1
FF8 Tools / Re: [PC] Enemy editor - IFRIT (0.11C)
« on: 2022-02-17 15:32:41 »
Does this program work on Steam? I have read some comments and it is not clear to me.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
This was done in assembly rather than with a tool, which means either using a hex editor on the FF8.EXE or injecting hex script using something like Roses & Wines (which modifies the FF8.EXE at runtime). The issue may be that the spanish FF8.EXE has different offsets to the english FF8.EXE and I don't know what the differences in offsets are I'm afraid.
The hex addresses and the changes needed to be made for the english exe were:
#HP
963CB = B3 64 90 90 90 90 90
#Primary Stats
966E5 = B2 64 90 90 90 90 90
#Secondary Stats
96788 = B2 64 90 90 90 90 90
#Elemental Attack
969D1 = B0 64 90 90 90 90 90
#Elemental Defence
96AAE = B1 64 90 90 90 90 90
#Status Attack
96BC1 = B0 64 90 90 90 90 90
#Status Defence
96C9D = B1 64 90 90 90 90 90
(Credit to JWP for these)
If you're lucky these may be at the same offsets in the spanish exe. Sorry I couldn't be more help. As for what hex editor to use, I personally use something called XVI32 hex editor, but there's likely other free hex editors out there.
I know only about the status duration, which is in the ff7.exe file at offset 0x3B64F0 (at least in the German version, not sure about others).
It's 1 byte per status, 16 bytes total. The statuses are in the order: stop, paralyze, death sentence, slow numb, barrier, magic barrier, poison, sleep, regen, drain, shield, peerless (the last 4 bytes are unused). Just increase or decrease the byte you want to either increase or decrease the duration time of the respective status effect.
I don't know about your other questions, but I would assume that the damage calculation formulas are all somewhere in the .exe, too. (I'd be interested in this as well.)
EDIT: just found an old thread where nfitc1 posted the offset of the english version, which is at 0x3B60F0:
https://forums.qhimm.com/index.php?topic=13649.0
Which version?Steam with 98 conversor.
Hey, have you found the help you needed ?No. I still don't know how this could be done.
It's done through the executable as an assembly calculation:
#Passive EXP Modifier (if .exe is dormant/hard-patching the .EXE with an installer)
#1C6301 = 90 90
#Nops the calculation, resulting in 100% passive EXP
#Passive EXP Modifier (if .exe is active/hext injection is being used such as 7th heaven or reunion)
#5C6F01 = 90 90
#Nops the calculation, resulting in 100% passive EXP
I think I removed this from the 1.5 version of the mod at some point and I don't think it ever made it into the 2.0 version. I guess I preferred to swap characters in and out based on their level as they overtook each other. I think this offset was found by either DLPB or NFITC1, I forget where I found it (maybe in an old buried post; I did a few dives into the old threads of this forum years and years ago looking for bits and pieces).
But in any case, that's the offset that deals with it.
no, it's for the steam version only
the only way to do it the way you want is
-install steam ff7
-convert to 1998 version
-install manualy lastest FFNx driver
-unpack the iro texture mod you want
-install manualy the extracted files
http://forums.qhimm.com/index.php?topic=20434.0