I've finished work on a .NET 2.0 application based on Zodiac's Excel workbook. Right now it can open a SCUS_942.21 file and apply changes to it. It also generates Gameshark codes based on the current file's differences from an unmodified file. You can also save or load your work in the custom *.fftpatch format. It works with the PSP version (War of the Lions), too!
Check out screen shots here (http://code.google.com/p/lioneditor/wiki/PatcherScreenshots) or download here (http://code.google.com/p/lioneditor/downloads/detail?name=FFTPatcher-v0.352.zip&can=2&q=)
Let me know if you have any ideas for improvements.
Updated 11/27/08:
New version:
FFTPatcher - v0.352 (http://code.google.com/p/lioneditor/downloads/detail?name=FFTPatcher-v0.352.zip&can=2&q=)
Changes since v0.328
- Fixed bug that caused Ability Effects to be applied to the ISO incorrectly
- Fixed Formula 0x4E: Dmg_(MA*Y)
- Fixed bug that caused the Upper Level flag to not be updated on screen properly in the ENTD unit editor
- Rewrite of Sprite Manager. Now, it reads all character/monster sprites from an ISO file. Make your changes and save as a .shishi file or patch the ISO directly.
- Not supported yet:
- WEP.SPR, OTHER.SPR
- Changing "type" of sprite (Making AGURI be TYPE2 instead of TYPE1, etc)
- WLDFACE.BIN, EVTFACE.BIN, EVTCHR.BIN, UNIT.BIN
- Known bug: The thumbnail images in the main window look ugly...
Changes since v0.271
- Added ability to convert a PSX fftpatch file to a PSP fftpatch file. (NOTE: The new PSP abilities for Balthier and Dark Knight are overwritten during this process)
- Added dialogs when patching a PSP or PSX image that let you select what parts you want to patch.
- Added ability to patch the SCEAP.DAT file on PSX ("Sony Computer Entertainment Presents...")
- Added ability to patch the ICON0.PNG file on PSP (This is the image that shows up when you load your game from memory stick)
- Added direct ISO patching for PSP and PSX. No need for CD-Tool anymore
- Added asterisks * to changed items in each screen
- Added "upper level" flag to ENTD units
- Added ability to edit the "Move-Find Items" and traps on maps
- Added ability to "Clone" and "Paste" certain objects
- (ex. Right click "Cure 2" on the left side of Abilities and paste it on top of "Cure 3" and it will copy all the data from Cure 2 to Cure 3)
- (There is a cosmetic bug with this feature, the destination for the paste will not have the correct "blue highlighting" for changes until you select another ability and come back)
- Changed the .fftpatch file format. You can still open old files, but once you save them again you can only open them with new versions of FFTPatcher.
- Added ability to open an already-patched PSX ISO
- The file ICSharpCode.SharpZipLib.dll must be in the same directory as FFTPatcher.exe
- Removed:
- Export font (Use Patch ISO instead)
- Export ENTD (Use patch ISO instead)
- Patch BATTLE.BIN (Use Patch ISO instead)
- Open modified SCUS_942.21 (Use open modified ISO instead)
- FFTacText and ShishiSpriteEditor won't work with this version. If you want to use them, download an old version and copy it to another directory.
- I accidentally removed the "digest" output from the last version. It will be back.
Changes since v0.269
- Fixed bug when loading certain bitmaps in the Sprite Editor (Thanks to Sen and Kourama for reporting the bug)
- Fixed bug where "Team Color" wasn't being properly persisted to .fftpatch files (Thanks to Lydyn for reporting the bug)
Changes since v0.236
- Removed limits on value spinners. You can now enter values up to 255/0xFF, even if the value is invalid
- Added direct patching of Playstation ISOs. You'll need the external CD-Tool program from http://www.nobis-crew.org/cd-tool/ (http://www.nobis-crew.org/cd-tool/). Place CD-Tool.exe in the same folder as FFTPatcher.
- Updated Ability and Item formulas with a more correct list provided by Zodiac
- Added "Second Table ID" value to the Item editors
- Added some text to the Ability editor giving information about formula variables
- Added Team Color, War Trophies, Bonus Money, and "Main target" fields to the ENTD editor
- Renamed the "Zodiac monster" checkbox to "??? Stats"
- Added "digest" output. An HTML file is output whenever you save your .fftpatch file that contains a list of the changes you've made.
- Added option to sprite manager to "Always use corresponding palette for portrait"
- Added option to the sprite manager to show the frames of animation for the current sprite
Thanks to Voldemort7 and Zodiac for beta testing v0.266.
Changes since v0.205
- Fixed bug in sprite viewer when loading a BMP with an invalid palette
- Changed the abilities formula combo box to allow all 256 possible values
- Changed Weapon formula combo box to be more descriptive
- Changed Item formula combo box to be more descriptive
- Added "Zodiac monster" checkbox to the ENTD editor. THanks to Armorvil for this info
- Added beta release of FFTacText text editor
- Updated the FFTPACK.BIN file extractor with the locations of SPELL.MES, WORLD.LZW, and SNPLMES.BIN
Changes since v0.200
- Added detailed formula information to the Ability editor. These are mostly taken from the Battle Mechanics guide.
- Added Sprite Viewer with decompression/recompression support. If you have used Merlin Avery's FFT Sprite Manager, you'll find it works almost exactly the same.
Changes since v0.192:
- Added the Dark Knight, Onion Knight, Balthier, Luso, Argath, Aliste, and Bremondt sprites to the fftpack.bin extractor. Thanks to Dakitty for this info.
- Fixed bug in the Equipment Editor where some checkboxes weren't getting highlighted.
- Added "Always present" and "Randomly present" labels to two checkboxes in the ENTD editor. Thanks to Raijinili for this info.
- Added a function to patch a War of the Lions ISO image file directly, so that CWCheat codes are no longer required. Thanks to NeXaR for the hint that made this possible.
- Fixed the cheat.db file generation to use Unix-style linefeeds like CWCheat expects. Thanks to Krakistophales on the GameFAQs forums for pointing this out.
Changes since v0.190:
- Fixed the "Level" field in the ENTD editor
- Fixed some issues with .fftpatch file generation
Changes since v0.168:
- Fixed a bug that would cause an exception when you tried to open a SCUS_942.21 file.
- Added utilities to unpack or rebuild the "fftpack.bin" file that is in on the War of the Lions UMD
- Added Effects to Ability pages
- This is the "effect" or "animation" that occurs when the ability is used.
- Added font editor
- Fixed some strings that were inconsistent between PSX and PSP modes (not everything is fixed yet)
- Added new PSP events to the ENTD editor
- Balthier's equipment for battle 0x202 is incorrect. It is stored in another location on the disc, and it is not editable yet
- Refactored the ENTD editor based on feedback from the auritech forums
- Compressed some of the internal XML and binary files to shrink the file size
- ComboBoxes now "autocomplete", so if you tab to a ComboBox and type "w-a-t-e-r" it will take you to "Water Anima". If you then type "w" it will take you to "Waterwalking"
- All editing controls now have a "Reset" feature. Tab to a control and push F12 to revert the value to its default
- Fixed a bug on some of the grids where if you select an item in a ComboBox that has the same Name as something else, it will select the other item instead
Changes since v0.164:
- Fixed bug in CheckedListBoxes where the highlighting was not always displayed correctly
- Added ENTD editor
- Optimized .fftpatch generation to generate only the elements that are necessary.
Changes since v0.148:
- Changed the behavior of the CheckedListBoxes so that you only have to click once to check or uncheck an item
- Optimized CWCheat/Gameshark code generation so less codes are generated and the CWCheat codes get split out into groups of 25
- Added highlighting and tooltips to all editing controls:
- Controls will be highlighted in blue if the value they modify has been changed from its default
- MouseOver on an editing control (except checkboxes) will show a tooltip with the default value
Downloading now. I cannot express how ecstatic I am to try this out.
EDIT: Question: Do we have to save the patch first, THEN apply the changes to the file?
EDIT 2: Nope, you sure don't. Tee-hee, an excalibur-looking dagger!
=D That's pretty much how I planned to do it... but I think you forgot one thing: the names mentionned in red within my workbook may have absolutely nothing to do with what's typed there. And while at that, what does the
h beside the fields mean?
I suppose the next thing to come would be the event editor (with the 4 ENTD files)... pretty simple.
After that, a text editor
I'd know how to code the text editor; if only I COULD.
If you're ever willing to do one (by preference in your current editor) please tell me, I'll find any text in the game, give you the offsets, and pretty much all the chars I know. :O
There is also the possibility of a font editor but I doubt you'd want to code that.
Oh, ya and the Rare attribute in Items allows enemy to randomly equip the item. give it whatever name you want.
PS: I never thought of poiting attributes in blue to a sheet, wise idea.
Oh, and sorry, but I'll have to force you to accept putting your editor on the site.
Man, the fact you can just click the skillset to reach the job's skillset after modifying your job statistics is just... awesome. :O
Obviously very good for the Item Attributes too. There would be no way to effectively edit those without that. :S
The h means the fields are in hex.
I get an error when I try to open it.
"The application failed to initialize properly (0xc0000135)"
Quote from: "SephHexenWR"The h means the fields are in hex.
...
...
:O
BMShin - Try downloading the .NET framework (http://www.microsoft.com/downloads/details.aspx?FamilyId=0856EACB-4362-4B0D-8EDD-AAB15C5E04F5&displaylang=en), and see if it works then.
Seph: it worked, thanks.
Awesome program. We still get to see a lot of PSP names when working on a PSX patch, like "shirahadori", but I'm sure that will be fixed in a possible new version.
It would be great if everytime you edit something the new entry could be displayed in a different color, so you could easily see what is default and what is not, in case you want to change it back. I have no idea how hard it would be to implement that, so...it's my suggestion anyway.
I have to say this is an awesome program. Being able to play around with the PSP version is a dream come true. A couple of questions though.
- It may because I'm not used to using CWCheat but it seems that each Set of Codes can only be up to 30 lines, so is there anyway that the program can output the codes in sets of 30?
- As I was trying to mess around with Poachable Items, I attempted to put some of the new items as poachable items but they aren't on the drop down list. I'm guessing the coding in the game doesn't let the items become obtainable other than mulitplayer but I was wondering if there was a fix for this.
- I changed certain items into buyable items (like the Ivory Pole) but it didn't show up in any of the places I visited as buyable, unfortunately I'm not sure what I did wrong.
- Last thing is that although I changed certain new items so that they aren't rare and gave them an enemy level none of the enemies seemed to ever have any of the new items equipped. I'm sure all the issues I'm having with the new items are related but is there something I can do to fix this?
Anyway other than the above questions every other changed I've done has turned out great and I'm looking forward to the ENT editor.
Quote from: "Kourama"- As I was trying to mess around with Poachable Items, I attempted to put some of the new items as poachable items but they aren't on the drop down list. I'm guessing the coding in the game doesn't let the items become obtainable other than mulitplayer but I was wondering if there was a fix for this.
That would require some assembly hacking to put more space because right now it looks like there is only 1 byte to store the poached item; unless melon did something wrong.
Quote from: "Kourama"- I changed certain items into buyable items (like the Ivory Pole) but it didn't show up in any of the places I visited as buyable, unfortunately I'm not sure what I did wrong.
The reason for that is still unknown, however the opposite proves the use of that bit, change Rune Blade as not buyable and it won't appear anywhere. There is a check somewhere that prevents any item from showing up sadly... probably in the shops themselves.
Quote from: "Kourama"- Last thing is that although I changed certain new items so that they aren't rare and gave them an enemy level none of the enemies seemed to ever have any of the new items equipped. I'm sure all the issues I'm having with the new items are related but is there something I can do to fix this?
It may be because the random selection still only searches from item 1 to 255.
Else it's because you don't have the proper level enemy or item, or whatever. I don't know that much on those so I can't tell much.
It's likely Square didn't update everything for romhackers.
Thanks for the info it explains most of my questions and you are probably right about the random item thing. In the PSP version none of the multiplayer items show up anywhere other than as rewards in the mulitplayer battles so it makes sense that random enemies wouldn't have them equipped.
Hopefully there can be some kind of change done on the poachable items if not I'm going to have to wait for the next update that adds the ENT editor so that I can play around with everything a little more. Meanwhile I will test out my patch and make sure everything is working properly.
Quote from: "Kourama"I have to say this is an awesome program. Being able to play around with the PSP version is a dream come true. A couple of questions though.
- It may because I'm not used to using CWCheat but it seems that each Set of Codes can only be up to 30 lines, so is there anyway that the program can output the codes in sets of 30?
I checked in an update to split codes into sets of 25. It will be included in the next build. I'm trying to track down weltall (creator of CWCheat) to determine what the actual limit is. I have noticed if you have too many codes turned on (like all the codes generated by pspfft1.2.fftpatch), the game slows down significantly. (CWCheat works by going through and "executing" each line in the code, for instance writing bytes, doing comparison, copying bytes). If you set your custom firmware to execute at 333 MHz, it seems to improve things. Or--I haven't tested this--turn on the codes briefly to let CWCheat write the values to memory, and then turn off the codes. The modified values should stay in memory if they aren't being constantly read from the UMD.
Quote from: "Kourama"- As I was trying to mess around with Poachable Items, I attempted to put some of the new items as poachable items but they aren't on the drop down list. I'm guessing the coding in the game doesn't let the items become obtainable other than mulitplayer but I was wondering if there was a fix for this.
The ComboBoxes for the "Item Use" (in the Abilities tab) and in the Poaching tab are explicitly populated with just the first 256 items. Zodiac is right that only one byte is used to hold this information. The item attributes, etc for the new items are also stored in an entirely separate part of the memory/executable. On the PSP savegames and character structs, equipment is stored as 2 bytes. I think the extra items were not totally implemented, so it is possible for characters to equip them and shops to buy them, but maybe not possible for monsters to carry them or shops to sell them.
Quote from: "Kourama"Hopefully there can be some kind of change done on the poachable items if not I'm going to have to wait for the next update that adds the ENT editor so that I can play around with everything a little more. Meanwhile I will test out my patch and make sure everything is working properly.
If you ever get your patch to a releasable state, it will eventually be possible to decrypt the PSP executable, apply the changes, and reencrypt it (doing all the encryption/decryption on the PSP itself), and then reinsert the executable into an ISO image. So you could make a redistributable PPF/IPS patch to make it easier for end users to play your mod.
Quote from: "BlackMageShin"Awesome program. We still get to see a lot of PSP names when working on a PSX patch, like "shirahadori", but I'm sure that will be fixed in a possible new version.
It would be great if everytime you edit something the new entry could be displayed in a different color, so you could easily see what is default and what is not, in case you want to change it back. I have no idea how hard it would be to implement that, so...it's my suggestion anyway.
Right now the codes are generated by serializing each data set into an array of bytes and comparing that array to the the unmodified executable. I think before I load data into each editor, I can tell it what its default value is, and display a little icon or special color when it has changed.
Quote from: "Zodiac"I suppose the next thing to come would be the event editor (with the 4 ENTD files)... pretty simple.
Looking at the spreadsheets for this, it seems pretty simple to do. The cheat code generation might get a little crazy. The nice thing about the ENT files is that they are on the War of the Lions UMD unencrypted, so I can patch them directly.
Quote from: "Zodiac"After that, a text editor
I'd know how to code the text editor; if only I COULD.
If you're ever willing to do one (by preference in your current editor) please tell me, I'll find any text in the game, give you the offsets, and pretty much all the chars I know. :O
I looked into this a few weeks ago. An Italian guy determined this mapping (http://lioneditor.googlecode.com/svn/data/brisma-fft.tbl) for characters and control codes (most of the text characters I already knew...). If you know of any other control codes, extended characters, kanji, etc. those would be good to document somewhere for future contributors if I never get to it.
Quote from: "Zodiac"There is also the possibility of a font editor but I doubt you'd want to code that.
Would this be something like a 16x16 array of pixels (all the same color?) that gets turned into a bitmap or something?
Quote from: "Zodiac"Oh, ya and the Rare attribute in Items allows enemy to randomly equip the item. give it whatever name you want.
If you have any other tidbits like this, they'd be helpful. I think I want to put tooltips or help text or something on some of the configurable parameters that aren't totally clear based on the name.
Yeah, this thing is really cool! Just to test it out I replaced basic skill with work, and when my squire used destroy he jumped above the map and just started to walk above the ground. It was... interesting.
Quote from: "Mushufasa"Yeah, this thing is really cool! Just to test it out I replaced basic skill with work, and when my squire used destroy he jumped above the map and just started to walk above the ground. It was... interesting.
I remember doing that! Using any of Worker 8's moves produces really interesting results on anything non-Automaton.
Quote from: "melonhead"I've finished work on a .NET 2.0 application based on Zodiac's Excel workbook. Right now it can open a SCUS_942.21 file and apply changes to it. It also generates Gameshark codes based on the current file's differences from an unmodified file. You can also save or load your work in the custom *.fftpatch format. It works with the PSP version (War of the Lions), too!
Check out screen shots here (http://code.google.com/p/lioneditor/wiki/PatcherScreenshots) or download here (http://code.google.com/p/lioneditor/downloads/detail?name=FFTPatcher-v0.148.zip#makechanges)
Let me know if you have any ideas for improvements.
wow i can't wait to get home to try this! i have to resist some extra days
so please people start posting your mods and mod file with complete description so that people zodiac can host them! now that we have a easy editor let's keep working on the last editing and on becaming a big patch archive!
Quote from: "karsten"Quote from: "melonhead"I've finished work on a .NET 2.0 application based on Zodiac's Excel workbook. Right now it can open a SCUS_942.21 file and apply changes to it. It also generates Gameshark codes based on the current file's differences from an unmodified file. You can also save or load your work in the custom *.fftpatch format. It works with the PSP version (War of the Lions), too!
Check out screen shots here (http://code.google.com/p/lioneditor/wiki/PatcherScreenshots) or download here (http://code.google.com/p/lioneditor/downloads/detail?name=FFTPatcher-v0.148.zip#makechanges)
Let me know if you have any ideas for improvements.
wow i can't wait to get home to try this! i have to resist some extra days :P
so please people start posting your mods and mod file with complete description so that people zodiac can host them! now that we have a easy editor let's keep working on the last editing and on becaming a big patch archive!
You know, that's not a terrible idea.
If you want to make your patches, I ain't gonna host them unless you have your forum section. To get one you'll have to put a request in the good section.
If I host patches I want people to be able to complain about it somewhere without having to spam the other forum sections.
very quick with this program can i change the names of the things ?
Yes or Not
Nawtsz
I wouldn't mind creating my own patch for the PSP version but I'm going to wait until the event editor before I do that.
what happens if you make so that the undead status cancels the cristal status? undead will always respawn? anyone tried this?
I'm quite unsure of what would happen... and you'd have to give immune to treasure too. ;o
i'm a little confused... if i change a shield evade, does it show onscreen or not? i changed a shield with the editor, but the navigation message says that evade is still the same...
does it change and then text is not updated, maybe?
If it doesn't change on the status screen, it won't change in the formula.
now everything works.... but some problems to understand how to be fixed:
1) giving mime a skillset and equpi is useless due to him not equipping anything and not be able to do anything else besid attack and mimicking
2)same for the calculator: it just say that there's no combos available instead of using the brand new skillset i gave him.
any idea on this?
another strange thing; while trying to make a berserker, i gave the unit inherent and start berserk. well berserk is there but it kicks in only after the first attack
That event also happens when equipping an item that makes the unit always; Berserk, IIRC. Actually, the first turn the unit is berserk, but the player can make the unit move (or act) before he loses control of that unit. I thought I had a remedy to this, but I'll have to check again.
Err... only give it permanent berserk, I never thought so, but looks like the two are interfering.
Quote from: "karsten"now everything works.... but some problems to understand how to be fixed:
1) giving mime a skillset and equpi is useless due to him not equipping anything and not be able to do anything else besid attack and mimicking
2)same for the calculator: it just say that there's no combos available instead of using the brand new skillset i gave him.
any idea on this?
and what about these 2?
Can't do anything for the first and for the Calc, never had trouble with that one...
You changed the skillset linked to the job right? If you just tried to change the skills from Math Skills, it's normal it's not working; you have to do something else too.
You can change the skills in the Math Skills skill set but then you also have to change the Action Menu listing from Math Skills to Default.
If you want to make some changes based solely on the current Math Skill set though it seems you are out of luck then. Items, Geomancy, Jump, Draw Out, Throw, and Charge are pretty much set and the only changes you can make are in the same boat as Math Skills. Change the skills in the skill set and then change the Action Menu listing to Default.
Its too bad too because I would love to have Lancer with more than just Jump as its sole ability.
Edit: As for Mime I haven't even tried playing around with Mime. I know innate abilities and stat growth/mulitpliers can be messed around with easily but maybe I'll mess around with it and see what can be possible with it.
New version:
FFTPatcher - v0.168 (http://code.google.com/p/lioneditor/downloads/detail?name=FFTPatcher-v0.168.zip&can=2&q=)
Changes since v0.164:
- Fixed bug in CheckedListBoxes where the highlighting was not always displayed correctly
- Added ENTD editor
- Optimized .fftpatch generation to generate only the elements that are necessary.
Changes since v0.148:
- Changed the behavior of the CheckedListBoxes so that you only have to click once to check or uncheck an item
- Optimized CWCheat/Gameshark code generation so less codes are generated and the CWCheat codes get split out into groups of 25
- Added highlighting and tooltips to all editing controls:
- Controls will be highlighted in blue if the value they modify has been changed from its default
- MouseOver on an editing control (except checkboxes) will show a tooltip with the default value
Could Zodiac or whoever update the links on the main page? Or maybe change the link to http://code.google.com/p/lioneditor/downloads/list which will always have a link to the newest version.
Quote from: "Kourama"You can change the skills in the Math Skills skill set but then you also have to change the Action Menu listing from Math Skills to Default.
If you want to make some changes based solely on the current Math Skill set though it seems you are out of luck then. Items, Geomancy, Jump, Draw Out, Throw, and Charge are pretty much set and the only changes you can make are in the same boat as Math Skills. Change the skills in the skill set and then change the Action Menu listing to Default.
Its too bad too because I would love to have Lancer with more than just Jump as its sole ability.
Edit: As for Mime I haven't even tried playing around with Mime. I know innate abilities and stat growth/mulitpliers can be messed around with easily but maybe I'll mess around with it and see what can be possible with it.
thanks! i'll try it out soon!
The update for the patcher is great so far. I still need a lot more time with the ENTD Editor but so far its great. There are two things that are missing.
Although its great that I can change the events on the PSP version all of the new battles aren't in the ENTD editor and I'm not referring to the multiplayer battles. Stemming from that it I can't equip any enemy with any of the new items. Now I could see where the issue would appear after my question about making new items poachable but the new battle where you recruit Balthier would answer several questions since Balthier has 2 of the new items equip.
Other than that it seems to be working as well as the original ENTD Editor. Thanks for the update.
Quote from: "Kourama"The update for the patcher is great so far. I still need a lot more time with the ENTD Editor but so far its great. There are two things that are missing.
Although its great that I can change the events on the PSP version all of the new battles aren't in the ENTD editor and I'm not referring to the multiplayer battles. Stemming from that it I can't equip any enemy with any of the new items. Now I could see where the issue would appear after my question about making new items poachable but the new battle where you recruit Balthier would answer several questions since Balthier has 2 of the new items equip.
Other than that it seems to be working as well as the original ENTD Editor. Thanks for the update.
I'm still trying to track down where on the UMD the new battles are stored and confirm that the ENTD files are where I think they are.
I found four files on the UMD that are identical to ENTD1-4.ENT from the Playstation version, but I haven't confirmed that changing those files actually changes stuff in game.
just a question: can you use the empty places in the skillsets? like skillset 00 or 04? or something would glitch?
also what are the palettes bites for? if i change palette for a class will it retain it afterwards?
and lastly, what happens if i add enemies to a story battle like the windmill shed? will i get more enemies, the game will glitch? the number will be the same but they'll randomly appear?
I wouldn't recommend those, IIRC Attack is 0x01, Defend is 0x03 and Equip Change is 0x04, for the rest can't recall but don't touch these. Plus you can't even set 0x00 as it's considered blank.
Palletes are only for the battle... if you invite an enemy knight with a green-ish palette, it will turn to palette 0x00 after battle.
For the amount of units in battle, the maximum is 16, so max 11 for all random battles and 12 for most story battles (if not all).
Even if ramza goes alone in a 13 vs 1 battle, it will glitch. You cannot surpass the amount you are allowed.
If you wish to change and "empty" skill set Karsen it is totally possible. Keep in mind though that if you do it will show up as a blank skill set in-game.
So basically maybe you use one blank space to for a totally new skill set that you want to give to Dragoon. When you change into dragoon, the name of their skill will be blank but you would still be able to learn and use all of the moves from that skill set properly.
My suggestion is to use one of the repeat skill sets, like Holy Magic, Holy Sword, Mighty Sword, All Magic, Battle Skill.. there are a bunch of them. That way when you implement that new skill set, it will have a name.
QuoteI'm still trying to track down where on the UMD the new battles are stored and confirm that the ENTD files are where I think they are.
I found four files on the UMD that are identical to ENTD1-4.ENT from the Playstation version, but I haven't confirmed that changing those files actually changes stuff in game.
Sounds like you are right on track. I look forward to what you find out with those ENTD files although from my recollection there are about 9 new battles and maybe 4 new events that show new parts of the story. Hopefully it isn't too difficult to add in the new files to the editor.
In case this is news to anyone, the "job/job level" that was in the original ENTD editor are the first 2 values in the Unknown box. Below are the values for each of the original jobs (copied and pasted from Zodiac on another topic)
00 Base Job
01 Chemist
02 Knight
03 Archer
04 Monk
05 White Mage
06 Black Mage
07 Time Mage
08 Summoner
09 Thief
0A Mediator
0B Oracle
0C Geomancer
0D Lancer
0E Samurai
0F Ninja
10 Calculator
11 Bard
12 Dancer
13 Mime
I'm guessing Onion Knight/Dark Knight would be 14/15 respectively but I stilll need to test it out.
Quote from: "melonhead"New version:
FFTPatcher - v0.168 (http://code.google.com/p/lioneditor/downloads/detail?name=FFTPatcher-v0.168.zip&can=2&q=)
Changes since v0.164:- Fixed bug in CheckedListBoxes where the highlighting was not always displayed correctly
- Added ENTD editor
- Optimized .fftpatch generation to generate only the elements that are necessary.
Changes since v0.148:- Changed the behavior of the CheckedListBoxes so that you only have to click once to check or uncheck an item
- Optimized CWCheat/Gameshark code generation so less codes are generated and the CWCheat codes get split out into groups of 25
- Added highlighting and tooltips to all editing controls:
- Controls will be highlighted in blue if the value they modify has been changed from its default
- MouseOver on an editing control (except checkboxes) will show a tooltip with the default value
Could Zodiac or whoever update the links on the main page? Or maybe change the link to http://code.google.com/p/lioneditor/downloads/list which will always have a link to the newest version.
Thank you, good sir.
All that's left now is the text editor and it's gonna be heaven.
if i want to raise the enemie's level in battle what i'm supposed to change?
i mean level 254 isn't very intuitive....
254 makes the enemies the same level as the strongest person in your party.
Quote from: "Kourama"In case this is news to anyone, the "job/job level" that was in the original ENTD editor are the first 2 values in the Unknown box. Below are the values for each of the original jobs (copied and pasted from Zodiac on another topic)
I'm guessing Onion Knight/Dark Knight would be 14/15 respectively but I stilll need to test it out.
According to this post, Balthier's job is Monk? (See screenshot)
I found the where the new battles are stored. It looks like there are 77 new events defined.
I haven't actually played the battle where Balthier helps you as a guest, but according to the bytes, he's equipped with a Glacial Gun, Thief's Cap, Black Garb, and Germinas Boots. According to Fritz's FAQ, Balthier Comes with new gun "Ras Algethi" and the new clothing "Mirage Vest". Does he have these items in the battle or only after he has been recruited?
(http://lioneditor.googlecode.com/svn/screenshots/FFTPatcher/balthier.png)
You are understanding Balthier being a Monk incorrectly. What those numbers (04/06) mean is that he has the Monk job open and that the Monk job has enough JP to be level 6. This also means that all the requirements for having Monk open are available on Balthier already as well.
So once you recurit Balthier he should at least have lvl 2 Squire, lvl 3 Knight and lvl 6 Monk.
As for Balthier's equipment, he does have both Ras Algethi and Mirage Vest equipped. Considering that it should also have that as his equipment as well. My guess is that the ENTD editor is missing the bytes that contain the new equipment which is why they aren't currently being shown on your program.
Quick question though, how exactly do you implement the ENTD changes into the PSP version of the game? If it has to do with the Cywin program is there anyway you can give me step by step instructions to inputting it into the game? Because I haven't been able to figure it out yet.
Levels... man where did I put those? Whatever I remember by heart.
0 = Highest
1 to 99 = Fixed Level
100 to 255 = x - 100 + Highest (so 110 = 10 levels above Highest)
except 254 = Highest - [1..5]
Everywhere in the ENDT that you see a 254 or 0xFE, it basically means the thing calls for a randomly choosing function.
I'm surprised Balthier isn't set as immortal... only Byblos is like that besides him (for those who actually joins your party).
For those who don't know: immortal means the unit is immune to treasure/crystal/invite & has stars over the body upon death.
I need noob help! After I generate the event files, where do I put them on the CD (using CD mage)?
If you are using the PSX version just import the new ENTD fles over the ones already in the PSX version of the game. I'm not sure how to do it for the PSP version though.
Quote from: "Kourama"You are understanding Balthier being a Monk incorrectly. What those numbers (04/06) mean is that he has the Monk job open and that the Monk job has enough JP to be level 6. This also means that all the requirements for having Monk open are available on Balthier already as well.
So once you recurit Balthier he should at least have lvl 2 Squire, lvl 3 Knight and lvl 6 Monk.
Okay. This is good info, thanks.
Quote from: "Kourama"As for Balthier's equipment, he does have both Ras Algethi and Mirage Vest equipped. Considering that it should also have that as his equipment as well. My guess is that the ENTD editor is missing the bytes that contain the new equipment which is why they aren't currently being shown on your program.
In the ENTD files, each piece of equipment for each unit is stored as a single byte. This was fine for the Playstation version, because there were only 254 items. On the PSP there are 315 possible items. The savegame format handles this by having each equipment field take up two bytes, but that modification wasn't made for the ENTD files.
So for Balthier's right hand weapon, the byte is 0x4A (Glacial Gun), but we think the real weapon is actually 0x107 (Ras Algethi).
For his armor, the byte is 0xC6 (Black Garb), but we think it should actually be 0x12F (Mirage Vest).
So given these points of data:
0x4A -> 0x107
0xC6 -> 0x12F
and the rest of the unit's data for this event figure out how to convert.
Quote from: "Kourama"Quick question though, how exactly do you implement the ENTD changes into the PSP version of the game? If it has to do with the Cywin program is there anyway you can give me step by step instructions to inputting it into the game? Because I haven't been able to figure it out yet.
The process is like this:
- Make an ISO image of your UMD (check pspupdates.qj.net or psp-hacks)
- Extract the fftpack.bin file from the ISO (I use UMDGen v4.00)
- Run fftpspext.exe -d
- Copy the new files to fftpack/BATTLE/ENTD?.BIN (the new event data is stored in fftpack/unknown/fftpack.897 for now. I'll probably change fftpspext to make it something like ENTD5.BIN)
- Run fftpspext.exe -r
- Reinsert the new fftpack.bin into the ISO (using UMDGen again)
- Copy the new ISO to your Memory Stick to use with your custom firmware.
ENTD files? They go in the BATTLE folder.
Huh? I swear I looked there already... whatever. Thanks!
Thanks for the info, I'll try it out later today and see how that goes. Hopefully I don't have any technical difficulties.
Is changing the ENDT Editor so that the new items can be equippable possible or is that a dead end? I'm just wondering because I'm interested in finalizing a patch and wondering if the last possible update for the ENDT Editor would be the addition of the new events.
I'm having trouble running fftpspext.exe
When I initially run the program I get a message saying that the program could not be run because the program could not locate the file "cygwin1.dll"
So I take the file it could not locate and move it into the same folder as fftpspext.exe and run the file. Instead of giving me the original message, the program opens for a split second and then closes. Can anyone point me in the right direction to fix this problem so that I can properly use this program?
Quote from: "Kourama"I'm having trouble running fftpspext.exe
When I initially run the program I get a message saying that the program could not be run because the program could not locate the file "cygwin1.dll"
So I take the file it could not locate and move it into the same folder as fftpspext.exe and run the file. Instead of giving me the original message, the program opens for a split second and then closes. Can anyone point me in the right direction to fix this problem so that I can properly use this program?
You need to run it in a Command Prompt or console window.
Thanks for the info I got it now.
Below is a value list with some of what I've recorded and information I found posted by others in a more organized list (mostly posted by Zodiac). The list is for some of the more ambiguous values.
Unknown stands for the Unknown section in the ENDT Editor. Also although I found the number (15) for Onion Knight there may be another one since the game classifies Lv 1-7 Onion Knight differently from Lv 8 Onion Knight.
Let me know if you have any questions on what is detailed below or if there is anything that I could add.
Unknown 1/Unknown 2 (going from left to right)
Job Levels
First Number = Job Second Number = Job Level
00 Base Job
01 Chemist
02 Knight
03 Archer
04 Monk
05 White Mage
06 Black Mage
07 Time Mage
08 Summoner
09 Thief
0A Mediator
0B Oracle
0C Geomancer
0D Lancer
0E Samurai
0F Ninja
10 Calculator
11 Bard
12 Dancer
13 Mime
15 Onion Knight
?? Dark Knight
Unknown 7
Corresponds to matching sprite set/name of unique story characters with a few exceptions - pretty much any character that has generic male/female/sprite doesn't use this formula and uses what is detailed below.
(example: 01 = CH1 Ramza Sprite & Name)
All others start and increase from 80,81,82,83,..89,9A.. for story battles
Monsters that end up in the same space have the same number from above and the same (X,Y) Coordinate
Regular Random Battles are all classified as "FF"
Levels
0 = Highest
1 to 99 = Fixed Level
100 to 255 = x - 100 + Highest (so 110 = 10 levels above Highest)
except 254 = Highest - [1..5]
All other Values
1-100 of respective paramaters
254 = random
Bravery (00-100) Faith (00-100)
Day (1-31) Depending on Month
I tried to open my SCUS_942.21 with the latest program. Here is what I got:
Quote from: "FFTPatcher"Unhandled exception has occured in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately.
Object reference not set to an instance of an object.
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at FFTPatcher.Datatypes.AllSkillSets..ctor(Context context, SubArray`1 bytes, SubArray`1 defaultBytes)
at FFTPatcher.Datatypes.FFTPatch.OpenModifiedPSXFile(String filename)
at FFTPatcher.MainForm.openModifiedMenuItem_Click(Object sender, EventArgs e)
at System.Windows.Forms.MenuItem.OnClick(EventArgs e)
at System.Windows.Forms.MenuItem.MenuItemData.Execute()
at System.Windows.Forms.Command.Invoke()
at System.Windows.Forms.Command.DispatchID(Int32 id)
at System.Windows.Forms.Control.WmCommand(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ContainerControl.WndProc(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.832 (QFE.050727-8300)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
FFTPatcher
Assembly Version: 1.0.0.168
Win32 Version: 1.0.0.168
CodeBase: file:///C:/Documents%20and%20Settings/VC%20Patrick%20DM/My%20Documents/FE%20and%20FF/Final%20Fantasy%20Emulator/FFT%20Sigma/FFTPatcher.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.832 (QFE.050727-8300)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.832 (QFE.050727-8300)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.832 (QFE.050727-8300)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.832 (QFE.050727-8300)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
Opening patches is not a problem, and I got around this problem by saving my file as a patch.
and saved it on a SCUS file then in cd mage i imported i and saved it on the iso then i started it up and nothing happened ?? none of my cheats happened such as one of the movement abillities ramza could learn in all 4 chapters teleport 2 ?? is it not possible to make teleport 2 learnable ? or am i doing something wrong on cd mag
I haven't used melonhead's program for the PSX version yet but when using zodiac's excel sheets you had to patch that SCUS file before you imported it over the original file already on the game.
I'm pretty sure that is probably still the case with melonhead's version so thats probably your problem right there.
Hello!
First, thanks to melonhead for making this great program, and thanks to Zodiac, for making the original spreadsheets!
Next, I'm having the same problem as VincentCraven when I attempt to open a SCUS file. FFTPatcher crashes with the information that VincentCraven posted in this thread.
Opening and saving .fftpatch files seems to work fine, however.
Also, like trickstardude7, anychanges I make don't seem to be applied. Here's a breakdown of what I do:
- In FFTPatcher, I open my .fftpatch file, and click on the ENDT tab.
- In the left pane, I scroll down to 183 Orbonne Monastery.
- In the pane with all the sprite info, I select the first instance of Ramza (Sprite: Ramza | Name: Ramza | Job: Squire).
- In the Equipment section, I change Mythril Sword to Blood Sword.
- I click File -> Save Patch and save my patch.
- I click Export -> Apply patch to SCUS_942.21, select my extracted SCUS_942.21, and apply the patch.
- FFTPatcher pops up a little window that says, "Patch complete!".
- I load up CDMage, go to File -> Open, and open the FINALFANTASYTACTIS.ccd file generated when I copied the image using Alcohol 120%.
- In the left pane, I click on Track 1. In the right pane, I select SCUS_942.21.
- I right-click on SCUS_942.21 and select Import File...
- I browse to my just-patched SCUS_942.21 and click it to import it.
- CDMage pops up a window saying, "File imported successfully."
- I load up pSX, and load the FFT ISO.
- When I get to the first battle at Orbonne Monastery, nothing has changed.
Nothing I do changes. Spite sets won't change, Jobs, Equipment, nothing. I even tried patching SCUS_942.21 and opening the ISO in ePSXe, and nothing was changed.
Do I, in fact, need to be able to open the SCUS_942.21? Or am I doing something wrong?
do you guys have the scus file with READ ONLY attribute?
Wrong & Wrong.
there is a function called generate ENTD? files in the toolbar. Use that and import those in the game. They aren't related to the SCUS file in any way.
Whoever if you just change the event 183, then you just need to import ENTD4.ENT (BATTLE folder).
Quote from: "karsten"do you guys have the scus file with READ ONLY attribute?
Yup. One of the first things I did was to open a command prompt, CD to the dir where I have the file, and type attrib -r SCUS_942.21 to make sure it wasn't read-only. Then I type attrib *.* and it listed SCUS_942.21 as A.
Quote from: "Zodiac"Wrong & Wrong.
there is a function called generate ENTD? files in the toolbar. Use that and import those in the game. They aren't related to the SCUS file in any way.
Whoever if you just change the event 183, then you just need to import ENTD4.ENT (BATTLE folder).
Ah! OK, I'll try that. Thanks!
Up to this version, only the ENTD section patches a different file than the SCUS.
That works perfectly! Thanks!
A few more questions:
Is it possible to change the charcters in "cut scenes"? For example, to test and make sure I was doing it right, I replaced Ramza with Simon. At the start of the game, when Ramza enters the Monastery, it's still using Ramza's sprite and name. When the battle starts, Simon comes out, and is named Simon.
Is there a guide as to what events each ENTD? file contains?
In order to change character/item/spell/monster/etc. names, I'll need to hex edit specific files, won't I?
Thanks again for the help!
The FFTPatcher allows to edit everything in the ENTD files. All of the names on the list were found by me. Considering the amount of events, I just did the battles for now. Finding the good event shouldn't be too hard though; just scroll until you find an event with all the characters in it and it should be it.
Quote from: "Zodiac"Wrong & Wrong.
there is a function called generate ENTD? files in the toolbar. Use that and import those in the game. They aren't related to the SCUS file in any way.
Whoever if you just change the event 183, then you just need to import ENTD4.ENT (BATTLE folder).
I didn't affect the ENTD files in anyway to result in nothing happening I'm not sure what I did but I have a feeling that I may have chose the wrong function for cd mage?? could someone perhaps make a tutorial or make me a SCUS file with a really hacked Patch please ^_^
I still can't get FFTPatcher to open any SCUS_942.21 file, but I am able to patch one that I extracted.
I'm thinking that the option to open that file may only apply to the PSP version of the game...
You can't even touch that file for the PSP version of the game. The only changes you can make are to the battles (ENTD Editor) everything else is changed through CWCheat.
Then I have no idea why FFTPatcher crashes whenever I open the file... :)
*goes back to putzing around, and waiting for a text/dialogue editor*
I hope it's OK that I double post, because I just found a piece of useful information...
On the ENDT tab, at the bottom, is the infamous Unknown section. Zodiac and Kourama have discovered what some of the values are. I just discovered what another one is.
Here's an example of how the bytes are set up:
0 3 0 FE 0
0 2 0 0 0
0 0 0 0
The one in Red is apparently the byte that controls what direction the unit is initially facing at the start of battle.
0 - Facing SE
1 - Facing SW
2 - Facing NW
3 - Facing NE
As far as I can tell, they repeat after that, so 4 is the same as 0, 5 is the same as 1, etc.
Note that I'm working with the PSX version. Not sure if that makes a difference.
=D That leaves us with only 10 unknown bytes.
I remember being able to change the initial direction, but just the fact that it repeated itself confused me (I thought those were quite random actually) so I just gave up.
This is a site that I have found rather useful:
http://www.m-l.org/~greerga/fft/ (http://www.m-l.org/~greerga/fft/)
Is anyone here in contact with this guy?
I think he doesn't care much anymore but just wants to keep the place alive. :/
This got lost when we changed servers:
Updated 1/27/08:
New version:
FFTPatcher - v0.192 (http://code.google.com/p/lioneditor/downloads/detail?name=FFTPatcher-v0.192.zip&can=2&q=)
Changes since v0.190:
- Fixed the "Level" field in the ENTD editor
- Fixed some issues with .fftpatch file generation
Changes since v0.168:
- Fixed a bug that would cause an exception when you tried to open a SCUS_942.21 file.
- Added utilities to unpack or rebuild the "fftpack.bin" file that is in on the War of the Lions UMD
- Added Effects to Ability pages
- This is the "effect" or "animation" that occurs when the ability is used.
- Added font editor
- Fixed some strings that were inconsistent between PSX and PSP modes (not everything is fixed yet)
- Added new PSP events to the ENTD editor
- Balthier's equipment for battle 0x202 is incorrect. It is stored in another location on the disc, and it is not editable yet
- Refactored the ENTD editor based on feedback from the auritech forums
- Compressed some of the internal XML and binary files to shrink the file size
- ComboBoxes now "autocomplete", so if you tab to a ComboBox and type "w-a-t-e-r" it will take you to "Water Anima". If you then type "w" it will take you to "Waterwalking"
- All editing controls now have a "Reset" feature. Tab to a control and push F12 to revert the value to its default
- Fixed a bug on some of the grids where if you select an item in a ComboBox that has the same Name as something else, it will select the other item instead
ahh by the way (unrelated except for missing bytes) in the psx version
0 6 80 FE 0
0 C 0 0 8
0 0 4 0
the red one seems to have something to do with the character id. in this example the C represents the value 0C which is ovelia. these are the values for Ovelia at Zirekile Falls. also as you can see the direction value (in blue) throws me off here.
Quote from: "Zozma"ahh by the way (unrelated except for missing bytes) in the psx version
0 6 80 FE 0
0 C 0 0 8
0 0 4 0
the red one seems to have something to do with the character id. in this example the C represents the value 0C which is ovelia. these are the values for Ovelia at Zirekile Falls. also as you can see the direction value (in blue) throws me off here.
? I don't get the point of your post, those are already there.
Quote from: "Zozma"ahh by the way (unrelated except for missing bytes) in the psx version
0 6 80 FE 0
0 C 0 0 8
0 0 4 0
the red one seems to have something to do with the character id. in this example the C represents the value 0C which is ovelia. these are the values for Ovelia at Zirekile Falls. also as you can see the direction value (in blue) throws me off here.
The latest version already knows about Unit ID and Direction.
There were six direction values that weren't 0,1,2, or 3, so they're labelled as Unknown values in the dropdown box.
Updated 2/8/08:
New version:
FFTPatcher - v0.200 (http://code.google.com/p/lioneditor/downloads/detail?name=FFTPatcher-v0.200.zip&can=2&q=)
Changes since v0.192:
- Added the Dark Knight, Onion Knight, Balthier, Luso, Argath, Aliste, and Bremondt sprites to the fftpack.bin extractor. Thanks to Dakitty for this info.
- Fixed bug in the Equipment Editor where some checkboxes weren't getting highlighted.
- Added "Always present" and "Randomly present" labels to two checkboxes in the ENTD editor. Thanks to Raijinili for this info.
- Added a function to patch a War of the Lions ISO image file directly, so that CWCheat codes are no longer required. Thanks to NeXaR for the hint that made this possible.
- Fixed the cheat.db file generation to use Unix-style linefeeds like CWCheat expects. Thanks to Krakistophales on the GameFAQs forums for pointing this out.
thanks, melo, your work is wonderful as usual!
by the way, how are things looking for the sprite recompressor? hit some hard wall on it?
Quote from: "karsten"thanks, melo, your work is wonderful as usual!
by the way, how are things looking for the sprite recompressor? hit some hard wall on it?
Shishi Sprite Manager (a stupid name) will be released later today hopefully.
(M. Burns mode ON)
Excellent!!
(M. Burns mode OFF)
Seriously, thank you very much for your work. This will surely come in handy for my project.
EDIT: Any chance a feature for renaming (skills, jobs, etc) is planned for the future?
Quote from: "NeXaR"(M. Burns mode ON)
Excellent!!
(M. Burns mode OFF)
Seriously, thank you very much for your work. This will surely come in handy for my project.
EDIT: Any chance a feature for renaming (skills, jobs, etc) is planned for the future?
FFTactext Editor
is in the works but it will probably be a few weeks.
Good! Take your time, no rush here
when things goes so well i have no words
Nice update! As always great stuff melon.
Quick question though, in the next update is there anyway that you can have Formula's for each skill shown. For example Asura's formula is Damage = MA * 8 (04C).
So when you look at the screen with the abilities, Formula for Asura would say "(04C) Damage = MA * X" And X would be whatever it is you already have on your program which would be 8 in this case.
It would make it a lot easier to mess around with the current formulas until a way to change the individual formulas is found.
Oh man melonhead, to come up with a name like that I suppose your brain was damaged by Final Fantasy TicTacs. ;o
Rawr at new version.
I hate asking for help but I'm at a loss when it comes to patching the PSP version of the game.
I tried decrypting the War of the Lions ISO with FFT Patcher but I keep getting an error saying that it was unable to decrypt it. So I looked at the forums here and read through NeXaR's posts.
According to his posts extracting Boot.bin, renaming it to Eboot.bin, then copying it over the Eboot.bin maybe it would help decrypting the file in FFT Patcher but then I received an error saying that it didn't recognize the iso as a War of the Lions iso.
Anyone, melonhead or otherwise have any tips or advice to fix this?
Quote from: "Kourama"I hate asking for help but I'm at a loss when it comes to patching the PSP version of the game.
I tried decrypting the War of the Lions ISO with FFT Patcher but I keep getting an error saying that it was unable to decrypt it. So I looked at the forums here and read through NeXaR's posts.
According to his posts extracting Boot.bin, renaming it to Eboot.bin, then copying it over the Eboot.bin maybe it would help decrypting the file in FFT Patcher but then I received an error saying that it didn't recognize the iso as a War of the Lions iso.
Anyone, melonhead or otherwise have any tips or advice to fix this?
Blah.
Can you reply with the following info:
Are you using the US or Europe version of the game? Or maybe Japanese?
What is its file size? (Exactly, in bytes)
Open the ISO in UMDGen and give me the info on this page: http://istaken.org/rtload/umd.png
(http://img.photobucket.com/albums/v248/Kourama/printscreen.jpg)
Using US version
(418,871,296 bytes)
This ISO is a freshly ripped ISO from my UMD.
I looked at the log you sent me.
2/9/2008 10:07:17 PM: System.UnauthorizedAccessException: Access to the path 'C:\Documents and Settings\Twin\Desktop\UMD9660.ISO' is denied.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy)
at System.IO.FileStream..ctor(String path, FileMode mode)
at FFTPatcher.PspIso.DecryptISO(String filename)
at FFTPatcher.MainForm.decryptMenuItem_Click(Object sender, EventArgs e)
It seems like it's a problem with something on your computer, not with the program. It's like the program doesn't have sufficient permissions to open the UMD9660.ISO file in write mode. Can you make sure that no other program has it open and that your user account owns the file? You can try moving it to another path on your hard drive also.
Did you do the renaming before or after trying to use the "decrypt iso" option in fftpatcher?
Quote from: "NeXaR"Did you do the renaming before or after trying to use the "decrypt iso" option in fftpatcher?
The "Decrypt ISO" function opens the file, checks to make sure the file is actually a War of the Lions image (by searching for strings like "ULUS-10297" or "ULES00850"), copies BOOT.BIN's data on top of EBOOT.BIN, and updates the file system so reflect EBOOT.BIN's new size.
The "Patch War of the Lions image" function does a DecryptISO first, so there's really no need to do both. There's also no need for the user to open the image in an editor and do the decryption "manually".
On Kourama's computer it's failing to open the file at all.
NeXaR: Are you able to get either Decrypt ISO or the patching functions to work?
this is kind of random.. but Melonhead will there ever be a way to enrypt and decrypt saves to be usable for lion editor?
Quote from: "trickstardude7"this is kind of random.. but Melonhead will there ever be a way to enrypt and decrypt saves to be usable for lion editor?
You can use the plugin that comes with Lion Editor or Hellcat's Savegame-Deemer (http://forums.qj.net/showthread.php?t=133753). In either case, you'd need custom firmware.
I guess we could eventually modify the game's executable to not use the PSP SDK syscalls that encrypt saves, but instead store them in plaintext. But that would mean editing the ISO image and that would require custom firmware to play anyway.
@melonhead
I tried the "Decrypt ISO" with a clean dump of a PAL copy and worked (or at least, didn't throw any errors). But I didn't actually tried to run that ISO on the PSP. I'll do some tests when I return home (I'm at my GF's house right now).
Quote from: "melonhead"Quote from: "trickstardude7"this is kind of random.. but Melonhead will there ever be a way to enrypt and decrypt saves to be usable for lion editor?
You can use the plugin that comes with Lion Editor or Hellcat's Savegame-Deemer (http://forums.qj.net/showthread.php?t=133753). In either case, you'd need custom firmware.
I guess we could eventually modify the game's executable to not use the PSP SDK syscalls that encrypt saves, but instead store them in plaintext. But that would mean editing the ISO image and that would require custom firmware to play anyway.
Oh man
Updated 2/10/08:
New version:
FFTPatcher - v0.205 (http://code.google.com/p/lioneditor/downloads/detail?name=FFTPatcher-v0.205.zip&can=2&q=)
Changes since v0.200
- Added detailed formula information to the Ability editor. These are mostly taken from the Battle Mechanics guide.
- Added Sprite Viewer with decompression/recompression support. If you have used Merlin Avery's FFT Sprite Manager, you'll find it works almost exactly the same.
Melonhead you are a maniac, I can't believe how quickly you have gotten all this stuff done. Having the recompresser working is a huge step. Is there a possibility of the ability to increase the number of jobs happening, so that onion knight and dark knight can be added to the psx version plus new custom jobs?
Quote from: "melonhead"Updated 2/10/08:
New version:
FFTPatcher - v0.205 (http://code.google.com/p/lioneditor/downloads/detail?name=FFTPatcher-v0.205.zip&can=2&q=)
Changes since v0.200- Added detailed formula information to the Ability editor. These are mostly taken from the Battle Mechanics guide.
- Added Sprite Viewer with decompression/recompression support. If you have used Merlin Avery's FFT Sprite Manager, you'll find it works almost exactly the same.
.. oh my.
I spent all day trying to figure out the problem with decrypting the PSP version through FFTPatcher but no luck.
From looking up a few things having to do with ASP.NET applications and .NET Framework, it looks like its probably an issue with authorization to write the file like you thought melonhead. I hope I can figure it out soon but all the stuff I looked through is pretty much new to me.
On a lighter note nice new update. I like the fact that you put the formulas in after I suggested it, thanks. Either way though I can still play around with the PSX version and maybe found out more of the unknowns that are still around.
Melonhead, I have a couple of suggestions for the item section:
For the formula, instead of just changing the hex value, I think it would be better to have a list of options to check, with all possible weapon effects. Something like this:
-Normal
-Cast spell on hit
-Gun
-Elemental gun
-Drain HP
-Restore HP
So if I want a broad sword to drain hp and cast a spell I just check the boxes. More practical, I think.
For the spellcasting weapons...I think it would be better to have a separate option to choose the spell from a list, instead of having spells and status put together in the 'inflict status' option.
That's it...thanks for the latest release and keep up the good work.
as usual a great work melon!
by the way, zodiac, isn't it time to update the front page with the last incredible news? soon also we might need to upload some video on youtube showing the goodness we are able to do so far....
Quote from: "karsten"as usual a great work melon!
by the way, zodiac, isn't it time to update the front page with the last incredible news? soon also we might need to upload some video on youtube showing the goodness we are able to do so far....
i agree we may get a ton more people!
Melonhead, I have a question.
I have my project already started, so I already have a lot of things modified by hand or with other programs (such as the font, for example). Would it be possible to add an option to make a patch in FFTPatcher format, by comparing an unmodified ISO with an already modified one? Or scan the actual ISO to take the values from there, instead of starting from defaults?
I guess it should be a very annoying task, so if you don't feel like adding it, just say "no", ok?
And now, a "thinking in advance" kind of question. Will the FFTacText editor be able to manage modified fonts, for example using thingy tables (for special characters and stuff)?
Quote from: "BlackMageShin"Melonhead, I have a couple of suggestions for the item section:
For the formula, instead of just changing the hex value, I think it would be better to have a list of options to check, with all possible weapon effects. Something like this:
-Normal
-Cast spell on hit
-Gun
-Elemental gun
-Drain HP
-Restore HP
So if I want a broad sword to drain hp and cast a spell I just check the boxes. More practical, I think.
For the spellcasting weapons...I think it would be better to have a separate option to choose the spell from a list, instead of having spells and status put together in the 'inflict status' option.
I haven't updated the formula fields for items yet, but this is a good idea for when I do.
Quote from: "NeXaR"I have my project already started, so I already have a lot of things modified by hand or with other programs (such as the font, for example). Would it be possible to add an option to make a patch in FFTPatcher format, by comparing an unmodified ISO with an already modified one? Or scan the actual ISO to take the values from there, instead of starting from defaults?
I've already got something like that from when we were only able to edit SCUS_942.21 files. In the PSX menu there is a "Open modified SCU_942.21" option. I can make something like that that scans an ISO for changes in all the places it cares about. It shouldn't be a real big problem.
Quote from: "NeXaR"And now, a "thinking in advance" kind of question. Will the FFTacText editor be able to manage modified fonts, for example using thingy tables (for special characters and stuff)?
That sounds like a pain in the butt. I don't know exactly how Thingy works (never used it), but would something like this work: Given a font, click a button and it displays the current text (substituting any macros or control characters) in the font you gave it. Or it could possible display the text in real time.
Quote from: "melonhead"I've already got something like that from when we were only able to edit SCUS_942.21 files. In the PSX menu there is a "Open modified SCU_942.21" option. I can make something like that that scans an ISO for changes in all the places it cares about. It shouldn't be a real big problem.
I'm glad to hear that 8)
just wondering, could the text be expanded? or pointers would get crazy?
Quote from: "karsten"just wondering, could the text be expanded? or pointers would get crazy?
Dialog sequences in-game can be expanded with no pointer issues (at least on the psp). Menu items and such things are a different story, though.
EDIT: the "pointers" are not an issue with that menu text. It's that it's compressed
v0.205 doesn't open my patch for some reason: anyone else had problems in trying to open their patch?
hey with the text patch in place has anyone had trouble when casting "poison frog" ? for me he quoted the poison frog quote then started quoting the midgar swarm quote VERY slowly right after so i had to deactivate his quote...
also isnt there any way at all to make damage formula 2E successfully hit monsters and still show the skill gfx? or maybe some way to correct it (these are mighty sword skills)
Quote from: "VincentCraven"v0.205 doesn't open my patch for some reason: anyone else had problems in trying to open their patch?
When I changed the program to show a formula "description" instead of just a number, I somehow got this idea that any formulas that weren't used by default in the game were invalid. (Which I still think might be true).
I looked at your patch, and you've changed an Ability's formula to 0x06 (using an old version, I guess), which is an undefined formula.
At one point, I allowed users to set the formula to any value, so I guess I shouldn't remove that ability in future versions. The next version will fix this. Sorry.
They are used by the game, those are the weapon's formulas.
IIRC that's the formula the Blood(y) Sword/Strings uses so he put it on Night Sword so that it's not as strong. WP*PA*Br
If you go into the ENTD editor and select random for a unit's equipment will it select equipment that's close to the unit's level or could it just end up with a broad sword and clothes?
Usually, if 'Random' is selected, the unit will have the 'best' equipment (like Best Fit) available for its level.
By using "random", I've seen a level 10+ enemy equiped with plain Clothes. So no, it's not "Best Fit" either, as it seems to be randomly generated.
That's not likely at all. You probably just checked the wrong unit that had clothes set as armor and not random.
By the way, you'd end up fighting a lvl99 thief with a dagger if the dagger's item level is 99.
So unless you changed the clothes (or the other clothes') item level, that wouldn't happen.
You're wrong. Run some tests if you don't believe me, Zodiac.
Another example I witnessed tonight : a level 25 Lancer with only <Random> in his equipment slots, was outfitted with a Partisan, a Flame Shield, a Platina Helmet, and... ...a Linen Robe
And the Linen Robe is still a level 3 item.
Alright, I'll do some tests today to see what's the problem with all this. ;o
It looks like Knights and Lancers are the ones affected, by the way.
They can be equipped with robes, and I've seen another level 20+ Knight equipped with a Mythril Vest (but I concur, that's only in the patch I'm currently working on thanks to your awesome work, as I allowed Knights to wear hats and light armors).
Robes are really special. From what I can see, If the unit doesn't have the required level for a Light Robe, it may take a randomly robe available (depending on level) or the best available armor.
I also don't understand why they don't always wear circlets but they do always wear Feather Mantles while it's level is only 1 over Dracula Mantle.
If anyone can find logic in all this, please, shoot.
Quote# of items for 9 Lancers
Item Name
(Item Level compared to Unit Level)
Level 25 Lancers
Javelin (-13)
Spear (-9)
Mythril Spear (-4)
9 Partisan (0)
Oberisk (4)
Bronze shield (-19)
Round shield (-16)
Mytril shield (-13)
Gold shield (-10)
Ice shield (-3)
Flame shield (-3)
Aegis shield (-3)
9 Diamond shield (0)
Platina shield (4)
Crystal shield (11)
Leather Helmet (-24)
Bronze Helmet (-21)
Iron Helmet (-18)
Barbuta (-16)
Mythril Helmet (-13)
Gold Helmet (-10)
Cross Helmet (-8)
Diamond Helmet (-3)
9 Platina Helmet (0)
Circlet (4)
Crystal Helmet (2)
Leather Armor (-24)
Linen Cuirass (-21)
Bronze Armor (-19)
Chain Mail (-17)
Mythril Armor (-14)
Plate Mail (-11)
Gold Armor (-8)
4 Diamond Armor (-3)
Platina Armor (1)
Carabini Mail (5)
Crystal Mail (12)
3 Linen Robe (-22)
2 Silk Robe (-20)
Wizard Robe (-14)
White Robe (1)
Black Robe (6)
Light Robe (13)
I forgot to note thier accessories :/
Level 30 Lancers
Javelin (-18)
Spear (-14)
Mythril Spear (-9)
Partisan (-5)
9 Oberisk (-1)
Bronze shield (-24)
Round shield (-21)
Mytril shield (-18)
Gold shield (-15)
Ice shield (-8)
Flame shield (-8)
Aegis shield (-8)
Diamond shield (-5)
9 Platina shield (-1)
Crystal shield (6)
Leather Helmet (-29)
Bronze Helmet (-26)
Iron Helmet (-23)
Barbuta (-21)
Mythril Helmet (-18)
Gold Helmet (-15)
Cross Helmet (-13)
Diamond Helmet (-8)
Platina Helmet (-5)
3 Circlet (-1)
6 Crystal Helmet (-3)
Leather Armor (-29)
Linen Cuirass (-26)
Bronze Armor (-24)
Chain Mail (-22)
Mythril Armor (-19)
Plate Mail (-16)
Gold Armor (-13)
Diamond Armor (-8)
Platina Armor (-4)
1 Carabini Mail (0)
Crystal Mail (7)
2 Linen Robe (-27)
2 Silk Robe (-25)
1 Wizard Robe (-19)
3 White Robe (-4)
Black Robe (1)
Light Robe (8)
Battle Boots (-20)
Spike Shoes (-10)
1 Germinas Boots (0)
Power Wrist (-10)
Magic Gauntlet (5)
Bracer (30)
4 Defense Ring (-5)
1 Magic Ring (-5)
1 Diamond Armlet (-4)
1 Jade Armlet (-5)
1 108 Gems (-5)
N-Kai Armlet (-5)
Defense Armlet (-5)
Small Mantle (-20)
Leather Mantle (-10)
Wizard Mantle (0)
Elf Mantle (10)
Dracula Mantle (19)
Feather Mantle (20)
Level 40 Lancers
Javelin (-28)
Spear (-24)
Mythril Spear (-19)
Partisan (-15)
9 Oberisk (-11)
Bronze shield (-34)
Round shield (-31)
Mytril shield (-28)
Gold shield (-25)
Ice shield (-18)
Flame shield (-18)
Aegis shield (-18)
Diamond shield (-15)
Platina shield (-11)
9 Crystal shield (-4)
Leather Helmet (-39)
Bronze Helmet (-36)
Iron Helmet (-33)
Barbuta (-31)
Mythril Helmet (-28)
Gold Helmet (-25)
Cross Helmet (-23)
Diamond Helmet (-18)
Platina Helmet (-15)
5 Circlet (-11)
4 Crystal Helmet (-13)
Leather Armor (-39)
Linen Cuirass (-36)
Bronze Armor (-34)
Chain Mail (-32)
Mythril Armor (-29)
Plate Mail (-26)
Gold Armor (-23)
Diamond Armor (-18)
Platina Armor (-14)
Carabini Mail (-10)
Crystal Mail (-3)
Linen Robe (-37)
Silk Robe (-35)
Wizard Robe (-29)
White Robe (-14)
Black Robe (-9)
9 Light Robe (-2)
Battle Boots (-30)
Spike Shoes (-20)
Germinas Boots (-10)
Power Wrist (-20)
Magic Gauntlet (-5)
Bracer (20)
Defense Ring (-15)
Magic Ring (-15)
Diamond Armlet (-14)
Jade Armlet (-15)
108 Gems (-15)
N-Kai Armlet (-15)
Defense Armlet (-15)
Small Mantle (-30)
Leather Mantle (-20)
Wizard Mantle (-10)
9 Elf Mantle (0)
Dracula Mantle (9)
Feather Mantle (10)
Level 50 Lancers
Javelin (-38)
Spear (-34)
Mythril Spear (-29)
Partisan (-25)
9 Oberisk (-21)
Bronze shield (-44)
Round shield (-41)
Mytril shield (-38)
Gold shield (-35)
Ice shield (-28)
Flame shield (-28)
Aegis shield (-28)
Diamond shield (-25)
Platina shield (-21)
9 Crystal shield (-14)
Leather Helmet (-49)
Bronze Helmet (-46)
Iron Helmet (-43)
Barbuta (-41)
Mythril Helmet (-38)
Gold Helmet (-35)
Cross Helmet (-33)
Diamond Helmet (-28)
Platina Helmet (-25)
3 Circlet (-21)
6 Crystal Helmet (-23)
Leather Armor (-49)
Linen Cuirass (-46)
Bronze Armor (-44)
Chain Mail (-42)
Mythril Armor (-39)
Plate Mail (-36)
Gold Armor (-33)
Diamond Armor (-28)
Platina Armor (-24)
Carabini Mail (-20)
Crystal Mail (-13)
Linen Robe (-47)
Silk Robe (-45)
Wizard Robe (-39)
White Robe (-24)
Black Robe (-19)
9 Light Robe (-12)
Battle Boots (-40)
Spike Shoes (-30)
Germinas Boots (-20)
Power Wrist (-30)
Magic Gauntlet (-15)
Bracer (10)
Defense Ring (-25)
Magic Ring (-25)
Diamond Armlet (-24)
Jade Armlet (-25)
108 Gems (-25)
N-Kai Armlet (-25)
Defense Armlet (-25)
Small Mantle (-40)
Leather Mantle (-30)
Wizard Mantle (-20)
Elf Mantle (-10)
Dracula Mantle (-1)
9 Feather Mantle (0)
Is mp adding equipment considered "better" by the game? If so that might have something to do with it. And circlets come out in the shop at the same time as platina helmets but I don't know if that affects anything. Either way the robes were the only things that were really off, so its not a big deal.
Wow, great testing work !
It looks like Austin might be right : the MP boost could be what the AI's looking for.
By the way, in FFTPatcher, checking the box just below "Load Formation" in the ENTD tab, will activate the Zodiac monster check. In other words, one needs to check it to multiply by 10 the Zodiac's HP (and MP ? I'm not sure) and completely hide its status.
It doesn't seem to work with other characters.
What!?
Booooring
Still a good thing it's been figured out. I'll be able to make my super Lucavi random battle much harder.
I'll check that out who exactly can be affected.
If Unit's JOB == Zodiac Monster OR Monster (ouch at 10k HP tiamat) OR Humanoid
1000% HP, 1000% MP
Cannot View Status
Hidden HP/MP/CT
Max HP/MP = 32767?
Else
1000% HP, 1000% MP
Cannot View Status
Hidden HP/MP/CT
Max HP/MP = 999
Holy shit... I PHAIL!
so much; really. I was certain that this status wasn't in the ENTD because I tried recreating a complete Zodiac Monster (in another battle) and it still had Viewable stats. However it looks like I either:
- Didn't copy the byte containing this boolean
or
- Forgot to import the file for my second test. (This often happens to me)
Thanks you so much Armorvil because I was clueless about all this and never though of ever trying to search for it in the ENTD.
If any of you want to hack the mini-bossed with invisible stats, you will need to give Miluda a special job with lower stats... Else she's gonna be one heck of a Knight. O_O
Hey, wait I need to make one of those controllable and see how it goes.
YES!! i wanted to make a battle with old dead characters (Milleuda, teta, and many others) to show in a video as a boss fight!
ive used that check before, i thought ppl already knew about it...
thats what i used to hide my blue chocobo's status. it does work on humans as well!
By the way... has anyone done a hex text hack at all? an example you have to remplace 5 occurances of each spell and 10 occurances of each job name.
well... after doing changing elmdors job do Daimyo and algus's job to Fencer
i tested it and it was fine... but after applying a newly modified patch to the scus i noticed it changed some of them back! (to be exact when i searched thru the hex again after patching i found 9 occurrances of my new job name and the one that re-patching changes is the one that appears in battle when you look in the characters job list...
well maybe its a good thing if the text editing is ever implemented?
melonhead is coding it right now (generally speaking).
He even sent me a version that can load & compress text (but not save it) and it was doing pretty good, but not for things that has many instances like the ones you mentioned.
thats great, i think ill stop playing around with the hex editor now i keep putting FA where an FE should be and that throws all the job names out of allignment XD cause elmdor is NOT delita's sis lol...
and then things like , ! ? - bla bla bla take like 2 or 3 letters to make.
hey uhh i dont know where i should mention this to melonhead but in the slot in items editing where you put in the spell you want randomly cast by the weapon.. you're only able to select a value up to 7F XD i cant get to the sword skills or anything
New version:
FFTPatcher - v0.236 (http://code.google.com/p/lioneditor/downloads/detail?name=FFTPatcher-v0.236.zip&can=2&q=)
Changes since v0.205
- Fixed bug in sprite viewer when loading a BMP with an invalid palette
- Changed the abilities formula combo box to allow all 256 possible values
- Changed Weapon formula combo box to be more descriptive
- Changed Item formula combo box to be more descriptive
- Added "Zodiac monster" checkbox to the ENTD editor. THanks to Armorvil for this info
- Added beta release of FFTacText text editor
- Updated the FFTPACK.BIN file extractor with the locations of SPELL.MES, WORLD.LZW, and SNPLMES.BIN
The text editor right now is kind of crappy, but it (mostly) works. Check out the hints in the text.txt file. If you posted any bugs or feature requests to the forums since the last release, I probably haven't implemented them yet. Sending me a PM or email is the best way to get my attention, since I don't read the boards a whole lot.
Quote from: "melonhead"- Added beta release of FFTacText text editor
Awesome!
wow. Melonhead is a machine.
you kick ass melon!
EDITED: can we add extra chars to descriptions?
Don't be happy yet guys although I appreciated Melonhead's hard work.
After testing the text editor I have found so many bugs.
Changing the job's name from the psp version some generics change to Death Seraph,Impure etc. some jobs have misplaced thier true name or even thier skillset name which I renamed, some skills required JP turned to 0000 and also some skills name were changed to monsters like Cure changed to Serpentarius Holy changed to Protect2. Boco became a Wizard? then every time I choose buy,sell,etc. at the store the store keeper's portrait changes to the Soldier Officeman then going to the Soldier Office its now the clerk.
everything is misplaced!!
but during formation or battle its back to normal
That's because melonhead forgot to add BATTLE.BIN's text.
I pheered things like that would pop up
I just patched WORLD.bin
Quote from: "Sen"I just patched WORLD.bin
WORLD.BIN is kind of unstable right now. The parts that are duplicated from HELPMENU.OUT, SAMPLE.LZW, and WLDHELP.LZW should be alright to change though.
Quote from: "Zodiac"That's because melonhead forgot to add BATTLE.BIN's text. :lol:
I pheered things like that would pop up
The text in BATTLE.BIN is identical to SAMPLE.LZW. Go to the SAMPLE.LZW page, make changes, then click "BATTLE.BIN" and "Save to selected file".
melonhead you're awesome now I can do a lot in my game
so far I have edited like all the abillities and job names wihout exceeding the "LIMIT"
Thanks, I've been waiting for this.
Awesome work on the text part.
However, can you tell me if you THINK the maximum lenght of some parts (like the job names) would be changed in the future, or it's stuck like it is?
OH SNAP
OH SNAP
NO MORE BRACELETS IN MY FFT
as homage to Melonhead I'm gonna create a class called Melon Knight or something
Where could I edit the skill quotes?
Here:
[Weapon] = ((PA*Brave/100)*PA) with Abilities
48 & 49 will always restore of 30 points when used as abilities. Basically the item's X and the abilities' X is not the same.
Weapons can use any formula but have a set X=0 & Y=0 which cannot be altered.
so
12 Set_Quick Hit_F(MA+X)% NS
becomes
12 Set_Quick Hit_F(MA)% NS
With 8MA, that's 8% chance to hit with neutral compatibility with evasion ignored.
NS = No status infliction possible
%chance to add status is 25% unless specified else.
F = Caster's Faith * Target's Faith /100^2
Rdm = Random
// = comment
The rest should be obvious.
00 Dmg_[Weapon]
01 Dmg_[Weapon]
02 Dmg_[Weapon] 25% Cast Spell Indexed As Status NS
03 Dmg_(WP^2) NS
04 Casts Ice, Fire, Bolt 1/2/3 depending on elemental
05 Dmg_[Weapon]
06 AbsHP_[Weapon] NS
07 Heal_[Weapon] NS
08 Dmg_F(MA*Y)
09 Dmg_(Y/100)% Hit_F(MA+X)%
0A Hit_F(MA+X)%
0B Hit_F(MA+X)%
0C Heal_F(MA*Y)
0D Heal_(Y)% Hit_F(MA+X)%
0E Dmg_(Y)% Hit_F(MA+X)% 100% Status Hide Status
0F AbsMP_(Y)% Hit_F(MA+X)% NS
10 AbsHP_(Y)% Hit_F(MA+X)% NS
11 NS
12 Set_Quick Hit_F(MA+X)% NS
13 NS
14 Set_Golem Hit_CasF/100*(MA+X)% GlmHP(TarMaxHP) NS
15 Set_CT00 Hit_F(MA+X)% NS
16 DmgMP_(TarCurMP) Hit_F(MA+X)% NS
17 Dmg_(TarCurHP-1) Hit_F(MA+X)% NS
18 NS
19 NS
1A Hit_F(MA+Y)% //-PA/MA/SP_(X) NS
1B DmgMP_(MA+Y)% Hit_F(X)% NS
1C Hit_(X)% NS
1D Hit_(X)% NS
1E Dmg_((MA+Y)*MA/2) #Hit(Rdm{1,X})
1F Dmg_((100-CasF)*(100-TarF)*(MA+Y)*MA/2) #Hit(Rdm{1,X})
20 Dmg_(MA*Y) //MayDisplay"Broken"
21 DmgMP_(MA*Y) //MayDisplay"Broken"
22 //MayDisplay"Broken"
23 Heal_(MA*Y) //MayDisplay"Broken" NS
24 Dmg_((PA+Y)/2*MA)
25 Equipped:Break Hit_(PA+WP+X)% NS ELSE WeaponStrike //1TargetOnly NS
26 Equipped:Steal Hit_(SP+X)% ELSE miss
27 StealGil_(CasLVL*SP) Hit_(SP+X)% NS
28 StealExp_(Lowest of TarCurExp & SP+Y) Hit_(SP+X)%
29 OppositeSex: Hit_(MA+X)% ELSE miss
2A Hit_(MA+X)% //AffectBraveOrFaith(Y)
2B Hit_(PA+Y)% //-PA/MA/SP_(X) NS
2C DmgMP_(X)% Hit_(PA+Y)% NS
2D Dmg_(PA*(WP+Y)) 100% Status
2E Equipped:Break Dmg_(PA*WP) NS ELSE miss
2F AbsMP_(PA*WP) NS
30 AbsHP_(PA*WP) NS
31 Dmg_((PA+Y)/2*MA)
32 Dmg_(Rdm(1..X)*(PA*3+Y)) NS
33 Hit_(PA+X)%
34 Heal_(PA*Y) HealMP_(PA*Y/2) NS
35 Heal_(Y)% Hit_(PA+X)%
36 +PA_(Y) NS
37 Dmg_(Rdm(1..Y)*PA)
38
39 +SP_(Y) NS
3A +Brave_(Y) NS
3B +Brave_(X) +PA/MA/SP_(Y) NS
3C Heal_(CasMaxHP*2/5) DmgCas_(CasMaxHP/5) NS
3D Hit_(MA+X)%
3E Dmg_(TarMaxHP-1) NS
3F Hit_(SP+X)%
40 Undead: Hit_(SP+X)% ELSE miss
41 Hit_(MA+X)%
42 Dmg_(PA*Y) DmgCas_(PA*Y/X) NS
43 Dmg_(CasMaxHP-CasCurHP) NS
44 Dmg_(TarCurMP) NS
45 Dmg_(TarMaxHP-TarCurHP) NS
46 NS
47 AbsHP_(Y)% 100% Status
48 Heal_(Z*10)
49 HealMP_(Z*10)
4A Heal_(100)% HealMP_(100)%
4B Heal_(Rdm(1..9)) 100% Status
4C Heal_(MA*Y) NS
4D AbsHP_(Y)% Hit_(MA+X)% NS
4E Dmg_(MA*Y) Hit_(MA+X)%
4F Dmg_(CasMaxHP-CasCurHP) Hit_(MA+X)% NS
50 Hit_(MA+X)%
51 Hit_(MA+X)%
52 Dmg_(CasMaxHP-CasCurHP) 100% Add Status CasterInAoE: DmgSelf_(CasCurHP) NS
53 Dmg_(X)% Hit_(MA+X)%
54 HealMP_(MA*Y) NS
55 -PA_(Y) Hit_(MA+X)% NS
56 -MA_(Y) Hit_(MA+X)% NS
57 +Lvl(1) NS 100% Add Status on Caster
58 Generic: Set_Malboro: Hit(MA+X)% //1TargetOnly ELSE nothing
59 -Lvl(1) Hit_(MA+X)% NS
5A Dragon: Hit(100)%
5B Dragon: Heal_(Y)% 100% Add Status
5C Dragon: +Brave_(X) +PA/MA/SP(Y) NS
5D Dragon: Set_Quick NS
5E Dmg_((MA+Y)/2*MA) #Hit_(X+1) 6.25% Status
5F Dmg_((MA+Y)/2*MA)
60 Dmg_((MA+Y)/2*MA) 6.25% Status
61 -Brave_(Y) Hit_F(MA+X)% NS
62 -Brave_(Y) Hit_(MA+X)% NS
63 Dmg_(SP*WP)
64 Dmg_((PA*Brave/100)*PA) NS
65 Dmg_((PA*Brave/100)*PA)
66 "
..
FF "
from the tactext I mean how can I put new quotes to skills or remaking the skill quotes.
Should be in SPELL.MES; if it's not in the list, melon probably just forgot about it.
The current bit over the enemy bit is linked to it.
There are 4 parties
00 Blue Party (Guests)
01 Red Party (Enemy)
10 Light Blue Party (Enemy)
11 Green Party (Enemy)
None of them are allied with anyone. Everyone else is considered as an enemy and therefore must be eliminated. :O
This has never been used anywhere as far as I know.
To know who is in which party you have to check the unit's flashing color when targeting with an ability or with an attack, because the crystal next to the unit's name is always red for enemies.
Okay here's what I did
I made the text changes and clicked save to selected file (I extracted the to-be-patched files with CD mage)
But the text editor asks to OPEN the file instead of save
In short, how do you patch the text again?
EDIT: Nevermind, I got it. I guess I freaked out too early when I loaded the game and didn't see any changes. But when I went into battle, it was all there. You just have to make the same changes in several different places.
lol, I guess I tried to make too many changes because the ability list of all classes is a complete mess now. It's all misplaced.
I didn't exceed any limit though. But strangely when I tried to import SMALL.OUT cd mage said the file was bigger and it would truncate, so I didn't.
Quote from: "Zodiac"The current bit over the enemy bit is linked to it.
There are 4 parties
00 Blue Party (Guests)
01 Red Party (Enemy)
10 Light Blue Party (Enemy)
11 Green Party (Enemy)
None of them are allied with anyone. Everyone else is considered as an enemy and therefore must be eliminated. :O
This has never been used anywhere as far as I know.
To know who is in which party you have to check the unit's flashing color when targeting with an ability or with an attack, because the crystal next to the unit's name is always red for enemies.
you mean royal rumble?
this can be really something interesting!
Dont exceed the maximum bytes so you'll have no problems and also don't patch WORLD.bin yet coz it's not yet fixed - melonhead said
just BATTLE.bin for the meantime.
No other files? Just battle.bin currently?
In the Text Editor there are duplicates in the job names,
must I edit all of them to make changes in my game?
there are 10 job names for each job, and 5 ability names for each skill all found in different files..... youve gotta edit them all if you miss one youll see the old job name in one place and the new one everywhere else.
On the psx patcher you forgot to label spot 193 in the ENTD editor, which is the first fight of chapter 2 at Dorter. It's not a big deal or anything, but I thought I'd point it out anyways.
I think I may have figured out what some unknowns do. In the abilities section under 'learn on hit' there are 3 unknowns grouped together. I think that when the second one is checked the ability can affect the caster and when the third one is checked it can't. I noticed when I was looking at the differences between masamune and chirijiraden, and it's the same if you look at a summon ability like golem and another one like shiva. I'm not 100% sure though.
New version:
FFTPatcher - v0.269 (http://code.google.com/p/lioneditor/downloads/detail?name=FFTPatcher-v0.269.zip&can=2&q=)
Changes since v0.236
- Removed limits on value spinners. You can now enter values up to 255/0xFF, even if the value is invalid
- Added direct patching of Playstation ISOs. You'll need the external CD-Tool program from http://www.nobis-crew.org/cd-tool/ (http://www.nobis-crew.org/cd-tool/). Place CD-Tool.exe in the same folder as FFTPatcher.
- Updated Ability and Item formulas with a more correct list provided by Zodiac
- Added "Second Table ID" value to the Item editors
- Added some text to the Ability editor giving information about formula variables
- Added Team Color, War Trophies, Bonus Money, and "Main target" fields to the ENTD editor
- Renamed the "Zodiac monster" checkbox to "??? Stats"
- Added "digest" output. An HTML file is output whenever you save your .fftpatch file that contains a list of the changes you've made.
- Added option to sprite manager to "Always use corresponding palette for portrait"
- Added option to the sprite manager to show the frames of animation for the current sprite
Thanks to Voldemort7 and Zodiac for beta testing v0.266.
yes first to say SWEET! but ATM i gotta go thanks
There's a bug in the Shishi spritemanager
where when I import an edited spritesheet it crashes
I was just about to go in and change a few bytes by hand, and now that you've saved me the trouble I must say...
THANK YOU!
Quote from: "Sen"There's a bug in the Shishi spritemanager
where when I import an edited spritesheet it crashes
Can you attach the file you are trying to import? And say which SPR file you are trying to import on top of.
Thanks again.
Truly a work of art that simply gets better with each release! Thank you very much for continuing to aid us.
OMG IT IS AMAZING! I really can't say how incredibly impressed I am by the sprite preview feature. I have only tried it on a few human sprites but it works swimmingly. This will save me days upon days in creating sprites that would other wise need lots and lots of testing. It makes it so easy to catch errors and glitches too. I spent a couple hours looking for glitches in my Red Mage a week ago and found nothing, but I found one in about 2 minutes looking at it in your new ShiShi. You can even semi-animate the sprite by clicking up and down using the directional buttons. Having the two options for seeing the sprite sheets is spiffy as well.
The only thing I would hope for is something that tells you which frames of animation belong together in an action, and what the name of that action is. Though it is a minor issue.
JUST SO AWESOME, you are the man Melonhead.
Quote from: "Cheetah"The only thing I would hope for is something that tells you which frames of animation belong together in an action, and what the name of that action is. Though it is a minor issue.
This information is stored in the SEQ files in the BATTLE directory. I can't figure out the format of them completely, so the animation feature is left on hold for now.
Here's a preview of what is possible though:
(http://istaken.org/rtload/ani006delay.gif)
AMAZING work as usual !!
So cool.
QuoteThere's a bug in the Shishi spritemanager
where when I import an edited spritesheet it crashes
The same thing happened to me. It was while I was trying to import the Kingdom Hearts Cloud over the original Cloud to see how it worked. The file I was importing is attached.
Quote from: "Kourama"QuoteThere's a bug in the Shishi spritemanager
where when I import an edited spritesheet it crashes
The same thing happened to me. It was while I was trying to import the Kingdom Hearts Cloud over the original Cloud to see how it worked. The file I was importing is attached.
Oops. This is an old bug that was reintroduced when I added the new sprite animation. Here is a fixed version (http://lioneditor.googlecode.com/svn-history/r270/trunk/FFTPatcher/Releases/ShishiSpriteEditor270.zip). Just overwrite the file that comes with the 0.269 release.
Thanks it works now. By the way great job on the new version and I'm looking forward to the next update to the text editor.
Thanks so much melonhead. I never would have had the motivation to make any sprites at all had i not seen even the first release of your sprite editor. and now i have several custom sprites that ive become quite attached to
thank melon. great as always
anyone know if there is a way to quikly convert my psx patch to the psp version... the two files look exactly the same in notepad, but ill be damned if it doesnt work when i change PSX at the top to PSP and fftpatcher freaks outs... anyone know if this can be done? ive made to many cahnges to manualy input them all.
I was able to import the KH version of Cloud over Cloud's Sprite but now the game crashes when I try to get to the first menu. Probably has something to do with the sprite though.
New version:
FFTPatcher - v0.271 (http://code.google.com/p/lioneditor/downloads/detail?name=FFTPatcher-v0.271.zip&can=2&q=)
Changes since v0.269
- Fixed bug when loading certain bitmaps in the Sprite Editor (Thanks to Sen and Kourama for reporting the bug)
- Fixed bug where "Team Color" wasn't being properly persisted to .fftpatch files (Thanks to Lydyn for reporting the bug)
thanks again, bugs are annoying
Quote from: "melonhead"New version:
FFTPatcher - v0.271 (http://code.google.com/p/lioneditor/downloads/detail?name=FFTPatcher-v0.271.zip&can=2&q=)
Changes since v0.269- Fixed bug when loading certain bitmaps in the Sprite Editor (Thanks to Sen and Kourama for reporting the bug)
- Fixed bug where "Team Color" wasn't being properly persisted to .fftpatch files (Thanks to Lydyn for reporting the bug)
You, sir, are a genius
Small bug, formula 31 says it is ((PA+Y)/2)*MA when it is really ((PA+Y)/2)*PA.
Quick question... Would it be safe to assume that it's still not advisable to patch WORLD.BIN and the couple other "unstable" files until a release specifically states the problem is fixed, or should I just keep trying with each release anyway?
Unfortunately World.bin's problem still exists, but we are getting close to figuring out the problem... for the mean time... you could use it if you make sure to Not Add Any Bytes, the bytes must be the same amount to make everything display properly.
Alright, that leads to another related question I had (indirectly, I've seen multiple answers on this). Must the length be *exactly* the same? I've seen it said that as long as the length is less than (or equal to) what it was to start with, everything will be fine. But from your reply, you're saying it's best to keep the length the same exact value as it started with, right?
Indeed, best to keep everything the same byte size
Alright then... Thank you very much for your help (here and elsewhere). I've been afraid to touch those files (seeing everybody have such trouble with them), but I think it's about time I give it a go, now that I see that I have a decent chance of *not* screwing everything up in the process... ^^
If you have less characters than originally, you can put spaces at the end of elements to fill up (at least hex-editing you can, not sure if it's the same on the editor)
Yeah, and I've noticed that a good way to recuperate some space is to delete some of the "<none>" entries that are in certain unused areas (like ability names, job names, etc). My stuff is almost always longer than originally, so this is what I end up doing more often... lol.
Have you actually confirmed that it doesn't screw anything? If I correlate things correctly, you would be deleting FE characters if hex-editing to achieve that, and that would screw things up. But I could be wrong.
Into the second chapter, I can confirm that deleting those "<none>" entries doesn't screw anything up. The only problems I have are the unrelated ones that everybody else here has (level-up and job level-up not displaying fully/correctly in the text box). That particular problem occurs whether I delete those entries or not. But besides that, no problems besides a small observance that other people here have made (something related to percentage likely to learn a skill automatically... the enemies seem to learn things more easily than they originally did, which could be my imagination).
Ah, I was told an answer to that one long ago, which is to extend the "END" portion of "Level Up!" and "Job Level Up!"
I was just wondering but is there way in the ENTD editor to have a specific character just have everything mastered? I know how to adjust it so their main job is mastered but I'm wondering if there is a way to do that for every job or even every job they have available.
For every job they have available, not as far as we are aware, but to have a class know everything in it's set just place it's skillset over their "primary" in the ENTD.
Yeah I knew that, that's what I meant when I said having their main job mastered, but I guess its not possible at the moment to have more than 1 job or all mastered through ENTD editing.
Oh, ahem... misread what you had said, my apologies.
No problem at least you tried to answer my question.
In any case, there is of course the obvious method of having Mime take 9 (which will double the JP of 8th level) of all classes to learn, that should give them all spells and abilities (aside from Zodiac, I believe) in every class, but of course you'd have to sacrifice the Mime class for such.
Yeah that could work, although after thinking about it in the PSP version to have a full powered lvl 8 Onion Knight you need to master 16 other jobs. Unfortunately I've had no luck in having that implemented into the game, lvl 8 Onion Knight doesn't have the character with 16 mastered jobs.
I guess I'm stuck then unless I use cheat codes to have all enemies with jobs mastered or doing what you said with Mime. Thanks for the tip though.
I see a few skills that say 6.25% chance to add status. Where did this number come from?
Also, the poach list says that the chance to get rare items is 25%. Was this just a guess? If not, can we change the %?
25% is 1/4
and 6.25% is 1/4 of 1/4 so 1/16
When I tested it, it wasn't common to land on statuses. The BMG says 6.25% so I decided to take that number.
and 25% rare poach was just a guess, I never really did test on a large scale poaching.
I must say the patcher is amazing. I really like to use it.
Here a couple of ideas for improving the interface:
1 - Allows the abilities to be displayed by several criteria. i.e. only show 0C "Time Magic" skillset, or alphanumeric sort, ability type sort.
2 - Allows a comment field on entries. So if someone changes a ability's effect a lot, it can be easily recognizable.
3 - Instead of "Jump to" on item section, use a filter.
4 - Be able to filter ENTD, to not display story scenes. OR even better allow to choose at will between random battle, story battle, story scene.
5 - Split Poach section in two half length tabs to be displayed at the same time.
6 - Allow Item attributes and Status Effects to display which skill/item is linked to them.
7 - Create a quick jump button from a Item Attribute or a Status Effect from an ability or item to it's entry on the Item Attributes and Status Effect tabs and vice-versa.
8 - Instead of just displaying the name on abilities and item tabs, show the number of the entry if applicable i.e. "19 - Ice 2".
9 - Allow to quickly clone a unit on the ETND, so similar units could be created at a faster rate.
10 - Integrate the A.I. findings, into quick setup buttons in the ETND tab. (http://auritech.fantopolis.com/viewtopic.php?t=512 (http://auritech.fantopolis.com/viewtopic.php?t=512))
I seem to be having an issue with the FFTacText Editor on my new computer. The editor for some reason isn't able to patch the PSP version of the game, all I get is an Error saying "Error Patching File." The sprite editor and FFTPatcher work fine though.
Any ideas on how I could fix this?
did melonhead quit ? havent heard anything in a while...
Quote from: "Kourama"I seem to be having an issue with the FFTacText Editor on my new computer. The editor for some reason isn't able to patch the PSP version of the game, all I get is an Error saying "Error Patching File." The sprite editor and FFTPatcher work fine though.
Any ideas on how I could fix this?
make sure the plugin is in the same folder
melonhead has been away for a bit
he is always in the channel
but idle
never says anything
:?: :x
its called bein a genius they're weird
If he's watching, then I'm sure he's aware of everything that we've discovered. Pro'ly busy overhauling the patcher, etc...
I'm having trouble downloading the CD-tool.exe file from http://www.nobis-crew.org/cd-tool/ (http://www.nobis-crew.org/cd-tool/)
Is this link still valid?
Check on the site / Downloads. I decided to host it because of all complains that the site had a huge downtime.
I am dumb for taking so long.
New version:
FFTPatcher - v0.328 (http://code.google.com/p/lioneditor/downloads/detail?name=FFTPatcher-v0.328.zip&can=2&q=)
Changes since v0.271
- Added ability to convert a PSX fftpatch file to a PSP fftpatch file. (NOTE: The new PSP abilities for Balthier and Dark Knight are overwritten during this process)
- Added dialogs when patching a PSP or PSX image that let you select what parts you want to patch.
- Added ability to patch the SCEAP.DAT file on PSX ("Sony Computer Entertainment Presents...")
- Added ability to patch the ICON0.PNG file on PSP (This is the image that shows up when you load your game from memory stick)
- Added direct ISO patching for PSP and PSX. No need for CD-Tool anymore
- Added asterisks * to changed items in each screen
- Added "upper level" flag to ENTD units
- Added ability to edit the "Move-Find Items" and traps on maps
- Added ability to "Clone" and "Paste" certain objects
- (ex. Right click "Cure 2" on the left side of Abilities and paste it on top of "Cure 3" and it will copy all the data from Cure 2 to Cure 3)
- (There is a cosmetic bug with this feature, the destination for the paste will not have the correct "blue highlighting" for changes until you select another ability and come back)
- Changed the .fftpatch file format. You can still open old files, but once you save them again you can only open them with new versions of FFTPatcher.
- Added ability to open an already-patched PSX ISO
- The file ICSharpCode.SharpZipLib.dll must be in the same directory as FFTPatcher.exe
- Removed:
- Export font (Use Patch ISO instead)
- Export ENTD (Use patch ISO instead)
- Patch BATTLE.BIN (Use Patch ISO instead)
- Open modified SCUS_942.21 (Use open modified ISO instead)
- FFTacText and ShishiSpriteEditor won't work with this version. If you want to use them, download an old version and copy it to another directory.
- I accidentally removed the "digest" output from the last version. It will be back.
(http://lioneditor.googlecode.com/svn/screenshots/FFTPatcher/patchpsp.png)
(http://lioneditor.googlecode.com/svn/screenshots/FFTPatcher/patchpsx.png)
(http://lioneditor.googlecode.com/svn/screenshots/FFTPatcher/movefind.png)
(http://lioneditor.googlecode.com/svn/screenshots/FFTPatcher/copypaste.gif)
sweet
Yell Yeah!
Clone will make, making new randoms (for people who want to have monsters with equipment...) work much easier!
I knew it he's a f***ing genius. The mad scientist of video games.
Quote from: "melonhead"- Added "upper level" flag to ENTD units
Oooo! I need this for map2gl.
*Applause*
I'm in hacking heaven!!!
^_^
You are awesome, thanks again.
Awesome!!
Many thanks for your continued work on this.
Yea he didnt even bother with FFT for 7 months till i bothered him in chat about it xD
Zozma said that the new patcher does not patch the BATTLE.BIN - or specifically the ability effects. I think I can confirm this since none of my Knight Skill effects have changed. I thought this was due to Battle Skill links, but I'm probably wrong.
making effect assignment changes isnt working
i tried to make a different skill use the effect file for bio3 and it doesnt save when patching the iso
yeah.. now i cant open the patch with the old patcher either so i cant use it just to change effects.
Quote from: "Zozma"making effect assignment changes isnt working
i tried to make a different skill use the effect file for bio3 and it doesnt save when patching the iso
yeah.. now i cant open the patch with the old patcher either so i cant use it just to change effects.
Ugh.
Here's a quick fix. Just overwrite the old FFTPatcher.exe. The problem was that it was patching ability effects in SCUS_942.21 instead of BATTLE.BIN. Who knows what it was overwriting....
http://sh3llz.com/~melonhead/rtload/336b.zip
thank you very much! donno what id do without the ability to change the effects XD
Just so you know melonhead, that update also fixed a problem where an image patched directly from FFTPatcher was causing it to not start-up in pSX (other emulators worked). Not sure if that too was an intentional fix (or possibly even that what it was overwriting was something pSX needed for it to properly boot the game, since pSX was throwing I/O read errors), but I'm definitely happy it works with this updated version...
Wow, I just started using this after the latest update..
After seeing previous updates, I gotta say you did a great job melon, well done
New version:
FFTPatcher - v0.352 (http://code.google.com/p/lioneditor/downloads/detail?name=FFTPatcher-v0.352.zip&can=2&q=)
Changes since v0.328
- Fixed bug that caused Ability Effects to be applied to the ISO incorrectly
- Fixed Formula 0x4E: Dmg_(MA*Y)
- Fixed bug that caused the Upper Level flag to not be updated on screen properly in the ENTD unit editor
- Rewrite of Sprite Manager. Now, it reads all character/monster sprites from an ISO file. Make your changes and save as a .shishi file or patch the ISO directly.
- Not supported yet:
- WEP.SPR, OTHER.SPR
- Changing "type" of sprite (Making AGURI be TYPE2 instead of TYPE1, etc)
- WLDFACE.BIN, EVTFACE.BIN, EVTCHR.BIN, UNIT.BIN
- Known bug: The thumbnail images in the main window look ugly...
Hells yeaahh!! Melon, your updates always bring a little extra joy into my life! ^_^
Melonhead
The new shishi looks great so far, but adramelk is listed twice and Kasanek and Kasanem are not listed...
also i noticed that i was able to exceed the size limit on some files. and it allows me to save and patch the game... will this damage my game or do we finally have the ability to expand allowed sprite size? however i couldnt expand the "short" sprites i was able to insert my zerke sprite into GANDO which is the smallest sized human file with full animations ... zerke is larger too.
and one more question. will we eventually be able to change the names of the files in battle.bin as well?
hehe sorry for the questions, this is just exciting... i especially want to make sure i don't fuck up my game if the size limit cap should not be exceeded
Edit: I think i just got my answer to the sprite size, it cuts the sprite when it exceeds its max space eh?
I can't patch an ISO with my New Shishi Sprite Editor, melonhead. =(
That is not a very good bug report
Can you describe exactly what happens when you try? Or send a screenshot of an error message or something.
Well, all it was doing was bringing up a bar with "Building Sprites" and just stopping there after a while, but it just worked. >.< Weird. I must've have the ISO open in the emulator, sorry.
Also sorry for the lack of details ... mainly because as you can see, it wasn't doing much.
A quick question about two unknown bytes that may not be quite so unknown...
On the Abilities tab, in the box of bytes that include "Learn with JP", "Learn on Hit", etc... Viewing the v1.3 patch in FFTPatcher, I see that many abilities have their first and/or last "Unknown" bytes changed, at times when no other change has been made to the ability. This tells me that these bytes are definitely not so unknown, otherwise what would be the point of only changing that one aspect of an ability, if the byte didn't have a known purpose.
So my question is... *are* these bytes indeed already known, but simply haven't been defined in the patcher yet?
I've also seen a similar occurance with the three "Unknowns" in the AI Behavior box of the same tab (except this time the changes seem to usually be part of a grander scheme). More not quite unknown "Unknowns"...?
I'd like to note (in case they really are rather unknown)... in that AI Behavior box, has anybody noticed that the first two Unknown bytes (the ones before and after random hits), are both always ticked on spells that have an MP cost and are actual *magic* spells? I've seen like 2 exceptions to that rule (the summon "Golem" (neither box checked, no idea why)... and the spell Mute (both boxes checked, despite native 0 MP cost). I also found that only two specific skill-sets have just the second Unknown byte checked (the Ruin spells and Ying-Yang Magic), and a few scattered skills have only the first one checked (Magic Barrier, Midgar Zolom, Lifebreak, Nanoflare, and Grand Cross).
I'm aware that *all* of that may be very well-known or useless, but I thought it was interesting to note while looking through things. Maybe if they're not known yet, somebody knows something about how this information is significant... :D[/i]
I hate to say this... I used to remember this! But I can't recall what those two boxes do anymore... I know One actually flags it for AI to use, but I can't recall what the other one you mentioned does... I know something dealing with the the Earth Slash-esque moves, but I can't recall what Exactly it is.
I assume you're talking about the Unknowns in the unnamed (first) box of bytes. Yeah, the last byte isn't used for all that many skills, but among them is all the damaging MNK attacks and all the THF skills (except Steal Heart, a possibly revealing exception). The Knight's skillset and Squire's basic damaging skills also have that last Unknown byte active. Obviously, some other random abilities also have it. Maybe worth noting that 95% of the time, whenever that last Unknown byte is active, the Defense Up byte in the AI Behavior section is also active.
That first Unknown might be some kind of flag for AI use, since most abilities have it, except for a few exceptions I can't recall ever being used on me. But none of the Math Skills had it checked, and while I can never recall facing against a Calculator, I didn't think they were actually *restricted* in some way for enemy use.
Buried around the forum somewhere is a thread with some data about the various unknown check boxes.
melon....
the new patcher doesnt save "action menu type" changes.......
We should probably find any lingering threads describing the "Unknown" checkboxes and call attention to them so they can be named properly in FFTPatcher... lol.
Edit: Found the thread that I think was being referred to (no definite information though), so I necro-bumped it and will continue the conversation there so I don't end up derailing this thread
Can't get FFTPatcher - v0.352 to run on Windows XP using Service Pack 2 with .NET 2.0 Framework
Error given by program:
EventType : clr20r3 P1 : fftpatcher.exe P2 : 1.0.0.352 P3 : 492e3723
P4 : fftpatcher P5 : 1.0.0.352 P6 : 492e3723 P7 : 580 P8 : b
P9 : system.typeinitialization
EDIT: Issue resolved
its easier to use now i still have problems here and there i do have a question.... how do you add new abilities and keep the old one like a new tab or something of the sort
Hrm, I'm trying to revert a change I made to a bio 3 spell (the second one), and it's not patching it. I changed it's effect from 0DC (second bio 3's effect) to 0DB (first). That patched, but when I try to revert it back, no go.
Notable is that opening a patch (not the iso) shows it correctly set to 0DC, but patching it and opening the iso directly shows no change (still 0DB).
(suppose I could just hex edit it, but still looking for documentation on the location of those bytes :X ) EDIT: Noticed it eventually worked after changing some other abilities. Weird.
Quote from: "sondowultimate"its easier to use now i still have problems here and there i do have a question.... how do you add new abilities and keep the old one like a new tab or something of the sort
If you want to add abilities to skillsets go in the SkS tab, or if you want to actually modify useless skills into working ones, go in the Abilities tabs...
Whoever the few ones after Parasite are unusable unless you change the Effect file linked to it; the only editor that allows that is FFTPatcher.
Else you can hex edit those.
using psp version i don't think hex editor work on it
Hex editors work on everything as long as they aren't compressed. But the addresses for stuff are different in the PSP version because they basically reprogrammed it from the basic files up.
Been going back and forth testing my patch, but I've run into a problem with the text editor. Not only has it been deleting the last 4 or 5 ability names in World.bin but it has changed all the "an" to some kanji. No idea what's causing it but giving a heads up to anyone planning to use text editor.
I get the following error when trying to patch the vanilla ISO
(http://i305.photobucket.com/albums/nn210/aszmo/error.png)
Any ideas on what may be causing this?
Thanks in advance, I discovered the 13027 three days ago and ended up here, I got really intereseted in all this stuff...
Close Cdmage or any similar program that may have happened to open the ISO
Quote from: "Kokojo"Close Cdmage or any similar program that may have happened to open the ISO
As you said, cdmage was the problem I left it open and I didn't even notice, thanks!
i uhh kinda need help i get an error everytime i try to apply my patch it says that its not a final fantasy tactics war of the lions iso image when it is help me please someone im new to these forums
Wow, its been over half a year since melonheads last official release... just when are you going to finish those beta's melon?
No Gameshark codes are created when you change the animation effect of an ability.
the program is based on C# code ?
can i help u?
Quote from: "kajak"the program is based on C# code ?
can i help u?
That's a good question. Is it written in C#? Is melonhead ever going to release the source, or let someone help?
melonhead codes in .NET
Hence the .NET Framework 2.0+ requirement. And the source is already available.
Quote from: "Zodiac"melonhead codes in .NET
Hence the .NET Framework 2.0+ requirement. And the source is already available.
Sorry if I R N00b, but I didn't see the source in the download section (just the binaries). Where can I find the source code?
I saw some talk of the latest FFTpatcher being version 0.4xx but in this thread it's only up to 0.352. Is there a link anywhere to this version that has the text editor built in?
The actual version is 457 (beta).
It's on the main site... (just click on the flag above and choose miscellaneous downloads.
Thanks Deso. Wow, I didn't even know this website had a main page :p (thought it was forums only)
Could someone help me out?
For some reason each time I try to open my PSX FFT iso I get this error:
(http://i82.photobucket.com/albums/j250/Razmazter/ShishiError.png)
But when I open the PSP version it opens just fine. But when I try replacing sprites in the PSP version it gives me the same error as above.
Any suggestions?
Thanks!
-Krobelus
^
That also happens when I try to export other images.
from the PSX or the PSP version
I think it's a problem caused by Vista
@Sen - Hmmm that's weird. I hope someone finds a solution soon.
-Krobelus
this happend when u use the iso on epsxe and u open the sprites at same time
i dont know why but its the problem
just use when u dont play
The thing is I wasn't playing at all. I even opened epsxe and opened a different iso of a completely different game thinking the same thing, but it still didn't work.