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Miscellaneous Forums => Gameplay => Topic started by: Divatox on 2017-09-18 16:49:36

Title: FF VIII How to MOD?
Post by: Divatox on 2017-09-18 16:49:36
Hi there im new and i always watched some videos like FF8 requiem and others and i want to know
What i need to make those changes? How can i mod my FF8?

Make enemies harder, bosses with special magics and moves
Title: Re: FF VIII How to MOD?
Post by: Mcindus on 2017-09-18 22:37:13
Hi there im new and i always watched some videos like FF8 requiem and others and i want to know
What i need to make those changes? How can i mod my FF8?

Make enemies harder, bosses with special magics and moves

From what I know, you can't get Requiem to work with the PC or Steam version, but it should work with any PSX version you have.
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-09-18 22:55:40
Hmmm i see, and is possible to use some tools to edit the game? or in that case the PSX iso
In special the enemies status, attacks, magics, HP, damage etc
Title: Re: FF VIII How to MOD?
Post by: Mcindus on 2017-09-19 03:46:26
Hmmm i see, and is possible to use some tools to edit the game? or in that case the PSX iso
In special the enemies status, attacks, magics, HP, damage etc

There are actually a few tools that can edit the memory of the game... look into Doomtrain and Carbuncle - but I think they're for the pc/steam versions
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-09-19 04:14:35
ok ty so much ^^ i will try them
Title: Re: FF VIII How to MOD?
Post by: gaaasstly on 2017-09-20 01:39:11
Is there a particular reason people want to make the game artificially harder (more damage in, less damage out, etc.) instead of simply placing a limitation on themselves like not leveling, no magic, no junctions, etc.?
Title: Re: FF VIII How to MOD?
Post by: Mcindus on 2017-09-20 02:35:39
Is there a particular reason people want to make the game artificially harder (more damage in, less damage out, etc.) instead of simply placing a limitation on themselves like not leveling, no magic, no junctions, etc.?

I think it's due to people not wanting to have to mitigate it themselves, but to use the game and whatever mechanics available to do so.  'Thinking' of your handicap and having to make the choice to enact it is a lot harder and much less immersive than just being able to improv your way through a harder game.
Personally, I'd rather set up whatever limitations for myself as well as whatever 'harder' mechanics at the start of the process, patch it into the game, and then never have to think about it again unless the game forces me to through method/choice/reaction, etc.

I actually always thought all this game needed was the Junctioning stats to be halved as well as some kind of mechanic that limited your use of GFs... something to the effect of ... every time you use your GF, it loses 25% of it's health... so you can never -really- GF spam.  That along with putting a limit of 3 draws per character per battle.  This way, the game is immediately more challenging.  If you want to 'level up' by junctioning magic, you're going to have to grind for it, just as if you were 'level' grinding.

Title: Re: FF VIII How to MOD?
Post by: DLPB_ on 2017-09-20 05:10:23
Is there a particular reason people want to make the game artificially harder (more damage in, less damage out, etc.) instead of simply placing a limitation on themselves like not leveling, no magic, no junctions, etc.?

You can't add things like less time to leave the reactor, added countdowns in other areas, or altered mechanics by doing that.  A difficulty mod is more than just HP or attack damage.  It's a total overhaul.  For example, in my mod Weapon, the submarine minigame has had 5 unique levels of difficulty added (in the hardest level, a bomb or missile strike is true to life, and you instantly lose) and the traps in the Ancient Forest cause a game over.
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-09-21 17:47:14
I wanted just to make for example:

Adel be faster, cast more magics, use def magics. That kind of things, not make a Requiem version XD
Just to my personal taste, just for fun
Title: Re: FF VIII How to MOD?
Post by: JWP on 2017-09-22 19:03:32
The tool you would probably want to use to edit enemies is Ifrit.
see here (http://forums.qhimm.com/index.php?topic=8741.0).

If you want to do more complicated things, you might want to use a beta mod for Ifrit that I made here (http://forums.qhimm.com/index.php?topic=8741.msg242070#msg242070).

I still need to finish the mod off at some point but the code is a mess and I've rewritten a lot of it =/.
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-10-05 16:04:10
DUDE thanks XD that Ifrit is awesome.
I just find out that the magics in numbers are some magics in the draw bar (to locate what the enemie will cast)
But some abilities have the name CUSTOM and 204, 216 etc

there some way to make the custom shows what abilities are? Like melee attack, or light pillar, acid?
Title: Re: FF VIII How to MOD?
Post by: Girl next door on 2017-10-05 18:29:45
Here it is:


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
Title: Re: FF VIII How to MOD?
Post by: JWP on 2017-10-05 20:06:29
There's a slightly more complete list here (https://github.com/alexfilth/doomtrain/wiki/Enemy-attacks)
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-10-05 20:14:34
TY so much guys  ;D ;D ;D

One more question, its possible make the scan magic shows the full HP from the enemies?  Instead of  ???? like Jumbo Cactuar, Omega Weapon etc
Title: Re: FF VIII How to MOD?
Post by: JWP on 2017-10-05 20:44:28
Technically yes but it would require editing the exe file.
In the English steam version you could change:
memory address 0xB683DA from 0x7D to 0xEB
and
memory address 0xB683F7 from 0x7D to 0xEB

no idea if can actually write those values properly but that removes the check for it.
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-10-05 21:29:59
Right and last question i promisse XD
When i finishes all the work i save and done? or i need to import the files or something?
And the anim number have a list too?
Title: Re: FF VIII How to MOD?
Post by: Girl next door on 2017-10-06 08:30:50
Yes, you must import the files.

No, there is no list for the anime numbers but generally, 11 is for the magic attacks. For the customs, don't change them because they are specifics for each enemies. The game may crash.
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-10-06 14:58:59
OK then, ty all  ;D ;D ;D
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-10-06 15:23:56
Sorry keep asking (and stupid ones btw) in Ifrit program can i import or a need another program?
I cant find in Ifrit the comand to import back =/ sorry
Title: Re: FF VIII How to MOD?
Post by: Girl next door on 2017-10-06 17:42:14
Tools > Pack files from folder into battle.fs
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-10-06 18:40:59
Ok thank you so much ^^
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-10-10 20:39:16
Well after some time i begun to use IFRIT tool to mod and im loving it XD
Just came up 2 questions:

1-How do i make a enemie cast it self some magic? cure, double, triple etc (or its possible to make a enemie have like auto-cure, auto-triple) (because i tried haste on Glacial Eye lvl 8 and he cast the magic on me XD)

2-When i was testing some magics i notice that the magics gravija, catastrophe, ultima, meteor etc only have damaged 1 party member, why is that? Only enemie with high level can use those magics and inflict damage on the whole party?

Title: Re: FF VIII How to MOD?
Post by: Girl next door on 2017-10-11 18:10:02

If you want to do more complicated things, you might want to use a beta mod for Ifrit that I made here (http://forums.qhimm.com/index.php?topic=8741.msg242070#msg242070).


You'll be be able tu edit IA but be carefull with it, you should have some bugs using it.
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-10-11 19:35:46
Yes i was reading about it and trying to understand some things in there  :o
And still seaking some part even in the AI to correspond with support actions from the enemies (auto cast support magics)

And why high level magics cast from low enemies inflict damage only in 1 party member for ex:
Glacial Eye (my test subject XD) casting Ultima or Apocalypse and damage only Squall  ??? ???

That is eh only 2 things i want o learn to begin modding my FF8, enemies using support magic on them (not in my party) and magic damagind all party.

Would be cool see Edea cast Firaga and hit all the party XD
Title: Re: FF VIII How to MOD?
Post by: JWP on 2017-10-11 22:36:56
The reason that they are only hitting a single target is because of the parameter to the target function, see here (http://forums.qhimm.com/index.php?topic=11137.msg165616#msg165616)
more specifically:
Code: [Select]
Target & Attack
04 ... is the simple way to target something.
   00->07 : Squall -> Edea (it should work up to Laguna, Kiros and Ward as well but I haven't check those)
       00 : Squall 
       01 : Zell
       02 : Irvine
       03 : Quistis
       04 : Linoa
       05 : Selphie
       06 : Seifer
       07 : Edea
        c8 :  self
        c9 :  random enemy
        cc :  all enemies
        cd :  all allies
        cf :  random ally
note that you would need to convert these to decimal values.

As Girl next door says, the AI is editable but I would run through the changes with a hex editor to check that nothing weird has happened, there are some weird issues at the moment and I'm not 100% sure what's causing them.
Also I'd like to clarify that gjoerulv wrote most of Ifrit since I don't like taking credit for the work of other people, I only wrote the part that deals with the AI.
Title: Re: FF VIII How to MOD?
Post by: Covarr on 2017-10-11 22:43:47
I'm gonna go ahead and close this thread so as to discourage people from helping Divatox with his pirated copy of the game, as per the forum rules.

He bought the game! Yay! Unlocked!
Title: Re: FF VIII How to MOD?
Post by: Girl next door on 2017-10-12 05:41:14
Wow sorry I didn't know I didn't have to help him. ^^ But now that we can, I wrote a memo about targets:

200 self
201 one target
203 last ononent who attacked (used for the counterattacks)
204 all oponents
205 all allies
207 ally
208 multiple hits

Also, for the bugs, remember that it mostly occurs when you have 2 or more enemies in battle that you have change AI. If you isolate enemies, there won't be problems.

Hope my english is clear. ^^
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-10-12 18:19:03
That helped a little XD i guess i need to learn what some line means

self.hp ok
self.status ok
target ok
rand() % 3 != 0 ??? dont know
self.varDC = 0 ??? dont know
domoveid (2) ??? dont know

self.status != REFLECT (i know that if something happens he will cast reflect in him self?)

Exist some topic that explain each line? Im always testing on Glacial Eye and i want to make him cast in him self protect, shell, triple etc when the battle starts. To use this on bosses and other enemies.

And why some magics hit only 1 target? Like Glacial Eye cast Ultima and hit only Squall? Not Squall, Quistis and Irvine (all party)
Title: Re: FF VIII How to MOD?
Post by: Girl next door on 2017-10-13 06:32:45
You say target is OK but it's not ! xD If you want Glacial eye casts Ultima on the party, you have to change the target of the attack from 201 to 204.

if rand() % 3 != 0 > means that the enemy has a 33% chance to do the action.

self.varDC = 0 > variable used by the enemy... hard to explain for me in english sorry. ^^

domoveid (2) > the enemy use the action number 2 of the list of its attacks.

if self.status != REFLECT > means that the enemy will do this action if it has not the status REFLECT.

If you don't have any knowing of things like "if" and "else" , that will be hard for you. ^^
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-10-13 17:48:02
BUT you already helped me ALOT if that thank you  8) 8)

i tested this:

if (rand() % 3 == 0) { <-------this works because he has 3 abilities with reflect
    target(200)
    domoveid(2)
    return
}
if (self.hp <= 100) {
    target(200)
    domoveid(3) <------this should work? 3 is the reflect magic, when he has 100 HP he will cast on it self?
    return

Abilities:
1-custom = 2 / anin=13
2-magic = 4(blizzard) / anin=11
3-magic = 31(reflect) / anin=11
4-custom = 2 / anin=13
5-custom = 20(vampire) / anin=14
6-custom = 20(vampire) / anin=14

Its possible i will come back to ask something else XD
Title: Re: FF VIII How to MOD?
Post by: Girl next door on 2017-10-13 18:30:16
if (self.hp <= 100) {

That's not correct. This is a precentage. For example, if you want an enemy do an action when it has les than 50% of its HPs, you have to write:

if (self.hp <= 5) {

5 means 50%.

Tell me exactly what you want to do with the actions IDs and I should give you the code. :)
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-10-13 19:55:22
Ok lets go, i want to the enemie do:

start casting triple
cast haste, cure (cura or curaga), shell or protect with 50% HP

to resume, he cast support magics in him self when necessary. (like bosses) Right now the enemie use blizzard and reflect on my party XD

to cast a high level magic in the hole party is:

if (rand() % 3 == 0) {
    target(204)
    domoveid(2) <------- my question is, this move in from the list of abilities right?
    return
Title: Re: FF VIII How to MOD?
Post by: JWP on 2017-10-13 22:05:42
Well I think I may have found the root of the problem, it looks like if any if statement is > 255 bytes, the offset doesn't get patched correctly.
I'll see if I can find the old code somewhere to patch since the version I'm working on is a bit of a mess atm.

Edit: I've patched the issue and updated the link here (http://extapathy.co.uk/IfritAIbeta.zip)

I'm not sure if it will fix the issue that is causing the problem but it does fix a very major issue - it completely screws the logic up but it doesn't show in the code because the decompiler ignores the offset.
To fix any file, you should be able to adjust the textbox to get the compile button and a compile + save should fix it.
Title: Re: FF VIII How to MOD?
Post by: Sega Chief on 2017-10-13 22:58:27
Well I think I may have found the root of the problem, it looks like if any if statement is > 255 bytes, the offset doesn't get patched correctly.
I'll see if I can find the old code somewhere to patch since the version I'm working on is a bit of a mess atm.

Edit: I've patched the issue and updated the link here (http://extapathy.co.uk/IfritAIbeta.zip)

I'm not sure if it will fix the issue that is causing the problem but it does fix a very major issue - it completely screws the logic up but it doesn't show in the code because the decompiler ignores the offset.
To fix any file, you should be able to adjust the textbox to get the compile button and a compile + save should fix it.

Nice, an update; cheers for this.

There was another thing that could make the compiler go wonky; in some counter scripts like for the Ifrit enemy there'll be unknown values that can disrupt it when trying to save/compile scripts:

Code: [Select]
self.varDC += 1
if (unknown(0x0A, 03) == 254) {
    if (unknown(0x0A, 04) == 65) {
        if (self.varDF == 0) {
            self.varDF = 1
            target(200)
            domoveid(3)
            return
        }
    }
}

If I change anything in this script, for instance if I change the attack ID or anything else, then it'll run into this error when compiling: 'Syntax error on line 2: no viable alternative at input 'if(unknown'.
Title: Re: FF VIII How to MOD?
Post by: JWP on 2017-10-13 23:38:50
Fixed and updated the link, let me know if you still get any issues.
Title: Re: FF VIII How to MOD?
Post by: Girl next door on 2017-10-14 16:39:20
Great job JWP ! I will test it tonight, hope that works !

Ok lets go, i want to the enemie do:

start casting triple
cast haste, cure (cura or curaga), shell or protect with 50% HP

to resume, he cast support magics in him self when necessary. (like bosses) Right now the enemie use blizzard and reflect on my party XD

to cast a high level magic in the hole party is:

if (rand() % 3 == 0) {
    target(204)
    domoveid(2) <------- my question is, this move in from the list of abilities right?
    return

Yeah that's right.

So I will take your abilities' list and put the others:

1-custom = 2 / anin=13
2-magic = 4(blizzard) / anin=11
3-magic = 31(reflect) / anin=11
4-custom = 2 / anin=13
5-custom = 20(vampire) / anin=14
6-custom = 20(vampire) / anin=14
7-magic = 34(triple) / anim 11
8-magic = 21(cure, you can put cura and curaga for medium and high level) / anim11
9-magic = 35(haste) / anim11
10-magic = 29(protect) / anim 11

Put this in the init AI:

Code: [Select]
        target(200)
        domoveid(5)

Put this in the Turn AI:

Code: [Select]
if (self.hp <= 5) {
    if (self.varDC == 0) {
        self.varDC = 1
        target(200)
        choose(8, 9, 10)
        return
    }
}
else if (rand() % 3 == 0) {
    target(201)
    choose(1, 5, 5)
}
else {
      target(201)
      domoveid(2)
       if (self.status == TRIPLE) {
              target(201)
              domoveid(2)
              target(201)
              domoveid(2)
         }
        return
}

That's a simple possibility, let me know if you want to complicate it.
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-10-14 19:06:49
Now he use vampire on it self XD (in the code that you send me =/)

Im trying now just he uses triple, i think its more simple so i did:

1-custom=2 / anim=13
2-magic=4(blizzard) / anim=11
3-magic=34(triple) / anim=11
5-custom=20 (vampire) / anim=14
-----------
INT AI

 target(200)
        domoveid(5)
-----------
TURN AI

if (self.hp <= 5) {
    if (self.varDC == 0) {
        self.varDC = 1
        target(200)
        domoveid(3)
        return
    }
}
else if (rand() % 3 == 0) {
    target(201)
    choose(1, 5, 5)
}
else {
      target(201)
      domoveid(2)
       if (self.status == TRIPLE) {
              target(201)
              domoveid(2)
              target(201)
              domoveid(2)
         }
        return
}
-----
But he still crashes the game doing vampire on it self
Title: Re: FF VIII How to MOD?
Post by: JWP on 2017-10-14 19:10:10
The init code is targeting himself and casting vampire. Also I thought the magic was indexed at 0.
Title: Re: FF VIII How to MOD?
Post by: Girl next door on 2017-10-14 19:44:42
Oops my bad sorry. ^^'

Here's the good one for init:

        target(200)
        domoveid(7)



Also I thought the magic was indexed at 0.

I don't understand what you mean, you can put magic wherever you want in the index.

Edit:

OK JWP, I've tested for Seifer and his gunblade is still invisible. :'(
Title: Re: FF VIII How to MOD?
Post by: JWP on 2017-10-14 20:14:38
What I mean is that the magic is numbered 0-15, not 1-16.
In other words, the first magic line is id 0 - getting this incorrect would cause you to reference the wrong magic.

Which dat file?
Did you recompile and insert back into the archive?
What specific changes have you made?
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-10-14 20:27:13
It´s true i just tested its not 1-10 it´s 0-9 the command list
now it´s working ^^

Thank so much guys now i will start to make the changes. Last question, in the level to the enemie start always on lvl 100 i just put 100<>100 ?
Title: Re: FF VIII How to MOD?
Post by: Girl next door on 2017-10-14 21:03:38
What I mean is that the magic is numbered 0-15, not 1-16.
In other words, the first magic line is id 0 - getting this incorrect would cause you to reference the wrong magic.

Of course, sorry I didn't understand. ^^

Which dat file?
Did you recompile and insert back into the archive?
What specific changes have you made?

That's the c0m085.dat and here's the 2 AIs I modified:

Turn:

Code: [Select]
self.varDC += 1
if (self.varDC == 4) {
    target(200)
    domoveid(4)
    target(201)
    domoveid(0)
}
else if (self.varDE == 0) {
    if (self.status != PROTECT) {
        self.varDE = 1
        target(200)
        domoveid(5)
        target(200)
        domoveid(8)
    }
    else {
        target(201)
        choose(0, 0, 3)
    }
}
else if (enemy.status == REFLECT) {
    target(201)
    choose(0, 9, 11)
}
else {
    target(201)
    choose(0, 3, 3)
}

And counter:

Code: [Select]
if (self.varDD == 0) {
    if (self.hp < 5) {
        self.varDD = 1
        target(200)
        domoveid(6)
        target(201)
        domoveid(10)
    }
}

First I tried to just recompile the AI and second, I took a fresh file. For the same result. :(

Last question, in the level to the enemie start always on lvl 100 i just put 100<>100 ?

That's not clear sorry.
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-10-14 21:47:59
Like how do i make a enemie start on level 100? Link in the 2 island, close to heaven and hell
Title: Re: FF VIII How to MOD?
Post by: Girl next door on 2017-10-14 21:56:31
You can't do that with Ifrit, use Cactilio http://forums.qhimm.com/index.php?topic=16275.0 (http://forums.qhimm.com/index.php?topic=16275.0)

JWP: I've tested another battle and the graphical bug seems to have disappear except for the Seifer's gunblade.

Edit: well tested a battle with 3 different enemies, Fungar, Anacondor and Wendigo and the bug is already here. :(
Title: Re: FF VIII How to MOD?
Post by: JWP on 2017-10-14 23:14:28
I'll do some investigating. It'd be a huge help if you could find the smallest change that causes the issue so that I can isolate the problem quicker.
Title: Re: FF VIII How to MOD?
Post by: Girl next door on 2017-10-14 23:21:00
I've already done some investigating to find where is the problem but I understand nothing. Sometimes a small change is efficient and sometimes a big change and it works without problem. Another weird thing: sometimes 2 enemies can work together on a battle scene but if you change the scene, it doesn't work... really weird.
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-10-15 04:26:05
I begun to edit/mod some bosses to rise the dificulty and i notice something:

(http://ap.imagensbrasil.org/images/2017/10/15/Sem-titulo.jpg)

What happens if i change those 3 parts?
party level
char level
level increment
------
And why some abilities are 264,265,266 all null? Can i change them without a problem? add magics or repeat a definided attack
Title: Re: FF VIII How to MOD?
Post by: JWP on 2017-10-15 11:32:47
Hmm...
After recompiling c0m085.dat without any changes to the code, I get some changes to the file.
The offsets all change but this should be fine as it's related to a different number of 00's at the end of the code (the first one hit causes a return, so the count doesn't matter)
However there is a concerning difference:
Code: [Select]
if (self.hp < 5)
changes from:
02 00 00 01 05 00 0E 00
to:
02 00 C8 01 05 00 0E 00

I'll have to do some more investigating to see the impact of this change.
In addition to this, I'll code a test to recompile all the AI and check they come out the same to remove any other issues like this.
Title: Re: FF VIII How to MOD?
Post by: Sega Chief on 2017-10-15 12:23:19
I begun to edit/mod some bosses to rise the dificulty and i notice something:
What happens if i change those 3 parts?
party level
char level
level increment
------
And why some abilities are 264,265,266 all null? Can i change them without a problem? add magics or repeat a definided attack

Those 3 parts are just for EXP calculation and don't affect anything in the enemy file; they're for the user's reference.

Average Party Level sets how much EXP will be gained with the team.

Finishing Char Level sets how much extra EXP will be won from the killing blow.

And Level Increment sets how many levels will be shown (for making the table more streamlined).

You can change enemy abilities, but make sure to have them retain a relevant animation. Magic should use their magic-casting animation, etc.
Title: Re: FF VIII How to MOD?
Post by: Girl next door on 2017-10-15 13:25:40
Hmm...
After recompiling c0m085.dat without any changes to the code, I get some changes to the file.
The offsets all change but this should be fine as it's related to a different number of 00's at the end of the code (the first one hit causes a return, so the count doesn't matter)
However there is a concerning difference:
Code: [Select]
if (self.hp < 5)
changes from:
02 00 00 01 05 00 0E 00
to:
02 00 C8 01 05 00 0E 00

I'll have to do some more investigating to see the impact of this change.
In addition to this, I'll code a test to recompile all the AI and check they come out the same to remove any other issues like this.

Anyway, it's better now with the update. I've done a battle that was impossible before, with Seifer, Fujin and Raijin. I have changed the 3 AIs and it works ! But with the gunblade disabled or I have a big graphical bug. There must be several things you have to modify but you'll make it ! :)


And why some abilities are 264,265,266 all null? Can i change them without a problem? add magics or repeat a definided attack

These are special actions like a dialog, don't change them. You can also use Doomtrain to see more details. http://forums.qhimm.com/index.php?topic=17090.0 (http://forums.qhimm.com/index.php?topic=17090.0)
Title: Re: FF VIII How to MOD?
Post by: JWP on 2017-10-15 19:07:30
I've run a test compilation on all of the files that can be parsed and I've determined the following:
these if statements are compiled incorrectly:
Code: [Select]
self.hp
self.status
enemy.status
enemy.alive
I'm guessing they also need a parameter for the slot/id and it's more like "friendly(id).hp" which could be self with a certain id.
The line "self.var60 = 0" appears in c0m071.dat, this seems more like a coding error to me as self vars are in the range DC-E3.
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-10-15 19:54:21
New issue, i changed only a little the HP1 and HP2 by 5 on the first battle against Biggs.
When the battle starts no one show up, like all char dissapear and only the music plays.
Title: Re: FF VIII How to MOD?
Post by: Girl next door on 2017-10-15 19:55:50
Did you change AIs of Wedge and Biggs ?
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-10-15 21:45:11
Nope only the HP =/ strange...
Biggs
--------------
Quote
INT AI

unknown19(1)
say(0)
self.varDC = 0
battle.var60 = 0
battle.var62 = 0
--------
TURN AI

if (unknown(0x0A, 02) == 4) {
    if (battle.var60 == 0) {
        unknown1B(1, 0)
        battle.var60 = 1
        battle.var60 = 1
    }
}
else if (self.hp < 5) {
    if (self.varDC == 0) {
        target(200)
        domoveid(5)
        target(89)
        domoveid(3)
        self.varDC = 1
    }
    else if (rand() % 3 == 0) {
        target(200)
        domoveid(3)
    }
    else {
        target(201)
        choose(1, 0, 0)
    }
}
else {
    target(201)
    choose(2, 0, 0)
}

Wedge
Quote
INT AI

unknown19(1)
target(200)
domoveid(3)

TURN AI

if (rand() % 3 == 0) {
    return
}
target(201)
choose(0, 0, 1)

Title: Re: FF VIII How to MOD?
Post by: Girl next door on 2017-10-15 22:59:14
I think you've done some bad thing repacking the archive,  try another battle, a random encounter for exemple to see if it works.
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-10-15 23:44:05
Hum....no if i change HP or some ability now the game dont load the chars in battle O_o
When i was testing everthing on glacial eye worked. even a glacial eye with HP=1000000
Title: Re: FF VIII How to MOD?
Post by: Sega Chief on 2017-10-16 00:40:07
I run into this issue now and then; it seems that the archive can become corrupt sometimes when repacking. The approach I use now is to manually insert/replace the edited enemy into the archive using the Deling tool.
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-10-16 00:53:36
never mind for some reason i putt my backup battle files in the data and now its working the "mod"  :mrgreen:
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-10-19 18:24:00
Quick question.

Its possible edit some place to only put a determined enemie? For example, Ultimecia´s Castle you will only encounter bosses Gerogero, Elvoret, Ifrit, Granaldo and his Raldos etc

or lunatc pandora or other place
Title: Re: FF VIII How to MOD?
Post by: Girl next door on 2017-10-19 19:10:32
As I said to you before, if you want to edit the battle scenes, use Cactilio. The problem is that you won't have the list of the battles, I have a french list but not the english.
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-10-19 19:42:31
I get it and Cactilio works to edit magics too? I just want to make scan more clear and after hp 99,999 still show us the HP, not in ????
Title: Re: FF VIII How to MOD?
Post by: Girl next door on 2017-10-19 20:11:17
No, Cactilio can edit the battles. For exemple, put together Ifrit and Diablo in the same battle. If you want to edit magic, use Doomtrain. To edit the scan, you have to change the exe by hex edit.
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-10-19 20:23:51
Hum its more complex that i thought XD
but thanks ^^
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-10-23 02:28:31
New issue, im trying to edit Norg boss, changing some magics to hit all party, like thunder summon and tornado:
Quote
if (self.varDE != 0) {
    return
}
if (self.varDD == 0) {
    self.varDD = 1
    target(200)
    domoveid( 8 )
    return
}
self.varDC += 1
if (rand() % 3 == 0) {
    return
}
else if (self.varDC == 1) {
    if (gfStolen != 204) {
        if (rand() % 3 != 0) {
            target(200)
            choose(1, 2, 253)
        }
        else {
            return
        }
    }
    else {
        target(204) <----------------- i changed from 201 to 204 (hit all pary)
        domoveid(4)
    }
}
else if (self.varDC == 2) {
    if (gfStolen != 204) {
        target(204)
        domoveid(10)
    }
    else {
        target(201)
        domoveid(4)
    }
}
else if (self.varDC == 3) {
    if (gfStolen != 204) {
        target(201)
        choose(5, 6, 253)
    }
    else {
        target(201)
        domoveid(4)
    }
}
else {
    self.varDC = 0
    target(201)
    domoveid(0)
}

and when i try to save this shows up :

[img width= height= alt=Sem-titulo.jpg" border="0]http://ap.imagensbrasil.org/images/2017/10/23/Sem-titulo.th.jpg[/img] (http://ap.imagensbrasil.org/image/dEeUAP)
Title: Re: FF VIII How to MOD?
Post by: JWP on 2017-10-23 08:46:25
Use the latest version of Ifrit. It should fix that issue.
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-10-23 21:00:25
Didnt work but i change the code line to:

 if (enemy.alive == 1)

and i dont know what i did, but its working XD
Title: Re: FF VIII How to MOD?
Post by: JWP on 2017-10-23 21:43:12
that particular error was because it was gfStolen, rather than gfstolen.
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-10-23 23:38:21
Oh i get it now, thanks  8)
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-10-25 02:17:03
Here we go again, im past the last days trying to edit the SCAN magic to show all the HP from enemies after 99.999, but with no success =/

someone can give a little help?
-------------------------
And for some reason Fujin its using her SAI once at the party ( OK ) and once in her self O_o, how to fix it?

Quote
if (self.varDE != 0) {
    return
}
self.varDD += 1
if (self.varDD == 4) {
    if (self.varDF == 0) {
        self.varDF = 1
        target(201)
        domoveid(6)
        return
    }
}
if (gfstolen != 204) {
    if (self.hp < 5) {
        if (rand() % 4 == 0) {
            if (enemy.status == BLIND) {
                targetadv(0, 201, 0, 3)
                domoveid(5)
            }
            else {
                target(201)
                domoveid(6)
            }
        }
        else {
            target(201)
            choose(0, 0, 2)
        }
    }
    else {
        target(201)
        domoveid(0)
    }
}
else if (self.varDC == 0) {
    self.varDC = 1
    target(204)
    domoveid(4)
}
else if (enemy.status != 9) {
    if (rand() % 3 == 0) {
        target(204)
        domoveid(4)
    }
    else {
        target(204)
        domoveid(3)
    }
}
else {
    target(204)
    domoveid(3)
}
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-10-29 18:04:36
Forgetting about scan ( i will see that other time) i saw something strange, after Seifer second battle, when i change a simple thing about the AI, in the battle graffics some bugs moments occurs:
(http://ap.imagensbrasil.org/images/2017/10/29/20171029153952_1.jpg)

That´s only because i changed the target line from 201 to 204 and this kind thing started to happen, Abadon´s wings and tongue dessapears, and that´s black spots too. Thats also happens when i tried to change Edea AI, Seifer 3° Battle

Any help?
Title: Re: FF VIII How to MOD?
Post by: JWP on 2017-10-29 18:28:24
Are you using the fixed version of Ifrit above?
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-10-29 18:56:46
I guess so its: Ifrit011_AI_Beta
Title: Re: FF VIII How to MOD?
Post by: JWP on 2017-10-29 19:29:45
I updated the file without changing the filename or version numbers.
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-10-29 19:35:24
(http://ap.imagensbrasil.org/images/2017/10/29/20171029153952_19eb539545218d66b.jpg)

Hm i just downloaded the ifrit again from the main topic
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-10-29 19:36:13
Well I think I may have found the root of the problem, it looks like if any if statement is > 255 bytes, the offset doesn't get patched correctly.
I'll see if I can find the old code somewhere to patch since the version I'm working on is a bit of a mess atm.

Edit: I've patched the issue and updated the link here (http://extapathy.co.uk/IfritAIbeta.zip)

I'm not sure if it will fix the issue that is causing the problem but it does fix a very major issue - it completely screws the logic up but it doesn't show in the code because the decompiler ignores the offset.
To fix any file, you should be able to adjust the textbox to get the compile button and a compile + save should fix it.

Im using this one
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-11-01 16:57:01
Well seems that Ai its still leaving some issues =/ some idea came.

It´s possible create new enemies? For example copy Abadon´s c0m103.dat renamed to c0m144.dat (a dummy) and change the enemy names, abilitys and AI (when works). I saw too inside Deling that you can save a photo from the enemy, maybe change the colors and import back to the new c0m144.dat?

----------
My mod its kinda simple, bosses boosted (stronger and with new attacks), and when you get in the 3 disk and access Ragnarok, in the 2 island Heaven and Hell you will encounter new hard enemies lvl 100 (Tiamat for example) and the created ones (if possible, im working on it, or better trying).

What im trying to do is something like monster arena from FFX to both 2 island, unfortunately you can´t choose witch monster will fight =/

Lunatic Pandora and Ultimecia´s Castle will be in the same way, new hard enemies on lvl 100.

What did you guys think? ^^
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-11-05 17:38:08
Anyone has the encounter codes to the both insland heaven and hell?


I didn´t find it in here:
http://wiki.qhimm.com/view/FF8/Encounter_Codes
Title: Re: FF VIII How to MOD?
Post by: Girl next door on 2017-11-09 20:14:54

It´s possible create new enemies? For example copy Abadon´s c0m103.dat renamed to c0m144.dat (a dummy) and change the enemy names, abilitys and AI (when works). I saw too inside Deling that you can save a photo from the enemy, maybe change the colors and import back to the new c0m144.dat?


It's possible but remember that you have a limited number of enemies available. Dummy is the only one that you can use in fact. And I don't think you can do that with Deling.

Anyone has the encounter codes to the both insland heaven and hell?

Heaven: 690-693
Hell: 699-705
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-11-09 21:10:28
Hm has a limit. Ok i copy Ifrit c0m and i renamed to c0m144.dat (a dummy) and replaced.
Load the file in ifrit tool and maked te changes in the name, stats and hp.
Pack the files into the battle, theoretically its a new enemy the only issue its to find him in the cactilio tool. :|

And ty so much for the island codes \o/, im trying to make like a monster arena in both areas with stronger enemies and super bosses.
Title: Re: FF VIII How to MOD?
Post by: Girl next door on 2017-11-09 21:50:09
In Cactilio, Dummy is the first enemy.
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-11-09 22:23:30
I switch the c0m to 000 (dummy) and still didnt appear in cactilio. I open with ifrit and pack back to battle, and with deling open the new battle to extract the scene.out, and in cactilio when i search on the list the dummy it still there. I tried to edit dummy to but a error appear  >:(
Title: Re: FF VIII How to MOD?
Post by: Girl next door on 2017-11-09 23:44:02
Did you try your new enemy in battle ? It's normal that its name in Cactilio is still Dummy.
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-11-17 02:07:52
After a alot of tries, didnt make it =/
Im leaving that for now, and i want to ask, in Seifer´s last encounter it´s possible to remove the 13 turns to Gilgamesh appear and end the battle?

For exe: Keep the animation from Odin / Seifer / Gilgamesh, but after the 13 turn, Gilgamesh will not appear and will only do that after the HP from Seifer become 0

Quote
if (self.varDC == 0) {
    self.varDC = 1
    if (unknown(0x12) == 1) {
        if (self.varDE == 0) {
            target(200)
            domoveid(2)
        }
        remove(0)
        remove(1)
        gilgamesh()
    }
    else {
        target(200)
        domoveid(3)
    }
}

And Girl ty for the idea before ^^
Title: Re: FF VIII How to MOD?
Post by: Girl next door on 2017-11-17 07:30:22
In his Turn AI, just remove this:

Code: [Select]
if (self.varDD == 15) {
    if (unknown(0x12) == 1) {
        self.varDE = 1
        target(200)
        domoveid(2)
        return
    }
}
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-11-17 14:13:48
Syntax error on line 6: no viable alternative at input "if(self.varDD ==1) {unknown'

 :-(
I wish learn how to understand and edit the AI from every enemy
Title: Re: FF VIII How to MOD?
Post by: Girl next door on 2017-11-17 16:46:25
I thought this problem was solved in the latest version of JWP. :/
Title: Re: FF VIII How to MOD?
Post by: Divatox on 2017-11-17 17:22:48
He said something about it, but i guess it still having some issues, like that and if you change anything in the Ai section, in battle some graphics became glitch  :'(