Xim: Browser-based Client Simulator

Language: JP EN DE FR
New Items
2026-01-06
users online
Forum » FFXI » Dat Modding » Xim: Browser-based Client Simulator
Xim: Browser-based Client Simulator
 Bahamut.Daleterrence
Offline
Server: Bahamut
Game: FFXI
User: Dalight
Posts: 114
By Bahamut.Daleterrence 2026-04-22 17:43:01
Link | Quote | Reply
 
RadialArcana said: »
Thinner would be better then yeah if that's the case. Does the effect look the same on everything (outside of the color)?

Atomos Abyssea entrance, moogles, avatars, trusts etc

I see now why you say you worry about performance, if that's what it needs for every instance of the effect.

It differs slightly depending on the actor and SE's intention for the effect (for example, the effect on the Fenrir mount is entirely different from Fenrir itself), but Aamace has once again been an absolute hero and given me some direction on how I might be able to remedy it, which I'll give a go tomorrow.

(Also this will probably be the last post about it in this thread because I really don't want to detract from XIM, it's genuinely a work of art and I don't want to derail from it!)
[+]
 Asura.Aamace
Offline
Server: Asura
Game: FFXI
User: Aamace
Posts: 41
By Asura.Aamace 2026-04-23 11:12:00
Link | Quote | Reply
 
RadialArcana said: »
I notice you fixed the ethereal glow around certain characters

Just to quickly answer how this works in Xim - I used 512x512 instead of 256x256 for the "haze"/"distortion" texture. I also eye-balled the blur-radius, since it works strangely in the retail client (it seems to use some kind of screen-space unit, and it's heavily impacted by the camera's FoV from zooming in/out).

To be honest, I didn't know the effect looked better on PS2 - I had just assumed it was meant to look kind of blocky...

Also, here's the retail client's blur-effect in motion as an example (~10x radius, opacity set to full).

Bahamut.Daleterrence said: »
Also this will probably be the last post about it in this thread because I really don't want to detract from XIM

Please do feel free to ask any other .DAT or graphics-related questions, though!
[+]
 Bahamut.Daleterrence
Offline
Server: Bahamut
Game: FFXI
User: Dalight
Posts: 114
By Bahamut.Daleterrence 2026-04-23 15:26:02
Link | Quote | Reply
 
Asura.Aamace said: »
Bahamut.Daleterrence said: »
Also this will probably be the last post about it in this thread because I really don't want to detract from XIM

Please do feel free to ask any other .DAT or graphics-related questions, though!

Oh I absolutely will, don't you worry! I spent nearly a day banging my head against the fix for the summoning circles and in one short conversation with you I'd worked out what I missed, you're being a massive help and I will continue to pick your brain :D
 Asura.Aamace
Offline
Server: Asura
Game: FFXI
User: Aamace
Posts: 41
By Asura.Aamace 2026-05-01 12:14:05
Link | Quote | Reply
 
I added a small utility to display the .DAT tree for resources. It has basic functionality to describe some of the resource types, can execute Routine resources, play sounds, and display textures. The "E" buttons and player-look paths will open the UI:



For example, here's Cure:
[+]
 Shiva.Zynjec
Offline
Server: Shiva
Game: FFXI
User: Alynda
Posts: 5
By Shiva.Zynjec 2026-05-01 15:15:38
Link | Quote | Reply
 
It'd be interesting to see if someone could fix the Shadow Lord's shadowy effect during cut scenes using these tools and knowledge, they've never quite looked/worked as it did on the PS2.

https://www.reddit.com/r/ffxi/comments/1pc8tai/pc_on_the_left_vs_ps2_right_shadowlord_cutscene/
[+]
 Bahamut.Daleterrence
Offline
Server: Bahamut
Game: FFXI
User: Dalight
Posts: 114
By Bahamut.Daleterrence 2026-05-01 16:42:42
Link | Quote | Reply
 
Shiva.Zynjec said: »
It'd be interesting to see if someone could fix the Shadow Lord's shadowy effect during cut scenes using these tools and knowledge, they've never quite looked/worked as it did on the PS2.

https://www.reddit.com/r/ffxi/comments/1pc8tai/pc_on_the_left_vs_ps2_right_shadowlord_cutscene/

I'm actually working on this fixing this too! The Shadow Lord cutscene is 100% on the list, but if anyone else has any other issues like this one, or the ones I've mentioned earlier in the thread, I'd love to hear from you via DM, videos of how the VFX should look/function are a massive help!
[+]
 Bahamut.Daleterrence
Offline
Server: Bahamut
Game: FFXI
User: Dalight
Posts: 114
By Bahamut.Daleterrence 2026-05-02 14:42:25
Link | Quote | Reply
 
Just an update on this, Aamace was, once again, an absolute legend and had a look at what's actually going on with the Shadow Lord cutscene and turns out that effect is just.. entirely unimplemented. It exists in the games files, it's just, for whatever reason, not being used.

I'm going to be honest, it's definitely outside of my knowledge to even begin trying to fix it, and maybe Aamace might want to put out a more detailed post about it for the sake of just documenting publicly what's up with it, but it's probably not something I'm capable of fixing right now, sorry to disappoint!
[+]
Offline
Posts: 5664
By RadialArcana 2026-05-03 03:35:37
Link | Quote | Reply
 
Assuming it's not a simple bug (the game has upside down fish, and side room fire effects that crashed the game, and that took 20 years to fix).

The most obvious answer is the PC version handled certain effects differently, and instead of just remaking the effect they removed it. The effect system (and other things) don't handle black as black in textures, so it's entirely possible the effect is near clear on PC and they didn't want to remake the effect to fix that and just removed it.

They seem to have either reduced the lighting in that cut-scene, or the ps2 version had ingame gamma set lower than it is on PC.
[+]
 Asura.Aamace
Offline
Server: Asura
Game: FFXI
User: Aamace
Posts: 41
By Asura.Aamace 2026-05-03 11:32:35
Link | Quote | Reply
 
For the Shadow Lord CS above, I looked into the circular shadow fire effect & the model-fade out effect. The effects are in ROM/16/98.DAT & ROM/16/99.DAT.

The fire effect uses an obscure Particle Updater operation (0x65). I scanned the file-table for other usages, and it only appears in 3 other model-transitions cutscenes (Eald'Narche, Kam'lanaut, Selh'teus). The operation looks like it should spawn child particles (the fire + a distortion particle on top of it), but it... doesn't do anything. I couldn't get the opcode to do anything inside the cutscene or by using .DAT swaps, so I took a look in the debugger. 0x65 links to a no-op in the jump-table - it just proceeds to the next instruction without doing anything. Seems like they removed it, but I'm not sure why, though. I hacked together an implementation in Xim and it looks fine.

For the fade-out effect - the cutscene works by loading in both the first-phase model (NPC 315) and the second-phase model (NPC 316). The PS2 version seems to have an effect where vertices in the 2nd model gain priority over the first model (maybe from depth bias or alpha-culling?). There's an obscure Routine op-code (0x74, only used in the same effects as above) that references a particle-type that I'd never seen before (0x5A, also only used in these effects). Again, 0x74 is just a no-op (debugger skips to the next instruction, never loads the particle reference). The particle is linked to something named [disg] (maybe "disintegrate"?) that I don't see anywhere, so it's probably a special effect (similar to [dist] for "distortion"). Also, even if I change 0x74 to 0x02 (the normal particle-generator op-code), the particle is loaded but never spawned, so 0x5A seems unimplemented as well.

My assumption is that there were some per-vertex operations that were feasible on the PS2, but there's no equivalent in D3D8.

RadialArcana said: »
and instead of just remaking the effect they removed it

Seems like the case here, unfortunately.
[+]
Log in to post.