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Messages - Callisto

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276
Try deleting the non-modified shop.bin (if you can't do that with FF8 AC, try Deling Field editor instead of FF8 AC), then transfer the modified shop.bin back to menu.fs two times in a row. There seems to be some kind of overwriting issue. Having the same problem with mwepon.bin too. Always have to delete the old mwepon.bin first, then putting the new one back to menu.fs two times before any changes take effect.

277
The code before Balamb Shop is for Timber Pet Shop, so the order of shops in shop.bin seems to be identical to the order they appear in the Call Shop menu in-game.

The Esthar shops are located as follows:

- Cloud's shop is from offset 0x100 to 0x11F.
- Rinrin's Store is from offset 0x1FA to 0x23F.
- Karen's Store is from offset 0x240 to 0x25F.
- Johnny's Shop is from offset 0x260 to end.

Each value right before "FF" or "00" corresponds to an item which is assigned a certain ID. Potion is ID 1, Hi-Potion ID 3, Tent ID 33 etc. The order is the same as the item order in Item menu in-game. You need to convert these numbers to hex and put that value at the right place in shop.bin. For example, if you want the first item in Balamb Shop to be an Ultima-Stone instead of a Potion, you replace the "01" at offset 0x20 with with "1D", the hex value for Ultima-Stone (ID 29).

278
Ok, here's a solution for your specific case:



All Balamb Shop items are within the red box pictured above. If you replace all the "FF" there with "00" except for the very first "FF", then Potion is the only item available until you get Tonberry's Familiar Ability.

FF = Item available from the start
00 = Item requires Familiar to appear in the list

279
Hm, what are you looking for specifically?

Getting used to hexediting can easily take a while. Don't give up yet ;)
 

280
Nice to have a tool for this. Applying changes in the mwepon.bin directly can be tiresome. Good work.

While we are at it, does anyone know of a way to change that price multiplier? The default of 10 seems a bit low to me, as it allows prices of 2550 Gil per weapon at most. A multiplier of 1000 would be more appropriate as it would increase the price range from 1.000 Gil min to 255.000 Gil  max.

281
Hm, I think the current probability form is actually fine as it is. If improving readability causes too much pain, better save it for a later revision. For now, it would be great to just see an initial release soon :)

282
This sounds very promising.

Will your tool also allow editing the probability of attacks being used? For example, making the two GIM52As in Desert Prison use Ray Bomb more often while Elite Soldier is alive? That would be neat. As well as preventing enemies from mindlessly casting positive status effects over and over, such as Fujin does in LP.

As for what to do with the tool, I would suggest option b)

283
I have a question: do you think it will be posible to edit the amount of AP for the GF's abilities ? For example giving 20 APs to learn for the Draw command.
Yes, I can say for certain that it is possible to edit the required AP for each Ability in kernel.bin. If you want to try for yourself: The ability list starts at offset 0x40E4 in this order (see Ability values).

JWP, whether a GF learns the Draw Ability or not seems to be set in init.out for some reason.

284


Looks like I got it ;D

Thanks again to both of you.

285
Hm, not sure if I got that right. Maybe an example would help.

Let's say, I want to put Water instead of Thunder inside the Draw point pictured above. What changes would I have to apply, and where? Without just searching for a Draw point that contains Water and changing the DRAWPOINT value in talk script accordingly (which can cause problems, as I said earlier). Using the Steam Version of FF VIII by the way.

Anyway, thank you for your help so far. Much appreciated.

286
With the help of Deling Field editor I found that each Draw point is tied to a different ID, and this ID determines which spell can be drawn from that Draw point. For example, the Draw point near the Balamb Garden entrance is ID#1 and contains Cure. Deling allows swapping these ID's, so if I wanted Blizzaga to be in that Draw point, I could change its ID to 14, which would be the hidden Blizzaga Draw point inside the Timber Maniacs building. Problem is that there would be two Draw points sharing the same ID after that change. If I drew from one, both would be empty, so this solution is rather suboptimal. Sure, I could just put Cure from Balamb Garden into the Timber Maniacs Draw point, but I would rather prefer a complete revamp of the spells found in Draw points, without putting cheap spells elsewhere.

Long story short: Does anyone know of another, more direct way to change the contents of Draw points? I assume there must be a list stored somewhere, which contains the ID's and the spells they are linked to.

287
No, there is no need for manually changing that byte with a hex editor. After applying JWP's code changes to the .exe, you can use Ifrit and adjust that byte to your liking for Vit 0 resistance. For example, choose 155 for complete immunity, then start up the game and try inflicting Vit 0 on that enemy. It should no longer work.

288
Amazing work JWP! Just tried this myself and it seems to work perfectly. By making these changes, it is very simple to adjust Vit 0 resistance for each enemy individually, especially in conjunction with Ifrit enemy editor. Almost like a dream becoming true.. Can finally get back to work now. Thanks a ton! :-D

289
Gameplay / Re: [FF8PC-Steam] Magic Strengthen
« on: 2016-03-12 19:00:14 »
Volvania, could you please explain where to change weapon ingredients? The idea sounds tempting. I am familiar with basic hex editing and item IDs, so a short explanation should do.

Edit: Never mind. Found the relevant data in mwepon.bin.

290
FF8 Tools / Re: [FF8] Enemy editor - IFRIT (0.11)
« on: 2016-01-31 11:45:13 »
In addition to Kefka's ID list from previous page, here is an almost complete list of enemy attack ID's:

001 ??
002 Physical attack
003 ??
004 ??
005 Blade Slice
006 Hind Kick
007 Blade Shot
008 Ray Bomb
009 Storm Breath
010 Dark Mist
011 Squeeze
012 Clash
013 Arm Crush
014 null
015 Tail Needle
016 Arm Slash
017 Bad Breath
018 null
019 Petrify Stare
020 Vampire
021 Poison Mist
022 Counter Slice
023 Counter Laser Eye
024 null
025 1000 Needles
026 Heartbreak
027 Upward Kick
028 Electric Discharge
029 Petrify Stare
030 null
031 Bite
032 Poison Gas
033 Poison Gas
034 Poison Gas
035 Acid
036 Melt-Eye
037 Breath
038 Ice Breath
039 Sand Storm
040 null
041 null
042 null
043 null
044 null
045 null
046 null
047 null
048 Draw
049 Earthquake
050 null
051 null
052 null
053 Morph
054 Arm Hug
055 Power Bomb
056 Dribble
057 Shoot
058 Ultrasonic Waves
059 null
060 BiteBite
061 Shotgun
062 Suicide
063 Ultrasonic Waves
064 Breath of Death
065 Disease Breath
066 Sticky Icky
067 Shoulder Charge
068 Gatling Gun
069 Cannon Blow
070 Wild Cannon Blow
071 Store
072 Degenerator
073 Telekinesis
074 null
075 null
076 Hypnotize
077 Gastric Juice
078 null
079 null
080 Sand Storm
081 null
082 null
083 null
084 Stare
085 Sigh
086 Curse
087 null
088 null
089 null
090 null
091 null
092 null
093 Grab Punch
094 Breath
095 Double Sword
096 Thrust
097 Iai Blow
098 Ultra Waves
099 null
100 Sticky Web
101 null
102 Breath
103 Tail Blade
104 null
105 null
106 Mega Spark
107 Onrush
108 null
109 null
110 Fart
111 Needle
112 Gastric Juice
113 Sleeping Gas
114 Breath
115 null
116 null
117 null
118 Beam Cannon
119 null
120 Magma Breath
121 Resonance
122 Blaster
123 Blaster
124 LV5 Death
125 Death Claw
126 Bear Hug
127 Gas
128 Explosion
129 Explosion
130 Explosion
131 "Brrawghh!"
132 null
133 Wind Blast
134 null
135 Scan
136 null
137 null
138 null
139 Beam Cannon
140 null
141 null
142 null
143 null
144 null
145 null
146 Aqua Breath
147 null
148 null
149 null
150 null
151 null
152 Evil-Eye
153 Counter Twist
154 Chaingun
155 Snipe Laser
156 null
157 Melting Bubble
158 Super Arm
159 Boomerang Sword
160 null
161 null
162 null
163 null
164 null
165 null
166 Grand Sword
167 null
168 Psycho Blast
169 Sticky Web
170 null
171 null
172 null
173 null
174 Sand Shake
175 Saliva
176 Beam Laser
177 Reflect Beam
178 null
179 null
180 Oil Shot
181 Oil Blast
182 Sonic Wave
183 Dissolving Acid
184 Bad Breath
185 Eerie Sound Wave
186 null
187 null
188 null
189 null
190 null
191 null
192 Ochu Dance
193 Earthquake
194 Drink Magic
195 null
196 null
197 null
198 null
199 Assault Horn
200 Ray Bomb
201 Micro Missiles
202 null
203 null
204 Astral Punch
205 null
206 null
207 null
208 null
209 null
210 Raijin Special
211 null
212 null
213 Mad Cow Special
214 Zan
215 Metsu
216 Sai
217 null
218 null
219 null
220 Mower
221 null
222 Chef's Knife
223 Everyone's Grudge
224 null
225 null
226 Junk
227 It's sharp!
228 null
229 null
230 10.000 Needles
231 Ker Plunk
232 null
233 Storm Breath
234 Mega Flare
235 Barrier Change
236 null
237 null
238 null
239 null
240 null
241 null
242 Thunder Summon
243 Deadly Horn
244 null
245 null
246 null
247 null
248 null
249 null
250 null
251 null
252 null
253 null
254 null
255 null
256 null
257 Gravija
258 null
259 null
260 null
261 Magic Summon
262 Mighty Guard
263 Doom
264 null
265 null
266 null
267 null
268 null
269 null
270 null
271 Thunder
272 Thundara
273 Thundaga
274 Zantetsuken
275 null
276 White Wind
277 null
278 null
279 null
280 Charge
281 Homing Laser
282 Homing Laser
283 Twin Homing Laser
284 Corona
285 Megido Flame
286 null
287 null
288 null
289 null
290 null
291 null
292 Mega Pulse Cannon
293 Mini Pulse Cannon
294 null
295 Mighty Guard
296 null
297 null
298 null
299 null
300 null
301 null
302 null
303 null
304 null
305 Dark Flare
306 null
307 Soul Crush
308 Light Pillar
309 Gravija
310 Megido Flame
311 Terra Break
312 null
313 null
314 Demon Slice
315 Bloodfest
316 Engery Bomber
317 null
318 null
319 null
320 null
321 null
322 null
323 null
324 null
325 null
326 null
327 null
328 null
329 Zantetsuken
330 null
331 null
332 null
333 null
334 null
335 null
336 null
337 null
338 Maelstrom
339 null
340 null
341 null
342 null
343 null
344 null
345 null
346 null
347 null
358 null
349 null
350 null
351 null
352 null
353 null
354 null
355 null
356 null
357 Draw Apocalypse
358 Hell's Judgement
359 Drain
360 Great Attractor
361 null
362 Shockwave Pulsar
363 null
364 Esuna
365 Maelstrom
366 null
367 null
368 null
369 Vacuum Wave
370 null
371 null
372 null
373 Apocalypse
374 null
375 Gigantic Sword
376 null
377 null
378 Ultima
379 Holy
380 Quake
381 Tornado
382 A382
383 A383


Everything marked with "null" most likely refers to battle messages such as Fujin's "ELLONE. WHERE?" and should not be changed. Would be nice to see an updated version of Ifrit containing all ID's someday. Can't do it myself as I'm too busy at the moment, and my programming skills are very limited anyway.

291
No, I don't. However, long time ago, one user figured that the byte isn't even loaded into the game's RAM, basically having no function:

http://forums.qhimm.com/index.php?topic=3723.msg51764#msg51764

If that's true, and if that byte could be loaded into the memory and having Vit 0 resistance assigned to it, that would be fantastic. There must be something that determines which status the respective byte is assigned to, though this information doesn't seem to be within the c0mxxx.dat files themselves. Wouldn't be surprised if it's in the .exe after all :roll:


292
I hope it's ok to dig this up. Didn't feel like making a new topic just for this.

Well, is there any news on making Vit 0 immunity possible? I am currently in the same situation as wishfire was some time ago, and have run into a dead-end. Is there a way to have Vit 0 use any of the other status checks, such as Expulsion? Then again, there is that mysterious unused status check within the c0mxxx.dat files that can be easily seen using Ifrit enemy editor. Too bad it doesn't seem to do anything. It's not even meant for Percent resistance (as stated in Ifrit), as Percent uses the same check as gravity-based attacks such as Demi or Micro-Missiles do.

Does anyone know more? Any help would be much appreciated.


293
The Draw cap can be lifted in the .exe. Using a hex editor (such as Translhextion), jump to offsets 0x08FE00 and 0x08FE04 (or 589312 and 589316 if you prefer decimal values), and change the value of the first from 09 to 01 and the second from 09 to 64. Now you should always draw 100 units of each spell in battle.

Don't know about modifying fast mode, sorry.

294
Gameplay / Re: FF VIII: How to modify damage formulas?
« on: 2016-01-15 19:52:00 »
Thank you. I had a closer look at the .exe and it looks like the variable that controls the enemies' magical damage output can be found there indeed:

http://i.imgur.com/TloXdVQ.png

Raising the value within the red box from 3 to 4 seems to do the trick. Enemies are now equal to the party when it comes to magical damage output, which I think is very important. No more measly 2000 HP (or even less) damage from spells like Holy or Flare... :roll:

Well, I'm ok with the thread being moved to the scripting/reverse engineering section. Getting some help regarding the other points would be great, as finding the correct value from above alone took me quite some time.


295
Gameplay / FF VIII: How to modify damage formulas?
« on: 2016-01-13 22:54:07 »
Hello everyone.

I have recently started to work on a balancing mod for FF VIII. Adjusting things such as spell power, junction effects or Refine results was no big problem with some changes made to kernel.bin and mngrp.bin. However, finding the relevant data for damage formulas gives me trouble, as they seem to be stored in other files. Does anyone know about the files in question, and the respective offsets? To be more precise, this is what I'm looking for:

1. Magic damage formula for enemies (would like it to be the same as for the characters, by basically swapping a certain divisor in the formula (8 -> 4)
2. Damage formulas for Kamikaze and Darkside abilities
3. Angel Wing damage multiplier
4. Normal Item drop and Rare Item probabilities for each slot
5. Vit0 immunity for enemies (there is an unused status immunity check for Percent. Would it be somehow possible to link Vit0 to this one instead?)
6. Changing character base stats and starting level, also giving Squall, Zell and Quistis some default spells at the beginning of the game

Any help would be much appreciated.

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