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Event Skipper v0.75

Started by VincentCraven, July 12, 2008, 06:16:31 pm

Austin

July 24, 2008, 09:11:27 pm #20 Last Edit: December 31, 1969, 07:00:00 pm by Austin
Well, I downloaded this and played up to the first time you visit Lionel Castle in chapter 2 and it rocks so far. I haven't noticed anything out of the ordinary yet, so should I keep going or wait for you to get done with fixing it up?
  • Modding version: PSX

VincentCraven

July 24, 2008, 09:52:47 pm #21 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
Feel free to keep going with that.  There should be no problems to gameplay at all.  The messiness just refers to stuff that should (and probably can) be cut out of the storyline.
I changed jobs and that has made all the difference.

Austin

July 24, 2008, 10:06:27 pm #22 Last Edit: December 31, 1969, 07:00:00 pm by Austin
Gotcha, I'll keep going then.
  • Modding version: PSX

Asmo X

July 27, 2008, 10:47:23 am #23 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
How's this going Vincent? Still working on it?

VincentCraven

July 28, 2008, 07:45:32 am #24 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
Geez, its hasn't even been a week yet since I last posted.

But yeah, ch2 is "complete".  I've run into a couple other problems, but I've also found a few things that I can remove completely without problems.
I changed jobs and that has made all the difference.

Asmo X

July 28, 2008, 09:27:48 am #25 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
heh. just wanted to keep this near the top since it's one of the more interesting projects

VincentCraven

August 09, 2008, 11:38:07 am #26 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
I've added ch3.  Ch4 will come soon as I have now opted to hax through the battles.
I changed jobs and that has made all the difference.

Austin

August 09, 2008, 12:34:48 pm #27 Last Edit: December 31, 1969, 07:00:00 pm by Austin
Coolness.
  • Modding version: PSX

VincentCraven

August 12, 2008, 07:19:06 pm #28 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
Sorry I slacked off in the last chapter.  I know the in-battle events are annoying since you have to see them multiple times if you die; however, those events can take an hour or two a piece.  Maybe I'll work on it at the next holiday?

Leave feedback so I know what really needs to be cut, but more importantly issues that disrupt gameplay need to be brought to attention.  Just remember all the time I'm saving you and enjoy!  :P
I changed jobs and that has made all the difference.

VincentCraven

November 11, 2008, 06:22:36 pm #29 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
Just out of curiosity...

Has anyone used this patch recently?
I changed jobs and that has made all the difference.

Lydyn

November 11, 2008, 06:26:58 pm #30 Last Edit: December 31, 1969, 07:00:00 pm by Lydyn
Not me.

Austin

November 11, 2008, 10:44:30 pm #31 Last Edit: December 31, 1969, 07:00:00 pm by Austin
I haven't played in a few months, but I'll be using this every time I play from now on. Unless I feel like sitting through the entire story again for some reason(highly unlikely).

And I didn't notice your last post about the feedback til now, but I didn't run into any problems when I played last and I played up to the end of chapter 4 (can't remember if I actually finished the last set of fights though).
  • Modding version: PSX

VincentCraven

February 24, 2009, 09:37:51 am #32 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
Sorry if you were getting excited about this being finished, but I merely have some questions.

1)  How do I disable in battle events?

Example:  (Ramza's turn arrives, Delita warns Ramza not to rush enemies, Ramza dislikes being patronized, and Bandit gets cocky).  How do I prevent that event from triggering without changing Ramza's Unit ID in ENTD?

2) World Map event triggers.

Okay, so I can disable the flashback in chapter 1 where Ramza watches his old man kick the bucket.  But it has to load the empty event before it goes back to the menu, which is pretty lame.  Do we have the ability to just remove that trigger upon trying to move on the world map for the first time?


I think that's it for now.  Answers are appreciated.  Extrapolation upon inquiries will be provided if necessary.
I changed jobs and that has made all the difference.

Asmo X

February 24, 2009, 09:41:00 am #33 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
This will own

Kokojo

February 24, 2009, 11:56:25 am #34 Last Edit: December 31, 1969, 07:00:00 pm by Kokojo
Vincent, to disable in battle event, you have to play with attack.out battle instructions.

http://www.ffhacktics.com/forum/viewtopic.php?t=1961

You basicly have to change the unit ID here, if it can't find it here, the game will go away crying and skip it.
Magic City Gariland
ENTD: 184

Gariland Fight
0A 00 01 00 7F 00 00 00 01 00 80 00 00 00 04 00 04 00 0B 00 01 00 05 00 04 00 01 00 05 00 80 00 01 00 05 00 01 00 01 00 19 00

Gariland Fight (Ramza, Delita, Theif Chat)
0B 00 01 00 80 00 00 00 16 00 19 00

Gariland Fight (Ramza talking about honest lives)
0C 00 01 00 FD 01 01 00 19 00

Now 1900 should never ever be replaced nor move, and for any unit ID you replace, use an unused unit ID. (if ramza is 50, use 17 and be sure it's not used in the ENTD.
I keep leaving, I keep coming back. Boomerang boy.

Cheetah

February 24, 2009, 01:39:01 pm #35 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
Kokojo is very correct about this solution for skipping midbattle events. I believe simply deleting all the instructions for the midbattle event would likely do the trick as well, but I don't know for sure.

As for skipping the appearance of entire cut scenes, that would relate to the various BE and B0 instructions at the last event of a battle. I believe those has some control over the opening up of different location and events after winning a battle, I would recommend asking LD or Zodiac about this stuff though since they are the experts.
Current Projects:

LastingDawn

February 24, 2009, 02:37:44 pm #36 Last Edit: December 31, 1969, 07:00:00 pm by LastingDawn
That is correct, those sections in Attack.out are what controls battle events, but you'll need a few to have the battle flow properly, for the Lucavi of course.
"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!

VincentCraven

February 24, 2009, 05:24:02 pm #37 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
Thanks you three.  The info about ATTACK.OUT was dead on.

But am I missing something on the World Map events?  I'll probably figure it out once I come to more World Map triggered events, but only 3 of the event instructions seem to do anything to the world map after the first battle.  Two of them are required to make the world map function, and neither seems to be related to the flashback.  Anyway, if you know anything please let me know, else I'll probably find it later.
I changed jobs and that has made all the difference.

LastingDawn

February 24, 2009, 05:28:40 pm #38 Last Edit: December 31, 1969, 07:00:00 pm by LastingDawn
Hmm... Well of course that's just the final scenario, the Victory scenario which all battles need.
"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!

VincentCraven

February 24, 2009, 06:03:38 pm #39 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
Whoops, I guess I was really vague on that last post.

I was referring to the end of the "victory" event though, yes.
I changed jobs and that has made all the difference.