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FF8: Fix elevator blending for mods #746 (#749)
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myst6re authored Nov 12, 2024
1 parent cb65495 commit 44bc7d3
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2 changes: 2 additions & 0 deletions Changelog.md
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Expand Up @@ -9,8 +9,10 @@
## FF8

- Core: Fix crash for non-us versions introduced in 1.20.3 ( https://github.com/julianxhokaxhiu/FFNx/pull/741 )
- Core: Fix crash when `more_debug` option is enabled ( https://github.com/julianxhokaxhiu/FFNx/pull/749 )
- Ambient: Fix missing Battle ID for battles triggered using field opcodes
- Ambient: Fix Battle ID detection for random encounters in Field
- Modding: Fix blending in external textures ( https://github.com/julianxhokaxhiu/FFNx/pull/749 )
- Modding: Allow modding card names hardcoded in exe ( https://github.com/julianxhokaxhiu/FFNx/pull/739 )
- Modding: Add compatibility to LZ4 compression in FS archives ( https://github.com/julianxhokaxhiu/FFNx/pull/741 https://github.com/julianxhokaxhiu/FFNx/pull/743/files )
- Voice: Add support for Worldmap question dialogs
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3 changes: 3 additions & 0 deletions docs/mods/exe_data.md
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Expand Up @@ -16,3 +16,6 @@ And then FFNx will look for those files directly instead of data from the EXE.
- `battle_scans.msd`: Texts in battle scans. Note: this is not exactly the same
format in the EXE, the msd format is used because it is a well documented format
of FF8.
- `card_names.msd`: Card names. Note: this is not exactly the same
format in the EXE, the msd format is used because it is a well documented format
of FF8.
5 changes: 0 additions & 5 deletions src/common.cpp
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Expand Up @@ -903,11 +903,6 @@ int common_create_window(HINSTANCE hInstance, struct game_obj* game_object)
if (more_debug)
{
replace_function(common_externals.debug_print2, external_debug_print2);

if (ff8)
{
patch_code_dword(ff8_externals.outputdebugstringa, DWORD(external_debug_print));
}
}

#ifdef NO_EXT_HEAP
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3 changes: 1 addition & 2 deletions src/gl/gl.cpp
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Expand Up @@ -337,8 +337,7 @@ void gl_draw_indexed_primitive(uint32_t primitivetype, uint32_t vertextype, stru
newRenderer.isTLVertex(vertextype == TLVERTEX);
newRenderer.isFBTexture(current_state.fb_texture);

if (ff8) newRenderer.doModulateAlpha(false);
else newRenderer.doModulateAlpha(true);
newRenderer.doModulateAlpha(true);

//// upload vertex data
newRenderer.bindVertexBuffer(vertices, normals, vertexcount);
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