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July 13, 2020, 02:05:58 pm

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


Editing Existing Event Text?

Started by Ansehelm, June 25, 2018, 11:52:21 pm

Ansehelm

Heyo homies, it's been a while.  Back to work on a mod of mine - for now, all I need to do is edit some existing event text.  I know this can't be done with Tactext, but I heard it was fairly simple.  Just looking for some leads on how to begin

Thx
  • Modding version: PSX

Elric

Maybe read the event editing tutorial??

Its pinned here as "How to make a story mod (WIP)"
  • Modding version: PSX
<@Angel> Teach a man to fish and he'll open up a fishery to compete against yours.


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Ansehelm

Perfect, I found it a little daunting at first, but changing the texts is easy enough. Thanks for making the Tutorial. One other question though - While I only modified existing text, I made it a good deal longer and it ended up bugging out the patcher text in one of the battles (i.e. of unit job classes, ability descriptions, etc.)  I imagine that there is a character limit, so can I fix this by removing text from another event like the tutorials?
  • Modding version: PSX

Xifanie

Event text is completely separate from everything else in the game. In fact, event text is part of the event data (event code + text), which is limited to 8192 bytes. If you need more than that, you're going to need to learn a lot more because it involves dynamically loading a new event slot (and only one can be loaded at any time).

So, I'm not quite sure what you were asking, but I hope I answered your question?
  • Modding version: PSX
Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
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Ansehelm

k, that helps.  I think the error I had may have involved using different versions of CDmage or other scrambling of the ISO - it seems to be solved if I save the Event Edits for last.
  • Modding version: PSX