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FFT Patcher .478 Source Code  (Read 33165 times)
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French Maid
Xifanie (Webmistress) [Posts: 4096]
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  • [January 01, 2017, 02:03:46 PM]
Re: FFT Patcher .478 Source Code
« Reply #260 on: January 01, 2017, 02:03:46 PM »
I was wondering... what is DefaultHacks.xml?

One of Razele's hacks is present in DefaultHacks.xml, but not Razele.xml.
One of Razele's hacks has the same hack in DefaultHacks.xml AND Razele.xml, but they're different versions and there's no way to tell which is the good one!

I'm just trying to make some sense out of all this because I think ASM hacks in FFTOrgASM requires one hell of a makeover. I really, really want to be able to group hacks by category, such as [Formula], [QoL] (Quality of Life), [RSM] and so on.

I was thinking of either manually adding those tags in the patch name and have the "All" section automatically reorganize in alphabetical order, or implement a tag feature.

I was also thinking about adding an Author tag, but that's not as important.

Code: [Select]
<Patch name="Cross Skip v3" tags="Quality of Life, SpeedUp" authors="Xifanie">
<Description>Holding X (Cross button), will fly you through dialog text as if you were mashing the button.&#13;&#10;&#13;&#10;by Xifanie</Description>
<Location file="BATTLE_BIN" offset="CA6C4">
1780023C
D097428C
CE400508
0480033C
</Location>
<Location file="BATTLE_BIN" offset="CA33C">
D3400508
</Location>
<Location file="BATTLE_BIN" offset="C8BC8">
EC400508
0480023C
</Location>
<Location file="BATTLE_BIN" offset="CB6F0">
DC400508
032C0500
40000831
02000015
25400000
A800A897
1780013C
D4DA37A4
D6DA3EA4
D8DA30A4
E0DA22A4
E2DA23A4
</Location>
<Location file="EVENT_ETC_OUT" offset="210">
E040050C
1780013C
</Location>
<Location file="EVENT_ETC_OUT" offset="258">
E040050C
1780013C
</Location>
<Location file="EVENT_ETC_OUT" offset="2A0">
E040050C
1780013C
</Location>
<Location file="EVENT_ETC_OUT" offset="2E4">
E040050C
1780013C
</Location>
<Location file="EVENT_ETC_OUT" offset="320">
E040050C
1780013C
</Location>
<Location file="BATTLE_BIN" offset="E9338">
4459638C
20014230
40006330
B5C50408
25104300
0480023C
4459428C
6400278D
40004230
02004010
FC00E230
03004734
D1C40408
00000000
0480083C
4459088D
BEC90408
00000000
54E4238C
00000000
07006014
0480023C
4459428C
00000000
40004230
02004010
00000000
FF7F1026
0800E003
3840228C
4459428C
00000000
40004230
04004010
1680023C
25A80000
1780013C
04A420A4
F4BE0408
885F428C
</Location>
</Patch>

    • Modding version: PSX
  • <R999> My target market is not FFT mod players
    Glain [Posts: 439]
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    • [January 02, 2017, 06:24:37 AM]
    Re: FFT Patcher .478 Source Code
    « Reply #261 on: January 02, 2017, 06:24:37 AM »
    Yeah, I don't really know what's going on with the organization of the hacks.  Not sure about DefaultHacks.xml either.  I basically just left it using the same scheme it already was.

    I suppose the hacks could be organized however; a tag system could be a good idea, although I wonder how it would work in the interface.  Would there be a pre-set list of tags you could select?  Maybe you could search by tag?  Would the left menu be a list of tags instead of file names?

    Since we're working with XML files here, in true XML fashion, when you have more than one element that can be specified in a category, instead of doing something like tags="Quality of Life, SpeedUp" it would probably be this sort of thing as a child node:

    <Tags>
      <Tag>QoL</Tag>
      <Tag>SpeedUp</Tag>
    </Tags>

    Same for authors, if you wanted to support specifying more than one.
    French Maid
    Xifanie (Webmistress) [Posts: 4096]
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    • [January 02, 2017, 06:46:44 AM]
    Re: FFT Patcher .478 Source Code
    « Reply #262 on: January 02, 2017, 06:46:44 AM »
    I suppose we should go with standard XML, yeah. Just never been a fan of the format. :p
    I don't think I'd have too much trouble adding Tags/Authors support to my hack spreadsheet in that format, thankfully.

    I was thinking of grouping by tags, and leaving the option to view individual files at the bottom... although I don't see how it would be all that useful after everything would be ordered by tags. It could be useful until we manage to more or less implement and standardize the tag system, so that everything is finally nicely ordered.

    I also had another silly thought: adding a credits generator button. Copying to clipboard the list of authors and their relevant hacks so that you can easily copy/paste into your mod's main topic.
    But you know, that would just be giving in to human laziness. :/
    Using a hack is not nearly as hard as making it... you'd think people would at least try to properly credit people for their work, but instead it's only a minority that does. Sad.

    Which makes me think: prior to the current release, my XML had Choto's Mime hack in it, and fdc completely removed my Weapon Strike Fix hack (which was a misnomer, I'll admit), to replace it with his Elemental Fix hack thing, which COMPLETELY disables the features that I've built in MY hack (which allows to choose between weapon/ability elementals). Yeah, when I learned that, I was pretty fucking pissed. So I bet people have not used my hack in years because it was gone.

    Thanks a lot fdc :|

    • Modding version: PSX
  • <R999> My target market is not FFT mod players
    Glain [Posts: 439]
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    • [January 09, 2017, 02:12:50 AM]
    Re: FFT Patcher .478 Source Code
    « Reply #263 on: January 09, 2017, 02:12:50 AM »
    Hmm... yeah :/  ASM hacks shouldn't be disappearing like that.

    I have a feeling that most people just wouldn't press the credits generator button if it existed :D although who knows.

    Are the XML patch files that are in the current release the right ones or are there some updated ones that I should replace in the source?
    French Maid
    Xifanie (Webmistress) [Posts: 4096]
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    • [January 09, 2017, 06:15:21 PM]
    Re: FFT Patcher .478 Source Code
    « Reply #264 on: January 09, 2017, 06:15:21 PM »
    They probably wouldn't press the button; just wishful thinking.

    The xml files are fine AFAIK. I just don't know where DefaultHacks.xml came from; it wasn't there in .489.

    • Modding version: PSX
  • <R999> My target market is not FFT mod players
    Glain [Posts: 439]
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    • [January 09, 2017, 11:52:29 PM]
    Re: FFT Patcher .478 Source Code
    « Reply #265 on: January 09, 2017, 11:52:29 PM »
    I think I know what happened with DefaultHacks.xml.  It's been in the source forever, but it wasn't being included in the released builds because it was set to not copy to the output directory.  At some point, perhaps around the .491 release, I probably noticed it wasn't being copied and figured it was supposed to be, so it was included in 491.

    DefaultHacks.xml seems like mostly an old version of Razele.xml, but there are a few (broken with load delay issues) hacks in DefaultHacks.xml that don't seem to have an equivalent in Razele.xml, namely:

    Defending reduces physical damage by 25%
    Float weak against Wind; Oil weak against Fire
    Formula 4E hack

    That said, they'd have to be rewritten anyway to work correctly.  I suppose they could either be fixed and included in Razele.xml or just deleted from the source.
    Glain [Posts: 439]
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    • [January 11, 2017, 11:29:37 PM]
    Re: FFT Patcher .478 Source Code
    « Reply #266 on: January 11, 2017, 11:29:37 PM »
    I'm now releasing FFTPatcher suite v0.492! It includes... mostly a bunch of changes to FFTorgASM, but I think I've fixed some pretty signficant things with it, including the intermittent problem where it sometimes wouldn't patch, the problem with variable values sometimes being wrong, and the form resizing problem.  It also now checks for potential ASM hazards within patches and highlights ones that have them in red.  I also included a few other small changes. 

    I added another release on the online repository for 0.492 here, which also includes the release notes!  Let me know what you think and/or if you find any bugs!

    (Edit: MassHexASM has also been updated with the latest ASM encoder/decoder changes.)
    « Last Edit: January 12, 2017, 03:07:40 AM by Glain »
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