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  • ...on''': Builds and sets root FF8 ('\\ff8\') path. Do not mistake with [[FF8/Engine/RE/4011C0|0x004011C0]]! char[] string - Root path string. Example: ''""\\ff8""''
    313 bytes (46 words) - 05:22, 23 May 2019
  • ...he camera is look-at, then it works and moves on "logic" sphere. Memory in FF8 is static. Camera memory starts soon after last face indice layout is hold. Logical zoom, for FF8 they're fixed values:
    3 KB (530 words) - 05:22, 23 May 2019
  • Kernel32.dll LoadFile is started at 0x55d323 and 0x55d27b (FF8.EXE). Use below list to observe loaded files and manipulate it if needed. T
    17 KB (2,824 words) - 05:22, 23 May 2019

Page text matches

  • ...ology was created on their new development systems. It was a simple battle engine using the characters from FF6. It was assumed that this would be the beginn ...things happened. First a second team was spun off to start production of [[FF8|Final Fantasy VIII]]. This allowed a staggered development cycle were when
    10 KB (1,812 words) - 05:32, 23 May 2019
  • ...n the [[FF8/HistoryOf|history of Final Fantasy VIII read here]]. The Game Engine * [[FF8/Engine|Final Fantasy VIII's Engine]]
    4 KB (506 words) - 16:00, 29 March 2023
  • FF8 engine reads [[FF8/FileFormat_X|Battle Stage files]] by positions coded in executable (.text s
    2 KB (168 words) - 05:22, 23 May 2019
  • ...on''': Builds and sets root FF8 ('\\ff8\') path. Do not mistake with [[FF8/Engine/RE/4011C0|0x004011C0]]! char[] string - Root path string. Example: ''""\\ff8""''
    313 bytes (46 words) - 05:22, 23 May 2019
  • ...on''': Builds and sets root FF8 ('\\ff8\') path. Do not mistake with [[FF8/Engine/RE/4011C0|0x004011C0]]! char[] string - Root path string. Example: ''""\\ff8""''
    313 bytes (46 words) - 05:22, 23 May 2019
  • Complete list of original battle stages by Kaspar01: [[FF8/BS_list|List of battle stages]] ...odel with texture embedeed. The file contains unused info (not used by FF8 engine), camera data, movement, translations and geometry data.
    18 KB (2,293 words) - 21:55, 23 December 2020
  • '''R0win.dat''' is loaded by the engine just after the battle ends with winning situation. This file is complete se For camera data structure please head over to [[FF8/FileFormat_X|Battle stage model file]]
    3 KB (287 words) - 05:25, 23 May 2019
  • ...8fe9b8. You can use this [https://www.mediafire.com/?ucolf65ewq1yoty Cheat Engine Table] to track them as you play. | Built-in engine variable. No idea what it does. Scripts always check if it's equal to 0 or
    14 KB (2,059 words) - 05:18, 1 August 2022
  • file is different than field [[FF8/FileFormat_ONE|[ONE]]] ...e Chara). I named the bones/animation section as "section 12" because game engine calls function for chara.one files with 0x11 for reading the header data (c
    6 KB (709 words) - 05:25, 23 May 2019
  • ...e is built the similiar way as [[FF8/WorldMap_wmx|World map WMX.obj]]. The engine is loading animation for specific train every 0x800 bytes (2048). Always. A
    2 KB (231 words) - 05:25, 23 May 2019
  • ...t sections have different offsets. Offsets before this are all the same. [[FF8/WorldMap_wmset|Wmset.obj]] is probably never used in-game and is leftover. ...ntain any BalambPlains, so there is no entry in section1 and therefore the engine finds the region encounters, but doesn't find the encounter entries for Bal
    22 KB (2,897 words) - 00:24, 14 January 2021
  • ...orld data, a segment location is predefined in currently unknown place (in engine or wmset.obj) and there are horizontally 32 and vertically 24 segments to f
    4 KB (659 words) - 05:25, 23 May 2019