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April 28, 2024, 02:49:57 am

News:

Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


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Messages - RavenOfRazgriz

61
Small update to the download to fix an error with the Import from ATTACK.OUT function.

There's no point having an updater since ATTACK.OUT Editor Special Awesome is a standalone .exe so please just re-download if you intend to use that function.
62
UPDATE:

  • New Face Layout.  ATTACK.OUT Editor Special Awesome now uses the same basic layout for windows as EasyVent Editor Super Perfect 2.0.

  • Bug with using ENTD 1FD-1FF fixed.

  • Bug with active window not updating when loading from .XML/.OUT fixed.

  • Now Supports Right-Click.

  • Now Supports Keyboard Shortcuts. These match the ones used by EasyVent Editor Super Perfect 2.0 where possible.

  • Saving and Loading logic is now similar to EasyVent Editor Super Perfect 2.0

  • Now uses a .XML Directory folder to store .XML files, and can load / save .XMLs named by the user for easier organization.

  • Now can load any .OUT file from the .OUT Directory to populate itself with data from an ATTACK.OUT instead of using the hackish ATTACK.OUT DUMP.txt method.

  • Stability improvements.

63
    UPDATE:


    • Layout of "Home" changed.  Primary changes are a larger text field, a Close button, and adjusted aesthetics.

    • Right-Click Support re-added.  Supports Cut, Copy, Paste, Select All, Find(Replace), Undo, Redo.

    • Keyboard Shortcut Support re-added.  List is in the OP.

    • Sanity checks added to compiling to .EVTs.  Program now always ignores the Text Offset even if it's not commented out when compiling to .EVTs, similar to how it ignores Offsets when compiling to SaveStates.  User should no longer have any need to manage the Text Offset unless explicitly making use of it.

    • Fix to a small error with SpriteMoveBeta()

    • Error Checking now runs when Saving, Loading, and Compiling instead of just when saving, including when using the Compile Directory function.

    • Many adjustments to the code that runs under-the-hood for stability purposes.

    • Aesthetic improvements to most windows. Might not be noticeable for most users.

    • Other general improvements.


    Download in OP is updated.  If you already have a copy of EasyVent Editor Super Perfect 2.0, there is an UPDATER download which you can install and apply instead.  See instructions in OP.
64
Quote from: nitwit on March 28, 2017, 02:11:21 pm
Great job!  I want to hear more about the autistic MMO, give us a thread on it.

Back up your source code this time..  I recommend a private repo or dropbox.

I have plenty of backups these days, don't worry.

And maybe I will put a thread up on that once I'm working on it again.
65

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Hijacking Ravens thread to upload my Unofficial EasyVent 2.1 update. 2.1 is the same as 2.0, but it fixes issues in a couple events that weren't setup correctly in 2.0, such as the mid-bttle dialogue with Balk and Ramza in the battle right before the end of the game. This also adds all the FFT - The Lion War events to the folder already created for it in 2.0, as they were always supposed to be there, but were not ready when 2.0 was released. This includes the TLW TEST.EVT file as well, and a few typo fixes in the readme.

You can download the UNOFFICIAL EasyVent Editor Super Perfect 2.1 from the attachment at the bottom of this post (reupload by RetroTypes)


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If this is your first time using EasyVent Editor Super Perfect 2.0, please download the full program.  Legacy versions (1.91 and previous) are no longer supported.  If you already have a copy of EasyVent Editor Super Perfect 2.0 but an update has been released, simply download the updater and apply it to your copy of EasyVent Editor Super Perfect 2.0, overwriting all files where applicable. 

When you want something done more right, it's best to take three years off to code an autistic MMO then re-do it yourself in a day.  Welcome to EasyVent Editor Super Perfect 2.0!  While this shares the name of EasyVent Editor Super Perfect with another program of similar purpose by some defunct bastard named RavenOfRazgriz, this entirely-new tool shares nothing in common with it aside from the concept.  EasyVent Editor Super Perfect 2.0 will bring the latest and greatest in event editing, including many features designed explicitly for managing large projects and managing multiple projects at once.



Features Included:
  • User-created directories for storing events in, with a number of starter directories to get started with.
  • Compilations in both event and TEST.EVT format of both Vanilla FFT and FFT: Complete provided stock, with write protections to prevent them accidentally being saved over.  Good for the aspiring event editor who wants easy access to initial files.
  • Saving and Loading Events from any number of user diirectories, with error-checking to catch incorrect commands.  Automatically concatenates a decimal value to the title of your event based on its Offset() to help keep things organized.  Has multiple protections to keep your events saved and prevent data loss or accidental overwrites.
  • Compile to any .EVT file stored in the .EVT Directory folder.  .EVTs can be given unique names for easy organization without issue.  No more managing TEST.EVTs by hand!
  • Compile to any savestate stored in the root folder of EasyVent Editor Super Perfect - with no need to fuss with offsets, editing CONFIG.INI, etc., everything needed is done by the program itself.
  • Compile any directory of event files to any .EVT file stored in the .EVT Directory folder.  WARNING: This can take about 10 minutes to perform with a full list of 500 events.
  • Decompile entire .EVT files to any chosen user directory for parsing.
  • Compile and Decompile in War of the Lions Mode for PSP users.
  • Right-Click menu for Cut, Copy, Paste, Select All, Find (+Replace), Undo, and Redo.
  • Many keyboard shortcuts for keyboard-oriented users.
  • Batch Offset Writer for editing the offsets of many events at once based on a name signifier.  Good if you need to rearrange many events at once.  Also supports War of the Lions Mode.
  • Instruction Viewer that allows for easy viewing of any help file for event commands.
  • Map Viewer for easily finding where your units need to be placed during events.
  • Camera Instruction Generator and SpriteMove Instruction Generator for easy generation of complex commands.
  • CONFIG.INI is the same as used in Xifanie's Event Compiler/Decompiler and is stored in the root folder.  All updates can be applied manually by the end user to this CONFIG.INI.  Event command parameters and help files are stored in root\Resources\Source Files\Event Instruction List\.  Any changes to commands must also be made in the matching event instruction text file to ensure the error-checking functions properly.  All can be handled by end-user to prevent program going out of date.
  • Fully supports the Event Instruction Upgrade Hack, a copy of which is packaged with the program.  While it is not mandatory to use, it is recommended.

Stuff Missing:
  • No more Auto-Complete.  Sorry, Jon!

[Shortcut List]
General:
F1 - Open README.txt
CTRL+L / F4 - Close Active Window
CTRL+R / F5 - Refresh Folders/etc. in Active Window

Text-Editing Windiow:
CTRL+X - Cut
CTRL+C - Copy
CTRL+V - Paste
CTRL+A - Select All
CTRL+F - Find
CTRL+Z - Undo
CTRL+Y - Redo
F3 - Find/Replace Next

EasyVent Editor Super Perfect 2.0 - Home:
CTRL+O - Open Event
CTRL+S - Save Event
CTRL+E - Compile Event
CTRL+P - Compile Directory
CTRL+D - Decompile .EVT
CTRL+I - Open Instruction Viewer
CTRL+M - Open Map Viewer
CTRL+G - Open Camera Generator
CTRL+N - Open SpriteMove Generator
CTRL+B - Open Batch Offset Rewriter

EasyVent Editor Super Perfect 2.0 - Camera Generator:
CTRL+G - Generate Camera() Command

EasyVent Editor Super Perfect 2.0 - SpriteMove Generator:
CTRL+N - Generate SpriteMove() Commannd

EasyVent Editor Super Perfect 2.0 - Batch Offset Rewriter:
CTRL+B - Batch Offset Rewrite

More details can be found in the included README.txt file.  Bugtested only by myself.  Post bugs and they'll be fixed whenever I get around to them based on urgency.  Enjoy, you filthy animals.
66
Journey of the Five Ch.1 / Re: Suggestions
June 24, 2015, 07:25:35 pm
@RayKamiya

Weapon Guard is innate all units and is used as part of the game balance for equipment.  Its slot as a Reaction Command will be used in a future release for a new ability instead.  As Elric mentioned, ability space is precious, and this decision both gives us a new Reaction Command slot to make use of in the future and makes positioning yourself correctly as the player more important to winning each battle.

Link has a small moveset because the "essence" of Link is a versatile character whose full potential is brought forth via his equipment.  This is why he's the only character to learn Equip Change and why his base class can use almost any item in the game, affording him item combinations that otherwise can't be made, even when considering various "Equip:" Support Abilities.  Ability Space as Elric said is also an issue that has to be worked around so we try to give every character as few abilities as possible to do what they need to do.  This is also why Cloud doesn't retain the "Cherry Blossom" skill from the original Final Fantasy Tactics.  Dante has a wide move pool because it was the best way to convey his gameplay from Devil May Cry 3 into Final Fantasy Tactics, and it gave players who were too stubborn to change from the Five's base jobs enough options to shore up party weaknesses.  Obviously, since Link relies on equipment, his utility is partially restricted by the fact the game has only had one chapter released so far, but as more chapters get released, Link's unique traits in his main job will become more prevalent.

Some of Snake's abilities like Move! or Assassinate do have very low base hit rates, but this is due to their relative power in Snake's hands.  Move!, for example, allows the character whose already the fastest unit in the game to trade his turn to any other unit on the field, regardless of range, which helps units normally balanced by low Speed to get extra turns and wreak havoc.  Snake is a strategic character who allows you to either make high risk plays with abilities like Move! or Assassinate or use Hide and his high Movement range to manipulate the battlefield to your advantage.

@Selius



These are the stats of the Five when leveled from 1 to 99 in their base classes and without any influence from Multipliers.  Note that this does include the fact Ramza benefits from Female MA and MP, which is the main reason he appears superior to the other units, as the other members of the Five all use Male Growths. 

Dante at 100 Speed Growth sports 11 Speed, while at 150 Speed Growth, Link and Cloud only lose 2 Speed.  Human jobs have an SPM of either 90, 100, or 113, with the exception of Snake's Job, which has 120.  At 90 SPM and 113 SPM respectively, the speed differences become:





Note that due to the nature of CT, Speed points are more important when Speed is lower than higher.  At their lowest (90 SPM), Cloud and Link get 80% of the turns of Dante, who has the "standard" Speed Growth.  At their highest (113 SPM), they get ~85% of the turns of Dante.  So no, they aren't penalized "25%".  Further, since you've at least got experience with things like SCC, it should be obvious that the game balance in Journey of the Five moves heavily away from the ability to oneshot or twoshot most units, even comparing the first chapter here to the first chapter of the original game.  This, and the higher prevalence of MP costs, mean the accelerated HP and MP Growth of Link and Cloud are important factors, both because of the increased utility of things like Move-HP UP / Move-MP UP / Regen / etc., and an enhanced ability to either spec themselves towards tanking or towards using stat-boosting equipment to further their offensive potential without risk of being quickly killed in later chapters where you'd both have a wide variety of equipment options and actually be Level 99.  It's also worth noting that in Journey of the Five, Haste only boosts Speed by 25%, which also lowers the importance of a difference between say, 8 and 10 Speed.  Once Hasted, a 8 Speed unit has 10 Speed while a 10 Speed unit has 12, a far smaller difference than the 12 and 15 Speed gaps that would occur in the base game, and would further be exacerbated by lots of Speed-boosting equipment that will be harder to come by in later Chapters of Journey of the Five.

The Five's base Jobs also don't contain the "best" stat growths, they merely contain more heavily slanted stat growths than the Generic Jobs which lean you toward what that character is known from in their main series.  Link comes out as a slightly bulkier Ramza with a bit less PA and MA, Dante comes out as a tank who can easily trade hits with anything, etc.  Generic Jobs have less exaggerated Growths, but there's nothing really "bad" about them as they follow the same basic rules as the Five's in terms of game balance.  They also become more focused as you get higher up the Job Tree.  For example, the Samurai has Growths very similar to the Duke, but has lower Speed Growth in trade for more HP and MP.

If you don't like the class, don't level up in it, but the disadvantage of 150 Speed Growth is far lower than you make it out to be, possibly because you're checking the stats via FFTastic and not a program like lvlsim or my Utilities Workbook and getting the wrong results, as FFTastic is only designed to be used with the base game.
67
FFT+ / Re: Moving forward 1.02
February 04, 2015, 04:12:18 pm
You have to remove the check for Beowulf being in your party from the World Map Instructions.
68
Works in Progress / Re: Souls of Destiny
December 20, 2014, 02:50:03 am
Okay, I played up through Sand Rat Cellar completely blind.  Haven't even read the OP, so I don't know what's actually in the Changelog or planned in future revisions.  I went in with no expectations or impressions besides "CONMAN made a story patch, tell me if you think it's good" from Elric.  Below is feedback / bugs / etc. found based on that.

* Steal Heart's text or effect is wrong.  The text says it adds Charm, yet every time I tried using it, the displayed status was Death Sentence and none of the times it actually landed a status so I don't know what it's actually meant to do.

* Characters don't save between the Intro at Thieves' Fort and Magic City Gariland and it's very disorienting, because there is no reason for them not to save between battles.

* You get no revival options in the first two battles, as well as no healing options whatsoever besides Wish, and in the second battle your characters are capable of Crystalization. 

* Your main non-hero characters can Crystalize without a Game Over and the game continues as normal.  I tested this by having Chelsea Crystalize in the second fight and was able to complete up to Sand Rat Cellar without any issues or the game caring in any way despite one of my main characters literally being dead.

* La La does not join immediately after helping you so she resets before joining your party.

* After La La joins, your Inventory is completely reset.

* La La joins at a far higher level than the rest of your party.  I believe either Level 7 or Level 8 while the rest of your party is still floating at Level 2.  It might be a bit lower than this because I didn't think to check her level until Sand Rat Cellar but by that point she was Level 10 while the rest of my Party was Level 2 and Level 3 so she had to join at least at Level 5.

* Enemies starting after La La joins seem to be far higher level than your other playable characters.  I'm guessing battles are Party Level based on this.

* Mandalia Plains restricts you to 3 Units despite you having 4 Units and there being no Sprite Limit issues. 

* Mandalia Plains has enemies up through Level 7 including a Squire with a Battle Axe that can oneshot anyone in your party.

* Other enemies tend to grossly overlevel the party.

* Zalbag uses your main character's formation sprite.

* Zalbag sucks.  Really he's completely fucking worthless.  The only useful thing he did for me was act as a high MP target for Jenna's Osmose skill.

* Zalbag's AI in the Sweegy Woods battle makes him twice as shit as he is in other battles because he hides behind your party unless the enemy moves in close.

* Sweegy Woods only allows you to deploy 3 characters despite there being no Sprite Limit issues.

* Enemies in Sweegy Woods on average are over 3x the level of your party unless you're grinding.  My units that weren't La La averaged Level 2 and the enemies averaged Level 7 on top of outnumbering you heavily despite you likely having no ability pool yet.

* Dorter Slums finally allows you to deploy all your units, too bad one of mine was dead forever.

* Units in Dorter Slums outlevel you by even more than Sweegy Woods unless you've been grinding.

* Monk can oneshot any unit in your party that's not Zalbag unless Compatibility saves you.

* Units in Sand Rat Cellar begin breaking Level 10 despite all my units that aren't La La being Level 2 or 3.  Zalbag doesn't count because he's literally more worthless than Algus because he doesn't start on the side that allows his corpse to be used to block the door.

* Enemies include a Level 11 or 12 Samurai that can twoshot your entire party including Zalbag simultaneously via Draw Out.

* Monk present still oneshots entire party that's not Zalbag, La La included.  Zalbag is still worthless despite this so him not being oneshot honestly does more harm than good.




That's where I stopped playing for now.




Other notes:

* Sprites are borked, but you know this already.

* Event Text is often broken or badly formatted.  Too many instances to document them all individually.

* Story seems rather confusing to follow.

* Story is twice as confusing to follow if you don't edit your name because you seem to have Ramza as an existent, separate character.  The default name should be changed if this is so.  This can be done via FFTacText.

* This happened during one of the scenes with Alma, forget which: http://gyazo.com/54d4a0cd974f543e457bf20dec796f74

* Unique units don't feel very unique so far since the ones I've encountered so far merely utilize generic class abilities with higher stats and innates with only one or two unique abilities.  Having a lot of abilities on a Job isn't very important.  A character like Mustadio who has 3 unique and character-defining moves is much better than a character like War of the Lion's Balthier which has 12 moves simply taken from everyone else.

* The general idea of the patch seems to be that your starting units are far more powerful than the enemy generics so you fight a larger number of higher level generics.  At this early point in the game there are two problems with this formula:
** 1. This highly disincentives me as a player from changing Jobs to get new skills.  Journey of the Five has this problem to a lesser degree, but this patch seems heavily based on the "Squire" Jobs being heavily bad-ass so its far more prevalent here.
** 2. At this early point in the game, Level is easily one of the most determining factors in how strong a character is so, at least in my playthrough so far, most enemy units are as strong or stronger than my units by virtue of raw numbers.  If I were an average player I would have been forced to either grind levels and hope levels don't scale or stop playing.

* Despite all of the above, I was able to trivialize every fight except Sand Rat's Cellar despite the difficulty brick wall that seemed to get added to them via Jenna's Magic Ball and La La's Barrage.  However, this required a lot of mechanical manipulation that novice or intermediate players would not have considered, such as abusing Zalbag as an Osmose target to keep Jenna's MP full.

* Osmose does not seem to target the player like a normal spell with a CT, but targets the panel instead.  Not sure if this is intentional given this isn't how Vanilla spells function and everything else still seems to be pretty much set up like Vanilla.
69
Are you saving the event before compiling it?

That version of EasyVent compiles the last Event saved, not what's currently in your editing window.
70
Help! / Re: EasyVent Editor not on the download page?
November 04, 2014, 07:51:26 pm
I haven't because I want to remake a lot of those tools but, you're correct, Xifanie, I haven't been able to find the motivation to do that.

You can always find the most recent versions of my tools in my signature though, JantheX.
71
Help! / Re: Changing weapon sprites in the shops
August 17, 2014, 09:35:59 pm
Tutorial Link Index -> Item Icon Editing by Celdia should be what you're looking for.

Always check the Index first when you need to know how to do something.  It's a bit more reliable than trying to jam words into the Search engine.  There are other Indexes for similar things on other boards such as the one used for tracking ASM knowledge on the Final Fantasy Tactics Hacking board.
72
Quote from: IcePenguin on July 30, 2014, 12:10:28 amIs it possible to beat the 6-turtle-encounter at Zirekile Falls?  At this early in the game, it's such an overwhelming fight that I end up hitting reset.  :oops:


It's beatable but it's a lot easier to beat once you come back to it with more skills.  The enemies die much easier and it makes you feel like a badass after they've beat you up so much early on.
73
Help! / Re: Opening PPF files on Mac OSX
July 05, 2014, 10:58:20 am
A PPF simply contains the differences between two files.  You need a program which can apply a PPF to another file such as PPF-O-Matic, and the original file the PPF was made from - in this case a US .ISO, .IMG, or .BIN of Final Fantasy Tactics for PS1 - to apply the PPF to. 

Obviously we cannot provide you with a copy of Final Fantasy Tactics so you're on your own there, and I'm not sure if PPF-o-Matic has a Mac version or what its Mac equivalent is but that's where you would start looking.  However, once you've applied the PPF, you can just open your game in your emulator and you're good to go.
74
No, you're not. 

You 'can' but it's actually a really bad idea to try unless you know exactly what you're doing or savestate abuse.
75
PSX FFT Hacking / Re: Dokurider's Custom AoEs
June 12, 2014, 11:56:23 pm
Quote from: Xifanie on June 12, 2014, 11:49:16 pm
whoo~ Raven blaming time, my favourite time of the day \o/


76
PSX FFT Hacking / Re: Dokurider's Custom AoEs
May 30, 2014, 07:47:04 pm
Quote from: Dokurider on May 30, 2014, 05:54:19 pmIt doesn't even need the Kanji Space hack anyone technically, but best do that anyways to be safe.
Nothing ever "needs" the Kanji Space Nopper, all that hack does is make it easier for an ASMer to see how large their workspace is.  If you're not actively ASM hacking or working on a team where someone is you should never need to apply it unless the person making the ASM did something particularly brain-dead.
77
Journey of the Five Ch.1 / Re: Bug Reports
May 30, 2014, 08:20:56 am
Generally, running into dummied out abilities with no effects or descriptions is a side effect of cheating and hacking things onto your characters, yes.
78
PSX FFT Hacking / Re: Dokurider's Custom AoEs
May 27, 2014, 11:01:06 pm
Hamedo doesn't make Counter useless.  Countergrasp is also its own flag, so you can make it possible to trigger "Counter" against any damaging attack that happens to be inside your weapon range, while Hamedo with Choto's fix can filll the role of old-Counter by triggering against those types of attacks with a pre-emptive strike.  Considering many people consider Counter to be a lackluster Support, this is a change that both makes Counter more relevant and gives Hamedo more overall utility.

What makes things useless is lacking the imagination to properly diversify things.
79
PSX FFT Hacking / Re: Dokurider's Custom AoEs
May 27, 2014, 08:12:59 pm
Normal Attack also controls whether the attack is intercepted by Hamedo.

I discovered what the flag did a long time ago when making Jot5 Chapter 1 but forgot to actually tell anyone about it.  But yes, it controls Golem, Hamedo, and maybe something else, it's hard to remember back to like 2012 when I noticed what it did.  (This is relevant if you use Choto's hack that "nerfs" Hamedo, since you can make it effective against more attacks to compensate if you wish.)
80
Quote from: Pandemoniu on May 27, 2014, 02:58:22 amHas something been changed with Monster Egg Laying?


Monster egg-laying was disabled to circumvent a few bugs caused by some of the ASM edits we use, among other reasons.  If you want a monster based party you'll need to tame each one individually. Battles like the one you found in Araguay Woods where monsters join automatically at the end were added to help offset this for people who enjoy using monsters, though.