Author Topic: [PSX/PC] Field editor - Deling (0.12.0b)  (Read 200136 times)

myst6re

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Re: [PSX/PC] Field editor - Deling (0.12.0b)
« Reply #300 on: 2021-09-05 07:28:21 »
New Version https://github.com/myst6re/deling/releases/tag/0.12.0b

Changelog:
  • Adding Russian translation
  • Fix compilation error with POPI_L and temp variable (#18)
  • Fix English translation
  • Update Qt to 5.15

ERAISERZEE

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Re: [PSX/PC] Field editor - Deling (0.12.0b)
« Reply #301 on: 2022-01-15 00:07:58 »
liblz4.dil gives me error can you help me?

albert

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Re: [PSX/PC] Field editor - Deling (0.12.0b)
« Reply #302 on: 2022-01-16 10:42:08 »
liblz4.dil gives me error can you help me?

See this link as follow to get that.

https://www.dllme.com/dll/files/liblz4_dll.html


ERAISERZEE

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Re: [PSX/PC] Field editor - Deling (0.12.0b)
« Reply #303 on: 2022-01-31 14:24:43 »

homersimson

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Re: [PSX/PC] Field editor - Deling (0.12.0b)
« Reply #304 on: 2022-04-13 21:20:49 »
hi , thank for this program , but can you update the latest version in order to work without that .dll file ? i installed that .dll component but the program still give that error when you open it and so it can't be used , maybe it is looking for something that is set only in your computer

aqegul18

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Re: [PSX/PC] Field editor - Deling (0.12.0b)
« Reply #305 on: 2022-12-28 01:25:01 »
Hi, I have a few questions regarding the PSX version of the game and this software.

  • Is it possible for Deling to display offsets and/or output compressed contents of field.bin? I'm wondering if finding the same bytes would allow modding the disc. I understand field.bin location/size reference is at
    10h-17h in FF8DISC_.IMG.
  • Could the PSX field.bin be extracted and slipped into the PC version and then Deling could easily modify it? Then do some offset and LZS operations on it and overwrite the PSX disc image sectors?
  • Could Deling be modified to directly manipulate the extracted FF8DISK_.IMG and/or PSX field.bin?

Maki

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Re: [PSX/PC] Field editor - Deling (0.12.0b)
« Reply #306 on: 2023-01-03 09:44:57 »
Hi, I have a few questions regarding the PSX version of the game and this software.
...

1. Check the source code for sector indexes or clone the source code, compile it in debug mode and make a breakpoint on addresses
2. No, that's totally not right. It works completely differently. PSX disc sector works on completely other structures than Windows NTFS/FAT32 file system. For LZSS-> it's possible to unpack LZSS manually. Check unLZS tool here in tools section. As for dumping sectors you have to go on your own with HEX editor. Putting everything back is doable as far as you don't exceed the sector count and make sure to NULLify all data up to next sector that is used for something else (so if you dump 5 sectors you have to reinput maximum 5 sectors. If smaller then fill remaining with 00). This is also the same as translating SNES games where everything you could do was to work with HEX editor and do everything manually
3. It can, but that's a huge amount of work with possibility of breaking everything easily. PSX and PC files are not the same. They don't have FL/FI/FS files.

However it's all possible-> for reference see balamb.pl -> they released tools for PSX translations, but as you might have guessed it's hard even to work with the tools and some don't even come up with pre-compiled binaries. Have fun!

aqegul18

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Re: [PSX/PC] Field editor - Deling (0.12.0b)
« Reply #307 on: 2023-01-03 18:23:30 »
I was able to figure it out somewhat since then. Thank you

1. Check the source code for sector indexes or clone the source code, compile it in debug mode and make a breakpoint on addresses
2. No, that's totally not right. It works completely differently. PSX disc sector works on completely other structures than Windows NTFS/FAT32 file system. For LZSS-> it's possible to unpack LZSS manually. Check unLZS tool here in tools section. As for dumping sectors you have to go on your own with HEX editor. Putting everything back is doable as far as you don't exceed the sector count and make sure to NULLify all data up to next sector that is used for something else (so if you dump 5 sectors you have to reinput maximum 5 sectors. If smaller then fill remaining with 00). This is also the same as translating SNES games where everything you could do was to work with HEX editor and do everything manually
3. It can, but that's a huge amount of work with possibility of breaking everything easily. PSX and PC files are not the same. They don't have FL/FI/FS files.

However it's all possible-> for reference see balamb.pl -> they released tools for PSX translations, but as you might have guessed it's hard even to work with the tools and some don't even come up with pre-compiled binaries. Have fun!