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April 30, 2024, 06:30:11 pm

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


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Topics - Zafire

1
Event Editing / Need help with the attack.out editor
January 08, 2014, 11:29:16 pm
I am stumped beyond reason with this thing. I've mostly figured out how to do events in detail, and I've been having a load of fun with that. However, to make my "dream" patch I require a few.."new" events.

There is no real "attack.out editor" tutorial that I see. I looked around a bit, and if I missed it, I apologized.

I tried to use the event 193 (unused according to http://ffhacktics.com/wiki/Event_Scripts_and_Scenario_Order_correlation ), tie it to a "test" event in the ENTD, and change the map to Warjilis Trade City. However, the reality is that it sends me to a "black" version of Orbornne with Agrias, Lavian, and Alicia as the only units. They are not in the ENTD I set the attack.out editor to use, nor is the map what I set it up for. I actually tried several other unused ENTD's and got the same result.

I then tied it to other, well known events to see if I could simply replace events. I got mixed results. I tried 100, which was Grog hill, and the event seems to be uneditable with the attack.out by the use of "event script". Does "Event script" even do anything, by the way?

I then tried 45, which was Windmill Shed. Then tried to send it to 7 , the first event in Military Academy Auditorium from Windmill shed so after the event in Windmill Shed it would follow the regular game path once again. However, I got a loop. This is how it would go:

Orbornne event 1
Orbornne event 2
Orbornne event 3 (Should go to 45 windmill shed)
Windmill Shed with Orbornne event 1s text/events
then it loops back to Orbornne event 2.

I have messed with these 4 events so hard and I cannot get it off this loop. I don't even know WHY it is using Orbornne 1s event. I can't get it to change no matter what I do. The only thing I completely understand in the attack.out editor is that I can change the maps of already used events. Nothing else is making any sense to me at all, because everything I expect it to do is doing something completely random.

Anyway, I want to know my limitations with this thing because it definitely will change what I was going to do. There are plenty of events I am willing to scrap if need be. Is it even possible to make events that normally didn't have a battle, have a battle? I wouldn't even need a battle formation screen, it would be like that delita+ovelia battle vs the ninjas in WotL.

I hope someone can help me, event editing is becoming a fun hobby.
2
The Lounge / You people here are so amazing
September 09, 2011, 06:11:39 pm
I've been spending the last two weeks trying to learn how to mod everything about FFT that I can. I even started making my own mod that basically changes the entire story (And events). However I see so many amazing mods listed here and it makes me feel like i've learned nothing. ><

You people are just so damn amazing with what you can do! I'm beyond envious. Anyway i'm sure you get enough of these, I just felt like getting that off my chest.  :?
3
Help! / Help with event editing
September 08, 2011, 09:28:54 am
I've really tried to avoid posting. I usually found most of my information from older posts or stickies. I can do most of the basic stuff (everything with FFTpatcher, battle/world map spriting, changing what weapons look like in battle, etc). However i'm working on event editing now and I can't figure this out.

OK - I'm trying to edit the Sweegy Woods conversation. It looks like this (Sorry for the block of text)

Offset(x0003E000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.
Text(x00000138)
//Remove the previous line if you wish text to compile directly after instructions.

WarpUnit(x80,x00,010,009,x00,x01)
WarpUnit(x82,x00,009,004,x00,x01)
WarpUnit(x83,x00,010,003,x00,x01)
Camera(+00728,-00636,+00584,+00622,+04752,+00000,+02592,+00001)
WaitForInstruction(x04,x00)
UnitAnim(x00,x01,x02,x00,x00)
{63}(rC9)
Camera(+00280,-00028,+00616,+00302,+02560,+00000,+04096,+00330)
{4D}(r3C)
WaitForInstruction(x04,x00)
Wait(00060)
DisplayMessage(x10,x92,x0001,x07,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x91,x0002,x04,x00,x00,+00000,+00004,+00000,x03)
WaitForInstruction(x01,x00)
CloseDialog(x02,x0003,x00,x00)
WaitForInstruction(x01,x00)
CloseDialog(x01,xFFFF,x00,x00)
Wait(00008)
CloseDialog(x02,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00010)
{63}(rAA)
Wait(00010)
Focus(x81,x00,x81,x00,x01)
{38}(r1400)
Camera(+01832,+01024,+00258,+00302,+02560,+00000,+04096,+00020)
WaitForInstruction(x04,x00)
Wait(00020)
WalkTo(x83,x00,009,003,x00,x00,+005,x01)
Wait(00010)
WalkTo(x82,x00,008,004,x00,x00,+004,x01)
Wait(00010)
WalkTo(x80,x00,009,009,x00,x00,+006,x01)
Wait(00040)
Focus(x01,x00,x01,x00,x01)
{38}(r1400)
Camera(+00000,+02801,+11520,+00302,+02560,+00000,+04096,+00020)
WaitForInstruction(x04,x00)
DisplayMessage(x10,x70,x0004,x01,x00,x00,+00000,+00000,+00000,x01)
WaitForInstruction(x01,x00)
Wait(00016)
RotateUnit(x00,x00,x14,x00,x01,006)
{1C}(r02)
DarkScreen(x00,x01,012,064,x00,004)
WaitForInstruction(x36,x00)
DisplayConditions(x08,060)
WaitForInstruction(x38,x00)
DisplayConditions(x00,060)
WaitForInstruction(x38,x00)
RemoveDarkScreen()
WaitForInstruction(x36,x00)
{1C}(r01)
March(x00,x01,008)
Wait(00016)
EventEnd()
------------------------------------------

OK, now what i'm trying to do is simply insert another message (It normally only has 5, I want 6). I CAN make it do that, however, after the blackscreen comes up and the "Battle conditions defeat all enemies READY!" appears, it doesn't unload the blackscreen. I have no idea why it freezes the event. I've tried to do just about everything to make it work. I tinkered with it for about three hours last night and I simply cannot find out how to make it work. I'm also slightly confused about this bit, CloseDialog:

CloseDialog(x02,x0003,x00,x00)
WaitForInstruction(x01,x00)
CloseDialog(x01,xFFFF,x00,x00)
Wait(00008)
CloseDialog(x02,xFFFF,x00,x00)

It has something to do with how many event text box's stay open before they close - but it also displays Algus's 3rd message.  Which is
//Message x03
{font:08}Algus{br}
{font:00}This is a matter of life and death.{br}
How can you say that?{end}

without ever having to use DisplayMessage at all in the event. This is what I don't quite get. There's nothing about CloseDialog on the event instruction page either. This black screen of doom is haunting me. Anyway, thanks to whoever helps me. I love you guys <3