Z
Zervox
Guest
No one is reversing anything into Unity to my knowledge, FF9 for PC uses Unity,besides I believe Android version uses Unity anyways.
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From what I've seen in the source it's the same unity project for both Android and PC as remnants of android scripts have still been left in the PC version such as google play store stuff. Some modifications of course but nothing huge.Just a thought. Instead of trying to reverse the PC version into unity we could do it to the android one ? Then use the same scripts to get the controls and other things back from the PC version
I know, I've decompiled the dll easily into a complete source code project in Visual Studio but compiling it is another issue entirely, there's tons of debug errors, as it seems Unity compiles very differently to the way the Microsoft compiler does (well it make sense, it's mono) I may have cracked it though by using MonoDevelop instead, as it tends to be lighter on these errors. The good thing is now though is that the source points to alot of hard coded data which means finding these assets is alot easier. I've seen a hell of a lot of PSX endian numbers and references though which I can't make sense of. Anyone who needs the source I've been working, give me a PM. Can't share here for obvious reasons.My biggest issue is with the Assembly-CSharp.dll file. It contains a lot of useful datas to mod but it's extremely unconvenient to modify it directly.
The best would be to recompile it to have a modded version... but I don't like that solution either (you'd always need to have the source code).
Seriously, who said PC modding was easier than PSX? I feel the contrary here ^^"
I know, I've decompiled the dll easily into a complete source code project in Visual Studio but compiling it is another issue entirely, there's tons of debug errors, as it seems Unity compiles very differently to the way the Microsoft compiler does (well it make sense, it's mono) I may have cracked it though by using MonoDevelop instead, as it tends to be lighter on these errors. The good thing is now though is that the source points to alot of hard coded data which means finding these assets is alot easier. I've seen a hell of a lot of PSX endian numbers and references though which I can't make sense of. Anyone who needs the source I've been working, give me a PM. Can't share here for obvious reasons.
Also how would we tacke the issue of redistrubuting the assembly file? I know patches would work but this isn't fail safe. So much red tape huh.
Ah awesome, that would save time, thanks for the head's up!You're going to recompile C# produced code from IL assembly with Xamarin?
That's crazy. For what? IL patch can be easily produced using .NET Reflector with Reflexil plugin. It has built-in compiler to write function code from scratch. It does all the things. There's no need to correct 6k errors from generated code...
The PSX classes are briefly described in my first post.
The plugin with IL Spy works fantastically, already injected a custom class over the DLL, brilliant tool had I known about this earlier would have saved me much more time. Now I can completely inject my XINPUT plugin over the top of the native class which stops the game from trying to use the old one even when the DLL is replaced. Thank you so much, you are a life saver!You're going to recompile C# produced code from IL assembly with Xamarin?
That's crazy. For what? IL patch can be easily produced using .NET Reflector with Reflexil plugin. It has built-in compiler to write function code from scratch. It does all the things. There's no need to correct 6k errors from generated code...
The PSX classes are briefly described in my first post.
Oh, seriously? Damn... x.xBut there's already a Final Fantasy IX tool called Memoria. There're not many tools and it would be a shame if they shared the same name ^^"