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Messages - Elric

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1
Event Editing / Bravestory Shenanigans
« on: August 18, 2018, 09:46:45 PM »
While working on TLW, I have come across some trouble with bravestory events, and rather than keeping the info on this on IRC/Discord, or to myself and the others involved, as is the norm these days, I thought I would chronicle the findings here, incase anyone ever gets the urge to try to make a tool to get around the seemingly weird hardcoding that is related to events and their bravestory counterparts.

So basically this was the issue:

STEP 1: I finished rearranging all the events for TLW. Removed all the setup events, redid the entire attack.out (both GUI and spreadsheet event conditions), and the worldmap. Tested the entire game from start to finish and verified that all events played where and when they should according to WotL, plus our changes. This was a success.

STEP 2: Redoing the attack.out slot calls for the Bravestory events. This was pretty easy stuff, since it was just matching up the event slots with my own workbook that I made for tracking the events. However, this is where the trouble started.

Now, we know that the Bravestory events are supposed to skip variables when replayed, so that they don't change story/shop/etc variables and muck up the playthru. However, upon testing scenes in the Bravestory in TLW, this was NOT happening. You can view story progress via pSX (aka PSXFin) by monitoring r3000 and watching offset 0x800578D4 in the memory window. I was able to watch the Balbanes death event revert the story progress, which at the time, was at 0F, back to 02. So something was definitely wrong.

At this point, I went WTF at Xifanie, Raven and Pride. After Xif spent a while trying to decipher wtf is going on, she ended up running out of time and we decided to go with a solution presented by Pride, which was to simply use this setup to control variable calls/saves/etc. for the end of Bravestory events:

ORVar(x0000,x006E)
OR(x0001,x????)
EQ()
JumpForwardIfNot(x00)
//Variables changes
ForwardTarget(x00)

With ???? being the value before the change

And this was working PERFECTLY, until of course I hit the inevitable wall. This wall being the interrogation scene in the broken down shed, at the end of the Dorter Slums battle in Chapter 1. I tried a bunch of stuff, but no matter what, the story would not progress past 6E = 5. Pride then said I should try to zero out the variables 0000 and 0001, and try again. Lo and behold, this solved the issue... for now... I was able to progress past this event and then progress the story. I then viewed the event via the bravestory and verified that it indeed, did not reset the story progress in any way. So success. This made the new standard setup for these events, as follows:

ZERO(x0000)
ZERO(x0001)
ORVar(x0000,x006E)
OR(x0001,x????)
EQ()
JumpForwardIfNot(x00)
//Variables changes
ForwardTarget(x00)

I have not yet tested the rest of the game. However, I wanted to document this as this sort of thing happens ALOT while working on both TLW and Jot5, which most people don't ever realize or even consider in the grand scope of things how something so small can fuck us so hard during testing.

I've also made this post in an effort to provide as much info as possible incase someone, at some point, wants to find whatever table or hardcoding controls these event slots.

So, why did this happen? Well, I don't have an answer for that, but I can provide a couple of would be reasons, for anyone looking for a more permanent solution in the future.

- We removed the setup events (we already know that this will mess with saves that lead directly to battle formation without a roster/equipment formation screen in between the save and the battle, ie: academy into the gariland battle, which we now have a standard formation seperating to combat this. Without the setup event, upon loading a save that didn't have a formation (variable 55) between it, the battle formation screen will be completely derped, and any attack.out set portraits will not hold)

- We redid the attack.out/event slot order. Obviously this needed to be done since we made space for more events by removing setups, however if there is indeed hardcoding for the event slots themselves, to control the bravestory viewed versions of the events, and their variable calls, then this would have been mucked up by our rearranging.

I'm inclined to believe that the issue is the latter rather than the former, but at this point, I cannot say for sure what the hell was going on, and I am glad to have the fix we currently have, at least.

I know this post was extremely convoluted and for 99.9% of people, completely unnecessary, but hey, that's the name of the game when it comes to doing things others haven't before. Hopefully someone can find some sort of use of this information and the pain suffered to acquire it.

I will update this thread with more info as it comes about (if it does) likewise, i invite Xifanie, Raven or Pride to offer more insight on this if they so choose (or any other ASMer/Modder who might also have some ideas on this).



2
Just search the forum man. I'm not a search function. He has a thread for his custom effects somewhere

3
This looks amazing how did you start fft spriting

He started with some weird effect editing :P
(I still like the Omnislash one though)

4
New Project Ideas / Re: FFT - The Lion War
« on: August 17, 2018, 06:34:43 PM »
I'm not really crazy about the idea anymore. I'm kind of over the WotL dialogue. I offered to do it before because, at the time, I thought there was a genuine desire for it but now I'm not so sure. However, if there are enough people who want it, I would be happy to contribute my time to this as a service to the community.

Hell, I may end up doing it anyway just to encourage people away to move away from the psp version.

If its something you do decide to do, i can help when needed. The hardest part would be getting all the dialogue lined up right, but we have tools to help with that now as well.

I can get you a copy of TLW. Once finished, with the WotL graphics in it for towns and such

5
New Project Ideas / Re: FFT - The Lion War
« on: August 15, 2018, 02:21:27 AM »
Timbo, i dont have time to do a wotl dialogue version myself. But all the tools and documentations and such used to make TLW will be made public on release, so you could certainly still do that yourself if youd like. Should be easy enough, will mostly just take a lot of time, since the offsets and such dont match the FFT Complete or Wotl events, and we added new commands to some of the events to make things work, so youll have to copy/paste the text into each event and then make adjustments since WotL was made for a wider screen than PSX version.

6
New Project Ideas / Re: FFT - The Lion War
« on: August 14, 2018, 01:35:10 PM »
Thanks Timbo. And sorry Nyzer. but im still releasing a version with Luso as well :P

7
New Project Ideas / Re: FFT - The Lion War
« on: August 14, 2018, 12:57:48 AM »
Thanks guys.

Still working hard at it, just got the generic unit quotes put in, as well as the sound novels. Have a slight bug right now of the bravestory events activating variables that they shouldn't be, but we have a way around that.

Mostly wanted to update with one more event addition that wasn't mentioned to add to the main story before.

Some people may not know that there is a bravestory only scene, where besrodio is kidnapped, which event sequence wise, should be played after the meeting with Draclau when he finds out Mustadio has the stone. This scene will be added to that area around the game, so anyone who didn't realize it was viewable in the bravestory, or just found the goug battle underwhelming, due to not knowing Besrodio was kidnapped until 2 seconds before the battle, will get a bit more out of that portion of the story.

8
Journey of the Five Ch.1 / Re: Chapter 2 Progress Log
« on: August 10, 2018, 03:08:44 PM »
Yeah we laid the 'fucking' on pretty heavy. Glad you enjoyed it.

9
Help! / Re: Transforming Algus and disappearing Ramza
« on: August 10, 2018, 03:47:26 AM »
Parting shot is when the party member leaves due to too high faith or too low brave.

This is likely caused by RAD3 or derpy ENTD settings

10
New Project Ideas / Re: FFT - The Lion War
« on: August 08, 2018, 08:32:49 PM »
Just wanted to let everyone know that a initial release of this will be coming sooner rather than later. Over the last week or so, i have rebuilt the attack.out both GUI and spreadsheets, as well as the worldmap and have been testing and making fixes as I go along.

The initial release will not have New Game +. Once Xifanie has a bit more free time we can come back to those awesome ideas.

What you CAN expect from a release in a few weeks to a month is:

-All WotL events included, with dewotlized dialogue, including sidequest rumors.

-WotL EVTCHRs

-Reworked Chapter 4 side quest requirements to mirror that of WotL

-(Optional) Intro and Opening movie scenes from WotL
-New title screen

-Balthier, with his WotL skillset, including a working Barrage attack

-Ashley Riot, with a completely custom skillset

-Fixed Dycedargs Elder Brother text.

-Translated Unit Quotes never before released on a english version of FFT

-3 of 4 Sound Novels Playable in english, never before released on a english version of FFT

We are still looking for a translator to translate the last sound novel from japanese, if interested PM me.

11
A spirit? Like, alcohol? Idgi

12
Celdia's Complete Patch / Re: CCP - Battle Logs
« on: August 06, 2018, 02:26:52 PM »
No worries. If you can get a hold of her via PM or something, i can fix it with the files she has.

13
Celdia's Complete Patch / Re: CCP - Battle Logs
« on: August 05, 2018, 09:52:14 PM »
Yes thats me, but again, you are not understanding. The issue that would cause an event to infinite load on being called like that, would have to do with the settings (hex code) on the worldmap/attack.out sheets themselves. Specifically the ones used in making CCP.

This isnt something youd fix in the attack.out GUI, you need the source files for this specific mod, which, to my knowledge, only Celdia would have.

14
Celdia's Complete Patch / Re: CCP - Battle Logs
« on: August 05, 2018, 02:47:09 AM »
If Celdia could confirm whether or not there was any worldmap condition or attack.out condition edits, that would help (the sheets would be needed if so), else it would just be attack.out gui or event edits.

Either way I can't help without the proper file, and likely, files.

It would be an easy fix as I'm pretty much doing the same fixes for TLW right now while running thru it on what i hope will be the 'final' pre-NG+ build.

15
Celdia's Complete Patch / Re: CCP - Battle Logs
« on: August 03, 2018, 10:41:26 PM »
Well, the problem is, we would probably need the stuff that celdia used when making it. Such as the attack.out conditions sheet as well as the worldmap conditions sheet. I kind of doubt its event related or scenario related, so the test.evt and attack.out from the patched game wouldnt be of much help. A infinite loading screen is usually caused by it trying to call the wrong scene in one of the two places i mentioned before.

16
Celdia's Complete Patch / Re: CCP - Battle Logs
« on: August 03, 2018, 10:05:44 PM »
Gotcha. Must've misread something in passing...

So I'm still curious about the permanent loading screen when initiating the Ch.4 side quests. I'm playing v1.96 on PSX 1.13 emulator. Any ways to get around this, hopefully without having to switch to a different emulator?

Sounds like a worldmap spreadsheet issue or an attack.out issue. Would need the data used to create the mod, not just the mod itself.

17
Help! / Re: Regarding number of moddable portraits/formation sprites
« on: July 30, 2018, 02:50:06 AM »
UWEntries is the program you want

18
If you can swing it it would be awesome. But dont lose any sleep over it. It would be a help, but im not trying to force anything like that on ya lol.

And yeah the same thing happens when you try to jump to the wrong event in the attack.out, used to happen to me all the time when I first started eventing a million years ago lol

19
Haha, yeah... I think it's a cleaner way to just win a battle without having to create uber Wish or what have you.

It finishes the battle by running the (first) victory event.  It also makes the game think all enemies are defeated (to make it work with random battles).

It took me a few tries to get it to work, but since it is, it is very very helpful.

I do have a request and feel free to tell me to stuff it, but I was wondering if you could possibly make a similar ASM, but instead of jumping directly to the victory event, it jumps to the next condition in line? Is that doable? Something like that would be extremely helpful to me in cases such as now, where I am completely rearranging the entire game (attack.out GUI, attack.out conditions spreadsheet, worldmap conditions, event offsets, event script numbers, etc.) so that I make sure I don't miss anything.

Again, if you feel it's not worth the trouble, I completely understand as I know the amount of people who would use it aside from possibly Pride and myself is likely very few, but for the few that do, it would be used a shit ton

20
Help! / Re: FFT 1.3 Sprite Changes
« on: July 25, 2018, 09:50:19 AM »
If a mod isnt padded properly, you will have this issue after patching, ie: not working in shishi.

There is a tutorial for proper ppf creation that shows you how to properly pad the iso with zero bytes, which should fix the issue. 1.3 was not done correctly (surprise surprise)

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