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Messages - kruci

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76
Archive / Re: [need help] FF7 --- Blocky in-game scene
« on: 2007-08-17 08:14:34 »
What patch did you used?

Try if something here hel you
http://forums.qhimm.com/index.php?topic=6238.0

77
according to this
http://forums.qhimm.com/index.php?topic=6238.0

Try play with codec
Quote
TrueMotion codec

Recommended setup to clean your codec mess and make FF7 use this filter:
0.   Have latest DirectX and latest drivers for your graphic adapter installed
1.   Download and install the latest K-lite codec pack (google yourself)
-   the installation program will prompt you to remove all installed codecs or corrupted entries...answer yes to do it automatically.
-   it's recommended to install default profile of the codec pack
2.   Install duck.exe (TrueMotion codec)
3.   Now run ffdshow video decoder configuration via Start->Programs->K-lite codec pack->Configuration->ffdshow->video decoder configuration and disable TrueMotion handling as shown on Image1.jpg

This should solve all codec problems you may come across with FF7.

Or replace old videos with empty videos. Yes you will dont see any video, but you maybe can continue.

Maybe its winXP related, so try compatibily set to win98, ...

78
Scripting and Reverse Engineering / FF7 Text encoding
« on: 2007-08-14 21:47:41 »
Did anyone has complete text encoding table.
Someone sure have more than here:
http://wiki.qhimm.com/FF7/Text_encoding
wiki is uncomplete.

I need know some colors(DB, DD), and others (E3,E4,E9, .... )
For example, DB is rainbow color, but I found it from cosmo, so anyone has some ficedula documentation?
On his page is not much documentation though he did a lot programs.

79
Archive / Re: ReWriteRuniko Mods Again! - new project
« on: 2007-08-14 10:01:54 »
Can I edit the in-battle text at all? I'm really itching to fix "Attack while it's tail is up! / It's gonna counter with it's laser."

You can edit in-battle text, its in scene.bin. Editor whitch can edit battle dialogs I doesnt know(maybe doesnt exist). Actualy you can edit it with HEXeditor, but you must not change file and text lenght.

80
Releases / Re: [Release] NPC Reconstruction Project
« on: 2007-08-13 12:30:07 »
I looked on some scenes with NPC 0.6, and new model are darker then original.
It looks like new dark characters added.
In highwind barret looks like shadow.
In costa del sol(entrance route) characters are dark and background is light.

I think that original colors of character looked more lively.

81
Archive / Re: ReWriteRuniko Mods Again! - new project
« on: 2007-08-12 13:49:59 »
You can use LGP tools to make auto patches aswell.  :wink:
I tried only a bit, so I cant say so much. Here my experience.
I tested sam LGP archive with some dialog changes.
Cosmo worked fine, created patch has about 4kb, i took some time, but it worked.
(Cosmo should do only patch for text changes)
LGPtool worked very long time, and then I killed it. Patch that "remain"(but could be some error in file) had about 1.5MB.
Auto patches(exe files patches) dont work for me.
Do you have another experience?

I've used Loveless "extensively" and I find it really reliable.  If it ever crashes it warns you that it's running low on memory, allowing you to save, close the program and run it again just fine. 
Me Lovelles give error messages "parametr is wrong"(usualy first) and then "Le canevas nepermet pas de dessiner". With second ususaly  crash/freeze/or repeat message after closing last. I
f I try save after first error, it do wrong LGP archive. So I must save before some error message.

82
Archive / Re: flevel.lgp area list, work-in-progress
« on: 2007-08-11 21:36:48 »
In flevel.lgp is file name maplist. There is from md1stin some good order.

83
Archive / Re: ReWriteRuniko Mods Again! - new project
« on: 2007-08-11 21:32:46 »
Yeah you got it right.

84
Archive / Re: ReWriteRuniko Mods Again! - new project
« on: 2007-08-11 17:02:24 »
Loveless is only useable, if you use Find and replace, otherwise after a while Loveless "crash"
Find and replace is usefull, becouse, same dialogs are same trougth several levels. But levels are not same only dialogs.
We are working with Sapphire, but its create bugs - crash, change music, ... But it do loveless maybe too(I didnt tested loveless, and I dont know anyone who tested it troughly).
We maybe try loveless/cosmo on levels, whitch are troublesome.

Cosmo has tool create patch, whitch create patch for text changes. Set qhimm compression is recommened.

85
Troubleshooting / Re: big prob at the end of FF7
« on: 2007-08-10 09:54:29 »
arent you using something more? ff7music, ...?
and without NPC project?
and with diferent offical patch?
Had you any problem during game except this?
all I can now say is try clean ff7. Try software render. Shut down antivirus and similar programs, ....

86
Yes correct, but with a lot of 00 in the and.
strange that i didnt notice(or post) that until now:P

87
Higwind create biger TEX file than original TEX, example, exported from original TEX(size 66796) to created by Highwind TEX(size 131072). Files are some, except that on the end (after 66796) are all zero.

88
So the 4 bit color depth of tex files doesnt really make any compression compared to 8 bit?
TEX created by Highwind, 4bit has ~33k, original TEX 4bit has 66k

About the GIFs, i think i cant change how much colors they have, thats a pre-built method i call.
I was wondering that GIF "destroy" colors. I think that GIF use some default palete, instead of creating new, or getting it from original.

The TEXs of FF7 always have 8bit color depth, i think.
Some files(their previews) are saying that they are 4bit.
http://wiki.qhimm.com/FF7/TEX_format says that 4bit TEX exist. But not use 4bits per pixel. So its not pixel size but max color?

89
TEX looks like he doesnt know 4bit color, or just say what is max number of colors. I thought that it use 4bit colors, but TEX never does. But documentation to TEX say that it can 4bit color, but it still use 1Byte for 1pixel. Thus preview/export use of 4bit TEX files use real 4bit colors, not 1Byte color and are messed.
Export to GIF doesnt work right, it doesnt use original palate, it use some kind of own palete. After export to GIF picture lose colors (exported BMP has 256 color, GIF has 56 color).
Export to BMP have always 24bit colors(good if find 16bit TEX?).

Only little sugestion, if I export image file, I must write name of file, but better is if it use TEX file name as default.

Edit:And TEX files use allways 256 palette entries?

90
To czech language

91
Hi,
Becouse we want translate FF7 to our language, I tested some programs.

Translation procedure whitch looks best
flevel.lgp
Unpack with cosmo with decompresing
//Export text with sapphire  ??!sapphire color/chars bugs
...
//Import text with sapphire
Import with emerald
(edit fcyo with cosmo/loveless)
kernel2.bin
edit with Teioh
ff7.exe
convert with fftext
HEX edit
convert(reverse) with fftext
pictures ???
Export with Highwind to PNG
Import with Highwind
new chars
replace some allready existing not used char with new one
edit menu_us.lgp(TEX with fonts)


Window.bin editing(char lenght) ??

Here some results of testing and questions.

Some my comment to programs
(feel free to add comment, I am waitnig for them )

Working with LGP files
Emerald(1.1.6,polish)
can export/import of level files many at once(can pack levels, cant unpack)
?Import has two modes, whats differnce(yes/no choice on some polish text)?

Lgptools(1.60)
!bug on non english windows
fast unpack, can decompres alll files during extracting
weird patch system(not clear, or made patch from not unpacked levels?)
self patch dont work
?function Pack only repack archive, where was adding on end?(didnt pack new created flevel.lgp with unpacked levels)

Highwind(1.20)
!bug on non english windows
?higher HW requirements(RAM must be higher then created/opened archive)? Otherwise Highwing crash.

Translating flevel.lgp
all programs have some wrong(bad text, bad chars) text in some levels

Sapphire(1.3.0.3)
export/import text from levels
slow decompresiing if files comppresed
create file lista.txt in unusal place(must check if not addin lista.txt too)
cant import text to fcyo
dont know some color/chars to right decode

Cosmo(0.95c)
direct text editing, can edit kernel2.bin
"Keep changes" message forever.
Qhimm compession should be default, 8bit comppresion bugged?
Good patch system whitch search only text difference
Self patch dont work
Some weird behavior(bugs?), must be good setting?

Loveless(2.4)
Only possible working only trought find&replace?
can edit text window size
even with "preview" trought a lot of levels crash
?Cant work with cosmo created archive

Translating kernel2.bin
Teioh (2.1)
no comment, looks good and working

Text in FF7.exe
FFtext
HEX editing after using FFtext
Size of text can be changed(can add more text, if I am carefull), but (start) position of text?

Translating/editing pictures
No program can keep 4bit color? No program can create "same" TEX?
Biturn
Bad transparency color
Only like pink color? Giving it everywhere.(yeah its transparency color, but it give it in file where trans. color must not be)

Textool
access violation error at TEX-BMP
BMP-TEX same as Biturn

Jenova Birth
only export, transparency to pink(if no transparency no pink)

Lgptools(1.60)
cant create TEX with transparency color?

Highwind
export to 24bit color PNG
looks like keep something from header of original TEX, only one with good transparency importing?
Imported files(created TEX) has changed palete
Imported files(created TEX) are bigger or smaller(not same size as original)

92
If I export bitmap, it save PNG file, but give BMP insted PNG on the end.

I can test it.

93
I am found that higwind can export/import TEX files and looks like with right transparency(Yeah a few post above its saying:P), but looks like it do some mess with palette and file size(pictures still looks same).
Firstl I couldnt find preview, I didnt find it before becouse I was usualy clicked to blank space behind file name, and I must click on name, or where some text is.

And why PNG files have in the end BMP insted PNG?

I cant sort files, only sorting possible is compressed/uncompressed.


94
Gameplay / FF8 limit changing
« on: 2007-07-22 14:11:11 »
Hi,
I did some lame hack of FF8 to change limits to 32767.
Looks like its work.
Healing with 32767(char had 12000/18000) looked weird(like it health numbers go trought zero)
In battle, menu screen you see only 4 last digits. (In status, juntion, item screen its ok).

I did some testing, but this doesn mean, that I messed something
USE ONLY ON YOUR OWN RISK
If you test it please post result of testing.
ONLY FF8 (latest version)geforce version is patched.
patch here(is patching FF8.exe, so make backup)
2 versions(quick made, so maybe I change something later)
first only comparsions changed (looks like best choice)
http://kruci.wz.cz/ff8limitpatch.exe
second all changed(some weird changed too)
http://kruci.wz.cz/ff8limitpatch2.exe


Some tech report
First, i diassembled ff8.exe, then I was searching for all 9999 numbers and changing them to 32767. I suppose that all nuber whitch is 9999 is some limit.

Healing with 32767(char had 12000/18000) looked weird(like it health numbers go trought zero)
I think its due going over max value 32767(12000+32767) where should be negative numbers.

(I can only some asm, and a lot of forget:P)

9999=270f hexadecimal

adress with limits
8F781
8F850
91137 -battle damage limit(even healing/item in battle limit)
91589
9167C
91FB1
95954 -some kind of 9999 limit function
95A1A -changing this alone increase HP limit(maybe there death computing too, but absolutly not sure)
95E6D

What it ca be
Using healing items in items menu, using healing magic in magic menu
GF HP
HP/GF HP after level up.
(HP/GF HP after game start.)


some whitch only move 9999
C9A13
C9A5D

Damage can be 65535(FFFF hex), but with using this, if you get healing to higher then 270f, I think you will not be healed, healt will be decreasing(tested with FFFF)

code usualy looks like this, so sure here is some limit
Code: [Select]
;some computing of edx
cmp edx, 0000270F
mov esi, edx
jle 0048F7A0
mov esi, 0000270F
jmp 0048F7A0

similar to above
Code: [Select]
add ecx, 0000270F
cmp esi, ecx
jle 00491145
mov esi, ecx
jmp 0049114F

limit function
Code: [Select]
mov eax, dword ptr [esp+04]
cmp eax, 0000270F
jle 0049595F
mov ax, 270F

?death computing too, maybe I am absolutly wrong
Code: [Select]
:00495A1A cmp edx, 0000270F
:00495A20 jle 00495A27
:00495A22 mov edx, 0000270F
:00495A27 xor eax, eax
:00495A29 mov word ptr [esi+00000174], dx
:00495A30 mov ax, word ptr [ebp+00]
:00495A34 movsx ecx, dx
:00495A37 cmp ecx, eax ;in DX is some 9999limited number compared with some number
:00495A39 jge 00495A46 ;and if DX is greater or equal
:00495A3B mov word ptr [ebp+00], dx
:00495A3F mov word ptr [esi+00000172], dx
:00495A46 xor edx, edx ; make it zero
;some function,...
;some some interesting but not changable,
:00495A78 cmp edx, 000000FF
:00495A7E jle 00495A85
:00495A80 mov edx, 000000FF
:00495A85 mov byte ptr [esi+000001BB], dl
:00495A8B xor edx, edx

some 9999 number, but not compare
Code: [Select]
:004C99FD mov eax, 01CFE0E8
:004C9A02 mov ecx, 00000026
:004C9A07 mov esi, edx
:004C9A09 mov edi, eax
:004C9A0B add edx, 00000098
:004C9A11 repz
:004C9A12 movsd
:004C9A13 mov word ptr [eax], 270F
Code: [Select]
:004C9A57 mov [ebp+12], 270F
:004C9A5D call 0049A740

95
I did as you say, created first archive with about 100M of data, close, open, then adding next 100MB of date, but with adding second 100MB of data it creashed.
I have 128MB RAM.

I got strange exception(created 3 archives, 3 times happend)
This ocur only if I give new archive first(no direct add folder, and then save)
I was load about 100M of data, then I clicked save and exception ocured(uncheched backup)
System.ArgumentNullException: Value cannot be null.
I give not quit during exception, I gave continue, checked create backup, and it saved file(saved it to file l.lgp11, but If I am not wrong, its showed patch to file l.lgp).
But before, this was not happen.

Next exception, acces denied, but this I got with other program too, and I really dont know what it do. It began with work with TEX files and replacing them in lgp archives(and using preview).

96
Archive / Re: newb question
« on: 2007-07-20 20:15:15 »
I did some lame hack, but only place where 9999 limit changed seems HP, I had 18k hp. But ff8 is not ready for so much HP, so you see only last 4 digits in battle or menu screen. In some screen you see 18k(status, junction).

Edit:
some little more lame hacks, and I did with diabolos more then 10k damage:)
some little lame hack and everyone is giving 65535damage, monsters of course too:)

Hacked is latest patch geforce version exe

97
Now it throwed excetption System.OutOfMemoryException, but before not(about 5 tries). Next try it didnt throw exception and crashed.
Out of memory could explain crashes.

98
I am wondering why it cant create archiv from these on my PC, becouse creating char.lpg looks like works normaly(except locale depending bug). Maybe I have some old version of .NET, or its system dependant(win98SE).
I am wandering why its crash without warning too.

I maybe do some more tests.

99
EDITED:
same error as cosmo, when I set locale to English and create, archive looks like working fine. If I create archive with my original locale(we have "ch" afer "h"), game crash.

If I give export all, so I can select folder, but I cant create new folder,so I must create it manualy.

Cant open archive from emerald, lgp created with cosmo with uncopressed levels, crash without warning/error message.
Cant create archive with files from flevel.lgp uncompresd with cosmo. Crash.

100
Can you tell me, did you modify the files of the char.lgp before making the new archive that crashed the game?
And, when did the game crash?
Are you playing with FF7Music enabled?
I didnt change char.lgp, I only recreate working one(but not original, containg NPCrec)
Game crashed during testing in cosmo canyon, when I go out, left-down from savepoint, and then enter back, game crashed. Old char.lgp worked.
I didnt use FF7music.

EDIT:
I forget to say.
I extracted flevel.lgp with lgptool1.60 with decomresing all files. Then I wanted create flevel.lpg with Highwind, but Highwind crashed in about 75% of creating file.
Cosme can create new flevel from these, but game then dont work(if I dont unpack files, than it works)

Maybe good function could be multi replace.

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