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Messages - myst6re

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201
FF8 Tools / Re: [FF8PC/PSX] Save editor - Hyne (1.9.0)
« on: 2016-01-17 19:48:16 »
Hello, thanks for the quick response, but the problem is still there.

Ok, I cannot reproduce it, it seems that I forgot something when I build Hyne with the microsoft compiler. I changed the archive again on GitHub, it contains a binaries builded with the GNU compiler. It should works like previous version now.

I just made a new  AUR package  "hyne-git"
for arch linux users who wish to install hyne's most current code.
i plan to also make a regular "hyne" package also for the stable release.

Thanks :)

202
FF8 Tools / Re: [FF8PC/PSX] Save editor - Hyne (1.9.0)
« on: 2016-01-17 16:46:26 »
Hi, the new version (1.9.0) gives me this error whenever i want to start the Hyne editor:

''This application failed to start because it could not find or load the Qt platform plugin ''windows''.''

How can i solve this?

I dont have any problems with the previous version.

Hello, a dll is missing, can you download Hyne 1.9 again and see if the problem is fixed? https://github.com/myst6re/hyne/releases/tag/1.9.0

203
FF8 Tools / Re: [FF8PC/PSX] Save editor - Hyne (1.9.0)
« on: 2016-01-17 12:37:36 »
The submodule is not mandatory for Linux OSes.

204
FF8 Tools / Re: [FF8PC/PSX] Save editor - Hyne (1.9.0)
« on: 2016-01-16 21:28:09 »
Hyne 1.9.0 released!

That is basically a minor update, but the Qt library was updated to major version 5, which implies some internal changes.

Changelog:
  • [Draw point editor] Adding indication if located in field or worldmap
  • Fixing keyboard shortcut conflicts if more than one main windows was instanciated
  • Improving detection of user's documents directory on Windows
  • Reencode source files to UTF-8
  • Migrate to Qt 5 library

205
FF8 Tools / Re: [FF8PC/PSX] Save editor - Hyne (1.8.2)
« on: 2015-12-28 22:18:14 »
Nope, this kind of list isn't in Hyne.

206
FF8 Tools / Re: [FF8PC/PSX] Save editor - Hyne (1.8.2)
« on: 2015-12-28 18:51:21 »
Every draw points are listed, the first half is for field and the second half is for worldmap.

207
FF8 Tools / Re: [FF8PC/PSX] Save editor - Hyne (1.8.2)
« on: 2015-12-28 16:53:15 »
Most of save file is untouched by Hyne, it changes only values you edit and checksums (mandatory to say that the save is not broken). But sometimes when you change values, this implies other changes. For your change, this isn't the case though.

And no one will know you used Hyne, except by reading your post here ;).


208
FF8 Tools / Re: [FF8PC/PSX] Save editor - Hyne (1.8.2)
« on: 2015-11-14 14:25:02 »
You should have Zell in your party for the second scene.

209
FF8 Tools / Re: [FF8PC/PSX] Save editor - Hyne (1.8.2)
« on: 2015-11-14 13:07:11 »
The Zell love quest is not editable easily with Hyne. Some infos are in the field vars sections (editable in the hex editor), you can find it in Deling editor (but you need to read and understand game scripts for that).

210
FF8 Tools / Re: [FF8PC/PSX] Save editor - Hyne (1.8.2)
« on: 2015-09-23 21:16:49 »
1.) How did you find out how to decode all the save data? There's a few variables and whatnot that you haven't figured out yet, but most of it you've managed to figure out how to decipher and manipulate, and I think there's WAY to much info for you to just and have trial/error'd your way through it.

Hello majoras_masque, when I started this project, there were two existing save editors for FFVIII (character editor I think and Griever). The author of Griever, Qhimm, has published the source code of its program, and I started mine with the help of what he discovered.
The main difficulty was to reproduce the checksum code (used to validate the save data), the one from Griever is in assembly language, and I tried to code it in C++. (and I did it with the help of Cyberman).

After that, when you can edit a file you can experiment your changes. If you are looking for something (for example the amount of gils of the party), you know approximately how it is stored, and it is not really difficult to find matching values.

2.) I'm having some trouble using it: I have a save file from the PS3 version, and I wanted to transfer it over to use through the Steam version on PC. I tried putting the file into the directory, opening with Hyne, right-clicking and converting to a PC version.  That seems to have converted it, but even when I used the "Sign saves for the cloud" feature, I can't access the file from within the Steam version of FFVIII - it hasn't been added to any slots, and I don't see it in the meta data. I tried changing the name to slot1_save01 format as well, but no luck.  Once it's converted to PC version, how to actually access it from within Steam FFVIII?

Hmmm maybe Hyne won't add a save file entry in the metadata.xml. Try to start the game, save at the first point, close your game, replace the save file by your exported .ff8 file from the PS3 memory card, and finally re-sign.

211
Yes I confirm too, don't worry I know why.

212
Okay new version to fix this exportation bug.


213
FF8 Tools / Re: [FF8PC/PSX] Save editor - Hyne (1.8.2)
« on: 2015-07-27 19:18:54 »
Do you try to convert the save file from your emulator to the PC version?
Normally, you only need to open and convert your memory card file from you emulator.

214
Neo-Midgar 1.1 is released, so it's time to update Makou Reactor:


Changelog:
  • Some fixes for a better modified ISO
  • Open FF7 Demo disc (experimental)
  • Text changes for opcodes SPTYE and NFADE
  • Hiding models scale field in field models editor (merged with walkmesh editor -> "Field scale")
  • Adding frcyo2 to the list of maps (PS FR version)
  • Text preview: Fixing key icons alignment
  • Music/tutos editor: Hiding akao infos

215
For now I'm too busy with the Néo-Midgar project.
My last changes are in the github, on the "develop" branch.

216
Yeah this problem will be resolved too.

217
I fixed this recently, no release date for now

218
On the pc version, you can add a new music without the akao file. You only need to change the music ID.
On the ps version, you need an akao file, which can be found in the other fields.

219
FF8 Tools / Re: [FF8PC/PSX] Save editor - Hyne (1.8.2)
« on: 2015-03-21 11:22:31 »
Thanks for these informations, I will look at it for the next version.

220
The Doors tab in the Walkmesh editor is bugged. When you set, for example, door 0 where you want to set it and then begin work on door 1, the door 1 coordinates will actually modify those of door 0. It's more annoying than death serious, but it would be nice to be able to just place a door position rather than script it there. :/

Which version? 1.6.3?

2 bugs:

1. When file is closed, Makou is still using char.lgp
2. When changing models, you have to close flevel and reopen to see changes

1. When you close the flevel, that doesn't mean char.lgp should be closed too.
2. There is a caching system to open models quickly

When editing opcodes with color dialogs (SWCOL, NFADE, FADE, others?) the RGB order is reversed either when committing the dialog or re-entering it.

Fixed, thanks.

221
FF8 Tools / Re: [FF8PC/PSX] Save editor - Hyne (1.8.2)
« on: 2015-02-28 08:47:29 »
I think he wants to contribute to the code.
@JustPassingBy: feel free to contribute, you can fork the project on github

222
FF8 Tools / Re: [FF8PC/PSX] Save editor - Hyne (1.8.2)
« on: 2015-02-25 20:33:09 »
Ok, I found the problem, you need to release ts files with the lrelease command bundled with your version of Qt.
http://qt-project.org/forums/viewthread/27012


223
FF8 Tools / Re: [FF8PC/PSX] Save editor - Hyne (1.8.2)
« on: 2015-02-25 20:08:39 »
git-svn is a tool to convert a svn repo into git.
Every commits with a git-svn annotation was a commit created in the svn repo.

224
FF8 Tools / Re: [FF8PC/PSX] Save editor - Hyne (1.8.2)
« on: 2015-02-25 19:18:09 »
Yes please.

I updated the code, one file was not correctly encoded, but ts files seems correct.
Please note that I use git now, and the svn repository is not up to date.

225
FF8 Tools / Re: [FF8PC/PSX] Save editor - Hyne (1.8.2)
« on: 2015-02-25 17:46:46 »
Hello JustPassingBy, I think the problem appears since the migration to Qt 5.
When I started the project, few years ago, I used the default encoding (iso-8859-something) in Qt Creator on Windows (I though it was the best one... no it was totally toughless).
But in Qt 5, UTF-8 become the standard, so I needed to convert every source files. And it works on my machine.

I will check ts file soon, maybe I missed something.

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