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Messages - Maki

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301
General Discussion / Re: Final Fantasy 8 in Unity?
« on: 2016-11-07 13:52:38 »
Not much from visual side:
https://www.youtube.com/watch?v=eT0_a7gKfMY&feature=youtu.be
but it's reading all files from original archives, so that's something. The music is OGG unfortunately. I tried to find a way to play original SGT songs, but it's heavily deprecated and there's no documentation anywhere.

It's okay if you want to use Unity. I'm also into C# with all that MonoGame and Paradox/Xenko engine too.
For models - I can do some basic models also, but for example Balamb fish statue- no way!

About the UE4 balamb garden- I tried to contact the author some time ago,  but got no reply. :C

302
General Discussion / Re: Final Fantasy 8 in Unity?
« on: 2016-11-07 13:29:36 »
I'm always ready to help in FF8 remakes!
You see, the biggest problem in whole remake project is lack of artists. There are some fantastic 3D Artists here (FFVIII: The movie for example) but that's still too small (maybe enough for demo, but not for whole game xD).
I had some fun with putting ripped models into Unreal Engine 4 and it looked quite odd as it's still low-poly shit.
I've made also a demo in MonoGame with overture, menu, field support. Programming is not a problem, there are many programmers and VIII fans here, but as said above- I'm having a hard time to notice more 3D artists.
Find someone who would want to recreate whole Balamb Garden model in full detail.

Anyway, count me in.
I'll show you my MonoGame FF8 engine implementation for training, sec ...

303
Hum Maki... the encounter editor doesn't seem to work. When I try to change something, I always have that whatever I do:



 :|

damn, I'm so sorry (this is an extremely stupid error). Here's the fixed version:

https://github.com/MaKiPL/FF8-Rinoa-s-Toolset/releases/tag/1.1.2.2

Again, sorry!

I edited also the update post so it directs to fixed version.

304
1.1.2.1 UPDATE + HOTFIX b

-New features-
-Added ground type to World map encounter editor

-Stability fixes-
-Program automatically unpacks and handles files paths
-Fixed Encounter data mismatch on regions based on Section1 parsing
-Fixed 1.1.2.1 release bug





So if I understand well, it will be possible to edit the encounters by sections ? I think about the great forest of Timber. Encounters are all the same in each part of the forest. That would be interesting if I could make a special encounter for one part of the forest. For example.

Ufortnuately not. Game detects where are you based on ground you're walking. If you wish to do the things you wrote, you'd need to edit world map and change portion of forest to another 'ground type', then add new section1 entry with region id and new forest id + multiplier for section4 and then add eight section4 encounters for this forest portion. It sounds difficult, but still possible (with world map editor coming soon by Halfer).

305
first i open wmset and unpack then modify then i repack then replace the wmset in ffviii using deling editor but nothing change it seems

What is your Final Fantasy VIII language version? English? Do not change wmset.obj, but your language file, like wmsetus.obj or wmsetit.obj.
Also make sure to delete and then add file in Deling, as the Deling has a bug with 'replace' option that doesn't really replace the file.

Thanks Maki, so I'll wait for the update. :)

This is far more complicated than I though. It's not only based on region but also on ground type, therefore if you change balamb region to 8, then there may be no encounter data for balamb type-ground and no battle will happen... (except you will walk on beach, this one works) >_> The most vital here is wmset.section1. I think it works like this:

uint size,
uint*(size/4) entry

entry:
byte regionID
byte unknown?GroundType?
byte ESImultiply (see below)
byte UNUSED

ESImultiply:
Encounter from section2 is calculated from:
ECX + ESI * 8 (ESI is grabbed from section1) and ECX is random.


Clever Square, clever! :)
Okay, I have to parse section 1 and calculate all locations.

EDIT:
I've got full list parsed:
Code: [Select]
RegionID: 0 GroundID: 6 ESI: 0
RegionID: 0 GroundID: 4 ESI: 1
RegionID: 0 GroundID: 10 ESI: 2
RegionID: 0 GroundID: 27 ESI: 5
RegionID: 0 GroundID: 28 ESI: 4
RegionID: 0 GroundID: 24 ESI: 3
RegionID: 2 GroundID: 6 ESI: 6
RegionID: 2 GroundID: 7 ESI: 7
RegionID: 2 GroundID: 0 ESI: 8
RegionID: 2 GroundID: 10 ESI: 9
RegionID: 2 GroundID: 14 ESI: a
RegionID: 2 GroundID: 15 ESI: b
RegionID: 2 GroundID: 16 ESI: c
RegionID: 2 GroundID: 27 ESI: e
RegionID: 2 GroundID: 28 ESI: d
RegionID: 1 GroundID: 6 ESI: f
RegionID: 1 GroundID: 0 ESI: 10
RegionID: 1 GroundID: 10 ESI: 11
RegionID: 1 GroundID: 14 ESI: 12
RegionID: 1 GroundID: 15 ESI: 13
RegionID: 1 GroundID: 27 ESI: 15
RegionID: 1 GroundID: 28 ESI: 14
RegionID: 3 GroundID: 6 ESI: 16
RegionID: 3 GroundID: 7 ESI: 17
RegionID: 3 GroundID: 0 ESI: 18
RegionID: 3 GroundID: 14 ESI: 19
RegionID: 3 GroundID: 16 ESI: 1a
RegionID: 3 GroundID: 27 ESI: 1b
RegionID: 4 GroundID: 6 ESI: 1c
RegionID: 4 GroundID: 7 ESI: 1d
RegionID: 4 GroundID: 8 ESI: 20
RegionID: 4 GroundID: 10 ESI: 1e
RegionID: 4 GroundID: 14 ESI: 1f
RegionID: 4 GroundID: 15 ESI: 21
RegionID: 4 GroundID: 16 ESI: 22
RegionID: 4 GroundID: 27 ESI: 24
RegionID: 4 GroundID: 28 ESI: 23
RegionID: 6 GroundID: 6 ESI: 26
RegionID: 6 GroundID: 7 ESI: 27
RegionID: 6 GroundID: 10 ESI: 28
RegionID: 6 GroundID: 14 ESI: 29
RegionID: 6 GroundID: 15 ESI: 2a
RegionID: 6 GroundID: 16 ESI: 2b
RegionID: 9 GroundID: 9 ESI: 2c
RegionID: 9 GroundID: 7 ESI: 2d
RegionID: 9 GroundID: 10 ESI: 2e
RegionID: 9 GroundID: 17 ESI: 2f
RegionID: 8 GroundID: 9 ESI: 30
RegionID: 8 GroundID: 7 ESI: 34
RegionID: 8 GroundID: 5 ESI: 36
RegionID: 8 GroundID: 1 ESI: 31
RegionID: 8 GroundID: 10 ESI: 32
RegionID: 8 GroundID: 17 ESI: 33
RegionID: 8 GroundID: 16 ESI: 35
RegionID: 8 GroundID: 14 ESI: 38
RegionID: 7 GroundID: 10 ESI: 3b
RegionID: 7 GroundID: 7 ESI: 39
RegionID: 7 GroundID: 16 ESI: 3c
RegionID: 7 GroundID: 3 ESI: 3a
RegionID: 11 GroundID: 10 ESI: 3f
RegionID: 11 GroundID: 7 ESI: 3d
RegionID: 11 GroundID: 16 ESI: 40
RegionID: 11 GroundID: 18 ESI: 34
RegionID: 11 GroundID: 23 ESI: 35
RegionID: 11 GroundID: 14 ESI: 41
RegionID: 11 GroundID: 2 ESI: 3e
RegionID: 12 GroundID: 10 ESI: 46
RegionID: 12 GroundID: 8 ESI: 44
RegionID: 12 GroundID: 7 ESI: 43
RegionID: 12 GroundID: 3 ESI: 45
RegionID: 12 GroundID: 16 ESI: 47
RegionID: 13 GroundID: 7 ESI: 42
RegionID: 15 GroundID: 6 ESI: 48
RegionID: 15 GroundID: 15 ESI: 49
RegionID: 15 GroundID: 14 ESI: 4a
RegionID: 17 GroundID: 9 ESI: 4b
RegionID: 17 GroundID: 17 ESI: 4c
RegionID: 18 GroundID: 7 ESI: 4d
RegionID: 18 GroundID: 14 ESI: 41
RegionID: 18 GroundID: 0 ESI: 3e
RegionID: 14 GroundID: 7 ESI: 4e
RegionID: 14 GroundID: 8 ESI: 4f
RegionID: 19 GroundID: 6 ESI: 6
RegionID: 19 GroundID: 7 ESI: 17
RegionID: 19 GroundID: 8 ESI: 20
RegionID: 19 GroundID: 10 ESI: 9
RegionID: 19 GroundID: 14 ESI: a
RegionID: 19 GroundID: 15 ESI: b
RegionID: 19 GroundID: 16 ESI: c
RegionID: 19 GroundID: 27 ESI: 24
RegionID: 19 GroundID: 28 ESI: 23
RegionID: 10 GroundID: 14 ESI: 50
RegionID: 10 GroundID: 12 ESI: 52
RegionID: 10 GroundID: 7 ESI: 51
RegionID: 10 GroundID: 16 ESI: 53
RegionID: 10 GroundID: 25 ESI: 51

I'm sleepy. I'll roll out the fix tomorrow. Good night!

306
Sorry for late reply. :C

time to donate for the love of modding thank u maki keep going please :wink:

Thanks! :)
Any special requests?

maki , i have a question does changing the encounter number change the monster formations ? so in region 0 balamb we have this 512 something i change them all to 540 to see a difference but nothing seems to change how does it work and what does these numbers actually do

In this example, 512 is encounter ID. Here's the cheatsheet for encounters:
http://wiki.qhimm.com/view/FF8/Encounter_Codes
therefore:
ID Monster Location
512      2 Bite Bug      Balamb Plains

I've selected on the world map the Centra region, your tool indicates that's it's the region 7. But when I look at the encounters, those are from Trabia region...

Regions editor is 100% working, but talking about encounters editor - probably I did a mistake. I'll investigate it today. Thanks for reporting!

And another thing: the word map encounters editor don't seem to be able to edit some region right ? Like the Island closest to hell.
Just like above, probably my mistake. The maximum region in regions section is 19, but maximum region number in encounter editor is 14 or 15 AFAIR. I'll test some new cases and roll out an hotfix.


EDIT1:
Yep, I found the problem (it's strictly related to encounter editor):



Summary: The only issue is just wrong regionID number in encounter editor. It looks like the encounters data is not 42 bytes per region. Looks like every region has it's own encounter size. Still don't know where's that number stored. I'm looking for it now.

307
WMSET : not enough WMSET section! can't build file...
thats the message appear when i compile is that a normal error or i did something wrong maki?
Rebuild function automatically finds all possible language versions. Normally, you should have one success and four errors like this.

308
1.1.2 UPDATE

-New files-
-Added wmset.Section2 support (World map regions)
-Added wmset.Section4 support (World map encounters)




309
Of course, one thing after the other. :) Will you put this editor in your Rinoa's toolset ?
Okay, it's done:
https://github.com/MaKiPL/FF8-Rinoa-s-Toolset/releases/tag/1.1.2

First open, unpack, open section you want to edit and finally click on compile. File saving prompt should appear if no errors. Remember to have backup of your files!
Compile/unpack/editor works on all language versions (wmsetus, wmsetit, wmsetfr etc...)

Now the draw points...

310
About the world map, do you know where is the draw points data please ?

Hm, the only function associated with draw points is kind of giant function of event processing probably (I called it draw point related, but I see now there are references to text and world map quests, so that's not this). Game calls "GetDrawMagic" from EAX that is dword_204400C.
dword_204400C however is set as return by sub_54F770
sub_54F770 in fact loads wmsetS35 pointer, so... Looks like section 35 is managing world map draw magic. That's all for now, I need to finish the editor for wmset 2 and 4 first.

311
That's good news ! ;D

But well, it's hard to understand for me. At which offset the sector 4 begins please ?

If you use my Rinoas Toolset you can unpack wmset file. I'm working now on repacker and editor for section 4 and 2, so fear not. :3

312
Good news! I found it!
wmsetus.section4 structure:

uint16 - encounter ID

It's as simple as that

0x541CF1 is mov     dx, [ecx+eax*2]
ECX - section4 pointer; eax is unknown so far...
Balamb garden uses:
0x6
0x8
0xC
0xE

It uses the same encounter IDs as normal scene.out file

also treat section 5 as leftover/null

I haven't localized the ECX yet (the pointer that tells which position from section4 to read encounter from)

313
wmsetus.section2:

Does it look similar to you? :)
I have not found the encounter data, but it's a map of world map regions for encounters. I'll be trying to reverse it.

EDIT: I found function that returns world map block ID based on Squall's position. 0x553760 for me
then:
mov     al, [edx+edi] (where EDX is world segment and EDI is LEA of section 2 start)

All six first wmset sections are tied to one function. I already found the one that gets the region ID when character is moving and have no enc-none equipped. This is clearly all encounters.

314
FF8 Tools / Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« on: 2016-10-12 21:23:49 »
How do you use this editor to edit the encounter rates on the world map?

http://forums.qhimm.com/index.php?topic=17146.0
http://forums.qhimm.com/index.php?topic=17181.0

I see the world map encounter subject is quite hot now.

315
1.1 UPDATE



-New files-
-Added namedic.bin editor!
-Added Archive tool (unpack any FS file) [also LZSSed compressed]
-Added LZSS decompressor!
-Added WM2FIELD.TBL editor
-Added FF8 Movie .pak unpacker to BINK
-Added all TIM texture support
-Added raw image drawing
-Added .TEX texture support

-New features-
-3D Viewer now supports mouse movement! Try it!

-Stability fixes-
-Rosetta Stone is now more stable and with HEX input
-Brand new text algorithm
-Fixed Rail editor saving error



316
Elaborate, you want to change encounters on field? It's right there in Deling. The encounters tab hold encounter ID of scene.out
 http://wiki.qhimm.com/view/FF8/BattleStructure

For worldmap encounters: http://forums.qhimm.com/index.php?topic=17146.0

Haven't had time to reverse it yet.

EDIT- Ah, I understand. Trex is not that rare if you ask me, it's all the same encounter rate, the first encounter is the most likely to happen.

317
   And could you change the battle music for specific battles like edea boss battle and where is these info stored i have been searching without any success so far

SETBATTLEMUSIC opcode in field script
http://wiki.qhimm.com/view/FF8/Field/Script/Opcodes/0CB_SETBATTLEMUSIC

318
Completely Unrelated / Re: windows 10 question
« on: 2016-09-28 20:33:21 »
Windows 10 is not suitable as is for old games like "SWAT 3" or "Rainbow Six: Rogue Spear". They may require additional software like "dg VooDoo". For a bit newer games Win10 is the best you can get (not including game consoles systems) as it's mostly plug&play like. Windows 7 is said to be the most stable system (yes?), yet I have less problems on win10 than I had on Seven.

319
I discovered it's in one of wmsetus section. We found the worldmap regions but no encounters. It's somewhere near section 2 to 9. Currently- no one have found where exactly. Search somewhere in sections 1 to 9 in wmsetus file. Here's the notes I collected:
http://wiki.qhimm.com/view/Talk:FF8/WorldMap_wmsetxx

320
Hum OK, that's quite difficult. I think I will wait... you think Doomtrain will be able to edit texts in all languages ?

Sooner or later. We discussed it a bit. It may support all original languages except Japanese. This can take a while though.

321
No game has taken 10 years to make to my knowledge.

Duke Nukem: Forever was developed for 15 years. :D

322
My next question is, will it be possible in future versions to edit the names and descriptions of items/magics/abilities? Because I've just changed the % boost of the various stat-increasing abilities, but if their names and descriptions still display the standard 20%, 40% etc, that'll be confusing.

Reading names and descriptions was already implemented, but it got later commented out due to the way the program is made. In order to introduce the name and description editor we would have to work out new parsing system for magic (so the magic list gets updated with the real names, not hardcoded ones) and whole system for moving offsets to text section. There is working tool for that already here on Qhimm, so we decided to leave this feature and have it commented for proof-of-concept.

Tips for uncommenting:
e.g. to get the spell name you have to uncomment line 3523, 3524 and 239 in KernelWorker.cs and you'll get currently selected spell name in MagicData.OffsetSpellName (string). 

greatest rpg of all time
Amen.

323
Troubleshooting / Re: Texture problem
« on: 2016-08-11 18:59:58 »
You're probably writing about FF7 and some texture mod loader, so the question is- what you use? Also solving this problem may be fairly simple. Could you write texture resolution you're trying to load? Does it have transparency?

324
FF8 Tools / Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« on: 2016-08-10 20:48:10 »
1) In the encounter section, formations, what are they? monster types? is there an option to edit the those? (by export? or can I access to the binary code?)

Encounter IDs. You can edit them via this:
http://forums.qhimm.com/index.php?topic=16275.0

Quote
2) Can I change the magic type of a draw point? (with the last version of Deling) if posible how?
This is the hardest one if you want to edit the magic drawn from magic ID.
All the lecture is here: http://forums.qhimm.com/index.php?topic=16980.0
If you don't want to replace magic but just replace drawpoints, then edit the variable pushed before DRAWPOINT in field script with Deling.

Quote
3) Can I edit the starting exp points of Squall from 6500 to 6000?

4) And last one, can I edit some GF special abilites like Str Bonus (so instead of given 1 pt per level it gives 2 or 3)?
Use Kernel editor: https://github.com/alexfilth/doomtrain

325
mobiusff_Data/mobius_data/Hash/...
Compressed Unity3D standalone files with MD5 hash names
Opeanable/decompressable with UnityEx 1.4.3
After decompressing, real package name is at: 0x40. Example name: CAB-b90836_android (terminated with /0)

About fileformats:
MUSIC:
example: music_saranotheme.txt is in AKB2 container. In order to make it working OGG delete 320 bytes from start, so the file starts with OggS header. Voila

Textures:
DXT

AES crypt
e.g. assetList_hash_win.dat is AES crypted
AES128
IV :
Code: [Select]
$MEVIUS-PROJECT#Key:
Code: [Select]
SQUARE-ENIX-BD1%CipherMode: CBC
PaddingMode: ISO10126


assetList_hash_win.dat
OffsetSizeDescription
0x0016 bytesAES IV - Treat as UTF8 bytes
0x16variesCompressed data

Deciphered:
OffsetSizeDescription
0x004 bytesProbably entries count
0x04EntryCount*48Entry

ENTRY:
OffsetSizeDescription
0x0040 bytesANSI file relative path
0x28unsigned intFile revision (uint)
0x2CintFile size


Example MD5 file names:

Text/CutScene/ev_0000_010/ev_0000_010TxtRes__jp

Full JP filelist:
http://cache.jp.mobiusfinalfantasy.com/asset/20170127_0007/mobius_data_middle/win/assetList_hash_win_JP.bin (unknown format, probably AES with default IV and key, too lazy to test UPDATE:Nope, doesn't work)
http://cache.jp.mobiusfinalfantasy.com/asset/20170217_1633/mobius_data_middle/win/managementList_hash_win_JP.txt
http://cache.jp.mobiusfinalfantasy.com/asset/20170217_1633/mobius_data_middle/win/datasheetList_hash_win_JP.txt

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