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Messing with events

Started by goldblade0, January 24, 2009, 06:42:26 am

goldblade0

January 24, 2009, 06:42:26 am Last Edit: December 31, 1969, 07:00:00 pm by goldblade0
I'm now one of the people messing with TEST.EVT.  Some stuff will go here

Orbonne
{58}{r010000}
Normal no screen needed

{58}{r000000}

Seems to cause units to face camera when they access EVTCHR.BIN for a sprite

{58}{r011100}

Ok that one seems to mess up the map for some reason, any ideas people?

{58}{r010011}

This one seems to cause event sprites to dissapear.

{58}{r011111}

Ok this one just seems weird, 3 Delita's all different colors

{58} seems to be linked to Event Sprites, I'm just not quite sure how.  I'm new to this so any tips would be nice.  Also a explination for 2nd image


{59}(r01)
Normal for scene

{59}(r11)
Causes sprite to glitch

{59}(r00)
Invisible Sprites see {58}{r010011} for image

This one also seems to affect event sprites I think

{6D}(r0000)
Normal scene

{6D}(r1100)
Nothing different

{6D}(r0011)
No apparent change

{6D}(r1111)
Nothing

{6D} Still needs more testing to discover what it does I think

{4D}(r80)
Normal

{4D}(r00)
Gives a black screen.  Text boxes still appear

{4D}(rFF)
Appears Normal

{4D}(r0F)
Normal

{4D}
Seems to cause the screen to go black if set to 00.  Further testing recomended


{63}
No Seen effect from changing it


{45}(r020001)
{45}(r170001)
{45}(r830001)
{45}(r800001)
{45}(r810001)

Not quite sure exactly what they do, changing them seems to do nothing when I tried but after deleting them Ramza, Gaf, and Rad didn't appear in the opening scene.

{1A}(r04141F1F04)
Normal

{1A}(r0000000000)
This is odd, seems to skip the first half of the scene, to the part where the knight bursts though the door, withont Ramza and the rest appearing.  Simon somehow becomes Gaf, with Simons pallet somewhat, while the textbox for Ramza points to the knight.  Olivia is still kneeling down, praying.  Could someone get a vid up of it?

{1A}(r04141F1F04)
See above, no change

Really no clue what it does, any ideas people?

{6F}(r1300)
This I will test later, tired now
It'll be a good long time until someone flushes another guitar string.

nates1984

January 24, 2009, 10:09:25 am #1 Last Edit: December 31, 1969, 07:00:00 pm by nates1984
I have zero experience editing events, but....

{45}(r020001) Ramza
{45}(r170001) Gaffy
{45}(r830001) Generic
{45}(r800001) Generic
{45}(r810001) Generic

Those look like unit ids to me.

Archael

January 24, 2009, 10:47:10 am #2 Last Edit: December 31, 1969, 07:00:00 pm by Archael
these are very helpful... I gotta try this stuff out myself soon

Cheetah

January 24, 2009, 01:56:58 pm #3 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
This is a very odd way of testing event instructions, and I explain a few of these in other places. But I appreciate you sharing your information and testing stuff though either way, keep it up. I will explain a few things for you.

{58} Designates which frame of evtchr that game is pulling the custom animations from. If the animation frame you are trying to call doesn't exist it will just make the character with a UnitAnim instruction to look down. Hence why the characters were doing that till you it a frame number that had matching UnitAnim instruction and why those characters are each representing a different frame of animation of Delita's swing.

{59} Is the instruction that actually loads the evtchr frame designated in {58}. You can have at least two frames loaded at once. It is a bit complicated and I don't have complete notes on either of these, thus the reason I haven't posted anything about them yet.

{45} I have my notes on this posted in a different thread. FFT PSX Hacking Event Instructions. I would recommend putting the rest of your info there, though that thread should be moved to this section. I'm not sure why Zozma put it there.

I would recommend watching youtube vids of events and trying to figure out what the instructions do that way. Randomly inputting values isn't very efficient or affective I believe.
Current Projects:

goldblade0

January 24, 2009, 02:36:19 pm #4 Last Edit: December 31, 1969, 07:00:00 pm by goldblade0
any idea why the map was messed up in the 2nd image?
It'll be a good long time until someone flushes another guitar string.

Cheetah

January 24, 2009, 03:10:29 pm #5 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
Must have something to do with the third byte. The first two are for the evtchr frame. I don't know what that could be for, maybe to insure that the camera is at a certain angle for a certain set of animations. That or it was just glitching out.
Current Projects:

DarthPaul

January 24, 2009, 03:10:53 pm #6 Last Edit: December 31, 1969, 07:00:00 pm by darthpaul
It looks like the lighting effect changed in the 2nd image.
Oh pitiful shadow lost in the darkness, bringing torment and pain to others. Oh damned soul wallowing in your sin, perhaps...it is time to die

goldblade0

January 27, 2009, 10:53:04 pm #7 Last Edit: December 31, 1969, 07:00:00 pm by goldblade0
Continuing from where I left off

Thanks goes to nates1984 for reminding me about unit ID and that is it used a lot with events

{6F}(r1300)
Dosent seem to do anything.  The first byte is that of Simon but changing it dosent seem to effect scene.  Neither does changing the 2nd byte.

{63}(rCA)
Unknown.  Changing it to 00 and FF did nothing.

{2A}/{2B}
Not quite sure what they do.  I tried changing them with {16} which is wait until input.  They are in sets between the entrance of Gaf/Ramza/Rad.

{7C}()
Yes the first thing.  I tried also replacing it with a {16}.  It allows the map name to disapear.  Input is needed to continue to the scene.  Works withont it

{1C}(r01)

Setting it 00 caused the game to go slower.  Units moved slower, tex boxes appeared slower, Music and sound remained intact

Setting it to 10 causes the game to go at same speed as 00 and text boxes to flicker.

Setting it to FF causes the game to go at slightly less than normal speed and the flickering in the text boxes is worse

{4B}()
Unknown.  Changed it to {16} and the event still works.  Ocures before the wounded knight bursts though the door.

{6D}(r8400)
The 84 I believe is the wounded knight
First I set it to 13 00 (Simon) but there was no change to that.  
Next I Zeroed it out 00 00 but there was no change
Set it to 84 11, nothing changed still

{6F}(r3400)
This one has unit 34, Agrias
Set it to 00 00, nothing.
Set it to 34 21, nothing
I assume that it is the same as {6D}

{46}(r3400)
Agrias again.
00 00, Agrias dosent disapear after she goes though the door
34 12, Normal, No Change

{BE}(r5700)
No unit ID related to it
00 00, nothing changed
57 13,  I've seem to hit something.  Event ended when the instruction was loaded

I'm done for today.  Got more info for the Orborne event.  Next one to try is
{B0}(r57000000)

Anyone else can contribute if they want, its not like I'm getting paied for this

Cheetah I will add this to the outher topic once I finish with Orborne
It'll be a good long time until someone flushes another guitar string.

Zozma

January 28, 2009, 12:12:45 am #8 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
Quote from: "Cheetah"{45} I have my notes on this posted in a different thread. FFT PSX Hacking Event Instructions. I would recommend putting the rest of your info there, though that thread should be moved to this section. I'm not sure why Zozma put it there.


heh, well i guess it wasnt as noticeable
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Kokojo

January 28, 2009, 12:34:38 am #9 Last Edit: December 31, 1969, 07:00:00 pm by Kokojo
{46}(r3400)
Agrias again.
00 00, Agrias dosent disapear after she goes though the door
34 12, Normal, No Change

I guess this is

46 : Hide sprite

Byte1: Unit ID
Byte2: Always 00

{BE}(r5700)
No unit ID related to it
00 00, nothing changed
57 13, I've seem to hit something. Event ended when the instruction was loaded

Seems to do point out something about the event loading/next event/afther event or things like that. I wish you try more about this Instruction, as i had some problems with it.
I keep leaving, I keep coming back. Boomerang boy.

Cheetah

January 28, 2009, 02:42:22 am #10 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
Make sure you aren't doing unnecessary work. 2A and 2B are already described in the event instruction section, all instructions between them run simultaneously. I already described 46 as Hide in the Unknown Event Instructions thread.

BE and B0 have to do with unlocking the world map, and the character descriptions, and lots of other stuff. Lasting Dawn knows more about them.
Current Projects:

HatterMadigan

February 10, 2009, 10:52:01 pm #11 Last Edit: December 31, 1969, 07:00:00 pm by HatterMadigan
The first two screens are freakin me out. They're staring at me! :o