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Event Editing woes.

Started by Kokojo, January 31, 2009, 12:16:42 pm

Kokojo

January 31, 2009, 12:16:42 pm Last Edit: December 31, 1969, 07:00:00 pm by Kokojo
Fell free to post you problems, ect.

So yesterday i was having big problems with that event of mine, and i started removing random sections of the instruction and shit to see what was happening.

Here is what i must remove to get it working (bold) or yet i can remove this too (underlined), yet i need that text to show up. I think it is a issue with closedialog, because when i put it, the battle starts, but there is no dark screen.

I also can't get any other message afther that one, and right now what it does is display properly, but then the black screen comes up, then it stays there forever, the ''display condition'' dosen't work. Seems WaitForInstruction(r3600) is being messed up by that peticular message.

Offset(x00008000)
Text(x00000337)
Event 3-4, attack.out was checked 100000 times.

{58}(r010200)
WaitForInstruction(r3400)
{59}(r01)
Camera(+00000,-00000,+00000,+00302,+03584,+00000,+0000,+00001)
UnitAnim(x03,x00,x0002,x00)
UnitAnim(x04,x00,x0002,x00)
UnitAnim(x05,x00,x0002,x00)
Background(000,000,000,000,000,000,000,x00)
{63}(rC9)
Camera(+01000,+00000,+00615,+00302,+02560,+00000,+04096,+00128)
{4D}(r78)
WaitForInstruction(r0400)
Wait(00060)
WaitForInstruction(r3D00)
WaitForInstruction(r3D00)
PlayBgSound(x0B,+000,+036,x3C,x3C)
PlayBgSound(x0C,+000,+040,x01,x3C)

MoveUnit(x01,x00,+005,+013,x00,x00)
UnitSprAnim(x01,x00,+00000,+00000,+00013,x00,x01,+00001)
ColorUnit(x01,x00,x01,+000,+000,+000,000)
Wait(00002)
Materialize(x01,x00)
ColorUnit(x01,x00,x08,+000,+000,+000,001)
UnitSprAnim(x01,x00,+00000,+00000,+00000,x00,x01,+00014)
{6F}(r0100)
PlaySound(x001d)
OrderMovement(x01,x00,x05,x06,x00,x00,+0016,x01)
StopWalking(x01,x00)
UnitAnim(x01,x00,x0002,x00)
ColorUnit(x00,x00,x08,+000,+000,+000,008)
Wait(00005)
PlaySound(x004a)
Wait(00015)
PlaySound(x004a)

UnitAnim(x01,x00,x0024,x00)
UnitAnim(x02,x00,x001a,x00)
Camera(+00604,-00315,+00728,+00382,+03584,+00000,+04096,+00096)
WaitForInstruction(r0400)
Wait(00110)
UnitAnim(x02,x00,x0024,x00)
Wait(00080)
UnitAnim(x01,x00,x0002,x00)
Wait(00025)
DisplayMessage(x10,x11,x01,x00,x01,x00,x00,+00000,+00000,+0000,x00)
WaitForInstruction(r0100)
UnitAnim(x02,x00,x0002,x00)
Wait(00060)
{4B}()
{2D}(r020007010000)
{64}(r0100)
{2B}()
{53}(r02000100000100)
Wait(00060)

DisplayMessage(x10,x11,x02,x00,x01,x00,x00,+00000,+00000,+0000,x00)
WaitForInstruction(r0100)
Wait(00060)
Camera(+00804,+00015,+00728,+00382,+03584,+00000,+04096,+00096)
WaitForInstruction(r0400)
DisplayMessage(x10,x12,x03,x00,x02,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(r0100)
CloseDialog(r01FFFF0000)
CloseDialog(r02FFFF0000)
DisplayMessage(x10,x11,x04,x00,x01,x00,x00,+00000,+00000,+0000,x00)
WaitForInstruction(r0100)
CloseDialog(r01FFFF0000)
Wait(00060)
PlaySound(x0030)
UnitAnim(x01,x00,x026E,x00)
Wait(00004)
UnitAnim(x01,x00,x026F,x00)
Wait(00016)
UnitAnim(x01,x00,x0270,x00)
Wait(00002)
UnitAnim(x01,x00,x0271,x00)
Wait(00006)
UnitAnim(x01,x00,x0272,x00)
Wait(00008)
UnitAnim(x01,x00,x0273,x00)
Wait(00010)
UnitAnim(x01,x00,x0274,x00)
Wait(00060)
DisplayMessage(x10,x11,x05,x00,x01,x00,x00,+00000,+00000,+0000,x00)
WaitForInstruction(r0100)
Wait(00010)
UnitAnim(x03,x00,x0019,x00)
Wait(00010)
UnitAnim(x03,x00,x0021,x00)
Wait(00010)
DisplayMessage(x10,x12,x06,x00,x02,x00,x00,+00000,+00000,+0000,x00)
WaitForInstruction(r0100)
Wait(00008)
UnitAnim(x03,x00,x001B,x00)
Wait(00008)
DisplayMessage(x10,x12,x07,x00,x03,x00,x00,+00000,+00000,+0000,x00)
WaitForInstruction(r0100)


Wait(00020)
UnitAnim(x03,x00,x0002,x00)
UnitAnim(x01,x00,x0002,x00)

MoveUnit(x50,x00,+010,+006,x00,x00)
MoveUnit(x51,x00,+006,+013,x00,x00)
MoveUnit(x52,x00,+010,+002,x00,x00)
UnitSprAnim(x50,x00,+00000,+00000,+00013,x00,x01,+00001)
UnitSprAnim(x51,x00,+00000,+00000,+00013,x00,x01,+00001)
UnitSprAnim(x52,x00,+00000,+00000,+00013,x00,x01,+00001)
ColorUnit(x50,x00,x01,+000,+000,+000,000)
ColorUnit(x51,x00,x01,+000,+000,+000,000)
ColorUnit(x52,x00,x01,+000,+000,+000,000)
Wait(00002)
Wait(00002)
Materialize(x50,x00)
Materialize(x51,x00)
Materialize(x52,x00)
ColorUnit(x50,x00,x08,+000,+000,+000,001)
ColorUnit(x51,x00,x08,+000,+000,+000,001)
UnitSprAnim(x50,x00,+00000,+00000,+00000,x00,x01,+00014)
UnitSprAnim(x51,x00,+00000,+00000,+00000,x00,x01,+00014)
UnitSprAnim(x52,x00,+00000,+00000,+00000,x00,x01,+00014)
{6F}(r5000)
{6F}(r5100)
{6F}(r5200)
OrderMovement(x50,x00,x06,x06,x00,x00,+0016,x03)
OrderMovement(x51,x00,x05,x07,x00,x00,+0016,x02)
OrderMovement(x52,x00,x06,x04,x00,x00,+0016,x02)
StopWalking(x50,x00)
StopWalking(x51,x00)
StopWalking(x52,x00)
UnitAnim(x50,x00,x0002,x00)
UnitAnim(x51,x00,x0002,x00)
UnitAnim(x52,x00,x0002,x00)
ColorUnit(x50,x00,x08,+000,+000,+000,008)
ColorUnit(x51,x00,x08,+000,+000,+000,008)
ColorUnit(x52,x00,x08,+000,+000,+000,008)


{1C}(r02)
DarkScreen(x00,x01,x0C,064,x00,004)
WaitForInstruction(r3600)
DisplayConditions(x08,060)
WaitForInstruction(r3800)
DisplayConditions(x00,060)
WaitForInstruction(r3800)
RemoveDarkScreen()
{1C}(r01)

EventEnd()
I keep leaving, I keep coming back. Boomerang boy.

Zenko

January 31, 2009, 02:49:41 pm #1 Last Edit: December 31, 1969, 07:00:00 pm by Xifanie
Quote from: "Kokojo"Text(x00000337)
Remove this

Another problem may be too much text on the same line. You didn't post it so I can't know. Just make sure you make use of line breaks {br}.
  • Modding version: PSX
Love what you're seeing? https://supportus.ffhacktics.com/ 💜 it's really appreciated

Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
<R999> My target market is not FFT mod players
<Raijinili> remember that? it was awful

Kokojo

January 31, 2009, 05:44:09 pm #2 Last Edit: December 31, 1969, 07:00:00 pm by Kokojo
Wow, din't know the text offset could be that much of a bicth!

Thanks Zodiac, problem fixed, and better.

(Il post more notes about what others things i realised)
I keep leaving, I keep coming back. Boomerang boy.

Cheetah

January 31, 2009, 06:43:24 pm #3 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
How does the text offset work Zodiac, and what gets messed up by removing it? I always remove it but I worry about what I'm messing up.
Current Projects:

Zenko

January 31, 2009, 09:03:35 pm #4 Last Edit: December 31, 1969, 07:00:00 pm by Xifanie
You should only keep the text offset if you're saving in a quicksave file.
Quicksaves are definitely way faster for event creation as you can make a savestate during an event, like during a DisplayMessage instruction or whatever and use the compiler to compile directly to the event. Just make sure you don't edit instructions that already happened. You won't have to load the event completely again and you'll see the result of your edits within seconds, if not less.

Normally if there is no set text offset the compiler will compile the text right after the event instructions. Whoever when the event is already loaded, you can't change the text offset anymore, so you should have it set so that if you add or remove instructions, the text won't move and will still load properly.

The disadvantage of this is that you need to watch out not to overwrite the next event with text or even the current event's instructions (like Kokojo did).
  • Modding version: PSX
Love what you're seeing? https://supportus.ffhacktics.com/ 💜 it's really appreciated

Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
<R999> My target market is not FFT mod players
<Raijinili> remember that? it was awful

spoonman

February 05, 2009, 02:16:01 pm #5 Last Edit: December 31, 1969, 07:00:00 pm by spoonman
Dude... Where the crap do I edit events from?

Vanya

February 05, 2009, 02:28:03 pm #6 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
  • Modding version: Other/Unknown
¯\(°_0)/¯

spoonman

February 06, 2009, 02:26:27 pm #7 Last Edit: December 31, 1969, 07:00:00 pm by spoonman
Much love.