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Messages - darknesshah66

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Wow tytyty!!! I love u man. This is just what i needed. I got 3x Angel Wing to work but for some reason I couldn't test Cover cause it doesn't seem to work at all even without the change in EFIGS file. I may have changed something I gotta figure out. The 2 things are pretty dang close to one another in the code I might be interested if there's some other interesting stuff to change other than these 2. But yeah ty Callisto! I didn't think I'd ever get help for this problem.

So I was reading another topic where guys were talking about having to edit the ff8 executable instead of the main.zzz file to change certain stuff. I tried finding the string of code in the exe but just couldn't find it. Was this stuff changed for the Remastered version?

All I wanna do is change Angel Wing's spell strength multiplier to 3 instead of 5 and Cover's received damage to full instead of half.

I've been modding the english version but I don't know what's the exe file I should edit.

All help would be appreciated. Thanks.

FF8 Tools / Re: [PC] Enemy editor - IFRIT (0.11)
« on: 2020-03-17 17:32:46 »
Nvm I found a solution to my problem. I extracted all files instead of only the necessary ones. Then I replaced the original enemy files with my modded ones. And then I created battle.fs from all of the files (over 800 if i recall). For some reason it made the file size go just a bit over the original one but it still worked in-game.

FF8 Tools / Re: [PC] Enemy editor - IFRIT (0.11)
« on: 2020-03-17 16:19:01 »
Hello I'm having a problem with packing battle.fs from the battle files. Whenever I pack the files into battle.fs the file becomes larger than it was before and I don't think that's supposed to happen since I only change the enemy hp/str/mag parameters. Whenever I engage in battles the enemies show but my party members don't and I'm unable to assign commands since only the enemies are visible. I think this happens cause the battle.fs is larger than it's supposed to be. I'm running the newest FF8 on Stream (remaster).

FF8 Tools / Re: [PSX/PC] Field editor - Deling (0.10.1b)
« on: 2020-03-16 21:37:33 »
Thank you very much for this tool myst6re. And not just for this tool, you are awesome for all the work you have done. I'm working on to get my desired enemy changes to steam remaster of FF8. Thanks again ^^

I'm sorry I was tired and created the topic to 3 places where I should've only made it once and to right place. I edited the other 2 topics and wrote "remove this" or something along the lines.

Troubleshooting / Re: [FF8-PSX] How to extract kernel.bin
« on: 2019-11-19 11:48:51 »
Hi guys,

I was hoping to ask if you could help me how to extract the kernel.bin from the PSX.bin image?

I have downloaded:
Deling Field editor by myst6re
Doomtrain kernel.bin editor by Alexfilth, JWP and Maki

And still trying to grasp the idea of it.

Thanks in advance.

Looking to start my own "re-balancing".

Link to mods looking to achieve here: [Request] [FF8-PSX] Re-balancing mod.

If you still haven't figured this out check out my topic here:

If you got any questions I can help you out.


I figured out what to do and it was quite simple.

Just compare the unedited and edited kernel section files and find the differences (I used "010" hex editor to do this). And then insert the edited differences into the original game image (not .IMG file). In hex editor search for the unedited file's string of code so you know where it is in the game image and then copy paste the edited's string of code into it.

Basically you don't need Doomtrain tool since the kernel is not crypted or anything but it helps you understand where certain code is located in the game's image.

You can do the same thing in PAL version, however the kernel section starts at 5000(h) instead of 2800 in that version's .IMG file.

I'm not sure if you are able to use the kernel created from the game's original image in Doomtrain. You'll probably have to create the kernel file from the extracted .IMG file instead (my guess is there's some difference in code).


I read that the kernel data is not crypted or anything. It can be be accessed directly from the game image. But I only managed to access the data on Doomtrain by using the .IMG file of the game which I extracted using CDMage. I'm using the NTSC-U version of the game and the kernel section in the .IMG starts at 2800 (h) point. But I'm unsure where it ends. Someone here said that it ends after about 38000 bits but I'm unsure. I keep getting some weird messages on Doomtrain once in a while but at least the info is correct, I'm able to change the values and save. I still need to figure out how to insert the data back into the game image.

Hey. I'd like to work a mod on ff8 with DOOMTRAIN but I'd probably need to extract the contents from the .IMG file in order to get my hands on the KERNEL. I tried to get the GARDEN tool but the link for it is no longer available. Can someone help me out here? And to clarify I'm talking about the NTSC-U PSX version.


Hey. I created account here just to tell you how awesome you are for making this tool ;P thank you.

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