FFX modding scene dead ?

  • Thread starter Thread starter MetaLink
  • Start date Start date
Status
Not open for further replies.
Well think of him what you want, but I use all his mod on the Games that where kind of broken. But this isn't about Kal,so best is not to move into that route.
I don't think that a lot of people want to mod FFX as the files are really large but let's see what that Phyre unpacker can. :)
 
Look on nexusmods there are a couple mods up for FFX.

Those are all texture replacements that require UNX. There is nothing so far that does more than this.
Nobody managed to rebuild .dds.phyre or dae.phyre files yet so there are no mods that work natively.
modding would of been a lot easier if you wouldn't have to rebuild a 20+GB vbf file all the time,
if someone can reverse engineer the ressource management and change it so the game takes the files outside of the vbf that would be perfect.

Also. About Kaldaien,
He says that 60fps breaks the ressource management and you get infinite loading screens.
He recently lifted the fps cap in loading screens so without vsync it goes up to 300+fps and there doesn't seem to be an issue with that.
But it instantly falls back to 30fps when everything is loaded, like before you get to the next map.
So it sounds a little bit odd if you think about his previous statement with the infinite loading screens when the framerate is higher than 30....
He also hasn't even bothered implementing an experimental 60fps hack for the modders or people that just want to mess around, even though he said he did manage to get 60fps or even more.

The other person who tried getting 60fps, Naxshe or something like that, never released anything.
He removed the video he made on youtube and nobody ever heard from his 60fps hack ever again.

And I don't know if there is someone else who worked on this, I haven't seen anything.
It's like people don't even try. Wheres all the 1337 modders and hackers? people just forget about this game because its 16 years old.

Modders also never really had an eye on the PS2 version because of the weird hidden filesystem Square was using.
there was no working tool that was able to rebuild the ISO properly. I've tried several tools but none of them worked.
A person that would of been able to do it was Yaz0r, but he had no interest in rebuilding the ISO.
 
Last edited:
Nobody managed to rebuild .dds.phyre(...)
Modifying dds.phyre files is easy.
C9810913F4833333A02B10C987C355A0F6AEF348


I have translated all needed textures into Polish. Here is solution (looks difficult, but it is not):
1. Download Nvidia plugin to Photoshop to get "D3D/DDS" format in PS.
2. Download Texture Finder 2.1.
3. Open the same file in hexeditor, to check the type (near 0xA30-0xA40) - PTexture2D DXT1, DXT3 or DXT5.
4. Open .dds.phyre file in Texture Finder.
5. Set the correct setting (DXT1, 3 or 5), check vertical flipping and change width to correct. This is to get the correct width and height of the texture.
6. Create new file in Photoshop, with width and height of the DDS you want to extract. Save as DDS with correct settings (DXT5, DXT3 etc), with checked "Save Flipped Vertically", "No MIP Maps", and "2DTexture".
7. Copy body of graphic from phyre file (starting from 53 byte after offset of PTexture2D) and paste into the DDS file, starting from 0x80. Save the file.
8. Open the file in Photoshop, remember to check "Load Flipped Vertically".
9. After editing, you have to put the content of DDS file back to the dds.phyre file.  :P
 
Last edited:
now we just need a tool that does this so anyone can make their texture mods.
using an hexeditor just takes too much time.
 
Last edited:
Oh I forgot that Kal put some "DRM" into UNX to prevent them to use it (and I like it *lol).
 
its not that this is a full price game   :roll:
And it was on sale recently as well.
 
it just lets you replace DDS textures without having to rebuild the .phyre or .vbf containers.
you just need to put the DDS files in the inject folder.
 
Is there anything that would let me explore the X-2 data? I'm trying to isolate the model and animations used when you control Rikku in the overworld for a short portion in the beginning of the game. I want to try and make a mod that uses Rikku as the overworld character for the entire duration of the game. It sounds like something I should be able to do with some kind of memory editor though, right?
 
The PS2 version had some kind of character table where you could swap out characters.
not sure if this applies to the HD remaster, I haven't tried it.
But since gamelogic and everything is the same I guess it might still have it.

For the filename, I don't know, but I had the memory adress and LBA adress in the iso.
 
Status
Not open for further replies.
Back
Top