Show Posts

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.


Messages - Goth

Pages: [1] 2
1
Yes, it supports analog sticks properly, and rumble too.

2
FF8 Tools / Re: [FF8] Enemy editor - IFRIT (0.11)
« on: 2019-07-07 22:01:00 »
Some times ago someone sent me the japanese site where I found all enemy scripts dumped and formatted with all magic IDs and texts inside files. Grab it here:

http://www.geocities.jp/agnesboulangerchan/psff8/research/psff8-enemy-ai.zip
Updated link:
http://pingval.g1.xrea.com/psff8/research/psff8-enemy-ai.zip

3
I did this video two years ago but I didn't care about sharing.
https://www.youtube.com/watch?v=wMCdShTs3FU

Basically it is the best emulation software for FF8 in particular.
From the video description:
Quote
Most of the features mentioned in the video are not done right in other emulators. Emulators like ePSXe allow you to use different graphics plugins which in turn give you countless of settings. Getting everything to work fine is very hard if not impossible: there is always some last damn glitch that you can't fix.
An honorable mention goes to Xebra, which despite being not user-friendly, does almost everything right. Sadly it fails in battle transitions and world map lag. Also, it's only for Windows.
Mednafen does everything right in FF8 and is cross-platform. And this while not only emulating Sony PlayStation but countless other systems.

What follows are more details on the problems that you can find trying to emulate FF8 with other emulators.
* FMVs: easy to get lag / audio stuttering in these even when the rest of the game works fine.
* Menus: wrong bottom padding: basically the menu graphics and text are too vertically long and they make the menus reach the very end of the bottom of the screen; however the original game has some black space (padding) at the bottom. Who does it wrong: PCSX-Reloaded 1.9.92-4 and all Pete's plugins (P.E.Op.S., etc.); just have a look at some YouTube FF8 videos and you will notice that, since most people use ePSXe. Who does it right: pSX (gazaxian) and Xebra.
* Pixelated menus: P.E.Op.S. Soft Driver 1.18 and gpuBladeSoft 1.42 both fails. Pete's OpenGL2 Driver can solve this by checking "Screen filter".
* World map brightness: pSX (gazaxian) v1.13 gives too much brightness in the world map compared to "fields". It's abandonware so that's it.
* World map lag: Xebra, slightly, in my experience.
* Battle transitions: Xebra fails, gpuBladeSoft 1.42 succedes. Pete's plugins mostly fails IIRC.
* ATB flickering: ePSXe with Pete's OpenGL2 Driver 2.9

In these two years something may have changed.
Has any other emulator reached the perfection of mednafen for FF8?

4
I found this mod easy so I made up an additional challenge, years ago.
https://www.youtube.com/playlist?list=PL-4bpPG2sK-2gJUX0mzsR9Xru2zRdFi72
Sadly I got bored after the second disc.
It's not an interesting mod since it only changes enemies stats. Other difficulty mods also change the behavior of the enemies and their attacks, and more.

5
General Discussion / Re: FFVIII Remastered
« on: 2019-07-04 21:09:34 »
I don't really know what to think.

6
Gameplay / Re: [FF7-FF8] Skipping non-FMV story scenes
« on: 2019-07-04 21:07:29 »
Some kind of option for whether to skip or not tends to be a good idea as well.
For sure.

7
Gameplay / [FF7-FF8] Skipping non-FMV story scenes
« on: 2019-07-04 10:59:59 »
Has anyone ever worked on skipping story scenes?
How hard is it?

I only play FF8 but I guess this is wanted in every FF game.
Especially the most boring scenes (when replaying), like the orphanage flashbacks in FF8.
Having a skip button would be invaluable.
Frame skipping / emulators' speed up are not really the same.

8
Releases / Re: [FF8PC - Steam] New Threat Mod (v0.3)
« on: 2019-07-04 10:09:13 »
Limits have had the RNG removed from their check, meaning that milling turns will no longer have an effect. If a Limit does not proc when the character's ATB gauge fills, it means they cannot get a Limit until the battle conditions change (HP is lost, status is inflicted). This works both ways, and means that if a Limit does proc it will be available even if you swap control to another character and back again.
This has probably got to be one of if not the most important feature to prevent endless Limit spamming
Yes, it's one of the most important feature IMHO.
To be fair, spamming the circle button waiting for Renzo was part of the fun back in the days, especially when playing with a friend and trying to beat a hard boss or Omega, it was a fun (unforeseen) mechanic, it created tension.
But when replaying the game we want balance, and I've always thought of this feature as one of the most important or at least the first step towards a better balance of the Limits, so it's good to finally see it implemented.

9
General Discussion / Re: Final Fantasy 8 in Unity?
« on: 2016-11-30 18:16:36 »
A HD remake will never be finished by amateurs.
The good news is that graphics is never been a problem for retrogamers / pre-FFX final fantasy lovers.
FF8 graphics is fine as it is (7 is the only one which admittedly is too basic).

QGears-like projects make way much more sense IMHO, because you then will have total control over modding, you could do an API to mod the game, etc. I don't care much for a HD remake, I care more for changing the gameplay, put a "skip scene" button, things like that, that would make the game fresh again.
Even if you want to replace some 3D models it would still be a good starting point anyway, I mean having such a game engine.

But it looks like this type of engines is very vaporware too.

10
Is the number of wins/draw/lost card games saved anywhere in the save file?
I guess nope beacause this info doesn't seem to be shown anywhere in the game, but you never know.
I ask especially because of the matter of a "perfect game", but also out of curiosity.

11
Gameplay / Re: [FF8PC-Steam] Magic Strengthen
« on: 2015-08-21 19:34:17 »
Am I the only one who thinks the main problem for people that know any FF very well is AI? I would love to have more intelligent enemies, and I remember there was a topic and a "demo" about this, with Elvoret casting Zombie and things like that. THAT is what would add an entire new dimension and feeling to the gameplay. That project probably went vaporware but someone should really resume that idea, it's the most interesting modification to the gameplay.
Just imagine bosses casting Curaga to themselves at the right time, throwing Dispel at you, playing around with Reflex, finding out what element you're weak to, etc.

I love the fact that you can become very powerful with the right Junction, so why not just leave it as it is and change the enemies. Making Junction less powerful would feel like playing chained.

The other thing (which IIRC is harder to do) is making enemies to have fixed stats, so a no-level-game is not a joke and (most importantly) is not the easiest way to beat the game.
Anyway, I agree on the magic thing too. So for me it is:

* enemies AI
* enemies fixed levels/stats
* powerful magics (so they have a direct use)

12
Completely Unrelated / Re: The truth and other lies...
« on: 2014-12-03 22:01:59 »
meesbaker's posts are really embarassing to read. But I understand him, I was like him for the R=A theory in FF8. LOL, totally different topic but the mechanism behind is the same: you never thought about it, then someone on the internet tells you about it using the right words and attitude, and you just fall in that trap because of some weird psychological reasons.

BTW, this is a video of 43 different angles of the 2nd hit:
http://www.youtube.com/watch?v=NpUKM0MFNaM

13
WIP / Re: [In Development] FF8 Voiceover Project
« on: 2014-08-08 20:31:39 »
Wow, Squall and Rinoa voices are PERFECT!

14
Vgr, I'm 100% sure that you're wrong. In Ultimecia's time (the future) you have portals. What those portals are for? Do they serve you to go to the world map? Nope, you could just go to the world map exiting the orphanage, why would you need a crazy thing like portals? Those portals (which in games and movies are almost always related to time-travel) serve you to go back to your time (present), so that you could visit towns, talk to people, get missing G.F.s, fighting monsters, do side-quests, etc. Ultimately they decided to not include towns, maybe because of the space, maybe because of NPC talking, or for other reasons. But with those portals you definitely go back to present time.
I would like to remind you that the time compression was not completed: the plan was that Ellone would bring back Ultimecia (in Adel) before she ended casting the time compression; using this not-completed time compression Squall & co. was able to go to the future using their will.
This is a very common misconception regarding the plot: Squall & co. in the Ultimecia's castle are NOT into a weird time were past-present-future are merged; they simply are in the future. You can see the "real" time compression when the game shows you those crazy FMVs where the charaxcters seem to float in an hallucinogenic trip. Also when you fight the sourceresses. In Ultimecia's castle you're instead in a "stable" future time.

If they can go to the future there's no reason why they couldn't go to the past. To make going to the past clear and scenic they've put portals.

(@DLPB)
For these reasons there wouldn't even be the need to update NPC conversations, IMHO.

The only locations you can still go are the places that you get Guardian Forces from, and the Ragnarok.
Yes, because the player needs those places. Towns have been sacrificed.

Disc 4 is 678 MB BTW, if anyone wants to venture a guess about the "towns space" theory.

15
How hard would it be to modify the fourth disc deleting the big ending FMV and putting all the towns back in the disc and let them be accessed in the game?
I guess that disabling that blue shield in the world map which doesn't let you go into the cities is pretty easy to do. But inserting the actual content in the 4th disc may be not so easy. I'm just curious about it, I've no knowledge to do that but I would love it, because unless I'm wrong they don't let you enter the cities just because there was no space on disc, so a "patch" to change that would be awesome and it will break the need to do most of the stuff in the 3rd disc as players usually do because they know they will not have the beautiful towns in the 4th one.
Maybe this is easier to do on the PC since the content is all on the hard disk (isn't it? - it's long time I do not play the PC version).
Thanks for any insight.

16

It is obvious that it doesn't recongnize the variables and the flags that are extern of the assembly code.
I really don't understand why. In fact, both At&T and Intel syntax allow you to read variables of the C program simply writing the name of these variables.
So I don't think that I have to put something before "dataptr, "checksum", etc...
But the linker don't find these symbols.
I don't know why.

17
Quote
hexadecimal numbers must end in h for Intel syntax.
If I put the H, I got an error. In fact, as you can see from the code, I never put it.
So the problem is not this. Instead, I managed to understand that the lines to correct is not these, but these:
Code: [Select]
"mov edi, dword ptr [esp+0000020Ch]\n"
"add esp, 0000000Ch\n"
The problem is that c is an hexadecimal number and so I've put the "0x" before. Now the code is this:
Code: [Select]
void CalcoloChecksum(FF8BLOCK &ff8)
{USHORT checksum = 0;
 void *dataptr = (void*)&ff8.gf;

asm("push dataptr\n"
    "push 00001350\n"
"push 00000000\n");

asm("sub esp, 00000200\n"
"mov ecx, 0x00000080\n"
"xor eax, eax\n"
"push esi\n"
"push edi\n"
"lea edi, dword ptr [esp+0x08]\n"
"xor esi, esi\n"
"repz stosd\n"
"mov eax, 0x0000FFFF\n"
"lea edi, dword ptr [esp+0x08]\n");

label2:
asm("mov ecx, esi\n"
"mov edx, 0x00000008\n"
"shl ecx, 0x08\n");

label3:
asm("test ch, 80\n"
    "je label4\n"
"add ecx, ecx\n"
"xor ecx, 00001021\n"
"jmp label5\n");

label4:
asm("shl ecx, 1\n");

label5:
asm("dec edx\n"
"mov word ptr [edi], cx\n"
"jne label3\n"
"inc esi\n"
"add edi, 00000002\n"
"cmp esi, 0x000000FF\n"
"jb label2\n"
"mov edi, dword ptr [esp+0x0000020C]\n"
"test edi, edi\n"
"jle label7\n"
"mov esi, dword ptr [esp+00000210]\n");

label6:
asm("xor ecx, ecx\n"
"xor edx, edx\n"
"mov dl, byte ptr [esi]\n"
"mov cl, ah\n"
"and ecx, 0x000000FF\n"
"xor ecx, edx\n"
"xor edx, edx\n"
"mov dh, al\n"
"mov ax, word ptr [esp+2*ecx+0x08]\n"
"xor ax, dx\n"
"inc esi\n"
"dec edi\n"
"jne label6\n");

label7:
asm("pop edi\n"
"pop esi\n"
"not eax\n"
"add esp, 00000200\n");

asm("add esp, 0x0000000C\n"
"mov checksum, ax\n");

 ff8.checksum1 = ff8.checksum2 = checksum;
}
The errors are vanished but now I got other errors:
[Linker error] undefined reference to `dataptr'
  [Linker error] undefined reference to `checksum'
  [Linker error] undefined reference to `label4'
  [Linker error] undefined reference to `label5'
  [Linker error] undefined reference to `label3'
  [Linker error] undefined reference to `label2'
  [Linker error] undefined reference to `label7'
  [Linker error] undefined reference to `label6'
  ld returned 1 exit status
 Path_of_the_project\Makefile.win [Build Error]  [program.exe] Error 1

18
Quote
Those errors are missing context.  ch after what expression?
I'm sorry but DevC++ doesn't specify the numeber of the line when it checks assembler code.
In any case, as you said, the line/s are certainly "test ch,80h".

Quote
What compiler are you using, GCC or an older version of VC++?
As I already said in some post before, I use DevC++, so GCC.
Certainly I don't use VC++, or else I could use the same CRC' assembly code as Qhimm's one.

19
What were your errors then?
The assembly code reads a bit strange but it does work by the way.

I have a feeling that you don't read my posts entirely... :D
I show again this link: http://forums.qhimm.com/index.php?topic=7268.msg93638#msg93638
Or rather, I'll quote to you the part of the post that shows the errors:
Quote
But I got the followings errors:
Assembler messages:
  junk `Ch' after expression
  junk `Ch' after expression
Path_of_the_project\Makefile.win [Build Error]  [main.o] Error 1

I hope that the code will work correcting these errors.

20
I wasn't interested to understand the CRC simply because I'm studying and programming other things and I only wanted to create a personal Griever quickly, with the purpose of changing stuffs that Qhimm's Griever doesn't.
Moreover, I have only two errors on my code now, so I wanted only a correction.

In any case thanks for the hints and the links.

21
You solved or didn't solve the problem?
I solved an old problem, but now, as you can see from this post: http://forums.qhimm.com/index.php?topic=7268.msg93638#msg93638
I have a last problem (the CRC).
Can you help me?

22
Eh, eh, a lot of people asked me this.
Do you know that when your timer reach 99:59 it turns into red and restart from 00:00? Well, I simply wanted to know what it does then. So, modifying the save, I have managed to see that when you reach 99 hours and 59 minutes red, the colour changes to blue, then to yellow, green, and purple. At 99:59 purple the timer stops. This corresponds to 600 hours of playing.
I simply wanted to know this, I was curious, I wanted to know all of FF8.

Now I've reached my goal, but I want to modify other things. To do this, I cannot satisfy myself seeing the blocks like I've done to knowing the game time behaviour, but I have to do CRC control.
So, now I need your help.

23
This is an old topic but I never solved my problem.
Anyway, I found a solution.
I've put this line on the compiler:
-masm=intel
so it works following Intel rules.

So my code now is this:
Code: [Select]
void CalcoloChecksum(FF8BLOCK &ff8)
{USHORT checksum = 0;
 void *dataptr = (void*)&ff8.gf;

asm("push dataptr\n"
    "push 00001350\n"
"push 00000000\n");

asm("sub esp, 00000200\n"
"mov ecx, 0x00000080\n"
"xor eax, eax\n"
"push esi\n"
"push edi\n"
"lea edi, dword ptr [esp+0x08]\n"
"xor esi, esi\n"
"repz stosd\n"
"mov eax, 0x0000FFFF\n"
"lea edi, dword ptr [esp+0x08]\n");

label2:
asm("mov ecx, esi\n"
"mov edx, 0x00000008\n"
"shl ecx, 0x08\n");

label3:
asm("test ch, 80\n"
"je label4\n"
"add ecx, ecx\n"
"xor ecx, 00001021\n"
"jmp label5\n");

label4:
asm("shl ecx, 1\n");

label5:
asm("dec edx\n"
"mov word ptr [edi], cx\n"
"jne label3\n"
"inc esi\n"
"add edi, 00000002\n"
"cmp esi, 0x000000FF\n"
"jb label2\n"
"mov edi, dword ptr [esp+0000020Ch]\n"
"test edi, edi\n"
"jle label7\n"
"mov esi, dword ptr [esp+00000210]\n");

label6:
asm("xor ecx, ecx\n"
"xor edx, edx\n"
"mov dl, byte ptr [esi]\n"
"mov cl, ah\n"
"and ecx, 0x000000FF\n"
"xor ecx, edx\n"
"xor edx, edx\n"
"mov dh, al\n"
"mov ax, word ptr [esp+2*ecx+0x08]\n"
"xor ax, dx\n"
"inc esi\n"
"dec edi\n"
"jne label6\n");

label7:
asm("pop edi\n"
"pop esi\n"
"not eax\n"
"add esp, 00000200\n");

asm("add esp, 0000000Ch\n"
"mov checksum, ax\n");

 ff8.checksum1 = ff8.checksum2 = checksum;
}

But I got the followings errors:
Assembler messages:
  junk `Ch' after expression
  junk `Ch' after expression
Path_of_the_project\Makefile.win [Build Error]  [main.o] Error 1

Can anyone help me?
I don't know what's wrong.

24
FF8 Tools / Re: FF8 PSX File Extractor
« on: 2008-06-24 12:08:10 »
Sorry for my ignorance, but how to explore the otput files?

25
OK, thanks.

Pages: [1] 2