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[ FF8 ] Custom texture override #29

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7 tasks done
julianxhokaxhiu opened this issue May 15, 2020 · 9 comments · Fixed by #564, #598, #594, #591 or #588
Open
7 tasks done

[ FF8 ] Custom texture override #29

julianxhokaxhiu opened this issue May 15, 2020 · 9 comments · Fixed by #564, #598, #594, #591 or #588
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enhancement New feature or request help wanted Extra attention is needed

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@julianxhokaxhiu
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julianxhokaxhiu commented May 15, 2020

Like we do on FF7, also on FF8 we need to provide a way to override textures around the game.

Current overridden modules:

  • Battle/Magic
  • Field
  • Menu
  • World
  • PubIntro
  • CDCheck
  • Triple Triad
@julianxhokaxhiu julianxhokaxhiu added enhancement New feature or request help wanted Extra attention is needed labels May 15, 2020
@julianxhokaxhiu julianxhokaxhiu added this to the 1.8 milestone May 15, 2020
@julianxhokaxhiu julianxhokaxhiu self-assigned this May 22, 2020
@julianxhokaxhiu julianxhokaxhiu removed their assignment Jun 8, 2020
@julianxhokaxhiu julianxhokaxhiu self-assigned this Jun 24, 2020
@julianxhokaxhiu julianxhokaxhiu modified the milestones: 1.8, 1.9 Oct 5, 2020
@julianxhokaxhiu julianxhokaxhiu removed this from the 1.9 milestone Mar 8, 2021
@julianxhokaxhiu julianxhokaxhiu removed their assignment Oct 10, 2021
@julianxhokaxhiu
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Work has been started by @myst6re

@myst6re
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myst6re commented Feb 14, 2022

For modules not listed in the list:

  • pubintro
  • cdcheck

Also please add Triple Triad module in your list

@julianxhokaxhiu
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Done, thanks!

@myst6re
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myst6re commented Feb 14, 2022

Thanks to you!

Oh actually, maybe the "Main" module refer to both pubintro and cdcheck?

@julianxhokaxhiu
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Yes, I think that was it. I'll remove it from the list, good catch!

@myst6re
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myst6re commented May 23, 2022

Triple Triad is done with #444

Worldmap is partially done, there are few uncovered texture uploads for this module.

@julianxhokaxhiu julianxhokaxhiu linked a pull request Sep 11, 2023 that will close this issue
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@myst6re
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myst6re commented Nov 3, 2023

Remaining issues:

  • field: particules effects are untested
  • battle: magic works, but save textures does not dump textures with correct colors
  • world: I'm not sure waves animation works well, the game has a complicated way to handle this

@myst6re
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myst6re commented Feb 14, 2024

Erratum: battle magic does not work completely, a lot of anonymous textures remains (meaning without info about their bpp, not even a tim file, just plain pixels copied on VRAM)

I'm working on identifying some, I have successfully identified Brothers textures, and most of Leviathan textures. I'm pretty sure my current implementation cover 80 % of what's remain.

Unfortunately, I already see complex cases, for example with Leviathan, a texture is uploaded a lot, but each time the pixels are moved from left to right (to simulate the water movement).
It is also hard to detect early what palette are used, I'm looking for new solutions like saving textures later

digixu from Tsunamods discord:

quez dumps fine i believe but is split between magic and battle folder
shiva dumps also splits between battle and magic
ifrit doesnt dump at all but will use his boss model if its in the battle folder
siren dumps only her model not her particles/animation
diablos dumps his model and particles into battle folder
brothers doesnt dump at all
carbuncle dumps his model to magic folder but not his particles/animation
leveiation doesnt dump at all
pandemonia dumps his model to battle and half of his effects to magic folder
cerberus does dump i believe but its the 4 black textures in the battle folder
alexander doesnt dump at all
doomtrain dumps texture to battle folder but no particles models etc such as the track warning light/barrier etc
bahumat doesnt dump
cactuar dumps his model to magic folder
tonberry dumps his model to the magic folder and his effects to the battle folder
eden doesnt dump.

@julianxhokaxhiu
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Unfortunately, I already see complex cases, for example with Leviathan, a texture is uploaded a lot, but each time the pixels are moved from left to right (to simulate the water movement).

That reminds me of the MPPAL behavior in FF7, would hashing work in this case?

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