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Messages - myst6re

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151
NT is not compatible due to the flevel replacements.

Yes, I forgot to mention that scripts are replaced too.

Thanks kal and myst6re
So, MO, and Omzy / satsuki's textures are compatible if I understand well ?

Yes

152
It should, the Néo-Midgar patch replace only texts (and some specific textures), so mods are kept.

153
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-06-15 22:42:39 »
"I open the Kernel and save with "Create Kernel.bin and kernel2.bin". Some modifications works well but others causes black screen at the start of the game. I'll see with myst6re what he can do with this. For Neo-Midgar he did a special kernel2 without limits. Maybe he can do the same for your kernel2."

An expanded kernel2 sounds interesting; I wonder if that means more AI can be put in, or if it's just for text.

The kernel2 limit is still here, I use black magic to reduce its size. And for you question Sega Chief, there only texts in the kernel2, isn't it?

154
Néo-Midgar is a Final Fantasy VII retranslation project in French, whose started on 30 January 2008. After six years of hard work, Acro, the creator of this project, managed with his team to produce the patch that will make you rediscover this masterpiece from a completely different angle.



The project is completely finished, it is a simple installer that will patch your game; it works on every PC versions and on the french PS version.

The installer is available for free on the official website (in french). It is also possible to pay us a cup of coffee with a donation here.

I was one of the contributors of this project, mainly as the programmer of the installer. It is time to post it here in the Qhimm forum.

155
FF8 Tools / Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« on: 2016-06-12 21:08:15 »
Any chance also of a pseudo-code search too?  And a search that can search for 2 opcodes at a time and not one?  Finding a music load was difficult because the value is pushed beforehand.

This bother me too, but for now... I need to made a new search type for the pseudo-code, that's not the easier part.

Also to answer Annie (I saw your message), I made a little user manual here: https://github.com/myst6re/deling/wiki/Custom-Fonts

156
I agree that would help a lot. I add a task on GitHub

157
Small update later, maybe next week :)

158
Asked enough to be implemented :)

159
 :oops: sorry for this bug. I'm not currently available to fix it, maybe in few weeks.

160
Ok guys, the 1.7.1 version is now online: https://github.com/myst6re/makoureactor/releases/tag/1.7.1

161
FF8 Tools / Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« on: 2016-04-30 12:31:41 »
Maybe a partial save feature, which would be limited by the output size of the files. For the full save, I don't have enough time to write an algorithm which rellocate files when their size grows.

162
DLPB: like alt + click on the opcode?

Okay, time to summarize feedbacks:

  • Strange bugs in archive importer (DLPB & genesis063)
  • Expand all lines by default is not working properly (DLPB)
  • Is it normal that junonl2 starts at background parameter 16?  Is that just how they did it? (DLPB) -> Yes this is normal
  • Background reparation doesn't work as expected -> I need time to investigate about this
  • Auto-adjust every text window at once (Sega Chief)
  • Your music IDs are all offset incorrectly by 1, because you have two zeroes at the start of the list. -> it seems correct, I mean 0 is never used, and 1 seems to mean "no music" and is often used
  • Makou crashes if you delete a script AFTER reloading flevel.  So - open flevel - open another flevel - delete script (or delete certain entries)  = crash.  It always happens. (DLPB) -> never reproduced by me, if someone has the same problem, please let me know

And here is the current changelog for 1.7.1:

  • Do not show model view if the model is invalid
  • Accept model p files with vertex type = 0 (used in Kaldarasha's models)
  • Adding "Invalid akao" view in tuto/sound dialog with a button to repairs it if possible
  • Fixing bug with copy/paste scripts across fields
  • In script editor: impossible to change akao type with the dropdown
  • Renaming DFANM, ANIMX1 and ANIMX2 descriptions
  • In script editor: "Music On/Off" replaced by "Music Unlock/Lock"
  • "Trace/clear location" replaced by "Enable/Disable line"
  • Feature: Find (trace back and forward) the called script with a shortcut
  • Copy/paste opcodes between instances

Is that all? I will update the issue page on Github

163
That is a regression since the 1.7.0, I fixed it for the next release.

164
I'm curious as to what project you're using the formulas for :-P.

A french website that will become the FF8 reference guide.

I removed nested floors, it works well :)
For now, Iron Giant is the only monster I know with errors, according to the Ultimania, maybe the error isn't on our side...

Code: [Select]
Values : 30, 0, 6, 0
Level   Ultimania   Known formula
LV1     663 HP      631 HP
LV10    6900 HP     6450 HP
LV20    14400 HP    13200 HP
LV30    22500 HP    20250 HP
LV40    31200 HP    27600 HP
LV50    40500 HP    35250 HP
LV60    50400 HP    43200 HP
LV70    60900 HP    51450 HP
LV80    72000 HP    60000 HP
LV90    83700 HP    68850 HP
LV100   96000 HP    78000 HP

There is nothing special about Iron Giant HPs on IA scripts.

165
You mentioned MAG twice in your post, did you mean VIT/SPR/SPD/EVA?

Yes, sorry for the confusion, and I fixed this on the wiki page yesterday.

So for the PC version, we're sure that is the right formula :) . It would be good to know if the PS version shares the same formulas.

166
Ok, I can confirm STR/MAG formula:

Code: [Select]
result = floor((floor(level * a/10) + floor(level / b) - floor((level * level) / (d * 2)) + c)/4)
result = min(result, 255)

And VIT/SPR/SPD/EVA formula:

Code: [Select]
result = floor(level / b) - floor(level / d) + a * level + c
result = min(result, 255)

My EXP formula seems correct too (where "a" the value from the DAT file):

Code: [Select]
EXP = floor(a * (5 * (level - level_party_avg) / level_party_avg + 4))
EXP_LAST = floor(a * (5 * (level - level_party_last) / level_party_last + 4))

Note: values on the Ultimania guide seems to be EXP / 4 and EXP_LAST / 4, for level 1 members.

But still, the HP formula is sometimes wrong, like JWP says, in Iron Giant for example. Now I use (I was wrong in my first post):

Code: [Select]
HP = floor(a * lvl * lvl/20) + (a + c * 100) * lvl + b * 10 + d * 1000

Someone know more about this? JWP?

167
Edit: Okay, so I'll preface this by saying sometimes they match the Ultimania stats (which give stats at Lv1, every ten levels, and the max level), sometimes they are way off.  I do know that some changes were made from JP>EN so this could be a product of that. Also I'm suspicious of my math.floors, I may have added them at random to see what gave me the right results.

I compared french PS and japanese version, here are the differences (in hex):

Tri-Point
Mag (or vit?) | JP: 01 14 64 02 | FR: 01 14 23 02

Left Orb (or Right?)
Spd | JP: 00 01 14 0a | FR: 00 01 05 03

Right Orb (or Left?)
Spd | JP: 00 01 28 0a | FR: 00 01 0a 03

Jumbo Cactuar
HP | JP: 00 00 3c 00 | FR: 00 00 1e 1e

Anakronox
HP | JP: 00 00 04 1e | FR: 00 00 03 1e

Left Probe / Right Probe
Spd | JP: 00 03 32 06 | FR: 00 03 1e 06

Trauma
Spd | JP: 00 01 24 01 | FR: 00 01 18 01

Fujin (119)
Str | JP: 46 05 55 82 | FR: 41 05 3c 82

Raijin (120)
Str | JP: 50 05 78 82 | FR: 50 05 6e 82


Thanks for your answers JWP and JBedford128 ! that is really helpful

168
Hello everyone! I need your help this time: In dat files, monster stats are represented by 4 numbers, which are used in an equation with monster level. Does anyone know the right equation for each monster attribute?

What we know (from Ifrit editor):

Code: [Select]
HP = Math.floor(number_0 * level * level / 20) + number_1 * level + number_2
EXP = number_0 * (5 * (level - level_party_avg)/level_party_avg + 4))
EXP_LAST = Math.floor(number_1 * (5 * (level - level_party_last)/level_party_last + 4))
# If the result > 255, STR = 255
STR = level * number_0 / 10 + level / number_1 - level / number_3 + number_2) / 4
MAG = Math.floor(level * number_0) + Math.floor(level/number_1) - Math.floor(Math.floor(Math.floor(level*level/2)/number_2)/4))
VIT = level * number_0 + Math.floor(level/number_1) + number_2 - Math.floor(level/number_3)
SPR = level * number_0 + Math.floor(level/number_1) + number_2 - Math.floor(level/number_3)
SPD = level * number_0 + Math.floor(level/number_1) + number_2 - Math.floor(level/number_3)
EVA = level * number_0 + Math.floor(level/number_1) + number_2 - Math.floor(level/number_3)

I think HP and EXP are good. For the rest...

169
FF8 Tools / Re: [FF8PC/PSX] Field editor - Deling (0.8b)
« on: 2016-04-03 11:16:27 »

Changelog:
  • Adding partial support for FFVIII Demo
  • Adding new script viewer, which is more readable (but not editable/searchable yet)
  • Some bug fixes
  • Migrate Qt from 4.8 to 5.6

170
Error message on start: "Makou_Reactor.exe is not Win32 program". Error in the version 1.7.0, but version 1.6.5 works. File makoureactor-1.7.0-win32.zip downloaded from github. ( OS Windows XP sp3 ).

I'm afraid MR is not compatible with Windows XP anymore :(
If it is really needed, I can make special builds for this OS.

171
FF8 Tools / Re: [FF8PC/PSX] Field editor - Deling (0.8b)
« on: 2016-03-30 22:16:58 »
Recreate this from scratch. It's a stack-based language, each opcode is 4-bytes long, that's easier to parse. For structures, there is no "if" opcodes, only jumps, pushs and pops. For calculation, there is only one opcode: CAL, combined with pushs and pops.

You have some infos on the wiki if you want to know more about it.

172
FF8 Tools / Re: [FF8PC/PSX] Field editor - Deling (0.8b)
« on: 2016-03-30 19:50:03 »
To be clear (and because I saw your question DLPB :) ):
  • This new presentation of scripts is read-only for now
  • It recognizes if/else (optional else/chained else if), while loops (with a forever loop case) and calculations (with push/pop/cal opcodes)
  • There is no variable declaration: types are specified in variable names
  • I do not plan to do a code editor in text-mode like this in Makou Reactor, but I will look if I can add some new patterns ("while loop" for example)

173
FF8 Tools / Re: [FF8PC/PSX] Field editor - Deling (0.8b)
« on: 2016-03-29 22:09:36 »
Hey folks, I worked to a new feature last week!



Wow! Even card game scripts are readable now:


174
I guess there are changes in scripts (that is not what DLPB said?), and some opcodes are not fully implemented in PC version.

175
Open p files in a hex editor, and change the value at offset 0x8 like the image below.


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