• Welcome to Final Fantasy Hacktics. Please login or sign up.
 
March 28, 2024, 02:49:01 pm

News:

Don't be hasty to start your own mod; all our FFT modding projects are greatly understaffed! Find out how you can help in the Recruitment section or our Discord!


Alazlam Speech Editor 1.01 & Tutorial

Started by 3lric, July 20, 2020, 01:19:49 am

3lric

July 20, 2020, 01:19:49 am Last Edit: July 20, 2020, 03:30:31 am by Elric
Alazlam Speech Editor 1.01 by Xifanie & Elric

To round up my new trio of tools, (which were primarily made due to a need for them for the WotL version of TLW) we would like to present you with, the Alazlam Speech Editor. This tool would have been in no way possible, without Xifanie's assistance. She basically built the whole thing, I just kind of put the things together, and made an XML tab. So huge kudos to her for this tool.

So let's start the whole tutorial thing one last time.

Introduction
So to start, if you open the workbook, the first thing you'll see is this:

Looking at this, everything will not be quite as self explanatory as my other sheets, so let's go over everything like we did with those ones.

Image Buffer
The Image Buffer column is used to determine the current image overlay. Please note that you MUST set previous image, to remove the current image, before you can call another. This means you cannot call an image for every different page.


File
The File column determines which image you are using for your text. There are two images for the Alazlam text, and each can have 15 lines. The dropdown on this column lets you select between OPNTEX4/5. This will need to be selected for each new page, so the game knows which file to pull the line from. (Note, that this might actually be called OPNTEX3/4 depending on which version of shishi you use, but figuring out which two are the Alazlam speech is still pretty obvious)


Line
The Line column determines the order that the lines in the OPNTEX4/5 section are displayed in. As you can see below. Line 0, then line 1, is the vanilla default, but swapping those two line numbers around, will change who the game displays this text. There is no reason you should need to change these, but the option to do so is there. (Note, only the first Line column is editable, the second line column (column O) is not editable.


OPNTEX4/5 Text
The OPENTEX4/5 column is used mainly as a guide for you to enter your new text edits and make the lines/pages/etc easier to track and work with. Everything in this column is what will be displayed in the Preview Text column based on the Line columns. (Note, while there is space for 16 lines on each of these 2 sheets, the 16th line is not accessible and will print garbage image data, so it was not added to this sheet for obvious reasons)

Pixel Length
The Pixel Length column is used for setting how many pixels each line should be. As you can see in the image below, vanilla starts at the first pixel of the sheet and counts to the right as such.


Patching
Lastly, if this is the first spreadsheet hack you've ever used (I would be very very confused if that was somehow the case), once your edits are made, youll need to click on the XML tab on the bottom of the workbook, and copy Column A, from A1 all the way down through A272. Copy, and then paste this into a blank .xml file. Don't have a .xml? Sure you do, make a new notepad document, paste the contents mentioned above, save the file with whatever name you want, and change the extension from .txt to .xml. Place this into the xml folder of FFTP, and then patch it to your FFT image using orgASM.
  • Modding version: PSX