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  1. crazycatz00
    How much RAM do you have? And if you can find out, how much total virtual memory?
    Post by: crazycatz00, Sep 21, 2013 in forum: Code Vault
  2. crazycatz00
    Like this? :D

    Got the EVT fontfix completely working!

    I'll upload the new SLPS tonight, I got a little cleanup to do.
    Post by: crazycatz00, Sep 21, 2013 in forum: Code Vault
  3. crazycatz00
    Made some progress, I can make the EVT the right size without it becoming skinny as heck. Still has bad offsets, but I know where to look... And I have a nice place to make function hooks now too, so I don't have to worry about space to write code as much.
    View attachment 36776 Top = Without hack; Bottom = with hack
    Post by: crazycatz00, Sep 21, 2013 in forum: Code Vault
  4. crazycatz00
    I'm just worried about subtle differences that might be in the Final Mix, that would be lost by this. And, of course, that this cannot be done to files with FM-only content.
    Also.... what about those "new" FM strings in that one section, the one going on about "you got a potion" and stuff. Wasn't that different in FM? What happens if the game tries to load a FM-only string from that, but it gets a US EVM\ARD?

    If we can get this to work bug-less this will be wonderful, but I really don't want to deal with bugs or anything missing. (This does give me a place to look for modding textbox sizes now, though :p.)
    [DOUBLEPOST=13131313131313131313131313][/DOUBLEPOST]
    As for what I've been up to....
    Tried to get an EVT fontfix... some luck modding it, but something was always wrong. Rethinking my approach and options atm.

    Integrated widescreen hacks into the ELF. I got both the older hacks (basic+FMV+black borders) and the newer ones (matrix+textbox fix) in it.
    Related: If we want to make textboxes larger, I can now hardcode any valid value in.
    The memory value is 204951D0 (for Cheat engine and PCSX2 pnach).
    While a PCSX2 pnach would work, you should use Cheat Engine since you can see changes for this value in real time. You change the CE value, the game instantly resizes the box.

    Also note that this value is a FLOAT! Use this to convert between normal number and float hex: http://gregstoll.dyndns.org/~gregstoll/floattohex/.
    A few examples:
    • 1.0 = 3f800000 (KH1 Default)
    • 1.333333 = 3faaaaab (KH1 widescreen)
    • 1.4 = 3fb33333
    Also note float can be a little imprecise with some close numbers. By this, I mean 3faaaaa6 is also 1.333333.
    Post by: crazycatz00, Sep 21, 2013 in forum: Code Vault
  5. crazycatz00
    If you can do it, sure. But I personally don't know anyone willing to do it, and I'm not doing that myself.
    Post by: crazycatz00, Sep 19, 2013 in forum: Code Vault
  6. crazycatz00
    I remember the password is something like "[]" or "][" no quotes. Has those brackets in it, either way.

    Also, the Final Mix has been known the have extra models. Ala Woody and Buzz.
    Post by: crazycatz00, Sep 19, 2013 in forum: Code Vault
  7. crazycatz00
    The closest language to what I use that I would ever recommend is C#. I love C++, but .NET is easier for quick development to me. That, and the language I do use I can copy code between my console and web-based tools... more convenient. ;P

    Afaik, KH2 doesn't use TM2 images. It uses a more custom format. Look for a program called "expack1h" or "khiiMapv.exe". It can show you most of the formats in KH2, and for many images export to PNG. It can't convert back, but it's a start.
    Post by: crazycatz00, Sep 19, 2013 in forum: Code Vault
  8. crazycatz00
    I wouldn't say an extractor, per say. (What are you extracting to, most of it I'd imagine is vertices\bones\etc.) But a converter should be possible, sure.

    ReCoM dumper link in my signature.

    Triangle thing as in the reaction command background? Those are in the "field2d/jp/*command.2dd" files. At least one for each world, and I think "zz" is the one used for KH1 style command menus.
    Also note they don't all use the same "format". Some have the whole reaction BG there, some just 1/2 and mirror it, some have it split between 2 separate lines (I think); and most of them are in different positions in the image file.
    Post by: crazycatz00, Sep 19, 2013 in forum: Code Vault
  9. crazycatz00
    Just in case you haven't noticed, the Noesis KH1 plugin includes source code. Otherwise, that thread seems to be mostly how to extract and find models, and stuff.
    Post by: crazycatz00, Sep 19, 2013 in forum: Code Vault
  10. crazycatz00
    Well, this means we can do better then the official. ^^ (Also, I'll probably have the Olympus typos like them. I can fix mine at least :P)

    As for the MDLs, if we can convert it, it's all good. :P
    Post by: crazycatz00, Sep 16, 2013 in forum: Code Vault
  11. crazycatz00
    Some progress with an EVT fontfix. I found values that work, but it ends up getting too thin.
    View attachment 36759

    Edit: Ok, found a way to not shrink the text like that. The text matches up really well, just a few more bugs for me to work-around.

    Note-to-self:
    Code:
    // a0 = input width; s2 = output width
    addiu s3, zero, $0003
    multu a0, a0, s3
    srl s2, a0, 2
    Edit 2: And there's no room to add this in, so I need to find somewhere I can make a hook..... great.
    Edit 3: That won't work. I still got a lead, but this is just getting annoying now.

    Edit 4: Ya, I can't get this. I can make the text the right width, but it always gets too thin (I think the game is running AA on it or something). In addition, there's always an offset that wrong. This text engine really is weird, imo...
    I have one more trick I want to try, but I'll do that tomorrow.
    Post by: crazycatz00, Sep 15, 2013 in forum: Code Vault
  12. crazycatz00
    I think that's the "UI fixed for HD" file, on the first post.
    Post by: crazycatz00, Sep 15, 2013 in forum: Code Vault
  13. crazycatz00
    Master code from the front page should work nicely, so "902605B8 0C098116". As for which lines: All of them. I left the names, so if you wanted to keep certain parts off you could.
    But the whole code would be:
    Code:
    Master Code
    902605B8 0C098116
     
    WideScreen
    20110644 3c0143d6
    20110b30 3c013f19
    20110898 3421999a
    202a6948 70007000
    2010631c 3c071900
    20104334 00000000
    20104454 00000000
    201f0360 24120018
    201f060c 24030018
    201f0cf4 24100018
    201f1040 24160018
    201f1390 240b0018
    201f24a4 24100018
    201f27f0 24170018
    201f9c38 24090018
    201fa044 24140018
    201f0370 0015a1c0
    201f1044 000319c0
    201f1398 001561c0
    201f27f4 000319c0
    201fa0f4 001711c0
    
    Post by: crazycatz00, Sep 13, 2013 in forum: Code Vault
  14. crazycatz00
    I'm planning on looking for a EVT fontfix sometime, so...... ;)
    Post by: crazycatz00, Sep 10, 2013 in forum: Code Vault
  15. crazycatz00
    Heads up, PCSX2 widescreen forums making some progress with this game:
    http://forums.pcsx2.net/Thread-PCSX2-Widescreen-Game-Patches?pid=319137#pid319137

    "Character menu proportions are fixed", "World map and worlds are fixed", "Gummi ship scenes are fixed (though they're vert- now for some reason, it's still better than stretched)", and finally "Ability to control all universal textbox height/width dimensions".

    I'll look into some of these tomorrow...
    Post by: crazycatz00, Sep 10, 2013 in forum: Code Vault
  16. crazycatz00
    Trilix (or anyone, really), quick question since I can't get in the game atm. Are all the text-boxes the same size? For talking and for choices.
    Post by: crazycatz00, Sep 9, 2013 in forum: Code Vault
  17. crazycatz00
    You wanted Codebreaker? That should be simple enough. I'm sure you know this, but just to say it: the lines beginning with // are comments, not part of the codes; you can ignore them.
    Code:
    //gametitle=Kingdom Hearts: Final Mix
    //comment=Widescreen patch
    //render fix
    20110644 3c0143d6
    //hor value
    20110b30 3c013f19
    20110898 3421999a
    
    //FMV's fix
    202a6948 70007000
    2010631c 3c071900
    
    //black border fix
    20104334 00000000
    20104454 00000000
    
    //Font fixes
    201f0360 24120018
    201f060c 24030018
    201f0cf4 24100018
    201f1040 24160018
    201f1390 240b0018
    201f24a4 24100018
    201f27f0 24170018
    201f9c38 24090018
    201fa044 24140018
    
    //Space fixes
    201f0370 0015a1c0
    201f1044 000319c0
    201f1398 001561c0
    201f27f4 000319c0
    201fa0f4 001711c0
    Converted from the pnach here.
    Post by: crazycatz00, Sep 9, 2013 in forum: Code Vault
  18. crazycatz00
    Fixed the slow-playing issue. MIDI conversion works properly now, and I also added MIDI->BGM loop point support. A few more compatibility things I want to do, but it's working fine now.

    I does seem KH has some restrictions not on "normal" MIDI hardware, though. For example, in KH some notes cut off when the next plays, while on the computer they don't. I'm not sure if they're on the same track or not (this is sorta important), though.
    Also, we\I don't know the whole BGM format still... so some stuff won't convert. But for most songs it's fine.
    Latest test: http://youtu.be/0-vbexo2IH4
    Post by: crazycatz00, Sep 9, 2013 in forum: Code Vault
  19. crazycatz00
    I think those might be in the SLPS, but I haven't quite found them yet. (or maybe wm.x..... meh, same process anyway)
    Post by: crazycatz00, Sep 7, 2013 in forum: Code Vault
  20. crazycatz00
    Well, I got something to work in-game:

    I did use a bit of hackery here, though. I divided all the delta times by 16, making the song play 16 times normal speed. In VGMTrans, for example, this song lasts like 6 seconds. I don't know why I had to do this for KH1.....

    Also, on the term of making a WD contain a whole song and playing it with one note: Even if it would work, it would take way too much RAM. Not worth pursuing any further imo, since we can't really go over ~1MB. That means for stereo audio 500KB a channel, which is pretty darn short\bad quality.

    If someone wants to try making custom soundfonts for the game, I might get a basic packer together. You'll need to know what you're doing, though, in addition to a way to convert the samples into VAG format files.
    Otherwise, I don't really want to touch WDs anymore. (I'll still try to get BGM files working right though)
    Post by: crazycatz00, Sep 6, 2013 in forum: Code Vault