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Messages - Elric

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1
Lol, more like 70%

So this happened...

Did I overdo the uhh... "physics"

Well, its up to you, but I just wanted to say that when Jot5 re-release comes out the new Lamia will come with it (also new wizards). They are already complete, we just arent making them public until the re-release


2
Help! / Re: Battle Event Editing
« on: March 22, 2019, 01:28:23 AM »
Events are easy, ive made over 200 of em :P

You just gotta want it (and have a lot of motivation)

3
Help! / Re: Battle Event Editing
« on: March 21, 2019, 05:52:56 AM »
The more you look thru the bits of the game code, the more you will find weird things that don't make much sense.

There is a ton of redundancies in the worldmap conditions as well, but i don't know that anyone has ever bothered to trim it and remove any redundant coding yet. Kinda doubt it since like, all of 5 people even touch that sheet, lol.

4
Help! / Re: Battle Event Editing
« on: March 21, 2019, 05:02:45 AM »
Ah okay that makes sense on that one.  Is variable 08 the standard way to check to see if the battle is over/still happening or unique to this instance/event?  I didn't see any reference to that on the variable reference, maybe its just out of date.

You are misunderstanding. The variable in that event is 80, not 08. 80 was intended to be used for something, but ended up not being utilized in game.

This quote from Cheetahs tutorial might make more sense for you

Quote
Example 1: Normal

Orbonne Monastery
ENTD: 183

01 00 FD 01 01 00 19 00 04 00

Orbonne Battle (Gafgarion and Agrias chat)
01 00 7F 00 00 00 01 00 80 00 00 00 04 00 17 00 04 00 34 00 0B 00 17 00 05 00 17 00 01 00 05 00 34 00 01 00 19 00 05 00

Orbonne Battle (Abducting the Princess)
01 00 80 00 00 00 16 00 19 00 06 00

First Line: Checks that boolean "FD 01" is present and runs even script "04 00". This is the standard opening of every event or battle.

Second Line: Checks that booleans "7F 00" and "80 00" are not present. This is because part of the event that is run with this activates boolean "7F 00" so that this Event Conditional will not trigger multiple times. It checks that "80 00" hasn't been run because that is the end of the battle, preventing this script to be run after the end of the battle had occurred. The game then checks to see that units "17" and "34" are present, checks that it is unit "17" turn, and that units "17" and "34" are both alive. Then runs event "05 00", which happens to contain the boolean "7F 00" so that it will be considered present.

Third Line: Checks to make sure boolean "80 00" is not present. Checks to see that all enemies are dead. Runs event script "06 00".

This ^ is very old info, so when we pair it with what we have on the wiki, we know that:

Quote
0x0080    0x8005791C    0x01       Orbonne: Gafgarion's Turn (unused)
Mandalia: Victory (unused)

So i apologize for mispeaking, it wasn't for the end of the battle (except for mandalia, which it was also unused at)

As to why it would be used in any other event, i cannot say for certain, however it could be that they intended to have more types of things that could be checked for, that were never implemented, or it could just be a bit of junk code that was never removed.

5
Help! / Re: Battle Event Editing
« on: March 21, 2019, 04:48:17 AM »
Variable 7D is the temp variable that is used in the event itself, to make sure that it doesnt repeat, as mentioned.

Variable 08 is end of battle.

in that case those would be two very different things,
<--(Ignore this derp, dunno what i was talking about here) however you broke it down wrong. The bytes are reversed, not the hex in the bytes themselves

Example: 0123 would be 2301, not 3210.

So it's not Variable 08, but rather Variable 80. Which was intended to be used for 2 things and was never actually utilized in game.

EDIT: Hold for more info

0100     7D00     0000     0100     8000     0000     0400     2400     0500     2400     0100     0400     2A00    0500     2A00     0100     0B00     2A00     1900     C001     
IF     VARI 7D     ==00     IF     VARI 80     ==00     UNIT PRESENT ->     ID=24     UNIT ALIVE ->     ID=24     IF     UNIT PRESENT ->     ID=2A    UNIT ALIVE ->     ID=2A     IF     UNIT TURN ->    ID=2A     RUN EVENT ->     01C0     

6
Help! / Re: Battle Event Editing
« on: March 20, 2019, 10:28:50 PM »
Okay thanks for the information guys, I didn't realize attack.out dealt with mid battle conditions as well as other things.  Looks like I will need to reserve a new event and edit the attack.out to point to it after setting up a condition.  Thanks for the hex tutorial Elric should be helpful, though I've done this thing before its just been a while so its a good refresher.  I'll give it a try and let you know how it goes.

It wasnt really a hex tutorial. It was a mini tutorial on how some of the commands work and letting you know its in reverse hex bytes. Knowing how to hex edit doesnt immediately mean you know what our commands are, lol.

Youre welcome either way though

7
Help! / Re: Battle Event Editing
« on: March 19, 2019, 01:14:58 AM »
You need to edit the attack.out event conditions spreadsheet and then apply that data to your attack.out file (either via hex edit or using orgASM). You can find the conditions sheet in ravens old tutorial, or in his workbooks. I prefer the former, but thats just me.

I wrote a short tutorial on editing worldmap flow, but the idea is pretty much the same.

Ive done extensive work with event conditions, so if you have more questions, dont hesistate to ask. Though i cant always promise a prompt response (dont ask in PM though, its better if its public so other people can get an answer about it too)


EXAMPLE:

This here is the Undead Algus battle, from WotL that we ported to TLW

0100FD01010019000601
01007E0000000400A500040003000500A50001000500030001000B00A50019000701
01007F0000000400A500040003000500A50001000500030001000800A500190019000801
0600A500000019000901

So lets break this down, taking into account that these are in reverse hex bytes, we will break these down into 4 numbers each to keep it simple

The first condition:
this one is pretty straight forward, standard event call
0100        FD01        0100        1900        0601       
IFVariable 01FD= 1Run Event ->0106


The second condition:
this one is full of untrimmed WotL Fuckery, but a good example to learn from I guess
0100        7E00        0000        0400        A500        0400        0300        0500        A500        0100        0500        0300        0100        0B00        A500        1900        0701       
IFVariable 007E= 0Unit is Present ->00A5Unit is Present ->0003Unit is Alive ->00A5TRUEUnit is Alive ->0003TRUEUnits Turn ->00A5Run Event ->0107

So in this one, if variable 7E is 0, and both (00A5) Algus and (0003) Ramza are present and Alive, then event number 107 will play on Algus' next turn. At the end of that event, variable 7E is changed to 1 (in the event itself, via a event command), which makes it so the event doesn't simply replay on an infinite loop.


The third condition:
this one is full of more untrimmed WotL Fuckery, but still good example to learn from I guess
0100        7F00        0000        0400        A500        0400        0300        0500        A500        0100        0500        0300        0100        0800        A500        1900        1900        0801       
IFVariable 007F= 0Unit is Present ->00A5Unit is Present ->0003Unit is Alive ->00A5TRUEUnit is Alive ->0003TRUEUnits Health ->00A5Less than 25%     Run Event ->0108

So in this one, if variable 7F is 0, and both (00A5) Algus and (0003) Ramza are present and Alive, but Algus' health is below 25%, then event number 108 will play. At the end of that event, variable 7F is changed to 1 (in the event itself, via a event command), which makes it so the event doesn't simply replay on an infinite loop.

Keep in mind that Percent values are in hex, we use 19 here, because 19 in hex is 25 in decimal.


The fourth/last condition:
another one that is pretty straight forward, standard closing event for a boss

0600        A500        0000        1900        0901       
Unit is Dead ->00A50000Run Event ->0109


I hope this makes sense. I haven't used tables on the forum in quite some time, so this took longer to explain than i thought it would lol

EDIT: I also wanted to add, the reason I said these are sort of an untrimmed WotL fuckery type is mess is because we really don't need to check that both Ramza and Algus are present in the above strings, we know they are, because Algus is set via ENTD with his 00A5 ID (for TLW) and Ramza is required in the battle and in chapter 4 where this event takes place, he has his 0003 ID, so even checking for those two things is a bit redundant, but I just took the commands as they were and posted them for breakdown, since it also helps if you ever have a character who could potentially have a bonus scene in a battle based on whether or not they are present, like Agrias does at Golgorand if she is in the battle.

8
The Lounge / Re: FFBE: War of the Visions
« on: March 17, 2019, 06:17:01 AM »
>.<

Them renewing interest (internally) isn't good for sites that mod their games. Gives them more reason to C&D

9
Looking good so far.

10
Help! / Re: Which portraits in EVTFACE are unused?
« on: March 12, 2019, 07:30:25 AM »
That would be one of those odd cases j spoke of. Everyone in that scene is an EVTCHR. So i cant say for sure what sprite they are being called over top of, but im sure thats whats going on. If you are not adding new characters to the event, then just mimic how the other dialogue was done. If you are adding new characters then make sure you have their spriteset right in the ENTD and then post your event here with your new dialogue commands in bold so I can review.

EDIT: Glad you got it sorted. Im sure only 1 balbanes is used, if any. And likely only for the bravestory. Youd have to do some trial and error to identify which is used though. Arent there a buttload of unused slots in evtface though?

11
Help! / Re: Which portraits in EVTFACE are unused?
« on: March 12, 2019, 05:40:57 AM »
You dont need to call a portait. Its automatic from the character that is speaking. Calling a portrait is only used in very rare circumstances where you need to do something out of the norm

12
New Project Ideas / Re: FFT - The Lion War
« on: March 11, 2019, 08:22:29 PM »
Getting there, just a couple more bugs for Choto to hammer out ;)
(obviously these are pictures from tests, the DK will not be unlocked with level 1 squire and chemist xD)

13
when will elegant flier be done? =]

Id say probably once he finishes it, or shortly after hes almost done and finishes it? :P

14
New Project Ideas / Re: FFT - The Lion War
« on: March 08, 2019, 11:25:22 PM »
Me too! Lol.

Had some hiccups with the job expansion hack that we use for adding in the Dark Knight class. Choto is working on getting it fixed up soon. Once that is done you all will definitely know about it, lol

15
The Lounge / Re: Musings of a late-to-the-show modder
« on: March 08, 2019, 10:44:23 PM »
I dont think that was me lol. Unless you are looking at the Jot5 Archives...

Only project i ever scrapped was Pokemon Tactics, since Pride was the lead and life got in the way for him and he was unfortunately unable to continue the project at that time.

16
Help! / Re: How to reduce allowable number of player units in battle?
« on: March 08, 2019, 10:42:54 PM »
Its in the attack.out gui squad editor. Lets you choose how many characters can be used in formation.

17
Help! / Re: How to sync evtchr palettes?
« on: March 08, 2019, 10:41:57 PM »
EVTCHR have many palettes for each image. Usually 1 palette for each character on said image. You will either need to, make your YOUR sheet uses the EXACT palette as the sprite it is covering, OR, you use the EVTCHR Palette command (event) to force a specific palette onto the sprite it is covering

18
The Lounge / Re: How My Dawgz Doin?
« on: March 08, 2019, 02:39:01 AM »
Its not like Resident Evil 4, 5 and 6. Its more like the original RE2, with over the shoulder. But yeah, if you scare easy, then its probably not for you lol.

I still work at the same place, but I'm the plating manager now. So i don't run parts anymore. We are a few days away from being the first NADCAP certified chemical plating shop in the town im in.

19
The Lounge / Re: How My Dawgz Doin?
« on: March 08, 2019, 02:08:44 AM »
Resident Evil 2 Remake
Spiderman PS4

/endpost

20
The Lounge / Re: Musings of a late-to-the-show modder
« on: March 08, 2019, 01:56:31 AM »
What project did i scrap?

You mean Pokemon Tactics? Much more doable now, but holy crap will it be a metric asston of work of thats what you refer to.

Either way, welcome

Its nice to see that someone actually took the time to understand how things work and doesnt immediately assume we are evil tyrants xD

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