Qhimm.com Forums
Miscellaneous Forums => Scripting and Reverse Engineering => Topic started by: Darthatron on 2014-05-08 00:18:51
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Hello. I'm a hacker from the marvelous world of GameBoy Advance, mainly working on the Final Fantasy Tactics Advance and the Pokemon series. After a quick Google search I couldn't seem to find a disassembly of FF8 anywhere... So I was wondering if perhaps I missed something.
Also is there a list of stuff that needs to be "fixed" or modded in the game that other hackers haven't got around to yet?
I already opened the game up in IDA Pro and found some easy stuff like HP cap, Damage cap (60k and 9,999). These were already found for the no-Steam PC release, but I think this is the first time for the Steam release.
Anyway, any help would be great. The disassembly doesn't need to be for the Steam release (which is what I am working with), any will do.
Thanks in advance!
Goals:
Break HP LimitBreak Damage Limit: pics (http://imgur.com/nseWOx7)Break In-Battle Draw Limit: pics (http://imgur.com/EIhSagj)
0x091133: "No Damage Limit" Damage Bonus (0x0000C351 = 50,001)[dword]
0x091139: Normal Damage Cap (0x0000270F = 9,999)[dword]
0x095A1C: Maximum HP Cap (0x0000270F = 9,999)[dword] //Value to compare to. Setting this the 1 will set all characters to have the Maximum HP of 9999 all the time. This also gives the "Maximum HP" Achievment.
0x095A23: Maximum HP Cap (0x0000270F = 9,999)[dword] //Value to set to if exceeds previous check.
0x08FE00: Maximum In-Battle Draw Cap (0x09 = 9)[byte] //Value to compare to. Setting this to 1 will make you always Draw the maximum amount (in battle).
0x08FE04: Maximum In-Battle Draw Cap (0x00000009 = 9)[dword] //Value to set to if exceeds previous check.
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In b4 someone who actually knows what they're doing.
Is this for the steam version? And care to share the locations of what you found?
Yeah it's for the steam version. I'll update OP with offsets. I'll probably release an executable to set these mods if someone with an already function program doesn't want to just update theirs to support these.
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The brick wall that most people want to get around for FF8 is the model, texture, and animation format. We understand a lot of it, but replacing models and textures with better ones is currently impossible (obviously, solving this problem opens the door to boatloads of potential graphics mods, and a lot of people here really want to get Magochocobo's textures into the game).
As I understand it (I haven't gotten that much into the model or texture formats of FF8), the problem is that models have texture coordinates that are pixel based, rather than ratio based, so you can only replace textures with new textures of identical size, or you get ugly texture mapping results.
Someone around here was messing with texture coordinates by hand with minimal success (it was impressive nonetheless).
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The brick wall that most people want to get around for FF8 is the model, texture, and animation format. We understand a lot of it, but replacing models and textures with better ones is currently impossible (obviously, solving this problem opens the door to boatloads of potential graphics mods, and a lot of people here really want to get Magochocobo's textures into the game).
Okay cool.
As I understand it (I haven't gotten that much into the model or texture formats of FF8), the problem is that models have texture coordinates that are pixel based, rather than ratio based, so you can only replace textures with new textures of identical size, or you get ugly texture mapping results.
Well I guess that's what I'll start looking for. Thanks. This helps a lot. I will work on finding stuff for menu textures first, see if I can get larger ones to work without having too much trouble. I imagine these will be easiest to work with to begin with.
Someone around here was messing with texture coordinates by hand with minimal success (it was impressive nonetheless).
Do you know who that was or have a link to their work or something?
Thank you. Your help is appreciated. :)
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We've been able to update menu graphics for a long time (that's what Project SeeD is, it's a menu overhaul/retexture). The current issue is just with character models.
This is the thread I was referring to, about someone else working on it: http://forums.qhimm.com/index.php?topic=14846.0