Looks cool now, huh?
I grabbed the PSOne emulator memory, parsed it to file and streamed over to FF8 steam memory. This came up. What does it mean? Their load engine is somehow messed up. WMX dumped from PSOne to FF8 resulted in the same messed up UVs.
The problem is when the engine loads the data from file.
1.Engine loads given segment
2.Process some bad things on UV
3.Reads new processed segment
4.This processed segment remains in memory
If you'll write 0x9000 segment straight to memory, then you'd get correct world map segment. That's good, I can search now for the instruction that destroys the textures.
EDIT:
FF8DISC1.IMG holds TWO worldmaps (sic!)
First one is at 0x108800 and second one is at 0x108800+(0x9000*835).
The one at 0x108800 is 100% similiar to the one in PC version (that's what my simple tool says)
Okay. The second one at 0x108800+(0x9000*835) is 71,52009% similiar.
Here's the proof:https://youtu.be/-VMHtCKtj3sSorry for music and segment scattering. See 1:37
UPDATE (18:32)
This opcode in steam version accesses ALL* loaded uv's segments in game:
FF8_EN.exe+153D47 - mov [eax-01],cl
@UPDATE (23:00) :
Well, not ALL, just copies from CL register. The UV messing engine uses CL, DL and BL registers (Byte register), so this could be only... U1 for example... Next OP is as far as I remember dl copy, so...Link to patch: http://forums.qhimm.com/index.php?topic=16327