[PC] Enemy editor - IFRIT (0.11C)

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Someone can upload the IfritAIbeta version again please?
https://cdn.discordapp.com/attachments/456629428940832796/658541486501265430/IfritAIbeta.rar
I asked for it on Discord and Leyhalknight posted it.

I'm wondering if someone could post to github so we can colab on bug fixes. I was looking at the code in dotPeak. Wanted to try to fix the AI bug when I got time. Sega Chief said you'd need to use a hex editor to correct the opcodes to 4 bytes.(or something like that, I'm new to looking into this part) Though I wasn't sure if, I used the disassembly to make code, I can compile in visual studio. I could post that or put it on github. As the dev might not want that. :P Though it's C# and you can get pretty good code from decompilers.
 
Hey,

I am wondering if are there any list available that contains what abilities are used by each monster / difficulty?
 
Hey, thanks for the reply,
but what i meant is like a single file let's say "database where the abilities are listed / enemy  :-\ , is there anyone who made a list like this and willing to share?  :-) would be awesome
example:
c0m061 - move 1 - custom - 332
c0m061 - move 1 - magic- 6
etc. etc
 
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I might be able to when I get time. To generate one.

Sent from my Pixel XL using Tapatalk
 
Sorry about the delay. I posted that when I was at work and kinda slipped my mind. This will be the first project I do this morning.

Update:
Done
https://drive.google.com/file/d/1oa41WigkzxQJEvDtzHx-HRRH5RWJ7Top/view?usp=sharing

I can add more columns if you need. What ever data we've already parsed in openviii can be dumped.

Update 2:
added double quotes around the name of attacks for 1,000 needles and 10,000 needles. They were making their own column for 000 heh.
 
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Hello I'm having a problem with packing battle.fs from the battle files. Whenever I pack the files into battle.fs the file becomes larger than it was before and I don't think that's supposed to happen since I only change the enemy hp/str/mag parameters. Whenever I engage in battles the enemies show but my party members don't and I'm unable to assign commands since only the enemies are visible. I think this happens cause the battle.fs is larger than it's supposed to be. I'm running the newest FF8 on Stream (remaster).
 
Nvm I found a solution to my problem. I extracted all files instead of only the necessary ones. Then I replaced the original enemy files with my modded ones. And then I created battle.fs from all of the files (over 800 if i recall). For some reason it made the file size go just a bit over the original one but it still worked in-game.
 
Yes, I haven't tested this with the remaster version. But, iirc, there is some wrong information in the ifrit app. You should in fact extract all files instead of just the valid ones. It's easier to work with if you know what files to use.
 
It should already be possible, the eject status that is inflicted by Rapture, Degenerator and Odin/Gilgamesh is marked as "Expu" in the editor unless there is a bug with it.
If you mean the status inflicted by Selphie's "The End", then no.

Regarding the the AI editor, there are a couple of known issues:
Alignment issues (the sections should be aligned to the next power of 4)
Some code does not get decompiled correctly and will actually change behaviour - this is typically around the tests in if statements. Some of the code that decompiles to self.x should target other entities.

I've been working on a new version from scratch because the code is such a mess and I've managed to get it to compile all the existing monsters correctly with the exception of two: G-Soldier and Tri-Point.
The former seems to be because the AI was coded incorrectly and the latter is because the code cannot handle negative offsets at present.
The new version also has an option to graph the AI and show the bytes (mostly to aid debugging).
Hopefully I'll have something that I can release within the next month or so.
 
Regarding the the AI editor, there are a couple of known issues:
Alignment issues (the sections should be aligned to the next power of 4)
Some code does not get decompiled correctly and will actually change behaviour - this is typically around the tests in if statements. Some of the code that decompiles to self.x should target other entities.

I've been working on a new version from scratch because the code is such a mess and I've managed to get it to compile all the existing monsters correctly with the exception of two: G-Soldier and Tri-Point.
The former seems to be because the AI was coded incorrectly and the latter is because the code cannot handle negative offsets at present.
The new version also has an option to graph the AI and show the bytes (mostly to aid debugging).
Hopefully I'll have something that I can release within the next month or so.
That's awesome news, man, I love you! The buggy AI editor was in fact the ONLY reason why I never bothered seriously modding this game!
 
Just wanted to add that, while Ifrit works as intended (hopefully lol), it's a mess of code. Looking at the source, I think I might have been drunk or something haha.
 
Hi there,

I'm modding FF8.
I'd like to build battles such as Wedge, Biggs and Elvoret; Vysage and Gargantua; Fake President and Gerogero; etc. That means battles where the first opponent leaves the place to a new one when he has died.
I tried so, but, in the best manner I could do, the new opponent is invisible. He is playing, he is targetable, but invisible, that is really not convenient for the player.
Would any other one have tried and made a success of it?

Thank you in advance!
 
thanks for the update , i wish that even the other modding programs for this game were updated too
 
Hi there,

I'm modding FF8.
I'd like to build battles such as Wedge, Biggs and Elvoret; Vysage and Gargantua; Fake President and Gerogero; etc. That means battles where the first opponent leaves the place to a new one when he has died.
I tried so, but, in the best manner I could do, the new opponent is invisible. He is playing, he is targetable, but invisible, that is really not convenient for the player.
Would any other one have tried and made a success of it?

Thank you in advance!
might notice a diff result on 2019 compared to 2013 i assume you were on... regarding Wedge, Biggs and Elvoret they have fairly specific AI for the Dollet fight... whereas using the other Biggs/Wedge from later, you'll have better luck trying to mix them with a boss perhaps... but you might only managed to get 2/3 to display properly, when i did it Elvoret kept having a texture issue... then i removed Biggs i think it was and Elvoret worked perfectly alongside Wedge... some sort of vram limit ?
 
Where will I find c0mXXX.dat files, I need to edit enemy stats for fun.
 
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