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March 29, 2024, 08:46:14 am

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Topics - Satoh

1
Ok, so, all this really does is convert a set of world map instructions in hexadecimal to a readable format.
It has some error checking, but it's probably not the best.

Ideally you would only input properly formatted instructions in and it will convert it to something you can read a little easier.
It also has an instruction formatter, which will guide you through what information is needed for an instruction, and generate the instruction when it has all the info it needs.

It will NOT read the wldcore.bin instruction header or calculate space and offsets for you, you're still better off using a spreadsheet for that for now...
but now you can at least check your work on what you're adding to the spreadsheet to ensure that it is good code.

This is currently a very young version of this project, and time permitting, I may expand and update it. Until then, its one slightly smaller hassle than you had before, if you do story mods.


I'm sure I haven't thought of EVERY possible user error or flawed code entry, but, as far as I've tested, I've worked out all the breakages from proper code entry. Please let me know if you get some huge error.

Everything is hard coded for now, but I may add a config file for customized text output later.
Coded for .NET 3.5, hopefully by now you all have that... unlike 4.6.7 which I had to install a few days ago and was a pain.

EDIT: Just making sure I uploaded the correct release.
2
My first event went fairly smoothly and I had fewer issues than I expected while writing it.
Now I need to follow that up with another event, which will end by adding a new party member.

I've decided I'm willing to sacrifice the Beowulf/Reis sequence of events to achieve this goal, so those are the event and ENTD IDs I will be using.

I know I'll likely need to modify the ATTACK.OUT, ENTD, and EVT info for this, as I understand they are all closely connected to each other.

My goal is to lead from Chapter 2 World Map, to a conversation event, and the unit joins thereafter, leading back to the World Map.

Things I know should be easy

  • Scripting up the conversation and animations, I feel like I have a decent enough grasp on that part, its like any other scripting.

  • The Unit joining the party. That should just be a checkbox in the ENTD as I understand it.



What I'm less clear on is how to remove the existing Beowulf/Reis triggers (that is, what starts them being processed) and replace them with what I want.
I spent most of the day trying to find some thread about it or some variable on the wiki, but I didn't turn up anything that gave me the last piece of the puzzle.

I don't know if I'm looking for something in ATTACK.OUT, or a spreadsheet, or something in the EVT...

I have the Rumors and Game Progression Workbook spreadsheets, by Raven and Elric.
I have a strong suspicion based on what I do know that the answer is going to involve one of those...
Could someone point me in the right direction?

EDIT:
Ok, I see some things that appear to line up with the World Map 1.00 Editor, on this page http://ffhacktics.com/wiki/Event_Conditions
and it appears that for Lenalia Plateau, it checks variable [Storyline Progression] equal to value 0x000B, and if true, sends the player to event 0x3D, which is Miluda2(setup)... and then it does another 0x0001 instruction on... nothing?
01006E000B0019003D000100

So, assuming I have that right, the instruction I need, to send me to the event I plan to use... I need something like... 03006E000F001900DD010100
if story progression > 0x0F (ch.2 start), load event 0x01DD (477, setup event), and I still don't know what the last 0100 does.
but I'd also need something to test if I don't already have this character. I don't see an instruction here that can do bitmasking so I'd assume I couldn't just check that in 0x00A9 bit 2 (Rescued Reis)...

Edit2:
Resolved for now. I'll reopen this if I have more questions related to it in the future.
3
Ok, limited title space, lets rephrase.
First off, event hacking. I have EasyVent Editor Super Perfect 2.0, and I've looked at a few events, and at the command documentation some...
My biggest question here is, how do I know if an event is going to fit in the event file,

and if I need more space, how can I find it?

This is mainly a concern when it comes to dialogue. A long long time ago in a galaxy far far away, at least from where it is now, I tried a simple text replacement hack, and wound up corrupting the game because I used too many string characters and overwrote some other part of the game. At least I assume that's what happened... I can't be sure it wasn't a program error, but I assume I did it.


And similarly, for ASM hacking, how do I know what's free space I can jump into and back out of to add a subroutine in the middle of some existing assembly?
I'm assuming I can pick any place here http://ffhacktics.com/wiki/CD_Index listed as 'free space' but I don't know if I have to address my code cave within the same file, or if I can pick any random place on the disc, and that's a valid place to start adding new things.

EDIT: another note about free space,
I notice in the patcher that there are a number of empty spaces between job/skill set/etc indices... are these actually free space that I could put things, or, as I suspect, are they space reserved for something else/overlapping the other entries in the list already?
4
As it says in the title, I'm interested to know if anyone has figured out how events like the Gariland battle set ordinary generic units to have unique faces.

I had to replay the game to confirm it, but the portrait does appear when hovering over the unit during battle, and is still unique.

I looked all over the FFPatcher and did a few forum searches, but couldn't seem to find any information on this.

As a longterm goal I'd like to harness that to possibly make some unique portraits for generic characters like Alicia and Lavian without changing them to uniques, but for now, just knowing where to look would be nice.