Difference between revisions of "User:MaKiPL"
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FF8_EN.exe+109978 - mov cx,[eax+02] - COPIES camera data from battle stage to register | FF8_EN.exe+109978 - mov cx,[eax+02] - COPIES camera data from battle stage to register | ||
01D974B4 - enemy position Y/ | 01D974B4 - enemy position Y/X | ||
01D974B2 - enemy position Z | 01D974B2 - enemy position Z | ||
01D974B0 - enemy position | 01D974B0 - enemy position X/Y |
Revision as of 13:24, 17 July 2015
I am an IT technician from Poland, C# programmer, hobbyist photographer and hobbyist video game designer. I started with Postal 2 map making, then moved to UDK, made some of the most popular Polish YouTube tutorials for it and got invited to UE4. Meanwhile I had to learn how to code in UnrealScript (Unreal engine 3 scripting language) and C# to learn what coding is. I always loved software engineering. Now I'm into reverse engineering, penetration tests, assembly editing/cracking and software/games hacking (My favourite hack is freecamera or no-clip. I just love to explore out-of-map. I don't care making hacks for invincibility or so). I'm also into photography. I worked hard to buy DSLR camera (I am still a student). Love you all. Have fun! Final Fantasy forever!
VIII research notes:
I like cats
WorldMap:
Done. Needs a lot of more technical details in documentation, but they're cracked. Thanks Halfer!
VIII Battle stage model
header section (0x-0x5b4) is STILL UNKNOWN! Oh crap!
This header accesses opcodes related to Direct3D "shadow" stuff. Is highly connected to AF3DN.p
World map camera hack
World map camera is now described in: http://wiki.qhimm.com/view/FF8/Engine/WorldMapCamera
Engine opcodes and functions
0050F945 - 66 8B 02 - mov ax,[edx] - COPIES Battle stage triangle count!
FF8_EN.exe+109978 - mov cx,[eax+02] - COPIES camera data from battle stage to register
01D974B4 - enemy position Y/X 01D974B2 - enemy position Z 01D974B0 - enemy position X/Y