Final Fantasy Hacktics

Modding => Non-FFT Modding => FFTA/FFTA2 Hacking => Topic started by: bcrobert on May 20, 2013, 03:12:03 am

Title: FFTA2 Equipment editor
Post by: bcrobert on May 20, 2013, 03:12:03 am
This is a thing that Eternal told me to post, so I'm doing that. It's a Nightmare module for FFTA2 to edit equipment. It works like the ones in my other post [FFTA Nightmare modules/Archiving] so refer to that if you're confused.

EDIT. The equipment editor has been fixed to incorporate seeq and gria jobs. Thanks, Badger.

EDIT2. It should now show the abilities list instead of just a value.
Title: Re: FFTA2 Equipment editor
Post by: semigue on May 20, 2013, 06:11:29 am
how is it used?
Title: Re: FFTA2 Equipment editor
Post by: bcrobert on May 21, 2013, 06:21:21 am
Find Nightmare 1, which should be available online somewhere. (Nightmare 2 isn't compatible with this editor.) Load the ROM. Load the module (.nmm file). And then it's fairly self-explanatory. Note that it is a module, not a standalone program. Nightmare 1 is absolutely 100% required.

EDIT. For some reason only Nightmare 2 seemed to be available. Which is stupid, since there are games Nightmare 2 isn't compatible with but...anyway. A copy of Nightmare 1 is now in the OP.
Title: Re: FFTA2 Equipment editor
Post by: semigue on May 22, 2013, 11:16:24 am
fantastic ^. ^
the other day, after searching, I download the nightmare2 and I was stupid face when I did not know to use

thank you very much.
Title: Re: FFTA2 Equipment editor
Post by: semigue on May 23, 2013, 12:15:50 pm
one thing, if you edit an object that teach an ability to seek or gria, loses that ability and teach it to soldier.
The same thing happens with special professions like sky pirate or bard >.<
Title: Re: FFTA2 Equipment editor
Post by: Seroster on July 21, 2014, 08:18:50 pm
It seems this thread hasn't had any activity lately, but since I'm trying to use the things he linked, does anyone have an idea why it won't let me open it?  It tells me "An unnamed file was not found". 

Pretty generic answer to try & troubleshoot, would anyone be willing to try to boot this up & tell me if it works for you?
Title: Re: FFTA2 Equipment editor
Post by: bcrobert on July 22, 2014, 03:28:16 am
Does this happen right when you try to click on Nightmare? That should open and show you an empty Nightmare window even if you don't have any ROMs or modules. (I can't imagine what "unnamed file" it could be searching for...)
Title: Re: FFTA2 Equipment editor
Post by: Seroster on July 22, 2014, 11:31:38 am
No, it happens after I have loaded the module & then go to open and select the rom.  When I select the rom & hit OK, it spits out that error message.

Something I figure I should bring up, you don't think this program would have something not functional BC I'm using Win8 do you?  About the only thing I can think of logically.

In other veins, do you think I might need a seperate ROM?  And I have also used the job editor tools already, do you think that would cause the error?  IDK.
Title: Re: FFTA2 Equipment editor
Post by: Darthatron on July 22, 2014, 09:54:24 pm
As a general programming thing, try moving Nightmare and the ROM to a directory that doesn't contain any spaces, such as the base "C:\\" drive.

bcrobert doesn't run Windows 8, nor do I, so I'm not sure if it's a problem with that. If it is, I might be able to whip-up a quick program to do what this module does. That will definitely work.

Good luck!
Title: Re: FFTA2 Equipment editor
Post by: Seroster on July 24, 2014, 01:29:38 pm
Well I moved all of the applicable stuff into my base D drive and tried again, interestingly tells me straight that the module is not compatible w/ the first FFTA when I try to open it, which I thought was somewhat promising, but it still gave me the same "not found" error when I try to open the ROM.  So IDK at this point.

If you could whip up a little editor I would be eternally grateful!     :mrgreen:
Title: Re: FFTA2 Equipment editor
Post by: bcrobert on July 24, 2014, 11:36:20 pm
It sounds like it's actually a problem with your FFTA2 ROM? Eternal used the same module and had no issues, so I would suggest securing a fresh FFTA2 NDS ROM, preferably from a different source copy. If it doesn't work on multiple ROMs then I'll be fresh out of ideas.

EDIT. If you used any other tools on your ROM prior to using this then they -may- have conceivably made Nightmare not recognize the ROM somehow. I wouldn't expect that to be the problem since Nightmare doesn't exactly do an in depth security check afaik, but it is possible.
Title: Re: FFTA2 Equipment editor
Post by: Darthatron on July 26, 2014, 01:13:15 am
One last thing before I commit to making a program. Make sure it's not read-only.
Title: Re: FFTA2 Equipment editor
Post by: Seroster on July 26, 2014, 02:47:19 pm
Nope, not read only.  I double-checked to make sure, but I was already 99% sure it wasn't since i had successfully used the Job/Ability editor.  So, dunno what the problem is still.  Bizarre!
Title: Re: FFTA2 Equipment editor
Post by: BadgerLordZeus on September 30, 2014, 11:21:36 am
Forgive me for necroposting, but I was using this equipment editor and while I was editing equipment learned abilities I saw that many jobs were missing from the editor, all of the seeq/gria jobs, a few moogle jobs, and the special jobs as well. Which means when you edit, lets say for example the Tournesol, when you open up your game you'll find that Soldier learns Dragonheart from from it rather than Lanista. So I just made a quick fix that allows you to safely edit all of the equipment in the game as well as give equipment abilities to any of the jobs including the special jobs(Dancer, Sky Pirate, Bard, Agent, and Heritor). Just swap out the "jobs.txt" file in the "equipment" folder with the one I have attached.

EDIT. The updated jobs file is now included with the main equipment editor download.
Title: Re: FFTA2 Equipment editor
Post by: Eternal on September 30, 2014, 08:35:35 pm
Thanks for the update, Badger!
Title: Re: FFTA2 Equipment editor
Post by: bcrobert on September 30, 2014, 11:45:25 pm
Awesome, it's nice to see someone took the time to edit that.  :mrgreen:

When I first started reading your post I thought it was gonna go in a completely different direction. I was like, "Oh God, don't ask me to update something from over a year ago."

EDIT. I replaced the jobs.txt in equipment.rar in the op with your version. So that people don't get that problem and get discouraged.
Title: Re: FFTA2 Equipment editor
Post by: Jigi on October 02, 2014, 05:15:18 pm
Is the abilities.txt supposed to be empty?
Title: Re: FFTA2 Equipment editor
Post by: BadgerLordZeus on October 02, 2014, 08:46:16 pm
Quote from: bcrobert on September 30, 2014, 11:45:25 pm
Awesome, it's nice to see someone took the time to edit that.  :mrgreen:

When I first started reading your post I thought it was gonna go in a completely different direction. I was like, "Oh God, don't ask me to update something from over a year ago."


I getchya. I see people dig up really old tool threads all the time on various rom hacking forums.

Quote from: Jigi on October 02, 2014, 05:15:18 pm
Is the abilities.txt supposed to be empty?


I believe so. If you want to know all of the ability values and such, I attached a text file in my post, if you or anyone else wants it.
Title: Re: FFTA2 Equipment editor
Post by: OmegaPantherz on October 08, 2014, 02:21:58 pm
Do you know if there is ability values for the monsters in the game. For example can i teach a Black Mage the Acid Ability used by Flans
Title: Re: FFTA2 Equipment editor
Post by: FrozenDragon150 on November 08, 2014, 06:51:57 pm
Er, something i noticed when using this, i think the ROM you're going to edit needs to be called 'Final Fantasy Tactics A2 Grimoire of the Rift.nds'

I first attempted it with another name, but it said 'can't find a file with no name' or something like that, after i changed the name it worked perfectly
Title: Re: FFTA2 Equipment editor
Post by: bcrobert on September 17, 2015, 04:30:15 am
It's barely relevant at this point, but I updated the file. The updated equipment editor should now display the name of abilities the equipment teaches, instead of just a value. At least...if I uploaded the right file. I have two hard drives hooked up and it's kind of a maze right now. :P
Title: Re: FFTA2 Equipment editor
Post by: Eternal on September 17, 2015, 10:34:43 am
Great work, Blanky! I'm excited to see what else you come up with! :D
Title: Re: FFTA2 Equipment editor
Post by: bcrobert on September 18, 2015, 01:59:01 am
@Eternal: Actually there wasn't any work involved. Badger's ability list was only a few lines away from being fully functional so I just integrated it into the module. It literally took five minutes. :P

But I am thinking of making some FFTA2 modules. Interest in FFTA2 hacking seems to be on the rise, and I should have enough free time now to write modules again.

Obviously job/ability editing is reasonably covered by Lennart's tools. His notes should make an enemy module fairly easy, but it doesn't look like he actually labeled many bytes on the other spreadsheets. Does anyone know where I could get a commented/labeled breakdown of the structures? It would save me quite a bit of time.
Title: Re: FFTA2 Equipment editor
Post by: Rfh on September 19, 2015, 09:48:34 am
Thank you very much!
A enemy editor will save me a lot of time...

Some Lennart Enemy Data Bytes commented:
00: Sprite/Character (00 = Generic)   
01: Job   
02: Min Level
03: Max Level   
04 05: Name (00 = Random, if the unit has a special sprite = Cid)     
06      
07   
08   
09   
0A: X Position
0B: Y Position
0C   
0D   
0E 0F: Ability 1
10 11: Ability 2   
12 13: Ability 3   
14 15: Ability 4   
16 17: Ability 5   
18 19: Ability 6
1A 1B   : Skillset 2
1C 1D: Ability 1    
1E 1F: Ability 1
20 21   : Ability 3
22 23   : Ability 4?
24 25: R-Ability
26 27: P-Ability   
28 29   : Equip 1
2A 2B   : Equip 2
2C 2D: Equip 3   
2E 2F: Equip 4   
30 31: Equip 5
32   
33   
34   
35   
36   
37   
38   
39   
3A 3B: Faction?

Title: Re: FFTA2 Equipment editor
Post by: bcrobert on September 20, 2015, 01:43:01 am
Ooh, I didn't realize he'd found the x/y position too. That's awesome!

On an unrelated note: Does anyone know a really good setup for TA2 emulation? My weak laptop is having a problem handling the game's sound. Everything else seems to work fine but the sound emulation is choppy and unbearable. :(
Title: Re: FFTA2 Equipment editor
Post by: Rfh on September 20, 2015, 05:27:59 am
I think Desmune and No $GBA are the best nds emulators. I used no$gba because it can raise game speed.
Title: Re: FFTA2 Equipment editor
Post by: GasT87 on September 20, 2015, 02:30:26 pm
If you have Intel graphics like me I would recommend no$gba with no$zoomer for a better experience (just search for no$zoomer, it should come with no$gba included) there are a couple of small graphic glitches but nothing game breaking and it should work perfectly for testing.
Title: Re: FFTA2 Equipment editor
Post by: bcrobert on September 20, 2015, 10:27:52 pm
No$gba with zoomer almost works, but the sound isn't emulating quite right. I'm getting moments of crisp perfect music, followed by moments of choppy echo-y garbage sound. I can still make an enemy module, but I won't be able to play FFTA2 myself at this rate because I really need the music to sound like music. :/
Title: Re: FFTA2 Equipment editor
Post by: chocolatemoose on September 20, 2015, 11:22:19 pm
I never had great results on my PC, but Drastic on my Android works really nicely.
Title: Re: FFTA2 Equipment editor
Post by: dawnbomb on September 21, 2015, 08:09:00 am
Quote from: bcrobert on September 20, 2015, 10:27:52 pm
No$gba with zoomer almost works, but the sound isn't emulating quite right. I'm getting moments of crisp perfect music, followed by moments of choppy echo-y garbage sound. I can still make an enemy module, but I won't be able to play FFTA2 myself at this rate because I really need the music to sound like music. :/


DesMuMe is the only emulaitor to work basically flawlessly/perfectly, but it can run slow on computers that can't handle its openGL graphics emulation. also, the wierd audio bug in zoomer is rare, but the zoomer has a built in fix for it, that i can't remember the last times i used it but you click something in some menu or option and it changes how it doeals with sound slightly and after a few tries it would sound great again. the only problem being that it usually messes other sounds up adjusting it to what your currently hearing, so you gotta to it alot all over to have constantly nice sound, it is a rare bug tho.  anyway you better of with Desmume if it runs without lag.

anyway onto my main point, please do make a enemy module, something that can edit enemies in battles would be great. i was gonna break out a hex editor and low and behold you post something to get my hopes up. i wasn't gonna go deep into hex editing today anyway tho, off to play darkscape (released 3/4 days ago) and wait for a friend coming over). but let me know how desmume works for you, and *please* do work on the enemy module, it would be great beyond great for me :)
Title: Re: FFTA2 Equipment editor
Post by: Agentlovac on October 10, 2015, 09:59:40 am
Quote from: BadgerLordZeus on September 30, 2014, 11:21:36 am
Forgive me for necroposting, but I was using this equipment editor and while I was editing equipment learned abilities I saw that many jobs were missing from the editor, all of the seeq/gria jobs, a few moogle jobs, and the special jobs as well. Which means when you edit, lets say for example the Tournesol, when you open up your game you'll find that Soldier learns Dragonheart from from it rather than Lanista. So I just made a quick fix that allows you to safely edit all of the equipment in the game as well as give equipment abilities to any of the jobs including the special jobs(Dancer, Sky Pirate, Bard, Agent, and Heritor). Just swap out the "jobs.txt" file in the "equipment" folder with the one I have attached.

EDIT. The updated jobs file is now included with the main equipment editor download.


Edit: TL:DR the 16 jobs are still missing from the download so I used Lennart's tool to find offsets and hex digits for missing jobs but cant get it to work in Nightmare editing the "equipment editor.nmm".

   Hi, I am new to the forums and kind of new to the whole modding ROMs thing, I have been working with Lennart's tools for a week now and just yesterday I found this Equipment Editor, but it still lacks the code for the Gria and Seeq Jobs so it ends here "0x2a juggler" I would like to know where I could find these values to add them myself just in case its too much trouble. Just point me in the right direction and I can work it out myself :), also sorry for bringing this up after a year I know it must be annoying lol. Off topic here but I think you guys are great for what you're doing.

Edit: Well... I later realized I could just use Lennart's tool to copy a line of code from Lennart's tool into a hex editor and search for the offset myself for each of the Races:
(http://i.imgur.com/7QFjo2o.png?2)

Sadly even after this I still can't seem to get the nightmare module to show up the Seeq and Gria Jobs properly, and I think its because of the differences in the offsets between the races, or maybe I just suck and those aren't even the correct addresses, and I should check to see if that Uknown Hex also matches the offset for the already existing jobs *facepalm*. :(
I believe these are the two missing addresses:
SEEQ=0x53D77D0, GRIA=0x53D78E0

I did read the nightmareformat.txt that comes with it and it did help explain how to add a new table to nightmare but I can't seem to add this:
These are the 16... hehe lol 16, anyways these are the missing Jobs from the Jobs.txt using Lennart's Tool(it matches the data from the Jobs.txt... In sequence, except for the Hunter Job and the jump between the special Jobs)
0X2B TINKER
0X2C CHOCOBO KNIGHT
0X2D FLINTLOCK
0X2E BERSERKER
0X2F RANGER
0X30 LANISTA
0X31 VIKING
0X0C HUNTER
0X32 RAPTOR
0X33 RAVAGER
0X34 GEOMANCER
0X59 SKY PIRATE
0X5A DANCER
0X5B BARD
0X5C HERITOR
0X5E AGENT
0X5D NIGHTSHADE

I can't get this to show up in Nightmare module 1 without it breaking the whole thing or making a separate ".nmm" file just for those races, which would defeat the purpose entirely and most likely not work either, yes I made sure I didn't download the wrong one, or maybe I did xD, downloaded the one on this thread, maybe that's the wrong one.

So I apologize if this seems excessive but I really really really really really really want to learn how to mod ROMS and I have time to spare for now, so if anyone needs any help modding I will gladly learn and try my best, I already modded my game with Lennart's tools  and used Nightmare until I realized what it did to some Jobs, used it to rebalance the game in a way that items are the most important tool to aid you in a battle instead of stat growth, but I also need to learn to do Hexadecimal editing to have more control and maybe add to future mods, today I read about Hexadecimal calculations and how they work to be able to read Hex code in the first place so now I know that letters = numbers  :cool: and that 16 is everywhere... so again thank you for reading this if you did and I would appreciate any advice in regards to the ROM modding. I did my best here for what its worth, been here all day working on this, literally been sitting here on my ass since 9:00am AST, so now I wait for anyone... anyone at all... -Agentlovac
p.s. yeeeess... I realize I'm just trying to get attention with all my bold lettering oh and before I forget sorry for necroposting, but I can't find anything anymore on this game except here...  :oops:
Title: Re: FFTA2 Equipment editor
Post by: Agentlovac on October 11, 2015, 09:54:16 am
Dam it, I used my phone to edit the post... And I accidentally posted this... Please delete this, idk how... :(
Title: Re: FFTA2 Equipment editor
Post by: bcrobert on October 14, 2015, 09:31:25 pm
Add the new values to the job list that's already in there. The first line that's already in the list should be just a number that tells it how many entries are on the list. So if you add 10 entries and the list is already at 76 you would just change that line to 86.

Updating the list should just be as simple as adding the extra lines and correcting the number in the first line. Just make sure that every entry is formatted properly. I remember I used another list that had one "O" instead of "0" for some reason and it took me forever to find that error. XD

Could've sworn I added the list of gria/seeq jobs to the original download but maybe I forgot that first line or something. I haven't actually used the editor myself since it was originally made for other people. :P
Title: Re: FFTA2 Equipment editor
Post by: Agentlovac on October 15, 2015, 09:25:24 am
Quote from: bcrobert on October 14, 2015, 09:31:25 pm
Add the new values to the job list that's already in there. The first line that's already in the list should be just a number that tells it how many entries are on the list. So if you add 10 entries and the list is already at 76 you would just change that line to 86.

Updating the list should just be as simple as adding the extra lines and correcting the number in the first line. Just make sure that every entry is formatted properly. I remember I used another list that had one "O" instead of "0" for some reason and it took me forever to find that error. XD

Could've sworn I added the list of gria/seeq jobs to the original download but maybe I forgot that first line or something. I haven't actually used the editor myself since it was originally made for other people. :P


Ok thank you, I did add 16 entries but to the fourth line of the .nmm, but you mean the first line in the Jobs.txt, god I feel stupid I never saw that, THANK YOU SO VERY MUCH. xD
Title: Re: FFTA2 Equipment editor
Post by: FrozenDragon150 on October 25, 2015, 04:10:45 pm
Hey beecee, do you have plans to make that battle editor? Tbh, i was planning on further editing this game, but hex editing isn't really my thing y'know? Also, maybe you should redo the job and ability editors, since they might have some bugs left and Lennart isn't around to update his tools, and this might make a world of problem for everyone making mods for this game.
Title: Re: FFTA2 Equipment editor
Post by: Eternal on October 25, 2015, 10:35:06 pm
At the very least it'd be cool to see the updated flags directly in the editor itself. It's rather time consuming needing to have RFH's page open each time I want to change flags around. :P
Title: Re: FFTA2 Equipment editor
Post by: FrozenDragon150 on November 10, 2015, 07:38:48 pm
Mmmmm...
Beecee seems to have died...
Title: Re: FFTA2 Equipment editor
Post by: bcrobert on November 11, 2015, 09:33:19 pm
I'm only pretending to be dead because Assassin's Creed Black Flag is way more fun than I expected. It's hard to make myself stare at a wall of numbers when I could be sinking a legendary ship.

And I'm moving soon so I've been a bit busy irl.
Title: Help?
Post by: DanzyDanz on November 13, 2016, 10:30:38 am
Can anyone please help? I know it's been a year and I really don't want to annoy anyone for asking, but please look at the attachments.

Please help. I've been trying to figure it out for nearly two hours and I'm really frustrated that I made absolutely no progress whatsoever.
Title: Re: Help?
Post by: Yoh on March 25, 2018, 06:27:46 pm
Quote from: DanzyDanz on November 13, 2016, 10:30:38 am
Can anyone please help? I know it's been a year and I really don't want to annoy anyone for asking, but please look at the attachments.

Please help. I've been trying to figure it out for nearly two hours and I'm really frustrated that I made absolutely no progress whatsoever.


I know this is really behind, but I see your Dancer has a capital *D* and I have noticed the program really doesn't like that. Try editing the job.txt jobs to be all lowercase all I can say is it fixed mine.