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Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


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Messages - Valendian

1
Non-FFT Modding / Re: Vagrant Story Tools
March 24, 2012, 07:30:55 am
We're getting there step by step.
2
Non-FFT Modding / Re: Vagrant Story Tools
February 24, 2012, 09:42:11 pm
talk to the guys at assemblergames
3
Non-FFT Modding / Re: Vagrant Story Tools
February 24, 2012, 09:17:56 pm
I have never actually played a burnt CD on a chipped PS1 (never had a chipped PS1) but make sure that the cd image was ripped RAW and uncorrected. and that the copy is burnt RAW and uncorrected. Sony uses incorrect ECC errors as a form of Copy protection.

Would need to read back up but there is also an issue with streamed data near the end of the disc that will cause an image to be unusable. So keep STRs and XAs in the main body of the image. This should only show up when trying to access those sectors though.

Then of course the license data (sectors 0 through 15 inclusive) must be valid and must maintain any erroneous ECC data. And the CNF file must also be valid and in the root directory and it must specify the correct executable to boot (SLUS-xxx.xx)

And obviously the ps1 needs to be chipped or you will need to perform the disc swap trick.
4
Non-FFT Modding / Vagrant Story Tools
February 23, 2012, 10:27:11 pm
Some tools for modding VS. Written by me. All text based. I've used these tools to make this cutscene. How it works is this:

Get a copy of CDMage
Use this program to extract/import files to/from a cd image of Vagrant Story.

Get a copy of the VSTOOLS
These tools will take the binary files you extracted from the cd image using CDMage and convert them to text files that can be editted and reassembled using FASM. The editted files can then be reinserted back into the cd image using CDMage.

Get a copy of FASM
You'll need this program to convert the text files back into binary files.

You will also need to use the wiki over at datacrystal as a reference

Here are some of the things you can do with these tools
Create and modify cut scenes.
Modify treasure chest contents.
Modify the appearance of rooms.
Modify enemy stats.
Modify enemy equipment.
6
Life you should not be testing things out in a hex editor, its far too slow. you should be doing all the testing directly in the debugger, that way you get instant feedback. When you're done testing that is the right time to go ahead and convert your addresses from RAM pointers to file offsets and make your permanent changes in a hex editor. Follow these links they've got a good overview of how to work with pSX debugger:

http://www.zophar.net/forums/showthread.php?t=13521
http://www.gamefaqs.com/boards/914326-vagrant-story/58898231#9
7
The Lounge / Re: Valendian has a new project
November 18, 2011, 02:14:52 pm
Thanks for the PR, this is going to be a big project with over 360 rooms to be mapped. So if any of you guys want to help then please feel free to PM me.
8
The Lounge / Re: Questions RE: Event Instructions
September 18, 2010, 03:23:10 pm
@Pickle: You will have to be patient I have no current plans to follow the "Nude Raider" trends of old  8P

@Zodiac: Thanks

10 Display Message   10 DialogShow(idDlg, Style, x,x, y, w, h, ?, ?, ?)
28 Walk To   28 ModelMoveTo(idChr, x,x,x,x, y,y,y,y)
29 Wait Walk   29 ModelMoveTo2
F1 Wait      F0 Wait(numFrames)

Thats 4 direct hits and I've only been able to name some of the opcodes. Thats more then a similarity. I believe they are both based on the same system. Much like the way Vagrant Story music is based on FF7's AKAO frames. There have been some modifications but it seems the team that produced VS brought a lot of solutions to the table before they even started to code. and I dare to say re-cycled some of the in house toolkits.
9
The Lounge / Questions RE: Event Instructions
September 17, 2010, 10:42:59 am
http://www.ffhacktics.com/instructions.php
^This page has struck my interest. A few of these instructions bear a resemblance to Vagrant Story script opcodes as below.
http://datacrystal.romhacking.net/wiki/ ... pt_Opcodes

I was wondering if anyone out there can explain the operations performed by the following instructions
B0 ADD
B2 SUB
B4 MULT
B6 DIV
B8 MULTHI
B9 DIVHI
BA AND
BC OR
BE ZERO

How often are these arithmetic instructions used in practice? (Are they used all the time or only in some maps)
what do they perform their operations on? (is there a section contained within the maps reserved for variables)

I suspect that vagrant story may have something like these arithmetic instructions in its scripting language. I have already seen looping opcodes in VS Script but they are very hard to figure out how they work or even which opcode is responsible for the jumping back and forth. in the Room files of VS you have a script section which is split up into a header then an opcode section, a dialog section and two sections that are unknown but always present. Do you guys think that theres a good chance that one of these sections is for variables

Heres what I have been able to do with that hand full of VS opcodes that I have figured out. I wonder what would be possible if I knew twice this number
http://www.youtube.com/watch?v=jZGf9WZgEFg
10
The Lounge / Re: An Overview of the Scene, Please
January 19, 2010, 06:32:51 am
This year marks the 10th anniversary of VS. I would love to work on some serious mods before VS turns 20. There's a lot of work still to be done but Im soldiering on as best I can until I can get a few more people interested. I plan to turn out tools as I chip away at the file formats. At the moment I have a Minimap editor nearly complete, a Treasure chest editor in progress, and some more either on ice or waiting for me to get around to having another go at them. So much to do and so little time. But most of all I want to be involved in a seriously ambitious mod.
11
The Lounge / Re: An Overview of the Scene, Please
January 17, 2010, 02:58:59 pm
I've got a couple of tools at various stages of development atm. As for what can be done w/o asm know how, well quite a lot of the basic stuff you can mod the enemies extensively (stats, 3D model, etc) Customising the text in the dialog ballons, and so on. But its still in the reverse engineering stage for most of the data files. The 3D models for the rooms (MPD files) is priority one for reversing atm.
12
The Lounge / An Overview of the Scene, Please
January 05, 2010, 02:46:42 pm
Greetings board,

First post here just a little introduction of sorts. Im a reverser/modder from a programming background. Here are some of the stuff I am currently working on. It's all related to Vagrant Story I want to get a group together to mod this game. (as always PM me if you want to talk about it)

http://www.youtube.com/user/Valendian2009
http://www.zophar.net/hacks/playstation ... h-670.html
http://www.flickr.com/photos/44661908@N03/?saved=1

Though I see that you guys and gals are purely into FFT but thats cool I may be focussed on VS but I wont pollute the waters with off topic VS stuff. But I am a member of many modding forums and it was about time that I joined this forum too.

So to deviate from the introductions, How much progress has been made with this game? Are there still some features that have not been reversed / cant be modded. What tools have been released to help mod this game specifically? But most importantly could someone be so kind as to name / link some of the more impressive / complete mods that have been released so far.