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March 28, 2024, 03:33:50 pm

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Event Editing - Story/Goland Battle Gauntlet Advancement Issue

Started by Cerabow, September 28, 2018, 12:13:56 am

Cerabow

Hello,

I've recently been adding event edits to my long-term (going on 10 years on and off) PSX FFT mod and once I started to do that, I began to see some bugs creeping up with characters not saying text in the correct order, some battles ending by displaying the conditions, etc. These things I've been able to easily address with some minor edits.

I recently came across an issue where the first battle in chapter 4, Doguola Pass, was not properly advancing the story upon victory. You'd return to the map, the dot would still be orange/red, and if you tried to move away from it, it immediately sucked you back into the same story fight over and over. I resolved this by advancing the story variable and updating the color of the map dot, similar to 273 Yuguo Woods Victory:
//Story Progression variable
ZERO(x006E)
ADD(x006E,x002A) //Doguola Pass
ZERO(x028D)
ADD(x028D,x0001) //Make Doguola Pass green dot


My current issue is that this similar problem is happening for the Beowulf Goland Gauntlet. Upon winning the first battle, it takes you back to the map, the dot is still orange/red, but you can move away from it. Going back sends you to the first fight again.

I checked some other gauntlet battle victories, like Lionel1 and Ch3 Orbonne1, and noticed x0055 being consistently updated, but this variable isn't labeled on the wiki anywhere that I could see, so I'm not sure what it might be for.

What is the proper way I should advance the gauntlet fights? I checked Elric's Event Tutorial, but didn't see anything about gauntlet fights or triggering events after another event ends.

Any guidance or nudging in the right direction would be appreciated. I'm just worried I'm not properly setting a value/flag somewhere that should be set.

TLDR: I'm new to event editing and having issues with chain battles / event progression.

Thanks in advance

Cerabow
  • Modding version: PSX
--
Robert'); DROP TABLE Students;--
  • Discord username: Cerabow

3lric

So, you are having issues with vanilla or your own custom battle series?

Battle series work by using variable 55 and setting it to the attack.out number of the event you are going to jump to (in the victory event) along with a callfunction command to make the save happen and setting attack.out to go to worldmap. You can read more about this here.

http://ffhacktics.com/smf/index.php?topic=10124.0

I think i need more clarification as to what you are trying to do exactly...
  • Modding version: PSX

Cerabow

So I'm having an issue with the vanilla events since I started tweaking them slightly for quality of life changes. I'm making a balance mod, which started off as "yay using the FFTPatcher" and has evolved into making sprite edits, adjusting events and more.

I think that info gave me exactly what I needed to correct the Goland events (and maybe make my own battle series later).

Actually I just made those updates and added this code to the victory event for goland 3rd floor right before EventEnd() and it properly took me to the second floor battle!
ZERO(x0055)
ADD(x0055,x01D7) //Formation, then load 1D7 Scenario from ATTACK.OUT
CallFunction(x06) //Save Prompt after event


I'll likely need to update the remaining battles in the Goland series and ensure the "Reis Rescued" variable is properly set after the event where Beowulf joins you permanently, but this should address my current issue!

I'm still not sure why the events are getting messed up though. When I look at the script exports for Vanilla PSX event directory w/ Raven's Super Perfect editor, all the events I'm having issues with need correcting there. I even exported all the EVT data from my own vanilla copy and they're identical. Not sure if I'm just missing something here. To try to give more context, here's the Finath River story battle victory script for Vanilla PSX, which I previously never touched.


343 - Finath River (Victory)
Offset(x002AE000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.
//Text(x000000CF)
//Remove the previous line if you wish text to compile directly after instructions.

Camera(+00616,-00412,+00616,+00430,+00512,+00000,+04096,+00001)
WaitForInstruction(x04,x00)
{73}(r102700FC102710271027102700FC)
Camera(+10000,-01024,+10000,+10000,+10000,+10000,-01024,+00001)
WaitForInstruction(x04,x00)
{63}(rE9)
Camera(+00616,-00412,+00616,+00302,+02560,+00000,+04096,+00320)
Reveal(030)
WaitForInstruction(x04,x00)
Wait(00060)
EventSpeed(x02)
CameraFusionStart()
{73}(r1027102710278000000210271027)
Camera(+10000,+10000,+10000,+00128,+00512,+10000,+10000,+00048)
{73}(r1027102710277FFF060210271027)
Camera(+10000,+10000,+10000,-00129,+00518,+10000,+10000,+00096)
CameraFusionEnd()
DarkScreen(x00,x01,012,064,x00,004)
WaitForInstruction(x36,x00)
DisplayConditions(x08,060)
WaitForInstruction(x38,x00)
WaitForInstruction(x04,x00)
{63}(rCA)
Camera(+00616,-00412,+00616,+00302,+03584,+00000,+04096,+00008)
DisplayConditions(x00,060)
WaitForInstruction(x38,x00)
RemoveDarkScreen()
WaitForInstruction(x36,x00)
EventSpeed(x01)
{63}(r18)
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01


It's displaying the battle conditions again during the victory, not displaying gil / war trophies, camera effect isn't working as intended, and not properly advancing the story flag or map color. This is one of the battles I had to fix.



Thanks for the nudge in the right direction Elric! And to Xifanie for the formation code guide! And you again for re-posting her work!
  • Modding version: PSX
--
Robert'); DROP TABLE Students;--
  • Discord username: Cerabow

3lric

Yeah there is some outdated events in EVSP, you should check the old EVSP thread (IIRC) in which i uploaded a pack of fixed victory events there.

I know there was also similar issues in the beginning of the balk battle at the desert as well as the olan post battle event at goland.

If you run into any more issues, don't hesitate to ask questions. I'm pretty well versed in all things events lol
  • Modding version: PSX

Cerabow

Quote from: Elric on September 28, 2018, 08:45:43 am
I know there was also similar issues in the beginning of the balk battle at the desert as well as the olan post battle event at goland.


This exactly. Balk poisoned the party and it just locked. Olan's first words were from near the end of their conversation and ultimately lead to a lock. I had a similar issue with Balk2 where him and Ramza talked mid-battle, but Ramza was saying Balk's lines, and vice versa. I've fixed all of these thus far by myself, but I was able to dig up your post on the EVSP1.91 thread for myself and anyone that was interested:

http://ffhacktics.com/smf/index.php?topic=7706.msg195159#msg195159

Thanks again Elric! I'll be sure to update them. I'm betting Nelveska is going to break on me now too. :) Hopefully the edits I made are in-line with your changes.
  • Modding version: PSX
--
Robert'); DROP TABLE Students;--
  • Discord username: Cerabow

Cerabow

Just a note Elric, probably since its from 2014, your dropbox link throws a 404.
  • Modding version: PSX
--
Robert'); DROP TABLE Students;--
  • Discord username: Cerabow

3lric

  • Modding version: PSX

Cerabow

In your post under the EVSP1.91 thread, you linked to the fixed event scripts via dropbox:

https://www.dropbox.com/s/68xq85dny2n23e8/EVSP%20Corrected%20Victory%20Events.rar?dl=0
  • Modding version: PSX
--
Robert'); DROP TABLE Students;--
  • Discord username: Cerabow

3lric

I fixed the link in that thread, should be working now

(I also updated the link in your post above this one)

The events have dummy data in them (below the text), but it shouldn't hurt anything, feel free to remove it, or don't
  • Modding version: PSX