Final Fantasy Hacktics

Modding => Non-FFT Modding => FFTA/FFTA2 Hacking => Topic started by: Darthatron on June 02, 2013, 12:36:11 pm

Title: FFTA EDITOR: All In One v0.7 is now out!!
Post by: Darthatron on June 02, 2013, 12:36:11 pm
Get it here! (https://cdn.discordapp.com/attachments/694459198687281182/812109200992894976/FFTA_AIO.zip)

It has an improved update system and the A-Ability editor is now implemented. Enjoy.
Title: Re: All In One v0.7 is now out.
Post by: bcrobert on June 02, 2013, 08:11:15 pm
You even included every known binary flag! <3

It looks fantastic. And I'm interested in the formation editor. Is it gonna be an editor for enemy data or for that little stretch of data where some pointers and the number of allied units allowed is stored?
Title: Re: All In One v0.7 is now out.
Post by: Ethereal Embrace on June 06, 2013, 09:22:55 pm
A-Ability editor what?!
Title: Re: All In One v0.7 is now out.
Post by: Kerafyrm Six on June 14, 2013, 10:06:48 pm
So uhm ive been reading up on this ffta topics and have many questions however one i really am wondering about is with the AIO Editor so i thought the question belonged here.

In AIO/new job editor/other(tab)/abilities window/clicked the pencil icon

what does FFTA Race Editor do? i mean i have an idea i guess of what i does but im not noticed a difference or maybe im doing it wrong.

ill just come out and say this now, i am a noob as i just started messing with ffta but im having fun.
for example i got the nightmare and modules and saw all these files and im not used to it and have no idea what to do with them or if i should.

one more thing, most if not all the people here seem very understanding, friendly, and social so i like it here ^.^
Title: Re: All In One v0.7 is now out.
Post by: Kerafyrm Six on June 15, 2013, 02:09:32 am
nvm i looked around somemore and found out how the race editor does.
im good for now :)
Title: Re: All In One v0.7 is now out.
Post by: Jumza on June 19, 2013, 05:23:58 pm
Can't believe I waited this long to check this out. It's so awesome! Keep up the good work guys!
Title: Re: All In One v0.7 is now out.
Post by: Kerafyrm Six on June 20, 2013, 11:46:41 pm
Very nice update ^.^ i love this tool thanks alot

im looking forward to anything else you make really lol
Title: Re: All In One v0.7 is now out.
Post by: ArcticPrism on April 16, 2014, 01:55:38 pm
Are there any more updates planned for this?

Also, exactly which missions do tier 2 and 3 items unlock if you use the hack that unlocks things based on story progression?
Title: Re: All In One v0.7 is now out.
Post by: bcrobert on April 17, 2014, 11:36:37 pm
Afaik updates for this tool are not immediately in the works. Darthatron was cooperating with someone on a map editor though, and he was working on compression as recently as last night so it's safe to say his work is still on the radar right now.

I remember that the story progression hack used the totema battles as the checkpoints. I could be wrong but I -think- it was after the 2nd totema and then after the 4th totema?
Title: Re: All In One v0.7 is now out.
Post by: ArcticPrism on April 18, 2014, 10:30:14 am
Oh, I see. I suppose I will give that a test. The 2nd Totema sounds about right. Will check after 4th one. I wonder if a map editor will help with AI formation modding in the future.

Also, speaking of AI, is it possible to choose which items the AI will use in battle? For regular skillsets you can in the formation editor, but item doesn't seem to have the option I don't recall them ever using anything besides Potion and Phoenix down. I tried changing the behavior on some of the items and they started using them, but I don't want them using X-Potions at level 5.
Title: Re: All In One v0.7 is now out.
Post by: bcrobert on April 18, 2014, 11:17:27 pm
Eternal confirmed that it should be after the 2nd and 4th totema.

I know what you mean, but unfortunately there doesn't seem to be a way to give them their own inventories. I would just give them a high chance of using common items and a low chance of using rare items. But the item A-ability should phase out as you progress in the game, in my opinion. Later on the enemies should have more dedicated healers (white mages, summoners, etc) and secondary healers (elementalists, paladins, etc) to mirror what you would expect to face from a human opponent.
Title: Re: All In One v0.7 is now out.
Post by: ArcticPrism on April 19, 2014, 01:12:39 am
I tested as well and the new stuff did unlock after the 4th Totema.

Yeah. I haven't used the item on AI teams past the mid point or so of the game as they become inferior to what you mentioned. 1 range, no aoe, Esuna like spells can remove several debuffs instead of only one etc.
Title: Re: All In One v0.7 is now out.
Post by: ArcticPrism on May 04, 2014, 03:40:45 pm
If this is ever updated, in the formation editor can you change the first unknown value section under unit flags to something else indicating the unit's placement? The first value is the horizontal placement and the second is verticial placement. X/Y values I guess. The 3rd value is the direction the unit faces.
Title: Re: All In One v0.7 is now out.
Post by: Darthatron on May 07, 2014, 08:45:18 pm
Thank you! I will add that to the next version, but perhaps not with the text boxes ;)
Title: Re: All In One v0.7 is now out.
Post by: ArcticPrism on June 06, 2014, 11:47:48 am
Do you think we'll eventually be able to edit names and descriptions with this?
Title: Re: All In One v0.7 is now out.
Post by: Darthatron on June 11, 2014, 09:45:33 pm
Quote from: ArcticPrism on June 06, 2014, 11:47:48 am
Do you think we'll eventually be able to edit names and descriptions with this?
Yeah absolutely. Hopefully that day is not too far away. :)
Title: Re: All In One v0.7 is now out.
Post by: ArcticPrism on June 12, 2014, 12:21:21 pm
How much do you still mess with the AIO editor?
Title: Re: All In One v0.7 is now out.
Post by: Eternal on June 12, 2014, 02:10:43 pm
Glorious changes are coming to AIO in the near future. :)
Title: Re: All In One v0.7 is now out.
Post by: Jumza on June 12, 2014, 02:17:06 pm
If only you knew o.o

But yeah, be patient Arctic, great things are coming!
Title: Re: All In One v0.7 is now out.
Post by: ArcticPrism on June 12, 2014, 06:01:25 pm
Quote from: Jumza on June 12, 2014, 02:17:06 pm
If only you knew o.o

But yeah, be patient Arctic, great things are coming!


I can do that.
Title: Re: All In One v0.7 is now out.
Post by: TheSleeperHit on June 24, 2014, 10:14:51 am
Wow... I registered just because I saw a huge potential in this editor...  :D I want to create a harder FFTA so I am planning to edit job stats ( particularly monsters and boss jobs) through the roof to make it harder.. is there a hard limit for stats? I am planing to create a 9999/999 boss... I have 0 knowledge in hex editing... is it possible to "extract" the changes I made in patch form so I can share it? I now its illegal to share roms....
Title: Re: All In One v0.7 is now out.
Post by: Darthatron on June 24, 2014, 09:04:07 pm
Quote from: TheSleeperHit on June 24, 2014, 10:14:51 am
Wow... I registered just because I saw a huge potential in this editor...  :D I want to create a harder FFTA so I am planning to edit job stats ( particularly monsters and boss jobs) through the roof to make it harder.. is there a hard limit for stats? I am planing to create a 9999/999 boss... I have 0 knowledge in hex editing... is it possible to "extract" the changes I made in patch form so I can share it? I now its illegal to share roms....

Hello! It's always nice to see someone new joining for community. :)

Sadly there are some engine limitations like the 999 HP cap. But yes it is possible to create a "patch" which anyone can apply to their ROM. This is not illegal because there is no copyrighted material in the patch. :) The new version of AIO (coming out sometime in near~ future) will be able to export and apply patches.
Title: Re: All In One v0.7 is now out.
Post by: TheSleeperHit on June 24, 2014, 10:55:55 pm
Quote from: Darthatron on June 24, 2014, 09:04:07 pm
Hello! It's always nice to see someone new joining for community. :)

Sadly there are some engine limitations like the 999 HP cap. But yes it is possible to create a "patch" which anyone can apply to their ROM. This is not illegal because there is no copyrighted material in the patch. :) The new version of AIO (coming out sometime in near~ future) will be able to export and apply patches.


So the max value of all the stats is 999 across the board even if it shows 1k+ in the editor? Will the edited roms changes appear when I use the savestate from an unedited rom? It's quite tedious to repeat the game over and over again just to test it... The intro is quite long... Thanks!
Title: Re: All In One v0.7 is now out.
Post by: bcrobert on June 25, 2014, 01:04:03 am
It depends on what specific edits you make. For example, if you save after you get your starting party then change the soldier's starting HP to say...300. Your characters would then be at a huge disadvantage because they were generated by the game's original mechanics instead.

But most things, like weapon/ability/description edits, can be changed mid-game with no adverse effects. Back when I was actively modding I was actually editing the enemies fight by fight so that I would have a definitive feel for what level a player is likely to be at that point in the game.
Title: Re: All In One v0.7 is now out.
Post by: TheSleeperHit on June 25, 2014, 03:40:10 am
So the changes will only be applied to the units/missions that are not rendered yet..... This is really fun! I am buffing up clans to make the game way harder.! Double sword + excalibur + maintenance ftw!.... :)))))
Title: Re: All In One v0.7 is now out.
Post by: TheSleeperHit on June 26, 2014, 01:04:30 pm
Another question... In the ai priority settings.... Does a higher number means increase ai priority? I am kinda putting ultimas to all ai enemies, and I want them to spam it... Like a real person would.... :twisted: :twisted:
Title: Re: All In One v0.7 is now out.
Post by: bcrobert on June 27, 2014, 02:28:13 am
Quote from: TheSleeperHit on June 26, 2014, 01:04:30 pm
Another question... In the ai priority settings.... Does a higher number means increase ai priority? I am kinda putting ultimas to all ai enemies, and I want them to spam it... Like a real person would.... :twisted: :twisted:

Yes. Putting that on "all" AI enemies might get boring after a while, but yes. I dunno how the routine works mechanically but testing confirms that setting it higher increases the probability an enemy will use that skill.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: Ethereal Embrace on December 07, 2014, 11:01:33 am
So does anyone know what the "aggressiveness" byte in the other section of job editor, do?

I'm going to assume it means the chance that the computer AI of that job will perform a regular attack, but anyone know for sure?
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: Klokinator on December 17, 2014, 01:57:45 pm
Hi, I was wondering how I could edit Ability Data? I wanted to change some of the Paladin abilities, like giving him the Burial and Auto-Life abilities. Thinking of making a more normalized ability set hack and giving the player the option to reclass into any class from the start, except sniper, assassin, and ninja. I wanted to get the Paladin more into the role of "Killing undead and healing allies" but I can't figure out how to edit the ability data. I altered a sword to give paladins the auto-life skill, but can't actually adjust this bit?

(http://gyazo.com/d681cc4554dae479bc9f25e41b9ffe6d.png)

PS, if anyone wonders who I am, I'm the guy who made this wildly popular hack for Fire Emblem. http://serenesforest.net/forums/index.php?showtopic=49023&page=1
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: Darthatron on December 18, 2014, 01:50:07 am
Press the little pencil icon and it will open up the "Race Editor" that lets you change the race's abilities. :) Hope this helps
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: Klokinator on December 18, 2014, 03:56:24 am
I tried that but I don't know how to add more.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: Ethereal Embrace on December 18, 2014, 07:28:45 am
Well, you can't really "add more". If you wanna keep things really simple, you can only really "replace existing moves".
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: Klokinator on December 18, 2014, 07:50:13 am
Quote from: Ethereal Embrace on December 18, 2014, 07:28:45 am
Well, you can't really "add more". If you wanna keep things really simple, you can only really "replace existing moves".

If I use the nightmare modules, can I add more, or is there a hardcoded racial limit?
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: bcrobert on December 18, 2014, 09:37:14 pm
The only way to add more is to repoint the data in several places. Repointing is a basic hacking skill that you'll need to master if you're not satisfied with replacing things with other things. If you want to have true freedom over the game you'll need to read some tutorials and learn how to hex edit.

It's not that there's a "hardcoded racial limit" but the list only has so many entries on it. Just think about it realistically. Why would SquareEnix add twenty empty entries to a list? What could they possibly gain from wasting space in the ROM like that?
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: Klokinator on December 18, 2014, 09:50:08 pm
Quote from: bcrobert on December 18, 2014, 09:37:14 pm
The only way to add more is to repoint the data in several places. Repointing is a basic hacking skill that you'll need to master if you're not satisfied with replacing things with other things. If you want to have true freedom over the game you'll need to read some tutorials and learn how to hex edit.

It's not that there's a "hardcoded racial limit" but the list only has so many entries on it. Just think about it realistically. Why would SquareEnix add twenty empty entries to a list? What could they possibly gain from wasting space in the ROM like that?

There's typically a limit of FF entries. I was just asking if that limit was hit and apparently it isn't. Good enough for me.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: Ethereal Embrace on December 24, 2014, 10:39:22 am
Just a request of mine for this thing:
- Did anyone ever figure out what's up with Equip Shields? Like everything else works fine (except maybe Ribbon, last I checked) but not Shields. Also got to a Shield and press Select to see which jobs can equip them, the list matches what the AIO editor does, but those added jobs actually cannot equip them, despite the list saying so.

And here's a tertiary question that may or may not have to do with this:
- Do innate (Support/Reaction) abilities exist in this game? And are we able to work with them?
As far as I know, they don't with the notable exception of Alchemist, which has a very bizarre and very unique innate ability.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: bcrobert on December 24, 2014, 01:08:08 pm
Quote from: Ethereal Embrace on December 24, 2014, 10:39:22 am
And here's a tertiary question that may or may not have to do with this:
- Do innate (Support/Reaction) abilities exist in this game? And are we able to work with them?
As far as I know, they don't with the notable exception of Alchemist, which has a very bizarre and very unique innate ability.


Nope. Innate abilities are sadly absent in FFTA. Thus it irks me that Alchemist has Item. Having the only innate ability in the game is unfair enough, but on top of that it's an A-Ability? >_<

No clue what's going on with shields. I never use shields so I didn't know that was a thing. Maybe it performs additional checks when equipping shields? They're notably the only item in the game with an "any job can equip this" support ability so it doesn't sound too far-fetched for them to run extra checks.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: Klokinator on December 25, 2014, 09:44:55 pm
Wait, are you saying the Alchemist class always has access to the Item ability? You can have two class skills and Item too?
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: Eternal on December 25, 2014, 09:46:31 pm
Yep. Item has always been an innate skillset on Alchemists.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: trukxlig123 on July 23, 2015, 09:42:34 am
may i ask if there's a way to make a mission repeatable?
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: bcrobert on July 24, 2015, 03:05:58 am
I don't -think- we ever found the flag that makes a mission repeatable. But I only took a cursory glance at the structure that probably contained that so...yeah. >_>

Darthatron may or may not have that information. He spent more time on that structure than I did, and could have used ASM to find things that I wouldn't have been able to.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: dck on January 03, 2016, 03:46:07 pm
Hi, I recently started messing around with the editor and I'm wondering, is it normal that all skills return an error in their description field?

Also to wrap my head around some of the different things one can do with this I've been taking a look at an already modded game, and noticed that many skills have Unknown tags ticked. Are these things one can view from some other tool besides AIO?
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: Ninety on January 26, 2016, 03:21:49 pm
This is a fantastic tool -- I cannot begin to thank you enough for it. Can't imagine the work it must've taken. Is there any sort of guide or readme somewhere? There's a few details I want to see some more info on, but I'd rather not spam the forum with questions.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: dck on January 26, 2016, 05:36:51 pm
Hi, I started trying to mod FFTA little ago myself and although I don't know of any guide per se, I found the AIO very easy to approach and it really covers a lot of things so if there's things you want changed it should keep your entertained for a while :P.
The nightmare modules (http://ffhacktics.com/smf/index.php?topic=9559.20) are very useful as well, although they look a bit intense at first and a good part of what they do is covered by the AIO, they can still modify things more in-depth (like changing what a given effect does instead of just choosing from the preset pool).
Oh and there's lots of information that's already been dug up around the forum, I actually found a couple of specific things just searching.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: Eternal on January 26, 2016, 06:04:59 pm
If you have any questions, please don't hesitate to ask! I'm here to help! :)
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: Ninety on January 26, 2016, 09:29:08 pm
Okay then! Please bear with me if this is terribly trivial, I just started using this tool. In order to get my bearings and make 9-year-old me proud, I was trying to make/modify a High Jump ability for the Dragoon, just a stronger Jump. Making a new ability with the proper flags and stats, no problem.

First hurdle: the name. Can I give it my own name? I only saw the drop-down menu, with preset names according to the text that's already in the game. For the moment, I saved it as "Dummy".

Second: making it accessible to the Dragoon. From what I see of the job menu, all abilities are in an ordered list, and you can only change the start and end points of the sub-list containing the class' abilities, no cherrypicking. And the custom ability gets added to the start of the list for that race, so in this case, I'd have to include all Warrior abilities (who's first in the Bangaa list) in order to "reach" the custom ability. Is there any way to circumvent this need?

Item numero tres: binding the ability to an item. I chose the Odin Spear, being properly endgame and all. (Buffed its stats too, since I was already on it.) However, trying to attach to it the Dragoon ability pool gives me an out of bounds exception. This is the sort of error that a readme of some sort would do me good -- I have a working knowledge of programming and so on, and having a better way to troubleshoot than just trial-and-error within the AIO would be nice, as well as reduce the amount of question I'll need to ask of y'all.

And finally, not directly related to the above, but I might as well ask -- is there no way to add or modify S- and R-Abilities, and no way to mod one race's abilities onto another?

Told you I had a lot of questions :D
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: dck on January 26, 2016, 09:52:05 pm
Well that sure is a lot!

You can rename it yes, as you'll soon find out modifying text is pretty annoying on its own, but luckily there's a tool for changing general names (https://www.dropbox.com/s/xqrmevcj46pa737/Final%20FFTA%20TEXT%20EDIT.exe?dl=0). You pretty much have to clear after every change so it's not very fast, and in my experience it won't save changes with the AIO targeting the same file, but it's definitely worth using.

-The thing is most changes have to be outright modifications of other things, so stuff like adding a skill slot needs to be taken from a neighboring class indeed. However you can replace any skill with any other skill (from any race) using the dropdown menus to the right, which is pretty handy. This could include support skills in classes you don't want them for, or even combo abilities.

-I don't think I've ever gotten an error out of AIO but regardless, it's probably due to the ability not being assigned to a class, if you replace a skill with your new jump and try it should work just fine.

PS: Question of my own, has anyone ever seen the AI actively avoid attacking targets under Expert Guard while berserk? Just ran into this testing some stuff, they will position themselves close but won't attack at all so long as the guard is up.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: Ninety on January 28, 2016, 08:13:57 pm
Thanks for the prompt answer! Alright, so:

* In the text changer tool, will it change every instance of the string? For instance, say I make a new A-Ability called Ruin and save it under the name Goblin. Does that mean every Goblin in the game is gonna be called Ruin?

* To which dropdown menus do you refer? As far as I can see, the only access to support abilities in the editor is in the class editor, which still wouldn't allow access to abilities of any kind outside the race. EDIT: Wait, hold on. Apparently, you can keep going further after the race's ability list ends in order to access another race's. Huh.

* Got it, thanks!
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: dck on January 29, 2016, 07:06:01 am
-Sure it will, luckily though since new skills are added changing old ones I'm not seeing a problem running out of name slots. And there's always the gorillion dummies too I guess. One thing though, the text editor itself won't keep track of the names of skills you've changed. So should you turn Steal: EXP into something else and then needed to change it, you would have to change the same Steal: EXP again.

-Well for support abilities this one (http://a.pomf.hummingbird.moe/zehtuh.png) covers every support skill in the game, the same menu is the one that covers active abilities, combos and whatnot.

One word of caution since I did run into a serious problem on AIO. If you replace a skill's name with - in the job editor, the editor will interpret it as the end of that race's skill table and will not display anything further down until the next race's table begins. I'm pretty sure you can hex edit this away but I couldn't find the one I had changed myself and there is no way to fix this from the editor or modules themselves. First time I've actually used my backups but certainly glad I've been making them.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: Ninety on February 01, 2016, 12:54:32 pm
Alright, progress has been going well! Just a couple more questions and I'll be out of your hair for the time being.

-In "FFTA Notes v12.2", there's a section called "minor hacks" which lists several addresses to edit for various effects, including modifying the accuracy bonuses of Concentrate and Turbo MP. Is there anywhere else, be it in AIO, a Nightmare module, or just a hex address listing, that can allow editing of the properties of other Support abilities (such as the damage bonuses for Doublehand or Weapon Atk+)?

-The Formation editor works perfectly with the only exception of the starting party formation. Should I start a game from scratch in order to see this modified? (For reference, I modified this formation when the save file I was testing in was after the first mission, but before Herb Picking.)

-I noticed that to add an ability to an item, you have to assign to it the ability set. In the High Jump example I was using above, this means that the Odin Lance would have to get the same ability set that Wyrmtamer (the replaced ability) was in. This also meant that the Buster Sword, which normally teaches Wyrmtamer, now teaches High Jump. Is there any way to circumvent this?

-Is there any way to set an ability effect to target all allies (or allies exclusively)?

-And finally, is there any way to create a class from scratch (assuming I had the appropriate sprites, of course) without replacing any existing ones?

Thanks again!
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: dck on February 01, 2016, 06:42:53 pm
-They'd need to be hex-edited, yeah. Which isn't as daunting as it first sounds, but I don't think the location of others was found, so for that one'd need to find the function for the ability in question first.

-I don't think changes to the initial player formation can be done after it's already been delivered, or at least I can't see why the game would look at that again. You can't access the menu until before Herb Picking so I could even see it been fixed from the moment the game starts.

-See, you can assign any "ability list" to any item and you can modify them however you like as well, so if say Buster Sword had 1A list and that 1A is also what your Odin Lance is referencing with its new skill, you can just make Buster Sword use 0 or any other ability list that happens to be empty/you've emptied yourself.

-Yes, using the nightmare module for effect editing you can make your own, and thus for example make an effect that has perfect accuracy and only targets allies. Whether it targets all or a zone you would later need to take care of in the AIO, setting the area of effect to full map or whatever you need it to. Note that "make" actually means "replace something you're not going to use". Luckily there's plenty of effects that are easy to dispose of.

-The short answer is no, the long one is also no, but you technically could use room made by pushing around the skills of some classes to fit in something new. I should add that although this is something I intend to use myself, from my experience adding classes to player races ends in flat out failure. Odd thing, since moving classes between player races works just dandy.

By the way, adding sprites to the game is pretty serious from what I gather, and would need replacing something. I know I've only done minor changes with tile molester and those took some time.

No problem answering stuff by the way, it's neat to see someone else jumping through the hoops trying to change the game around as there's not a lot of activity surrounding the game, so to speak :P.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: bcrobert on February 03, 2016, 09:24:34 am
Adding an all new class would be possible BUT you would have to hunt down every single relevant routine in the game and change pointers throughout. This would be a strenuous task even with high-end tools and detailed knowledge of the assembly.

To put it into perspective, adding an all new class would require us to know about as much about FFTA as pokemon hackers know about Pokemon Firered. We've been fortunate in that this game often favors table structures when possible, but adding all-new content is still a pretty lofty goal for such a small team.

If you move all of the monster classes down, with one recolor removed, then theoretically you could place a playable class where Goblin was before the restructuring. But even that's theoretical, and it's hardly as practical as just replacing Gadgeteer's sprite and calling it something else.

The most promising option, however, might be to take a closer look at the classes that are not race exclusive. Most people would agree that you don't need both a human and a viera archer. If you could split up the Archer icon applied to learnable abilities, then everything else about human archer and viera archer is already separate.

EDIT. Excellent answers btw, dck. Your syntax is easy to follow and very well-suited to informative writing.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: dck on February 04, 2016, 02:15:37 pm
This might be a question more related to the nightmare modules than AIO, but as it was getting cramped on space for new effects I just remembered that AIO displays the effects from D1 to FF as selectable.
I recall I tested those to see if they actually did something and they didn't seem to, so I'm wondering if there's any reason the nightmare modules list of effects ends at D0 (the last one that works) or one could expand the effective pool of effects to FF.
I'll be testing this soon enough anyhow, but I figured it might help to ask while I'm working on other things in case there's some problem with that's not immediately apparent.

@bcrobert: Thanks! It took me some time to realize how well the nightmare modules complement the AIO, so I thought I'd chime in to keep my mistakes from being repeated.

EDIT: As it turns out I am not so "constrained" in terms of effects that can be replaced as I thought. Going over the list revealed easily 60 that can be changed with little consequence on top of the ~40 I had already used :P.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: Ninety on February 06, 2016, 03:54:41 pm
Yeah, from what I saw there's a big range of effects that the AIO ignores due to being empty, but can still be modified with the Nightmare modules. EDIT: Derp, other way around. Nightmare ignores, AIO shows. Anyway, should be interesting. I also noticed that the Gadget Defense Up effect is unused in the game, so that's an easy modify.

Okay, so I'm not quite out of your hair yet. Bill me for the shampoo. I noticed that unlike FFTA2, there don't seem to be any ally-only targeting effects in FFTA. This isn't terribly relevant, but I wanted to have the option in store, so. In the ability effect module, there are two addresses for targeting (0x07 and 0x11) that are unused. If I wanted to use one of these to make an "allies only" targeting constraint, would that require getting into the assembly? It seems to be outside of the realm of just hex editing.

(Also, seconding what bcrobert said -- I really appreciate the help, you've been super informative and polite!)
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: bcrobert on February 07, 2016, 01:40:17 am
I generally like to avoid effort, but I checked this out. The space that those extra effects would have taken in the table seems to be in use for something else. I'm not sure what it's being used for, but I don't recommend overwriting unknown data carelessly. If you really want to make space for extra ability effects, or anything else for that matter, then I recommend reading some tutorials about repointing.

Thanks to the flexibility of both Nightmare and AIO it's quite possible to change a few pointers, move the data manually in a hex editor, and then continue with far, far less limitations set against you. Provided there aren't any arbitrary limiters that I've forgotten about.

Tl;dr: I stopped at 209 entries on purpose to prevent corruption of mystery data.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: dck on February 07, 2016, 08:15:37 am
Ah I never edited the post a second time since the site was down. I did expand the nightmare list and those entries indeed seemed to have values assigned to them. Within the context of effects, the values assigned to entries after 209 made no sense to me, so I assumed it to be something entirely different and left them alone since I don't like changing things whose purpose I have no idea of.
Regardless, as of now I'm focusing on usability when adding the changes I have in mind, so since there's such a great deal of potential space compared to what I first thought, increasing it further isn't a priority.
Despite all of this I'll probably look into repointing later down the road since it sounds like a good way to tackle the implementation of a few things.

@Ninety: Well it's your lucky day! Both of those unnamed targeting addresses you mentioned target allies only, with no discernible difference that I could notice. Pretty nice surprise in my case since I thought I'd have to make them myself.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: Ninety on February 07, 2016, 08:03:34 pm
No kidding? Man, talk about serendipity. I should have all I need for the moment, now. Thanks a ton for all the help! I'm gonna go lab what changes exactly I want to make, should come up with something interesting.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: trukxlig123 on February 07, 2016, 11:18:47 pm
Quote from: Ninety on February 06, 2016, 03:54:41 pm
In the ability effect module, there are two addresses for targeting (0x07 and 0x11) that are unused. If I wanted to use one of these to make an "allies only" targeting constraint, would that require getting into the assembly? It seems to be outside of the realm of just hex editing.


0x11 targets allies only (tried and tested). while 0x07 targets either enemy or ally
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: dck on February 08, 2016, 06:51:09 am
That's strange, I have a working ability that's using 0x07 as targeting filter and it targets allies only.

EDIT: Got a weird one of my own I can't seem to crack. Anything that uses the limit glove hitrate function (100% when caster is under 10 hp, 0% otherwise) does respect the caster's HP part, but when the skill can actually land, the hit chances follow the usual 100-(EV/flank factor), instead of defaulting to 100%.
Now, I did find the ugliest workaround in the world for my particular example, but I still have no idea what is causing the function to misbehave.

EDIT2: Waaait a minute using the unadulterated Limit Glove in a vanilla game yields the exact same results. Good enough for me I guess, keeping the edits so that nobody has to deal with this silly thing ever again.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: trukxlig123 on March 27, 2016, 11:31:43 am
Does anyone know how to change the portraits of items/weapons/accessories/etc., or is that even possible? I mean some portraits of the mission items are actually cool like "snake shield" as an equip-able shield or the books changed as a new kind of weapon, as "Tomes" perhaps.

Edit: The byte at 00521226 contains magic trophy's portrait which is "01" I tried changing the values up until "7F" , which is ancient coin's portrait, values from 01-7f work perfectly fine, but the values after 7F showed buggy portraits. Does this mean that the mission item's portrait are only limited to mission item portraits and portraits of items/weapons/accessories/etc are also limited to themselves?


Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: bcrobert on March 29, 2016, 01:12:01 pm
Sounds like you found an ID value. It would make sense that the mission items would use a different set of ID values than the regular inventory items, since they generally aren't loaded on the same screens in-game.

If you wanted to actually edit the portraits pixel by pixel you would use a graphics editor. If you just want to change the ID values so that (example) Short Sword had the icon for Bronze Shield, then you could just replace an ID value in the structure.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: dck on March 30, 2016, 12:03:09 pm
What odd timing, just the other day I was playing with that same structure since I needed to change properties in some mission items. I noticed the sprite list, which made me look around for the structure where gear and consumables' sprites are stored, but I couldn't find any trace of it.
It's pretty strange they don't have that information in the actual item structure, I double checked the unknown values just in case and no dice.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: trukxlig123 on April 09, 2016, 02:31:00 am
Quote from: trukxlig123 on February 07, 2016, 11:18:47 pm
0x11 targets allies only (tried and tested). while 0x07 targets either enemy or ally


Sorry for giving the wrong information 0x11 and 0x07 does target allies only.   :oops:
Its actually 0x04 non-undead that targets either enemy or ally while 0x13 non-undead targets both enemy and ally.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: ffta707 on April 17, 2016, 04:09:52 pm
Quote from: dck on January 26, 2016, 09:52:05 pm
Well that sure is a lot!

You can rename it yes, as you'll soon find out modifying text is pretty annoying on its own, but luckily there's a tool for changing general names (https://www.dropbox.com/s/xqrmevcj46pa737/Final%20FFTA%20TEXT%20EDIT.exe?dl=0). You pretty much have to clear after every change so it's not very fast, and in my experience it won't save changes with the AIO targeting the same file, but it's definitely worth using.

-The thing is most changes have to be outright modifications of other things, so stuff like adding a skill slot needs to be taken from a neighboring class indeed. However you can replace any skill with any other skill (from any race) using the dropdown menus to the right, which is pretty handy. This could include support skills in classes you don't want them for, or even combo abilities.

-I don't think I've ever gotten an error out of AIO but regardless, it's probably due to the ability not being assigned to a class, if you replace a skill with your new jump and try it should work just fine.

PS: Question of my own, has anyone ever seen the AI actively avoid attacking targets under Expert Guard while berserk? Just ran into this testing some stuff, they will position themselves close but won't attack at all so long as the guard is up.


I'll probably be looking to update this program pretty soon. Although it looks like darth's editor (Whenever it he releases it) will take care of text quite nicely.
Title: AIO Help!
Post by: Skullcrush02 on June 03, 2016, 10:21:27 am
So, I was changing some stuff for the Judges and Judgemaster, but the "FFTA Race Editor" now only shows 5 of the 9 abilities that are supposed to be there. It happened after I modified the Start/End of the Judge jobs and I don't know what I did wrong...
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: Skullcrush02 on June 03, 2016, 11:45:32 am
I think it had something to do with a gap I left in the race's skill list. I don't know how to undo it... Anyone..?
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: bcrobert on June 22, 2016, 02:19:06 am
It would probably have something to do with that gap. The game frequently reads 00 as "end of list." But without more details all I can say is fill the gap and play with the start/end values.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: dck on June 22, 2016, 01:35:31 pm
Yeah, AIO will interpret empty spaces in skill lists as the end of the race's list, and to my knowledge this can't be reverted from within the editor.
It's relatively simple to fix with a hex editor by going to the structure and changing it, but at the time I ran into it that might as well have been in chinese for all it told me.

Quote from: dck on January 29, 2016, 07:06:01 amIf you replace a skill's name with - in the job editor, the editor will interpret it as the end of that race's skill table and will not display anything further down until the next race's table begins. I'm pretty sure you can hex edit this away but I couldn't find the one I had changed myself and there is no way to fix this from the editor or modules themselves. First time I've actually used my backups but certainly glad I've been making them.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: dck on June 23, 2016, 04:55:48 pm
Just a heads up, as it turns out saving changes to the skillsets on boots with passive effects will break their effects, and this can't be reversed from the editor itself.
Had me wondering what was up for a while until I grabbed flexhex to compare and fix it.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: bcrobert on June 25, 2016, 04:31:23 am
Huh. Well that's awkward.

EDIT. So...if DA is walk on water, DC is ignore elevation, and DD is teleport...what is DB?
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: Skullcrush02 on June 29, 2016, 09:50:04 pm
Thanks for the reply; I had to start my patch over, but I took notes on most of the changes I made, so it didn't take too long.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: Linkuser on July 11, 2016, 04:18:10 pm
Hi, I'm newer to modding games, and in particular FFTA. I've been looking at different mods because I would like to make my own remake of the game. I've been looking at the features of the editor and I had a question. Is it possible to add enemies in the formation editor? For example, the first mission (Herb Picking) has 5 monsters. Is it possible to add more? I've been looking around but I haven't been able to find a way to do this so far.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: dck on July 13, 2016, 03:56:02 am
In practice there isn't a way to increase unit count except repointing the entry somewhere else and expanding it yourself, I don't know enough about the formation structure to guarantee that'll work though.
Should you get it working, do bear in mind the game can't handle turns for more than 13 units at once- judge included. This actually makes it just as hard to lower unit count because rendering it dysfunctional in AIO won't remove them from turn order, and generally won't play nice with mission objectives etc.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: ziligan14 on April 17, 2017, 10:05:36 pm
hi. :cool:.can i ask something?
when will be the next update of AIO?
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: Zebraoracle on April 27, 2017, 01:42:29 pm
Quote from: dck on July 13, 2016, 03:56:02 am
In practice there isn't a way to increase unit count except repointing the entry somewhere else and expanding it yourself, I don't know enough about the formation structure to guarantee that'll work though.
Should you get it working, do bear in mind the game can't handle turns for more than 13 units at once- judge included. This actually makes it just as hard to lower unit count because rendering it dysfunctional in AIO won't remove them from turn order, and generally won't play nice with mission objectives etc.


Registered to ask a question, you may have answered it. I have been having an issue with my game freezing at the start of Thesis Hunt. I'm wondering now if it's because I increased the party size limit to make room for an additional unit since Montblanc was forced.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: Eisenklaue on September 04, 2017, 06:07:28 pm
Hey, registered today after having the urge to play through it again. I wanted to reduce the AP costs of A-Abilities across the board, but the editor doesn't seem to let me? I searched the thread and other topics for an answer, but to no avail. I feel dumb for asking a question about such a basic feature :/

Things I've tried:
-downloading different roms
-starting a new game

I open the ROM with AIO -> A-Ability editor, pick "First Aid" -> change AP to 50 -> save

Am I doing something wrong...?
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: Blunderpusse on September 04, 2017, 07:37:54 pm
Try opening the "New Job Editor". Then, go to one of the classes (let's use Soldier as an example) and click on the second bookmark, "Other". You'll see the skillset for that job. Click on the pencil icon ("Edit Ability Data"). It'll open a small window (like the one attached). Try changing the AP there as well.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: Eisenklaue on September 05, 2017, 07:21:21 am
It worked! (Does changing the AP in the A-Ability Editor even do anything?) Your solution is much better, as it also allows me to change the R-ability AP.
Wanted to do a vanilla run with less AP-grinding, so thank you very much !!
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: Blunderpusse on September 05, 2017, 09:00:51 am
Can't say for sure. Only been editing jobs. But the A-Ability editor works, 'cause I've tried editing ranges and AoEs and ability effects and it worked so far.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: ThisIsLewd on October 20, 2017, 06:31:27 am
Quote from: Zebraoracle on April 27, 2017, 01:42:29 pm
Registered to ask a question, you may have answered it. I have been having an issue with my game freezing at the start of Thesis Hunt. I'm wondering now if it's because I increased the party size limit to make room for an additional unit since Montblanc was forced.


That makes two of us, it's the mission's reward item. If on the tavern or combat you look at the rewards page, your game will freeze too.

Bad thing is, I don't know how to fix it either, but I know what's causing it.

I think it might have to do with the item fiix version or extend version NUPS patches. Are you using any of those?
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: Steiner on November 26, 2017, 05:09:00 am
I'm curious to know if anyone is still working on this editor? Would be nice to change item, job, and ability names. Anyone know if this is still a work in progress or is it at a standstill?
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: Blunderpusse on November 26, 2017, 05:11:40 pm
I'm pretty sure the editor is still being worked on. But it probably has a LOT less people than FFTPatcher working on it.

About changing item, job and ability names, I'm using FFTA Text Edit.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: Gensubaru on December 06, 2018, 09:07:14 am
Hello! I'm new to ze forums. I was wondering if there's any way to manually add abilities to job abilities. My reason why is I want to create some flexible jobs for more usage. (I.e Illusionist with Blk, Wte, Illu, and Blue magic in one Job Ability) Is there anyway way to do this? Thanks.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: Leonarth on December 06, 2018, 10:13:03 am
Yes and no.

Yes, you CAN give jobs any ability you want, including abilities that other jobs already have, but if you want to increase the number of abilities a job has, as opposed to replace them, you will run into several problems.

The first problem is Humes. Humes are the race with the most abilities, as you can imagine the game systems were made with this in mind, both in RAM and when saving the limit of abilities is going to be 0x90 (144), with Humes having 140 abilities already this means they can only get 4 new ones. If you want to give more abilities to one Hume job you probably will have to take some other ability away from them.

The second problem is tedium. The way ability IDs for jobs work is that there is one list for the whole race and each job has one starting index and one ending index. For example: you can give Hume White Mages a list that goes from 0x3A to 0x46, but not one that goes from say 0x3A to 0x46 and also includes 0x22.
Imagine you want to give Time Mages Cura and that you want it to go specifically after Silence but before Quarter and not replace any other ability. Unless you use a tool that can do this for you, you would need to copy the data for the whole Nu Mou ability list to freespace, make a gap for Cura (best way to do this would be to copy the half of the list that goes after it and paste it one ability over), write the data for Cura between Silence and Quarter, increase the number of abilities Nu Mou Time Mages get by 1 and then increase the starting and ending index by one to every other Nu Mou job that goes after Time Mage. This process is not hard, it's just boring.
If you just want to merge jobs it might be easier for example, you could remove Illusionist and give Blue Mage the Illusionist's entries by changing the starting index, then do whatever you want with the Illusionist's entries.

The third problem is the learning. Each ability has one ID, even if two jobs are given the same abilities (unless their lists overlap) gaining AP on one ability for one job would not give AP to the same ability on other jobs: Time Mage's Cura would not give AP to the White Mage's Cura.
There is ONE case in which this appears to be ignored: Vieras have two entries for Cure, one for White Mage and one for Red Mage, yet gaining AP in one also increases the AP of the other, this however is likely hardcoded and not useful to us.

I plan on working on a different system to assign abilities to jobs in the (possibly near) future so if you are interested look forward to that. However, it will most likely not be compatible with AIO editor, AIO doesn't like many of the things I make because I change how the game itself works (and the tool obviously can't just adapt on the fly to it), thankfully I have been using an alternative since I first started so it doesn't affect me too much.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: Gensubaru on December 06, 2018, 11:15:54 am
Good to know, also update: I expanded the white mage job abilities by adding all the Black mage abilities (which turned out to be fine) and added the blue mage abilities to the Phantasm Skills (which is also fine). I might experiment with other jobs when I have time to do so, but thanks for letting me know what the limits were. First time I used the editor, I added all the Hume job abilities to the Ninja Skill set, when I tried to use them in battle, they appeared blank, and crashed my game. So I guess it's safe to experiment on which limits might be alright for the skills lol
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: Senna on February 25, 2020, 03:27:17 am
Quote from: Darthatron on June 02, 2013, 12:36:11 pmGet it here! (http://darth.ffhacktics.com/app/AIO/latest.php)

It has an improved update system and the A-Ability editor is now implemented. Enjoy.

Hey any one able to download this becuse im geting a 404 error
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: tagats123 on March 06, 2020, 08:33:59 pm
Link is broken, is there any hope for this anymore?
Any got a download link or a file to share? Really one to try and edit some stuff to my liking on my save file.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: Taciturne on March 06, 2020, 10:23:32 pm
Same, I'm really looking into it, but cant find a link that is not broken to download it. Any help from moderation ?
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: ArcticPrism on March 07, 2020, 05:27:45 pm
https://drive.google.com/file/d/1dpNt0AK2-KH-YTobhtOejT8NIHS0PFlf/view?usp=sharing

Here you go!

Does anyone know if the 1.0 editor is ever getting released? It's been years now with no word about it.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: Darthatron on March 21, 2020, 09:20:04 pm
Yo! Recent global events have given me some time over the next few weeks to look into this stuff again, I have managed to find most of the source code for the editor and will see if I can whip up new features or something. What should I work on first?

I'll upload a copy of the source somewhere too in case I go AWOL again, sorry!
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: SoloCross on March 22, 2020, 02:29:26 am
Having the ability to text edit in AIO would be nice. That and being able to see skill descriptions and portraits.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: Blunderpusse on March 22, 2020, 08:59:11 pm
Given that EA allows us to insert/import graphics somewhat easily, the ability to edit text (descriptions, ability names, in-game names, etc.) sounds like a quicker and currently a more convenient feature for the AIO Editor.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: ArcticPrism on April 05, 2020, 10:14:42 am
I also agree with text editing for skills, items etc. It'd be very useful and probably the most realistic feature to add. By being more realistic, I mean it would be nice to have something less cumbersome than Nightmare modules in the editor but that sounds like something that would take significantly more development time.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: GMArcturus on May 12, 2020, 03:59:57 pm
So if I'm not mistaken this IS NOT a save editor correct? If that is correct, would it possible to add that kind of function to it?
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: Darthatron on May 12, 2020, 08:50:37 pm
I have no interest in adding Save Editing functionality to AIO at this time
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: radijumarche on July 11, 2020, 12:33:43 pm
I need Help Getting It to work.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: sekaipt on August 19, 2020, 08:51:34 pm
IS it possible to have a new link for this editor?
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: rrs_kai on August 21, 2020, 04:23:06 pm
Quote from: ArcticPrism on March 07, 2020, 05:27:45 pmhttps://drive.google.com/file/d/1dpNt0AK2-KH-YTobhtOejT8NIHS0PFlf/view?usp=sharing

Here you go!

Does anyone know if the 1.0 editor is ever getting released? It's been years now with no word about it.
This link is working
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: ShanaNyx on September 19, 2020, 07:16:40 am
Sadly... the Editor is locked to the US Version of the Game
Sure i could play the US Rom... but my Friends cant read English very well...
sad
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: Darthatron on September 20, 2020, 08:42:07 pm
Quote from: ShanaNyx on September 19, 2020, 07:16:40 amSadly... the Editor is locked to the US Version of the Game
Sure i could play the US Rom... but my Friends cant read English very well...
sad
Feel free to reverse engineer the EU version yourself if you want it to be less sad
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: Bor0s on February 18, 2021, 05:20:29 pm
do you have an active link to this tool? the one provided on page 1 is no longer available.
Title: Re: FFTA EDITOR: All In One v0.7 is now out!!
Post by: ArcticPrism on April 10, 2021, 01:56:58 am
Quote from: Bor0s on February 18, 2021, 05:20:29 pmdo you have an active link to this tool? the one provided on page 1 is no longer available.

Here you go:

https://drive.google.com/file/d/1dpNt0AK2-KH-YTobhtOejT8NIHS0PFlf/view