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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 - RavenOfRazgriz

Pages: [1] 2 3 ... 134
Event Editing / Re: Dialogue Lingering
« on: Today at 03:07:39 PM »
I actually see exactly what the problem is but refuse to say until you update until the proper tools.  (EasyVent Editor Super Perfect 2.0, that thing you said you'd update to last time.)


If you had the proper tools, you could use the Instruction Viewer to have figured this problem out for yourself in about thirty seconds and have no reason to have made this thread.  You're currently being that one guy who still uses Internet Explorer 4 and forces people to make two versions of every website because you won't update to a modern web browser.  I'm no longer enabling it.

Journey of the Five Ch.1 / Re: Chapter 2 Progress Log
« on: Today at 03:02:23 PM »
"How is Chapter 2 coming?"

Easy answer: Look at the tools released by all the people who contribute to it.  Those tools aren't just made in a vacuum for no one in particular.  The only reason more tools aren't released is it became too frustrating to put out cool things and have no one give feedback on them or use them besides the one group that already has access to them.

Download updated to 4/23/2017 revision.  Fixed an issue where the North/South rotation displays in the GUI were inverted.

Please update to the newest release.

Help! / Re: Random Unit JP
« on: April 22, 2017, 04:44:55 PM »
The best bugtesters aren't professionals, but sillies doing unthought of things.

That's how I broke Xifanie's Soldier Office Upgrade.  I pretty much just started pressing all the buttons and within 30 minutes it started screaming I AM ERROR.

Ok, I will try these steps as well as update the config before I post again. For some reason I am using 1.91.

My only concern  is, will i lose the event alterations that I have successfully made to date? I have a bout 5 scenes that are working right. Or will they be present when I decompile?

If you do the steps I gave you to decompile the .EVT you've been adding all your events to and they all function properly, they'll be fine when you decompile.

You don't need to update the CONFIG.INI file in EasyVent Editor Super Perfect 2.0.  It already includes the most up-to-date CONFIG.INI file.  It also includes comprehensive error-checking that would prevent errors like what you're seeing right now from turning up.  There's a reason we keep telling you to use the 2.0 release.

Recommended course of action:
1. Download EasyVent Editor Super Perfect 2.0
2. Give your .EVT you're editing for your mod a unique name, place it into the .EVT Directory included in EasyVent Editor Super Perfect 2.0
3. Press "Decompile .EVT", choose your .EVT, choose one of the included sub-folders (or make your own), and decompile the entire .EVT into this folder with EasyVent Editor Super Perfect 2.0.  This will ensure all your events are compatible with the new configuration file.
4. Open your specific event you're editing in EasyVent Editor Super Perfect 2.0 as it appears in the decompiled folder and resume bugtesting.  If your event looks strange or garbled upon opening, that's probably your problem.  Based on my experience, I'm expecting this to be the case.  If/When that happens, just use EasyVent Editor Super Perfect 2.0's backups of Vanilla events to load a fresh copy of the event you're trying to edit and re-apply your edits.
5. Continue using EasyVent Editor Super Perfect 2.0 and discontinue using old stuff.

Hacking/Patching Tools / Re: FFT Patcher .478 Source Code
« on: April 19, 2017, 05:31:05 PM »
Suggestion: Any chance that you can make Patcher more consistent with its use of hex and decimal values?  Ideal: an option to toggle between use of hex/decimal values for all boxes under "file" (where the program will convert between them if you click the other option).  If that's not possible, make it only use hex?

Standard form for tools like FFTPatcher is to use Decimal for known values (ie Multipliers and Growths on jobs, X/Y tile locations, etc.) and Hex for index values (Sprite ID, Unit ID, Job ID, Skillset ID, Item ID, Ability ID, etc.).  The problem with FFTPatcher is that it isn't always consistent even on these rules.  It's been a long time since I've reached my fist into the guts, so I can't think of examples off the top of my head, but I remember it having issues in not always consistently casting data types in the GUI following this rule.  If those could get fixed, it would be nice, but someone would have to dig through FFTPatcher and find all the examples of stuff that needs fixing since Glain just inherited Melonhead's mess.

Download updated.  Implemented a bugfix for some bad math that was going on when modifying the "Removable Object" checkboxes.  Please update to the newest release.

Help! / Re: Agrias guest sprite to unique character.
« on: April 14, 2017, 03:40:22 PM »
You can add your character before Agrias joins if you're willing to do more in-depth changes.  You're getting "sprite confusion" because the events are seeing a unit with Guest Agrias' Sprite ID on the field and are ignoring the unit with Agrias' Unit ID.  Events behave this way so that scenes such as the Agrias and Gafgarion Talking event in Golgorand Execution Site work - once joining, Agrias loses her unique Unit ID but (obviously) retains her unique Sprite ID.

So, if you want a unit to replace 34 Agrias ("Guest Agrias") before Agrias leaves the player's party at Lionel Castle - you need to edit events!  In addition to all the scenes involving Agrias needing her Sprite ID and Unit ID being converted to 1E, you'll need to go through all the events where Agrias is present on-screen before she leaves the player's party - Chapter 2 Start, Dorter 2 Battle, Araguay Woods Battle, Zirekile Falls Battle, Zaland Fort City Battle, Bariaus Hill Battle, those two cut-in scenes with Ramza/Mustadio/Agrias/Ovelia, including all the insert conversations in each of these - and change all references to Agrias' 34 Unit/Sprite ID in these events to 1E as well. 

Doing this will allow your new unit that takes Sprite Slot 34 and Unit ID 34 to exist in the same scenes as Agrias, who should now exclusively be using Sprite Slot 1E and Unit ID 1E.  This is the "correct" way of repurposing the 34 Sprite Slot without any bugs.  Doing it the other way around (using slot 34 and not 1E) will stop certain scenes like the talking scene in Golgorand from playing unless you make edits in a similar vain to convert those events from referencing ID 1E to ID 34.

Help! / Re: Event Sprites - Are they extractable?
« on: April 14, 2017, 02:39:35 AM »
For Shishi, what menu option do I use? (Sorry for the stupid questions, the wiki doesn't give instructions about that.)
Make sure you're using FFTPatcher Suite .491 or higher.  Open your .ISO in ShiShi Sprite Editor and click the "Other Images" tab.  The drop down menu will contain the name of various .BIN and other types of files which contain the non-sprite images used by the game.  You're specifically looking for EVTCHR.BIN.

Updated to fix the two bugs reported by nyzer.

Users who already have EVSP2.0 as always can simply install the Updater instead of redownloading the entire client.

Hacking/Patching Tools / Re: Random Battle Editor - UPDATE: 4/12/2017
« on: April 12, 2017, 04:51:26 PM »
EDIT: Secondary update released to fix an issue with the ENTD checkboxes.  Download is updated.


The "Set Global Values" button has been updated.  It now not only allows you to perform a global modification of which variable unlocks Random Battles and their Encounter %, but also globally modify which ENTDs are introduced into the randomization in which Battle Set and when each Battle Set's Max Value Check is.  This means it would be easy to, say, make it so every random battle location unlocks a new battle at the start of each Chapter, as some people used to believe they functioned ages ago.  (The defaults for Set Global Value are actually configured implement this immediately to a vanilla game!)

See the new version below:

Damn! Back with a vengeance Raven! I'll have to check back on this when I sober up! It looks awesome!
It's pretty sweet, and I just made it better.  I'm not so much 'back wit a vengeance' as much as I'm just better than I used to be at these things.  I can make nicer-looking and more functional programs in a day than I used to be able to in weeks when I was active before.
Raven, I love you!

Plus, y'know, it's good to know you're alive. :P
I'm not alive.  I'm a spoopy ghost making shitty programs from the afterlife to remind you all that you're here forever.

Hacking/Patching Tools / Random Battle Editor - UPDATE: 4/12/2017
« on: April 12, 2017, 02:52:53 AM »
MediaFire FULL Download

Random Battles, how do they work, right?

Well, thanks to Xifanie providing me with some documentation and a trip to McDonald's for some delicious coffee, even you, dear user, can now know exactly how Random Battles actually work, and edit them to your liking!  This tool even allows editing of Deep Dungeon Random Battles!  Saving and Loading uses the same logic as my ATTACK.OUT Editor Special Awesome, allowing .XML files to be saved and loaded from the included .XML Directory and custom-named WLDCORE.BINs loaded from the included .BIN Directory.

How it works:
  • "Random Battle Location" is the dot on the map in which a Random Battle can occur in.  This includes the 19 "Green Dot" locations from the main game as well as the ten floors of the Deep Dungeon.
  • "Battle Index" is what is more colloquially called the "direction" the battle is engaged from.  Each location has data for three different directions, even if that dot has less than three possible approaching points.
  • "Squad ID" is which Squadron in the ATTACK.OUT is loaded for this random battle.  NOTE: Only Squadrons 0200 to 02FF are valid.
  • "Path Battle Appears On" is the path along the world map Ramza much approach the location from to trigger this random battle.
  • "Variable to Unlock" is the variable which controls when Random Battles unlock.  By default, this is the Shop Progression Variable.  This can be changed for individual locations or changed globally via the "Set Global Values" button.
  • "ENTDs" are the 8 potential ENTDs each Index can load.  By default, Vanilla uses doubles in each of these entries to give each ENTD a 25% chance of loading.  The only time this behavior is changed is when what have been dubbed "Rare" battles were utilized.  Adjusting which ENTDs are available allows for adjusting how common or rare each formation is.  NOTE:  Only ENTDs 0001 to 00FF are valid.
  • "Battle Set" 1-4 is the data for the four instances of progression allocated to each Random Battle Index.  "Variable Max" is the max value the progression variable can contain before it moves on to the next set.  The checkboxes determine which ENTDs are allowed into the randomization process.  "Encounter %" adjusts the exact encounter rate for that Set while it is active.  The different aspects of the Battle Sets can be adjusted via the "Set Global Values" button.


  • Removal of "Copy Scenario" and "Paste Scenario" Face Buttons.  They are now "Edit Squadrons" and "Close".  Copy and Paste Scenario are still available via Right-Click and CTRL+C / CTRL+V
  • Fixed a saving bug.
  • "Edit Squadrons" opens a separate editor that allows editing of squadron data independently of the main window.  Preview is now in the OP.  Formations can be edited with full freedom, and are compatible with arrow-key-based keyboard shortcuts as listed in the OP.  "Upper Level" allows formations to be placed on top of bridges, arches, etc., but heed the OP's warning about this feature.  The X and Y fields on the Squadron Editor allow for moving the layout's center square to any location immediately if its desired location is already known, instead of using the GUI.
  • .xmls loaded from older versions will give a warning to load from .OUT instead if there is squadron data you want to preserve as this version now saves the squadron data to the .xml.  Once a new .xml has been saved via the release version of the editor, this warning will no longer appear, so if you like working in .xml, simply rip and load your .OUT once if it has squadron edits and immediately save it, and you'll be good to go.

Journey of the Five Ch.1 / Re: Chapter 2 Progress Log
« on: April 07, 2017, 02:00:20 PM »
I'm coming in a bit late here but I for one would love a harder version of JOT5

Event Editing / Re: First attempt at event editing.
« on: April 07, 2017, 01:55:15 PM »
Actually, you should never use a Unit ID different from the unit's Main ID. Otherwise, I'm pretty sure it checks for the Main ID before it does the Unit ID, and you WILL get a conflict someday, so just get used to assigning a Unit ID that is identical to that unit's Main ID. For EVERYTHING ELSE (generic human/monsters, EVTCHR only units), 0x80-0xFF are always safe to use. It's just that vanilla uses 0x80 and goes up from there.

Addendum, since it's not mentioned:  IDs 0x70 to 0x7F are reserved for Ramza's party as placed by the ATTACK.OUT scenario.  (This includes Ramza himself and is why Ramza mandatory is used even when the cutscene moves him instead of placing him separately in the ENTD.)  Most player parties are only 5 units large so you'll usually only see 0x70 to 0x74 used, but if a player somehow has more units placed via the ATTACK.OUT they relate accordingly.

And Raven says that in ~a week he will have added squads to his program, so keep your fingers crossed. 8D

It'd be done today but I need a day or two of doing absolutely nothing.  But, yes, I do know how to set up the data now and how I want the interface to work so now its just a matter of implementation.  Soon(tm).

When I was using that old Config, it had been the one that came with the patch suite in the EVSP folder, though IIRC the one in the Compiler folder was the current one. Or at least less old.

The one in EasyVent Editor Super Perfect 2.0 is the one from the wiki.  He would have obtained his elsewhere, presumably some old download that's not updated.  I updated all links I have jurisdiction over to repoint to the 2.0 thread so either he got a download right from the Tutorial thread of a download of 1.91 from the wiki or something.

Either way, scorpiova, use THIS TOOL and not any older versions for event editing.

Second, learn how to edit directly to a savestate.

Fun Fact:

EasyVent Editor Super Perfect 2.0 lets you skip the Setup, Re-Setup, and Return to TEST.EVT Format steps / the Re-Setup and Return to TEST.EVT Format steps entirely, for the Old Method and New Method respectively, and comes pre-packed with the most up-to-date Event Instruction Upgrade.xml to apply to your ISO.



Help! / Re: Ovelia and Alma formation screen sprites.
« on: April 04, 2017, 06:33:15 PM »
When you want to remove a guest from the player's party:

1. Uncheck "Join After Event" for that unit in FFTPatcher.  This will stop them joining the player's party.
2. Adjust ENTDs for any battles or cutscenes where that unit is normally present as a Guest so the game knows to spawn a new unit and not load one from your Formation.  This will prevent bugs.
3. Adjust variables on the World Map to prevent bugs with unlocking areas.  Luckily for you, the only Guest (and not joined, ie Mustadio) character that has World Map checks I can recall is Beowulf and maybe Reis, so you're fine on this front if replacing Ovelia and Alma.
4. Use Glain's UWEntries.xml to redirect the Formation entries of Ovelia's and Alma's job slots to the slots of the new characters you wish to make use of.  You can find this worksheet either on its own or as part of the Workbooks compilation in my signature.

Thanks.  It's about to get another update.

Current revision is 0.4.  Layout adjusted for introduction of a new button and minor aesthetic improvements.  A couple minor bugs are fixed.  Now supports saving directly to your .OUT file if you prefer not to use .XML files via the Export .OUT button.  I personally prefer the .XMLs because they make it easier to keep backups of things, but for people who are alternating between this program for editing most things and Xifanie's editor for managing squadron layouts, saving directly to .OUT will probably be a huge time save.

Hacking/Patching Tools / Re: FFT Patcher .478 Source Code
« on: April 01, 2017, 12:39:24 AM »
Since Glain develops this from time to time, here's some requests/suggestions for whatever future updates may come:

The left window which lists the .xml files - please make this control behave more like its counterpart on the right - a checkbox where you can click to show the contents of every .xml you're interested in on the right, with an "All" option that checks all the options for you.  The current method is nice but also a bit obnoxious at times - especially because it doesn't default to "All" being loaded, nor can you load an option by clicking the white space next to the .xml's name.  A checkbox setup similar to the method used to choose which hacks are going to be applied would streamline what you've done greatly.

I know this one's probably obnoxious, but at some point, can the default resources for ShiShi use base-0 for the listings of Character Sprites, Formation Sprites, etc.?  Not only are things like UWEntries base-0, but even the values shown in FFTPatcher are base-0, as one might expect the game data itself to be, etc.  ShiShi is the odd exception that indexes all these things in base-1 and it requires constant mental conversion if you're, say, debugging a list of changes to UWEntries.  It's not a big deal for a user only making one or two changes but its obnoxious for anyone attempting anything on a larger scale.

Otherwise I really like what I've seen from .492 so far.  Good work.  Both of my suggestions are mainly just usability quibbles, really.

Small update to the download to fix an error with the Import from ATTACK.OUT function.

There's no point having an updater since ATTACK.OUT Editor Special Awesome is a standalone .exe so please just re-download if you intend to use that function.

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