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Messages - Zafire

1
Ones I want for the patch I am working on...

A new Lucavi that isn't used (Forgive me if there is one already, haven't found it).
A generic Ninja-esque sprite wearing tighter, black clothing (Need for Nightblade class)
And the one I need the most is Algus wearing Knight armor of any kind, with his face/hair changed to look less.."preppy"

I know I'm going out on a limb, but I'll hold my hopes high!

Can't wait to show my patch off in a month or two, it's really coming along ^^
2
QuoteIf you're not going to use something, delete away~.



Wouldn't deleting something I'm not going to use backspace the hex into another another table? Or does the spreadsheet account for that? Also, I am restricted to simply editing, right? Like I can't make call locations from, say, Sweegy, because it only has one line in the excel spreadsheet.
3
QuoteSelect the blue bar
Press ctrl+c
Go in the .xml


This is all I was missing. I just tried it (With editing the spreadsheet) and everything worked. The lines drew from igros/mandalia/gariland (in reverse) like I wanted them to without any issue. The world help message didn't display, but it's the least of my worries. Maybe now I can stop running into hiccups.

Thank you so much for your patience. I seriously came in here full of doubt and now I can finally do what I've always wanted to do.
4
Uhh..:(

I'm not really sure what you mean. Like I've said, I'm pretty much self-educated, I'm not that familiar with excel. I click the blue bar and this comes up =CONCATENATE(AV70,AV318,AV320) It doesn't change or variate at all. The blue bar will also tell me what line I am in in the spreadsheet (for example E4, E5). "Click the blue bar" is pretty self-explanatory but "copy/paste at address" doesn't make much sense to me. If I copy/paste anything into that address while I have the blue box clicked it permanently changes to that.

What I was doing was copy/pasting chunks only from the excel spreadsheet into a notepad so it formatted correctly, then making changes and copy/pasting from there into the xml. Obviously this is wrong, I just am not understanding the proper way to do it.
5
My brain hurts.

I tried the .xml thing. At first, I wasn't exactly sure how making an .xml file would work as the xml file would have no way of knowing what I was editing and where. So I put everything in order (Lesalia, Riovanes, Igros) up to Mandalia and the game doesn't even hit the world map, it just crashes.

So then I was like, why not, lets do something that makes absolutely no logical sense at all. So I stripped down the entire xml and put the Gariland hex chunk first, with Igros right underneath it. I edited Igros to compensate my needs and changed Gariland too.

To my surprise it actually went to the world map, displayed the world message help box, and did the draw path from Igros to Mandalia ONLY.

I tried a few things. I later learned that if I simply switched the places of both the draw location and draw path I would get Mandalia drawn on the map but the path would not draw.

What I mean by switching places is I would simply cut/paste one above or below the other one, depending on where it was.

Then, if I removed the Gariland event that I assumes draws Balbanes death, it loops either the draw path or draw location (whatever is first). None of this makes ANY sense to me.

; ______________ ;

EDIT: I've discovered I CAN remove the Balbanes event, I just need to replace it with 0's of the exact same length. Obviously an issue of placement. I'm doing something wrong, lol
6
Maybe I'm not understanding the "right" way to do it. There is a way to apply the spreadsheet directly? <.< I guess I am what you call self-educated, I don't really know proper ways to do anything involving code, hex, etc. I want to be able to edit FFT though. So again I apologize for my ignorance.

I've been editing with a hex editor, and searching for the location by copy/pasting (For example copy/paste 01002F02000001006E000100200006001800 into the hex editor and it gives me the whole line). I haven't changed anything in the spreadsheet, I'm mostly just using it for a guide. I'm organizing everything in a wordpad so if it doesn't work I can swiftly change it back.

All I did was edit the 5 lines under "Garland Magic City" besides the first one. I haven't changed anything else. I am just very curious what you mean by "moving" code, unless you are implying that instead of editing under Gariland Magic City I should be editing under Igros to reflect 0001 in the story.
7
Right, I'm just trying to clarify what and where "Gariland stuff" is X.X (I feel so stupid lol) I changed the event and world map under the Gariland section in the excel spreadsheet to reflect me being at Igros.

The only thing I can think you are meaning is that I need to take all my Gariland hex edits and replace them in the locations that the Igros hex normally is.
8
I deeply apologize for my ignorance, but what exactly do you mean by "Move your code to Igros"?

As in, overwrite the Igros lines in the hex editor with all my code from Gariland and viceversa?
9
Quote from: Xifanie on January 12, 2014, 09:58:15 pm
You might need to enable the location Igros using ZERO/ADD... it might ignore the fact that you are at Igros if the location isn't drawn, I don't know.

And all your code is under Igros Castle and not Gariland, right? If you just edited Gariland's stuff, of course that won't work.


For the first part, yes. I enabled Igros location. I can shop there, visit the bar, etc. Here, let me show you my event edit. I'll just copy/paste the relevant stuff. I'm not quite sure what you mean by your second sentence. I am under the assumption (and I hope I am wrong so I can get this working lol) that as long as I'm on the world map in the proper storyline progression the paths would open if I told them to do so.

RemoveDarkScreen()
WaitForInstruction(x36,x00)
{1C}(r01)
{49}()
{82}()
{4A}()
Wait(00080)
{60}(r003C)
{3E}(r02000000FFFFFF3C00)
WaitForInstruction(x0C,x00)
{7C}()

//Below sends me to Garland to start off
//Edited to send me to Igros instead
ZERO(x0031)
ADD(x0031,x0002)

//Below adds one to storyline progression
ZERO(x006E)
ADD(x006E,x0001)

//Adds one to shop item availability
ZERO(x006F)
ADD(x006F,x0001)

//Adds "Cadets" to record
ZERO(x01BC)
ADD(x01BC,x0001)

//Adds ONE to Garland Magic City World Map Locations
//Edited to add ONE to Igros World Map Location
ZERO(x0202)
ADD(x0202,x0001)



//Garland Magic Citys Color 01=Blue
//Edited to change Igros Castle to Blue
ZERO(x0269)
ADD(x0269,x0001)

//Adds Rumor "The Death Corps"
ZERO(x02D1)
ADD(x02D1,x0001)

//Adds Rumor "The King Omdoria"
ZERO(x02D2)
ADD(x02D2,x0001)

//The Fifty Year War
ZERO(x02D3)
ADD(x02D3,x0001)

//Adds "Ramza" to Biography
ZERO(x03C0)
ADD(x03C0,x0001)

//Adds "Delita" to Biography
ZERO(x03C1)
ADD(x03C1,x0001)

//adds "Larg" to Biography
ZERO(x03C6)
ADD(x03C6,x0001)

//Adds "Goltana" to Biography
ZERO(x03C7)
ADD(x03C7,x0001)

//Adds "Omdolia" to Biography
ZERO(x03CA)
ADD(x03CA,x0001)

//Adds "Elmdor" to Biography
ZERO(x03DE)
ADD(x03DE,x0001)

//Adds "Alazlam" to Biography
ZERO(x03FF)
ADD(x03FF,x0001)

{4B}()
EventEnd()
10
Well I hit another brick wall. I can't figure out what I am doing wrong. I changed everything so I would start out at Igros. I drew the paths so I would have Mandalia and Gariland open to me after I hit the world map. Here is what I did:

0100| IF
2F02| GARLAND/Mandalia Plains
0000| EQUALS nothing
0100| IF
6E00| STORY PROGRESS
0100|EQUALS 0001
2000|Draw Line
0600|Garland
1800|Mandalia
CHANGE 0600 to 1800
CHANGE 1800 to 0600


This just makes the path open in reverse. It works if I start off at Gariland.

0100 IF
1802| Mandalia Plains
0000| ISNT THERE
0100| IF
6E00| STORY IS AT
0100| 0001
2200| Draw Location
1800| Mandalia Plains

0100| IF
2D02| IGROS/MANDALIA LOCATION
0000| ISNT THERE
0100| IF
6E00| STORY
0100|IS AT 0001
2000|DRAW LINE
1800| MANDALIA
0200|IGROS


0100| IF
0202|IGROS CASTLE
0000 IS NOT THERE
0100 IF
6E00 STORY IS AT
0100 0001
2200 DRAW LOCATION
0200 IGROS
CHANGED 0202 TO 0206
CHANGED 0200 TO 0600


This was the big one I changed because, since I started off at Igros, I needed to replace Gariland.

Anyway, everything works fine if I start off at Gariland (It doesn't open Igros obviously since I changed it, but it *does* open Mandalia). Also, the World Message box pops up if I start off at Gariland.

Now if I start off at Igros, nothing happens at all. I go to the world map, on Igros, with all the menus available to me. I can even go in the Igros shop and purchase things.  No world map locations open up, and the World Message help box does not pop up either. I can force the locations to open from the event instructions, but I'd rather just do it right :(
11
Wow, I was thinking that was far more complicated than it really was. That worked great. Thank you!
12
Hopefully this is my last question for a while. Again, really appreciate the help. This is EVERYTHING listed on the Garland section of your excel spreadsheet:

And just to make sure I completely understand it...

01006D00000001006E0001001D000000  --- This opens text when you first get to the world map that explains its use
01002F02000001006E000100200006001800 --- This draws the path from Garland to Mandalia
01001802000001006E00010022001800 -- This draws the location of Mandalia
01002D02000001006E000100200018000200 -- This draws the path to Igros from Mandalia
01000202000001006E00010022000200 -- This draws the location of Igros
01006E00010019000D000200 -- This calls the event once you get to Igros

My likely bad wording aside, is there any way to change where you start off? There is nothing there that indicates that option to me. Like, if I preferred to start off at Igros instead of Garland.

I noticed this was at Orbornne:
01006E0022001A003900E800000000000000000000000000
01009F0001001A003C002D01000000000000000000000000

I have absolutely no idea what these are (009F=??)  so I was thinking this was potentially the "warp" from Chapter 1 to Chapter 2?

About the attack.out, yes I am sure it is importing. I am changing where I get sent from 005 (Last event in Orbornne) in the attack.out so it's obviously working. I've also tried the other Colliery locations with similar results. I can change the ENDT with FFTpatcher but I can't change anything else through attack.out.
13
I have spent the last three~ hours trying to understand this and I think I got a grip on it now. Thank you two very much. I only have a few questions before I try to edit it.

I am, for the most part, going to follow the original story. How does the game know what section of the story it is on? Is it simply the Call Event? Would I be able to do something like do Miluda II first, then Miluda at Thieves fort second, without editing any further than the World Map?

Also how do you handle locations with only one line of hex? For example Sweegy Woods. All it contains is a Call Event with no draw path or draw locations a possibility. Does this mean that you *HAVE* to link it with Gariland/dorter and you can't have it as a location open by itself?

What I mean with being unable to edit Colliery with attack.out is that no matter what I do it does NOT change. Here is a list:

0x1D2 : Bar: Goland Coal City (Refuse Beowulf's Invitation Chosen)
0x1D3 : Bar: Goland Coal City (Accept Beowulf's invitation Chosen)
0x1D4 : Coillery Underground - Third Floor (Setup)
0x1D5 : Coillery Underground - Third Floor (Battle)
0x1D6 : Coillery Underground - Third Floor (Victory)
0x1D7 : Coillery Underground - Second Floor (Setup)

I edited ALL of these to all reflect the same ENTD, same map, and same "After event go to scenario 7". Was just doing the extreme to clear up any doubt that I was NOT editing it. Colliery Underground third floor map does not change, it does not send me to scenario 007, and it still sends me to 1D7 after 1D6. These are the only events I am more than willing to part with to make new ones.

Thank you so much for your time, it's invaluable :)
14
Oh yeah? I guess I didn't play far enough in.

Well, how can you mess around with the world map? Any guides? Is it a programming thing, or simply changing a few hex numbers? What is the extent that it can be easily edited?

Also, why is colliery uneditable with attack.out?

If I'm in over my head, I guess I'll quietly admit defeat D:
15
OK well after playing your patch (Journey of the Five) and Koko's patch (Chains of Power) I've come to the conclusion what I want to do simply isn't within my capabilities with the knowledge I have. I am very impressed with the event edits btw.

Both of your patches make use of the attack.out by avoiding the world map completely and constantly linking battles together. The patch I was going to make (I'll call it FFT - Alternate Reality) was more or less the same game (Story-wise), just everything happening in a completely different way. For example, Delita fails to kidnap the princess at the beginning,  Gafgarion is a nasty antagonist that makes vanilla Orlandu look like a joke, Ramza is a much more serious threat, etcetc.

I am at a very big disadvantage with the attack.out editor because the only thing I can really do is change the battle maps. I can't even take battles out to add new events somewhere else because the world map would still try to send me into a ripped event, thus causing a loop. I was thinking of using the Beowulf colliery events (And making the Reis/Beowulf sidequest much shorter), but for some reason I can't edit them with the attack.out *at all*.

Just a little discouraging :(
16
QuoteAs for the Delita/Ovelia battles, I've actually just converted these from the PSP version to the PSX version for the FFT - The Lion War mod I'm working on, which adds PSP content to the PSX version.


Well, I'm not really aiming to remake the Delita/Ovelia battle, it was just an example. What I AM trying to do is make a battle in the event which the death corps kidnap Teta that is LIKE the Delita/Ovelia event. I'm also aiming to do a few other things, but similar concept. I mean I could get all the units I want lined up properly, with the battle conditions for winning even popping up. I just don't know how to make the event end with a fight starting, and then resuming properly afterwards.

In any case, your entire post was very helpful. I look forward to playing with it tomorrow after work and seeing what progress I can make :)
17
Event Editing / Need help with the attack.out editor
January 08, 2014, 11:29:16 pm
I am stumped beyond reason with this thing. I've mostly figured out how to do events in detail, and I've been having a load of fun with that. However, to make my "dream" patch I require a few.."new" events.

There is no real "attack.out editor" tutorial that I see. I looked around a bit, and if I missed it, I apologized.

I tried to use the event 193 (unused according to http://ffhacktics.com/wiki/Event_Scripts_and_Scenario_Order_correlation ), tie it to a "test" event in the ENTD, and change the map to Warjilis Trade City. However, the reality is that it sends me to a "black" version of Orbornne with Agrias, Lavian, and Alicia as the only units. They are not in the ENTD I set the attack.out editor to use, nor is the map what I set it up for. I actually tried several other unused ENTD's and got the same result.

I then tied it to other, well known events to see if I could simply replace events. I got mixed results. I tried 100, which was Grog hill, and the event seems to be uneditable with the attack.out by the use of "event script". Does "Event script" even do anything, by the way?

I then tried 45, which was Windmill Shed. Then tried to send it to 7 , the first event in Military Academy Auditorium from Windmill shed so after the event in Windmill Shed it would follow the regular game path once again. However, I got a loop. This is how it would go:

Orbornne event 1
Orbornne event 2
Orbornne event 3 (Should go to 45 windmill shed)
Windmill Shed with Orbornne event 1s text/events
then it loops back to Orbornne event 2.

I have messed with these 4 events so hard and I cannot get it off this loop. I don't even know WHY it is using Orbornne 1s event. I can't get it to change no matter what I do. The only thing I completely understand in the attack.out editor is that I can change the maps of already used events. Nothing else is making any sense to me at all, because everything I expect it to do is doing something completely random.

Anyway, I want to know my limitations with this thing because it definitely will change what I was going to do. There are plenty of events I am willing to scrap if need be. Is it even possible to make events that normally didn't have a battle, have a battle? I wouldn't even need a battle formation screen, it would be like that delita+ovelia battle vs the ninjas in WotL.

I hope someone can help me, event editing is becoming a fun hobby.
18
Call of Power: Chapter 1 to 3 / Re: CoP Suggestions & Bugs
September 10, 2011, 07:54:06 pm
There was a bug for me where Lesail was dead (sorry if I spelled his name wrong) in the Malboro+Behemoth fight, and the fight never ended even after I revived him, I had to reset and assure he was alive when I dropped the last monster. Unsure if you know this or not, but figured i'd post it up.

This was very enjoyable by the way, I look forward to chapter 3 :D
19
The Lounge / You people here are so amazing
September 09, 2011, 06:11:39 pm
I've been spending the last two weeks trying to learn how to mod everything about FFT that I can. I even started making my own mod that basically changes the entire story (And events). However I see so many amazing mods listed here and it makes me feel like i've learned nothing. ><

You people are just so damn amazing with what you can do! I'm beyond envious. Anyway i'm sure you get enough of these, I just felt like getting that off my chest.  :?
20
Help! / Re: Help with event editing
September 08, 2011, 07:10:55 pm
I hope someone can help me, I don't know why this isn't working. I got it to work a couple times correctly but I have no idea how, I could never reproduce it. Seems like it depends on where unit 12 is standing that determines if unit 12 will move or not. Big block of text inc:

Offset(x00040000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.

Wait(00020)
//
//Unit 7 walks to 9,4. This works
//
WalkTo(x07,x00,009,004,x00,x00,+008,x01)
WaitWalk(x07,x00)
UnitAnim(x07,x00,x06,x00,x00)
WaitForInstruction(x0B,x00)
DisplayMessage(x10,x70,x000B,x07,x00,x00,+00000,+00000,+00000,x01)
WaitForInstruction(x01,x00)
//
Focus(x12,x00,x12,x00,x00)
Camera(+00896,-31905,+02560,+00302,+03584,+00000,+04096,+00064)
WaitForInstruction(x04,x00)
Wait(00040)
{92}(r0100000C00)
WaitForInstruction(x43,x00)
Wait(00020)
//
//Everyone faces unit 12
//
FaceUnit(x12,x00,x12,x01,x00,x00,x14)
//
Wait(00010)
DisplayMessage(x10,x70,x0001,x01,x00,x00,+00000,+00000,+00000,x01)
WaitForInstruction(x01,x00)
wait(00060)
DisplayMessage(x10,x70,x0002,x12,x00,x00,+00000,+00000,+00000,x01)
WaitForInstruction(x01,x00)
wait(00060)
DisplayMessage(x10,x70,x0003,x07,x00,x00,+00000,+00000,+00000,x01)
WaitForInstruction(x01,x00)
wait(00060)
DisplayMessage(x10,x70,x0004,x12,x00,x00,+00000,+00000,+00000,x01)
WaitForInstruction(x01,x00)
wait(00060)
DisplayMessage(x10,x70,x0005,x12,x00,x00,+00000,+00000,+00000,x01)
WaitForInstruction(x01,x00)
wait(00060)
DisplayMessage(x10,x70,x0006,x01,x00,x00,+00000,+00000,+00000,x01)
WaitForInstruction(x01,x00)
wait(00060)
DisplayMessage(x10,x70,x0007,x12,x00,x00,+00000,+00000,+00000,x01)
WaitForInstruction(x01,x00)
wait(00060)
DisplayMessage(x10,x70,x0008,x01,x00,x00,+00000,+00000,+00000,x01)
WaitForInstruction(x01,x00)
wait(00060)
//
//Below, Unit 12 is supposed to walk to 8,4 but this isn't going off
//
WalkTo(x12,x00,008,004,x00,x00,+008,x01)
WaitWalk(x12,x00)
UnitAnim(x12,x00,x06,x00,x00)
WaitForInstruction(x0B,x00)
//
//Since focus was on unit 12 before, and unit 12 needs to walk next to unit unit 7
//and they need to be looking at each other, the below line plays. This works out well.
//
FaceUnit(x07,x00,x07,x01,x00,x00,x14)
Wait(00010)
Focus(x07,x00,x07,x00,x00)
WaitForInstruction(x04,x00)
//
//Unit 12 punches unit 7 with the 4xpunch animation, the punch sound plays 4 times.
//Unit 7 "dies", death animation plays. This works, but it looks funny because for some
//reason unit 12 wont stand next to unit 7.
//
DisplayMessage(x10,x70,x0009,x12,x00,x00,+00000,+00000,+00000,x01)
WaitForInstruction(x01,x00)
unitAnim(x12,x00,x68,x00,x00)
sound(x0015)
wait(00030)
sound(x0015)
wait(00030)
sound(x0015)
wait(00030)
sound(x0015)
wait(00060)
unitAnim(x07,x00,x1A,x00,x00)
sound(x009A)
wait(00120)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x70,x000A,x01,x00,x00,+00000,+00000,+00000,x01)
WaitForInstruction(x01,x00)
wait(00120)
WaitForInstruction(x01,x00)
WaitForInstruction(x01,x00)
{60}(r005A)
Wait(00040)
{1C}(r02)
DarkScreen(x00,x01,012,064,x00,004)
WaitForInstruction(x36,x00)
DisplayConditions(x02,060)
WaitForInstruction(x38,x00)
DisplayConditions(x03,060)
WaitForInstruction(x38,x00)
DisplayConditions(x04,060)
WaitForInstruction(x38,x00)
DisplayConditions(x05,060)
WaitForInstruction(x38,x00)
DisplayConditions(x06,060)
WaitForInstruction(x38,x00)
DisplayConditions(x07,060)
WaitForInstruction(x38,x00)
RemoveDarkScreen()
WaitForInstruction(x36,x00)
{1C}(r01)
{49}()
{82}()
{4A}()
Wait(00080)
{60}(r003C)
{3E}(r02000000FFFFFF3C00)
WaitForInstruction(x0C,x00)
ZERO(x006E)
ADD(x006E,x0005)
ZERO(x0281)
ADD(x0281,x0001)
{4B}()
EventEnd()

WTF is wrong with thissss. It works out perfectly except unit 12 wont move next to unit 7.