XeNTaX Forum Index
Forum MultiEx Commander Tools Tools Home
It is currently Sat Apr 29, 2017 12:45 am

All times are UTC + 1 hour




Post new topic Reply to topic  [ 10 posts ] 
Author Message
 Post subject: Final Fantasy IX: Engine modification
PostPosted: Mon Apr 25, 2016 8:16 pm 
Offline
n00b
User avatar

Joined: Thu Oct 16, 2014 12:40 am
Posts: 10
Has thanked: 0 time
Have thanks: 3 times

A new version is available: (09.06.2016)
Git: https://github.com/Albeoris/Memoria
Build: https://yadi.sk/d/FVB-1Qs3rJwnz

Features:
  • Disable/Enable cheats
  • Fast battles (Skip waiting or turn-based)
  • Save/Load anywhere (Alt+F5 / Alt+F9)
  • Edit game data
  • All of characters available
  • Easy rope jumping
  • Change the game font
  • Export text resources
  • Import text resources

Important:
Update the game to the last version first!
Delete Memoria.ini from a previously installation.

Future:
  • Import text resources
  • Export/import graphics resources
  • Exit to main menu
  • Redesign the battle menu
  • Rewrite the game engine

First run:
  • Run game.
  • If there is no error you will see "Memoria.ini" file in the game directory.
  • If something went wrong you will see error in the "Memoria.log"
  • If you not see "Memoria.log" try to run game with administrator rights
  • If you see "Sharing violation on path" then close applications that hold this file
  • If you see "at Memoria.CsvReader.Read" then fix files in the StreamingAssets\Data directory or delete them and patch again.
  • If the error persists see "\FINAL FANTASY IX\x64(or x86)\FF9_Data\output_log.txt"

    Configuration:
    • Close the game
    • Open Memoria.ini via any text editor (notepad for example)
    • Change "Enable" value from 0 to 1.
    • Specify other params
    • Save Memoria.ini
    • Run the game

Feedback, pull requests and issues are welcome.

You can make the ads go away by registering



Last edited by Albeoris on Thu Jun 09, 2016 6:32 pm, edited 11 times in total.

Top
 Profile  
 
 Post subject: Re: Final Fantasy IX: Engine modification
PostPosted: Mon Apr 25, 2016 9:26 pm 
Offline
ultra-veteran
ultra-veteran

Joined: Fri Nov 06, 2009 12:13 am
Posts: 579
Has thanked: 64 times
Have thanks: 123 times
woah cool! i missed the steam sale so haven't bought it yet..... but wanted to tear down their engine too. they're using unity?!?

i loved that tetra master minigame so much :ninja:

_________________
Useful tool links:


Top
 Profile  
 
 Post subject: Re: Final Fantasy IX: Engine modification
PostPosted: Mon Apr 25, 2016 10:05 pm 
Offline
n00b
User avatar

Joined: Thu Oct 16, 2014 12:40 am
Posts: 10
Has thanked: 0 time
Have thanks: 3 times
Yeah. :)


Top
 Profile  
 
 Post subject: Re: Final Fantasy IX: Engine modification
PostPosted: Tue Apr 26, 2016 8:03 pm 
Offline
n00b
User avatar

Joined: Thu Oct 16, 2014 12:40 am
Posts: 10
Has thanked: 0 time
Have thanks: 3 times
Update. :)


Top
 Profile  
 
 Post subject: Re: Final Fantasy IX: Engine modification
PostPosted: Thu Apr 28, 2016 11:35 pm 
Offline
n00b
User avatar

Joined: Thu Oct 16, 2014 12:40 am
Posts: 10
Has thanked: 0 time
Have thanks: 3 times
Update:
+ All of characters available


Top
 Profile  
 
 Post subject: Re: Final Fantasy IX: Engine modification
PostPosted: Fri Apr 29, 2016 6:07 am 
Offline
ultra-veteran
ultra-veteran
User avatar

Joined: Tue May 16, 2006 10:55 pm
Posts: 588
Location: Czestochowa, Poland
Has thanked: 12 times
Have thanks: 14 times
This is great.

When you mention there are plans to export graphics.
Will that include the walkmesh, as right now I'd like to extract the walkmesh for various scenes, but no tools seem to be able to do this because the walkmesh isn't being rendered, so nothing picks it up.

I would try NinjaRipper on the game, however there seems to be no way to get Ninja Ripper to work with this game at all due to it having the annoying launcher.

_________________
"Lemons are people nice hardworking & honest people too..."


Top
 Profile  
 
 Post subject: Re: Final Fantasy IX: Engine modification
PostPosted: Fri Apr 29, 2016 1:27 pm 
Offline
n00b
User avatar

Joined: Thu Oct 16, 2014 12:40 am
Posts: 10
Has thanked: 0 time
Have thanks: 3 times
lionheartuk wrote:
This is great.

When you mention there are plans to export graphics.
Will that include the walkmesh, as right now I'd like to extract the walkmesh for various scenes, but no tools seem to be able to do this because the walkmesh isn't being rendered, so nothing picks it up.

I would try NinjaRipper on the game, however there seems to be no way to get Ninja Ripper to work with this game at all due to it having the annoying launcher.

Unfortunately, I do not know anything about 3D-formats, so I cannot export a walkmesh in a convenient format.

It's just magic words for me:
Code:
public class WalkMeshTriangle
{
  public int floorIdx;
  public int triIdx;
  public Vector3[] originalVertices;
  public Vector3 originalCenter;
  public Vector3[] transformedVertices;
  public Vector3 transformedCenter;
  public Rect transformedRect;
  public float transformedZ;
  public int[] neighborIdx;
  public int cost;
  public int pathCost;
  public WalkMeshTriangle next;
  public WalkMeshTriangle nextListElem;
  public ushort triFlags;
}


If you can write a serializer for WalkMesh I can add it to the Memoria. :)


Top
 Profile  
 
 Post subject: Re: Final Fantasy IX: Engine modification
PostPosted: Mon May 02, 2016 4:57 pm 
Offline
n00b
User avatar

Joined: Thu Oct 16, 2014 12:40 am
Posts: 10
Has thanked: 0 time
Have thanks: 3 times
+ Import text resources


Top
 Profile  
 
 Post subject: Re: Final Fantasy IX: Engine modification
PostPosted: Tue May 03, 2016 2:13 pm 
Offline
ultra-veteran
ultra-veteran
User avatar

Joined: Tue May 16, 2006 10:55 pm
Posts: 588
Location: Czestochowa, Poland
Has thanked: 12 times
Have thanks: 14 times
Albeoris wrote:
lionheartuk wrote:
This is great.

When you mention there are plans to export graphics.
Will that include the walkmesh, as right now I'd like to extract the walkmesh for various scenes, but no tools seem to be able to do this because the walkmesh isn't being rendered, so nothing picks it up.

I would try NinjaRipper on the game, however there seems to be no way to get Ninja Ripper to work with this game at all due to it having the annoying launcher.

Unfortunately, I do not know anything about 3D-formats, so I cannot export a walkmesh in a convenient format.

It's just magic words for me:
Code:
public class WalkMeshTriangle
{
  public int floorIdx;
  public int triIdx;
  public Vector3[] originalVertices;
  public Vector3 originalCenter;
  public Vector3[] transformedVertices;
  public Vector3 transformedCenter;
  public Rect transformedRect;
  public float transformedZ;
  public int[] neighborIdx;
  public int cost;
  public int pathCost;
  public WalkMeshTriangle next;
  public WalkMeshTriangle nextListElem;
  public ushort triFlags;
}


If you can write a serializer for WalkMesh I can add it to the Memoria. :)


Unfortunately, much to my chagrin, that isn't my specialty at all. I'd love to help but I've no idea about that side of things myself.

_________________
"Lemons are people nice hardworking & honest people too..."


Top
 Profile  
 
 Post subject: Re: Final Fantasy IX: Engine modification
PostPosted: Tue Sep 27, 2016 2:02 am 
Offline
n00b
User avatar

Joined: Thu Oct 16, 2014 12:40 am
Posts: 10
Has thanked: 0 time
Have thanks: 3 times
Now I can attach debugger to the Final Fantasy IX! ^^
You can do that for the most of Unity games.

Image
Image



Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 10 posts ] 

All times are UTC + 1 hour


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group