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Use of ePSXe before 2.0 is highly discouraged. Mednafen/RetroArch is recommended for playing/testing, pSX is recommended for debugging.

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Messages - Elric

Pages: 1 ... 166 167 [168]
3341
Help! / Re: 2 Quick Questions regarding events
« on: September 30, 2011, 08:54:02 PM »
really? no one?  :cry:

3342
Help! / 2 Quick Questions regarding events
« on: September 29, 2011, 09:21:51 PM »
1. How can i make a unit in a cutscene hold a UnitAnim, like say i wanted to have a character holding someone by gunpoint?

2. Is there a way with ColorField or any other command to simulate a red flashing light? like an alarm? i dont remember if i ever saw that in game or not

thanks for any help :) my mod is coming along great so far cant wait until im far enough to post a playable demo

EDIT: Also is there an easy way to turn a map black with the event editor? i just want to use the changemap to change to a map but i want it to be an entirely black map so it looks like the characters are falling

i tried that ColorField and made it (-128,-128,-128) but there is still a blue hue to the map
ChangeMap(000,x00)
ColorField(x1F,-000,-200,-200,-200,-001)
ColorField(x1F,-000,-200,-200,-200,-001)

even with that its still blue  :gay:

3343
Help! / Re: Questions about editing with FFTPatcher and EasyVent v7
« on: September 26, 2011, 03:12:40 AM »
OK so if im understanding correctly, i use the Attack.out editor to change around what events happen in what order but if i say wanted to make the fight at mandalia plains with the thieves where u rescue algus have different conditions to win the actual fight id still need to edit Attack.out in a Hex editor?

3344
Help! / Re: A few questions on Editing with EasyVent
« on: September 25, 2011, 01:07:08 AM »
that works will do thank you :)

3345
Help! / Re: A few questions on Editing with EasyVent
« on: September 24, 2011, 10:30:55 PM »
well im using version 1.7 it says 28 pixels or +00112 so ill keep in mind that it should be +00028 per panel then?

3346
Help! / Re: A few questions on Editing with EasyVent
« on: September 24, 2011, 09:52:39 PM »
ok so adding a wait before the unitanim worked perfectly i cant believe i didnt think of that before

i have read the directions in the sprite move command generator but when i try to move my char 1 panel which should be +00112
rather when i setup the whole thing he does move right, he just seems to never stop moving he will go past the destination and just
keep going, kinda funny but not really what im looking to do

3347
Help! / Re: A few questions on Editing with EasyVent
« on: September 24, 2011, 09:23:24 PM »
thank you very much Raven, im going to try all of that here in a few minutes, im thinking that my problem is that i didnt realize that walkto were on current location, that explains why he would run backwards, thank you very much

3348
Help! / A few questions on Editing with EasyVent
« on: September 24, 2011, 07:20:35 AM »
Im not sure if its ok to post all this here but if not ill remove it if need be
Ok so im working on my first mod and ive run into a few snags on my first event,
most of it was copied right from the first event of the game. (the opening camera views
and i used the sprite move for agrias on one of the characters) ill leave the messages out
since they arent really relavent since im not having an issue with them,

Issue 1:When i teleport in then warp character and use unitanim on 1B, it seems
random weither the character for 1B actually appears or not and it seems sometimes
to depend on how fast i hit the button to skip the text before it but i just dont know

Issue 2: Probably one of the most annoying, i want my dialogue boxes to actually be above the
character when they talk as they should be, but for some reason i cant seem to get to coordinates
correct and yet the ones for character 1B are right where they should be, im very puzzled by this

Issue 3:okay the one ive been working on the longest, near the end after the talking is done, both characters
are suppose to run toward each other (after which there would be an attack animation and character
32 would be teleported away before being struck, yet for some reason when i setup character 32
with walkto, he goes in the wrong direction and i cant get spritemove generator to work correctly
i add the numbers right according to the directions but when i tell it to export to my event the numbers are in the
thousands and no matter what i set it to i cant get it right.. why cant i just use the walk to?

i very much appreciate anyone who takes the time to help me with my issues, im really enjoying editing
the game and would like to know how to solve these snags for future reference as well  :)

Quote
Offset(x00004000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.
Text(x000008F9)
//Remove the previous line if you wish text to compile directly after instructions.

{7C}()
LoadEVTCHR(x01,x00,x00)
WaitForInstruction(x34,x00)
SaveEVTCHR(x01)
{6D}(r0000)

UnitPresent(x1B,x00,x01)
UnitPresent(x32,x00,x01)
ColorUnit(x13,x00,x04,-001,-001,-001,000)
Wait(00002)
UnitAnim(x32,x00,x1A,x00,x00)
Camera(+02040,-00572,+00488,+00750,+03074,+00000,+08192,+00001)
WaitForInstruction(x04,x00)
Background(000,000,000,000,000,000,000,x00)
{4D}(r80)
ColorField(x04,-004,-004,-004,000)
ColorUnit(x00,x00,x04,-008,-008,-006,000)
{63}(rA8)
{1D}()
Camera(+01528,-00364,+00488,+00510,+03074,+00000,+05952,+00260)
Camera(+01448,-00328,+00488,+00350,+03202,+00000,+04128,+00080)
Camera(+01256,-00328,+00488,+00334,+03314,+00000,+04032,+00068)
Camera(+01000,-00280,+00496,+00318,+03442,+00000,+03808,+00056)
Camera(+00872,-00220,+00500,+00308,+03552,+00000,+04096,+00032)
Camera(+00840,-00220,+00504,+00302,+03584,+00000,+04096,+00048)
{1E}()
{49}()
AddUnitStart()
Wait(00180)
{1A}(r04141F1F04)
DisplayMessage(x10,x09,x0001,x34,x00,x00,+00000,+00060,+00000,x00)
Wait(00086)
{1A}(r0400000004)
Wait(00184)
WaitForInstruction(x04,x00)
Camera(+00440,-00204,+00600,+00302,+04608,+00000,+04096,+00064)
WaitForInstruction(x01,x00)
Wait(00100)
UnitAnim(x32,x00,x35,x00,x00)
ColorUnit(x00,x00,x04,+000,+000,+000,004)
ColorField(x04,+000,+000,+000,004)
Wait(00150)

DisplayMessage(x10,x12,x0002,x32,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
Wait(00150)
UnitAnim(x32,x00,x08,x00,x00)
UnitAnim(x1B,x00,x5A,x32,x01)
Wait(00030)

DisplayMessage(x10,x12,x0003,x32,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
RotateUnit(x32,x00,x05,x00,x00,000)
Wait(00100)
UnitAnim(x32,x00,x04,x00,x00)
SpriteMove(x32,x00,-00012,-00002,+00001,x00,x01,+00008)
WaitSpriteMove(x32,x00)
SpriteMove(x32,x00,-00025,+00000,+00002,x00,x01,+00008)
WaitSpriteMove(x32,x00)
SpriteMove(x32,x00,-00039,-00002,+00003,x00,x01,+00007)
WaitSpriteMove(x32,x00)
SpriteMove(x32,x00,-00054,+00000,+00004,x00,x01,+00007)
WaitSpriteMove(x32,x00)
SpriteMove(x32,x00,-00070,-00003,+00006,x00,x01,+00006)
WaitSpriteMove(x32,x00)
SpriteMove(x32,x00,-00086,+00000,+00008,x00,x01,+00006)
WaitSpriteMove(x32,x00)
RotateUnit(x02,x00,x04,x00,x01,000)
SpriteMove(x32,x00,-00102,-00003,+00009,x00,x01,+00006)
WaitSpriteMove(x32,x00)
SpriteMove(x32,x00,-00118,+00000,+00010,x00,x01,+00006)
WaitSpriteMove(x32,x00)
ColorUnit(x32,x00,x01,+000,+000,+000,002)
SpriteMove(x32,x00,-00134,-00004,+00010,x00,x01,+00006)
WaitSpriteMove(x32,x00)
UnitAnim(x32,x00,x06,x00,x00)
DisplayMessage(x10,x10,x0004,x1B,x00,x00,+00260,+00000,+00000,x03)
Wait(00100)

TeleportIn(x1B,x00)
WarpUnit(x1B,x00,008,004,x00,x01)
UnitAnim(x1B,x00,x0B,x00,x00)

Wait(00300)
RotateUnit(x32,x00,x0D,x00,x00,000)
Wait(00150)
DisplayMessage(x10,x12,x0005,x32,x00,x00,-00400,+00000,+00050,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x12,x0006,x1B,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x12,x0007,x32,x00,x00,-00400,+00000,+00050,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x12,x0008,x1B,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
UnitAnim(x1B,x00,x06,x00,x00)
DisplayMessage(x10,x12,x0009,x32,x00,x00,-00400,+00000,+00050,x03)
WaitForInstruction(x01,x00)
UnitAnim(x32,x00,x06,x00,x00)
SpriteMove(x32,x00,+00010,+00005,+00002,x00,x01,+00008)
UnitAnim(x1B,x00,x06,x00,x00)
WalkTo(x1B,x00,+004,+004,x00,x00,+032,x01)
Wait(00300)
AddUnitEnd()
EventEnd()

3349
Help! / Re: Questions about editing with FFTPatcher and EasyVent v7
« on: September 22, 2011, 11:17:21 PM »
are there any good tutorials out for editing ATTACK.OUT? because now that i know how to make characters spawn and
edit the events, if i really want this game to work im gonna need to add and remove and change some event and maybe
 even make a few custom maps, ill look around the forums but if you could point me in the right direction for what it sounds
like im trying to do i would be greatful, ive been playing CoP and i really like the way it was done so im looking to do something
like that, but i may still leave in the random battles just because i like some filler.

3350
Help! / Re: Questions about editing with FFTPatcher and EasyVent v7
« on: September 22, 2011, 09:12:26 PM »
IT WORKED! Raven you are GOD! I think besides missing one of the Draw commcands as u mentioned because
i did find 2 that i missed, but also i have a feeling it had something to do withFFTPatcher, when i entered the
Unit ID in ENTD the first time i entered it as 07 when in fact the patcher reads single digits as just that did all
 the modifications once again and replaced the 07 with 7 for Algus and BAM loaded the game expecting another
failure on my part but in walks Link with Duke Ramza and Rad!

Now to start working on something a lil more complex, ill let you knwo if i have any other questions, thanx again
mate your a life saver :mrgreen: :mrgreen:
 

3351
Help! / Re: Questions about editing with FFTPatcher and EasyVent v7
« on: September 22, 2011, 08:46:55 PM »
thank you very much, im gonna load up my clean version of fft put in my text and FFTPatch and then start working on the Event again,
my main worry was that i was doing something completely wrong, but with your advice i think i can handle it now, thank you very much
for the program as well, it does seem complicated since ive never done any coding in my life, but it does seem infinitly easier to work with
then just opening up the text document and having a go at it all on my own.

One more question, and its prolly a dumb one, but do i need to edit the ATTACK.OUT at all or is eveything im trying to do for my test simply
done with just editing and recompiling the event in the test.evt?

3352
Help! / Re: Questions about editing with FFTPatcher and EasyVent v7
« on: September 22, 2011, 08:13:08 PM »
ill give that a shot, i thought i had got them all since EasyVent has an option to replace a number with another one, it would be part of the same event tho correct? and thank you for the help :)

3353
Help! / Questions about editing with FFTPatcher and EasyVent v7
« on: September 22, 2011, 04:25:01 PM »
Okay so im kind of new here, but final fantasy tactics is my all time favorite game so no matter what it takes i WILL finish the mod im working on,
 basically I'm trying to make a mod involving main characters from a few different games, i already have most of the story written on my PC and
 ive already edited all the names and skillsets in FFTactext so that everything shows up as it should on the main char now, im using in this
mod currently, Ramza, Delita, Algus, Zalbag, Dycedarg, Orlandu, Olan and Beowulf, altho Ramza is the only one with his sprite as the others
will be Link, Snake, Rei, Alucard, Crono, etc etc.

Anyway currently im trying to make an event so i can get a feel of how it works, i used EasyVent to replace all the x17 (gafgarian) with x07
(Algus) and then i used FFTPatcher and went to ENTD and edited 100 (Beginning of game inside Orbonne) i changed the Sprite, Name and
Unit ID to 07 since that should be Algus, now my issue is that every one of these things ive done has just made Gafgarian appear completely
 invisible yet still appear with his name just no picture  :gay:.. Now i thought i was doing this right, but then again i could've messed something
 or even every step up, but i just dont know.. If anyone could please lend a hand and tell me what im doing wrong i would very much appreciate it,
 this whole event thing is the only thing holding me back from what could potentially be a really cool new mod for FFT.

P.S. At this point my main goal is to replace all the units in the church with the units ive modified, this has nothing to do with my story, this is
just for testing, i just want to be able to see my character in this scene and then i want to move on to making them all be in the fight directly
 after the church scene which would be replacing Rad and the 2 female knight since obviously i wont be using Simon or the Princess in the fight

Thanx again,
Elric42

3354
Hi, i just joined this forum to tell you what an awesome job you are doing on this project. Im currently running this on my PS2 and im absolutely loving it as FFT (PSX Ver, didn't like the dialogue in the PSP ver) is by far my favorite game of all time, IMO no other Tactics game even comes close, very distantly followed by FFTA2. By people like you making these projects you've given new life to something very dear to me and i can't thank you enough, and if there is anything else i can ever do to aid in this project i would love the opportunity. With all the awesome sprites in the downloads section I'm kinda thinking of putting one together with a story involving main characters from quite a few different games, hopefully i can find the info i need to start doing so somewhere on this forum lol. Once again great job, and keep up the good work!

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