@Kefka:
Attack param does different things depending on the attack hence why the generic name. For example with fixed damage attack type it is used to subtract from power*100.
No idea apart from editing the hardcoded crit formula, which is not easy to do.
For names you can use the editor Carbuncle.
Which refinement ability can transform which item i don't think it's in the kernel. m00x file are in menu.fi, 255 means it's hardcoded and offsets should be the offsets to the selected m00x file if i remember right.
I didn't test it but maybe you could get around this by simply editing rough divide to be lion heart but you'll lose rough divide this way.
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.
greatest rpg of all timeAmen.
What do you mean by "a little off"? Do you mean the camera animation, the character animation or the damage animation?
[Bug report]:Bug found and fixed, i'll wait a week or two before releasing a new version to see if other bugs are found.
Hi, I found what seems a bug (cuz it is affecting my mod, i am playing the game).
[Title]: magic junction modifications won't save correctly.
[Description]: at magic section, under junction, if I move the status defense percent of esuna from 20% to 30%, save and then reload the percent is set to 0.
Carbuncle is only for the english version, so that would be very helpfull to add a text editor. ;-)
Sorry for the double post. I see that the menu items can't be change. There's a chance to see it in a future release ? (espesially for the gf items)
I saw that AP Ammo uses a formula that's been called 'Terra Break/Great Attractor' in the tool; is this just a physical formula that ignores defence?Yup, its ignore defence. Already try it with Lionheart finisher with break damage limit on. The result is 60k damage for each 17hit. Overkill! 8-)
Hate to bring another report,Thanks for the report, bug fixed. I'll wait another couple of weeks before releasing 1.0.2.
[Bug report]:
[Title]: GF status attack Confusion modifications won't save correctly.
[Description]: Minor issue, GF section, under General, at status attack it seems that just Confusion (yes only that) check box is not working, if checked, then save and reload it won't be checked.
Is this unusable with the Steam version? I don't see a Kernel.bin anywhere in its files.
doomtrain isn't compatible with the steam version of final fantasy 8 , i check that out now , it look for some kernel file that's not present in the steam version :\Really? I've been using Doomtrain for FFVIII Steam version some days already and my mods had been working so far, except for two...
doomtrain isn't compatible with the steam version of final fantasy 8 , i check that out now , it look for some kernel file that's not present in the steam version :\
Thanks :). Good luck with your mod, hopefully it'll be easier to do what you want with Doomtrain.
AAARRRRRRGGGGGG!!!!!!!!!!!The drawable magic isn't in kernel. see the ifrit tool.
please help someone i wanna mess about an have some fun with this, but i honestly dunno what im doin. i have doomtrain and deling i think i have extracted the right file, but then i don't know how to modify in doomtrain or even begin to put the file back in the main.
im asking please someone if you would be so kind as to take some time an write a step by step on how to extract the file, open with doomtrain ,then put file back with whatever. please please its the magic draw i really wanna play with.
No problems figured it out, being a dumbass
New question, are there other kernel.bins to edit with doomtrain or just the one?
also , the kernel.bin contain the data that don't allow us to directly control odin and ghilgamesh ? or those data are in the exe along with the percentage data that don't allow us to decide what finisher squall should use ?There's a wiki on doomtrain that lists almost everything in the kernel that they know about.
There's a wiki on doomtrain that lists almost everything in the kernel that they know about.
Kernel Weapons list which finishers squall can trigger. But it's percent i think is fixed. Googling it led to like 25% per finisher but on weapons that have fewer than 4 get the extra 25% added to the most powerful. so when the weapon has all 4 unlocked it's 25% for each. But if you have only 2 it's 25% and 75%. I donno if this is right I can code but can't reverse anything to confirm. But google.com is works wonders.
@miruss89 @Sebanisu so maybe as long as there are at least two finishers the game shouldn't crash, but if those percentages are written in the kernel, they they could be manipulated in order to give for example 1% for the first three finishers and 97% to the lion heart, also what about the positive statuses, is there something in the kernel file that could allow to modify the auto-abilities? for example: we have auto-reflect, so i would modify that and substitute the effect of reflex with the invincibility effect (you know, when you become transparent and fully invincible)
just in case i will explain myself better: if in the kernel.bin there are the datas about the auto-abilities such as auto-reflex , then i would like to change the equipped magic in that auto ability , and substitute the effect of reflex with the effect of invincibility (when the character become transparent)
the invincibility effect is also called peerless
actually i've tried. But kernel.bin didn't allow for something like that. I think all the percentage calculation for renzokuken finisher is hardcoded in the .exe. But you can do something like this:
For each Renzokuken Finisher such as Rough Divide, Fated Circle and Blasting Zone, change the magic id to Lion Heart, but don't forget to change the Hit Count, Target Info and Attack Flag parameters box to match the original Lion Heart Finisher. So when your getting Renzokuken Finisher in game, it should be Lion Heart for all the finisher except that maybe the old finisher names still not change.
And in kernel.bin you can't put Invincibility into Abilities Junction. But you can edit Mad Rush abilities to trigger Invincibility/Aura. So solved.
i use doomtrain to edit selphie limit , it seem to lack slot arrays 60-65 https://finalfantasy.fandom.com/wiki/Slot_(Final_Fantasy_VIII). And more than 1 The end in all spell sets will crash the game.
I find array 60-65 by changing all arrays to 15 and use hex editor search 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F, end of 0F string is 6 values of 60-65
Can we add camera change for battle items ? I add Terra Break and Light Pillar to battle items, but these 2 spells need to change camera angle to look good.
And about Wishing Star it seem the animation riding Angelo lock to Rinoa 's model, if somehow we can change the code from Rinoa's model to caster's model, then anyone can ride Angelo.
Similar to Laguna limit lock to Laguna's model, i would love to see Irvine do Laguna Limit.
as ever , none fucking reply to the questions , fuck you
Hey I got problem with Rinoa's Angelo Limits hitting multiple times after ticking "break damage limit" on them. I don't know why this is happening. I'd just want them to go over 10k in late and not stop at 10k when there'd be potential for more damage. I was able to make Irvine's limits break the damage limit no problem but I got problem with Rinoa. Can anyone help me out?Do not ticking "break damage limit" on Rinoa and Zell's limits, It is useless but make a unknown bug.
Hi there hope someone can help, im trying to change squalls limit renzokuken to Seifers no mercy but only way I can do so is by changing limit ID under character tab to Seifers (17) but when I try using it in game I can select fire cross but doesn’t let me select no mercy (nothing shows up) hope I’ve explained it correctly.
Hey I got problem with Rinoa's Angelo Limits hitting multiple times after ticking "break damage limit" on them. I don't know why this is happening. I'd just want them to go over 10k in late and not stop at 10k when there'd be potential for more damage. I was able to make Irvine's limits break the damage limit no problem but I got problem with Rinoa. Can anyone help me out?
Attack Flags don't work correctly because the byte structure in kernel.bin of Zell's and Rinoa's limits are different from the others. I found a fix for just for Zell's Limit but is similar for Rinoa's limit i guess. You just need an editor like https://hexed.it/ (https://hexed.it/).
As documented in https://github.com/DarkShinryu/doomtrain/wiki/Duel-%28Zell-limit-break%29 (https://github.com/DarkShinryu/doomtrain/wiki/Duel-%28Zell-limit-break%29) Zell's duel moves start at 0x48B8 and each move consists of 32 bytes. The byte that represents Attack Flags is the 12th instead of the 9th as is said in the Documentation. So you need to leave the default attack flags in Doomtrain and then go to the 12th byte of each move and change it. In particular if you want to break the damage limit you have to set it to 08.
Attack Flags don't work correctly because the byte structure in kernel.bin of Zell's and Rinoa's limits are different from the others. I found a fix for just for Zell's Limit but is similar for Rinoa's limit i guess. You just need an editor like https://hexed.it/ (https://hexed.it/).
As documented in https://github.com/DarkShinryu/doomtrain/wiki/Duel-%28Zell-limit-break%29 (https://github.com/DarkShinryu/doomtrain/wiki/Duel-%28Zell-limit-break%29) Zell's duel moves start at 0x48B8 and each move consists of 32 bytes. The byte that represents Attack Flags is the 12th instead of the 9th as is said in the Documentation. So you need to leave the default attack flags in Doomtrain and then go to the 12th byte of each move and change it. In particular if you want to break the damage limit you have to set it to 08.
Attack Flags don't work correctly because the byte structure in kernel.bin of Zell's and Rinoa's limits are different from the others. I found a fix for just for Zell's Limit but is similar for Rinoa's limit i guess. You just need an editor like https://hexed.it/ (https://hexed.it/).
As documented in https://github.com/DarkShinryu/doomtrain/wiki/Duel-%28Zell-limit-break%29 (https://github.com/DarkShinryu/doomtrain/wiki/Duel-%28Zell-limit-break%29) Zell's duel moves start at 0x48B8 and each move consists of 32 bytes. The byte that represents Attack Flags is the 12th instead of the 9th as is said in the Documentation. So you need to leave the default attack flags in Doomtrain and then go to the 12th byte of each move and change it. In particular if you want to break the damage limit you have to set it to 08.
Attack Flags don't work correctly because the byte structure in kernel.bin of Zell's and Rinoa's limits are different from the others. I found a fix for just for Zell's Limit but is similar for Rinoa's limit i guess. You just need an editor like https://hexed.it/ (https://hexed.it/).
As documented in https://github.com/DarkShinryu/doomtrain/wiki/Duel-%28Zell-limit-break%29 (https://github.com/DarkShinryu/doomtrain/wiki/Duel-%28Zell-limit-break%29) Zell's duel moves start at 0x48B8 and each move consists of 32 bytes. The byte that represents Attack Flags is the 12th instead of the 9th as is said in the Documentation. So you need to leave the default attack flags in Doomtrain and then go to the 12th byte of each move and change it. In particular if you want to break the damage limit you have to set it to 08.
I forked the original repo as the owners were no longer active. If anyone has information on the kernel structure please pm me so I can update the editor. Here i leave the links for the repo and the new exe with Zell duel attack flags problem fixed.
Repository (https://github.com/FedeCosta0/doomtrain/tree/v1.0.2)
Doomtrain v1.0.2 download (https://github.com/FedeCosta0/doomtrain/releases/tag/v1.0.2)
Thanks to albert's information i have updated the editor (and the wiki).
v1.0.3 Changelog
- Added Quistis Blue Magic Hit Count
- Added Quistis Blue Magic Target Info
If anyone finds bugs or new information about unknown flags, please let me know in this thread or in PM so I can update the editor.
Download v1.0.3 (https://github.com/FedeCosta0/doomtrain/releases/tag/v1.0.3)
Wiki (https://github.com/FedeCosta0/doomtrain/wiki)
Thanks to albert's information i have updated the editor (and the wiki).
v1.0.3 Changelog
- Added Quistis Blue Magic Hit Count
- Added Quistis Blue Magic Target Info
If anyone finds bugs or new information about unknown flags, please let me know in this thread or in PM so I can update the editor.
Download v1.0.3 (https://github.com/FedeCosta0/doomtrain/releases/tag/v1.0.3)
Wiki (https://github.com/FedeCosta0/doomtrain/wiki)
If anyone finds bugs or new information about unknown flags, please let me know in this thread or in PM so I can update the editor.
As I guess maki will not have the time to update this thread (or even thing about it), new version of the tool have been released mainly with GamberoBallante modification.
Download link (https://github.com/DarkShinryu/doomtrain/releases)
What are the bugs ? I am really surprised specially knowing what change with 1.04, but it can happen. We can fix it if you tell us your problems :)
I think Quistis hitcount have been fixed in this 1.0.4 version as there was an error. What is the correct value for you ? Btw what is the previous version for you ? The 1.0.1 ? There is no 1.0.3 version: https://github.com/DarkShinryu/doomtrain/releases
What is DEC and BIN ? Not sure what you are speaking about sorry
Zell normally has been fixed in the 1.0.4
I will try to look for the other offset. Don't hesitate to pass on qhimm discord so we can exchange more easily so I can fix it.
Please see this Quote:Thanks to albert's information i have updated the editor (and the wiki).
v1.0.3 Changelog
- Added Quistis Blue Magic Hit Count
- Added Quistis Blue Magic Target Info
If anyone finds bugs or new information about unknown flags, please let me know in this thread or in PM so I can update the editor.
Download v1.0.3 (https://github.com/FedeCosta0/doomtrain/releases/tag/v1.0.3)
Wiki (https://github.com/FedeCosta0/doomtrain/wiki)
Dec means Decimal, BIN means Binary.
Dec means Decimal, BIN means Binary.