« Reply #92 on: 2009-08-07 06:39:56 »
Would Cid have a constructor (that only does global stuff) and a default method (that only calls other scripts) but no talk method?

So no, Cid is not in this scene.

Well, you didn't say it wasn't Xu...

Aali

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Re: [FF8] FF8Launcher 1.4
« Reply #93 on: 2009-08-07 06:45:07 »
Because Shu is Xu, of course :-)

Now the question is, where does she appear without Cid?

Phun

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Re: [FF8] FF8Launcher 1.4
« Reply #94 on: 2009-08-07 06:53:37 »
Because Shu is Xu, of course :-)

Now the question is, where does she appear without Cid?

The only scene with Xu, Quistis, Squall, Zell, and Seifer without Cid (that I'm aware of) is on the trip to Dollet.

Aali

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Re: [FF8] FF8Launcher 1.4
« Reply #95 on: 2009-08-07 07:07:20 »
One gold star coming up :-)

It is indeed from the boat on the way to Dollet during the field exam.

Phun

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Re: [FF8] FF8Launcher 1.4
« Reply #96 on: 2009-08-07 07:13:31 »
One gold star coming up :-)

It is indeed from the boat on the way to Dollet during the field exam.

This was going to be my second guess, but then I saw "Director" and I wasn't sure if that was a person or what.

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A new add-on has been released: http://forums.qhimm.com/index.php?topic=8761.msg110905#msg110905
« Last Edit: 2009-08-07 08:55:00 by Phun »

Phun

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Re: [FF8] FF8Launcher 1.4
« Reply #97 on: 2009-08-08 05:11:59 »

obesebear

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Re: [FF8] FF8Launcher 1.4
« Reply #98 on: 2009-08-08 06:49:21 »
Here's some feedback, I think you're doing some good work here and should keep it up.

I don't particularly care for 8 but if you happen to make something that picques my interest, I will sure try it out.

Phun

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Re: [FF8] FF8Launcher 1.4
« Reply #99 on: 2009-08-09 21:17:30 »
New Direction: Rather than making "hacks" (like Magic), which make the game easier (and render certain GF Abilities [such as Expendx2-1 and Expendx3-1] useless), I have decided to improve upon the game (e.g. Hard and Music) which make the game more challenging/enjoyable; if no one plans on playing with Hard, I'd appreciate it if some of you could simply test it for a couple hours, against different enemies and bosses, and tell me if you think it's either too hard, too easy, or just right; I want the game to be challenging for veteran players.
« Last Edit: 2009-08-09 21:20:41 by Phun »