FINAL FANTASY X/X-2 HD Remaster

FINAL FANTASY X/X-2 HD Remaster

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Xan 2016 年 5 月 18 日 上午 10:31
Gamepad and UnX friendly Launcher for FINAL FANTASY X-X2
Download: https://github.com/xan105/FFX-X2_LAUNCHER/releases/
Source code : https://github.com/xan105/FFX-X2_LAUNCHER

If you have UnX installed it will display more configuration option in the settings screen.

To install just replace FFX&X-2_LAUNCHER.exe in the 'FINAL FANTASY FFX&FFX-2 HD Remaster' folder (make a backup first ;-) ).
最后由 Xan 编辑于; 2023 年 4 月 1 日 上午 2:11
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正在显示第 1 - 15 条,共 84 条留言
Plex 2016 年 5 月 18 日 上午 11:49 
hmmmmm
Is there a way to get it full screen without the scrollbars?

http://prntscr.com/b5mp7j

also, going to settings simply does nothing, they just don't appear.
And yes I put the Launcher exe into the FFX main folder where the other .exe's are.
最后由 Plex 编辑于; 2016 年 5 月 18 日 下午 12:00
Xan 2016 年 5 月 18 日 下午 9:25 
引用自 Plasma
hmmmmm
Is there a way to get it full screen without the scrollbars?

http://prntscr.com/b5mp7j

also, going to settings simply does nothing, they just don't appear.
And yes I put the Launcher exe into the FFX main folder where the other .exe's are.

aww this is weird :x
I'll try to fix it if i can reproduce it.
Does the settings section show up when you click with the mouse on setting ?
Plex 2016 年 5 月 18 日 下午 9:27 
引用自 Xan
Does the settings section show up when you click with the mouse on setting ?

No it doesn't.
I'm also using UNX 0.1.2 if that matters.
anything else works, except for settings.

Unx.ini is UTF-8, just the dxgi.ini sets itself back to UCS2-Little endian.
最后由 Plex 编辑于; 2016 年 5 月 18 日 下午 9:32
Kaldaien 2016 年 5 月 18 日 下午 9:44 
They should both be encoded the same way, I think. I may need to go in and fix that, my intention is to always write everything out 2-bytes per character. I think I had to edit the INI code for one game and accidentally left it writing UTF-8.

That said, it's bilingual. It can read any encoding, but it always writes the same at mod shutdown.
最后由 Kaldaien 编辑于; 2016 年 5 月 18 日 下午 9:45
Kaldaien 2016 年 5 月 18 日 下午 9:48 
Would it be possible to use this to do button configuration?

I'm working on making ESC and F1-F5 configurable in the 0.1.x testing stuff right now.

I have not worked out the specifics of how user-defined button maps will be stored in the INI yet, but I'm thinking that all of the maps will amount to a combination of two or three buttons. It'd make life a lot easier for the end-user if they had a UI tool like this to set those up with.

It'll probably work out to something like

F1=Select+LB+X
最后由 Kaldaien 编辑于; 2016 年 5 月 18 日 下午 9:49
Xan 2016 年 5 月 18 日 下午 9:53 
引用自 Kaldaien
Would it be possible to use this to do button configuration?

I'm working on making ESC and F1-F5 configurable in the 0.1.x testing stuff right now.

I have not worked out the specifics of how user-defined button maps will be stored in the INI yet, but I'm thinking that all of the maps will amount to a combination of two or three buttons. It'd make life a lot easier for the end-user if they had a UI tool like this to set those up with.

It'll probably work out to something like

F1=Select+LB+X

Well i just read and write to your ini file so thats aint a problem.
I just have to detect what the user press (what combination he wants) and voila
I need to find more space for all your new settings tho :p
Xan 2016 年 5 月 19 日 上午 2:13 
引用自 Kaldaien
They should both be encoded the same way, I think. I may need to go in and fix that, my intention is to always write everything out 2-bytes per character. I think I had to edit the INI code for one game and accidentally left it writing UTF-8.

That said, it's bilingual. It can read any encoding, but it always writes the same at mod shutdown.

Problem was on my end. I had problem dealing with utf16-le BOM when parsing the ini.
Next version will not required to convert to utf8.
Just forget about this.
Xan 2016 年 5 月 19 日 下午 2:12 
Last update 19/05/2016 | v1.0.1:
- Fixed handling the encoding of UnX.ini
- Fixed showing/hiding the settings screen if couldn't find 'GameSetting.ini'
- Support for more settings including UnX.ini and unx_gamepad.ini (v2.0). (Not all tho)
- Add GUI tool to pick up gamepad special keys (see UnX > unx_gamepad.ini)
-> This can only be configured by mouse for now.
-> I need to add a way to delete a key or all

@Plasma sorry still did not fix your issue completely.
Kaldaien 2016 年 5 月 19 日 下午 8:58 
This is really awesome, thank you :)

I was considering writing a little mini-tool to handle the gamepad configuration but logically this stuff all belongs in the launcher, and now we've got it.

I'd love to contribute myself, but as weird as it sounds, I'm not very competent in languages other than C/C++, assembly and HLSL/GLSL :P I am flabbergasted that this stuff can be done with what GitHub claims is mostly JavaScript. I think I've been living under a rock.
最后由 Kaldaien 编辑于; 2016 年 5 月 19 日 下午 9:00
Xan 2016 年 5 月 20 日 上午 1:10 
Thanks for your support :)
I don't seam to have much love for my launcher but i enjoy it alot on my sofa tho :D
I try to update it as fast as i can but you are way faster than me to add new things in your mod (or change settings in the .ini ;p )
最后由 Xan 编辑于; 2016 年 5 月 20 日 上午 1:16
Spellthief 2016 年 5 月 20 日 上午 4:03 
Well for what it's worth, I just started using it, and it's much appreciated :)

The non-gamepad launcher was one of my first two, and really only, gripes I've had with the port.
TrowGundam 2016 年 5 月 20 日 上午 4:12 
I've actually managed to decompile the official launcher. I've been tempted to mod in gamepad support to it, but distributing it is a bit of a gray area as it is still mostly Square-Enix's code. I was thinking to redo it in WPF, which would be much better performance wise and code wise than how they handled things by basically handling the WM_PAINT message themselves. I'm actually surprised it worked at all. I had to do so much cleaning up to just get it to compile and not crash. I had the thing get an OutOfMemoryException releasing memory!
Spellthief 2016 年 5 月 20 日 上午 4:18 
That could be cool. Could work some interesting magic being able to use the default launchers ability to manipulate the data files.
TrowGundam 2016 年 5 月 20 日 上午 4:24 
Umm, actually. I have already written a tool that is able to extract everything out of the VBF files. :) I think with enough work I could even reverse the process (it only had the reading code in the Launcher). The only problem is with how the files are structured I have to try and figure out what the file is from its contents. It isn't easy... Once I get most of them figured out, I'll post something with the tool. I do have everything in the launcher's VBF figured out. It is a couple of XML files, a bunch of PNGs, an OGG (the background music), 2 VAG files (Playstation Sound Effect files) and then some file I can't figure out.

For the actual game files, I have been able to extract all the cutscenes and save icons. I'm still sorting out what all the other files are. They aren't as easy to figure out.
Kaldaien 2016 年 5 月 20 日 上午 4:31 
引用自 TrowGundam
I've actually managed to decompile the official launcher. I've been tempted to mod in gamepad support to it, but distributing it is a bit of a gray area as it is still mostly Square-Enix's code. I was thinking to redo it in WPF, which would be much better performance wise and code wise than how they handled things by basically handling the WM_PAINT message themselves. I'm actually surprised it worked at all. I had to do so much cleaning up to just get it to compile and not crash. I had the thing get an OutOfMemoryException releasing memory!

Patching it wouldn't be. But I don't know how that all works in C#. I have a vastly different look at most software's internals because I'm used to changing a handful of assembly instructions and writing replacement functions in C.

C# stuff is gargantuan in size and scope to begin with, I have to imagine hot-patching it isn't simple either.
最后由 Kaldaien 编辑于; 2016 年 5 月 20 日 上午 4:32
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