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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.

Event Decompiler & Event Compiler  (Read 25959 times)
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French Maid
Xifanie (Webmistress) [Posts: 4398]
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  • [June 08, 2008, 12:45:42 AM]
Event Decompiler & Event Compiler
« on: June 08, 2008, 12:45:42 AM »
http://www.ffhacktics.com/downloads.php?id=9

I'm creating this topic for 2 reasons; to announce version 2.00 and to talk about instructions because MANY of them still have undiscovered uses and some, even byte length.

Basically anyone who wishes to play a bit with events can post their discoveries and update their CONFIG.INI file acordingly.
« Last Edit: August 17, 2009, 02:27:58 PM by Xifanie »
    • Modding version: PSX
  • <R999> My target market is not FFT mod players
    <Raijinili> remember that? it was awful
    VincentCraven [Posts: 1094]
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    • [June 08, 2008, 04:22:35 AM]
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    « Reply #1 on: June 08, 2008, 04:22:35 AM »
    Now this is amazing.  I can find the events and text so much more easily.

    Though I do have a question at the moment. When event editing, do you use save states to check your changes?  I typically use save states starting at the beginning of the event, but recently I tried changing events within the save state.  Unfortunately I could not find the event that I was looking for within the save state.
    « Last Edit: December 31, 1969, 11:00:00 PM by VincentCraven »
    I changed jobs and that has made all the difference.
    Chrona [Posts: 237]
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    • [June 08, 2008, 04:24:56 AM]
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    « Reply #2 on: June 08, 2008, 04:24:56 AM »
    I'll decompile YOU, Zodiac

    ...anyhow, good job =)
    « Last Edit: December 31, 1969, 11:00:00 PM by Chrona »
    Silver Noble
    French Maid
    Xifanie (Webmistress) [Posts: 4398]
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    • [June 08, 2008, 12:18:18 PM]
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    « Reply #3 on: June 08, 2008, 12:18:18 PM »
    Well first of all you have to be within the event, not the loading screen. As soon as you see something like the map, you can save. Using savestates may make you miss the first instructions though, but this all depends on what you want to do.

    After that just search for 0xF2F2F2F2 and you'll fall directly where the event starts.

    Problem with savestates is that I have no idea where the text pointer is gone (it's replaced with the 0xF2F2F2F2 I mentioned above). So if you plan to add a lot of instruction with just a savestate I suggest increasing the pointer and moving the text accordingly.

    Only tricky thing is finding which is the good event within TEST.EVT. >_>

    Well I still highly recommend doing it with savestates as you can change something that will happen directly after a second or two or after you manually close the dialog box.

    Oh right, I need to work on a camera tutorial now. ;o
    « Last Edit: December 31, 1969, 11:00:00 PM by Xifanie »
    • Modding version: PSX
  • <R999> My target market is not FFT mod players
    <Raijinili> remember that? it was awful
    Grandy
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    • [June 08, 2008, 04:38:18 PM]
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    « Reply #4 on: June 08, 2008, 04:38:18 PM »
    I envy you guys, because I downloaded this thing and I just can't understand it. At all. I suppose I haven't been playing with the hacking tools long enough to know how to use this one.
    « Last Edit: December 31, 1969, 11:00:00 PM by Grandy »
    Kenshin72 [Posts: 428]
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    • [July 23, 2008, 07:51:07 PM]
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    « Reply #5 on: July 23, 2008, 07:51:07 PM »
    This work with the PSP?
    « Last Edit: December 31, 1969, 11:00:00 PM by Kenshin72 »
    French Maid
    Xifanie (Webmistress) [Posts: 4398]
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    • [July 24, 2008, 12:43:26 AM]
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    « Reply #6 on: July 24, 2008, 12:43:26 AM »
    It should be as much compatible as the PSX version.

    Maybe the PSP version has 2-3 more instructions, I don't know. Won't change anything in any case.
    « Last Edit: December 31, 1969, 11:00:00 PM by Xifanie »
    • Modding version: PSX
  • <R999> My target market is not FFT mod players
    <Raijinili> remember that? it was awful
    CidIII [Posts: 971]
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    • [July 25, 2008, 11:18:20 PM]
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    « Reply #7 on: July 25, 2008, 11:18:20 PM »
    When I try to use it I get an error

    "Access violation at address 00455D87 in module 'Event Decomplie v2.00b.exe'. Read of address A3CCC432"

    What the hell does that mean?
    « Last Edit: December 31, 1969, 11:00:00 PM by CidIII »
    I refuse to play Final Fantasy Tactics again until I am able to do my FF6 patch! And, FFT 1.3 doesn't technically count as FFT: so there!
    French Maid
    Xifanie (Webmistress) [Posts: 4398]
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    • [July 25, 2008, 11:45:12 PM]
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    « Reply #8 on: July 25, 2008, 11:45:12 PM »
    Do you have TEST.EVT in the same folder?
    « Last Edit: December 31, 1969, 11:00:00 PM by Xifanie »
    • Modding version: PSX
  • <R999> My target market is not FFT mod players
    <Raijinili> remember that? it was awful
    French Maid
    Xifanie (Webmistress) [Posts: 4398]
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    • [August 20, 2008, 04:13:44 AM]
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    « Reply #9 on: August 20, 2008, 04:13:44 AM »
    2.02

    A Text Compiler will be included with the Event Decompiler from now on. Please give feedback, I'm unsure if it's 100% functional.
    « Last Edit: December 31, 1969, 11:00:00 PM by Xifanie »
    • Modding version: PSX
  • <R999> My target market is not FFT mod players
    <Raijinili> remember that? it was awful
    French Maid
    Xifanie (Webmistress) [Posts: 4398]
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    • [August 27, 2008, 04:25:20 AM]
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    « Reply #10 on: August 27, 2008, 04:25:20 AM »
    Event Decompiler 2.04
    Event Compiler 2.00b

    Also has PSP support since 2.03
    « Last Edit: December 31, 1969, 11:00:00 PM by Xifanie »
    • Modding version: PSX
  • <R999> My target market is not FFT mod players
    <Raijinili> remember that? it was awful
    Miroshi Beshima [Posts: 301]
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    • [August 27, 2008, 04:44:25 AM]
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    « Reply #11 on: August 27, 2008, 04:44:25 AM »
    I love this program ^-^. Its been helping me a lot. Thanks for making such a great program Zodiac!!!
    « Last Edit: December 31, 1969, 11:00:00 PM by Miroshi Beshima »
    Jake
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    • [September 01, 2008, 06:47:52 AM]
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    « Reply #12 on: September 01, 2008, 06:47:52 AM »
    Quote from: "Zodiac"
    Only tricky thing is finding which is the good event within TEST.EVT. >_>

    Ahhhh. I downloaded this program last night while I was half-asleep. I got around to messing around with it today and I was worried something went wrong when I found the same dialogue over and over again.

    Hmm, would it possible in future versions of the program to... I don't know, blank out the not-so-good events if we can find and point them out?

    It's a truly great program! I can't wait to see what the modding community is able to come up with. :)
    « Last Edit: December 31, 1969, 11:00:00 PM by Jake »
    French Maid
    Xifanie (Webmistress) [Posts: 4398]
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    • [September 01, 2008, 01:20:00 PM]
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    « Reply #13 on: September 01, 2008, 01:20:00 PM »
    Well, actually everything my decompiler decompiles are good events.

    LastingDawn explained to me that the multiple events are each used depening on what happens.

    Like when saving Mustadio, Algus or Boco they give you the choice to help them or not. You can create a completely different scenario based on the answer if you want.

    There's nothing I can do about the dummy text.
    LastingDawn also made a small list which you might find very interesting:
    http://ld.ffhacktics.com/AI%20Setups.txt
    Ctrl+F Event Order
    « Last Edit: December 31, 1969, 11:00:00 PM by Xifanie »
    • Modding version: PSX
  • <R999> My target market is not FFT mod players
    <Raijinili> remember that? it was awful
    Zozma [Posts: 4602]
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    • [September 01, 2008, 07:19:57 PM]
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    « Reply #14 on: September 01, 2008, 07:19:57 PM »
    well, i get confused on in as well will it always be the first set of text thats the real one?
    « Last Edit: December 31, 1969, 11:00:00 PM by Zozma »
    Wiegraf: Draw your sword Ramza!
    Ramza: But im a monk!!
    French Maid
    Xifanie (Webmistress) [Posts: 4398]
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    • [September 01, 2008, 09:08:05 PM]
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    « Reply #15 on: September 01, 2008, 09:08:05 PM »
    Yes. Someone should probably make a TEST.EVT patch to remove all the dummy text, that would make things easier.
    « Last Edit: December 31, 1969, 11:00:00 PM by Xifanie »
    • Modding version: PSX
  • <R999> My target market is not FFT mod players
    <Raijinili> remember that? it was awful
    Zozma [Posts: 4602]
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    • [September 01, 2008, 10:34:04 PM]
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    « Reply #16 on: September 01, 2008, 10:34:04 PM »
    or even just a list of the true events and where they start, thats also a big help
    « Last Edit: December 31, 1969, 11:00:00 PM by Zozma »
    Wiegraf: Draw your sword Ramza!
    Ramza: But im a monk!!
    Jake
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    • [September 01, 2008, 11:58:10 PM]
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    « Reply #17 on: September 01, 2008, 11:58:10 PM »
    Quote from: "Zozma"
    or even just a list of the true events and where they start, thats also a big help

    The above link that Zodiac provided me is exactly that.

    Also, warning to anyone attempting custom dialogue: there's a limit to how many characters you can have per line. I don't know if that was already common knowledge, but I just found that out the hard way. :?
    « Last Edit: December 31, 1969, 11:00:00 PM by Jake »
    LastingDawn [Posts: 3452]
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    • [September 02, 2008, 12:08:02 AM]
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    « Reply #18 on: September 02, 2008, 12:08:02 AM »
    I as well, thankfully Zodiac figured out the problem and squelched it. This saved me a lot of headaches.
    « Last Edit: December 31, 1969, 11:00:00 PM by LastingDawn »
    "Moment's anger can revert to joy,
    sadness can be turned to delight.
    A nation destroyed cannot be restored,
    the dead brought back to life."

    Art of War

    Beta & Gretchen Forever!!!!
    Jake
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    • [September 02, 2008, 12:28:30 AM]
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    « Reply #19 on: September 02, 2008, 12:28:30 AM »
    Ugh. Well, I was *wrong* apparantely. I had left a bracket off a line-break.

    *facepalm*

    Edit/Update: Ha! I managed to mess up again... I've edited the dialogue for the opening scene (using a re-translation found on GameFAQs) and among a few things:

    1.) Some of Gaf's lines aren't appearing.
    2.) Simon and Ovelia have switched dialogue. Simon asks Ramza if he "has a problem."
    3.) No more dialogue appears once Agrias rushes out the door, thus "freezing" the game.

    Still though, I'm quite enjoying this. :P
    « Last Edit: December 31, 1969, 11:00:00 PM by Jake »
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