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Messages - myst6re

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126
Hi, file formats in FF8 Remaster have changed a little. First step: open *.zzz archives wich contains data and movies.
For that I already coded a tool http://forums.qhimm.com/index.php?topic=19206.0

Next step, try to open field.fs/fl/fi with Deling. Unfortunately it does not work, because now files are compressed.
Example: bccent12.fl should contains a list of filenames, like this:

Code: [Select]
C:\ff8\Data\fre\FIELD\mapdata\bc\bccent12\bccent12.inf
C:\ff8\Data\fre\FIELD\mapdata\bc\bccent12\bccent12.mim
C:\ff8\Data\fre\FIELD\mapdata\bc\bccent12\bccent12.map
C:\ff8\Data\fre\FIELD\mapdata\bc\bccent12\bccent12.id
C:\ff8\Data\fre\FIELD\mapdata\bc\bccent12\bccent12.msd
C:\ff8\Data\fre\FIELD\mapdata\bc\bccent12\bccent12.ca
C:\ff8\Data\fre\FIELD\mapdata\bc\bccent12\bccent12.jsm
C:\ff8\Data\fre\FIELD\mapdata\bc\bccent12\bccent12.mrt
C:\ff8\Data\fre\FIELD\mapdata\bc\bccent12\bccent12.rat
C:\ff8\Data\fre\FIELD\mapdata\bc\bccent12\bccent12.pmd
C:\ff8\Data\fre\FIELD\mapdata\bc\bccent12\bccent12.pmp
C:\ff8\Data\fre\FIELD\mapdata\bc\bccent12\chara.one

On remastered version:



Filenames are still present, but several times, it seems that the file is now with multiple sections (starting with the size of the section). And each section is compressed.
The compression format always start with the magic code 4ZL_, followed by an unknown 32-bit integer, and followed by compressed data.

Is someone know about this 4ZL format?

127
FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.9.3)
« on: 2019-09-03 21:13:17 »
Hyne works fine with FF8 Remaster, files are in [...]\Documents\My Games\FINAL FANTASY VIII Remastered\Steam\[...]\game_data\user\saves directory.
I don't know yet how cloud saves work with this version.

128
FF8 Tools / [PC Remaster] ZZZ extractor - qt-zzz (0.1.0)
« on: 2019-09-03 20:42:56 »
Hello, I looked at FF8 Remaster files today, and it looks like all data is packed in strange *.zzz archives.

Okay, Deling can't open that, it's time to be back!

I wrote a tiny tool to extract/pack files from theses archives. This is the first step to make the game moddable again.

Here it is: https://github.com/myst6re/qt-zzz
Download: https://github.com/myst6re/qt-zzz/releases/latest

Alternatives

129
FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.9.3)
« on: 2019-09-03 20:23:29 »
I will look into that

130
FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.9.3)
« on: 2018-10-13 22:49:35 »

131
FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.9.2)
« on: 2018-07-30 18:43:58 »
Follow this guide: https://sourceforge.net/p/blackchocobo/wiki/FAQ/#psp-and-ps3-saves
This should be the same for Hyne.

132
FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.9.2)
« on: 2018-06-09 19:28:53 »
If this is true, this bug is here for years :-o

133
FF8 Tools / Re: [FF8PC/PSX] Save editor - Hyne (1.9.2)
« on: 2018-03-24 23:02:07 »
For attitude, you can enable advanced mode of Hyne and go to HexaEdit > Field Tab then change the value at address 0x1D8 to 00.


134
Is there any way you can increase the amount of texts aloud in a certain area?
I've hit 255 and cant add any more. It's crucial for my project

Nope, there is a fixed limit of one byte in MESSAGE opcode.

Would it be possible to add a way to save a field script at a text file with the opcodes and arguments/parameters in text like http://wiki.qhimm.com/view/FF7/Field/Script/Opcodes
Example
GOLDu(15)
WAIT(30)


With time, anything is possible :) Hum... I don't have this resource right now...

135
This is a want-to-do feature, here is the issue: https://github.com/myst6re/makoureactor/issues/17

136
Critical issue here, I will take a look.

137
Hello all, thanks for all your suggestions! And thanks to you DLPB for poking me on Github.

You may have noticed that I'm less present on the forum, I cannot manage updates of Makou as well as before  :-( . If someone want to contribute to Makou, I will accept pull requests on Github.

It's described here:
http://wiki.qhimm.com/view/FF7/Field/Models

Yup I written this page

138
Is the resize all windows feature in now as well or did that have to be scrapped?

I've completely forgot, sorry, for the next release :)

139
Ok, new minor release, the light preview isn't ready yet.


Changelog:
  • New editor to modify model light positions (preview not ready yet) (thanks to Kaldarasha)
  • Adding descriptions in MENU opcode (thanks to DLPB)
  • Adding descriptions in AKAO opcode (thanks to DLPB)
  • Fixing an error on parsing bad KAWAI opcode
  • Adding a button "Disable/Enable tree" in the script editor toolbar


140
Is it possible to get an export all music option?  Since we know what the battle music is in and how to change it and add it would save a lot of time exporting it all one at a time.

There is an "export all sounds" in AKAO format. Go to "File -> Mass Export...". You want an option to export only sounds used as battle music?

And here is my request.

At first change the light section to the color groups and their directions. Second add to the model viewer the three lights to see the effect immediately (also add a way to rotated around the model.

I assume that the ambient light can change the 3 lights and the light shader the global color of the model.

I'm working to your request, I found a different structure:

  • Color - direction A - direction B - direction C
  • Color - direction A - direction B - direction C
  • Color - direction A - direction B - direction C
  • Global color

(two colors of 3 bytes each => three directions of 2 bytes each)

I'm not sure about direction for now, but I think it is the source point of each light.

141
FF8 Tools / Re: [FF8PC/PSX] Field editor - Deling (0.9.1b)
« on: 2016-10-20 18:50:06 »
New minor update available on GitHub.

142
FF8 Tools / Re: [FF8PC/PSX] Save editor - Hyne (1.9.2)
« on: 2016-10-20 18:41:53 »
New minor update available on GitHub.

If you have troubles with the Abilities page in the Characters Editor, this release fixes that.

143
Wow thanks DLPB for these contributions!

Request:

When scripts change or are deleted, Makou defaults to a script that exists. This makes debugging very difficult and leads to issues.  If a called script no longer exists, it should stop Makou from saving and warn user.

This should also be the case when a script is called but is totally empty (i.e., no ret).

There is no way to delete a script, so I assume you mean group script?
Yeah when a group script is removed, I update opcodes with greater group ID, but I don't warn user about opcodes that still reference the deleted group.
This is the same mechanism as when a text or a akao/tutorial is deleted.

Also warn the user about completely empty scripts is a good idea, but I remember that somewhere in the original game data there is at least one reference to an empty script, and that's not really an issue.

144
FF8 Tools / Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« on: 2016-10-12 19:00:58 »
Hello myst6re I have a question about your program...
I edited the font in my language in font manager (Arabic.tex & Arabic.tdw)
in Deling-0.9b and then rename Arabic.tex to sysfnt.tex & Arabic.tdw to sysfnt.tdw and replace the file sysfnt.tex in menu.fs & sysfnt.tdw in main.fs
But I don't know how to edit the file sysfld00 & sysfld01 & sysfnt00
Using photoshop BMP or PNG Or etc... and replace them again in tex...!
is there a tool to convert tex to tdw to edit the font in font manager not on photoshop and then convert them in tex to replace them in menu.fs
c:\ff8\data\eng\menu\hires\ ...
1- sysfld00.tex
2- sysfld01.tex
3- sysfnt00.tex

As I know, there is no tool to edit high res font files like Deling does with low res.

How do you use this editor to edit the encounter rates on the world map?

Deling does not edit world map things, sorry

145
Thanks DLPB :-)

146
I though "black magic" was a good explanation ::)

On each section of the file, there are common texts, like "Potion", I merge this kind of text by changing the list of text positions. If possible, I merge common suffixes. Two text positions can point to the same text, on in the same text. The list of positions can be reordered, that's why few editors cannot open the resulting file.

147
When we worked on the french retranslation project, we were annoyed about the kernel2 size limitation. After I detroyed the file format with a hammer, every texts have been inserted successfully in the file.

What I share you today is a stand-alone program that reproduce my magical compression. The file is always readable by the game after changes (except if you exceed size limitation), but few kernel editors may have troubles after that.

Download link: https://github.com/myst6re/kernel2_compressor/releases

Note: there is a console version in addition to the GUI version, let me know if you have a trouble to use it.

148
Here are the altered files:

Minimal patch:

  • kernel/window.bin -> replaced (few characters modified, some spaces changed)
  • wm/world_xx.lgp/mes -> replaced
  • wm/world_xx.lgp/wm0.ev -> patched, window sizes updated
  • wm/world_xx.lgp/wm3.ev -> patched, window sizes updated
  • menu/menu_xx.lgp/btl_win_{abcd}_l.tex -> replaced
  • menu/menu_xx.lgp/colo{abc}.tex (Gold Saucer) -> replaced
  • menu/menu_xx.lgp/usfont_{ab}_{hl}.tex -> replaced
  • minigame/xchocobo.lgp -> tex files replaced
  • field/xlevel.lgp -> field files patched (texts replaced, scripts replaced, few encounters and sound fixes)

Full patch:

Same that minimal, plus:
  • kernel/kernel2.bin -> patched and compressed more (with some file format breaking)
  • battle/scene.bin -> texts patched
  • kernel/KERNEL.BIN -> references to scene.bin format updated
  • ff7*.exe -> texts patched if found at the correct offset, and few instructions modified

So basically, you will have troubles with mods that change the game font, or field scripts.

149
NT is not compatible due to the flevel replacements.

Yes, I forgot to mention that scripts are replaced too.

Thanks kal and myst6re
So, MO, and Omzy / satsuki's textures are compatible if I understand well ?

Yes

150
It should, the Néo-Midgar patch replace only texts (and some specific textures), so mods are kept.

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