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I did this video two years ago but I didn't care about sharing.

Basically it is the best emulation software for FF8 in particular.
From the video description:
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?

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.

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.

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.

Hi, I want to change the game time of FF8 for PSX.
I don't have Visual C++ 2006 but I downloaded Griever's source code and I wrote a program in C++ trying to change the game time.
It doesn't work. Here I post the source code of my program.
Can anyone tell me what it's wrong?
Thank you and a happy new year to all users.

This is my code:
Code: [Select]
#include <cstdlib>
#include <iostream>
#include <fstream>

//Types of data used in this program. I use Dev C++, and so I don't know if BYTE, USHORT, etc. that I defined here
//are the same types of Visual C++ 2006.
typedef char BYTE;
typedef unsigned short int USHORT;
typedef unsigned int UINT;

// Final Fantasy VIII codes

This, untill the main program, is the structure of one FF8 save block
that I've found on Griever's source code.

enum FF8CHARID {
None = 0xFF

#define CHAR_SQUALL        0
#define CHAR_ZELL          1
#define CHAR_IRVINE        2
#define CHAR_QUISTIS       3
#define CHAR_RINOA         4
#define CHAR_SELPHIE       5
#define CHAR_SEIFER        6
#define CHAR_EDEA          7
#define CHAR_LAGUNA        8
#define CHAR_KIROS         9
#define CHAR_WARD          10

#define CHAR_GRIEVER       12
#define CHAR_MINIMOG       13
#define CHAR_CHICOBO       14
#define CHAR_ANGELO        15
#define CHAR_NONE          0xFF


struct _FF8ITEM {
BYTE type;
char *name;

struct _FF8ABILITY {
BYTE type;
BYTE ap;
char *name;

struct _FF8MAGIC {
char *name;

#define CARD(t,l,r,b) { 0x##t,0x##l,0x##r,0x##b }

#define NONE -1
#define FIRE 0
#define ICE 1
#define THUNDER 2
#define EARTH 3
#define POISON 4
#define WIND 5
#define WATER 6
#define HOLY 7

#define SIMPLE 0
#define BOSS 1
#define GF 2
#define PLAYER 3

struct _FF8CARD {
char *name;
char top;
char left;
char right;
char bottom;
} values;
char element;
char border;

char *name;

struct _FF8LOCATION {
char *name;


// Final Fantasy VIII save file structures

// Unknown data
struct UNKNOWN {
UNKNOWN () { data = 0xFF; }
BYTE data;

// FF8 text identifier
typedef char FF8STR;

// Save file description block
struct FF8DESC {
USHORT checktag; // Tag - must be 0x0FF8
USHORT location; // Current location
UNKNOWN zz0[4];
USHORT saves; // Number of saves
UINT gil; // Gil
UINT seconds; // Game time
BYTE level; // Lead character's level
FF8CHARID party[3]; // [3] Current party

// Guardian Force block
struct FF8GF {
FF8STR name[10]; // [10] GF name
UNKNOWN zz1[2];
UINT exp; // GF EXP
BYTE found; // Has GF been found?
USHORT hp; // Current HP
BYTE abilities[16]; // [16] Learned abilities (bLearned[i] = abilities[i/8] & (1 << (i%8)))
BYTE ap[21]; // [21] Ability APs
UNKNOWN zz3[3];
USHORT kills; // Number of enemies killed
USHORT ko; // Number of KOs
BYTE learning; // Ability being learnt
BYTE forgotten[3]; // Abilities forgotten

// Magic block
struct FF8MAGIC {
BYTE type;
BYTE amount;

// Character block
struct FF8CHAR {
USHORT hp; // Current HP
USHORT basehp; // Base HP
UINT exp; // EXP
FF8CHARID id; // Character id
BYTE weapon; // Current weapon
BYTE str; // Strength
BYTE vit; // Vitality
BYTE mag; // Magic
BYTE spr; // Spr
BYTE spd; // Speed
BYTE luck; // Luck
FF8MAGIC magic[32]; // [32] Magic library (stock)
BYTE ab_command[3]; // [3] Command abilities
BYTE ab_char[4]; // [4] Character abilities
USHORT gf; // Junctioned GFs
UNKNOWN zz2[2];
BYTE junction[19]; // [19] Junctions
// 00: HP Junction (Magic Type)
// 01: Str Junction (Magic Type)
// 02: Vit Junction (Magic Type)
// 03: Mag Junction (Magic Type)
// 04: Spr Junction (Magic Type)
// 05: Spd Junction (Magic Type)
// 06: Hit Junction (Magic Type)
// 07: Eva Junction (Magic Type)
// 08: Luck Junction (Magic Type)
// 09: Elem-Atk Junction (Magic Type)
// 10: ST-Atk Junction (Magic Type)
// 11: Elem-Def Junction 1 (Magic Type)
// 12: Elem-Def Junction 2 (Magic Type)
// 13: Elem-Def Junction 3 (Magic Type)
// 14: Elem-Def Junction 4 (Magic Type)
// 15: ST-Def Junction 1 (Magic Type)
// 16: ST-Def Junction 2 (Magic Type)
// 17: ST-Def Junction 3 (Magic Type)
// 18: ST-Def Junction 4 (Magic Type)
USHORT compat[16]; // [16] GF compatibility
USHORT kills; // Number of enemies killed
USHORT ko; // Number of KOs
BYTE stats; // Can view stats?
BYTE status; // Status effects
//   1: ????
//   2: Poison
//   4: Petrify
//   8: Darkness
//  16: Silence
//  32: Berserk
//  64: Zombie
// 128: ????

// Item block
struct FF8ITEM {
BYTE type;
BYTE amount;

// Card identifier
typedef BYTE FF8CARD; // 0x80: Collected    0x7F: Amount
// Rare cards: Location
struct FF8CONFIG {
BYTE spd_battle; // Battle speed (0=fast,4=slow)
BYTE spd_battlemsg; // Battle message speed (0=fast,4=slow)
BYTE spd_fieldmsg; // Field message speed (0=fast,4=slow)
BYTE soundvolume; // Sound volume (0-100(%))
BYTE options; // Misc. options
//   1: ATB - 1:Wait 0:Active
//   2: ???
//   4: Cursor - 1:Memory 0:Initial
//   8: ???
//  16: ???
//  32: Controller - 1:Customize 0:Normal
//  64: ???
// 128: ???
BYTE scan; //   1: Scan - 1:Always 0:Once
BYTE camera; // Camera movement (0=100%,4=0%)
UNKNOWN buttons[12]; // [12] Button configuration (?)

// Chocobo World data
struct FF8CHOCOBO {
UNKNOWN zz[64];

// Save file block
struct FF8BLOCK {
UNKNOWN zz1[384];

USHORT checksum1; // Checksum
FF8DESC desc; // Save block description

FF8STR squall[12]; // [12] Squall's name
FF8STR rinoa[12]; // [12] Rinoa's name
FF8STR angelo[8]; // [8] Angelo's name
UNKNOWN zz0[4];
FF8STR chicobo[4]; // [4] Chicobo's name
UNKNOWN zz01[8];
BYTE disc; // Current disc (zero based)
UNKNOWN zz[3];
UINT saves; // Number of times saved (*2?)

FF8GF gf[16]; // [16] GF blocks

FF8CHAR chars[8]; // [8] Character blocks

UNKNOWN zz2[400];

FF8CONFIG config; // Configuration
FF8CHARID party[3]; // [3] Party
UNKNOWN zz22[5];
FF8STR griever[8]; // [8] Griever's name

UNKNOWN zz23[8];
UINT gil; // Gil
UNKNOWN zz24[4];

BYTE limits[6]; // [6] Learned limit breaks
// [0]-[1] Quistis
// [2]-[3] Zell
// [4] Irvine
// [5] Selphie
BYTE combine_compl; // Rinoa's Combine: Angelo Abilities Completed
BYTE combine_known; // Rinoa's Combine: Angelo Abilities Known
BYTE combine_left[8]; // [8] Rinoa's Combine: Points left to learn different abilities
// [0] 'Angelo Rush' (max 10)
// [1] 'Angelo Recover' (max 30)
// [2] 'Angelo Reverse' (max 40)
// [3] 'Angelo Search' (max 60)
// [4] 'Angelo Cannon' (max 80)
// [5] 'Angelo Strike' (max 120)
// [6] 'Invincible Moon' (max 140)
// [7] 'Wishing Star' (max 160)

BYTE b_items[32]; // [32] Order of battle items
FF8ITEM items[198]; // [198] Items

UINT seconds; // Game time (I want to change this)

UNKNOWN zz28[8];
UINT battleswon; // Number of battles won
UNKNOWN zz29[2];
USHORT battlesescaped; // Number of battles escaped
UNKNOWN zz30[60];
BYTE limit_options; // Limit break options (1:Renzokuken Auto, 2:Duel Auto)
BYTE limit_indicator; // Renzokuken indicator (128)
BYTE dreamworld; // Party isolated / Dream world (1)
BYTE information[9]; // [9] Information (bitmask)
// [0]1-8: Location information
// [2]1-8: Location information
// [3]1-4: Location information
// [3]5-8: Term information
// [4]1-8: Term information
// [5]1-6: Term information
// [5]7-8: People information
// [6]1-5: People information
// [6]6-8: Character reports
// [7]1-4: Character reports
// [8]3-3: Term information
// [8]4-6: Report information
BYTE gf_reports[3]; // [3] GF reports

UNKNOWN zz3[3];
BYTE testlevel; // Current written test level
UNKNOWN zz39[4];
FF8CHARID party_field[3]; // [3] Current field party ([0] = leader)
UNKNOWN zz395[7];
USHORT location; // Current location
USHORT location_last; // Last location (?)
UNKNOWN zz4[30];
UINT steps; // Number of steps taken
USHORT payslip; // Payslip steps
UNKNOWN zz5[6];
USHORT seedlevel; // SeeD Level
UNKNOWN zz55[66];

UNKNOWN zz550[2];
// USHORT location_last; // Last location ?
UNKNOWN zz551[186];

BYTE tt_rules[8]; // [8] Region game rules
BYTE tt_traderules[8]; // [8] Region trade rules
BYTE tt_lastrules[2]; // [2] Last game rules remembered ([1] = second to last)
BYTE tt_lastregion[2]; // [2] Last region remembered ([1] = second to last)
UNKNOWN zz555;
BYTE tt_currules; // Current game rule
BYTE tt_curtraderule; // Current trade rules
BYTE tt_cardqueen; // Card Queen's location
BYTE tt_traderating_region; // Region for trade rating
BYTE tt_traderating; // Trade rating

UNKNOWN zz6[1110];
FF8CARD cards[77]; // [77] Cards (bit 8=collected, bit 1-7=amount)
BYTE card_locations[33]; // [33] Card locations
BYTE cards_rare[5]; // [5] Rare cards found (bFound[i] = cardsfound[i/8] & (1 << (i%8)))
UNKNOWN zz7[9];

USHORT test1;
USHORT test2;
FF8CHOCOBO cw; // Chocobo World data
USHORT checksum2; // Checksum (identical to checksum1)
BYTE padding[2782]; // Padding, makes save block 8192 bytes

//                      Main Program
This is my code.
The problem is that the game seconds are not right, so the data read from the memory card is not saved correctly
in the FF8BLOCK structure.
And the size of my block is 8196 instead of 8192, and I don't know why.
using namespace std;

int main(int argc, char *argv[])
{char FileName[100];
 USHORT blocco;
 FF8BLOCK ff8;
 fstream FileMem;

 {//START of While

cout<<"Size of my block: "<<sizeof(ff8)<<".\n";
cout << "Name of the memory card:\n";
cin >> FileName;,ios::binary | ios::in | ios::out);
 cout<<"Impossible to open the file.\n\n";

cout << "File loaded.\nInsert number of the block:\n";
cin >> blocco;
blocco-=1; //because I think that the block start from zero
cout <<endl<<endl;
int m_Type = 1; //I have a Memory Card File of 131'072 Byte, so the m_Type is 1 and theOffSet is zero.
int offset;
if(m_Type==1) offset = 0; //this is my case
if(m_Type==2) offset = 0xF40;
if(m_Type==3) offset = 64;

//8192 is 0x2000
//now I do the same things that Griever do to read from the Memory Card:
FileMem.seekg(offset+8192+(8192*blocco), ios::beg);*)&ff8, 8192);

cout<<"Game time: "<<ff8.seconds<<";\n"; //but they are not right
ff8.seconds = 20000; //sample value

//and now I write on file. The writing seems to be correct, but the modify is not correct.
//So the second doesn't change.
FileMem.seekp(offset+8192+(8192*blocco), ios::beg);
FileMem.write((char*)&ff8, 8192);
cout<<"Game time modified.\n\n\n";


 }//FINE While
 return EXIT_SUCCESS; //end of Windows Application

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