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Windows application based on Zodiac's Excel workbook

Started by melonhead, December 31, 2007, 02:21:18 am

Kourama

January 16, 2008, 09:53:14 am #60 Last Edit: December 31, 1969, 07:00:00 pm by Kourama
I haven't used melonhead's program for the PSX version yet but when using zodiac's excel sheets you had to patch that SCUS file before you imported it over the original file already on the game.

I'm pretty sure that is probably still the case with melonhead's version so thats probably your problem right there.

Kheldarn

January 16, 2008, 12:58:46 pm #61 Last Edit: December 31, 1969, 07:00:00 pm by Kheldarn
Hello!

First, thanks to melonhead for making this great program, and thanks to Zodiac, for making the original spreadsheets!

Next, I'm having the same problem as VincentCraven when I attempt to open a SCUS file. FFTPatcher crashes with the information that VincentCraven posted in this thread.

Opening and saving .fftpatch files seems to work fine, however.

Also, like trickstardude7, anychanges I make don't seem to be applied. Here's a breakdown of what I do:

  • In FFTPatcher, I open my .fftpatch file, and click on the ENDT tab.
  • In the left pane, I scroll down to 183 Orbonne Monastery.
  • In the pane with all the sprite info, I select the first instance of Ramza (Sprite: Ramza | Name: Ramza | Job: Squire).
  • In the Equipment section, I change Mythril Sword to Blood Sword.
  • I click File -> Save Patch and save my patch.
  • I click Export -> Apply patch to SCUS_942.21, select my extracted SCUS_942.21, and apply the patch.
  • FFTPatcher pops up a little window that says, "Patch complete!".
  • I load up CDMage, go to File -> Open, and open the FINALFANTASYTACTIS.ccd file generated when I copied the image using Alcohol 120%.
  • In the left pane, I click on Track 1. In the right pane, I select SCUS_942.21.
  • I right-click on SCUS_942.21 and select Import File...
  • I browse to my just-patched SCUS_942.21 and click it to import it.
  • CDMage pops up a window saying, "File imported successfully."
  • I load up pSX, and load the FFT ISO.
  • When I get to the first battle at Orbonne Monastery, nothing has changed.

Nothing I do changes. Spite sets won't change, Jobs, Equipment, nothing. I even tried patching SCUS_942.21 and opening the ISO in ePSXe, and nothing was changed.

Do I, in fact, need to be able to open the SCUS_942.21? Or am I doing something wrong?

karsten

January 16, 2008, 01:14:50 pm #62 Last Edit: December 31, 1969, 07:00:00 pm by karsten
do you guys have the scus file with READ ONLY attribute?

Xifanie

January 16, 2008, 04:23:01 pm #63 Last Edit: January 16, 2008, 04:24:32 pm by Xifanie
Wrong & Wrong.

there is a function called generate ENTD? files in the toolbar. Use that and import those in the game. They aren't related to the SCUS file in any way.

Whoever if you just change the event 183, then you just need to import ENTD4.ENT (BATTLE folder).
  • Modding version: PSX
Love what you're seeing? https://supportus.ffhacktics.com/ 💜 it's really appreciated

Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
<R999> My target market is not FFT mod players
<Raijinili> remember that? it was awful

Kheldarn

January 16, 2008, 04:24:03 pm #64 Last Edit: December 31, 1969, 07:00:00 pm by Kheldarn
Quote from: "karsten"do you guys have the scus file with READ ONLY attribute?
Yup. One of the first things I did was to open a command prompt, CD to the dir where I have the file, and type attrib -r SCUS_942.21 to make sure it wasn't read-only. Then I type attrib *.* and it listed SCUS_942.21 as A.

Quote from: "Zodiac"Wrong & Wrong.

there is a function called generate ENTD? files in the toolbar. Use that and import those in the game. They aren't related to the SCUS file in any way.

Whoever if you just change the event 183, then you just need to import ENTD4.ENT (BATTLE folder).
Ah! OK, I'll try that. Thanks!

Xifanie

January 16, 2008, 04:26:44 pm #65 Last Edit: December 31, 1969, 07:00:00 pm by Xifanie
Up to this version, only the ENTD section patches a different file than the SCUS.
  • Modding version: PSX
Love what you're seeing? https://supportus.ffhacktics.com/ 💜 it's really appreciated

Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
<R999> My target market is not FFT mod players
<Raijinili> remember that? it was awful

Kheldarn

January 16, 2008, 05:20:48 pm #66 Last Edit: December 31, 1969, 07:00:00 pm by Kheldarn
That works perfectly! Thanks!

A few more questions:
Is it possible to change the charcters in "cut scenes"? For example, to test and make sure I was doing it right, I replaced Ramza with Simon. At the start of the game, when Ramza enters the Monastery, it's still using Ramza's sprite and name. When the battle starts, Simon comes out, and is named Simon.

Is there a guide as to what events each ENTD? file contains?

In order to change character/item/spell/monster/etc. names, I'll need to hex edit specific files, won't I?

Thanks again for the help!

Xifanie

January 16, 2008, 07:04:25 pm #67 Last Edit: December 31, 1969, 07:00:00 pm by Xifanie
The FFTPatcher allows to edit everything in the ENTD files. All of the names on the list were found by me. Considering the amount of events, I just did the battles for now. Finding the good event shouldn't be too hard though; just scroll until you find an event with all the characters in it and it should be it.
  • Modding version: PSX
Love what you're seeing? https://supportus.ffhacktics.com/ 💜 it's really appreciated

Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
<R999> My target market is not FFT mod players
<Raijinili> remember that? it was awful

trickstardude7

January 16, 2008, 07:41:29 pm #68 Last Edit: December 31, 1969, 07:00:00 pm by trickstardude7
Quote from: "Zodiac"Wrong & Wrong.

there is a function called generate ENTD? files in the toolbar. Use that and import those in the game. They aren't related to the SCUS file in any way.

Whoever if you just change the event 183, then you just need to import ENTD4.ENT (BATTLE folder).
I didn't affect the ENTD files in anyway to result in nothing happening I'm not sure what I did but I have a feeling that I may have chose the wrong function for cd mage?? could someone perhaps make a tutorial or make me a SCUS file with a really hacked Patch please ^_^

Kheldarn

January 17, 2008, 12:15:26 am #69 Last Edit: December 31, 1969, 07:00:00 pm by Kheldarn
I still can't get FFTPatcher to open any SCUS_942.21 file, but I am able to patch one that I extracted.

I'm thinking that the option to open that file may only apply to the PSP version of the game...

Kourama

January 17, 2008, 02:30:37 pm #70 Last Edit: December 31, 1969, 07:00:00 pm by Kourama
You can't even touch that file for the PSP version of the game. The only changes you can make are to the battles (ENTD Editor) everything else is changed through CWCheat.

Kheldarn

January 17, 2008, 04:43:56 pm #71 Last Edit: December 31, 1969, 07:00:00 pm by Kheldarn
Then I have no idea why FFTPatcher crashes whenever I open the file... :)

*goes back to putzing around, and waiting for a text/dialogue editor*

Kheldarn

January 17, 2008, 08:22:53 pm #72 Last Edit: December 31, 1969, 07:00:00 pm by Kheldarn
I hope it's OK that I double post, because I just found a piece of useful information...

On the ENDT tab, at the bottom, is the infamous Unknown section. Zodiac and Kourama have discovered what some of the values are. I just discovered what another one is.

Here's an example of how the bytes are set up:
0 3 0 FE 0
0 2 0  0 0
0 0 0  0

The one in Red is apparently the byte that controls what direction the unit is initially facing at the start of battle.

0 - Facing SE
1 - Facing SW
2 - Facing NW
3 - Facing NE

As far as I can tell, they repeat after that, so 4 is the same as 0, 5 is the same as 1, etc.

Note that I'm working with the PSX version. Not sure if that makes a difference.

Xifanie

January 17, 2008, 09:11:30 pm #73 Last Edit: December 31, 1969, 07:00:00 pm by Xifanie
=D That leaves us with only 10 unknown bytes.

I remember being able to change the initial direction, but just the fact that it repeated itself confused me (I thought those were quite random actually) so I just gave up.
  • Modding version: PSX
Love what you're seeing? https://supportus.ffhacktics.com/ 💜 it's really appreciated

Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
<R999> My target market is not FFT mod players
<Raijinili> remember that? it was awful

Cheetah

January 19, 2008, 11:36:00 pm #74 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
This is a site that I have found rather useful:

http://www.m-l.org/~greerga/fft/

Is anyone here in contact with this guy?
Current Projects:

Xifanie

January 20, 2008, 11:17:30 am #75 Last Edit: December 31, 1969, 07:00:00 pm by Xifanie
I think he doesn't care much anymore but just wants to keep the place alive. :/
  • Modding version: PSX
Love what you're seeing? https://supportus.ffhacktics.com/ 💜 it's really appreciated

Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
<R999> My target market is not FFT mod players
<Raijinili> remember that? it was awful

melonhead

January 31, 2008, 08:07:29 am #76 Last Edit: December 31, 1969, 07:00:00 pm by melonhead
This got lost when we changed servers:
Updated 1/27/08:
New version:
FFTPatcher - v0.192
Changes since v0.190:
  • Fixed the "Level" field in the ENTD editor
  • Fixed some issues with .fftpatch file generation
Changes since v0.168:
  • Fixed a bug that would cause an exception when you tried to open a SCUS_942.21 file.
  • Added utilities to unpack or rebuild the "fftpack.bin" file that is in on the War of the Lions UMD
  • Added Effects to Ability pages
    • This is the "effect" or "animation" that occurs when the ability is used.
  • Added font editor
  • Fixed some strings that were inconsistent between PSX and PSP modes (not everything is fixed yet)
  • Added new PSP events to the ENTD editor
    • Balthier's equipment for battle 0x202 is incorrect. It is stored in another location on the disc, and it is not editable yet
  • Refactored the ENTD editor based on feedback from the auritech forums
  • Compressed some of the internal XML and binary files to shrink the file size
  • ComboBoxes now "autocomplete", so if you tab to a ComboBox and type "w-a-t-e-r" it will take you to "Water Anima". If you then type "w" it will take you to "Waterwalking"
  • All editing controls now have a "Reset" feature. Tab to a control and push F12 to revert the value to its default
  • Fixed a bug on some of the grids where if you select an item in a ComboBox that has the same Name as something else, it will select the other item instead

Zozma

January 31, 2008, 04:44:10 pm #77 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
ahh by the way (unrelated except for missing bytes) in the psx version

0 6 80 FE 0
0 C 0 0 8
0 0 4 0

the red one seems to have something to do with the character id. in this example the C represents the value 0C which is ovelia. these are the values for Ovelia at Zirekile Falls. also as you can see the direction value (in blue) throws me off here.
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Xifanie

January 31, 2008, 05:11:27 pm #78 Last Edit: December 31, 1969, 07:00:00 pm by Xifanie
Quote from: "Zozma"ahh by the way (unrelated except for missing bytes) in the psx version

0 6 80 FE 0
0 C 0 0 8
0 0 4 0

the red one seems to have something to do with the character id. in this example the C represents the value 0C which is ovelia. these are the values for Ovelia at Zirekile Falls. also as you can see the direction value (in blue) throws me off here.

? I don't get the point of your post, those are already there.
  • Modding version: PSX
Love what you're seeing? https://supportus.ffhacktics.com/ 💜 it's really appreciated

Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
<R999> My target market is not FFT mod players
<Raijinili> remember that? it was awful

melonhead

January 31, 2008, 05:14:48 pm #79 Last Edit: December 31, 1969, 07:00:00 pm by melonhead
Quote from: "Zozma"ahh by the way (unrelated except for missing bytes) in the psx version

0 6 80 FE 0
0 C 0 0 8
0 0 4 0

the red one seems to have something to do with the character id. in this example the C represents the value 0C which is ovelia. these are the values for Ovelia at Zirekile Falls. also as you can see the direction value (in blue) throws me off here.

The latest version already knows about Unit ID and Direction.

There were six direction values that weren't 0,1,2, or 3, so they're labelled as Unknown values in the dropdown box.