Modding => Hacking/Patching Tools => Topic started by: RavenOfRazgriz on September 05, 2011, 07:57:43 pm
Title: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: RavenOfRazgriz on September 05, 2011, 07:57:43 pm
Download the Latest Version Here! (http://www.megaupload.com/?d=OXLPH37B) (Mediafire Mirror) (http://www.mediafire.com/?ouy5ykcm3c6j6g2)
Because when you want something done right, sometimes it's best to do it yourself. This is EasyVent Super Perfect! While it shares a name with ffta707's now-abandoned EasyVent tool, the application itself doesn't actually share anything in common with it besides the concept. EasyVent Super Perfect will bring you the latest and greatest in Event Editing ease to date with both features intended for the ne'er-arriving EasyVent 4 and some an insane amount that I added myself.
Features Included:
Index of every Event by Event Offset, now with Event Script and name listed as well. This allows you to use the Open Event button to load any pre-existing Event directly into your editing window. Now includes proper Open/Save Windows instead of the ComboBoxes I was using previously, meaning you can now name your Event and all kinds of other stuff. The Event files are held in the various "____ Event Directory" folders included with the program. All the default Directories aside from the Custom Event Directory are safe from being overwritten, so you can use them as source Directories as you please. Naming support for styles other than EVT_DEC_SCR YourName was dropped, however now you have full freedom to give your Events names and Multi-Compile them even with their names as long as they follow the aforementioned EVT_DEC_SCR format. Now also supports CTRL+A, CTRL+F, and more for even easier Event Editing and a full usurption of Notepad.
Index of every Event Command by ID and Name, as per FFH's front page. When one is chosen from the drop-down list, its automatically added to your editing window at your cursor's location, and a help listing is displayed to the right of your editing window to help you use the command with as much ease as possible. Commands added to your editing window also now have a consistent and easy to understand notation of what goes into each data field to further help you understand and remember what they do and how they work.
Index of every Map by Map Name and ID. This allows you to see a top-down preview of every map, with X/Y Coordinates and N/E/S/W labeled as per the list on FFH's front page. Now with a second box that allows you to switch between a bird's-eye view and four dynamic views! The "corner" referred to in the names of the dynamic views refers to what the cardinal direction of the bottom-left corner is, if it wasn't obvious. These maps are located in the "Map List" folder included with the program, so you can feel free to mark them up in Paint or something if you want to remember where certain things are!
Button-press Compiling and Decompiling of TEST.EVT. Place the TEST.EVT you wish to edit in the External Program Hub folder included with the program, and when you're done your event, press Save, then press Compile Event, and EasyVent Super Perfect will run Xifanie's Event Compiler directly, no need to leave the window! If you wish to decompile, click Decompile TEST.EVT and it'll do the same with her decompiler! Starting with v1.3 and onward, I've even begun including a Vanilla TEST.EVT and Vanilla decompiled PSX Events to help people get started. Starting with v1.4, you can Compile entire Directories, and Decompile will automatically output both a PSX Events.txt and a PSX Events Folder, the folder of which can be Compiled from, among other crazy shit.
Comprehensive Error-Checking before Compiling and Saving Events, as of v1.8, and buffed heavily in v1.9! The program will now search for commas, parentheses, x's, french braces, line length, etc. to ensure your Event is correct before Compiling. You'll be allowed to Save after a warning if you encounter an error, but not Compile until all errors are removed. If you have an input error in your commands (such as using +00X for a +TIMER), you'll get the name of the command that's errored, which line it's on, and which argument is wrong, allowing for incredibly precise error-checking. This logic also works on the Multi-Compiler, and now has its logic enhanced to interact with it properly.
Notes:
You must keep the main program and its source files inside the EasyVent Editor Super Perfect v1.8 folder as I've organized them, or the program won't be able to find its source files and will display errors. As of v1.2 onward, however, you can make your own Event Directories, as long as you follow the same organizational pattern.
To-Do List:
Make comments (statements preceded by //) green, must debug Lirmont's code...
FAR FUTURE - add options that allow for ATTACK.OUT editing, potentially, but probably not.
Download and enjoy, kids. Report errors and I'll fix them as soon as I can.
Thanks To, in No Particular Order:
Celdia, for taking and resizing all the Map Screenshots.
ffta707, for the original EasyVent. Though that program in this no actual relation, the concept and many of this program's ideas were only thought of while trying to upgrade EasyVent 3.
Pokeytax, for making me adamant enough that this'd be better than a Spreadsheet to actually get off my lazy ass and make it.
Cheetah, for giving me a pile of ideas I'm surprised I didn't think of myself that'll up the customizability and ease-of-use of this tool.
Xifanie, for making the original Event Compiler and Event Decompiler this is built on top of. How I didn't think to thank her before now, I have no goddamn idea.
Elric42, for doing a fantastic Job in helping me identify several commands and pointing out tons of Help file errors.
Lirmont, for providing me with code examples for several of the more recent features, either directly or indirectly.
4---KeyBindings
Main Window CTRL+A = Select All Text in Current Window CTRL+C = Copy CTRL+D = Decompile TEST.EVT CTRL+E = Compile Event CTRL+F = Find or Replace Text in Editing Window CTRL+I = Move to Indexed Event ComboBox CTRL+K = Toggle Auto-Fill CTRL+L = Close EasyVent Editor Super Perfect v1.9 CTRL+M = Move to Map Selection ComboBox CTRL+O = Open Event CTRL+P = Open SpriteWalk Generator CTRL+R = Open Camera Generator CTRL+S = Save Event CTRL+T = Move to Command List ComboBox CTRL+V = Paste CTRL+X = Cut CTRL+Y = Redo CTRL+Z = Undo F1 = Help (Opens this README file.)
Find/Replace Window CTRL+A = Select All Text in Current Window CTRL+C = Copy CTRL+F = Find Now! CTRL+R = Replace Now! CTRL+L = Close CTRL+V = Paste CTRL+X = Cut CTRL+Y = Redo CTRL+Z = Undo
Decompile TEST.EVT Options Window CTRL+A = Select All Text in Current Window CTRL+C = Copy CTRL+E = Refresh Folders CTRL+N = No CTRL+V = Paste CTRL+X = Cut CTRL+Y = Yes/Redo CTRL+Z = Undo
Open Options Window CTRL+A = Select All Text in Current Window CTRL+C = Copy CTRL+E = Refresh Folders CTRL+L = Cancel CTRL+O = Open CTRL+V = Paste CTRL+X = Cut CTRL+Y = Redo CTRL+Z = Undo
Save Options Window CTRL+A = Select All Text in Current Window CTRL+C = Copy CTRL+E = Refresh CTRL+L = Cancel CTRL+S = Save CTRL+V = Paste CTRL+X = Cut CTRL+Y = Redo CTRL+Z = Undo
Compile Event Options Window CTRL+A = Select All Text in Current Window CTRL+C = Copy CTRL+D = Compile Directory CTRL+E = Refresh Folders CTRL+J = Compile Just Event CTRL+V = Paste CTRL+X = Cut CTRL+Y = Redo CTRL+Z = Undo
Camera Generator CTRL+A = Select All Text in Current Window CTRL+C = Copy CTRL+E = Export to File CTRL+L = Close CTRL+V = Paste CTRL+X = Cut CTRL+Y = Redo CTRL+Z = Undo
SpriteMove Generator CTRL+A = Select All Text in Current Window CTRL+C = Copy CTRL+E = Export to File CTRL+L = Close CTRL+V = Paste CTRL+X = Cut CTRL+Y = Redo CTRL+Z = Undo
Help Window CTRL+A = Select All Text in Current Window CTRL+C = Copy CTRL+L = Close
EasyVent Editor Super Perfect v1.91 Released. A number of Critical Errors, such as me being a dipshit and calling the wrong Compiler and causing an unhandled exception were fixed. A bunch of small convenience features were added, some stuff was made faster / better coded, and the need for the Multi-Compile subfolders was removed, making the program a bit lighter. In addition, you can now merely type DisplayMessage and not 10 DisplayMessage (eg) into the ComboBox on the main form to look up commands. There might be a few other things, but all in all this is a bugfix/cleanup update that fixes all the known Critical Errors and just touches things up.
Download EasyVent Editor Super Perfect v1.91 BugFix Here (http://www.megaupload.com/?d=OXLPH37B) (Mediafire Mirror) (http://www.mediafire.com/?ouy5ykcm3c6j6g2)
EasyVent Editor Super Perfect v1.9 Release. This release further fixes every Help file I didn't fix last time, and fixes the Camera and SpriteMove Generators for realz. It also uses a completely different Save/Open/Compile logic than before, resulting in a smaller form and more freedom for opening and naming files. There is now an optional auto-fill feature that will fill in commands as you type them, and regardless of its setting, its Help window will open for you while typing it to make it easier to look things up on the fly. Folders were reorganized so less shit is visible, and error checking was brought up to 9001. Right Click Menus on ALL THE THINGS, too. 43 CallFunction, 8E ShowChapterEnd, and 99 BlueRemoveUnit were added to the Compiler as well. Sadly, Compiling to/from PSX Events.txt was lost - but I have the funny feeling no one ever used it. If there's demand for it, I'll write some new logic for it, since it was a casualty of my rewrite of the various Save/Open/Load routines, but there's really no reason to need it if you have the PSX Events folder.
Download EasyVent Editor Super Perfect v1.9 Here (http://www.megaupload.com/?d=EJY5MZT2) (Mediafire Mirror) (http://www.mediafire.com/?1a839b63100goe7)
EasyVent Editor Super Perfect v1.8 Release. This release fixes every single Help file, formatting, rubrics, etc. I went through and fixed every single one. I've also edited Earthquake() to be EarthquakeStart(), {42}() to be EarthquakeEnd(), {49}() to be AddUnitPrep(), and fixed bugs/errors in the Compiler-implementation of several other commands. I also completely redid the incredibly buggy error-checking from v1.7 and pimped it to the max. It will now point out errors with commas, parentheses, french braces, x's, and command length before even calling the Compiler or Saving your Event. If Saving your Event, it will provide warnings but allow you to go through, but if you're Compiling, it will not allow anything to go through at all until all found errors are fixed. This routine is also run against every Event run through the Multi-Compile feature, and if an Event is errored, you'll get an error report and the Multi-Compile will quit. I'll probably modify it to simply skip the Event and continue to the next one in the v1.9 release, but I feel this is still a huge improvement. Your commands from every source will now insert at the point your cursor is resting, and not above the EventEnd() command, as well. The program now comes with backup TEST.EVTs compiled for each of the included Directories, as well. In addition, Event x194 is now included and labeled as the Game Over Event, and the Map List was turned back over the Decimal from Hex. The Camera and SpriteMove Generators should be 100% bug-free now.
Download EasyVent Editor Super Perfect v1.8 Here (http://www.megaupload.com/?d=93QT8XWZ) (MediaFire Mirror) (http://www.mediafire.com/?ucc6ctu4zar15fq)
EasyVent Editor Super Perfect v1.7 Release. This error fixes even more bugs and handles a few unhandled exceptions I had lying around, specifically with the Multi-Compiler and uncompilable events. This release sees CTRL+M double in being able to toggle the map on or off once you have focus on it. You can also hide it by double-clicking the map image. Multi-Compiling also now supports all the various name-sorting methods I made Saving support, but it won't accept custom names. So, you can have EVT_005_005, but not EVT_005_005 ThunderCats when Multi-Compiling. After selecting a command from the Command Index, you can now press Enter to insert it instead of selecting it off the menu a second time. There's also a bunch of other random BugFixes, and a few code modifications to increase efficiency.
Download EasyVent Editor Super Perfect v1.7 Here (http://www.megaupload.com/?d=XXLGZWKA) (MediaFire Mirror) (http://www.mediafire.com/?ac381zrhhvfe8z3)
EasyVent Editor Super Perfect v1.61 BugFix Release. This is a small but important BugFix. I made an error in the check for the Ctrl key in the Ctrl+Key commands in v1.6 that was causing them to trigger whether you held down Ctrl, Shift, or Alt. Now that should be fixed, so you can use capital letters in your events without fear! The old Alt shortcuts I implemented back in the 1.4 days of a few days ago still exist as of this version, though. This also fixes a few logic errors that existed in the SpriteMove Generator, so everything there should work now too.
Download EasyVent Editor Super Perfect v1.61 BugFix Here (http://www.megaupload.com/?d=6UIGURXK) (MediaFire Mirror) (http://www.mediafire.com/?d7iollh7szc5jul)
EasyVent Editor Super Perfect v1.6 Release. Only a few updates, but most are key. Firstly, CTRL+F for a search window and CTRL+A for select all are now supported. In addition, most controls are now keybound to more commonly used CTRL+Key setups, which you can find a full list of in the included README. You can also pull up the README by using F1 on the main form. Naming schemas have also been vastly expanded. It now accepts Event (Offset), Event (Offset) SCR, EVT_NUM_SCR, SCR, xSCR, 0xSCR, Offset, and I think one or two other forms of organization when calling forth Events. In addition to that, it also supports user naming correctly now, meaning you can have Event 00004000 Leisure Suit Larry's Great Escape and load it properly, should you type its proper name into the Event Index bar. Some minor bugs were also fixed, and the Save warning window was made even less annoying yet again. The cursor now also properly concatenates to just before the EventEnd() command when you insert a new command.
Download EasyVent Editor Super Perfect v1.6 Release Here (http://www.megaupload.com/?d=5OIO8POK) (MediaFire Mirror) (http://www.mediafire.com/?ktbmxklgp5lraic)
EasyVent Editor Super Perfect v1.5 Release. This release was far faster than desired because one of my "BugFixes" in v1.41 actually caused a damn bug. Lovely. Anyway, good things. That bug was fixed. How many windows closed/called commands was modified slightly so that they happened in a more intuitive order and you didn't have 3 popups or so open while doing a mass-compile or something. More safeguards were added. The "You edited this, Save it!" popup for when you go to load a new event was modified to be a bit less annoying. Writing to the PSX Events.txt file had a few more failsafes and things added and should now work 100%, though I still never bothered testing it much. Some buttons like the Remember my Choice button pop up a verifying box so you can be sure you actually pressed them, since they otherwise do nothing visually. The main change, however, is that on-save you're now ALWAYS given the choice to save to the Custom Event Directory folder, meaning you don't need to mess with your source directory every event to keep a backup. It even has a Remember my Choice button if you happen to be plowing through a lot of events in one day. There's probably some other minor things I've missed, but this was mostly just a housekeeping update to fix my BugFix, finish implementing a few features, and just generally tie everything together. Also, starting with this version, every version will include a README for anyone who for some reason just cannot fucking understand how to use it, or otherwise just has a question about a control / etc.
Download EasyVent Editor Super Perfect v1.5 Here (http://www.megaupload.com/?d=0D5QB5LT) (MediaFire Mirror) (http://www.mediafire.com/?fy8ukkba76cokcg)
EasyVent Editor Super Perfect v1.41 BugFix Release. Variable properly resets, so you can compile multiple directories in a single session. Some safeguards and If statements and such were corrected. The SpriteMove Generator issue was fixed. Some beta logic for writing to PSX Events.txt to make compiling from it worth a damn was added. A typo on one of the windows was fixed. You now get a popup before you Decompile in case you click the button by accident, added because the decompile routine takes a minute to run and because using both the PSX Events.txt file and PSX Events folder are viable options. You can now also save using the EVT_NUM_SCR format, but unless I do more stupid shit to work around it, your file names are capped at 16 characters. It won't give you an error, just when it writes, it'll only write to a file named the first 16 characters in your input screen. There's a few other cleanup things too, like more updates and error fixes to the Help files.
Download EasyVent Editor Super Perfect v1.41 BugFix Here (http://www.megaupload.com/?d=ASTLRUTZ) (MediaFire Mirror) (http://www.mediafire.com/?8d8c5o76d5s86dx)
EasyVent Editor Super Perfect v1.4 Release. Huge updates. Camera Generator added. SpriteMove Generator added. Multi-Compiling added. Final Fantasy Tactics [Complete] Event Directory added. Event Compiler settings updated to accept all known commands, source events updated to properly display all known commands. Help Files updated to better reflect the kinds of input they accept. Safeguards buffed and upgraded. EVT_NUM_SCR.txt file naming convention now supported. Random other things done.
Download EasyVent Editor Super Perfect v1.4 Here (http://www.megaupload.com/?d=TRBB84NK) (MediaFire Mirror) (http://www.mediafire.com/?t9ctclhc1vn43kc)
EasyVent Editor Super Perfect v1.3 Release. Icon changed to the Raven's Nest Emblem from the original Armored Core, because it's the shit. The bug where it would still save over your Vanilla Plus source Events despite the fact it wasn't supposed to is fixed. Event indexing improved by about a thousand-fold, with full compatibility with both the original Final Fantasy Tactics ordered Events and my Vanilla Plus ordered events, as well as compatibility with any directory and event file made by the user. When searching for events, the program now looks for both a notepad named what you chose and an "event.txt" contained in a folder named what you chose inside your chosen Directory, so you now have more flexibility in how you sort your custom Directories. Dynamic map views added. Tab order fixed. Most exceptions should now be properly error-handled if they weren't previously. Layout changed and random other bits of cleanup I forget were also done.
Download EasyVent Editor Super Perfect v1.3 Here (http://www.megaupload.com/?d=1Q9KXLXU) (MediaFire Mirror) (http://www.mediafire.com/?3q8qlqrlxviasos)
EasyVent Editor Super Perfect v1.2 Release. Click once to view help, click twice to concatenate to event added. Listboxes converted to drop-down lists, which allow for custom query entries and auto-fill to expedite finding commands or maps. While not expanded on, it contains all the features required to have a theoretical infinite number of Event Directories and can accept Event names other than offsets should you name your event like that. If you set your own Directory or use Custom Event Directory will now also auto-save your event by the name given to it in the Event Index dropdown box into that folder. Just remember that the directory must exist first for the program to be able to save to it. It can handle you forgetting to do that first and will alert you when you do forget to make the directory first, though. It now also auto-loads Map 7D and a message in the Help box on-load, making the form feel less empty on start-up. The tab order is probably fucked to hell though, because I forgot to adjust it before saving. It also has more safeties. This includes auto-loading a blank event if you try to open an event file that does not exist, and being able to auto-handle unknown commands without me needing to make over 9000 notepad files.
Download EasyVent Editor Super Perfect v1.2 Here (http://www.megaupload.com/?d=TBB012J6) (MediaFire Mirror) (http://www.mediafire.com/?o9x23modwp04oba)
EasyVent Editor Super Perfect v1.1 Release. Map indexes are converted to hexadecimal, some Help files are error-corrected, concatenation is moved to above the EventEnd() command, some extra safeties are added, and editing window had add some necessary commands and helpful comments added.
Initial EasyVent Editor Super Perfect Release. Contains map references, an Event Index, and automated concatenation of Event Commands to the bottom of the event, after where text is placed.
Download EasyVent Super Perfect v1.0 Here. (http://www.megaupload.com/?d=BDDLC87Y) (MediaFire Mirror) (http://www.mediafire.com/?xy38a8yakgh8df9)
Title: Re: EasyVent Editor Super Perfect v1.0
Post by: Cheetah on September 05, 2011, 09:29:31 pm
This needs to be awesome.
Title: Re: EasyVent Editor Super Perfect v1.0
Post by: Tyler on September 05, 2011, 09:56:52 pm
This is pretty damn amazing.
Title: Re: EasyVent Editor Super Perfect v1.0
Post by: Celdia on September 05, 2011, 10:30:05 pm
I think the more amazing part is that Raven has been working on this for like all of two days, maybe three. I can't wait to use this to fix my events that replace Cloud in CCP.
Title: Re: EasyVent Editor Super Perfect v1.1 [Map ID Fix, Better Concatenation]
Post by: RavenOfRazgriz on September 05, 2011, 11:52:09 pm
Quote from: Celdia on September 05, 2011, 10:30:05 pm I think the more amazing part is that Raven has been working on this for like all of two days, maybe three. I can't wait to use this to fix my events that replace Cloud in CCP.
RavenOfRazgriz, super genius, at your service. You forgot to mention my screen is basically shattered and that I'm confined to a really obtusely shaped space that's less than 25% the size of my actual monitor. Because, you know, making Event Editors in 3 days with a crippled computer. Like a boss.
I had an energy spurt so I'm making a quick EasyVent Editor Super Perfect v1.1 release while I'm motivated to give a damn. Map IDs are now in hex, a couple help files were adjusted for accuracy, your command now concatenates above the EventEnd() command instead of below your text, you get a different error message for trying to load a nonexistent event and trying to load no event (ie, not picking one off the list), and the editing window now has some essentials pre-filled when you open the program along with some accompanying comments.
Question: When you press Save As Event.txt, currently that leaves your source event (the one chosen off the list box on the top left) alone. Would people prefer it this way, or prefer that pressing save automatically also saves over the source event as well, so that you don't need to go through extra steps if trying to compile an index of your own patch instead of a Vanilla index?
Title: Re: EasyVent Editor Super Perfect v1.1 [Map ID Fix, Better Concatenation]
Post by: GeneralStrife on September 06, 2011, 01:32:09 am
I hope this makes it easier, I dunno if it does, I know jack about hacking.
Title: Re: EasyVent Editor Super Perfect v1.1 [Map ID Fix, Better Concatenation]
Post by: Choto on September 06, 2011, 08:15:41 am
Wow... this thing is awesome! The explanations of all the commands as well as the map coordinates will be super useful, thanks for making this!
Title: Re: EasyVent Editor Super Perfect v1.1 [Map ID Fix, Better Concatenation]
Post by: Dome on September 06, 2011, 08:34:13 am
Epic win for Raven! Congrats, sooner or later I'll try to mess up my events a bit
Title: Re: EasyVent Editor Super Perfect v1.1 [Map ID Fix, Better Concatenation]
Post by: thegreatruss on September 06, 2011, 12:25:27 pm
Is it possible to use this with the psp fft?
Title: Re: EasyVent Editor Super Perfect v1.1 [Map ID Fix, Better Concatenation]
Post by: Cheetah on September 06, 2011, 01:29:04 pm
This is looking really great and has a lot of potential. This is incorporating several different functions and is making things easier and more streamline. I have quite a few simple and then hard things I would like to see. I want to see this project to continue to expand. You have already done some amazing work.
Must Haves: 1) Click an instruction once to view contents, double click to insert it. Right now I would be spending a lot of time deleting unwanted instructions because they were inserted when all I wanted to do is look at what they did. 2) Unknown instructions need to be able to be inserted with the length we currently know they have. Just because we don't know what they do entirely doesn't mean that they don't need to be used at times. Your tool could also be instrumental in learning what all these unknown do if you put a few examples of what the instruction often looks like. Many of these we know contain unit IDs and we could at least define that even if we don't know what it does on the whole. 3) Record of current use of space and what is available for the event as a whole. Running into the length limit of events is a big problem and often causes a lot of confusion in bug searching. 4) Access to the setup events. To create new game flow we need to be able to edit these and edit every event slot so that we can create new setup events and fill up current setup events.
Wish List: 1) Some color coding. At a bare minimum it would be nice for comments to be grayed out or faded. 2) I often like to use certain events as a template or starting point for a new event, but they usually aren't in the same order. It would just be nice to have access to all the original unedited events, while still having all my events unaltered. So like separate lists. Being able to have several different TEST.EVT editable and saved separately so I can work on multiple projects without having to move a whole bunch of files around would be amazing. 3) Backups of older versions of custom events. You can really mess up an events with a wrong instruction or two, it would be nice to have automatic, or just easily reached backups. 4) More custom labeling. It is so hard to keep track of what is what when you are creating a whole bunch of new custom stuff, in event notes are nice, but being able to give the events a name in addition to the numbers would be nice. 5) ATTACK.OUT editing of event setups and conditions is SOOO crucial. The ATTACK.OUT editor is nice, but really we need a tool that can tie all three of these things together with software that knows the logic and can show us what flow we are actually programming.
Nice, but not necessary: 1) Align the map previews from the top at the bottom left instead of the top. Then have a roll over function to show you what coordinates your mouse is currently over. 2) What are you going to do about us discovering new event instructions? Already there are a few that the decompiler/compiler doesn't even handle and there are still lots of discoveries to be made in this area and the compiler likely has some errors.
Title: Re: EasyVent Editor Super Perfect v1.1 [Map ID Fix, Better Concatenation]
Post by: Celdia on September 06, 2011, 01:44:49 pm
Here's my first production thanks to this awesome new tool! A little simple but greater things are on the way!
Title: Re: EasyVent Editor Super Perfect v1.1 [Map ID Fix, Better Concatenation]
Post by: RavenOfRazgriz on September 06, 2011, 03:30:54 pm
Congrats on your first Event, Celdia. Something simple but I know you made that a lot faster than I was able to make my first simple Event edit from when we were talking last night, so this tool's definitely doing its job.
Quote from: Cheetah on September 06, 2011, 01:29:04 pm1) Click an instruction once to view contents, double click to insert it. Right now I would be spending a lot of time deleting unwanted instructions because they were inserted when all I wanted to do is look at what they did.
I need to play with some conditional statements... but this should be more than doable. If it's not, I'll fudge the interface and make room for an "Insert Command" button, because I see your point.
Thing is, I knew nothing about any of them when making this, and didn't feel like making 300 notepads with nothing in them, so I just made it pop a window up. You can still manually add them with {ID}(rINFO), or if someone wants to give me everything they know for 100% facts about any command I have labeled Unknown or don't have much of a Help file for, I can update it. This program is incredibly easy to update because all files are external.
Quote from: Cheetah on September 06, 2011, 01:29:04 pm3) Record of current use of space and what is available for the event as a whole. Running into the length limit of events is a big problem and often causes a lot of confusion in bug searching.
You... actually hit the x00002000 size limit for an Event? The amount of space there is so massive... I don't know how you'd do that.
And I don't know how I'd implement this unless someone gave me the exact space usage of every command and I made a retardedly huge loop structure. If I can think of some vaguely painless way to do this, sure.
You... already have that. Click Event 00006000. Notice how it has no contents beyond Offset(x00006000) and EventEnd()? That's all a Setup Event is - a blank Event. Xifanie's Compiler doesn't decompile them from a Vanilla TEST.EVT for some reason, but that doesn't mean you can't compile over them or make your own. (Oddly enough, if you compile your own, the compiler will then decompile them for you. Well huh.)
File this under "no clue how I'd do it." I'd make comments green like they are in most codelangs if I could.
Quote from: Cheetah on September 06, 2011, 01:29:04 pm2) I often like to use certain events as a template or starting point for a new event, but they usually aren't in the same order. It would just be nice to have access to all the original unedited events, while still having all my events unaltered. So like separate lists. Being able to have several different TEST.EVT editable and saved separately so I can work on multiple projects without having to move a whole bunch of files around would be amazing.
For working on multiple Projects - just use multiple copies of the program. As for having separate Event Lists, I can make the program save two copies of the event (Event.txt, then save by name of your currently highlighted Event in the index to a new folder), but then I need to think of a decent way to get the program to let you switch between source folders. As for unedited events, I could actually rig this to accept both my Events and Philsov's filler-free events, but his events have errors and I currently don't have them. The main reason I loaded this with Vanilla Plus Events is because they were all I had on me and I knew they 100% worked and were otherwise correct, heh. I'll see what I can do, considering I also just thought of a more painless way I could've loaded Vanilla Plus into this too and now hate myself.
Quote from: Cheetah on September 06, 2011, 01:29:04 pm3) Backups of older versions of custom events. You can really mess up an events with a wrong instruction or two, it would be nice to have automatic, or just easily reached backups.
That's why your Event Index files can be replaced. Once you know your Event works, you can add it to the index and have it at any time, so if you need to edit it, its right there, and if you mess up, you can reload it. Alternately... I think I have a way for this to work, if I also implement some other things of yours.
Quote from: Cheetah on September 06, 2011, 01:29:04 pm4) More custom labeling. It is so hard to keep track of what is what when you are creating a whole bunch of new custom stuff, in event notes are nice, but being able to give the events a name in addition to the numbers would be nice.
If I knew how to generate the Event Index Listbox dynamically, you could have this. I'll look into it at some point.
Quote from: Cheetah on September 06, 2011, 01:29:04 pm5) ATTACK.OUT editing of event setups and conditions is SOOO crucial. The ATTACK.OUT editor is nice, but really we need a tool that can tie all three of these things together with software that knows the logic and can show us what flow we are actually programming.
Pokeytax is working on a better ATTACK/WLDCORE conditionals editor as far as I remember, and I have a spreadsheet form of the GUI that's about 80% done aside from needing defaults set. Those are starts, at least, but the correlation for TEST.EVT to ATTACK.OUT is 1:1, with Conditionals just doing their own thing. It's just harder to do because the ATTACK.OUT GUI is fucked up and the offsets are wrong by 1.
Quote from: Cheetah on September 06, 2011, 01:29:04 pm1) Align the map previews from the top at the bottom left instead of the top. Then have a roll over function to show you what coordinates your mouse is currently over.
That'd take a huge amount of work for a relatively small gain, based on what knowledge I have right now. Again, if an easy way to implement it comes to me, it'll happen, if not... probably not, since I at least hope most people can use a graph.
Quote from: Cheetah on September 06, 2011, 01:29:04 pmWhat are you going to do about us discovering new event instructions? Already there are a few that the decompiler/compiler doesn't even handle and there are still lots of discoveries to be made in this area and the compiler likely has some errors.
All the Help files and Command files are held externally, so if you discover things you can add them in yourself, just make sure you name the Notepads appropriately. All I'm honestly needed for is updating the Listbox so that they can be given proper names and not "Unknown", as otherwise this program is incredibly easy for the end-user to update, which is intentional in case I'm forced to take a leave of absence for a while. So yeah, don't worry at all about difficulty in updating existing files - there is none, unless you intend to make me do something dumb like rename 520 files, then I might kill ya. Though I did just realize I think I can automate both Setup Event generation and Unknown Command generation. Again, I'll need to see what I can do.
(If you can't tell, I'm teaching myself VB as I go in order to make this, more or less.)
Title: Re: EasyVent Editor Super Perfect v1.1 [Map ID Fix, Better Concatenation]
Post by: Celdia on September 06, 2011, 04:06:47 pm
Random bug report - Note I'm using v1.0 so this may have been addressed already.
When I try to Open Indexed Event on Event 000F6000 it gives me a File Not Found error but the file is definitely in my Event List folder.
Requested Reminder: Update the UnitAnim Help File.
Title: Re: EasyVent Editor Super Perfect v1.1 [Map ID Fix, Better Concatenation]
Post by: GeneralStrife on September 06, 2011, 04:28:04 pm
So this tool includes event text? (what everyone says)
Title: Re: EasyVent Editor Super Perfect v1.1 [Map ID Fix, Better Concatenation]
Post by: Celdia on September 06, 2011, 05:23:19 pm
Well your TEST.EVT file has all the text in it and this will use Xifanie's decompiler to open that up and make it easy to view and edit, after which you can just recompile it and slap it back into your ISO.
Title: Re: EasyVent Editor Super Perfect v1.1 [Map ID Fix, Better Concatenation]
Post by: RavenOfRazgriz on September 06, 2011, 07:26:39 pm
EasyVent Editor Super Perfect v1.2 Released! This includes a nice pile of changes. You can download it here (http://www.megaupload.com/?d=Q6ARXOMF) or back up there at the top of the OP.
-Preview image updated to preview new menus and layout.
-All the Listboxes have been replaced with Dropdown boxes that also accept typed input from the user and have auto-complete options where having them would actually matter. This means you can make custom-named files and type their names in to open them. A dropdown box to change which event is referenced by the Open Indexed Event and Save As Event.txt buttons has also been included, better facilitating custom Event Directories. It's coded so that using either the Final Fantasy Tactics Event Directory or the Vanilla Plus Directory won't save over the events in the Directories themselves, safeguarding your base events, but it WILL save to the Custom Event Directory or any Directory the user makes for themselves to allow the user to quickly build their own Directory of events. You can load from your custom Directories by typing it into Directory dropdown box, then either choosing your event from the list (if you kept my naming scheme) or typing in the name you gave your event (if you named it yourself.) Basically, I've made things as open-ended as I think I can.
-Double-click to add command to event added. You now select the command from the drop-down box once to open its help file, then select it again to add it to your event. As long as you don't change commands, you can continuously add the command to your event by just choosing it once.
-If you try to load an event file using the supplied drop-down options that doesn't exist, a Setup Event at your chosen offset is automatically loaded. If you enter a custom name that is invalid, you (should) get an error message stating your name is invalid.
-If you try to use an unsupported Event Command, you'll get a help message stating "This Event Command is Unknown. Use at your own risk." Clicking again will add the command to your event in the format {ID}(), where ID is the hex ID of the command to the left of the word "Unknown." If you for some reason type something like Koalas into the Event Command list and try this, you (again, should) get an error message stating your command is invalid in some way.
-When you open the Editor, it now loads a message into the Help window and Map 07D - Unknown into the Map window to make the editor feel less empty and better state what's going where.
-Due to the conversion to dropdown boxes, you'll notice lots of unused space that the Listboxes once took up and some button reorganization - this is to facilitate later features, such as the cycling map previews and anything else that may pop up.
-Changelogs added to the bottom of the OP, along with downloads to all previous versions so far.
This should cover a lot of what Cheetah mentioned and more, I just need to get the rest of the source files in order to implement the Final Fantasy Tactics Event Directory. Not looking forward to that or the map cycling addition, meaning they'll probably get put off for as long as I can get away with.
Enjoy.
Title: Re: EasyVent Editor Super Perfect v1.2 [Too Many Updates to List Here.]
Post by: pokeytax on September 06, 2011, 07:55:35 pm
This is correct. It's a smallish project but I have a smallish amount of time. It will let you stitch things together better and maybe automatically do gameflow.
Title: Re: EasyVent Editor Super Perfect v1.2 [Too Many Updates to List Here.]
Post by: RavenOfRazgriz on September 06, 2011, 10:01:27 pm
Okay, I'm in the middle of doing the coding portion of what my minimal content to release a v1.3 would be and want to give everyone a head's up to a minor error. I made a mistake in the behind-the-scenes string checking, so it'll save over your Vanilla Plus Events unless you rename the folder from "Vanilla Plus Event Directory" to "Vanilla Plus Events" and hand-enter that to open your source events. I also forgot to include a "Custom Event Directory" folder so you'll get an error when using that setting unless you make one of your own.
These are already fixed for the v1.3 release, which'll include Philsov's events as pure-Vanilla source events and be able to pull events into your editing window directly from a decompiled PSX Events.txt file at the bare minimum. If I get help with it, the remaining map previews will be included as well, but no promises there yet.
After that, I think the only features that'd be left to add would likely be the really complex ones that are way beyond my abilities in VisualBasic. Then again, Google's taught me more in 4 days so far than I learned taking the class for a year back in 2006-2007, so who knows?
Title: Re: EasyVent Editor Super Perfect v1.2 [Too Many Updates to List Here.]
Post by: GeneralStrife on September 07, 2011, 12:45:24 am
I'm asking if the tool can be used to edit story talking blabbing text whatever you wanna call it, jawing, droning.
Title: Re: EasyVent Editor Super Perfect v1.2 [Too Many Updates to List Here.]
Post by: RavenOfRazgriz on September 07, 2011, 01:12:40 am
That's the entire point of Event Editing, GeneralStrife. If you only want to edit the text, it's more than capable of that. If you want to edit more than the text, it's fully capable of that too.
Title: Re: EasyVent Editor Super Perfect v1.2 [Too Many Updates to List Here.]
Post by: GeneralStrife on September 07, 2011, 01:17:08 am
I simply asked this because I have been confined to spriting and ENTDS etc. It's good to know I can now use this to make personal edits to my game
Title: Re: EasyVent Editor Super Perfect v1.3 [Truly Super Perfect!]
Post by: RavenOfRazgriz on September 07, 2011, 04:06:59 pm
Get your brand new EasyVent Editor Super Perfect v1.3 Here! (http://www.megaupload.com/?d=1Q9KXLXU)
Now includes tons of shit. I won't even go into detail, just look:
I think this update covers almost everything Cheetah wanted that isn't insanely difficult to do, and some other really important features he didn't mention or that I wanted to do anyway.
Other than what you see there, there's tons of improved error handling, the bug I mentioned being in v1.2 is fixed, and better Directory-end organization. When you go to Open a file, instead of just looking for a notepad named what you entered into one of the Event Index fields, it'll also look for a folder named that in the given Directory, then check inside it for an "event.txt" file to open. This way, you can sort your custom events however you please, though the autosaving will still make a notepad named what you input or selected by default. (For those curious, if you start messing with both Event Index fields, it'll automatically take the value in whatever one you clicked into last, so don't worry about errors in that regard.) The Tab Order was also finally made nice and competent for those bothered by that. Finally, there's no need to worry about the errors in Philsov's events if using the Final Fantasy Tactics Event Directory - I went through the pain of making a set of my Vanilla Plus Events with the original offsets to avoid some of the horrific errors in Phil's, such as inexplicable hanging games, poorly copied comments, need for {end} padding, poor handling of choice sections like Save Algus / Kill Death Corps, etc. (Not that the majority of these are his fault, only 1-2 really are, they're just a bevvy of the errors present in that event set.) Finally, if you have a PSX Events.txt file that's generated by the Event Decompiler, you can pull events directly from that into your editing window. This is probably really good for existing mods like Call of Power that may not have the singular events sorted out anymore. I also included a Vanilla TEST.EVT and a vanilla PSX Events.txt file to help people get started, just because.
Now go kick ass, chew bubblegum, and make some damn game mods.
Title: Re: EasyVent Editor Super Perfect v1.3 [Truly Super Perfect!]
Post by: Celdia on September 07, 2011, 04:49:31 pm
Here's a more detailed piece of work done with only the v1.0 of EVESP. This is the new event where you collect Cyan in CCP.
Title: Re: EasyVent Editor Super Perfect v1.3 [Truly Super Perfect!]
Post by: Cheetah on September 07, 2011, 05:00:25 pm
Once again Raven, you are amazing and deserve an award. This is the greatest piece of software our site has seen since Melonhead disappeared. However I will continue to give you criticism and feedback to make this even better. I appreciate you being so open to feedback and incorporating so much.
Suggested Changes: 1) So I wasn't clear originally about the unknown instructions. Though we don't know what they do, we do know their length. This is all part of the old decompiler. For example we know that instruction 45 looks like this "{45}(r000000)", however when I insert and unknown instruction all I get is "{45}()". It would just be nice to have them be the correct length and then we can fill in information as we go. For instance I know that the first byte of instruction 45 is a unit ID. 2) I'm confused by the three first pulldown menus. I think I just need some clarification on their role. 3) Having some of the commands in true file pulldown selections might be nice. Especially Decompile and Compile. It would clean up the look quite a bit. Also how do I know which Test.EVT it is compiling to? Or is it still only one Test.EVT and the other events are only there for reference and you are never writing over them? 4) Totally option but a nice touch, would to be able to hide and show the map stuff. It is only really needed for a few things.
Bugs: 1) When I try to insert instructions in opened indexed events it doesn't appear to be working all the time. I tried in the Orbonne Prayer Setup and it does, but when I try in Orbonne Prayer proper it just jumps to the top of the event instructions and I don't see the inserted instruction anywhere.
This is all I have so far. The map stuff is really looking awesome. I will continue to play with this and see what else I can find or think of. I'm also noticing that the text offsets are all missing where you could usually comment them out, was that on purpose or am I missing something?
@Celdia: You should probably have your new character move back to a normal standing position before the battle starts. He looks odd just continuing to stand there like that. Otherwise this is looking good.
Title: Re: EasyVent Editor Super Perfect v1.3 [Truly Super Perfect!]
Post by: RavenOfRazgriz on September 07, 2011, 05:17:01 pm
Quote from: Cheetah on September 07, 2011, 05:00:25 pmSuggested Changes: 1) So I wasn't clear originally about the unknown instructions. Though we don't know what they do, we do know their length. This is all part of the old decompiler. For example we know that instruction 45 looks like this "{45}(r000000)", however when I insert and unknown instruction all I get is "{45}()". It would just be nice to have them be the correct length and then we can fill in information as we go. For instance I know that the first byte of instruction 45 is a unit ID.
Thing is, I don't know any of this. If someone wants to PM or post the known info about the unknown instructions I can give them proper Command files to pull from. You get {ID}() because that's what I set the program to output if it can't find any information on your commands.
First pulldown is the old Event Index Listbox, sorted in the Vanilla Final Fantasy Tactics order with proper descriptive names.
Second pulldown is exactly the same, but sorted into the order I'll be using for my Vanilla Plus patch release.
You can use either of these to choose which event you want to load, I just couldn't fit all the info into a single dropdown so I had to split it into two, and my Vanilla Plus release should be soon so I wanted to make sure the EasyVent Editor Super Perfect supported both it and proper Vanilla. If you choose an event in the top one, then realize you goofed and needed to find something using the Vanilla Plus order or vice-verse, it automatically only takes from whichever box you clicked last as a failsafe.
The third box chooses which folder it looks for when you go to load files. If you look at the accompanying folders, those are the Directories. By default there's a "Final Fantasy Tactics Event Directory" which holds all the Vanilla-ordered events, a "Vanilla Plus Event Directory", which holds all the Vanilla Plus ordered events, and a "Custom Event Directory", which is a default directory for people who want to backup their own custom events when Saving. You can make your own folders as well and type them into the Directory bar to open them. The same is true of events now.
Quote from: Cheetah on September 07, 2011, 05:00:25 pm3) Having some of the commands in true file pulldown selections might be nice. Especially Decompile and Compile. It would clean up the look quite a bit. Also how do I know which Test.EVT it is compiling to? Or is it still only one Test.EVT and the other events are only there for reference and you are never writing over them?
You can only have one TEST.EVT at a time, placed in your "External Program Hub" folder. That's one of the only downsides, and I can't think of many ways to fix it outside of making like 15 copies of the Event Compiler and Event Decompiler and applying some logic that may or may not always work. It'll save to an event.txt in that folder when you click Save As Event.txt, then compile it into your TEST.EVT in that same folder when you click Compile. I was thinking that with Compile/Decompile, but I'm trying not to "hide" any functions if I can help it. It means a few more buttons on the screen, but I want everything to be as obviously laid out as it can be.
You should be able to just shrink the form and have it disappear off the right side.
Quote from: Cheetah on September 07, 2011, 05:00:25 pmBugs: 1) When I try to insert instructions in opened indexed events it doesn't appear to be working all the time. I tried in the Orbonne Prayer Setup and it does, but when I try in Orbonne Prayer proper it just jumps to the top of the event instructions and I don't see the inserted instruction anywhere.
Look for your "EventEnd()" command. It should be directly above that if you clicked twice. All commands will always concatenate to that spot. Your cursor gets jumped to the top of the event currently because the only way I know if making this work involves destroying all the data in the textbox and replacing it. I'll see if I can think of a workaround to that in the future, but I don't know if there is one. It's a bit annoying if your event is long but it's a small price for all the other conveniences, I think.
Quote from: Cheetah on September 07, 2011, 05:00:25 pmThis is all I have so far. The map stuff is really looking awesome. I will continue to play with this and see what else I can find or think of. I'm also noticing that the text offsets are all missing where you could usually comment them out, was that on purpose or am I missing something?
I just outright removed them from as many Events as I could remember to do so since you generally don't need them anyway. I figured it'd be better that way, since not removing that offset can be the cause of many a noob frustration.
Title: Re: EasyVent Editor Super Perfect v1.3 [Truly Super Perfect!]
Post by: pokeytax on September 07, 2011, 05:21:21 pm
Quote from: RavenOfRazgriz on September 07, 2011, 05:17:01 pm Thing is, I don't know any of this. If someone wants to PM or post the known info about the unknown instructions I can give them proper Command files to pull from. You get {ID}() because that's what I set the program to output if it can't find any information on your commands.
Check Xif's CONFIG.INI: the long list immediately after the settings comments and immediately before the character map you directed me to has a "lngt" parameter for most commands.
Title: Re: EasyVent Editor Super Perfect v1.3 [Truly Super Perfect!]
Post by: RavenOfRazgriz on September 07, 2011, 05:24:19 pm
Quote from: pokeytax on September 07, 2011, 05:21:21 pm Check Xif's CONFIG.INI: the long list immediately after the settings comments and immediately before the character map you directed me to has a "lngt" parameter for most commands.
Haha! First you, then me. Fun.
I'll look into it in a while. I need a break first.
Title: Re: EasyVent Editor Super Perfect v1.3 [Truly Super Perfect!]
Post by: Cheetah on September 07, 2011, 06:41:57 pm
1 new one so far. I challenge others to see if they can do a better job of decoding this shit than I.
Title: Re: EasyVent Editor Super Perfect v1.3 [Truly Super Perfect!]
Post by: RavenOfRazgriz on September 07, 2011, 07:07:02 pm
I just realized I could update the CONFIG.INI of the Event Compiler to display the events correctly instead of using the {45}(rID00DR) format I think. I just got some unrelated bad news but I might update everything to decompile properly when possible if I'm correct.
Title: Re: EasyVent Editor Super Perfect v1.3 [Truly Super Perfect!]
Post by: Cheetah on September 07, 2011, 07:16:30 pm
Yes, CONFIG.INI is designed to make these alterations. The tricky bit is keeping them organized and updated so that everyone is working with the current material. Your Event compiler will help with that.
Title: Re: EasyVent Editor Super Perfect v1.3 [Truly Super Perfect!]
Post by: RavenOfRazgriz on September 07, 2011, 07:28:02 pm
Quote from: Cheetah on September 07, 2011, 07:16:30 pm Yes, CONFIG.INI is designed to make these alterations. The tricky bit is keeping them organized and updated so that everyone is working with the current material. Your Event compiler will help with that.
Yeah, that's the idea. I've already got everything all set to go in terms of the CONFIG.INI included with EasyVent Editor Super Perfect for all known instructions so far. I posted anything that seemed odd in the thread you linked to, though.
Title: Re: EasyVent Editor Super Perfect v1.3 [Truly Super Perfect!]
Post by: GeneralStrife on September 07, 2011, 10:05:30 pm
Wow, a new release already. I'm gonna try it see what I can do.
Title: Re: EasyVent Editor Super Perfect v1.3 [Truly Super Perfect!]
Post by: RavenOfRazgriz on September 08, 2011, 01:15:20 pm
I do releases fast for my tools when I have a means to improve them. My Spreadsheet Shoppe was like this too, constant updates until I ran out of things to add/fix/improve, because I hate leaving subpar things on the market, so to speak.
Speaking of, welcome to the world of EasyVent Editor Super Perfect v1.4! (http://www.megaupload.com/?d=TRBB84NK)
Yep. Don't even need to go into most of these. The more attention to detail you pay, the more additions you'll see.
I updated the Help files for clarity, made the guide values my program inserts by default clearer as to whether they're a Byte/Signed Half-Word/etc. I may have a few Signed Half-Words and Unsigned Half-Words mixed up still, but its still a vast improvement from what I had originally. CONFIG.INI now accepts and displays commands like 45 UnitPresent as UnitPresent(xID,x00) instead of the awful previous notation. Though, if you compile an event using the old notation of {CD}(r#######}, you'll get an error and need to convert it to the new one. Fair warning, but nothing gets in the way of progress, peeps, not even needing to use an Event Editor that lowers the standards as much as it can to replace a command in your event with the exact same command, ohmy.
All the buttons now have keybinding shortcuts.
Decompile = Alt+D Compile = Alt+E Save = Alt+S Open = Alt+O Camera = Alt+G SpriteMove = Alt+N Export to Editing Window = Alt+T Close = Alt+C Compile Just Event = Alt+J Compile Directory = Alt+D Remember Me = Alt+R Yes = Alt+Y No = Alt+N Don't Ask Again = I seriously fuckin' forget, play Where's Waldo on that shit if you care.
Decompiling now outputs both a PSX Events.txt and a PSX Events folder with individual event files inside it. EasyVent 1.4 onward now supports the format EVT_NUM_SCR for the purpose of being compatible with those events. You can now even Compile directly from a PSX Events.txt file if you want to keep all your events in a single notepad for some reason. Also, your TEST.EVT now goes into the main folder, none of that stupid subfolder shit with it.
There's honestly probably other additions too, but fuck it, my attention span fell out. If this thing isn't the uber leet boss of doom by now, nothing will be.
Enjoy, bros and hoes.
Title: Re: EasyVent Editor Super Perfect v1.4 [So Perfect It Hurts!]
Post by: Cheetah on September 08, 2011, 01:15:54 pm
Woot another huge update just another day later. This gets the award for the quickest development of a FFT tool in the history of FFH.
Title: Re: EasyVent Editor Super Perfect v1.4 [So Perfect It Hurts!]
Post by: RavenOfRazgriz on September 08, 2011, 02:22:51 pm
Kokojo just verified I was wrong on the precision of the SpriteMove command, so don't use the control in v1.4 and expect an accurate result. Apparently SpriteMove doesn't share the 4x precision of Camera, sorry bros.
This does mean though that it'll work fine if you enter your X/Y/Z to be 1/4th of what you actually want, making it a damn good thing these controls all accept decimals and salvaging that part of the interface I suppose.
Title: Re: EasyVent Editor Super Perfect v1.4 [So Perfect It Hurts!]
Post by: RavenOfRazgriz on September 09, 2011, 01:04:43 am
EasyVent Super Perfect v1.41 Bugfix Release (http://www.megaupload.com/?d=ASTLRUTZ)
Bunch of bugs like the SpriteMove thing and not being able to decompile two directories in one session were fixed. Saving was updated to accept the EVT_NUM_SCR format, but currently names cap out at 16 characters, with any others you use when saving being cut off. I'll try to think up some logic to get around this in the v1.5 release, but I was more concerned with getting bugs fixed and getting things implemented over making them pretty. A bunch of help files were also fixed, etc. The typo on one of the message boxes was also fixed.
I also added beta logic for writing events properly to the PSX_Events.txt Notepad file that the Decompiler outputs for people who'd prefer their events to all be in one file, and for making the fact you can load and compile from it actually worth something. It's intended as one of the primary features for my v1.5 release, so I didn't actually test it yet, but it should work fine. I'll probably throw in more checks and safeguards to ensure if does when I release v1.5, regardless. That should be it, though. I'm not sure what else I can even add to this thing at this point. I have one or two things but I've mostly run out of features I think would be useful when Event Editing. Unless someone hits an error, I'm going to stop working on this for a few days and work on making an automatic FFT OrgASM generator for the newbs who have no idea how to format OrgASM XML files or something, I dunno yet. Maybe finish my GUI-Replacement ATTACK Spreadsheet.
Regardless, enjoy, break this game open, etc.
Title: Re: EasyVent Editor Super Perfect v1.5 [Okay, the Bug-in-BugFix Actually Hurt a Bit]
Post by: RavenOfRazgriz on September 09, 2011, 06:32:56 am
Eh, fuck.
Download EasyVent Editor Super Perfect v1.5 (http://www.megaupload.com/?d=0D5QB5LT)
The BugFix is broken. This fixes a lot of the issues I saw. I also think the PSX Events.txt writing should be fully implemented now, but I'm not in the mood to do much testing with it. Has some slightly tighter coding in areas, more improvements on the failsafes, better order for how windows auto-close when you click their popup option, and other housekeeping things like that. I also made the "Don't forget to save ye scurvy fucker!" box much less annoying and added some messageboxes to verify when you push things like the Remember My Choice option that otherwise show no visual feedback. Also added a README at Eternal's request. Enjoy.
E: Also, your file save names don't get truncated in this version, and it currently accepts the Event 00###000 NAME, Event 00###000 0xSCR NAME, and EVT_NUM_SCR naming Formats for saving and loading I'm going to look into expanding the naming styles you can work with in the future, just because it's a simple thing to me do at the point I'm on in VB knowledge and there's no reason for me not to. If I don't think of anything worthwhile to implement, The Great Name Expansion might end up being the bulk of whenever I do a v1.6 update, hah.
Title: Re: EasyVent Editor Super Perfect v1.5 [Okay, the Bug-in-BugFix Actually Hurt a Bit]
Post by: RavenOfRazgriz on September 11, 2011, 11:25:37 pm
Download EasyVent Editor Super Perfect v1.6 Here or in the OP! (//http://)
New features include...
CTRL+F to search for or replace text in the editing window, CTRL+A to select all in the editing window, the cursor now properly situating itself directly before the "EventEnd()" tag when you concatenate a new command onto it. Every button now also has a CTRL+Key binding, instead of the more awkward Alt+Key thing that VB does natively.
4---KeyBindings
Main Window CTRL+A = Highlight all Text in Editing Window CTRL+D = Decompile TEST.EVT CTRL+F = Find or Replace Text in Editing Window CTRL+I = Move to Indexed Event ComboBox CTRL+L = Close EasyVent Editor Super Perfect CTRL+M = Move to Map Selection ComboBox CTRL+O = Open Indexed Event CTRL+P = Open SpriteWalk Generator CTRL+R = Open Camera Generator CTRL+S = Save As Event.txt CTRL+T = Move to Command List ComboBox F1 = Help (Opens this README file.)
Camera Generator CTRL+E = Export to File CTRL+L = Close
Sprite Generator CTRL+E = Export to File CTRL+L = Close
Event Compiler Options Window CTRL+E = Compile Just Event CTRL+D = Compile Directory CTRL+R = Remember My Choice
Save Warning Window CTRL+Y = Yes CTRL+N = No CTRL+D = Don't Ask Me Again
Help Window CTRL+L = Close
Custom Directory Save Query Window CTRL+Y = Yes CTRL+N = No CTRL+R = Remember My Choice
Some random bugs I noticed were also fixed, and naming was heavily expanded on as promised. It now accepts Event Offset SCR, Event Offset, Offset, EVT_NUM_SCR, SCR, xSCR, 0xSCR, and possibly one more, and it now knows how to properly handle custom named Events like Event 00004000 Leisure Suit Larry's Great Tactical Escapades should you type the entire name into the Index bar, something I've somehow glossed over in every version so far.
Not much else to be said, only a little was done but they were big little steps. Not much left on my wishlist to cross off. I think it's just Cheetah's color-coded comments left, which I've not even begun looking into yet.
Title: Re: EasyVent Editor Super Perfect v1.6 [The Impossible Made True]
Post by: RavenOfRazgriz on September 12, 2011, 08:28:27 am
EasyVent Editor Super Perfect 1.61 BugFix Update (http://www.megaupload.com/?d=5OIO8POK)
This is a small but important BugFix. I made an error in the check for the Ctrl key in the Ctrl+Key commands that was causing them to trigger whether you held down Ctrl, Shift, or Alt. Now that should be fixed, so you can use capital letters in your events without fear! The old Alt shortcuts I implemented back in the 1.4 days of a few days ago still exist because I've not removed them yet, though. I'll probably remove them if/when I do a 1.7 or if I need to update the Help files for some reason.
EDIT: Updated download. Also includes a fix to a couple logic errors in the SpriteMove Generator.
Title: Re: EasyVent Editor Super Perfect v1.61 [The Impossible Made True - After a BugFix]
Post by: Cheetah on September 12, 2011, 02:39:49 pm
Find/Replace is SOO key, I can't believe I didn't recommend this before. This is awesome stuff, you are updating so fast I don't even have time to comment in between updates! I still want my color coding haha
Title: Re: EasyVent Editor Super Perfect v1.61 [The Impossible Made True - After a BugFix]
Post by: RavenOfRazgriz on September 12, 2011, 05:51:21 pm
I already found a tutorial for how to do something similar, Cheetah. I'm gonna wait a day or two before I begin working on stuff besides bugfixes because I'd like to actually /make/ an event with this, but 1.7 will probably feature green comments, map tool toggle, and a couple other things. I'm also going to try and research some stuff to build Xifanie's error messaging into EasyVent, since right now EasyVent will say your compile was successful even if your event itself had errors that Event Compiler spit back at you, and if this happens during MultiCompiling, stuff breaks. It's something I should've done ages ago but had no clue how to do. I've got a lead on how to do it, though, so at least something will be done for EasyVent Editor Super Perfect v1.7.
If anything else is missing from this or might be a nice addition, now's a good time to let me know so I can put it in my to-do list for either 1.7 or 1.8, pending complexity.
Title: Re: EasyVent Editor Super Perfect v1.61 [The Impossible Made True - After a BugFix]
Post by: RandMuadDib on September 12, 2011, 08:24:29 pm
How about grabbing events directly from/patching to an iso? Like tactext, the fftpatcher, and shishis?
Title: Re: EasyVent Editor Super Perfect v1.61 [The Impossible Made True - After a BugFix]
Post by: RavenOfRazgriz on September 13, 2011, 12:33:56 am
There's a lot of reasons this won't be happening, at least for a very long time. I'd essentially need to re-code Xifanie's Event Compiler and Event Decompiler in VisualBasic (doable but time consuming as all shit and requiring huge amounts of logistics), then need to figure out how to access an ISO file through Visual Basic and write to/from it. Considering I've only been coding in VB.NET for the span of ten days and have been working on this almost non-stop already for the span of 10 days, yeah...
That's going to be the very very very very very very last thing I add, if I do it at all.
Title: Re: EasyVent Editor Super Perfect v1.61 [The Impossible Made True - After a BugFix]
Post by: RandMuadDib on September 13, 2011, 02:04:20 am
Lol fair enough. You asked for suggestions and that was the first thing that came to mind :D
Title: Re: EasyVent Editor Super Perfect v1.61 [The Impossible Made True - After a BugFix]
Post by: RavenOfRazgriz on September 13, 2011, 02:15:31 am
Um, that's an EVTCHR, basically a custom sprite in itself. That's well outside the scope of EasyVent Editor Super Perfect, sorry.
Title: Re: EasyVent Editor Super Perfect v1.61 [The Impossible Made True - After a BugFix]
Post by: MasterGrand on September 13, 2011, 10:35:24 pm
Please upload EasyVent Editor Super Perfect v1.5 another megaupload because my country blocked page , please upload to mediafire :(
Title: Re: EasyVent Editor Super Perfect v1.61 [The Impossible Made True - After a BugFix]
Post by: RavenOfRazgriz on September 13, 2011, 11:24:39 pm
I don't know what you need with v1.5 specifically when we've moved up to v1.61, but here you go. (http://www.mediafire.com/?6qnqs8mmc8jwg6x)
I also tossed up the most recent version (http://www.mediafire.com/?6qnqs8mmc8jwg6x) too in case that's what you really wanted. When I update to v1.7 I'll upload every version to mediafire mirror properly.
Title: Re: EasyVent Editor Super Perfect v1.61 [The Impossible Made True - After a BugFix]
Post by: RavenOfRazgriz on September 14, 2011, 04:39:10 am
EasyVent Editor Super Perfect v1.7 Released! (http://www.megaupload.com/?d=XXLGZWKA) (MediaFire Mirror) (http://www.mediafire.com/?ac381zrhhvfe8z3)
All previous version downloads were also given MediaFire Mirrors for people who encounter issues like MasterGrand had.
Not much happening this update, sadly. Well, at least compared to insane shit like CTRL+F, etc. I did add a few important things, though.
-> You can now hide the map section. Use CTRL+M to focus on the Maps when not on it, when you have focus on it, CTRL+M allows you to toggle it away and back again. Double clicking the map image will also hide it. -> The Multi-Compiler now accepts all the different naming formats you can Save in. It won't accept custom names still, such as "Event 00004000 Go Go Power Rangers!", but all the different formats like Event 00004000, 00004000, EVT_002_002, x002, 0x002, 002, etc. can all be multi-compiled from. If I can think of a means of doing it while retaining the names themselves, I obviously will, but this is as close as I can get it for now. -> I tried to get comments highlighted in green, but all my attempts failed horribly. I think this might be beyond what VB.NET can do with its text boxes, of all things, based on all my research. -> Compiling and Multi-Compiling now have native error messages for when it encounters bad events, so that Multi-Compiling bad events will no longer spit an unhandled exception at you and Compiling them won't shit contradicting messages at you. I'm trying to just pull the error text from Xifanie's Event Compiler itself onto my window because it tells the exact line and nature of the error, but I haven't had any luck yet. I almost dislike having this part of the update included because it means you don't get to see Xifanie's more detailed error reports, but excluding it would leave the Multi-Compiler horribly bugged when it encountered bad events and still have contradicting popups appear. I'll see what I can do to improve upon this and pull the text directly from her error window for the next update, though. I can pull some things from her error windows, close them, etc., I just haven't found the exact method for pulling her error text and adding it to one of my own windows yet. It should be doable, though. -> Minor, but once you've selected a command in the Command Index, pressing Enter will auto-insert the command to your editing window. I was getting annoyed at constantly needing to open the dropdown twice personally, and I imagine I wasn't the only one, so enjoy.
I also cleaned up a bunch of minor errors I never noticed while BugFixing v1.6 like the Unknown Command insert having a minor bit of faulty code referring to my "fix" to cursor focusing in the editing window once a command is inserted.
I feel like I'm getting to the point where the few things I have left that I'd like this program to do are either far beyond my skill level or outright impossible in VB.NET. I don't know about anyone else, but that makes me glad inside.
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: Pickle Girl Fanboy on September 14, 2011, 02:19:41 pm
If you ever run out of things to do, take a look at the Event Scripting System and the Battle Scripting System in SaGa Frontier sometime.
http://db.gamefaqs.com/console/psx/file/saga_frontier_data.txt http://www.gamefaqs.com/boards/198537-saga-frontier/55577788 ^Zaraktheus is the guy who knows about it.
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: RandMuadDib on September 14, 2011, 04:04:20 pm
Quote from: RavenOfRazgriz I've run out of egotistical one-liners
Play duke nukem. You'll think of some more.
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: RavenOfRazgriz on September 14, 2011, 04:09:42 pm
http://db.gamefaqs.com/console/psx/file/saga_frontier_data.txt http://www.gamefaqs.com/boards/198537-saga-frontier/55577788 ^Zaraktheus is the guy who knows about it.
I've actually never played SaGa Frontier before. As for looking into the scripting, EasyVent Editor Super Perfect is honestly mostly just a file manager that's been beefed up to 9001 and had all the Help instances inserted directly into it. The actual Compiling and Decompiling is done with the existing Decompiler and Compiler, just automated in insane ways no human could ever do (or at least, ever do easily enough to make it worth it) to simulate having tons of features. I'm not the one you want to have discovering things, but rather the one you want linking everything that's already done together with tools and such.
If I have time I'm not devoting to FFT modding, I'll take a look anyway, but I can't promise I will nor that I'll be able to do much with it.
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: RavenOfRazgriz on September 15, 2011, 09:41:51 am
Bah, I'd fucked up a bunch of links when doing the MediaFire stuff.
Fixed.
EDIT: There's a problem with the error messages, they seem to pop up a lot of times that they shouldn't. I'll need to see what I can do in regards to fixing it either before I go to bed in 4 hours or when I wake up. Until then, you may want to stick using to v1.61 since Xifanie's Event Compiler/Decompiler will still properly inform you of errors in that version even if my own popups will contradict them.
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: GeneralStrife on September 15, 2011, 03:58:48 pm
Man you are on fire. the amount of updates on this is staggering
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: Durbs on September 15, 2011, 04:15:55 pm
I agree. This is really awesome stuff, Raven. Event editing is getting closer and closer to being able to be done by simpletons such as myself. :)
Out of curiosity, would it be realistic to include a preview of the event itself (so that you can see the event before you patch the instructions onto an iso)? Or would that be rediculously time consuming?
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: RavenOfRazgriz on September 15, 2011, 04:43:16 pm
Like I said, GeneralStrife, I hate having half-functional projects lying around, especially if they're mine. It's been time-consuming, but I want to get this thing to a point where I can mostly stop updating it entirely, and sooner rather than later.
I can't say Event Editing was ever "hard", Durbs. The main issue (imo) has always been that getting the help files you need has always been a huge issue spanning tons of windows, and the help files themselves were often vague and sometimes inaccurate. That's what I've been focusing on correcting with EasyVent Editor Super Perfect, and as can be demonstrated with even Celdia's Class Patch and EasyVent Editor Super Perfect v1.0, even the most basic forms of that objective are pretty damn effective. I think the other thing we need is a great tutorial. Kokojo's is good for starting, but it only helps so much. I remember having trouble myself using it for a while. Once you dig your face into it for a bit and experiment with simple changes, it becomes much easier to understand what's going on, though.
As for your suggestion, that'd basically mean coding a cutscene-only version of FFT that can properly read Sprite, EVTCHR, Effect, and Map files and coding my own Compiler/Decompiler for the previewing, etc. Long story short, this is as unrealistic as it gets, sadly, especially considering the number of commands with an unknown purpose. Once you have the right setup going, previewing an Event can be done within a minute or two through your emulator of choice
I'll go into a quick means of testing events later, though, maybe as part of my own Event tutorial, I dunno. It's honestly really obvious but it's the kind of obvious most people may not think of.
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: GeneralStrife on September 15, 2011, 05:39:21 pm
If someone did a nice little video with easyvent showing how easy it works, that would be perfect.
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: Pickle Girl Fanboy on September 15, 2011, 05:39:54 pm
That was a really well done event, Celdia. How did you manage that upward look the monk made towards Cyan? That animation was well made.
As for the work you've done, Raven, thanks so much. This will make event editing so much faster, easier, and less complicated for when I get back to it in a couple weeks or so. The work is very much appreciated.
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: GeneralStrife on September 16, 2011, 01:08:51 am
Quick Question, can you make it so easyvent can change the music?
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: RavenOfRazgriz on September 16, 2011, 03:02:45 am
The music loaded for the event to access is set through ATTACK.OUT, which can be edited with either the existing ATTACK.OUT GUI Editor or my ATTACK.OUT Alpha Spreadsheet Editor. Events themselves contain a Music command that lets you switch between the two musics loaded for the event through various styles and tempos.
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: Cheetah on September 16, 2011, 01:25:40 pm
I still want the new instruction to insert where the cursor is instead of right before EndEvent(). Usually I'm editing existing events and moving around a lot in my code, having to drag the instruction around all the time is going to get very confusing. I want this even more than green comments lol.
Another idea. Some kind of logic that says whether or not you are off in your "{}()" etc.
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: Celdia on September 16, 2011, 02:20:01 pm
I wish I could take credit for that bit but I was actually just using the pre-existing event sprites from the original event I was modifying. That monk has always moved like that there - he just used to be looking at Cloud and not Cyan.
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: Tyler on September 16, 2011, 03:35:27 pm
Quote from: Celdia on September 16, 2011, 02:20:01 pm I wish I could take credit for that bit but I was actually just using the pre-existing event sprites from the original event I was modifying. That monk has always moved like that there - he just used to be looking at Cloud and not Cyan.
Ah, I didn't recognize the event, really. Aside from Aerith, anyway. I'm pretty sure I never got Cloud a legitimate way back when I played that far into the game. The event was well done regardless. It's a shame those animations are so much more harder to deal with than regular animations. They make events so much flashier.
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: RavenOfRazgriz on November 03, 2011, 02:34:32 pm
After a huge hiatus I think I'll try correcting the errors in EasyVent Editor Super Perfect 1.7 and adding a few new features. I had a list of things I wanted to add but lost it all, so now's the time you all get to give me ideas after having the program at your disposal for a few months without a constant stream of updates.
So far I'm looking at:
-(){} tracing to ensure all your parens are opened / closed correctly. -Numerous 1.7 Bugfixes (popups, Save/Load naming logic, possibly SpriteMove Generator).
Stuff I Can't Do:
-Save/Load Directly to ISO. -Preview Event. -Green Comments. -Cursor Stays in Place when Inserting Event Command. (Pretty sure I can't, anyway.)
If there's other features you think might be useful for EVSP, updates to be made to the Help files, etc., post them all now. I'll probably let this sit a few days to a week before beginning work so some ideas can accumulate.
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: Kuraudo Sutoraifu on November 03, 2011, 03:44:16 pm
Mmmmm, preview event sounds delicious!
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: lirmont on November 03, 2011, 06:39:41 pm
Here you go if you want it: RichTextBox Syntax Highlighting (for // comments) (http://darkabstraction.com/showOff/ffhacktics/RichTextBox Syntax Highlighting.zip).
Demo is in /RichTextBox Syntax Highlighting/bin/Release/RichTextBox Syntax Highlighting.exe
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: 3lric on November 03, 2011, 06:47:26 pm
I would like to see more of the unknown command to be known altho i know the main issue was that you had asked for a full list and i don't know if anyone provided you with one but i do know that {42}() is needed to stop an earthquake. Thanx to Xifanie for that info.
Otherwise the only thing i can think of at this moment is that you have the 19-camera setup as
I know. Sadly it's firmly placed on my list of "Stuff I Can't Do" because I'm not basically making an exact replica of FFT to make it.
Quote from: lirmont on November 03, 2011, 06:39:41 pm Here you go if you want it: RichTextBox Syntax Highlighting (for // comments) (http://darkabstraction.com/showOff/ffhacktics/RichTextBox Syntax Highlighting.zip).
Demo is in /RichTextBox Syntax Highlighting/bin/Release/RichTextBox Syntax Highlighting.exe
Definitely going to take a look at this, lirmont. Thanks much. I found tons of tutorials on how to do this before but none of them seemed to work. Hopefully this does, since I'd like to add the feature if possible.
Quote from: Elric42 on November 03, 2011, 06:47:26 pm I would like to see more of the unknown command to be known altho i know the main issue was that you had asked for a full list and i don't know if anyone provided you with one but i do know that {42}() is needed to stop an earthquake. Thanx to Xifanie for that info.
Otherwise the only thing i can think of at this moment is that you have the 19-camera setup as
Hope this helps and keep up the great work! I wouldn't be able to do any of my events without this wonderful tool :mrgreen:
I'll note that down. The Unknowns are Unknown because no one documented them anywhere I could find. I've been updating commands as I learn what they do, though.
Are you sure that's true with Camera()? Remember, I use XXXXX and YYYYY to determine pathfinding along the horizontal axis, with ZZZZZ controlling the vertical one in my notes so that they're more consistent with things like WalkTo. You might be right, though, since SpriteMove() uses XXXXX ZZZZZ YYYYY as my memory serves. If you can verify things a bit better for me before next update it'd be much appreciated.
Now if I could get the error messages to display how I want them too, but getting it to work right is so finicky...
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: 3lric on November 04, 2011, 02:46:31 pm
QuoteAre you sure that's true with Camera()? Remember, I use XXXXX and YYYYY to determine pathfinding along the horizontal axis, with ZZZZZ controlling the vertical one in my notes so that they're more consistent with things like WalkTo. You might be right, though, since SpriteMove() uses XXXXX ZZZZZ YYYYY as my memory serves. If you can verify things a bit better for me before next update it'd be much appreciated.
Yes, after much stress over the matter initially I am sure, because i use things like
Camera(+00750,-03000,+00400,+00450,+00128,+00000,+04096,+00256) Camera goes up and Camera(+00750,-00150,+00400,+00450,+00128,+00000,+04096,+00256) Camera comes back down
to have the camera go into the sky when switching between events (which is odd that Z needs to be negative to move up and using + makes it go under the board)
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: GeneralStrife on November 04, 2011, 03:48:19 pm
I sure wish you could make replacing formation sprites and portraits easier. Damn that is a pain in the ass.
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: 3lric on November 04, 2011, 03:55:04 pm
I wish he could as well, but thats not really part of EasyVent :P
Also GS i see you asked about the music a while back on this page, Music(x01,+VOL,+TIM) is the music command and it does indeed switch between the 2 in Attack.out, but if i remember correctly no matter what settings you use it will always switch it to the second song with no way to bring it back to the first or use other songs not setup in Attack.out.. If I'm wrong i would love to be corrected on this.
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: RavenOfRazgriz on November 04, 2011, 07:59:34 pm
Try Music(x00,+VOL,+TIM) to go back to the first song. It's probably a 00/01 used to choose first song or second song and the command was poorly documented on the front page or something. I made many help files quickly off the info at hand, so things like that probably slipped through the cracks on my help files.
That Camera() stuff is good to know, though, since I can fix up the Camera Maker and such easily for 1.8.
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: 3lric on November 04, 2011, 08:35:32 pm
Quote from: RavenOfRazgriz on November 04, 2011, 07:59:34 pm Try Music(x00,+VOL,+TIM) to go back to the first song. It's probably a 00/01 used to choose first song or second song and the command was poorly documented on the front page or something. I made many help files quickly off the info at hand, so things like that probably slipped through the cracks on my help files.
That Camera() stuff is good to know, though, since I can fix up the Camera Maker and such easily for 1.8.
I think when i tried that before it just restarted the second track but your probably right, I'll have ta try it again next time i need to change music
Edit, here is another bug I found.
you have Rotate setup as RotateUnit(xID,xNE,xDR,xCL,xRS,xTM)
but it should actually be
RotateUnit(xID,xNE,xDR,xCL,xRS,TIM)
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: 3lric on November 23, 2011, 10:22:13 pm
In UnitAnim 01 02
Are all standing animations tho they make them stand at a Angle and need to adjusted by the person editing the event, these would be the correcting standing poses versus 06, 07, 08 since those are for when they stand still in battle.
Just thought i would let you know :mrgreen:
EDIT: I made a video of all the Character Unitanim (since some monsters are different) they are numbered rather then named but they should be pretty simple to figure out. You can see it here:
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: RavenOfRazgriz on December 25, 2011, 10:44:22 am
Can you toss me a text list of the stuff in that video, Elric? Much easier to reference when editing.
Also, I just brute-forced TEST.EVT so I can be sure all the Events I labeled as *None* on the Wiki and in EasyVent were actually empty. The only one that was occupied was x194, which is the Game Over Event. I'll be adjusting EasyVent Editor Super Perfect's information to reflect this in the next update as well as adjusting the reorganization in Vanilla Plus to work around this.
Yes, this means I'm finally looking over things and beginning to work on EasyVent Editor Super Perfect v1.8.
Though, Lirmont, the code you gave me doesn't quite work. I'm getting quite a few errors before even compiling. Is there some kind of library or something I need to download to make it work? I use Visual Studio 2008 to code this, if that helps.
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: lirmont on December 25, 2011, 01:15:43 pm
Well, it's a VS2010 project that targets .NET 4.0, so you may need to just lift the code of the TextChanged event handler to use in your own code. I wasn't aware at the time that I'd compiled it with a bunch of unused default references. I don't believe I actually used anything other than: System, System.Core, System.Drawing (the Color class), and System.Windows.Forms. You can remove all the other references, if that's what the error messages are about, but it's probably just simpler to copy and paste the event code (RichTextBox1_TextChanged) out of the source I provided into the project source you have (then link your RichTextBox in the designer to the event) to get it running. Sorry about that.
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: RavenOfRazgriz on December 25, 2011, 02:46:25 pm
Welp. I'm having issues doing that. VB2008 won't open your Solution file as a standalone. I had merely added it to my project before and it added the Resources and Designer parts (where I was getting those errors I mentioned), but I just realized it wasn't even adding the parts I needed to my Project and tried to open it as a standalone, at which point VB2008 decided to inform me it can't open Solutions from newer versions of VB.
Could you paste the code I need when you get some time, please?
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: lirmont on December 25, 2011, 03:05:03 pm
This is the TextChanged handler (on a RichTextBox form control):
Private Sub RichTextBox1_TextChanged(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles RichTextBox1.TextChanged ' Reset color to black. Dim previousOffset = RichTextBox1.SelectionStart ' Get current offset for use with reseting text. RichTextBox1.SelectAll() ' Push all text into selection. RichTextBox1.SelectionColor = Color.Black ' Turn to black. RichTextBox1.SelectionStart = previousOffset ' Return selection offset to where it was. RichTextBox1.Select(previousOffset, 0) ' Select no characters.
' Do highlighting. Dim runningLength = 0 Dim lineCount = 0 ' Account for newlines. For Each line In RichTextBox1.Lines If line.Contains("//") Then Dim offsetOfComment = RichTextBox1.Find(characterSet:="//", start:=runningLength) Dim currentOffset = RichTextBox1.SelectionStart RichTextBox1.SelectionStart = offsetOfComment RichTextBox1.Select(offsetOfComment, runningLength + line.Count - offsetOfComment + lineCount) RichTextBox1.SelectionColor = Color.Green RichTextBox1.SelectionStart = currentOffset RichTextBox1.Select(currentOffset, 0) End If lineCount = lineCount + 1 runningLength = runningLength + line.Count Next End Sub
The other code is for putting text at a specific point in a specific RichTextBox control and returning the cursor to be right before it (replace "TextBox1.Text" with whatever text you want to place at the cursor).
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: RavenOfRazgriz on December 25, 2011, 03:24:34 pm
Sweet. Thanks much, Lirmont. I'll be inserting and testing this code tonight to make sure everything works as intended. If all goes well it looks like I'll have pretty much all the functionality for the primary editing window down in version 1.8. I've also just thought of a solution for the error message... erm... errors, so we should be good there too.
Looks like I'll be pulling this release together pretty quickly once I can sit down and put the work on it, provided I don't hit anymore hitches.
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: 3lric on December 25, 2011, 07:15:36 pm
Also, I just brute-forced TEST.EVT so I can be sure all the Events I labeled as *None* on the Wiki and in EasyVent were actually empty. The only one that was occupied was x194, which is the Game Over Event. I'll be adjusting EasyVent Editor Super Perfect's information to reflect this in the next update as well as adjusting the reorganization in Vanilla Plus to work around this.
Yes, this means I'm finally looking over things and beginning to work on EasyVent Editor Super Perfect v1.8.
Awesome cant wait :mrgreen:. And sure, no problem man, i already have a txt document with a few things regarding EasyVent in it, so i will get all the unitanim's written down as well as the differences in rotation for the different types of standing. I will send it to you within the next day or 2
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: RavenOfRazgriz on December 25, 2011, 08:27:52 pm
Sounds good.
Lirmont - The cursor insert thing you gave me (the bottom one) works perfectly, I have the command inserting where the cursor is placed instead of at the EventEnd() command. Perfect! I'm having one big issue with the Comment code though - when I load an Event from my source files, everything after the //INSTRUCTION SECTION END - TEXT START comment is green instead of just the comments. Any idea why? The code's also gets really touchy on longer textbox entries (which most events are) jumping and showing off highlights and otherwise looking unsightly, but I'm thinking up a workaround for that to restrict how often the command is run to just the absolute essential moments.
Stuff implemented for the 1.8 release so far:
Bracket () and French Brace {} counters. Command Insert at Cursor. Verified fixing of SpriteMove Generator. Verified Save/Load naming logic works as intended.
Stuff I'm trying to get to work:
Green Comments.
To-do:
Update Decompiler/Compiler commands and Help Files. Fix Error Messages so they work/output properly.
If there's anything feature-wise you feel is missing, now is the time to tell me because I'll be releasing this in a few days tops from the looks of things.
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: Twinees on December 26, 2011, 12:45:04 am
IIRC the map numbers on your editor arent the same as the ones on the front page of FFH, which might be causing problems with ChangeMap?
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: RavenOfRazgriz on December 26, 2011, 01:20:08 am
They are the same numbers, and they wouldn't affect the ChangeMap() command aside from causing you to accidentally grab the wrong map, of which you could quickly figure out the difference in number and find the correct map. I actually converted them to Hex for the expressed purpose of making ChangeMap() easier to use, because it accepts a Hex value, not a Decimal value. If the ChangeMap() command is/isn't working, it has nothing to do with EasyVent Editor Super Perfect, but the command itself.
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: RavenOfRazgriz on December 26, 2011, 03:21:54 pm
About that error I had posted about earlier - I fixed it and made the feature even more robust than I was originally planning by basing my loop on Lirmont's Green Comment code. Now it'll tell you if you're missing an Opening Parentheses, Closing Parentheses, Opening French Brace, or Closing French Brace and tell you which line the missing Parentheses or Brace is located at.
I still need to find out why that code is giving me issues in the text section of a loaded event, though...
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: 3lric on December 26, 2011, 08:05:21 pm
Unitanim stuff
In UnitAnim 01 02
Are correct standing animations tho they use a different rotation set, these would be the correcting standing poses versus 06, 07, 08 since those are for when they stand still in battle.
EDIT: I made a video of all the Character Unitanim (since some monsters are different) they are numbered rather then named but they should be pretty simple to figure out. You can see it here:
Rotate
you have Rotate setup as RotateUnit(xID,xNE,xDR,xCL,xRS,xTM)
Camera(+00750,-03000,+00400,+00450,+00128,+00000,+04096,+00256) Camera goes up and Camera(+00750,-00150,+00400,+00450,+00128,+00000,+04096,+00256) Camera comes back down
Ok, so i don't know what command {49}() is exactly, but it is required for AddUnitStart() and AddUnitEnd() to work.
The UnitPresent, just says unit 34 is loaded to memory, and the 1 says that it is not yet drawn to the map
After the AddUnitEnd() you can call any unit that was made present in the UnitPresent Command into the event with the draw command, ignoring their present settings in the ENTD.
You can add more then one unit at a time as well, i just used one fore an example, another example would be
In regards to the ChangeMap i intend to cover how to make it work correctly when combined with WarpUnit, in my tutorial, once it's finished
Anyway here is the list for Unit Animations, as well as the 2 different Rotation types that are dependent on which type of standing pose you are using:
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: RavenOfRazgriz on December 27, 2011, 01:13:18 am
Changelog update incoming. Much thanks to Elric with his updated info on known commands and pointing out errors in my Help files.
Stuff Finished, Debugged, Added:
Parentheses and French Brace Checker. (Runs automatically when you attempt to Save your Event.) Commands Insert at Cursor Location in Event Window. (Works for Choose a Command, Camera Generator, SpriteMove Generator.) Camera Generator fixed. Had to reverse the YYYYY and ZZZZZ, and it wasn't calculating Heights (Z values) correctly. SpriteMove Generator fixed. It also wasn't calculating Heights (Z values) correctly. Updated Help and Command files for UnitAnim, RotateUnit, Camera, ColorUnit, ColorField. Changed Event x194 from *None* to Game Over Event in all Dropdowns, added the Event to all sets of Source Files. Verified all other *None* Events actually contain nothing.
Stuff I'm Struggling With:
Green Comments still coloring all text after the //INSTRUCTION PART END - TEXT START comment instead of just the comments after that part. Error only occurs when loading an event from a file. Pasting from a different Notepad into the editing window has the code functioning properly. I have no idea why this is, and if I can't figure it out soon or Lirmont shed some light on this, Green Comments are going to be scrapped for the v1.8 release.
EDIT: Also, Elric, if you can write down what values for ChangeMap can be used to call each map, I'll update my drop-downs and such with them. Or add a list to the Help file. Or something.
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: 3lric on December 27, 2011, 02:38:52 am
Quote from: RavenOfRazgriz on December 27, 2011, 01:13:18 am EDIT: Also, Elric, if you can write down what values for ChangeMap can be used to call each map, I'll update my drop-downs and such with them. Or add a list to the Help file. Or something.
Done, now hopefully people can figure this out since it's really rather easy. lol I just tested it right now with WarpUnit and i will make a video sometime tomorrow, explaining dealing with the camera when doing this as well for people who would benefit from it.
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: lirmont on December 27, 2011, 02:39:26 am
Well, if it's highlighting something it shouldn't, that means the offset is wrong (which means what I provided you was wrong). Here's a more involved solution that goes line-by-line through what's displayed to the user, checking against a string array to see if it needs to format the line or not after locking the control. The first function is an imported one for locking/unlocking the control, the second one is the highlighter, and the third one invokes the highlighter when you scroll the window. The functionality of the third one could have been better linked to the VScroll event, but I didn't notice it until after I had written it.
Private Declare Auto Function SendMessage Lib "user32.dll" ( _ ByVal hWnd As IntPtr, _ ByVal wMsg As Int32, _ ByVal wParam As IntPtr, _ ByVal lParam As IntPtr _ ) As IntPtr
Private Const WM_SETREDRAW As Int32 = &HB
Dim lastUsedStartIndex = 0 Dim lastUsedEndIndex = 0 Dim previousText As System.IO.StringReader = New System.IO.StringReader("") Private Sub RichTextBox1_TextChanged(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles RichTextBox1.TextChanged Dim richTextBoxBufferObject As RichTextBox = CType(sender, RichTextBox)' Pass the control by reference (for use in copying
Dim previousOffset = richTextBoxBufferObject.SelectionStart ' Get current offset for use with reseting text at very end. Dim displayedStartIndex = richTextBoxBufferObject.GetCharIndexFromPosition(New Point(richTextBoxBufferObject.Location.X, richTextBoxBufferObject.Location.Y+1)) ' Get character index at location in form. Dim displayedEndIndex = richTextBoxBufferObject.GetCharIndexFromPosition(New Point(richTextBoxBufferObject.DisplayRectangle.Right, richTextBoxBufferObject.DisplayRectangle.Bottom-1)) ' Get character index at bottom right of RichTextBox. Dim lineReader As System.IO.StringReader = New System.IO.StringReader(richTextBoxBufferObject.Text) ' Prepare string reader for all text in RichTextBox Dim buffer(displayedStartIndex) As Char ' Prepare dummy object for use in following two methods. lineReader.ReadBlock(buffer, 0, displayedStartIndex) ' Skip forward to first displayed text. previousText.ReadBlock(buffer, 0, displayedStartIndex) ' Skip forward to first dispalyed text (in the previous buffer).
' Lock control by not sending it any events. With Me.RichTextBox1 SendMessage( _ .Handle, WM_SETREDRAW, New IntPtr(CInt(False)), IntPtr.Zero _ ) ' Do highlighting. Dim runningLength = displayedStartIndex Dim line As String = "" Dim previousLine As String = "" Dim lineCount = 0 Do While (True) line = lineReader.ReadLine() previousLine = previousText.ReadLine() lineCount += 1 If (line Is Nothing) Then Exit Do End If ' If this line isn't the same as what we had stored before, format it. ' If this line starts earlier than the previously used start index, format it. ' If this line starts after the previously used end index, format it. If line <> previousLine OrElse runningLength < lastUsedStartIndex OrElse runningLength > lastUsedEndIndex ' Otherwise, clear line to black. Dim currentOffset = runningLength richTextBoxBufferObject.Select(runningLength, line.Length) richTextBoxBufferObject.SelectionColor = Color.Black
' Update line to green. If line.IndexOf("//") <> -1 Then Dim offsetOfComment = richTextBoxBufferObject.Find(str:="//", start:=runningLength, [end]:=runningLength + line.Length, options:=RichTextBoxFinds.None) If offsetOfComment > -1 Then currentOffset = runningLength richTextBoxBufferObject.Select(offsetOfComment, (runningLength + line.Length - offsetOfComment)) richTextBoxBufferObject.SelectionColor = Color.Green End If End If End If ' Increase running length. runningLength += line.Length + 1 If runningLength >= displayedEndIndex Exit Do End If Loop lastUsedStartIndex = displayedStartIndex lastUsedEndIndex = displayedEndIndex previousText = New System.IO.StringReader(RichTextBox1.Text) RichTextBox1.Select(previousOffset, 0) ' Unlock control by sending it events again. SendMessage( _ .Handle, WM_SETREDRAW, New IntPtr(CInt(True)), IntPtr.Zero _ ) .Refresh() End With End Sub
Private Sub RichTextBox1_KeyUp( ByVal sender As System.Object, ByVal e As System.Windows.Forms.KeyEventArgs) Handles RichTextBox1.KeyUp If e.KeyCode = Keys.Down OrElse e.KeyCode = Keys.Up OrElse (e.KeyCode = Keys.Home Or Keys.ControlKey) OrElse (e.KeyCode = Keys.End Or Keys.ControlKey) OrElse e.KeyCode = Keys.PageDown OrElse e.KeyCode = Keys.PageUp ' Get existing display for comparsion. Dim displayedStartIndex = RichTextBox1.GetCharIndexFromPosition(New Point(RichTextBox1.Location.X, RichTextBox1.Location.Y+1)) Dim displayedEndIndex = RichTextBox1.GetCharIndexFromPosition(New Point(RichTextBox1.DisplayRectangle.Right, RichTextBox1.DisplayRectangle.Bottom-1)) ' Compare to state prior to key event. If displayedStartIndex <> lastUsedStartIndex OrElse displayedEndIndex <> lastUsedEndIndex RichTextBox1_TextChanged(RichTextBox1, Nothing) End If End If End Sub
As a note, I know how I'd do this in C#. Basically, you subclass a textbox control and take on the responsibility of drawing it yourself. There are Win32 functions that draw borders and text, so it's not as difficult as you might think. Basically, when the control would go to actually draw to the screen, you'd put the coloring in there, instead of after the fact. I tried looking up examples for how to do this in VB.NET, but I couldn't come up with a working example of that for you.
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: RavenOfRazgriz on December 28, 2011, 03:33:53 am
Stuff Finished, Debugged, Added:
Parentheses and French Brace Checker. (Runs automatically when you attempt to Save your Event.) Commands Insert at Cursor Location in Event Window. (Works for Choose a Command, Camera Generator, SpriteMove Generator.) Camera Generator fixed. Had to reverse the YYYYY and ZZZZZ, and it wasn't calculating Heights (Z values) correctly. SpriteMove Generator fixed. It also wasn't calculating Heights (Z values) correctly. Updated Help and Command files for FUCKING EVERYTHING (see below) Changed Event x194 from *None* to Game Over Event in all Dropdowns, added the Event to all sets of Source Files. Verified all other *None* Events actually contain nothing. Updated a bunch of commands in the Compiler. Earthquake() -> EarthquakeStart(), {42}() -> EarthquakeEnd(), {49}() -> AddUnitPrep() In addition, some "known" commands I'd added formatting to in EasyVent but forgot to update the Compiler with are also fixed. This includes DismissUnit(), MovementAnim(), and AddUnit(). Renumbered all Maps on the dropdown list to correctly reflect the numbers they use when calling the ChangeMap() command. Updated various dropdowns in other ways as needed.
Stuff I'm Struggling With:
Green Comments. I've tested Lirmont's new code, and it's less jumpy and laggy by far, but it's not coloring everything after each // green. It gets some of them, but it seems to get them at random, and I'd have no clue where to begin on debugging it right now. It seems the location of my cursor has to do with what does and doesn't get colored, though.
Stuff I Still Need to Implement:
Fix Compiler/Decompiler Error Message outputs. This is half-done, I have the method I want to do and some of the code I need, I just haven't done it yet since I found it maybe 20 minutes ago and am going to bed now.
I think we can expect a full release of EVSP 1.8 tomorrow, whether it has the green comments or not. If Lirmont has no ideas of what's up, I'll try and thumb through the code on stepthrough myself and see what's wrong, but I'm incompetent so god knows if I'll find it. For now, it's bed for me though. As usual, if you think of a feature that should exist in EVSP, now is the time to tell me so I can try to add it for the v1.8 release.
As for FUCKING EVERYTHING on fixing those Help files - I thumbed through CONFIG.INI, comparing all of my rubrics such as Focus(xID,x00,xID,x00,x00), fixing all the ones that were messed up. I then thumbed through a second time, clarifying a lot of the help files, data lists, etc. I then went through a third time and fixed the formatting, removing unnecessary new lines, etc. to minimize the amount of Help files that require scrolling to read and to just generally make everything look both pretty and consistent, two things that are important for something help-oriented. This was very un-fun and very time-consuming, let me tell you.
Title: Re: EasyVent Editor Super Perfect v1.7 [I'm Out of Egotistical One-Liners.]
Post by: lirmont on December 28, 2011, 04:47:32 am
You'll have to fine-tune the location it looks at for each control you use it on. I didn't test the control nested inside of anything or even away from the upper-left corner of the form (or with padding or with margins). Look that function up on MSDN, figure out what's different about your program, and go from there (that's where I'd start).
Title: Re: EasyVent Editor Super Perfect v1.8 [I Said I'd Be Back, Baby!]
Post by: RavenOfRazgriz on December 29, 2011, 03:21:59 am
Updated ALL THE HELP FILES. Command Insert At Cursor. ROBUST AS HELL ERROR CHECKING. (Big Update of this Release.) Camera Generator Fixes. SpriteMove Generator Fixes. Game Over Event Update. Compiler Updates.
What Didn't Make It In:
Green Comments - I just didn't have time to debug them yet and didn't want to delay the update anymore. Expect this in v1.81 if it happens, or v1.9 at latest.
What Robust as Hell Error Checking Means:
I think I need no words.
Title: Re: EasyVent Editor Super Perfect v1.8 [I Said I'd Be Back, Baby!]
Post by: Eternal on December 29, 2011, 09:15:20 am
Yay, you made an idiotproof version for me. I'm so happy! ;_;
Title: Re: EasyVent Editor Super Perfect v1.8 [I Said I'd Be Back, Baby!]
Post by: Joseph Strife on December 29, 2011, 10:51:04 am
It's epic when I see you lot cranking things out now, I'm trying to make this thing hold your hands as much as I can.
I have a couple ideas for improving the error-checking a bit more and one or two other things, it's just a matter of figuring out how to do a couple of the things I want to. Taking a bit of a break before starting that up, though.
Title: Re: EasyVent Editor Super Perfect v1.8 [I Said I'd Be Back, Baby!]
Post by: RavenOfRazgriz on December 29, 2011, 01:41:08 pm
I updated all the download links. I forgot to edit the names of two Notepad files in the previous v1.8 download. In the Command List folder, 41 Earthquake.txt should be EarthquakeStart.txt, and in the Command List/Command List Folder, Earthquake.txt should be EarthquakeStart.txt.
If you've already downloaded, you can either download again or rename the above Notepads yourself, either will work. Anyone downloading after seeing this message, the problem's already fixed, no need for you to worry about it.
Download EasyVent Editor Super Perfect v1.8 With Proper Notepad Files Here! (http://www.megaupload.com/?d=93QT8XWZ) (MediaFire Mirror) (http://www.mediafire.com/?ucc6ctu4zar15fq)
Title: Re: EasyVent Editor Super Perfect v1.8 [I Said I'd Be Back, Baby!]
Post by: MysticKnightFF5 on December 29, 2011, 05:01:00 pm
You should include a demotivator button. It yells something about how much of a failure you are when you hit it.
Title: Re: EasyVent Editor Super Perfect v1.8 [I Said I'd Be Back, Baby!]
Post by: 3lric on December 29, 2011, 11:12:40 pm
Reminder to add http://ffhacktics.com/smf/index.php?topic=4830.0 to the effects section of the next update :mrgreen:
Title: Re: EasyVent Editor Super Perfect v1.8 [I Said I'd Be Back, Baby!]
Post by: RavenOfRazgriz on December 30, 2011, 03:35:23 am
Thanks, Elric.
I'm putting together a to-do list for v1.9. No clue when I'll actually make it, though. If you have any thoughts or feedback on the ideas here, do give them to me, I'd like to hammer them out before trying to code them.
1. Further Improved Error Handling. Basically, this means it'll check each of the arguments for your commands individually, and then tell you whether their length is correct. So, if you put +0000 instead of +00000 for a +TIMER argument, you'll get an error to the effect of "+TIMER argument in Camera command on Line 12 is invalid." Right now, there's some basic logic for this, but it's a basic thing that only checks to see if the length of your entire command is the correct length or not.
2. Debug that fucking Green Comment code. It's probably not worth the effort, but I want it working now if only because I'm fucking stubborn.
3. Redo the Help files that load when you open the Camera Generator and SpriteMove Generator. Currently, they load the Camera() and SpriteMove() Help files, but they should really be loading their own help files describing how to use the Generators. I've had multiple people tell me it's confusing to figure out how the Generators work because the Help file describes pixels but they're not meant to input pixels into the Generators.
4. Right Click Menu on basically everything. What should this contain? I've got Copy, Paste, Select All as obvious choices, but is there anything needed beyond that?
5. Some form of auto-filling commands when you type them into the editing window. Probably have it force you to type to the extent of something like DisplayMessage( then fill in the entire command with my rubric for you, and change the Help window on the right to the Help window of that command. Thoughts on this, and/or thoughts on a better implementation of this?
6. Better Event-naming. Specifically, when you Save your event, it'll ask you to input a name. Then, it'll pull your Offset from your Event, convert it to both an Event Script and a Decimal value, and save it in the EVT_SCR_DEC format output by Xifanie's Event Decompiler and used in all my source file folders, one without the name you chose for multi-compiling purposes, and one with your name concatenated on the end so you can easily identify it. Then, I'll add some sort of open window logic for when opening events from a non-write protected Directory that you can use to choose and open your file. I should've had proper file saving/opening logic in the very first release, but I'm retarded.
7. Update dem commands. Kokojo's going to be posting a list of ones he knows tomorrow, and I need to update the Help files for EffectStart(), EffectEnd(), and Effect(). Again, call out to anyone who knows any Unknown commands or has more info about existing commands. More info is better info.
8. Your suggestion here?
No seriously, I need some feedback on all this shit, and suggestions if anything is missing on here.
Title: Re: EasyVent Editor Super Perfect v1.8 [I Said I'd Be Back, Baby!]
Post by: 3lric on December 30, 2011, 05:05:43 am
8. Fix Spritemove generator, the X,Y are backwards (X exports Y and vice-versa) 8 (again). Fix Spritemove generator "Time in Seconds" to allow .25, .50, .75 etc. as they currently give a zero if set to anything below 1 8 (again). Spritemove generator inserts at EventEnd() instead of cursor
Will update with what I find on camera or anything else
Title: Re: EasyVent Editor Super Perfect v1.8 [I Said I'd Be Back, Baby!]
Post by: Eternal on December 30, 2011, 07:07:35 am
Just downloaded 1.8, Spybot S&D is saying there's some virus in it. I assume this is a false positive, but I think you should know.
Title: Re: EasyVent Editor Super Perfect v1.8 [I Said I'd Be Back, Baby!]
Post by: RavenOfRazgriz on December 30, 2011, 05:01:29 pm
Well, Spybot's a bitch. I know what every single file inside every folder is, and I can assure you there are no viruses. It's probably the same as the situation with some programs seeing PPF-o-Matic as a virus.
As for my to-do list, I started already because of the errors Elric reported, and:
Done:
Right Click Menus. Any editable Textbox control now has Copy, Cut, Paste, Select All, Delete, Undo, and Redo options via Right Click. Any non-editable Textbox control now has Copy, Select All options via Right Click. All Textbox controls now respond to Ctrl+A instead of just the main form doing so.
Camera Generator and SpriteMove Generator fixed and more thoroughly tested. They now insert at cursor (guaranteed), now have all their X/Y/Z values inserted at the correct places, now accept decimals for Timer, etc. I also redid their loaded Help files to be specifically about the Generators and only contain the need-to-know information, and clarified a couple things on the SpriteMove and Camera Help files.
Next on my list is the further-improved error-handling. No, I'm totally not putting off debugging Green Comments. Not at all. Why?
Title: Re: EasyVent Editor Super Perfect v1.8 [I Said I'd Be Back, Baby!]
Post by: Jon on December 30, 2011, 07:08:58 pm
Don't wanna nag but I know you like to be a perfectionist, and honestly I have no idea how WaitForInstruction works. I know what its for, but in the help list I don't understand like things like x06: {1A}, x07: {1B}, x08: {2A}/{2B} block, etc (all the ones just with letters). Another thing that maybe you should add to Camera (I find it useful information) was this sentence I found in Kokojo's Event Editing Tutorial: "Don't forget 63 and 4D or your event will be black." Context of entire thing Koko said here
{63}(rC9) Camera(+01000,+00000,+00615,+00302,+02560,+00000,+04096,+00001) Camera(+01000,+00000,+00615,+00302,+02560,+00000,+04096,+00128) {4D}(r78) Camera(+01000,+00000,+00615,+00302,+02560,+00000,+04096,+00128) //This is a camera setup. Hard to learn -.- Those extra lines here... I don't know what they do, but they are necessary for a proper camera setup. Don't forget them. As you can notice, you need to repeat the camera line after for it to work properly in same case. Don't forget 63 and 4D or your event will be black.
I also said maybe to make it slightly more user friendly get rid of the numbers in front of everything (example 10 DisplayMessage or 13 ChangeMap) so the user can simply type what they think the command is called and it will scroll to it automatically. You could also put all of those Unknowns then at the end of the list and put the numbers behind the commands? Up to you! Other than that, I think 1.8 Easyvent is really awesome and yesterday I was able to easily create my very first event (after inserting that code from Kokojo to get rid of the black screen)! Thank you very much for creating this Raven! :mrgreen:
Title: Re: EasyVent Editor Super Perfect v1.8 [I Said I'd Be Back, Baby!]
Post by: 3lric on December 30, 2011, 07:18:34 pm
most of those are unknown commands Jon :P thats why they are like that, also the numbers are there since that is there command number, once you get more used to it, you WILL be glad they are there as not having them would actually be harder to use
Now, Raven, one thing i might suggest is to make things like 1B Unknown, instead be 1B ?? this way would make it easier to FIND certain commands such as WarpUnit or others that tend to be the same word length as Unknown, making them a bit more hidden or hard to find on the fly :D. If it would be to much work to change its no big deal, just a suggestion for anyone new to EasyVent as i know it made it a bit difficult for me at first
EDIT: Jon, what exactly are you trying to use it for? I've never had to use any more then the (now) known commands for any of my events :P Tho if you do happen to test and find out what these do, be sure to post it, the more commands that are uncovered the better :mrgreen:
Title: Re: EasyVent Editor Super Perfect v1.8 [I Said I'd Be Back, Baby!]
Post by: RavenOfRazgriz on December 30, 2011, 10:11:37 pm
Added that info regarding Camera to all the Help files relevant. I'd rather not remove the numbers in front of the Commands, Jon, but I'm trying to think of a workaround so you can use autofill without knowing the Command's index offhand. I'll try to have something whipped up for v1.9. I also fixed up the WaitForInstruction Help file to be updated for all known commands. Only {1A}, {1B}, and {3E} are left without names since they are currently unknown.
Elric, that's actually a good idea. I'll have Unknown become ??? in the Choose a Command Combobox to make skimming Commands easier. The Notepads themselves will remain called Unknown, but you shouldn't need to open the Notepads or even look at them so you shouldn't notice/care.
Also, I just got done talking with Kokojo, and this is the new info he gave me:
{43}(r##) = CallFunction(x##)?
## = Value that determines operation. 01 is Silent Join After Event, 06 is Call Save. 03 and 05 are something Kokojo forgets.
49 AddUnit()
When the unit is already drawn on the map, this command can be used to remove shadow. Probably needs a renaming, but not sure what to name it without it being a mouthful yet.
{7F}(rID002233)
ID = Unit ID Target Unit's ID in ENTD.
22 = Something to do with EVTCHR palettes 33 = ??
{8C}(rID0022330000)
ID = Unit ID Target Unit's ID in ENTD.
22 and 23 = Something to do with EVTCHR positions and such.
{8E}() = ShowChapterEnd()
Must follow a ShowChapter() command to allow Event to continue.
{99}(rID00) = BlueRemoveUnit(xID,x00)
Remove a non-Charmed unit from the map with a blue hueing.
ID = Unit ID Target Unit's ID in ENTD.
Also, CloseDialog is going to be renamed ChangeDialog in the next version since that better describes what it does.
For anyone interested in how my 1.9 To-Do List is coming along:
Completed:
Right Click Menu and more Ctrl+A compatibility - Done. Even More Robust Error Handling - Done. SpriteMove and Camera Generator Fixes and new Help files - Done. Auto-Fill Commands While Typing - Done, will explain how it works below. Updates to Effect(), EffectStart(), EffectEnd(), and some other Help Files - Done.
To Do:
Debug Green Comments. Better Event-Naming / Saving / Opening routines. Updates from Kokojo's information and renaming CloseDialog to ChangeDialog. Unknown becomes ???. Make Choose a Command more auto-fill friendly. Your Suggestion Here?
For the Auto-Fill functionality:
When you type your command (such as DisplayMessage), when you go to press your open parentheses key, meaning your Command would currently look like DisplayCommand(, it'll auto-concatenate my rubric to your command before you even finish typing it, and load it's Help menu into the side window. So, poll: Do people want the auto-fill part of this feature to be toggle-able, or would you prefer the rubric to always appear? Making it toggle-able is as simple as finding a spot on my interface for a toggle or keybinding a toggle-off/on command or something.
Title: Re: EasyVent Editor Super Perfect v1.8 [I Said I'd Be Back, Baby!]
Post by: 3lric on December 30, 2011, 10:32:17 pm
I vote for Auto-Fill function toggle
Title: Re: EasyVent Editor Super Perfect v1.8 [I Said I'd Be Back, Baby!]
Post by: Jon on December 31, 2011, 10:12:23 am
I also like the idea of a toggle, because I like the way it is now. Maybe auto-fill would be cool though, so yeah a toggle would be sweet!
@Elric: I'm gonna humbly attempt to make FF1. Yes, everything like the GBA version Dawn of Souls. Only differences between FFT and FF1 would obviously be that there won't be such a vast amount of enemies like in 1, the heroes are limited to 6 characters (no second abilities), and some of the events from 1 will be slightly altered. Currently I am about half way done with the opening event-the King giving his blah blah blah you gotta save the world bullshit and rescue my daughter Sarah-and the first battle against Garland. The whole game will thankfully flow map wise the exact same way as vanilla FFT. Once I get some shit done, I'll create a thread. At least most of the sprite work is done, hahaha :mrgreen: Also, I doubt I will need anything fancy for my events, mostly DisplayMessages and walking about, nothing like Rafa pulling out a sword and an assassin throwing an old fart off of a roof...
Title: Re: EasyVent Editor Super Perfect v1.8 [I Said I'd Be Back, Baby!]
Post by: Eternal on December 31, 2011, 10:16:16 am
Jon, I advise checking out the Gameflow Editor too. It's incredibly simple to use, and it'll help a lot, I think. :D
Title: Re: EasyVent Editor Super Perfect v1.8 [I Said I'd Be Back, Baby!]
Post by: Jon on December 31, 2011, 12:25:00 pm
I looked at it and while the Gameflow Editor looks really interesting, I just want my events to flow the same way like vanilla FFT. I can change things like Mandalia Plains rescue Algus mission in 1.8 (I think) to say a regular battle or actually (I kinda wanna keep that mission as it is). Obviously I will have to really write then all the code from scratch, but I'm learning pretty quick (thanks to Elric sending me some of his events). Thank you anyway for pointing out the Gameflow Editor :mrgreen:, maybe I can use this in the future...
On a side note, actually editing events for me at the moment is quite a drag, a long process filled with many mistakes and quite a bit of frustration. Reminds me EXACTLY how difficult it was starting out learning the strange style of FFT sprites and then the programs Shishi, FFTEVGRP and FFTPatcher/TacText just to get "custom" units rolling in game. However I now realize that with all these tools and using them properly, you can (not so easily but also not so difficultly) pretty much make anything happen in FFT. The real problem is time, like always...
Title: Re: EasyVent Editor Super Perfect v1.8 [I Said I'd Be Back, Baby!]
Post by: RavenOfRazgriz on December 31, 2011, 04:04:28 pm
POLL TIME.
I have almost everything in EVSP 1.9 finished except for debugging Green Comments. Do you guys want your Green Comments badly enough to delay the release, or do you want your release TODAY?
Title: Re: EasyVent Editor Super Perfect v1.8 [I Said I'd Be Back, Baby!]
Post by: 3lric on December 31, 2011, 05:43:38 pm
I have almost everything in EVSP 1.9 finished except for debugging Green Comments. Do you guys want your Green Comments badly enough to delay the release, or do you want your release TODAY?
Today :D
Title: Re: EasyVent Editor Super Perfect v1.8 [I Said I'd Be Back, Baby!]
Post by: Pride on December 31, 2011, 06:08:58 pm
today
Title: Re: EasyVent Editor Super Perfect v1.8 [I Said I'd Be Back, Baby!]
Post by: RavenOfRazgriz on January 01, 2012, 02:06:37 am
And you all get your wish. Welcome to the magical world of EasyVent Editor Super Perfect v1.9!
Download EasyVent Super Perfect v1.9 Here! (http://www.megaupload.com/?d=EJY5MZT2) (Mediafire Mirror) (http://www.mediafire.com/?1a839b63100goe7)
Lost Features: (Gasp!)
-Compiling Directly To/From the PSX Events.txt Notepad file. I recoded the Multi-Compile logic from scratch and didn't feel like trying to figure out a way to make this work at the time. It may be back in a later version, who knows? You can compile the PSX Events Folder, though, so this loss is basically nonexistent.
Features That Didn't Make It:
Green Comments (again!). I didn't have time to debug it, again, and wanted this release out for New Year's Day. Maybe in 1.10, or 2.0, depending on what kind of update the next one is.
New Features:
-Completely redone Save/Open/Compile algorithms. No more confusing dropdowns! You press Open Event, you get a window that asks you to choose a folder, and displays every existing .txt file in that folder for you to open. When Saving, it does the same - you choose a folder to Save to, and it saves both to that folder and to event.txt, and now you even get to properly name your events! It'll both remember the last name you entered until you close out the program, and, if you save to a Directory that contains a Multi-Compile folder (which Custom Event Directory now comes with by default), it will save another copy of your event compatible with the Multi-Compile function. The Multi-Compile routine was mostly just heavily streamlined and had error-checking added to it in a much more polished manner. (Our "Big Update" of the Update, for sure!)
-EVEN MORE ROBUST ERROR CHECKING. Now, it'll not only tell you the line of the error, but if it's a data entry, x, or comma error, etc. it'll also tell you what the command's name is, which argument is wrong based on the names I give them in my rubric, and what the invalid argument you entered was! You're not getting much more specific than that.
-Right Click Menu on ALL THE THINGS. If it's a Read-Only window, it gets a Copy/Select All Right Click Menu. If it's a Editable window, it gets a Copy/Cut/Paste/Select All/Delete/Undo/Redo Right Click Menu. In both cases, these Right Click Menus have the keybindings listed next to the command you're choosing to help you get used to remembering them as well, if Right Click is only something you're doing because you're unfamiliar with keybindings.
-New Labeled commands! 43 CallFunction, 8E ShowChapterEnd, and 99 BlueRemoveUnit. In addition, Unknown Commands were renamed to ???, to make skimming the Command List dropdown much easier.
-Camera and SpriteMove Generators fixed! (For real this time!) I also redid the Help files that display when using them to be about the Generators and not about the Commands themselves.
-Command Auto-Fill as you type! This one's great for newbies, and comes with a toggle for those who don't need or dislike it. When you finish typing a command and type its open paren, such as DisplayMessage(, the command will automatically fill in my rubric for you /and/ open the Help window, making using the command very easy if you know it by name but not input! For those who like the Help window opening automatically but don't want to have Auto Fill on - don't worry, the Help window will update regardless of your Auto Fill setting.
-More Help file updating. This time I checked to make sure everything was working correctly by running a full Multi-Compile through my uber-robust error checking and got no errors - so this should be good! More Help files that had little info were also clarified some.
-Folders were reorganized so that less stuff is visible in the main folder.
4---KeyBindings
Main Window CTRL+A = Select All Text in Current Window CTRL+C = Copy CTRL+D = Decompile TEST.EVT CTRL+E = Compile Event CTRL+F = Find or Replace Text in Editing Window CTRL+I = Move to Indexed Event ComboBox CTRL+K = Toggle Auto-Fill CTRL+L = Close EasyVent Editor Super Perfect v1.9 CTRL+M = Move to Map Selection ComboBox CTRL+O = Open Event CTRL+P = Open SpriteWalk Generator CTRL+R = Open Camera Generator CTRL+S = Save Event CTRL+T = Move to Command List ComboBox CTRL+V = Paste CTRL+X = Cut CTRL+Y = Redo CTRL+Z = Undo F1 = Help (Opens this README file.)
Camera Generator CTRL+A = Select All Text in Current Window CTRL+C = Copy CTRL+E = Export to File CTRL+L = Close CTRL+V = Paste CTRL+X = Cut CTRL+Y = Redo CTRL+Z = Undo
Sprite Generator CTRL+A = Select All Text in Current Window CTRL+C = Copy CTRL+E = Export to File CTRL+L = Close CTRL+V = Paste CTRL+X = Cut CTRL+Y = Redo CTRL+Z = Undo
Save Options Window CTRL+A = Select All Text in Current Window CTRL+C = Copy CTRL+E = Refresh CTRL+L = Cancel CTRL+S = Save CTRL+V = Paste CTRL+X = Cut CTRL+Y = Redo CTRL+Z = Undo
Open Options Window CTRL+A = Select All Text in Current Window CTRL+C = Copy CTRL+E = Refresh CTRL+L = Cancel CTRL+O = Open CTRL+V = Paste CTRL+X = Cut CTRL+Y = Redo CTRL+Z = Undo
Help Window CTRL+A = Select All Text in Current Window CTRL+C = Copy CTRL+L = Close
Find/Replace Window CTRL+A = Select All Text in Current Window CTRL+C = Copy CTRL+F = Find Now! CTRL+R = Replace Now! CTRL+L = Close CTRL+V = Paste CTRL+X = Cut CTRL+Y = Redo CTRL+Z = Undo
Title: Re: EasyVent Editor Super Perfect v1.9 [Hail to the King, Baby.]
Post by: 3lric on January 01, 2012, 06:48:14 am
Bug 1
Dunno HOW I did this, it just started showing 2 sets of the main folders as I was browsing thru them
Title: Re: EasyVent Editor Super Perfect v1.9 [Hail to the King, Baby.]
Post by: RavenOfRazgriz on January 01, 2012, 02:08:51 pm
Yeah, I forgot a line of code on the Refresh Folders button. Woops. I'm compiling a small list of Bugfixes and edits for a v1.91 release later. Nothing I've got so far is anything more than small error-fixes or convenience features, though, so I'm not in a rush to make a bugfix release. Keep reporting those bugs, though. If you find a critical bug, like a broken generator, something not compiling, etc., I'll expedite 1.91 like I did with 1.9, no worries. Meanwhile, I'm going to begin compiling my list of stuff for the bugfix release here and begin work on another project.
Content for v1.91 Bugfix:
1. Add the one line of code needed to clear the Directory Comboboxes before adding the items to it so that Elric's error won't happen again. 2. Add logic to remember what your last chosen Directory was. 3. Rewrite the text on the Compile Just Event.txt / Compile Directory prompt to reflect the new interface and Compile logic. 4. Use a fucking wildcard to get files for multi-compiling instead of having to keep 2 copies of every event, retard. 5. Make a new window for when you press Decompile TEST.EVT that prompts you if you want to concatenate the namelist used by either Vanilla or Vanilla Plus to them after Decompiling. 6. Try something to Eternal's virus scanners not flip a shit. 7. Add logic for Replace All? 8. Your bug here.
If this is missing any bugs, let me know. Meanwhile, tonight I think I'll begin work on another project of sorts.
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: RavenOfRazgriz on January 02, 2012, 03:58:44 am
So, fuck y'all Critical Errors. This should catch all of them, including at least part of Eternal's problems. It also cuts the need for a separate Multi-Compile folder when Multi-Compiling, the ability to pull names for your PSX Events folder from a different Directory before Decompiling, and the Command List ComboBox now works with both 10 DisplayMessage and DisplayMessage style inputs. There's probably other shit but honestly, it's too minor for me to even remember. Enjoy.
EDIT: Reuploaded because I'm a fucking derp and messed up the Event sources.
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: RavenOfRazgriz on January 02, 2012, 05:04:48 am
New Download because I'm a sped. Enjoy the real v1.91.
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: 3lric on January 04, 2012, 10:28:13 pm
These are the rest of the Unit Animations used for events. The "Monsters" uses the Red Panther but includes attacks from all monsters (I will write lists for these soon as well)
EDIT: Added Flying & Floating monsters to the video list NOTE: Goblin, Pisco Demon and Skeleton all use Human Spritesheets and follow Human Unit Animations rather then monsters EDIT: Added List of Animations for MON type. ALSO, due to the fact that some animations between 3D-76 look different for some monsters due to different types of attacks, I have also add 15 VIDEOS covering 3D-76 of EVERY sprite that uses SHP: MON SEQ: MON. Zodiac Demons will follow shorty EDIT: Chocobo Animation List added!
Monsters
Monsters - Flying
Monsters - Floating
Monster Attack Animations 3D-76 All Monsters
Ahriman Attacks
Apanda Attacks
Behemoth Attacks
Bomb Attacks
Bull Demon Attacks
Demon Attacks
Dragon Attacks
Ghoul Attacks
Hydra Attacks
Juravis Attacks
Marbol Attacks
Panther Attacks
Trent Attacks
Uribo Attacks
Worker 8 Attacks
Chocobo
Zodiac Demons
Altima (First Form)
Altima (Second Form)
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: 3lric on January 08, 2012, 07:18:30 pm
Double Post, Suck it!
For anyone using the ADD/ZERO commands in events you should know that while it's not reflected on the main page in the event instructions
0x0000 - 0x002B
Are the same as the Maps listed in
0x0200 - 0x022B
The ones used in 0x0000 - 0x002B are used with 0x0031 to determine your Current Map location (such as where your character's first worldmap position would be upon starting the game)
EXAMPLE:
ZERO(x0031) ADD(x0031,x0003)
will put your character at Lionel Castle the next time you enter the worldmap
Help someone finds this information useful
EVSP 1.91 BUG When trying to replace Ramza with {Ramza} using replace now! It doesnt work quite right, if i continue to hit the button it makes the same one gain more brackets example {{{Ramza}}} Maybe you should add a Exact Phrase/Word Option?
Command 3E
{3E}(r02000000FFFFFF3C00)
In this example FFFFFF is used to make the screen go fade black and 3C makes it happen after ~ 1.5 seconds or so
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: 3lric on January 17, 2012, 05:36:02 am
This still says that you must add 4x the correct amount per panel
they should be 28 per panel for X/Y
And AFAIK it's 12 per panel for Z
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: Pickle Girl Fanboy on January 20, 2012, 09:36:49 pm
Holy shit, this is getting crazy.
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: RavenOfRazgriz on January 20, 2012, 10:52:09 pm
Not bad for being a shitty VB program being coded by someone whose only knowledge of VB.NET comes from coding said program and who hasn't touched an Event with any level of seriousness in what's likely been well over a year, eh?
I've already got a small list of features for a 1.10 release in addition to what Elric posted, but they're mostly just further souping-up the error-checking because I want to get that to the point where it's almost impossible for any human error can slip through.
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: 3lric on January 21, 2012, 04:21:21 pm
Typo :D
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: Derin on January 23, 2012, 12:49:18 am
so i downloaded this and its a rar file how do i open it (how to use this epic stuff)
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: Pride on January 23, 2012, 01:16:25 am
You can use WinRAR (which has a free trial then you're suppose to pay) or you could use 7zip, which is free, to extract the program.
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: 3lric on February 01, 2012, 03:26:02 pm
\o/ I'm back with a explanations on 2 Unknown commands
FADE/COLOR TINT {3E} An example of which would be {3E}(r02000000FFFFFF3C00) This command is FADE. It is used to make the map fade out during cut-scenes by using black (FFFFFF) and the Speed is controlled by the 3C after the color and can be adjusted to be faster or slower at the Eventers preference.
Not only can this fade out to black, but with certain argument to the command you can make this (instead of black) use primary or secondary colors instead with these arguments
NOTE: You would still need to adjust the FFFFFF to be the correct color.
EVTCHR PALETTE {7F} An example of which would be {7F}(r80000002) has to do with EVTCHR palette color. In this instance UNIT 80 would use palette 02 (they start at 0, so 2 would actually be the third sheet) (For anyone confused on this, download EVTCHR Viewer, then open a EVTCHR and you will see ~ 5-10 sheets for every EVTCHR which all represent different palettes and need to be edited separately.) *Thanx to Kokojo for helping me figure this one out*
NOTE: I will provide a full tutorial on how EVTCHR works in events soon, It will be added to my tutorial since some seem to be a bit finicky and actually make your character change direction in which you would need to follow otherwise they wouldn't show. :P
EDIT: In regards to command {99} BlueRemoveUnit(xID,x00) This only works on non Charmed/Invited enemy units an example would be when you defeat Weigraf at the windmill map and his units disappear with a blue hue. This (AFAIK) will not work on Ally units or guests.
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: lirmont on February 03, 2012, 11:58:43 pm
New green comments/syntax highlighting strategy:
Download ScintillaNET (a zip file): http://scintillanet.codeplex.com/
Extract the zip file to someplace temporary.
Inside VisualStudio, add the SciLexer.dll as a regular file to the project, set it to "Copy if Newer" in the properties so that it shows up in the same directory as the .EXE of your program when your project is built by VisualStudio.
Now, reference the ScintillaNet.dll from the temporary directory.
If all goes well, you should now have access to a Scintilla form item in your VisualStudio Toolbox on the Windows Form editor (Designer) view (NOTE: if you haven't set up VisualStudio to show EVERY form item in the toolbox, you will have to manually make it show up by right-clicking and choosing "Choose Items..." in the toolbox).
For more information about installation, check here: http://scintillanet.codeplex.com/wikipage?title=Installation&referringTitle=Documentation
For information about usage, check here ("Examples" heading): http://scintillanet.codeplex.com/documentation#Examples
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: 3lric on February 17, 2012, 12:29:03 am
ChangeDialog(xDD,xMSG#,xPR,x00)
DD = Dialogue Box ID. Starts at x01, IDs based on age of oldest currently-existing dialogue box.
This is incorrect, x01 controls dialogue using x91 and x02 controls x92
Thanx to Pride for clearing this up for me
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: Pride on February 17, 2012, 01:55:58 am
Text error: ColorField(xID,+RED,+GRN,+BLU,TIM)
ID = Unit ID Target Unit's ID in ENTD
xID should be the Preset Color ID Instead of setting RGB values, you can pick any of the preset colors: x01 : Night x02 : Grayscale x04 : Original palette? x08 : Original palette? x10 : Completely Blue x20 : Completely Blue x40 : Completely Blue x80 : Completely Blue
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: Choto on February 21, 2012, 09:07:44 am
I hereby nominate this thread as an "important link"
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: 3lric on February 21, 2012, 01:51:34 pm
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: 3lric on February 23, 2012, 08:08:46 am
InflictStatus(xID,x00,xSS,x0C,00)
Should be
InflictStatus(xID,x00,xSS,x0C,x00)
:mrgreen:
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: 3lric on February 24, 2012, 06:17:51 am
Updated all my post 1.91 posts (as well as a couple new ones) into this post (+1 of Pride's) so they can be more easily found:
EVTCHR Palette Command:
{7F} An example of which would be {7F}(r80000002) has to do with EVTCHR palette color. In this instance UNIT 80 would use palette 02 (they start at 0, so 2 would actually be the third sheet) (For anyone confused on this, download EVTCHR Viewer, then open a EVTCHR and you will see ~ 5-10 sheets for every EVTCHR which all represent different palettes and need to be edited separately.) *Thanx to Kokojo for helping me figure this one out*
More EVTCHR command info:
The command {7F} that i mentioned before actually works a bit different then i originally thought.
Example: If you want to make Unit 20 be the second palette of a EVTCHR loaded into RAM Block 1 you would use: {7F}(r20000001)
If you want to make Unit 20 be the second palette of a EVTCHR loaded into RAM Block 2 you would use: {7F}(r20000101)
PortraitCol Error:
PortraitCol(xPC) Calls Portrait from WLDFACE.BIN when combined with DisplayMessage.
This is actually incorrect, this loads the Portraits from the EVTFACE.BIN rather then the WLDFACE.BIN (EVTFACE.BIN can be edited in the Japanese version of FFTEVGRP)
Inflict Status:
InflictStatus(xID,x00,xSS,x0C,00)
Should be
InflictStatus(xID,x00,xSS,x0C,x00)
MORE Inflict Status:
SS = Status ID x02: Poison Not entirely correct, this actually causes both Critical and Poison
ChangeDialog:
ChangeDialog(xDD,xMSG#,xPR,x00)
DD = Dialogue Box ID. Starts at x01, IDs based on age of oldest currently-existing dialogue box.
This is incorrect, x01 controls dialogue using x91 and x02 controls x92
Fade/Color Tint:
{3E} An example of which would be {3E}(r02000000FFFFFF3C00) This command is FADE. It is used to make the map fade out during cut-scenes by using black (FFFFFF) and the Speed is controlled by the 3C after the color and can be adjusted to be faster or slower at the Eventers preference.
Not only can this fade out to black, but with certain argument to the command you can make this (instead of black) use primary or secondary colors instead with these arguments
NOTE: You would still need to adjust the FFFFFF to be the correct color.
WaitForInstruction:
Typo
SpriteMove:
This still says that you must add 4x the correct amount per panel
they should be 28 per panel for X/Y
And AFAIK it's 12 per panel for Z
Replace Bug:
When trying to replace Ramza with {Ramza} using replace now! It doesnt work quite right, if i continue to hit the button it makes the same one gain more brackets example {{{Ramza}}} Maybe you should add a Exact Phrase/Word Option?
ColorField: (From Pride's Post)
Text error: ColorField(xID,+RED,+GRN,+BLU,TIM)
ID = Unit ID Target Unit's ID in ENTD
xID should be the Preset Color ID Instead of setting RGB values, you can pick any of the preset colors: x01 : Night x02 : Grayscale x04 : Original palette? x08 : Original palette? x10 : Completely Blue x20 : Completely Blue x40 : Completely Blue x80 : Completely Blue
ChangeStats:
This should be labeled more clearly, as it is it makes it seem like AA is used for all allies.
Requests:
Bring back the ability to decompile. With 1.91 I cannot get the PSXEvents.txt out of the TEST.EVT so I've been using 1.9 since 1.91 came out. I need to be able to use the decompiler.
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: Kokojo on February 24, 2012, 11:16:28 am
That portraitCol helps a lot, since the referenced list on FFH is not the good one, apparently!
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: ShadowSkyle on March 10, 2012, 09:58:28 am
Was going to test this out, but the download link no longer works (shut down by government). Is there a new location to download this?
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: Celdia on March 10, 2012, 11:06:52 am
Mediafire mirror link right next to the main DL link looks like it works fine.
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: ShadowSkyle on March 10, 2012, 11:17:53 am
Didn't notice that was a separate link. Thanks.
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: 3lric on March 30, 2012, 01:46:36 am
Bring back the ability to decompile in 1.92 or 2.0 or whatever is next. I've been using 1.9 because 1.91 doesn't allow me to get my PSXEvents.txt out of the TEST.EVT :-(
This may not be a huge problem for people doing vanilla mods, but for something like Jot5 or CoP, this is a must.
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: Pride on April 19, 2012, 01:34:06 am
Pause() description
Since its not entirely useful, a suggestion could be made that it can be used during a text sequence like the opening text (one such as x09) to pause the event until the user presses circle/start and give them a chance to read the entire text. Instead of using something stupid like a delay in the text box. We don't want more l i t t l e m o n e y
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: Pickle Girl Fanboy on April 20, 2012, 07:31:55 pm
Random Question: Will this ever be integrated into FFTPatcher's code base?
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: 3lric on April 22, 2012, 10:32:47 pm
I guess a better question would be why it would need to be?
Whenever you change something in FFTP you have to restart the game completely, However when you edit a event and import the TEST.EVT you can load a savestate right before the event starts..
I can't see putting it into FFTP as anything more then a headache to use.
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: Xifanie on April 30, 2012, 04:09:52 pm
New instructions?
{68}(xID,x00,xMI) Used to turn on/off the vertical flipping of frames for a specified unit xID Unit ID x00 Always 00 xMI x01 = Mirror Frames (normal and EVTCHR!)
{8C}(xID,x00,xDR,xSQ,xEV,x00) Seems to perform a more simple version of UnitAnim paired with the ability to change the facing direction xID Unit ID x00 Always 00 xDR Direction (see RotateUnit?) 00 South 01 South 02 West 03 West 04 West 05 West 06 North 07 North 08 North 09 North 0A East 0B East 0C East 0D East 0E South 0F South xSQ SEQ ID (see UnitAnim) xEV EVTCHR Frame (see UnitAnim) x00 Always 00
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: MysticKnightFF5 on April 30, 2012, 05:03:00 pm
Whenever you change something in FFTP you have to restart the game completely, However when you edit a event and import the TEST.EVT you can load a savestate right before the event starts..
I can't see putting it into FFTP as anything more then a headache to use.
I like what you said. Say more smart things.
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: Glain on April 30, 2012, 09:47:05 pm
Actually... hypothetically, if you could change events in FFTP... you could load from a savestate and see them. You wouldn't have to restart the game unless you changed something else at the same time. And even then, you wouldn't see your other changes, but you would still see the changed/new events.
The key is that TEST.EVT (or at least the relevant part of it) is reloaded before you view an event, so the data in the ISO overwrites whatever might have been in the savestate (which is a copy of memory at the time it was created).
The reason you usually have to restart the game when you patch with FFTP is because most of what it can do requires edits to other files that are resident in memory for much longer, such as SCUS (never leaves memory, ever), BATTLE.BIN (you'd have to enter a new battle/cutscene to reload it), and WORLD.BIN (you'd have to go back to the world map from a battle/cutscene).
Anyway... I'm just saying that situation, in particular, shouldn't really be a problem. I'm not really sure it's a good idea anyway, though. (Plus, I'm not really sure if anyone feels like doing it :P)
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: 3lric on April 30, 2012, 09:57:59 pm
haha, yea Glain, Xifanie corrected me on that after I said it. I wasn't aware of most of it since a lot of that is outside my knowledge.
Tho I still can't really see it being useful lol. Because besides the couple features that EVSP has, it is basically a notepad, with build in map view and command explanations. Tho I suppose for someone who has never doe anything with events before it could be nice to have it right there in FFTP with everything else.
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: RavenOfRazgriz on May 09, 2012, 05:59:34 pm
While I haven't debugged any of it yet, here's a nice progress report for the next version of EVSP:
[COMMANDS]
Renamed:
18 Effect -> 18 EffectPrep 4E AddUnit -> 4E RemoveShadow 7D ShowChapter -> 7D ShowChapterStart
Added:
3E FadeScreen 68 MirrorFrames 7F EVTCHRPalette 8C UnitSpinAnim B1 SAVECHOICE
[FEATURES]
Error-Checking will now detect if you have mismatching numbers of the various Start/End() commands, if you have Start/Ends nested inside other Start/Ends (a big no-no), and will detect whether the number of {end} commands in the text-portion of your Event match the highest Message ID being sought after by your DisplayMessage commands.
Decompiling now has error-checking and will output errors if any of the decompilers are actually missing.
Find/Replace was already fixed in 1.91 unless my memory is wrong, Elric. Depending on how lazy I get, I may or may not add Replace All and/or Find Exact functionality, though.
Currently, outside of the updates to the Error-Checking functionality though, there are no plans to add more functions to EVSP in the next update, just add the newly discovered command and address the bugs/errors found. If there is anything people want added that isn't stupid complicated like "Add an ATTACK.OUT editor!", now would be a good time to suggest it. My time is limited lately but I should be able to cram a few features in if they're not too derplex or anything, I just can't think of anything not already implemented that's of any use and won't take me years to code at this time.
@PGF, no, this is never going to be integrated into FFTP. They are completely different programs coded in completely different languages, and I'd like to keep it that way for the sake of being able to maintain my own code adequately.
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: 3lric on May 09, 2012, 09:14:50 pm
- RAVEN MAKE THE SCREEN FOR THE COMMAND EXPLANATIONS BIGGER! For 2 reasons
1. The wordwrap sucks major dick :P 2. Pride figured out a bunch of the commands for tutorial events, and you need to add all the ADD/OR/SUB/MULT/ZERO stuff to EVSP, EVSP currently tells you to look at the FFH homepage for these commands, but those are sooooo outdated it's not even funny anymore.
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: RavenOfRazgriz on May 10, 2012, 03:13:50 pm
Quote from: Elric42 on May 09, 2012, 09:14:50 pm2. Pride figured out a bunch of the commands for tutorial events, and you need to add all the ADD/OR/SUB/MULT/ZERO stuff to EVSP, EVSP currently tells you to look at the FFH homepage for these commands, but those are sooooo outdated it's not even funny anymore.
You want me to add these kinds of things in, post the content. I don't know anything that Pride discovered or what your updated Variable lists look like. I do not have ESP and have been gone for like two months, remember. :v
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: 3lric on May 10, 2012, 09:16:34 pm
:P I know, but since when can I not give you shit?
anyway I will grab the list from the home page and add everything I have found out and I will add what Pride has sent me as well
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: Pride on May 15, 2012, 02:16:23 am
Hm... That cannot be correct Elric because my testing with variables x28 - x2A, which are used in the tutorial events when I was deciphering them.
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: 3lric on May 15, 2012, 10:01:10 am
hmm, i think you are correct, i will have to double check why i thought that was correct. I got it from a PM i sent Eternal when i first joined FFH. Tho i think it was cuz the secondary number for when using the ADD 0031 (current worldmap location) matches that of the ones i posted here
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: Wolfman666 on May 30, 2012, 01:40:00 am
Wow, these tools look awesome, I'd love to try them out except for the federal crackdown on MegaUpload, unfortunately I can no longer download these through their mirrors. Is there somewhere else you can post them to for us to download? Thanks!
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: RavenOfRazgriz on May 30, 2012, 06:15:34 am
Use the MediaFire Mirror link instead.
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: badstapp on June 01, 2012, 03:32:41 pm
Hi...i'm sorry for ultra-mega-highly noob question...i'm edditing with the programs in the download section (Shishi, FFTEVRG, FFt text, torgasm) of the site...but my brain melts when a command line appears...this program seems to be huge awesome, but i just want to edit the texts (and i know it does) but....i really don't know why
I know many here are advanced players and programmers but...could u please teach me how to edit the texts?
I downloaded v1.9, started, openned "EVT_002_002 Orbonne Prayer" in the "Final Fantasy Tactics Event Directory", erased the Text(0x....), changed a single word "God...please forgive" to "Bla...please forgive" to test it, then i saved the event in the "Custom Event Directory"...and compiled "Just the Event" then "Event Compiled successfully to Offset x00002000!"...then i closed, openned CDmage, my iso raw image, imported the TEST.evt that is in the "EasyVent Editor" folder, import ok, save .cue ok, closed, started emulator, iso, new game = nothing, "God...please..."
What is wrong?Am i saving the wrong folder?Using the event of the wrong folder?Compiling the event is not enough?The TEST.evt that comes with the EasyVent is not to be imported to the iso? Eorry again but i'm really noob in this stuff and don't want to create events, just want to edit a bit the texts :oops:
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: Koruten on June 09, 2012, 12:46:18 am
This program is excelent. The only problem I have is that it either takes forever to compile one event (event.txt) or it freezes after trying to compile any event after compiling once. Is there a reason for this?
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: 3lric on June 09, 2012, 01:00:21 am
You must have a problem in your event.txt
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: RavenOfRazgriz on June 25, 2012, 01:44:04 am
Well, bad news everyone. My entire hard drive on my old laptop just inexplicably died. Elric and I are trying basically everything we can to save it, but the situation looks bleak. This means I'll need to reverse-engineer and reconstruct EVSP from scratch with the aide of a free decompiler before I can do any more updating and will be behind for a fairly long while. Unless someone here has one of those really expensive decompilers that can rip the vbproj file from a VB.NET 2008 EXE file, there's nothing I can do about this because my ass is too poor to buy one of those for the sole purpose of saving EVSP.
My apologies, but do know I will be working to try and salvage this, even if the work will be slow.
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: Choto on July 02, 2012, 01:07:26 pm
These are the unit animation videos that Elric made, can we please have them in the important links section? They're gonna be lost in the mix if left here i'm sure and they are way too valuable to let that happen IMO
Quote from: Elric on January 04, 2012, 10:28:13 pm These are the rest of the Unit Animations used for events. The "Monsters" uses the Red Panther but includes attacks from all monsters (I will write lists for these soon as well)
EDIT: Added Flying & Floating monsters to the video list NOTE: Goblin, Pisco Demon and Skeleton all use Human Spritesheets and follow Human Unit Animations rather then monsters EDIT: Added List of Animations for MON type. ALSO, due to the fact that some animations between 3D-76 look different for some monsters due to different types of attacks, I have also add 15 VIDEOS covering 3D-76 of EVERY sprite that uses SHP: MON SEQ: MON. Zodiac Demons will follow shorty EDIT: Chocobo Animation List added!
Monsters
Monsters - Flying
Monsters - Floating
Monster Attack Animations 3D-76 All Monsters
Ahriman Attacks
Apanda Attacks
Behemoth Attacks
Bomb Attacks
Bull Demon Attacks
Demon Attacks
Dragon Attacks
Ghoul Attacks
Hydra Attacks
Juravis Attacks
Marbol Attacks
Panther Attacks
Trent Attacks
Uribo Attacks
Worker 8 Attacks
Chocobo
Zodiac Demons
Altima (First Form)
Altima (Second Form)
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: 3lric on July 02, 2012, 01:18:51 pm
If no one else does so thn i will put these there once i get home from work
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: Eternal on July 02, 2012, 01:24:57 pm
And done.
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: 3lric on July 02, 2012, 03:15:08 pm
Thank you Terny
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: RavenOfRazgriz on August 23, 2012, 08:52:18 pm
While the command isn't even present on EVSP's dropdown, I'm leaving this here so people know of it and for if/when I get to retrieving this program's source code and updating it again:
{B1}(xVARI,x0018)
Usually preceded by ZERO(xVARI) and always one of the last commands in every event its used in, this command is what is used to make a Conditional Event Statement, along with formatting your final dialogue box like:
//Message x06 {font:08}{Ramza}{font:00}{br} {FB} 1. Our duty is to destroy the Death Corps.{br} 2. Saving him is our priority.{FC}{close}{end}
From what I can surmise, the specifics of how this command works is to do nothing to VARI if you choose Option 1, and add 1 to VARI if you choose Option 2. I don't know if or how this would work with 3 or more options, however, and don't care enough to test.
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: Glain on August 23, 2012, 10:51:10 pm
{B1} is usually preceded by ZERO(xVARI), right? If {B1} is followed by ZERO, you'd put the choice into xVARI and immediately throw it away by overwriting it with zero.
If I had to guess at how it worked, I'd say it would always do xVARI = xVARI + choice, where choice starts at 0, so the first option would be 0, second 1, third 2, etc. Pure conjecture, of course, but it seems like the simplest way.
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: RavenOfRazgriz on August 23, 2012, 11:21:26 pm
Yeah that.
The thing to remember too is that FFT only allows 3 lines of dialogue in a text box so the max you'd get is 3 choices anyway.
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: RavenOfRazgriz on September 17, 2012, 07:29:32 pm
Good news everybody!
Xifanie found a limbo 1.8-1.9 release source code I had given her a long time ago, back when she was considering coding an Event Compiler and Decompiler directly into EVSP. The good news is that this means I can get back to working on this at some point. The bad news is that it'll still take some work because I'll need to recreate everything I did for 1.9 and 1.91, for the most part, and I may end up having to recode a bunch of badly coded sections depending how far along to 1.9 this version is. (I've not looked yet.)
Rejoice in our small victory.
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: Jon on September 21, 2012, 12:12:31 pm
I found a bug maybe:
Focus(x0,x00,x05,x00,x00)
notice that the first "x0" should be "x05", however Easyvent doesn't see any error and compiles normally.
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: Xifanie on September 21, 2012, 12:34:15 pm
That's not a bug, it's just how the compiler works. Try typing the 5 next time?
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: Jon on October 11, 2012, 05:51:47 am
I found something that is incomplete but pretty easy to fill, the Sound commands. Many of them have ????? after them, but thanks to Elric's video http://www.youtube.com/watch?v=p64EZiyFQHk they should be easy enough to figure out. I can identify them if you want because I was looking into that anyways.
Another thing with the drop down bug, I found that if you have a command shown, doesn't matter which one, and then you click on the little down arrow and hold the click, the drop down will appear. If you move the mouse pointer outside of this field and let go, it won't make the error. Just thought this might be useful.
Edit: I don't know if this is where I'm supposed to post all this stuff, so forgive me if its wrong. I found out what the command {60}(r0000) does. If you change the (r0000) stuff to something like (r001E) for example it kills the music. This command changes what the music does. I obviously haven't tested all the commands yet but there's one, you can list "kills music" if you want, since killing the music is pretty important in events. :mrgreen:
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: 3lric on December 14, 2012, 06:53:56 pm
Thanks to Xif:
{60}(r003C) - This command makes the music fade out at the end of an event, 3C is the time variable
Also worth noting
You can make dialogue boxes close on their own by using {close} instead of {end}, and putting a delay infront of it with a space afterwards Example: {delay40} {close}
EDIT: Didn't notice Jon had already notes this :P
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: 3lric on December 30, 2012, 11:27:07 pm
Updated this post with everything notable since 1.91 was released. This should be all the updates to be included in the next version. If that ever happens.
{1C}(r01)
This seems to control the speed at which an event plays, but maybe not the actual speed, but something about it changes (hard to explain, you would have to see for yourself).
When a effect in a event plays, primarily a Lucavi or Stone effect, it has {1C}(r02) inside of the effect which is what slows down the effect to look proper in a event. Without this command the effect plays to fast and produces unwanted sounds and effects.
In theory, placing a {1C}(r01) after that effect is over should make the event speed return to normal but the example I learned from was a event in which this did not happen, specifically Quiklein transforming. Since it is only talking and fade out after that.
More testing is needed on this command.
By Pride: Text error: ColorField(xID,+RED,+GRN,+BLU,TIM)
ID = Unit ID Target Unit's ID in ENTD
xID should be the Preset Color ID Instead of setting RGB values, you can pick any of the preset colors: x01 : Night x02 : Grayscale x04 : Original palette? x08 : Original palette? x10 : Completely Blue x20 : Completely Blue x40 : Completely Blue x80 : Completely Blue
This still says that you must add 4x the correct amount per panel
they should be 28 per panel for X/Y
And AFAIK it's 12 per panel for Z
{3E} An example of which would be {3E}(r02000000FFFFFF3C00) This command is FADE. It is used to make the map fade out during cut-scenes by using black (FFFFFF) and the Speed is controlled by the 3C after the color and can be adjusted to be faster or slower at the Eventers preference.
Not only can this fade out to black, but with certain argument to the command you can make this (instead of black) use primary or secondary colors instead with these arguments
NOTE: You would still need to adjust the FFFFFF to be the correct color.
EVSP: "Calls Portrait from WLDFACE.BIN when combined with DisplayMessage."
This is actually incorrect, this loads the Portraits from the EVTFACE.BIN rather then the WLDFACE.BIN (EVTFACE.BIN can be edited in the Japanese version of FFTEVGRP)
ChangeDialog(xDD,xMSG#,xPR,x00)
DD = Dialogue Box ID. Starts at x01, IDs based on age of oldest currently-existing dialogue box.
This is incorrect, x01 controls dialogue using x91 and x02 controls x92
Thanks to Xif:
{60}(r003C) - This command makes the music fade out at the end of an event, 3C is the time variable
Also worth noting
You can make dialogue boxes close on their own by using {close} instead of {end}, and putting a delay infront of it with a space afterwards Example: {delay40} {close}
{68}(xID,x00,xMI) Used to turn on/off the vertical flipping of frames for a specified unit xID Unit ID x00 Always 00 xMI x01 = Mirror Frames (normal and EVTCHR!)
{7F} An example of which would be {7F}(r80000002) has to do with EVTCHR palette color. In this instance UNIT 80 would use palette 02 (they start at 0, so 2 would actually be the third sheet) (For anyone confused on this, download EVTCHR Viewer, then open a EVTCHR and you will see ~ 5-10 sheets for every EVTCHR which all represent different palettes and need to be edited separately.) *Thanx to Kokojo for helping me figure this one out*
The command {7F} that i mentioned before actually works a bit different then i originally thought.
Example: If you want to make Unit 20 be the second palette of a EVTCHR loaded into RAM Block 1 you would use: {7F}(r20000001)
If you want to make Unit 20 be the second palette of a EVTCHR loaded into RAM Block 2 you would use: {7F}(r20000101)
A thing to note, if your character shares the same palette as one of the EVTCHR palettes then these commands are not needed, this is only for when you are calling a EVTCHR that doesnt share the same palette as the sprite its being called on.
This should be labeled more clearly, as it is it makes it seem like AA is used for all allies.
{8C}(xID,x00,xDR,xSQ,xEV,x00) Seems to perform a more simple version of UnitAnim paired with the ability to change the facing direction xID Unit ID x00 Always 00 xDR Direction (see RotateUnit?) 00 South 01 South 02 West 03 West 04 West 05 West 06 North 07 North 08 North 09 North 0A East 0B East 0C East 0D East 0E South 0F South xSQ SEQ ID (see UnitAnim) xEV EVTCHR Frame (see UnitAnim) x00 Always 00
InflictStatus(xID,x00,xSS,x0C,00)
Should be
InflictStatus(xID,x00,xSS,x0C,x00)
MORE Inflict Status: SS = Status ID x02: Poison Not entirely correct, this actually causes both Critical and Poison
By Raven: While the command isn't even present on EVSP's dropdown, I'm leaving this here so people know of it and for if/when I get to retrieving this program's source code and updating it again: {B1}(xVARI,x0018)
Usually preceded by ZERO(xVARI) and always one of the last commands in every event its used in, this command is what is used to make a Conditional Event Statement, along with formatting your final dialogue box like:
//Message x06 {font:08}{Ramza}{font:00}{br} {FB} 1. Our duty is to destroy the Death Corps.{br} 2. Saving him is our priority.{FC}{close}{end}
By Xiffy: From what I can surmise, the specifics of how this command works is to do nothing to VARI if you choose Option 1, and add 1 to VARI if you choose Option 2. I don't know if or how this would work with 3 or more options, however, and don't care enough to test.
Typo
When trying to replace Ramza with {Ramza} using replace now! It doesnt work quite right, if i continue to hit the button it makes the same one gain more brackets example {{{Ramza}}} Maybe you should add a Exact Phrase/Word Option?
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: Neophyte Ronin on December 31, 2012, 11:56:08 pm
You know what else could be added? Text line length indication.
Here's the deal: when I'm typing dialog, I understand there are finite limits to how many pixels worth of characters can be displayed before something scrolls off-screen or freezes things up. Now, in TactText, there are indicators, the max limit of which appears (in original Tactics at least) to be 220. I live by this number and tinker the message until everything lines up. In other words, everything in TactText has been systematically rewritten for clarity and also to tailor Dome's Tactics Plus and, perhaps in the future, my own patch.
Now, here's the issue: EasyVent lacks this functionality.
It can become something difficult to piecemeal-fashion (read, Copy-Pasta) all the lines of dialogue back and forth to ensure everything will fit and work the way you want it. It's pretty much just another step that I have realized I must endure, after realizing portions of the game text are in one program but not the other.
Of course, given that I have both programs as a result of a package, I can deal. If, however, there was something I was missing as a result of either narrow vision or programming impossibility, just turn your head the other way. Even though that may be the case, the fact that I got to rip apart the original Tactics script and make it interesting or at least palatable again will provide testament to this program's capabilities.
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: 3lric on January 20, 2014, 06:07:48 pm
Raven is already well aware of this, but just so it doesn't get lose and forgotten I'm posting this here for when/if ever EVSP 2.0 comes out.
Don't forgot to fix these victory events that are not correct in EVSP:
EVT_036_024 Dorter Trade City1 (Victory) EVT_152_098 Bariaus Hill (Victory) EVT_334_14E Doguola Pass (Victory) EVT_343_157 Finath River (Victory) EVT_445_1BD St. Murond Temple (Victory) EVT_470_1D6 Coillery Underground - Third Floor (Victory) EVT_473_1D9 Coillery Underground - Second Floor (Victory) EVT_476_1DC Coillery Underground - First Floor (Victory) EVT_481_1E1 Underground Passage in Goland (Victory) EVT_487_1E7 Nelveska Temple (Victory)
Anyone needing access to these events for editing purposes can download them HERE (https://www.dropbox.com/s/68xq85dny2n23e8/EVSP%20Corrected%20Victory%20Events.rar?dl=0)
EDIT: Updated broken link. 9-28-18
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: JantheX on November 04, 2014, 05:54:23 pm
Hey, not sure exactly how to implement your download. If I go into the Final Fantasy Tactics [Complete] Event Director folder and replace the existing files with your attached ones, will EasyVent work properly when editing those levels?
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: 3lric on November 04, 2014, 06:51:26 pm
My above note was directed specifically at Raven, all you would do is rename them to the correct name based on the event and put it in the same EVSP folder that contains the events, overwriting the one currently in the folder with this one, which will fix the issues in the versions of these events current used in EVSP. So yes if you are editing the FFTComplete events (for some ungodly reason) you would put them in that folder, or the normal events folder if you were just editing vanilla events.
Also, just another note for Raven
RAVEN, I think in the desert fight against Balk, the battle event needs to be fixed as well, IIRC
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: Emmy on February 09, 2015, 09:40:14 pm
Quote from: Elric on November 04, 2014, 06:51:26 pm My above note was directed specifically at Raven, all you would do is rename them to the correct name based on the event and put it in the same EVSP folder that contains the events, overwriting the one currently in the folder with this one, which will fix the issues in the versions of these events current used in EVSP. So yes if you are editing the FFTComplete events (for some ungodly reason) you would put them in that folder, or the normal events folder if you were just editing vanilla events.
Also, just another note for Raven
RAVEN, I think in the desert fight against Balk, the battle event needs to be fixed as well, IIRC
I can confirm that the issue with the Balk event is that it's missing a good piece of the text on the bottom. Which is why if you use that event to edit, it'll freeze midway through. For those who are having this issue editing this event, replace the bottom text section with this:
//INSTRUCTION SECTION END - TEXT START //Message x01 {font:08}Balk{br} {font:00}...They're all spread?{br} {br} Nice wind. Should be enough{br} to float them around in{br} the air for most of the day.{end}
//Message x02 {font:08}Balk{br} {font:00}Uh{D11D}oh...Didn't think I'd{br} see you here...{end}
//Message x03 {font:08}{Ramza}{br} {font:00}What are the Shrine Knights{br} doing here?{br} You said, "spread"...{br} What the hell did you spread?{end}
//Message x04 {font:08}Balk{br} {font:00}Wanna know...?{br} {br} I guess I can tell you{br} because there's nothing{br} you can do now.{end}
//Message x05 {font:08}{Ramza}{br} {font:00}Spill it!{br} What did you spread?{end}
//Message x08 {font:08}Balk{br} {font:00}That's right. I spread this{br} to the Hokuten Province. {br} Any soldier who inhales this{br} will be too sick to fight!{end}
//Message x09 {font:08}{Ramza}{br} {font:00}The High Priest doesn't want{br} Goltana to win the war!{end}
//Message x0A {font:08}Balk{br} {font:00}That's correct.{br} {br} If the Hokuten can't fight{br} their best, the Nanten will{br} open the fortress...{br} Totally annihilating it.{br} Making it a good chance to{br} kill Goltana and Orlandu. {br} Of course, plans are set to{br} kill Larg in the confusion.{br} {br} It'll probably be easier to{br} kill him in the confusion{br} over the poisoning.{end}
//Message x0C {font:08}Balk{br} {font:00}You should be happy!{br} The war will end!{br} From now on, we'll be the{br} center of authority! The{br} people want that!{br} No more of you aristocrats{br} ruling the kingdom.{end}
//Message x0D {font:08}{Ramza}{br} {font:00}I won't let that happen!{br} I'll end the war differently!{end}
//Message x0E {font:08}Balk{br} {font:00}I knew you'd say that!{end}
//Message x0F
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: Tails_Doll_Prower on September 23, 2015, 02:48:26 pm
Gets the Program- Opens the program- Looks threw files of the game- Sees all these Encoding- Me: What the freak, am I suppose to do. -Change some things and done and Screw up the Characters and, make it like Chaos Mario- Yup that just happened!
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: 3lric on September 27, 2015, 03:40:30 am
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: Drunkard on September 27, 2015, 10:36:24 am
Yeah, just get in there and start fiddling with things little by little and and see what it does lol
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: Boco on May 26, 2016, 05:59:57 pm
I'd like to pop in and thank Raven and everyone else that worked on this. I used EasyVent to edit the Orbonne Prayer event to get rid of two UnitAnims on Ladd, because they were messing up the custom sprite I gave him and I didn't have any brains to figure out why. Worked like a charm. It makes the text "So there are rude knaves even among the Order" or whatever the translation is even funnier when he doesn't bow down. :lol:
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: 3lric on May 26, 2016, 06:12:07 pm
Raven is gone.
Also, instead of removing that EVTCHR, just change the animation to 24
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: Boco on May 26, 2016, 07:55:20 pm
I apparently don't know what I'm doing :lol:
I tried adding in 24 where I thought it should go, and when I loaded up that scene, Ramza bows but Ladd just turns to face directly into the camera. He didn't glitch out into a weird pallette though, so I did better than I expected. I'll keep working at it
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: 3lric on May 26, 2016, 08:20:07 pm
Post your UnitAnim command here.
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: Boco on May 26, 2016, 09:01:31 pm
Sorry, I had already deleted everything, I had tried one more time and glitched the sprite up again lol. The first custom event I made where he doesn't bow will have to suffice.
It was whatever was in the default FFT Complete events folder for the Orbonne Prayer, after Display Message x07 or something, there are three UnitAnims, the first is for Ramza (animation 61), then Ladd shortly after (animation 63), then after a larger pause there is one for Gaffgarion. Later on, when Ramza and Ladd get up it says animations 62 and 64. I was browsing through the wiki and it didn't seem any of the animations listed were making sense with what I was looking at in the original event itself.
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: 3lric on May 26, 2016, 09:53:37 pm
I just need the one used for Rad to kneel.
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: Boco on May 27, 2016, 01:12:26 am
According to the Wiki, it's (UnitID, AffectedUnits, Animation....) or something like that. This is the segment of that event, with Ladd's bow animation bolded (Ramza's is just above his, and Gaffgarion below) :
DisplayMessage(x10,x92,x0007,x34,x00,x00,+00000,+00000,+00001,x00) WaitForInstruction(x01,x00) ChangeDialog(x01,xFFFF,x00,x00) Wait(00004) ChangeDialog(x02,xFFFF,x00,x00) Wait(00010) UnitAnim(x02,x00,x61,x02,x00) Wait(00005) UnitAnim(x83,x00,x63,x02,x00) <------ I tried replacing the 63 with a couple of things Wait(00025) UnitAnim(x17,x00,x5F,x02,x00) Wait(00025)
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: 3lric on May 27, 2016, 01:18:44 am
Change to
UnitAnim(x83,x00,x24,x00,x00)
If you want to use the wiki then you need to update your config.ini from the wiki and then decompile the events and start editing those. If you are going to use EVSP as it is. Then look at the command structure in EVSP. Not the wiki
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: Boco on May 27, 2016, 02:12:34 am
Hot damn it worked like a charm! I'd ask you if you wanted me to help you with anything since you went out of your way to help me, but obviously you shouldn't ask for my help on events :lol: :lol:
Title: Re: EasyVent Editor Super Perfect v1.91 BugFix [King Needed a Band-Aid.]
Post by: 3lric on May 27, 2016, 06:13:38 am
Lol, no worries, it's my job. There isn't much you could help me with currently :P