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26
Wasn´t there a phyreengine sdk floating around in the internet somewhere ?

The meshes are in the collada format (.dae) and texture are .dds, but they all have .phyre at the end of it. Has anyone found how the header looks like ?

The new menu files(ESC menu),  the chocobo that appears on the corner, the pause screen and the SQEX logo are in the .swf format, so they should be easy to mod right ?

Audio files are using the .fev format, i tried opening them with fmod studio but no luck

27

EDIT4: FinalFantasyModding community on Steam already released JAP voiceover mod

http://steamcommunity.com/app/359870/discussions/0/364041517007201631/

28
The new models were reworked, they have more polygons compared to the ps2 ones, the only problem are the face textures they look so lifeless

29
Downloading the game will take a few hours, will post here when it finishes. Kinda stupid that you can speed up normal gameplay but not cutscenes or blitzball...

31
Graphical / Re: Final Fantasy VI PC/Steam Modding
« on: 2015-12-28 20:34:10 »
Nyxojaele released the FFVI extractor and repackager: https://dl.dropboxusercontent.com/u/38150185/FFVI/FFVI_Explore_v0.1.zip

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Graphical / Re: Final Fantasy VI PC/Steam Modding
« on: 2015-12-24 01:23:34 »
Nyxojaele managed to remove the filter that was on the character sprites enemies etc.

https://dl.dropboxusercontent.com/u/38150185/FFVI/FFVI_Defilter_903963.zip

33
Graphical / Re: Final Fantasy VI PC/Steam Modding
« on: 2015-12-22 17:00:24 »
Great work nyxojaele i really appreciate it, you said on the steam group FFmodding that about 7% of the files are listed as hashes and are hard to mod, hopefully those are not the music or UI files

34
Graphical / Re: Final Fantasy VI PC/Steam Modding
« on: 2015-12-21 20:25:47 »
So sprite modding will be possible right ? but what about music modding ?

BTW i didn´t decode anything i got all of that from vg-resources

36
Graphical / Re: Final Fantasy VI PC/Steam Modding
« on: 2015-12-21 19:34:10 »
I had a folder with all the extracted files of the android version extracted but i deleted it a few days ago... ill try to find them again on the web

37
Graphical / Re: Final Fantasy VI PC/Steam Modding
« on: 2015-12-19 20:10:15 »
Awesome, ive been fiddling around with a debugger and found some strings



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Graphical / Re: Final Fantasy VI PC/Steam Modding
« on: 2015-12-18 22:26:35 »
Nice, guess its just a matter of debugging the .exe right ?

39
Graphical / Re: Final Fantasy VI PC/Steam Modding
« on: 2015-12-18 21:55:18 »
the main.obb file where all data is stored is password protected, when trying to decrypt/extract the files it asks for a password

40
Graphical / Final Fantasy VI PC/Steam Modding
« on: 2015-12-16 19:29:29 »
So ff6 came out on PC today and the game doesn´t look very good with the new sprites aliasing problems etc etc, you can check out this article pointing out most things wrong with this port here (http://www.fortressofdoors.com/doing-an-hd-remake-the-right-way-ffvi-edition/)
 
Unlike FFV all the files, except fonts and controller icons, are stored on one big 700 Mb file, this file format is .obb which is an android file i´m not sure

Someone on the steam forums already tried to decompile the file but to no avail (http://steamcommunity.com/groups/ff-modding/discussions/1/487877107133753844/)

So is anyone here interested in modding this game ?

41
Playing the game on 640x480 has the same problems as 1080p

Someone has already extracted and created a converter for the sprites,(http://steamcommunity.com/groups/ff-modding/discussions/1/517142892058143800/) problem is that there are about 3000 character sprites to replace

42
Misc Audio / [FF5 Steam] Audio Replacer
« on: 2015-09-28 22:22:13 »
Recently Final Fantasy V arrived on steam and there´s already a mod that lets replace the sprites, but since no one has tried to mod the soundtrack i decided to give it a try.

The audio files are located in RESOURCES\WAV, the ones that start with "snd0" are the music files. Now all of these are WAV files that have a custom header, to be able to play them on vlc foobar etc, just open an hex editor go to the first offset and delete every string and save the file as .WAV, this will help you know which files are the ones you are looking to replace since the order of these is different from the ingame music player.

To replace the overworld song (snd0_4), for example, open it on an hex editor and look at the first offset (http://i.imgur.com/og5ZsOV.png)  copy those strings, now the file that you want to put in the game has to be WAV or OGG( i haven´t tested other formats other than mp3 and that one crashes the game), open it with an hex editor and paste insert the strings just before the "riff" (http://i.imgur.com/ZoTEQlf.png?1), next select "save as" and make sure you add .DAT at the end of your file and click ok. Then rename your file to same name as the file you ´re trying to replace, in this case its "snd0_4.dat" and paste that file on the "WAV" folder.

That´s all, the only problem is that the song will cut at some parts because the loop is unchanged, i was hoping that someone here would know how to edit that


You beat me to it, as soon as i finished my thread this one shows up, might as well delete the other one and discuss here

Im gonna post here what part of the file makes it loop

Every file starts with mtxs and the strings after that are what controls the looping, every music file has a different one, but theres a pattern after the mtxs you got 3 random bytes then 00 then another 3 random bytes then 00 then 3 random bytes then 00 , the pattern is like this (XY XY XY 00 XY XY XY 00 XY XY XY 00) if you replace the XYs with 00s the music never loops and instead starts over.

FFV on iOS/android and PC suffers from the same bug that was on FFX on PS4 before being patched... the music starts over every time you come back from a battle instead of continuing from where it left off, this did not happen on the SNES version

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