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Event Decompiler & Event Compiler

Started by Xifanie, June 07, 2008, 08:45:42 pm

Xifanie

June 07, 2008, 08:45:42 pm Last Edit: August 17, 2009, 10:27:58 am by Xifanie
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.
  • Modding version: PSX
Love what you're seeing? https://supportus.ffhacktics.com/ 💜 it's really appreciated

Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
<R999> My target market is not FFT mod players
<Raijinili> remember that? it was awful

VincentCraven

June 08, 2008, 12:22:35 am #1 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
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.
I changed jobs and that has made all the difference.

Chrona

June 08, 2008, 12:24:56 am #2 Last Edit: December 31, 1969, 07:00:00 pm by Chrona
I'll decompile YOU, Zodiac

...anyhow, good job =)
Silver Noble

Xifanie

June 08, 2008, 08:18:18 am #3 Last Edit: December 31, 1969, 07:00:00 pm by Xifanie
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
  • Modding version: PSX
Love what you're seeing? https://supportus.ffhacktics.com/ 💜 it's really appreciated

Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
<R999> My target market is not FFT mod players
<Raijinili> remember that? it was awful

Grandy

June 08, 2008, 12:38:18 pm #4 Last Edit: December 31, 1969, 07:00:00 pm by Grandy
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.

Kenshin72

July 23, 2008, 03:51:07 pm #5 Last Edit: December 31, 1969, 07:00:00 pm by Kenshin72
This work with the PSP?

Xifanie

July 23, 2008, 08:43:26 pm #6 Last Edit: December 31, 1969, 07:00:00 pm by Xifanie
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.
  • Modding version: PSX
Love what you're seeing? https://supportus.ffhacktics.com/ 💜 it's really appreciated

Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
<R999> My target market is not FFT mod players
<Raijinili> remember that? it was awful

CidIII

July 25, 2008, 07:18:20 pm #7 Last Edit: December 31, 1969, 07:00:00 pm by CidIII
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?
I refuse to play Final Fantasy Tactics again until I am able to do my FF6 patch! And, FFT 1.3 doesn't technically count as FFT: so there!

Xifanie

July 25, 2008, 07:45:12 pm #8 Last Edit: December 31, 1969, 07:00:00 pm by Xifanie
Do you have TEST.EVT in the same folder?
  • Modding version: PSX
Love what you're seeing? https://supportus.ffhacktics.com/ 💜 it's really appreciated

Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
<R999> My target market is not FFT mod players
<Raijinili> remember that? it was awful

Xifanie

August 20, 2008, 12:13:44 am #9 Last Edit: December 31, 1969, 07:00:00 pm by Xifanie
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.
  • Modding version: PSX
Love what you're seeing? https://supportus.ffhacktics.com/ 💜 it's really appreciated

Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
<R999> My target market is not FFT mod players
<Raijinili> remember that? it was awful

Xifanie

August 27, 2008, 12:25:20 am #10 Last Edit: December 31, 1969, 07:00:00 pm by Xifanie
Event Decompiler 2.04
Event Compiler 2.00b

Also has PSP support since 2.03
  • Modding version: PSX
Love what you're seeing? https://supportus.ffhacktics.com/ 💜 it's really appreciated

Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
<R999> My target market is not FFT mod players
<Raijinili> remember that? it was awful

Miroshi Beshima

August 27, 2008, 12:44:25 am #11 Last Edit: December 31, 1969, 07:00:00 pm by Miroshi Beshima
I love this program ^-^. Its been helping me a lot. Thanks for making such a great program Zodiac!!!

Jake

September 01, 2008, 02:47:52 am #12 Last Edit: December 31, 1969, 07:00:00 pm by Jake
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. :)

Xifanie

September 01, 2008, 09:20:00 am #13 Last Edit: December 31, 1969, 07:00:00 pm by Xifanie
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
Ctrl+F Event Order
  • Modding version: PSX
Love what you're seeing? https://supportus.ffhacktics.com/ 💜 it's really appreciated

Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
<R999> My target market is not FFT mod players
<Raijinili> remember that? it was awful

Zozma

September 01, 2008, 03:19:57 pm #14 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
well, i get confused on in as well will it always be the first set of text thats the real one?
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Xifanie

September 01, 2008, 05:08:05 pm #15 Last Edit: December 31, 1969, 07:00:00 pm by Xifanie
Yes. Someone should probably make a TEST.EVT patch to remove all the dummy text, that would make things easier.
  • Modding version: PSX
Love what you're seeing? https://supportus.ffhacktics.com/ 💜 it's really appreciated

Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
<R999> My target market is not FFT mod players
<Raijinili> remember that? it was awful

Zozma

September 01, 2008, 06:34:04 pm #16 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
or even just a list of the true events and where they start, thats also a big help
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Jake

September 01, 2008, 07:58:10 pm #17 Last Edit: December 31, 1969, 07:00:00 pm by Jake
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. :?

LastingDawn

September 01, 2008, 08:08:02 pm #18 Last Edit: December 31, 1969, 07:00:00 pm by LastingDawn
I as well, thankfully Zodiac figured out the problem and squelched it. This saved me a lot of headaches.
"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!

Jake

September 01, 2008, 08:28:30 pm #19 Last Edit: December 31, 1969, 07:00:00 pm by Jake
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