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Topics - Aavock

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General Discussion / FF Pixel Remaster
« on: 2021-06-30 19:18:41 »

    Release date
    • Final Fantasy I, Final Fantasy II, Final Fantasy III
      July 28th, 2021
    • Final Fantasy IV, Final Fantasy V, Final Fantasy VI
      Coming soon, 2021

    E3 2021 Teaser

    Square-Enix presentation
    Includes Hironobu Sakaguchi and Nobuo Uematsu interviews.

    Key Features
    • Universally updated 2D pixel graphics, including the iconic FINAL FANTASY character designs created by Kazuko Shibuya, the original artist and current collaborator.
    • Beautifully rearranged soundtrack in a faithful FINAL FANTASY style, overseen by original composer Nobuo Uematsu.
    • Improved gameplay, including modernized UI, auto-battle options, and more!
    • Dive into the world of the game with supplemental extras like the bestiary, illustration gallery, and music player.
    • These games are newly developed remaster editions based on the original titles. Some of the changes and additional elements found in other remakes of these games are not included.

    Steam Bundle
    Final Fantasy I~VI
    • This bundle lets you purchase all six games from FINAL FANTASY 1 to FINAL FANTASY 6 at a discount price. It also contains a special soundtrack, featuring three tracks from each game and two unique wallpapers for each game.

    Steam screenshots

    Releases / Aavock UI 1:1Remastered
    « on: 2020-09-27 21:14:59 »

    Hello FFVII lover, back in 2012 I had the idea of upscaling all UI textures using the Steam version but encountered some issues with the *.tex format. Too stubborn to switch for the messy original 1998 release: the project died. Thanks to Satsuki's all-in-one pack the project got back on track after a 7 year hiatus.

    All main UI textures were faithfully hand redrawn/reworked like fonts, avatars and interface elements preserving the essence of the original game. As a bonus, letter spacing for both dialogues and menus were closely remapped for pixel perfect kerning (which explain why the menu font is slightly wider). This first release (v1.0) is a beta version, some of the Gold Saucer/Cait Sith slots are placeholders and the weapons/accessories icons needs polishing. In the future all mini games textures will complete this project.

    Originally made for Satsuki's pack, french version only which is the reason why I did not create a specific WIP topic on qhimm.
    Original topic can be found here (please refer for the latest updates).
    Please do not ask for other language. If you want to do it yourself please credit my work since it was a tremendous amount of work for me.

    Thanks Satsuki for the upload!

    Aavock.UI.1.1Remastered.v1.1 (*.dds version) EN

    Aavock.UI.1.1Remastered.v1.1 (*.png version) EN

    Aavock.UI.1.1Remastered.v1.1 (*.dds version) FR

    Aavock.UI.1.1Remastered.v1.1 (*.png version) FR

    Your browser may block the download process because of the *.bin included in the pack.

    Before        After

    WIP French screenshots:

    English translation for the mini games textures is in the works!


    Hello everyone, while digging into the 2013 steam release I've found a way to replace the low poly models by the higher ones.

    How does it work?
    The original PlayStation version uses two different versions for main character models. The lowers ones were displayed to save memory but now by switching files you can play Final Fantasy VIII using the higher characters models (battle-like) permanently. After playing small portions of the game it seems that all animations are correct and haven't encountered any crash so far.

    Keep in mind that only main characters have a high poly version and some of them does not have at all like Selphie in garden uniform, Laguna, Kiros and Ward.

    How to?
    First download Deling and open the "field.fs" file then go to the "Import/Export" tab (top right) and navigate until you find "", "main_chr.fl" and "main_chr.fs". Extract them all and open "main_chr.fs" (with Deling again). Navigate until the list of models (76 *.mch files). From here you can safely extract/overwrite the desired model files, once done just replace all "", "main_chr.fl" and "main_chr.fs" inside the "field.fs" file.

    Models list (I'm uploading it as a *.png files instead of *.pdf for a permanent availability.)
    Spoiler: show

    Recommended set-up
    Spoiler: show
    replace d000 with d001 for default Squall
    replace d002 with d003 for Garden uniform Squall
    replace d007 with d006 for default Squall with gunblade
    replace d009 with d010 for default Zell
    replace d011 with d012 for Garden uniform  Zell
    replace d015 with d017 for default Irvine
    replace d016 with d017 for default Irvine
    replace d018 with d019 for default Quistis
    replace d020 with d021 for SeeD uniform Quistis
    replace d024 with d025 for default Rinoa
    replace d027 with d028 for default Selphie
    replace d032 with d033 for default Seifer
    replace d034 with d035 for default Seifer with gunblade
    replace d036 with d037 for trashy Seifer with gunblade
    replace d041 with d042 for default Edea
    replace d051 with d025 for default Rinoa
    replace d052 with d001 for default Squall

    Which versions?
    This maneuver only works for both 2000 PC and 2013 Steam version. I've tried with the 2019 "Remaster" in order to get rid of the weird new models but the game is not reading the files properly. Maybe someone will find out how to make it work.

    Happy modding!

    WIP / [FF8-PC] Blue artifact on spells dirty fix
    « on: 2018-09-26 00:06:43 »
    Hello FF lovers,

    A few years ago, while playing Final Fantasy VIII on PC, I've noticed some weird blue artifacts on most of the spells (fire effect are more noticeable and looks terrible) and after some research here's a method on how to fix them:

    This is the current look casting the bio spell (spell and scene were not the best option for this example, sorry):

    Now, let's find this bio texture in the magic.fs file using Deling:

    Let's extract this mag021.tim file and open it with TimViewer:

    As you can see the lowest color value can't reach 0,0,0 (7,7,14 wich explains the blue effect) so let's pick the darkest color and tick the "invisible" box:

    Nice, the "not so black" background is now gone:

    Save your file and let's re-import it to the magic.fs file with Deling:

    ...And let's try it in-game:

    Hurray! :mrgreen:

    Now, this is just a proof of concept; the problem is that there's at least 100 textures that needs that operation and they're located in several files (even in the main *.exe file) not to mention the different languages and palettes. So, before I start, is there an easier way or maybe some code to make the game reads the lowest color value invisible?

    I can share both *.tim files if someone's interested.

    Graphical / Fixing the field models mouth blinking
    « on: 2013-07-01 16:42:00 »

    As some of you might know, many field characters blinks their mouth instead of left/right eye; let's take the Wall Market merchant as an example:

    I couldn't take a screen cap because the blinking is way too fast... For this model (dfgd.hrc) there's three textures on his *.p head file (dfhd.p) which are two eyes and 1 mouth, here's the dfhc.rsd file:

    Code: [Select]
    TEX[0]=DFHE.TIM (mouth texture)
    TEX[1]=DFHF.TIM (eye texture)
    TEX[2]=DFIA.TIM (eye texture)

    At first I thought it was a texture ID issue so I've switched the dfhe.tim file with dfia.tim and edited the *.rsd file but the mouth keeps blinking instead of his right eye. Does anyone knows how to fix it ?

    Graphical / Problem with upscaled textures of the menu.lgp
    « on: 2013-03-27 01:40:00 »
    Hey guys,

    I'm currently working on resizing @ 200% the *.tex files from the "menu_fr.lgp" (french version of the game). After a lot of trouble, I've managed to get all the palettes right. I'm using Biturn for the *.tex to *.bmp conversion and Img2tex for the *.bmp to *.tex. My first goal was upscaling the "usfont" files and I was very pleased with the results so I move on with the "btl_win" files and this is where the drama began. Problem is that all the textures located outside the battle window box such as "target" "death", "mp" (recovering), sleeping status and the damage and recovery numbers are keeping their original size and location from the *.tex file.

    The reason why I've been working on this small mod is because I wanted to keep the original aspect of the game such as the custom font and because it'll be extremely easy to make it work. Every upscaled textures of the menu_fr.lgp is working just fine but for some reason it doesn't apply with textures located outside the battle window box only.

    Thank you for any time/advice you could put in to a reply.

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