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Messages - hobbitdur

Pages: [1] 2 3 4
1
Not al all. The encoding used, which can be a variety of values. Check ffmpeg if you wish to learn more.

2
Leythalknight, would you agree to add your mod to the mod installer the FF8 modding team did ? (JunctionVIII)

3
Releases / Re: [FF8PC - Steam] Succession Mod (v.1.0)
« on: 2025-05-23 07:15:40 »
Hi Solidshredder. I am in no way the author of this mod, but just wanted to give my humble opinion.
He didn't add new fan fiction (linoa = ultimecia), but instead remove some part that were given for no obvious reason (suddenly everyone as amnesia but no clue given before the reveal ?). Succession prefered to remove unexplained plot by a more consistent story.

So yes it really changes the story, so if you are looking for just a character improvement that's not your mod. If you want to try a new coherent story you can try it !

4
Releases / Re: [FF8PC - Steam] Succession Mod (v.1.0)
« on: 2025-05-22 13:02:44 »
Ok porting of 1.10 done, now it can be used with many others mod.
Feel free to try it or pass on the discord to exchange about it :).
Thanks a lot for your work on this mod !

5
Releases / Re: [FF8PC - Steam] Succession Mod (v.1.0)
« on: 2025-05-21 08:19:30 »
Ok now that I have worked with Ragnarok, I will try to port this one to JunctionVIII. You are obviously welcome if you want to participate to the porting.

6
I ported Ragnarok to J8 (only classical for the moment).

7
Releases / Re: [FF8] FFVIII Reloaded - Hard mod by mexico
« on: 2025-05-16 13:07:19 »
What is the update on this? I really would love to play this in ENGLISH.

Still in work, I have translated all battle files and all menu files. Quite a lot of work even with all my tools helping on updating text !
Someone helped me a bit on the story text, but I still have 269 translation to do on this. And sadly I have never played the game in english so I am not good at translating with nuances. So I will probably end by translating like a robot and accept it will not be perfect.

Life a bit busy at the moment so I don't advance really fast, but I work on it !

Don't hesitate to help me on Patreon to support the work :) https://www.patreon.com/c/HobbitMods

8
Completely Unrelated / Re: Wow, is this place still here!
« on: 2025-03-31 14:22:52 »
Hi mate ! Which one ? So we know who to thanks for necro some old name !

9
Releases / Re: [FF8] FFVIII Reloaded - Hard mod by mexico
« on: 2025-03-27 12:30:30 »
We are working on it, but my english knowledge of the game is not good enough to translate all fields correctly. So waiting someone that can do that.

10
When playing videos, you need to be aware that it's not just about extension, but format too. I am not expert but you have lots of format. Use ffmpeg to convert files and give the parameters to get the same as original. FF8 engine doesn't allow any other format, probably explaining your black screen.

11
Support / Re: [PC-2013] Editing Battle Dialogue
« on: 2025-03-07 09:18:18 »
The dat files are in the battle.fs file, and can be extracted with deling tool made by myst6re. I proposed at the beggining to do the extraction with my tools but if confused people even more than it helped...

Not sure why you speak about the exe when you try to modify the monsters. It will just update the .dat you give him. If you use FFNx, you can then put this in the direct folder, yourFF8InstallationFolder/direct/battle/yournew.dat

12
Support / Re: [PC-2013] Editing Battle Dialogue
« on: 2025-03-06 11:11:03 »
My tool handle all text that exist in the game, so yes you'll find battle quote. Just use it and you'll see :) Don' t hesitate if you have question.

13
Support / Re: [PC-2013] Editing Battle Dialogue
« on: 2025-03-05 09:35:57 »
Hi. I have a tool that allow you to read all monster text and export to csv, so you can modify them and re-import them (or modify them directly in the tool): https://github.com/HobbitDur/ShumiTranslator/releases/tag/v2.1.9

If you want to know the technical part, you can have a look at the wiki here: https://hobbitdur.github.io/FF8ModdingWiki/FF8/Technical%20Reference/Battle/FileFormat_DAT/#section-8-battle-scriptsai

14
General Discussion / Re: [FF8] New wiki
« on: 2025-03-03 22:08:27 »
Finally got my dark/light theme working and Latex visualizer in the wiki: https://hobbitdur.github.io/FF8ModdingWiki/FF8/Technical%20Reference/Lists/formula_list/

15
For the Rare item, I find the probability a bit everywhere. Actually rare item also have impact on mug and card drop. But those value seems to only fix the item drop rate. Is that correct ?

16
Sorry it's not compatible, there is no easy way to do it.

17
Hi, I have browsed through the forum chat on this page. I am unable to get this mod to work.

I just bought FF8 2013 version.

I have installed Tonberry Enhanced,
I have installed SeedReborn
I have copied the files from xbox folder in the download for this. (I am using a Xbox Controller, ones you can buy on Microsoft now)
My game is installed in drive C

However ingame, it still shows B1,B2 etc.

What am I missing? Please help

What other mod you use ? You can have a look at https://www.tsunamods.com/junction-viii/, a mod manager. You'll find button mod there. (but not compatible with tonberry, hence my question about other mod you use.

18
Releases / Re: [FF8] Cronos gameplay mod
« on: 2025-03-01 21:22:22 »
You know actually I have been thinking, instead of trying to make the LV usefull, why not go fully into the rabbit hole and remove the LV factor entirely ?
I was thinking of setting the character's LV to 1, remove all EXP gain so you'll stay at that and remove the LV scaling and set ennemies and bosses at a set LV depending of areas/point of the story, and so making the character progression entirely base on what actually matter the Junction System, acquiring magic and passive abilities. Of course a bit of rebalancing to prevent the acquisition of strong spells to early would still be required and the QoL like more spell drawn or spell not being consumed and probably remove the possibility to farm Stat Up infinitly through the items or eating monster.

This is an idea we had, this is actually really good, but to make it works we need to be able to create as much magic as we want as magic will then be the main way to gain stat. On vanilla, there is not enough magic to make this possible or the player will not really feel the upscale. If we could have like 3 magic per element I think it could be a possible run to try. I try for some week to add new magic (I mean not erase the one that are not used, butreally add new one to be able to have as much as we want).
Also removing level remove one think that was cool, is to have AI evolve with level, as well as item drop and magic drop.

Thanks for giving ideas, we love to discuss on them !

19
Releases / Re: [FF8] Cronos gameplay mod
« on: 2025-03-01 21:18:10 »
Hi everyone ! **Cronos 0.2 is out !**

First of all, the mod starting to be seriously big. A team is getting build with for the moment:
@nih1l the fine AI researcher
@.malekith the battle balance mathematician
@unicorngoulash the guy that work on disassembly, yep they exist.

And more people soon will join us !
If you want to join or simple follow our work, you can join us to the New FF8 Cronos Discord. Pretty cool place.

The idea is that the mod will be the reference gameplay wise. Anything you can dream off could be done here ! New AI, balance battle, No XP run, uncensored game, Rare item fix, ... And more ! (don't want to spoil yet).

Without further ado, here what this awesome mod can do (everything activable on your liking):

 - __Quality of life:__
   - MaximumDraw: With this activate, you will draw 100 everytime you succeed a draw.
   - DamageCap: All damage can deal up to 65.535 (Eden damage is also cap to 65.535).
   - LimitlessMagic: Using magic doesn't decrease your stock.
   - 255AP: Earn 255 AP after battle. Thanks to @unicorngoulash
   - SaveAnywhere: Allow to save anywhere, but use at your own risk ! Thanks to @unicorngoulash
   
 - __Game fix:__
   - BahamutRareItem: Now actually increase the probably of really rare item. Thanks to @alerion1107
   - GerogeroUncensored: Use the japanese version without color change.
   - NoUnequippedOnDream: Stop this madness of re-equipped everything on temporary characters !
   
 - __Little gameplay mod:__
   - NoXP: Don't earn any XP at end of battle. Thanks to @unicorngoulash

If you want to support this mod, you can join the Patreon. If you join it, you'll be able to ask for specific mods, get exclusive content and more.

Enjoy ! (P.-S. Doesn't appear yet on the catalog, you can just delete the one you have locally and re-download).

20
Happy  to see you coming back to FF8 ! No worry foor the delay, we all have a life (even tho I admit I was waiting it ^^).
Ok nice for J8, do you wanna work on it ? We can explain you all on how it works. You'll see it will even help you to update the mod if you want in the futur.

Ok super for rare item, thanks a lot.I am learning to retro-engineer. I saw on some of your message you are pretty good at finding values. Do you have some database we can share together ?
I will post all my question later, as I don't want to suddently flood you with question. But one think that would help the community is to details your hext file.

Also, I am making a mod called cronos with a team, I know you have your own mod but if you maybe wanna keep it on this state and work on new thing, you are welcome to join the task force. The idea is to bring a gameplay mod that everyone can love as it will offer options.

For the moment on my side I am studying the sequence animation, and searching by RE squall hit100% and escape part of battle. If you have any info on those please share :D


21
Releases / Re: [FF8] Cronos gameplay mod
« on: 2025-02-23 14:38:58 »
Yes, we will add xp to boss so you are force to level up, the idea is that last boss is level 100, and you need to level up as the level will now determine your stat (still with junction)

22
Releases / Re: [FF8] Cronos gameplay mod
« on: 2025-02-18 11:55:28 »
Yes I plan a lot !
And difficulty option will be one of them. I really want it to be the mod for everyone. The only thing I am lacking is time as I have to do some RE (helped a lot by maki and myst), do tools, put all in wiki then make modification for my mod. But this will be worth it.

I think I will do like 3 option: vanilla difficulty but with gameplay enhanced (for example with more interesting AI), hard mod where fight are fair but difficult, and nightmare difficulty where you really need to push every little aspect of the game to get what you need to defeat a boss.

In discord we exchange a lot about ideas we have on the gameplay, but you are free to propose some adjustment, I can always pick some of them if they are interesting !

The main change will be that the junction value will be linked to the level, so there will be a real reason to level up and without worrying of stat decreasing when using magic.

23
Releases / [FF8] Cronos gameplay mod
« on: 2025-02-16 19:07:09 »
Hi everyone ! **Cronos 0.2 is out !**

First of all, the mod starting to be seriously big. A team is getting build with for the moment:
@nih1l the fine AI researcher
@.malekith the battle balance mathematician
@unicorngoulash the guy that work on disassembly, yep they exist.

And more people soon will join us !
If you want to join or simple follow our work, you can join us to the New FF8 Cronos Discord. Pretty cool place.

The idea is that the mod will be the reference gameplay wise. Anything you can dream off could be done here ! New AI, balance battle, No XP run, uncensored game, Rare item fix, ... And more ! (don't want to spoil yet).

Without further ado, here what this awesome mod can do (everything activable on your liking):

 - __Quality of life:__
   - MaximumDraw: With this activate, you will draw 100 everytime you succeed a draw.
   - DamageCap: All damage can deal up to 65.535 (Eden damage is also cap to 65.535).
   - LimitlessMagic: Using magic doesn't decrease your stock.
   - 255AP: Earn 255 AP after battle. Thanks to @unicorngoulash
   - SaveAnywhere: Allow to save anywhere, but use at your own risk ! Thanks to @unicorngoulash
   
 - __Game fix:__
   - BahamutRareItem: Now actually increase the probably of really rare item. Thanks to @alerion1107
   - GerogeroUncensored: Use the japanese version without color change.
   - NoUnequippedOnDream: Stop this madness of re-equipped everything on temporary characters !
   
 - __Little gameplay mod:__
   - NoXP: Don't earn any XP at end of battle. Thanks to @unicorngoulash

If you want to support this mod, you can join the Patreon. If you join it, you'll be able to ask for specific mods, get exclusive content and more.

Enjoy ! (P.-S. Doesn't appear yet on the catalog, you can just delete the one you have locally and re-download).

24
I am working at the moment on a complete list of value we know on the exe gameplay wise.
https://hobbitdur.github.io/FF8ModdingWiki/FF8/Technical%20Reference/ExeData/Exe_data_chart/

I have added all info I could find digging qhimm, from SegaChief or any people having information, and now I am testing values and trying to understand how they work (sadly JWP found lots of thing but never explained how, just giving values).
If you have info to add or explanation on some part, please be kind to share :)

25
WIP / Re: [FF8 R - Steam] Project Ruby HD Battlefields
« on: 2025-02-15 22:54:08 »
I am not sure it is the best version anymore, specially with recent work done, we do amazing job.
For example you can have real joystick movement, which is quite an upgrade haha.
And for field, we have no limit on what is possible.
Maybe you can try to put one of your battlefield in the original game with FFNx to see the result ?

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