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Messages - hobbitdur

Pages: [1] 2 3
1
When playing videos, you need to be aware that it's not just about extension, but format too. I am not expert but you have lots of format. Use ffmpeg to convert files and give the parameters to get the same as original. FF8 engine doesn't allow any other format, probably explaining your black screen.

2
Support / Re: [PC-2013] Editing Battle Dialogue
« on: 2025-03-07 09:18:18 »
The dat files are in the battle.fs file, and can be extracted with deling tool made by myst6re. I proposed at the beggining to do the extraction with my tools but if confused people even more than it helped...

Not sure why you speak about the exe when you try to modify the monsters. It will just update the .dat you give him. If you use FFNx, you can then put this in the direct folder, yourFF8InstallationFolder/direct/battle/yournew.dat

3
Support / Re: [PC-2013] Editing Battle Dialogue
« on: 2025-03-06 11:11:03 »
My tool handle all text that exist in the game, so yes you'll find battle quote. Just use it and you'll see :) Don' t hesitate if you have question.

4
Support / Re: [PC-2013] Editing Battle Dialogue
« on: 2025-03-05 09:35:57 »
Hi. I have a tool that allow you to read all monster text and export to csv, so you can modify them and re-import them (or modify them directly in the tool): https://github.com/HobbitDur/ShumiTranslator/releases/tag/v2.1.9

If you want to know the technical part, you can have a look at the wiki here: https://hobbitdur.github.io/FF8ModdingWiki/FF8/Technical%20Reference/Battle/FileFormat_DAT/#section-8-battle-scriptsai

5
General Discussion / Re: [FF8] New wiki
« on: 2025-03-03 22:08:27 »
Finally got my dark/light theme working and Latex visualizer in the wiki: https://hobbitdur.github.io/FF8ModdingWiki/FF8/Technical%20Reference/Lists/formula_list/

6
For the Rare item, I find the probability a bit everywhere. Actually rare item also have impact on mug and card drop. But those value seems to only fix the item drop rate. Is that correct ?

7
Sorry it's not compatible, there is no easy way to do it.

8
Hi, I have browsed through the forum chat on this page. I am unable to get this mod to work.

I just bought FF8 2013 version.

I have installed Tonberry Enhanced,
I have installed SeedReborn
I have copied the files from xbox folder in the download for this. (I am using a Xbox Controller, ones you can buy on Microsoft now)
My game is installed in drive C

However ingame, it still shows B1,B2 etc.

What am I missing? Please help

What other mod you use ? You can have a look at https://www.tsunamods.com/junction-viii/, a mod manager. You'll find button mod there. (but not compatible with tonberry, hence my question about other mod you use.

9
Releases / Re: [FF8] Cronos gameplay mod
« on: 2025-03-01 21:22:22 »
You know actually I have been thinking, instead of trying to make the LV usefull, why not go fully into the rabbit hole and remove the LV factor entirely ?
I was thinking of setting the character's LV to 1, remove all EXP gain so you'll stay at that and remove the LV scaling and set ennemies and bosses at a set LV depending of areas/point of the story, and so making the character progression entirely base on what actually matter the Junction System, acquiring magic and passive abilities. Of course a bit of rebalancing to prevent the acquisition of strong spells to early would still be required and the QoL like more spell drawn or spell not being consumed and probably remove the possibility to farm Stat Up infinitly through the items or eating monster.

This is an idea we had, this is actually really good, but to make it works we need to be able to create as much magic as we want as magic will then be the main way to gain stat. On vanilla, there is not enough magic to make this possible or the player will not really feel the upscale. If we could have like 3 magic per element I think it could be a possible run to try. I try for some week to add new magic (I mean not erase the one that are not used, butreally add new one to be able to have as much as we want).
Also removing level remove one think that was cool, is to have AI evolve with level, as well as item drop and magic drop.

Thanks for giving ideas, we love to discuss on them !

10
Releases / Re: [FF8] Cronos gameplay mod
« on: 2025-03-01 21:18:10 »
Hi everyone ! **Cronos 0.2 is out !**

First of all, the mod starting to be seriously big. A team is getting build with for the moment:
@nih1l the fine AI researcher
@.malekith the battle balance mathematician
@unicorngoulash the guy that work on disassembly, yep they exist.

And more people soon will join us !
If you want to join or simple follow our work, you can join us to the New FF8 Cronos Discord. Pretty cool place.

The idea is that the mod will be the reference gameplay wise. Anything you can dream off could be done here ! New AI, balance battle, No XP run, uncensored game, Rare item fix, ... And more ! (don't want to spoil yet).

Without further ado, here what this awesome mod can do (everything activable on your liking):

 - __Quality of life:__
   - MaximumDraw: With this activate, you will draw 100 everytime you succeed a draw.
   - DamageCap: All damage can deal up to 65.535 (Eden damage is also cap to 65.535).
   - LimitlessMagic: Using magic doesn't decrease your stock.
   - 255AP: Earn 255 AP after battle. Thanks to @unicorngoulash
   - SaveAnywhere: Allow to save anywhere, but use at your own risk ! Thanks to @unicorngoulash
   
 - __Game fix:__
   - BahamutRareItem: Now actually increase the probably of really rare item. Thanks to @alerion1107
   - GerogeroUncensored: Use the japanese version without color change.
   - NoUnequippedOnDream: Stop this madness of re-equipped everything on temporary characters !
   
 - __Little gameplay mod:__
   - NoXP: Don't earn any XP at end of battle. Thanks to @unicorngoulash

If you want to support this mod, you can join the Patreon. If you join it, you'll be able to ask for specific mods, get exclusive content and more.

Enjoy ! (P.-S. Doesn't appear yet on the catalog, you can just delete the one you have locally and re-download).

11
Happy  to see you coming back to FF8 ! No worry foor the delay, we all have a life (even tho I admit I was waiting it ^^).
Ok nice for J8, do you wanna work on it ? We can explain you all on how it works. You'll see it will even help you to update the mod if you want in the futur.

Ok super for rare item, thanks a lot.I am learning to retro-engineer. I saw on some of your message you are pretty good at finding values. Do you have some database we can share together ?
I will post all my question later, as I don't want to suddently flood you with question. But one think that would help the community is to details your hext file.

Also, I am making a mod called cronos with a team, I know you have your own mod but if you maybe wanna keep it on this state and work on new thing, you are welcome to join the task force. The idea is to bring a gameplay mod that everyone can love as it will offer options.

For the moment on my side I am studying the sequence animation, and searching by RE squall hit100% and escape part of battle. If you have any info on those please share :D


12
Releases / Re: [FF8] Cronos gameplay mod
« on: 2025-02-23 14:38:58 »
Yes, we will add xp to boss so you are force to level up, the idea is that last boss is level 100, and you need to level up as the level will now determine your stat (still with junction)

13
Releases / Re: [FF8] Cronos gameplay mod
« on: 2025-02-18 11:55:28 »
Yes I plan a lot !
And difficulty option will be one of them. I really want it to be the mod for everyone. The only thing I am lacking is time as I have to do some RE (helped a lot by maki and myst), do tools, put all in wiki then make modification for my mod. But this will be worth it.

I think I will do like 3 option: vanilla difficulty but with gameplay enhanced (for example with more interesting AI), hard mod where fight are fair but difficult, and nightmare difficulty where you really need to push every little aspect of the game to get what you need to defeat a boss.

In discord we exchange a lot about ideas we have on the gameplay, but you are free to propose some adjustment, I can always pick some of them if they are interesting !

The main change will be that the junction value will be linked to the level, so there will be a real reason to level up and without worrying of stat decreasing when using magic.

14
Releases / [FF8] Cronos gameplay mod
« on: 2025-02-16 19:07:09 »
Hi everyone ! **Cronos 0.2 is out !**

First of all, the mod starting to be seriously big. A team is getting build with for the moment:
@nih1l the fine AI researcher
@.malekith the battle balance mathematician
@unicorngoulash the guy that work on disassembly, yep they exist.

And more people soon will join us !
If you want to join or simple follow our work, you can join us to the New FF8 Cronos Discord. Pretty cool place.

The idea is that the mod will be the reference gameplay wise. Anything you can dream off could be done here ! New AI, balance battle, No XP run, uncensored game, Rare item fix, ... And more ! (don't want to spoil yet).

Without further ado, here what this awesome mod can do (everything activable on your liking):

 - __Quality of life:__
   - MaximumDraw: With this activate, you will draw 100 everytime you succeed a draw.
   - DamageCap: All damage can deal up to 65.535 (Eden damage is also cap to 65.535).
   - LimitlessMagic: Using magic doesn't decrease your stock.
   - 255AP: Earn 255 AP after battle. Thanks to @unicorngoulash
   - SaveAnywhere: Allow to save anywhere, but use at your own risk ! Thanks to @unicorngoulash
   
 - __Game fix:__
   - BahamutRareItem: Now actually increase the probably of really rare item. Thanks to @alerion1107
   - GerogeroUncensored: Use the japanese version without color change.
   - NoUnequippedOnDream: Stop this madness of re-equipped everything on temporary characters !
   
 - __Little gameplay mod:__
   - NoXP: Don't earn any XP at end of battle. Thanks to @unicorngoulash

If you want to support this mod, you can join the Patreon. If you join it, you'll be able to ask for specific mods, get exclusive content and more.

Enjoy ! (P.-S. Doesn't appear yet on the catalog, you can just delete the one you have locally and re-download).

15
I am working at the moment on a complete list of value we know on the exe gameplay wise.
https://hobbitdur.github.io/FF8ModdingWiki/FF8/Technical%20Reference/ExeData/Exe_data_chart/

I have added all info I could find digging qhimm, from SegaChief or any people having information, and now I am testing values and trying to understand how they work (sadly JWP found lots of thing but never explained how, just giving values).
If you have info to add or explanation on some part, please be kind to share :)

16
WIP / Re: [FF8 R - Steam] Project Ruby HD Battlefields
« on: 2025-02-15 22:54:08 »
I am not sure it is the best version anymore, specially with recent work done, we do amazing job.
For example you can have real joystick movement, which is quite an upgrade haha.
And for field, we have no limit on what is possible.
Maybe you can try to put one of your battlefield in the original game with FFNx to see the result ?

17
WIP / Re: [FF8 R - Steam] Project Ruby HD Battlefields
« on: 2025-02-15 09:54:38 »
Which system do you speak about ?
Because we are making new field texture that are superbe without any problem with FFNx. Check AxlRose WIP work on JunctionVIII

18
WIP / Re: [FF8 R - Steam] Project Ruby HD Battlefields
« on: 2025-02-14 21:36:18 »
We are also working on menu texture and we have some nice result, if you wanna join the teamwork :)
For field, I am not sure I understood what you meant. You did only some right ?

19
I know old topic, but there is valuable info for me.

Also, can says it took years to be able to edit text x) https://github.com/HobbitDur/ShumiTranslator

20
There is valuable info I will paste here for reference even tho the pastebin still working:

-18 : status of actor
-0c: status of target
 
5DDC10
Hitvar:= -1
 
5DDC17
if 0x1 on Unknown Var then
Hitvar:= 255;
 
5DDC31
if unknownvar = 99 then
HitVar:= 255;
 
5DDC4B
if TargetStatus is Death, Sleep, Confusion, Stop, Petrify, Manip, Paralysis then
Begin
  if TargetStatus = Sleep then
  Set 0x4 on Unknown Var
 
  if TargetStatus = Confusion then
  Set 0x40 on Unknown Var
 
  if TargetStatus = Manip then
  Set 0x400000 on Unknown Var
 
  HitVar:= 255
End;
 
5DDCF7
if 0x20 on unknownvar then
HitVar:= 255
 
5DDD11
 
[edx+00000260] = Attack%
ebp[-28] = (Attacker's Dex / 4) + Attack%.
ebp[-20] = attacker's defence rate
ebp[-1c] = target's defence rate
 
5DDD78
if HitVar  <> 255 then
begin
HitVar = (Attacker's Dex / 4) + Attack% + ( Attacker's Df% - Target's Df%)
FuryCheck
end
 
5DDD99
if HitVar < 1 then
Hitvar:= 1
 
5DDDA6
RandomVar:= Random (0..99)
 
5DDDB5
[Lucky Hit]
If RandomVar < Luck /4
 then HitVar = 255.
Skips the Lucky Evade check.
 
5DDDEF
[Lucky Evade.  Ally only.]
if user is enemy and target is ally then
if RandomVar < Luck /4 then
HitVar is 0.
 
005DDE29
RandomVar2  (1..100).  Unknown mechanism.
 
5DDE31 : 
if Randomvar2 < HitVar then
unknown
else
Set Miss flag.



I wonder if the 5DDC31 is not the squall check, so making him always hit. Will try this

21
WIP / Re: [FF8 R - Steam] Project Ruby HD Battlefields
« on: 2025-02-14 12:53:39 »
I guess all data have been lost ?
Maybe with all new tools around it's a good moment to come back to this Yagami Light ? :D

22
Callisto !
Happy to see you here, I have lots of question.
There is now a mod manager and people ask a lot to have your mod in it. Would you agree ?

I work hard on documenting the game https://hobbitdur.github.io/FF8ModdingWiki/.
And you have found info I am not able to found back anymore. I have really a lot of questions but one is bothering m for a mod I would like to do: How did you change the probability of Rare item of bahamut ? Reading your hex, it's not possible for me to find it there :'(

If you have time to pass on the discord to exchange https://discord.gg/sCbmwh2nbv i would greatly appreciate !

Thanks for passing by.



23
FF8 Tools / Re: [FF8Tools] Ifrit-enhanced - Monster editor
« on: 2025-02-14 08:05:11 »
Hi mate.
Yes this have been corrected some time ago.
I just release official version less often, and even less often for qhimm.

You can find the latest version here: https://github.com/HobbitDur/IfritAI/releases
Same for IfritXlsx: https://github.com/HobbitDur/IfritXlsx/releases

For latest finding, update and all as usual you can come to discord. I know you'll never come there but Qhimm forum is not my priority. The maturity of this tool is thanks to Discord and the community helping a lot on it.

Enjoy !

24
I am always amazed by how people mix everything and speak about thing they don't understand.
I think the message is pretty clear.
You want to discuss, chat, get troubleshooting, exchange with people, go to chatroom
You want to get technical data that will be true for the next 2000 years: go to wiki
You want to exchange on topic about complex thinking and new findings: go to forum

So the message his: go to the correct tool to do the correct thing.

For goat, and what happen if discord disappear ? We just move to the next tool that will help us communicate. As it's a tool to exchange short message and direct text, nothing of value will be lost.
After years of existence, discord didn't force us to pay anything. Heck I even paid my own money to thank them for this project. Amazing.

For mav, wikis are still getting updated, forum is still there but not flood anymore with "How can I install this mod ?" because now they flood the discord with it. But I see still lots of new post, but only the important one.

I will stop answering this post to not heat it, but wanted to give my humble opinion. No harm intented.

25
General Discussion / [FF8] New wiki
« on: 2025-02-05 21:03:32 »
Hi guys!. Following internal discussion, we want to not use anymore the old https://wiki.ffrtt.ru/index.php/FF8 for the following reason:
- The tools to edit is not up to date with the standard of today (Adding image, color,...)
- Collaborating editing is not possible
- The website might go out at any moment for any reason (Main reason)
- Hard to keep it organized without being able to work directly to the root folder.

For those reason, we create a github dedicated that produce a website, here the link (might change if someone want to host it): https://hobbitdur.github.io/FF8ModdingWiki/

A warning will be added to the old wiki.

This wiki is for the moment mainly with technical stuff, but it could also contain guide how to mod the game, FAQ etc. It could be the ultimate tool to share all the knowledge we have.

Took me a while to set it up, hope you'll appreciate. All contribution are welcome !

If people from others FF community are interested to share, they are welcome !

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