Final Fantasy Hacktics

Modding => Hacking/Patching Tools => Topic started by: methanol on September 19, 2008, 01:02:28 am

Title: ATTACK.OUT info from japanese site
Post by: methanol on September 19, 2008, 01:02:28 am
http://www23.atwiki.jp/fft_cheat/pages/24.html (http://www23.atwiki.jp/fft_cheat/pages/24.html)

You may need to change to a monospace font or japanese (windows/DOS) encoding, or both, for correct display.

10F0A~Event information
In partitions of 24 bytes

   1. 0h Event number
   2. 1h Always 0
   3. 2h Event serial number, corresponds to a position in TEST.EVT of this number x 1800
   4. 3h Always 0
   5. 4h Map number
   6. 5h Weather
   7. 6h Day or Night
   8. 7h Music 1 The music played at first
   9. 8h Music 2 Music that cuts in partway through
  10. 9h~Ah  Party number
  11. Bh    Formation Screen flag
  12. Ch    Party number
  13. Dh    Formation Screen flag
  14. Eh    In-battle graphic
  15. Fh    In-battle face graphic
  16. 10h   Battle-time face graphic applied to this unit
  17. 11h~12h Unknown
  18. 13h    Ramza participates flag
  19. 14h~16h Judging if event ends/continues

      80 - End 81 - to Next
      82 - to Title

   1. 17h   Null  


    * Conditions for event/conversation occurrence in each battle, etc.

(We don't know all the details)


Header Address 00015442(probably)

Data is...
1.Number of the event to occur
2.Trigger flag 1 (Conditions like the previous conversation ending, etc.)
3.Trigger conditions (Character A's HP below xx% and it becomes Character B's turn)
     (Character A and B are alive and it becomes Character A's turn etc.)
...divided into these three.

:Thieves' Fort Miluda's HP below 70% and Argus alive, on Miluda's turn
Character codes 85:Miluda 07:Argus

2F 00 01 00 7F 00 00 00 01 00 80 00 00 00 04 00
1   2     3ーーーーーーーー
07 00 05 00 07 00 01 00 04 00 85 00 08 00
4   4           5
85 00 46 00 0B 00 85 00 05 00 85 00 01 00 19 00
6    7      ?ーーーーーーーーーーーー 9

1:Event No
2:Always 01
3:Flag-related: composed of 6 bytes, header goes until 7D~80, when the flag is on the 2nd-4th bytes switch to 01.  Generally 80 comes at the end.
 And when FD comes the event ends.
4:Characters that must be alive for event to occur.
5:If conditions are met on this character's turn, trigger event?(it might be the ? below)。
6 7: Condition that character 6's HP is below 7%
9The end of the data must always be 19 00
Title:
Post by: LastingDawn on September 19, 2008, 01:07:43 am
Incredible! Those are my only words! Everything I've been looking for recently! Simply displayed right there! With this creating events the way I like will not be any problem at all!
Title:
Post by: Cheetah on September 19, 2008, 04:40:10 am
Keep up the great work! You are revealing a lot of great information and I'm sure it will only get better and better.
Title:
Post by: Cheetah on September 19, 2008, 08:25:18 am
Oh my fucking god. I have spent like all night, literally the past 5 hours trying to figure out this fucking HEX decompiling bastard bullshit out. I haven't done anything like this before and no one is awake to help me and it was so hard bouncing between all the different documentation that has appeared in the past few days. But now I have achieved what I set out to do: Use Zodiac's event tools to change the lead thief's name and a bit of text, and then use Attack.out to change the portrait of the lead thief's to Balbanes' portrait. Needless to say a very...very minor achievement for 5 hours worth of work. But I took a screen shot regardless because I feel like sharing and wanted to shoot a shout out to Zodiac, Vanya, and Methonal for doing the things they do. BTW I'm really fucking tired.
Title:
Post by: BeoulveBlack on September 19, 2008, 09:00:42 pm
this is exactly what i was talking about; we do need someone translating this stuff or we may wind up waiting months to learn something right in front of our faces (in japanese)
Title:
Post by: Vanya on September 20, 2008, 12:35:44 am
Happy =)