Final Fantasy Hacktics

General => Archives => Topic started by: Xifanie on June 07, 2008, 08:45:42 pm

Title: Event Decompiler & Event Compiler
Post by: Xifanie on June 07, 2008, 08:45:42 pm
http://www.ffhacktics.com/downloads.php?id=9

I'm creating this topic for 2 reasons; to announce version 2.00 and to talk about instructions because MANY of them still have undiscovered uses and some, even byte length.

Basically anyone who wishes to play a bit with events can post their discoveries and update their CONFIG.INI file acordingly.
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Post by: VincentCraven on June 08, 2008, 12:22:35 am
Now this is amazing.  I can find the events and text so much more easily.

Though I do have a question at the moment. When event editing, do you use save states to check your changes?  I typically use save states starting at the beginning of the event, but recently I tried changing events within the save state.  Unfortunately I could not find the event that I was looking for within the save state.
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Post by: Chrona on June 08, 2008, 12:24:56 am
I'll decompile YOU, Zodiac

...anyhow, good job =)
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Post by: Xifanie on June 08, 2008, 08:18:18 am
Well first of all you have to be within the event, not the loading screen. As soon as you see something like the map, you can save. Using savestates may make you miss the first instructions though, but this all depends on what you want to do.

After that just search for 0xF2F2F2F2 and you'll fall directly where the event starts.

Problem with savestates is that I have no idea where the text pointer is gone (it's replaced with the 0xF2F2F2F2 I mentioned above). So if you plan to add a lot of instruction with just a savestate I suggest increasing the pointer and moving the text accordingly.

Only tricky thing is finding which is the good event within TEST.EVT. >_>

Well I still highly recommend doing it with savestates as you can change something that will happen directly after a second or two or after you manually close the dialog box.

Oh right, I need to work on a camera tutorial now. ;o
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Post by: Grandy on June 08, 2008, 12:38:18 pm
I envy you guys, because I downloaded this thing and I just can't understand it. At all. I suppose I haven't been playing with the hacking tools long enough to know how to use this one.
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Post by: Kenshin72 on July 23, 2008, 03:51:07 pm
This work with the PSP?
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Post by: Xifanie on July 23, 2008, 08:43:26 pm
It should be as much compatible as the PSX version.

Maybe the PSP version has 2-3 more instructions, I don't know. Won't change anything in any case.
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Post by: CidIII on July 25, 2008, 07:18:20 pm
When I try to use it I get an error

"Access violation at address 00455D87 in module 'Event Decomplie v2.00b.exe'. Read of address A3CCC432"

What the hell does that mean?
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Post by: Xifanie on July 25, 2008, 07:45:12 pm
Do you have TEST.EVT in the same folder?
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Post by: Xifanie on August 20, 2008, 12:13:44 am
2.02

A Text Compiler will be included with the Event Decompiler from now on. Please give feedback, I'm unsure if it's 100% functional.
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Post by: Xifanie on August 27, 2008, 12:25:20 am
Event Decompiler 2.04
Event Compiler 2.00b

Also has PSP support since 2.03
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Post by: Miroshi Beshima on August 27, 2008, 12:44:25 am
I love this program ^-^. Its been helping me a lot. Thanks for making such a great program Zodiac!!!
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Post by: Jake on September 01, 2008, 02:47:52 am
Quote from: "Zodiac"Only tricky thing is finding which is the good event within TEST.EVT. >_>
Ahhhh. I downloaded this program last night while I was half-asleep. I got around to messing around with it today and I was worried something went wrong when I found the same dialogue over and over again.

Hmm, would it possible in future versions of the program to... I don't know, blank out the not-so-good events if we can find and point them out?

It's a truly great program! I can't wait to see what the modding community is able to come up with. :)
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Post by: Xifanie on September 01, 2008, 09:20:00 am
Well, actually everything my decompiler decompiles are good events.

LastingDawn explained to me that the multiple events are each used depening on what happens.

Like when saving Mustadio, Algus or Boco they give you the choice to help them or not. You can create a completely different scenario based on the answer if you want.

There's nothing I can do about the dummy text.
LastingDawn also made a small list which you might find very interesting:
http://ld.ffhacktics.com/AI%20Setups.txt (http://ld.ffhacktics.com/AI%20Setups.txt)
Ctrl+F Event Order
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Post by: Zozma on September 01, 2008, 03:19:57 pm
well, i get confused on in as well will it always be the first set of text thats the real one?
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Post by: Xifanie on September 01, 2008, 05:08:05 pm
Yes. Someone should probably make a TEST.EVT patch to remove all the dummy text, that would make things easier.
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Post by: Zozma on September 01, 2008, 06:34:04 pm
or even just a list of the true events and where they start, thats also a big help
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Post by: Jake on September 01, 2008, 07:58:10 pm
Quote from: "Zozma"or even just a list of the true events and where they start, thats also a big help
The above link that Zodiac provided me is exactly that.

Also, warning to anyone attempting custom dialogue: there's a limit to how many characters you can have per line. I don't know if that was already common knowledge, but I just found that out the hard way. :?
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Post by: LastingDawn on September 01, 2008, 08:08:02 pm
I as well, thankfully Zodiac figured out the problem and squelched it. This saved me a lot of headaches.
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Post by: Jake on September 01, 2008, 08:28:30 pm
Ugh. Well, I was *wrong* apparantely. I had left a bracket off a line-break.

*facepalm*

Edit/Update: Ha! I managed to mess up again... I've edited the dialogue for the opening scene (using a re-translation found on GameFAQs) and among a few things:

1.) Some of Gaf's lines aren't appearing.
2.) Simon and Ovelia have switched dialogue. Simon asks Ramza if he "has a problem."
3.) No more dialogue appears once Agrias rushes out the door, thus "freezing" the game.

Still though, I'm quite enjoying this. :P
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Post by: Xifanie on September 02, 2008, 05:05:04 pm
Don't forget to break lines with {br} often else the game will try to display a message box wider then the screen and freeze.

As for your other problem, you eitehr deleted a whole message (including {end})

the number of {end} is what determines the real message ID.

So if you deleted a message make sure you put and {end} at where the message was, even if it's gonna be alone. That will fix your problem.
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Post by: Jake on September 02, 2008, 06:05:10 pm
Well, funnily enough, the missing Gafgarion line was missing an {end}, but even with it, it still wasn't appearing. The rest of the dialogue is fine and everyone is speaking their appropriate lines again.

Quote//Message x0A
{font:08}Gaffgarion{br}
{font:00}I rather think that I'm showing more than{br}
enough respect for some backwater guard-captain.{br}
Perhaps I should remind you that we are but{br}
mercenaries hired by the Knights.{br}
{br}
Believe it or not, my lady, our contract{br}
doesn't demand good manners in your presence.{end}

Fix:
The "enough respect" line was too long, and instead of freezing, it just skipped that entire dialogue... take that for what you will.

Lines of dialogue shouldn't go more than 45 characters without a line break. ({font} & {br} do not count towards that limit.)

I certainly hope all my n00bish mistakes keep others from making them. :oops:
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Post by: methanol on September 24, 2008, 10:07:12 am
Quote from: "Zodiac"Well, actually everything my decompiler decompiles are good events.

There's nothing I can do about the dummy text.

What if you put in a routine that checks each event's program section for display message commands and the message numbers passed to them as arguments, and then blank out or simply decline to dump the remaining messages?

That way the decompiler could be configured to dump only messages that are actually called up in a given event.
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Post by: Xifanie on September 24, 2008, 12:10:22 pm
Making a cleaning patch would probably be easier.

I like the idea but it's jsut too much trouble compared to a little patch.
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Post by: Zozma on October 03, 2008, 12:34:22 am
i dont quite know where to put this zodiac but...

sprite animations for the event decompile/recompile

01-Standing still
03-Walking
04-Walking (haste)
05-Walking (Slow)
15-wth? spinning??
16-injured,kneeling
17-defending

(dont shoot me if this is the wrong place for it) lol
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Post by: LastingDawn on October 03, 2008, 11:33:34 am
Ah that's right... Zodiac never posted the Animation sheet he gave me...

Quote[04:09] <Zodiac> x00   
[04:09] <Zodiac> x01   
[04:09] <Zodiac> x02   
[04:09] <Zodiac> x03   Walk
[04:09] <Zodiac> x04   Fast Walk
[04:09] <Zodiac> x05   Slow Walk
[04:09] <Zodiac> x06   Stand
[04:09] <Zodiac> x07   Stand
[04:09] <Zodiac> x08   Stand
[04:09] <Zodiac> x09   Null Float
[04:09] <Zodiac> x0A   Fast Float
[04:09] <Zodiac> x0B   Slow Float
[04:09] <Zodiac> x0C   Run
[04:09] <Zodiac> x0D   Fast Run
[04:09] <Zodiac> x0E   Slow Run
[04:09] <Zodiac> x0F   
[04:09] <Zodiac> x10   
[04:09] <Zodiac> x11   
[04:09] <Zodiac> x12   
[04:09] <Zodiac> x13   
[04:09] <Zodiac> x14   
[04:09] <Zodiac> x15   Anti-Clockwise spinning (loop)
[04:09] <Zodiac> x16   Critical
[04:09] <Zodiac> x17   Defend  
[04:09] <Zodiac> x18   Dodge
[04:09] <Zodiac> x19   In pain (loop)
[04:09] <Zodiac> x1A   Dead
[04:09] <Zodiac> x1B   Raise Hands
[04:09] <Zodiac> x1C   Level Up (loop
[04:09] <Zodiac> x1D   Job Level Up (loop)
[04:09] <Zodiac> x1E   Jump
[04:09] <Zodiac> x1F   Flying
[04:09] <Zodiac> x20   Pick on ground
[04:09] <Zodiac> x21   Charge
[04:09] <Zodiac> x22   Charge
[04:09] <Zodiac> x23   Frozen Walk
[04:09] <Zodiac> x24   Bow
[04:09] <Zodiac> x25   Dance (not the Dancer's)
[04:09] <Zodiac> x26   
[04:09] <Zodiac> x27   
[04:09] <Zodiac> x28   Sing
[04:09] <Zodiac> x29   Dance
[04:09] <Zodiac> x2A   Charge Spell
[04:09] <Zodiac> x2B   Chant Spell
[04:09] <Zodiac> x2C   Found Item
[04:09] <Zodiac> x2D   
[04:09] <Zodiac> x2E   
[04:09] <Zodiac> x2F   
[04:09] <Zodiac> x30   Frozen Walk
[04:09] <Zodiac> x31   Frozen Walk
[04:09] <Zodiac> x32   Vanish
[04:09] <Zodiac> x33   Found Item
[04:09] <Zodiac> x34   Horizontal Jump?
[04:09] <Zodiac> x35   Bow then Stand
[04:09] <Zodiac> x36   Bow
[04:09] <Zodiac> x37   Struck
[04:09] <Zodiac> x38   Struck
[04:09] <Zodiac> x39   Raise Hands
[04:09] <Zodiac> x3A   
[04:09] <Zodiac> x3B   Vanish
[04:09] <Zodiac> x3C   Teleport From & Teleport To
[04:09] <Zodiac> x3D   Upper Strike
[04:09] <Zodiac> x3E   Middle Strike
[04:09] <Zodiac> x3F   Lower Strike
[04:09] <Zodiac> x40   Upper Strike
[04:09] <Zodiac> x41   
[04:09] <Zodiac> x42   
[04:09] <Zodiac> x43   
[04:09] <Zodiac> x44   
[04:09] <Zodiac> x45   
[04:09] <Zodiac> x46   
[04:09] <Zodiac> x47   
[04:09] <Zodiac> x48   
[04:09] <Zodiac> x49   
[04:09] <Zodiac> x4A   Quick Attack Stand
[04:09] <Zodiac> x4B   
[04:09] <Zodiac> x4C   
[04:09] <Zodiac> x4D   
[04:09] <Zodiac> x4E   
[04:09] <Zodiac> x4F   
[04:09] <Zodiac> x50   
[04:09] <Zodiac> x51   
[04:09] <Zodiac> x52   Spear
[04:09] <Zodiac> x53   Bow?
[04:09] <Zodiac> x54   Bow
[04:09] <Zodiac> x55   Gun
[04:09] <Zodiac> x56   Book Strike
[04:09] <Zodiac> x57   Harp Strike
[04:09] <Zodiac> x58   Upper Weapon Guard
[04:09] <Zodiac> x59   Middle Weapon Guard
[04:09] <Zodiac> x5A   Lower Weapon Guard
[04:09] <Zodiac> x5B   weapon strike???
[04:09] <Zodiac> x5C   weapon strike???
[04:09] <Zodiac> x5D   weapon strike???
[04:09] <Zodiac> x5E   weapon strike???
[04:09] <Zodiac> x5F   weapon strike???
[04:09] <Zodiac> x60   weapon strike???
[04:09] <Zodiac> x61   weapon strike???
[04:09] <Zodiac> x62   weapon strike???
[04:09] <Zodiac> x63   weapon strike???
[04:09] <Zodiac> x64   Flip Switch on ground
[04:09] <Zodiac> x65   Raise Hands
[04:09] <Zodiac> x66   Raise Hand & Take a Breath
[04:09] <Zodiac> x67   Spin Fist
[04:09] <Zodiac> x68   Quadruple fist strike
[04:09] <Zodiac> x69   ???
[04:09] <Zodiac> x6A   pushing out hands for a second or two
[04:09] <Zodiac> x6B   ???
[04:09] <Zodiac> x6D   Stand Down
[04:09] <Zodiac> x6E   Attack
[04:09] <Zodiac> x6F   Dance Pause
[04:09] <Zodiac> x70   
[04:09] <Zodiac> x71   Steal
[04:09] <Zodiac> x72   Steal Heart
[04:09] <Zodiac> x73   Draw Out
[04:09] <Zodiac> x74   Raise Hands
[04:09] <Zodiac> x75   Jump
[04:09] <Zodiac> x76   Land (and Jump before?)
[04:09] <Zodiac> x77   ???
[04:09] <Zodiac> x78   ???
[04:09] <Zodiac> x79   ???
[04:09] <Zodiac> x7A   
[04:09] <Zodiac> x7B   
[04:09] <Zodiac> x7C   
[04:09] <Zodiac> x7D   Goblin Punch
[04:09] <Zodiac> x6C   ???
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Post by: Cheetah on October 03, 2008, 12:39:11 pm
Any other information you might have hidden away? I spent like 4 hours working on this stuff, typically find out that it had already been done haha. We are really organizing this information in a horrible way right now.
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Post by: LastingDawn on October 03, 2008, 01:01:54 pm
That we most certainly are... for reference it's probably best to always look a the "Event instructions" part of the site. But for everything I personally know, it's in AI Setups.txt, which hasn't been that incredible updated from the one available to everyone. ld.ffhacktics.com
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Post by: Xifanie on October 03, 2008, 04:26:59 pm
This is what the wiki is for. I forgot about it after creating the wiki, that's why it currently had no page.

But the more we fill in the wiki the less this kind of thing will happen.
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Post by: Cheetah on October 03, 2008, 04:41:03 pm
Is there even a proper way to navigate the wiki yet?
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Post by: Zozma on October 05, 2008, 03:38:57 am
wth, im digging around near EVT_018_12 in that area

and i cant find the part where algus actually says "Reinforcements? Thank God!"

i have to change unit id from 07 to 33 and everything else works except the one for displaying message 0B.
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Post by: Xifanie on October 05, 2008, 09:40:55 am
Really? I don't understand because Event 12 is the only one that calls for message 0x0B. :/

That's the whole event:

DisplayMessage(x10,x70,x0B,x00,x01,x00,x00,+00000,+00000,+00000,x01)
WaitForInstruction(r0100)
Wait(00030)
{63}(rAA)
{1C}(r02)
FocusUnit(r0700070000)
Camera(+11815,+00001,+00010,+00302,+03584,+00000,+04096,+00064)
DarkScreen(x00,x01,x0C,064,x00,004)
WaitForInstruction(r3600)
DisplayConditions(x0A,060)
Wait(00040)
ColorUnit(x07,x00,x04,+012,+020,+031,000)
Wait(00002)
Wait(00001)
ColorUnit(x07,x00,x08,+000,+000,+000,004)
WaitForInstruction(r3800)
DisplayConditions(x00,060)
WaitForInstruction(r3800)
RemoveDarkScreen()
WaitForInstruction(r3600)
{1C}(r01)
March(x00,x00,004)
{BE}(r7D00)
Boolean(r7D000100)
EventEnd()

//Message x0B
{font:08}Algus{br}
{font:00}Reinforcements?{br}
Thank God!{end}

Really this doesn't make much sense to me...
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Post by: Cheetah on October 09, 2008, 02:26:57 am
Big news. I have found out how to get effects working in events. I don't fully understand everything and it might create a few glitches, but I have a few working correctly now. Here is an example code.

{18}(r1E0282000000)
{8A}()
{1C}(r02)
{8B}()

{18} is the call for the effect and there is a great description of all the values already in Zodiacs Event Instructions Descriptions. {8A} and {8B} seem to be key to having the effect actually fire. They don't seem to be right after the effect instruction and there can be stuff contained within them, but they both need to be there for the effect to fire at all. I don't know what {1C} does and it doesn't seem necessary so far for the effect to fire.

So still lots of unknown information but this is at least a start so others can start experiment. It is such great fun.
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Post by: nuken on October 09, 2008, 09:24:38 am
I start try use this compiler/decompiler today... congratulations great job... easy to use.....

Now i can start my own editing......
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Post by: Kokojo on October 09, 2008, 02:23:27 pm
Im sorry with the horrible noobnest this might emanate, but i need to :

Get out Test.evt
Start the decompiler
Make the changes in the file, save
Start the compiler

Then where do i put back Test.evt ?

(this might be usefull for other noobs, so il post it here)
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Post by: Vanya on October 09, 2008, 02:29:08 pm
Right back where you got it from... after you make a back up of the original.
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Post by: Zozma on October 10, 2008, 08:18:57 am
cheetah, with the ultima casting off screen... did you try setting a delay after the effect casting instruction, a delay long enough for the spell to finish?

when i was testing it out on the rescue algus scene the next action in the script was for me to push a button making the text move to the next message... if i hit it, the spell would be off screen, but if i left it alone and waited it displayed properly...
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Post by: Cheetah on October 10, 2008, 12:29:57 pm
Thanks for the tip I will look into it.
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Post by: Zozma on October 11, 2008, 07:10:49 am
any list showing all the effect id's for event? if not, here are some

Stone Flashes-
210-Aries
211-Cancer
212-Leo
213-Virgo
214-Scorpio
215-Capricorn, Serpentarius
-----------------other
217-Crystal Sparkle (ground)
21D-Scorpio Revive
222-White Teleport (Arrive?)
223-Crystal Sparkle (Higher Altitude)

it would appear this way (aries for example): 1002----------
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Post by: LastingDawn on October 11, 2008, 11:52:25 am
Ah yes... we have no record of things past 200, (since that ends our normal abilities) so this is very useful!
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Post by: Xifanie on October 11, 2008, 05:11:55 pm
I found the list in battle.bin but I forgot to save it. ;o
This will help me find it again.

The stupid thing in all this is that there is a custom list in BATTLE.BIN just for UseSkill only. Mmmm I should asm hack to destroy that stupid list because it only allows like 12-16 different Effects to be used (outside of abilities).
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Post by: goldblade0 on January 24, 2009, 04:26:39 am
Small bug-thing.  The event compiler will not work if you add any info to the config.ini in the section naming the events.  It my be a good idea to make the complier read the config.ini to avoid problems like this

Example

Original
[10]
name=DisplayMessage
strc=bbbbbbbrrrb
lngt=15

Changed
[10]
name={10}DisplayMessage
strc=bbbbbbbrrrb
lngt=15
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Post by: Xifanie on January 24, 2009, 07:09:20 am
the decompiler and compiler only works with the config.ini.

Why it doesn't work is because you are using the openchar ("{") as the first character. Because of that my compiler thinks it only has to read until the closechar and right after that there is supposed to be a parenthesis.
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Post by: goldblade0 on January 24, 2009, 07:21:59 am
Ok then.  I was trying to keep it consistant with the unnamed functions which use those characters to enclose the number.  A option to inclulde it for defined ones would be nice, easier for some people to find remember what one does what and for looking up info on it.
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Post by: Xifanie on February 06, 2009, 12:19:24 pm
Huge CONFIG.INI update.

Make sure you compile all your events before updating!!!

All the instruction names will fit with those on the site.
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Post by: Cheetah on February 08, 2009, 04:09:31 pm
You should also post this on the main page for the Event Instructions for easy location.
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Post by: Zozma on February 10, 2009, 02:20:48 pm
{47}(r190000030B000001)
{48}()

probably already know this...
this was in the "exploding frog" event... it appears that it called rafa's sprite in (since it wasnt in the event at all normally, just 3 ramzas)
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Post by: Cheetah on February 10, 2009, 02:39:53 pm
Hmm that is very interesting Zozma. It looks like it takes the unit ID (19), and then replaces it with the designated sprite (30B). This is definitely worth doing a bit of research into. Good find.
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Post by: Zozma on February 10, 2009, 04:20:02 pm
yeah i was like "wtf? neither rafa's sprite nor her id are on tis entd so wth??"
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Post by: Cheetah on February 10, 2009, 06:22:40 pm
Why would they do that though?
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Post by: Zozma on February 10, 2009, 08:29:11 pm
it really makes no sense to me, they could have easily put the rafa sprite there instead of a dupe ramza with an eventchr pasted over. i mean they could have pasted over the eventchr over the rafa... whatever... leave it to square to do some weird shit like that
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Post by: Zozma on February 23, 2009, 08:29:42 am
{92}(rXX00010100)

turns unit XX into a crystal instantly. (tested on a mid battle event)
does this mean it sets status? perhaps if you see this instruction at bed desert when balk poisons you..?
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Post by: Cheetah on February 23, 2009, 11:13:55 am
A very interesting discovery. What battle used that instruction other than Balk?
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Post by: Kokojo on February 23, 2009, 12:42:03 pm
I guess Gafarion Mid event, Reis Event.
Can anyone confirm ?
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Post by: Xifanie on February 23, 2009, 07:11:08 pm
Uh yeah... I have tested this before; thought I told someone.

I forgot the instruction ID though

But you can only crystal or poison with this, it kinda sucks.
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Post by: Zozma on February 23, 2009, 07:40:12 pm
so whats the one that makes the character fade blue and dissapear? when i do "erase" and "removeunit" they just dissapear instantly...
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Post by: Xifanie on February 23, 2009, 08:05:50 pm
{43}(r03) = +10 brave to all Blue Team
{43}(r04) = Makes all enemies run away

I don't know about the others but 01-09 seems to be used.

Strange that you mention it as I only found this 2 days ago.
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Post by: Zozma on February 23, 2009, 08:34:00 pm
its only because i just now needed it for gariland. i had to find a substitute because i couldnt find what i really wanted

but this "run away" is that the thing where they turn blue and vanish?
cause that was what i was really going for.. just not the entire team...
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Post by: Cheetah on February 23, 2009, 08:50:46 pm
Yeah that is the one, and then just follow it by a "RemoveUnit" and it should work just fine.
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Post by: Zozma on February 23, 2009, 08:56:22 pm
aha! i know what i can do! make this specific squire the green team, it will only remove 1 team per command right?

or i can somehow make it just do it to a specific unit?
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Post by: ChaosNyte on March 12, 2009, 02:53:11 pm
There's a 404 whenever I try to download the original file -- maybe old news, but does anyone know where I can download the complier/decompliler?
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Post by: Verdeni on April 29, 2009, 03:43:23 am
Okay... so I tried to do this, but I don`t understand.

When editing the event.txt, what format do you copy it in? I can't get anything past the Ovelia Praying scene to show up.
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Post by: Xifanie on April 29, 2009, 07:09:10 am
Decompile TEST.EVT and it will create a file called PSX Events.txt. Then open it and copy ONE event. The range you should copy starts from Offset(x????????) to the latest valid text line for the event; that is non-dummy text.
Paste it over event.txt.
Title:
Post by: Verdeni on April 29, 2009, 08:03:07 am
I did that, but it still didn't change the text for the dialogue at the beginning of the battle, right after the conditions.

A good example is Mandalia Plains. After the conditions are set, the camera pans to Algus and he says;

Algus
"Reinforcements?
Thank God!"

but Lasting Dawn changed that to;

Lavian
"Tch...
Mercenaries."



How do I do that successfully?
Title:
Post by: LastingDawn on April 29, 2009, 12:31:26 pm
The trouble with the PSX events are (truly made much simpler on the PSP version because of the lack of dummy text) the tons of dummy text which don't belong to that specific event, take a look at Scenario Order and Correlation on the wikipedia page to see how little and how much are actually linked between scenarios.
Title:
Post by: Xifanie on April 29, 2009, 06:19:30 pm
The first event script of all the scenario will only call the text before the conditions. Now when different things happens, such as Algus' first turn, another event is called and it will only use the text within THAT event, and not the first one write that only calls the first lines.

To be honest, it's more wasted space than anything else. You could just empty the unused lines and it would only free space, whoever unless you really extend the event, you won't need that extra space.

Basically you'll have to edit the text in all the used events for the battle. That is if you modify all the lines of course.
Title:
Post by: Goomba on April 29, 2009, 06:22:57 pm
Hey, could you create two versions of the same simple event demonstrating to us what you're talking about here, Zodiac?
Title:
Post by: Xifanie on April 29, 2009, 06:48:14 pm
Quote from: "First event inside of Riovanes Castle"// __________________________________________________________________
//| Event Script x11D | Event Offset: x23A000 | Text offset: x23A1EC |
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Offset(x0023A000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.
Text(x000001EC)
//Remove the previous line if you wish text to compile directly after instructions.

WarpUnit(x02,x00,004,000,x00,x02)
UnitAnim(x28,x00,x02,x00,x00)
UnitAnim(x00,x01,x1A,x00,x00)
Camera(+00504,-01308,+00392,+00302,+03584,+00000,+04096,+00032)
WaitForInstruction(x04,x00)
{63}(rA9)
Camera(+00504,-00028,+00392,+00302,+03584,+00000,+04096,+00128)
RemoveUnit(x78,x00)
RemoveUnit(x79,x00)
RemoveUnit(x7A,x00)
RemoveUnit(x7B,x00)
RemoveUnit(x7C,x00)
{4D}(r40)
{63}(rAA)
Wait(00060)
WalkTo(x02,x00,004,003,x00,x00,+008,x01)
MovementAnim(r02000200)
WaitWalk(x02,x00)
Wait(00030)
RotateUnit(x02,x00,x04,x00,x01,000)
{64}(r0200)
Wait(00010)
RotateUnit(x02,x00,x0C,x01,x01,000)
{64}(r0200)
Wait(00010)
RotateUnit(x02,x00,x08,x00,x01,000)
{64}(r0200)
Wait(00030)
DisplayMessage(x10,x12,x0001,x02,x00,x00,+00000,+00000,+00000,x02)
WaitForInstruction(x01,x00)
Wait(00030)
Camera(+00504,-00316,+01064,+00302,+03584,+00000,+04096,+00256)
WaitForInstruction(x04,x00)
Wait(00060)
RotateUnit(x28,x00,x00,x02,x00,000)
{64}(r2800)
Wait(00030)
DisplayMessage(x10,x11,x0002,x28,x00,x00,+00000,+00000,+00000,x02)
WaitForInstruction(x01,x00)
Wait(00060)
WalkTo(x28,x00,004,009,x00,x00,+004,x01)
MovementAnim(r28000200)
WaitWalk(x28,x00)
Wait(00030)
DisplayMessage(x10,x11,x0003,x28,x00,x00,+00000,+00000,+00000,x02)
WaitForInstruction(x01,x00)
Wait(00120)
DisplayMessage(x10,x11,x0004,x28,x00,x00,+00000,+00000,+00000,x02)
WaitForInstruction(x01,x00)
Wait(00030)
Camera(+00504,-00124,+00616,+00302,+03584,+00000,+04096,+00032)
WaitForInstruction(x04,x00)
Wait(00010)
DisplayMessage(x10,x12,x0005,x02,x00,x00,+00000,+00000,+00000,x02)
WaitForInstruction(x01,x00)
Wait(00010)
Camera(+00504,-00268,+00952,+00302,+03584,+00000,+04096,+00032)
WaitForInstruction(x04,x00)
Wait(00010)
DisplayMessage(x10,x11,x0006,x28,x00,x00,+00000,+00000,+00008,x00)
WaitForInstruction(x01,x00)
Wait(00030)
{1C}(r02)
DarkScreen(x00,x01,012,064,x00,004)
WaitForInstruction(x36,x00)
DisplayConditions(x17,090)
ColorUnit(x80,x00,x07,+000,-002,-006,002)
ColorUnit(x81,x00,x07,+000,-002,-006,002)
ColorUnit(x82,x00,x07,+000,-002,-006,002)
ColorUnit(x83,x00,x07,+000,-002,-006,002)
Wait(00012)
Erase(x80,x00)
Erase(x81,x00)
Erase(x82,x00)
Erase(x83,x00)
RemoveUnit(x80,x00)
RemoveUnit(x81,x00)
RemoveUnit(x82,x00)
RemoveUnit(x83,x00)
Wait(00028)
ColorUnit(x28,x00,x04,+012,+030,+031,000)
Wait(00002)
Wait(00001)
ColorUnit(x28,x00,x08,+000,+000,+000,004)
WaitForInstruction(x38,x00)
DisplayConditions(x00,030)
WaitForInstruction(x38,x00)
RemoveDarkScreen()
WaitForInstruction(x36,x00)
{1C}(r01)
March(x00,x00,000)
{63}(rA8)
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01
{font:08}{Ramza}{br}
{font:00}What's this....?{end}

//Message x02
{font:08}Wiegraf{br}
{font:00}There you are {Ramza}.{end}

//Message x03
{font:08}Wiegraf{br}
{font:00}Draw your sword,{br}
{Ramza}.{end}

//Message x04
{font:08}Wiegraf{br}
{font:00}What's wrong?{br}
If you don't, I will.{end}

//Message x05
{font:08}{Ramza}{br}
{font:00}How miserable you are...{br}
{br}
Giving your spirit to Lucavi{br}
just to avenge yourself.{br}
{br}
If Miluda knew about this,{br}
she'd be very disappointed.{end}

//Message x06
{font:08}Wiegraf{br}
{font:00}Revenge? Ha!{br}
That's not what I'm after.....   {br}
I want far more than that.{br}
I don't give a damn about{br}
Miluda's murder.{br}
I want to bring 'chaos' {br}
into the world...to hear the{br}
screams of humans...{br}
But, don't worry,{br}
{Ramza}.{br}
I'll kill you...myself!{end}


//Message x07
{font:08}{Ramza}{br}
{font:00}The stones are evil...and{br}
so are the Zodiac Braves.   {br}
The legends we believed in{br}
were all lies!{end}

//Message x08
{font:08}Wiegraf{br}
{font:00}Hya, ha, ha. So much for{br}
'God's miracle'.{br}
Governments falsify history{br}
only so it favors them.{br}
{br}
But you can't blame them.{br}
Because people always hope{br}
for a 'miracle'.{br}
Endlessly complaining, {br}
lazy, nuisances...that's what{br}
the masses really are.{br}
Governments give the people{br}
what they want...and history{br}
repeats itself.{br}
Governments might well have{br}
taken advantage of their{br}
insecurity.....{br}
But then again, people are{br}
satisfied being used...{br}
{br}
'God' is nothing but an{br}
image created out of their{br}
insecurity.{br}
It's their fault for knowing{br}
they're comfortably numb, and{br}
not doing anything about it.{end}

//Message x09
{font:08}{Ramza}{br}
{font:00}And what about you?{br}
{br}
Relying on miracles instead{br}
of beating your insecurites!{end}

//Message x0A
{font:08}Wiegraf{br}
{font:00}It's because humans are insecure{br}
that they rely on 'miracles'.   {br}
Can you honestly say you're not,{br}
with any confidence?{end}

//Message x0B
{font:08}{Ramza}{br}
{font:00}I'm trying!{end}

//Message x0C
{font:08}Wiegraf{br}
{font:00}Then your efforts have come{br}
to an end!{end}

//Message x0D
{font:08}Wiegraf{br}
{font:00}You've improved...{end}

//Message x0E
{font:08}{Ramza}{br}
{font:00}Running away?{br}
Wiegraf!!{end}

//Message x0F
{font:08}{Ramza}{br}
{font:00}Come out of there!{br}
Wiegraf!!{end}

//Message x10
{font:08}Wiegraf{br}
{font:00}Let's have it out here...{end}

//Message x11
{font:08}Velius{br}
{font:00}Sorry to keep you waiting.{end}

//Message x12
{font:08}Velius{br}
{font:00}I see you have some help.{br}
Then I'll do the same.   {br}
Come out, loyal servants!{end}

//Message x13
{font:08}Velius{br}
{font:00}Here I come, {Ramza}!{br}
Let me show you the power of evil!{end}

//Message x14
{font:08}Velius{br}
{font:00}Whooooah!!{br}
They're just humans.....!{end}

//Message x15
{font:08}{Ramza}{br}
{font:00}Alma!!{end}

Quote from: "Second event inside of Riovanes Castle"// __________________________________________________________________
//| Event Script x11E | Event Offset: x23C000 | Text offset: x23C192 |
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Offset(x0023C000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.
Text(x00000192)
//Remove the previous line if you wish text to compile directly after instructions.

{63}(rAA)
Focus(x02,x00,x02,x00,x00)
Camera(+00512,+00000,+00017,+00302,+00512,+00000,+04096,+00032)
WaitForInstruction(x04,x00)
Wait(00016)
{92}(r0200000C00)
WaitForInstruction(x43,x00)
FaceUnit(x28,x00,x02,x00,x00,x01,x00)
{64}(r0200)
Wait(00010)
DisplayMessage(x10,x70,x0007,x02,x00,x00,+00000,+00000,+00000,x02)
WaitForInstruction(x01,x00)
Focus(x28,x00,x28,x00,x00)
Camera(+10240,+00002,+00772,+00302,+00512,+00000,+04096,+00032)
WaitForInstruction(x04,x00)
Wait(00016)
{92}(r2800000C00)
WaitForInstruction(x43,x00)
FaceUnit(x02,x00,x28,x00,x00,x01,x00)
{64}(r2800)
Wait(00010)
DisplayMessage(x10,x70,x0008,x28,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
Focus(x02,x00,x02,x00,x00)
Camera(+00000,+00000,-06910,+00302,+00512,+00000,+04096,+00032)
WaitForInstruction(x04,x00)
Wait(00016)
DisplayMessage(x10,x70,x0009,x02,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Focus(x28,x00,x28,x00,x00)
Camera(+04112,+00529,+10240,+00302,+00512,+00000,+04096,+00032)
WaitForInstruction(x04,x00)
Wait(00016)
DisplayMessage(x10,x70,x000A,x28,x00,x00,+00000,+00000,+00000,x02)
WaitForInstruction(x01,x00)
Focus(x02,x00,x02,x00,x00)
Camera(+00000,+00000,+00000,+00302,+00512,+00000,+04096,+00032)
WaitForInstruction(x04,x00)
Wait(00016)
DisplayMessage(x10,x70,x000B,x02,x00,x00,+00000,+00000,+00000,x01)
WaitForInstruction(x01,x00)
Focus(x28,x00,x28,x00,x00)
Camera(+00000,+04096,+00032,+00302,+00512,+00000,+04096,+00032)
WaitForInstruction(x04,x00)
Wait(00016)
DisplayMessage(x10,x70,x000C,x28,x00,x00,+00000,+00000,+00000,x01)
WaitForInstruction(x01,x00)
Focus(x69,x00,x69,x00,x00)
Camera(+08208,-06912,+00004,+00302,+00512,+00000,+04096,+00032)
WaitForInstruction(x04,x00)
Wait(00010)
RotateUnit(x02,x00,x14,x00,x01,000)
{64}(r0200)
RotateUnit(x28,x00,x14,x00,x01,000)
{64}(r2800)
March(x02,x00,000)
March(x28,x00,000)
{63}(rA8)
ZERO(x007D)
ADD(x007D,x0001)
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01
{font:08}{Ramza}{br}
{font:00}What's this....?{end}

//Message x02
{font:08}Wiegraf{br}
{font:00}There you are {Ramza}.{end}

//Message x03
{font:08}Wiegraf{br}
{font:00}Draw your sword,{br}
{Ramza}.{end}

//Message x04
{font:08}Wiegraf{br}
{font:00}What's wrong?{br}
If you don't, I will.{end}

//Message x05
{font:08}{Ramza}{br}
{font:00}How miserable you are...{br}
{br}
Giving your spirit to Lucavi{br}
just to avenge yourself.{br}
{br}
If Miluda knew about this,{br}
she'd be very disappointed.{end}

//Message x06
{font:08}Wiegraf{br}
{font:00}Revenge? Ha!{br}
That's not what I'm after.....   {br}
I want far more than that.{br}
I don't give a damn about{br}
Miluda's murder.{br}
I want to bring 'chaos' {br}
into the world...to hear the{br}
screams of humans...{br}
But, don't worry,{br}
{Ramza}.{br}
I'll kill you...myself!{end}

//Message x07
{font:08}{Ramza}{br}
{font:00}The stones are evil...and{br}
so are the Zodiac Braves.   {br}
The legends we believed in{br}
were all lies!{end}

//Message x08
{font:08}Wiegraf{br}
{font:00}Hya, ha, ha. So much for{br}
'God's miracle'.{br}
Governments falsify history{br}
only so it favors them.{br}
{br}
But you can't blame them.{br}
Because people always hope{br}
for a 'miracle'.{br}
Endlessly complaining, {br}
lazy, nuisances...that's what{br}
the masses really are.{br}
Governments give the people{br}
what they want...and history{br}
repeats itself.{br}
Governments might well have{br}
taken advantage of their{br}
insecurity.....{br}
But then again, people are{br}
satisfied being used...{br}
{br}
'God' is nothing but an{br}
image created out of their{br}
insecurity.{br}
It's their fault for knowing{br}
they're comfortably numb, and{br}
not doing anything about it.{end}

//Message x09
{font:08}{Ramza}{br}
{font:00}And what about you?{br}
{br}
Relying on miracles instead{br}
of beating your insecurites!{end}

//Message x0A
{font:08}Wiegraf{br}
{font:00}It's because humans are insecure{br}
that they rely on 'miracles'.   {br}
Can you honestly say you're not,{br}
with any confidence?{end}

//Message x0B
{font:08}{Ramza}{br}
{font:00}I'm trying!{end}

//Message x0C
{font:08}Wiegraf{br}
{font:00}Then your efforts have come{br}
to an end!{end}


//Message x0D
{font:08}Wiegraf{br}
{font:00}You've improved...{end}

//Message x0E
{font:08}{Ramza}{br}
{font:00}Running away?{br}
Wiegraf!!{end}

//Message x0F
{font:08}{Ramza}{br}
{font:00}Come out of there!{br}
Wiegraf!!{end}

//Message x10
{font:08}Wiegraf{br}
{font:00}Let's have it out here...{end}

//Message x11
{font:08}Velius{br}
{font:00}Sorry to keep you waiting.{end}

//Message x12
{font:08}Velius{br}
{font:00}I see you have some help.{br}
Then I'll do the same.   {br}
Come out, loyal servants!{end}

//Message x13
{font:08}Velius{br}
{font:00}Here I come, {Ramza}!{br}
Let me show you the power of evil!{end}

//Message x14
{font:08}Velius{br}
{font:00}Whooooah!!{br}
They're just humans.....!{end}

//Message x15
{font:08}{Ramza}{br}
{font:00}Alma!!{end}
Title:
Post by: Vanya on April 29, 2009, 06:49:46 pm
Quote from: "Zodiac"To be honest, it's more wasted space than anything else. You could just empty the unused lines and it would only free space, whoever unless you really extend the event, you won't need that extra space.

So one could eliminate unused space for more dialogue. Would it be possible to use these duplicate line to create new events?
Title:
Post by: Goomba on April 29, 2009, 07:15:39 pm
Awesome. Thanks!
Title:
Post by: Xifanie on April 29, 2009, 08:42:45 pm
Quote from: "Vanya"
Quote from: "Zodiac"To be honest, it's more wasted space than anything else. You could just empty the unused lines and it would only free space, whoever unless you really extend the event, you won't need that extra space.

So one could eliminate unused space for more dialogue. Would it be possible to use these duplicate line to create new events?
no, events always use 0x2000 bytes; not less, not more. (0x2800 for PSP)

You can have a load of text in one event.
Title:
Post by: Arcanus on May 09, 2009, 10:21:58 pm
Hi Zodiac, I am new in the forum, and i need help with compiler.
I used a file to test (event.txt). <<<Please check file for me.>>>
I modify "Go d" by "Deus" and do compilation... and after 30 minutes not compiled. It is very delayed? I´m used windows Vista.
I just modify a word to see as would be compiled and inserted in the game, but the compiler took over and then I gave up.
I must modify something in CONFIG.INI?
Thx.
Title:
Post by: Kokojo on May 09, 2009, 11:02:55 pm
Arcanus, i suggest you get onto the chat for more awnsers, way faster.

http://ffhacktics.com/chat/nick=Arcanus (http://ffhacktics.com/chat/nick=Arcanus)

The event is fine, it should work.

Moreso, i think you just don't get it, it's already changed. Compiling takes 2.5 seconds, and tells you if there is an error, if  there is none, you get no message. Don't forget you have to import it into your ISO using something like CDmage.
Title:
Post by: Xifanie on May 09, 2009, 11:06:35 pm
I just tested with your files and it compiled fine.

So:

1- It's because of Vista (is it possible to run in XP mode?)
or
2- It actually compiled

You can tell that it's done compiling when the cursor hourglass disappears. Or if you want a real proof, go in CONFIG.INI and set Popup=1.
Title:
Post by: LastingDawn on May 09, 2009, 11:08:13 pm
I've done event editing in Vista, it works fine.
Title:
Post by: Zozma on May 10, 2009, 01:19:58 am
me too, ive got vista, only errors if somethings fucked in the script
Title:
Post by: Dome on August 17, 2009, 06:07:18 am
The link at the beginning  of the topic doesn't work...
QuoteError 404
Requested document could not be found. Please notify this on the forum.
Title:
Post by: Xifanie on August 17, 2009, 10:28:23 am
fixed
Title:
Post by: philsov on October 08, 2009, 07:00:45 pm
meganoob question.

Quote// __________________________________________________________________
//| Event Script x03E | Event Offset: x07C000 | Text offset: x07C0FC |
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Offset(x0007C000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.
Text(x000000FC)
//Remove the previous line if you wish text to compile directly after instructions.

If I make changes to this event's script, I then delete Text(x000000FC) to make sure the changes go through at recompile?
Title:
Post by: Kokojo on October 08, 2009, 07:16:33 pm
Not for that, but it WILL help you get rid of a lot of problems you may encounter.

Now, join #FFH, I can help from here, zodiac too ;P
Title:
Post by: Xifanie on October 08, 2009, 07:19:10 pm
If you only change the script and not the event's code, that's not necessary. The primary use for the Text tag is to save directly to pSX quicksaves for testing.
Title:
Post by: philsov on October 08, 2009, 07:33:27 pm
can't join chat atm >_<

QuoteIf you only change the script and not the event's code, that's not necessary. The primary use for the Text tag is to save directly to pSX quicksaves for testing.

Wonderful.  So...

change decompiled text
copy/paste whole event in event.txt
set the offset in config.ini
recompile
replace with CD mage.

and... voila!
Title:
Post by: philsov on October 15, 2009, 08:56:01 pm
more script queries, half for personal edification, half for project funsies.  Below are excerpts from several events for comparative purposes.  Has anyone identified what all these commands are?

Event 004 - Orbonne Start:

Agrias:
DisplayMessage(x10,x11,x0001,x34,x00,x00,+00000,+00000,+00000,x01)
Title:
Post by: Kokojo on October 15, 2009, 09:16:46 pm
http://ffhacktics.com/instructions.php?id=10 (http://ffhacktics.com/instructions.php?id=10)

^^
Title:
Post by: philsov on October 15, 2009, 09:23:57 pm
I'm going facepalm myself in the corner now.

thanks koko.
Title:
Post by: Delano on October 22, 2009, 10:34:52 am
Can I change the
FFT initial text(zodiac brave story) and the Alazam's text ?
also change their musics themes.
Title:
Post by: Cheetah on October 22, 2009, 11:05:58 am
Alazam's text is actually a graphic. So ShiShi can replace it but then you also have to have some coding knowledge to be able to actually make it run correct. Takes some real coding knowledge. You can change the music in quite a few places. For battles change the music through the attack.out information and you can set two different songs. To trigger different songs is an event instruction. For the world map and stuff it is more complicated.
Title:
Post by: MiKeMiTchi on October 22, 2009, 11:37:49 pm
Quoteyou also have to have some coding knowledge to be able to actually make it run correct
Well, not really. :)

I have tried changing Alazam's text and it works flawlessly.
You may have problems with the actual colors in-game, though.
Title:
Post by: Delano on October 24, 2009, 08:41:12 am
Please somebody help me.
I want change the caracther's movements in senes and the caracthers what appears.

For example:Change garfigarion by Delita and change his movements in the scene.

I already see the instructions kokojo posts, but I can understand that numbers.
Title:
Post by: Kokojo on October 24, 2009, 12:31:32 pm
Delano, I should be finishing my event editing tutorial this night. Please be patient.
Title:
Post by: Delano on October 24, 2009, 04:27:33 pm
Okay I will.
I tryed to read that instructions you post but it was a little
hard to understand, but I wait this tutorial.
Thanks.
Title:
Post by: MiKeMiTchi on October 25, 2009, 03:01:53 am
QuoteDelano, I should be finishing my event editing tutorial this night. Please be patient.

w00t! I can wait for it anytime!
Title:
Post by: Kokojo on October 25, 2009, 03:05:27 am
Mike, hehehe.

http://www.ffhacktics.com/forum/viewtopic.php?t=4067 (http://www.ffhacktics.com/forum/viewtopic.php?t=4067)
Title:
Post by: philsov on October 30, 2009, 08:03:10 pm
Hooooooo ok.

Attached is every single PSX event present, drawn from the test.evt, seperated by event, with all dummy text removed.  Feel free to use this for any event editing task as desired.  Enjoy :)

Just note that currently you will either need to renumber the event text (always start with 1 and go from there) or add in a series of {end} command at the start of the dialogues (if the first message is x005, add in four {ends} before the messages start).  Failure to do one of these will result in horribly compiled events.  Also, some of the headers are a bit messed up;  a series of underscores without a // in front of it is asking for trouble.
Title:
Post by: Jumza on October 30, 2009, 08:20:58 pm
Thank you.


Mod Edit: Don't stretch the pages!
Title:
Post by: Grillv20 on December 19, 2009, 11:56:58 pm
can somebody tell me why I cant get my compiler to compile? I double click it and it acts like it wants to load forever and ever then it finally loads and I hit the compile button and it freezes lol
Title:
Post by: philsov on December 20, 2009, 12:35:06 am
can you c/p your event.txt file?  Spoiler it too, if you please.
Title:
Post by: Grillv20 on December 20, 2009, 05:42:04 am
nvm I figured it out
Title: Re: Event Decompiler & Event Compiler
Post by: formerdeathcorps on April 26, 2010, 07:06:04 am
Zodiac, a few comments.

1) To save time, can the next version please have a functioning multi-compiler?  (This means an event.txt file with two events with proper offset locations and EventEnd() tags will compile correctly.)
2) Certain in-battle events like the Zirekile Victory (Event 088) are missing.  These can be found whenever event numbers jump by 3.
3) The Decompiler has slight errors such as after choice scripts or when reading scripts where the last message is not said by any person.  Examples are included below.

//Message 04
Ramza:
Choice A
Choice B{}More words Ramza says{}

//Message 05 (technically, this is message 6)
Agrias:
Words...

OR

Igros Castle--Beoulve Residence:

Offset (xMN000)
Message 12
Message 1-11
EventEnd()

//Message 1
Golagros
...
//Message 2
Thief
...
...
//Message 11
Zalbag
...
//Message 12 (does not show up with Decompiler because it has no author)
[]text[]

Otherwise, your event compiler is truly helpful.  The FFH main site should be updated to properly display all that we now know about event instructions.
Title: Re: Event Decompiler & Event Compiler
Post by: turtleowlman on June 14, 2010, 05:40:36 am
Just discovered this site a few hours ago.  Best day ever!
Title: Re: Event Decompiler & Event Compiler
Post by: Kenshin72 on August 17, 2010, 09:00:42 pm
So decompiled and change one thing and went to compile to test it quick. But this pops up when I start the compile process. Then I took a brand new test.evt and decompiled and then went to compile it to make sure I didn't make a bad mistake with my first attempt but the error still pops up.
Title: Re: Event Decompiler & Event Compiler
Post by: Xifanie on August 17, 2010, 09:04:56 pm
delete event.txt. It contains old instruction and that's why it doesn't compile.
Title: Re: Event Decompiler & Event Compiler
Post by: Kenshin72 on August 17, 2010, 09:07:21 pm
I deleted the 13kb event.txt but now it says File Not Found whenever I start the compile.
Title: Re: Event Decompiler & Event Compiler
Post by: Xifanie on August 17, 2010, 09:22:27 pm
yeah, create your own event.txt or link to an event file by editing CONFIG.INI.
Don't forget to decompile with Multi=1 in CONFIG.INI to have 1 event per file.
Title: Re: Event Decompiler & Event Compiler
Post by: Kenshin72 on August 17, 2010, 09:57:10 pm
O. That explains it. Thanks.

EDIT: I set the multi to 1 and it makes a PSX Events folder with a bunch of EVT txt files. What do I do with these once I edit them?
Title: Re: Event Decompiler & Event Compiler
Post by: Aquilae on January 04, 2011, 08:41:50 am
There's this weird error I come across while trying to use the Event Compiler. It didn't work in default Windows 7 settings (not surprising), but when I run it in Windows XP SP2 settings, it has an error. TEST.EVT and event.txt are in the same folder as the compiler, btw.

(http://i111.photobucket.com/albums/n125/szewei1/errorsevent.png)

One on the left is when I try to run it with default settings, one on the right is when I use XP compatibility mode.

Here are my config.ini settings if you need them, I think they are the default settings though.
[Settings]

TESTEVT='TEST.EVT'
TEXTFILE='event.txt'
Offset='00004000'
MultiCompile=0
PSP=0
Rip=1
DisplayText=1
RawText=1
Popup=1
Multi=0
DisplayOffsets=0
OpenChar={
CloseChar=}
PreText=''
Help=1
Title: Re: Event Decompiler & Event Compiler
Post by: Xifanie on January 04, 2011, 12:57:15 pm
Try writing the absolute paths in config.ini

Like
TESTEVT='C:\users\desktop\Event Editor\TEST.EVT'
TEXTFILE='C:\users\desktop\Event Editor\event.txt'
Title: Re: Event Decompiler & Event Compiler
Post by: Aquilae on January 04, 2011, 09:45:05 pm
I got "I/O error 123" after I changed those to absolute paths.
Title: Re: Event Decompiler & Event Compiler
Post by: Zetaro on February 03, 2011, 08:52:44 pm
i need help the compiler says "instruction data was written from 0x00004000 to 0x000048f8. Text data was written from 0x000048f9 to 0x000057af." please help im new to this event stuff, i'd really like to make my own event but i digress, please assist me with my problem.  
:mrgreen:  :cry:  :)  :(
Title: Re: Event Decompiler & Event Compiler
Post by: Eternal on February 04, 2011, 09:00:19 am
I'm pretty sure that means it worked correctly. Test the event and see if the new event loads correctly.
Title: Re: Event Decompiler & Event Compiler
Post by: Zetaro on February 05, 2011, 08:39:37 am
how do i do that?.....sorry im new to this kinda thing. try to bear with me.
Title: Re: Event Decompiler & Event Compiler
Post by: Eternal on February 05, 2011, 08:53:13 am
Just reimport test.evt and go to the event that you replaced in-game. :)
Title: Re: Event Decompiler & Event Compiler
Post by: Zetaro on February 05, 2011, 10:00:32 am
thanks man. it works, but how can i edit other events?
Title: Re: Event Decompiler & Event Compiler
Post by: Eternal on February 05, 2011, 10:02:25 am
Somewhere Philsov has a collection of dummy-free events that you can freely edit for easy use. You might want to PM him and get those.