STEAM GROUP
Final Fantasy - Modding FF-Modding
STEAM GROUP
Final Fantasy - Modding FF-Modding
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Showing 41-44 of 44 entries
289
Final Fantasy VI Modding
Originally posted by Dangus ))<>(( Taargus:
Originally posted by Nyxo:
Hey guys. Sorry I didn't join this group sooner to let you know -- I've been working on file access for a little while now. The archive (main.obb) stores filenames as hashes, and encrypts all of the file data. In some cases, the files are compressed as well. The tool I'm currently working on (called "FFVIExplore"..) currently handles all of this transparently.

However, I don't have a complete file list yet, so about 7% of the files in the archive are currently listed as hashes (making it difficult to do mods that involve them).

I'm also currently working on the repackaging feature, so that mods can be saved back into the archive, and the game will use them.

Once these 2 things are done, it'll be release-able. Look forward to it guys!

I'm not terribly experienced, but I'm looking into removing the bilinear filtering from both V and VI... I'll wait for your progress to see what can be done about VI, but in the meantime I was wondering to know if you might have any idea where to start looking in getting rid of the filter for V? Any help is appreciated!

The first thing I'd look for is following the thought that the sprites are being rendered on glquads (or some other GL construct), meaning that you just need to find the MIN/MAG filter settings for those surfaces. That's the first thing I'd look for anyways...

I can almost guarantee that looking inside the archives won't help you with this endeavour - you'll almost assuredly need to look into the .exe or an accompanying .dll file with a debugger.
Showing 41-44 of 44 entries