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Please help with Event Compiler!

Started by Jon, December 10, 2009, 01:07:38 pm

Jon

December 10, 2009, 01:07:38 pm Last Edit: December 31, 1969, 07:00:00 pm by Jon
Hmmm, I am sure people have already had this same problem, but I cant find an answer on here anywhere....

Situation: I extracted TEST.EVT no problem, decompiled it with no hassle, changed some text around in the PSXevent.txt and renamed that very same document to only event.txt. Then when I tried to compile it with the Event Compiler, first I got some weird error message, but the program opened up nevertheless. Then I clicked compile and it seemed to be working its magic. Then after like 5 minutes or something a box poped up saying another message of error. What am I doing wrong here? Also, it says in the instructions that copy and pasting is involved in the process...but I never copy or pasted anything...someone please help! Much appreciation!
There ain't no gettin' offa this train we on!

philsov

December 10, 2009, 01:13:55 pm #1 Last Edit: December 31, 1969, 07:00:00 pm by philsov
*blink*

You extract psxevent.txt

You copy/paste ONE EVENT from the psxevent file over to the event.txt file also found in the same folder (or if one doesn't exist, you can just make it.)

In the compiler config text file, you input the event offset for the single event you are actively changing

When you compile, the text from event.txt overwrites the text block in test.evt.

~

You... just tried putting every single event in the game into a block meant for a single event.  Also, take a screenshot or actually write down the error.
Just another rebel plotting rebellion.

Jon

December 10, 2009, 01:57:32 pm #2 Last Edit: December 31, 1969, 07:00:00 pm by Jon
Thanks Philsov but what is the event offset that you mentioned? In the Config where do I put this event offset? I am so new to all this, but thank you for your help :)
There ain't no gettin' offa this train we on!

philsov

December 10, 2009, 03:43:07 pm #3 Last Edit: December 11, 2009, 12:05:30 pm by philsov
edit: just listen to Zodiac below me.
Just another rebel plotting rebellion.

Xifanie

December 10, 2009, 08:19:35 pm #4 Last Edit: December 31, 1969, 07:00:00 pm by Xifanie
For the sake of avoiding confusion, I won't try to correct philsov's post but instead word it from what I know is true.

//This is a comment. Anything on this line will be completely ignored. Thus editing it is meaningless.

In CONFIG.INI:
QuoteOffset='00004000'

This was meant to be used for quicksave editing and quicksaves ONLY! I don't know if it works for anything else than pSX quicksaves because from what I heard epsxe and other emulators uses gzip compression for their quicksaves.

And for the actual event file:

QuoteOffset(x00004000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.
Text(x00001800)
//Remove the previous line if you wish text to compile directly after instructions.

Unless you know what you're doing, you should never have to change the Offset. Remove it if you want to quicksave edit like I mentioned earlier. You should ALWAYS remove the Text line unless you're quicksave editing or doing very minor edits that shoudn't increase the amount of instructions.
  • 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

Jon

December 11, 2009, 03:58:41 am #5 Last Edit: December 31, 1969, 07:00:00 pm by Jon
Thank you Philsov and Zodiac. Just one quick question though: can I also do this not only for quicksave edits but for the actual game text? What I mean is is it possible to change the text in the game permanently? Many thanks again :)
There ain't no gettin' offa this train we on!

Xifanie

December 11, 2009, 04:20:51 am #6 Last Edit: December 31, 1969, 07:00:00 pm by Xifanie
What do you think the text/messages section of the event is for?
That Text(x00001800) line only controls the offset which is stored somewhere else in memory upon loading the event. (I never bothered to check where it stores the text offset in memory)
And so it allows compiling the text always at the same location to avoid graphical glitches.
Removing that line will still compile the text.
  • 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

Jon

December 11, 2009, 05:11:16 am #7 Last Edit: December 31, 1969, 07:00:00 pm by Jon
Okay, thank you, I am testing the compiler now. Learn by doing, ect. And a big thanks out to you Zodiac for making these!
There ain't no gettin' offa this train we on!

Jon

December 11, 2009, 05:22:54 am #8 Last Edit: December 31, 1969, 07:00:00 pm by Jon
I keep getting the error: Wrong parameter type. "x" expected but "r" found on line 9
What am I doing wrong? I followed your instructions exactly...
There ain't no gettin' offa this train we on!

Xifanie

December 11, 2009, 05:31:05 am #9 Last Edit: December 31, 1969, 07:00:00 pm by Xifanie
did you copy/paste ONE event in event.txt?
  • 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

Jon

December 11, 2009, 06:33:05 am #10 Last Edit: December 31, 1969, 07:00:00 pm by Jon
Yes. The Orbonne opening scene. Actually, I only changed the text because the event.txt that comes with the Event Compiler and Decompiler contains already the Orbonne sequence. So strange, the Decompiler works like a charm, and I know that the Compiler works because of all the patches on here, but it doesn't seem to work for me...what does this line 9 mean btw? I only changed one sentence, where Agrias talks for the very first time, and the sentence isn't longer than the original.
There ain't no gettin' offa this train we on!

Xifanie

December 11, 2009, 07:22:39 am #11 Last Edit: December 31, 1969, 07:00:00 pm by Xifanie
copy/paste the decompiled event. I thought I fixed that the last time I uploaded the compiler/decompiler but it doesn't seem to be that way. The event in event.txt is for an older version of CONFIG.INI.
  • 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

Jon

December 11, 2009, 08:42:31 am #12 Last Edit: December 31, 1969, 07:00:00 pm by Jon
Alright! Thank you Zodiac for not only making an awesome program but actually taking the time to explain it to me :) It works! Now to make my own version...oh and for some reason ' - ' does not appear, I wrote something like 1-2-3 and in game it appeared as 123. Not that I am complaining, on the contrary, this program rocks! But how come - does not appear? Dont matter that much but...also, why are the events sort of mixed up? I mean you get the Orbonne scene and then Princess Ovelia locked up in the basement with Vormav? Is that normal? And if I edit those dialogues, does that change the text for that part in the game? Thanks again!
There ain't no gettin' offa this train we on!

Xifanie

December 11, 2009, 08:56:24 am #13 Last Edit: December 31, 1969, 07:00:00 pm by Xifanie
If you would have read the readme you would have known there is dummy text in those files.

You should ALWAYS remove the dummy text before compiling. Else if you increase the amount of text/instructions it can fuck up the next event.
  • 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

Jon

December 11, 2009, 09:04:35 am #14 Last Edit: December 31, 1969, 07:00:00 pm by Jon
I hear ya, but how do you tell what is dummy text and what isnt? I will re-decompile from a fresh .iso in cdmage just in case I did something wrong.
There ain't no gettin' offa this train we on!

philsov

December 11, 2009, 09:18:39 am #15 Last Edit: December 31, 1969, 07:00:00 pm by philsov
You can usually go by where the "display message xZZ" in the event stops, or in most cases just looking at the text itself and when it goes from something formal to out of place text gibberish.

//Message x01
{font:08}Ovelia{br}
{font:00}blablabla{end}

to

//Message x43
{font:00}mals don't have a God!

~

Seriously though:

http://www.ffhacktics.com/forum/viewtop ... 1140#91140

each event has already been seperated and the dummy text removed.  The above is great for tweaking events.
Just another rebel plotting rebellion.

Jon

December 11, 2009, 09:33:21 am #16 Last Edit: December 31, 1969, 07:00:00 pm by Jon
Thanks so much Philsov! This is so great!
There ain't no gettin' offa this train we on!

Jon

December 11, 2009, 11:34:54 am #17 Last Edit: December 31, 1969, 07:00:00 pm by Jon
Now I got another problem...when I try to change this text, in game the game sorta just stops. Agrias speaks some jibberish consisting of O's and 8's and then Gaffy doesn't say anything. Any ideas?

This is the text btw:
//INSTRUCTION SECTION END -  TEXT START
//Message x06
{font:08}Gafgarion{br}
{font:00}Kill them all!{br}
Don't leave any suvivors!{end}

//Message x07
{font:08}Agrias{br}
{font:00}Nonsense! There's no need{br}
to kill them!{br}
That's just what Goltana{br}
wants us to do!{br}
Just let them go!{end}

//Message x08
{font:08}Gafgarion{br}
{font:00}That's impossible!{end}
There ain't no gettin' offa this train we on!

Xifanie

December 11, 2009, 11:48:03 am #18 Last Edit: December 31, 1969, 07:00:00 pm by Xifanie
pastebin your event
  • 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

Jon

December 11, 2009, 11:59:05 am #19 Last Edit: December 12, 2009, 11:33:09 am by Jon
Taken directly from Philsov's .rar file:


//| Event Script x005 | Event Offset: x00A000 | Text offset: x00A181 |
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Offset(x0000A000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.
Text(x00000181)
//Remove the previous line if you wish text to compile directly after instructions.

{63}(rAA)
Focus(x17,x00,x17,x00,x00)
{38}(r1400)
Camera(-07937,+00259,+27392,+00302,+03584,+00000,+04096,+00020)
WaitForInstruction(x04,x00)
Wait(00030)
{92}(r1700000C00)
WaitForInstruction(x43,x00)
Wait(00012)
DisplayMessage(x10,x70,x0006,x17,x00,x00,+00001,+00000,+00000,x01)
WaitForInstruction(x01,x00)
Wait(00030)
Background(159,173,170,016,016,024,000,x01)
ColorField(x00,-001,+000,+002,000)
Wait(00002)
Wait(00002)
Background(048,056,048,048,056,128,001,x01)
ColorField(x00,+001,+000,-002,001)
Wait(00009)
Wait(00012)
Focus(x34,x00,x34,x00,x00)
{38}(r1400)
Camera(+19970,-32767,+00009,+00302,+03584,+00000,+04096,+00020)
{92}(r3400000C00)
WaitForInstruction(x43,x00)
FaceUnit(x17,x00,x34,x00,x00,x01,x00)
Wait(00012)
Background(113,124,106,016,016,024,001,x01)
ColorField(x00,-001,+000,+002,001)
Wait(00009)
BgSound(x12,+074,+014,x01,120)
Wait(00010)
Background(048,056,048,048,056,128,004,x01)
ColorField(x08,+000,+000,+000,004)
Wait(00030)
Wait(00016)
DisplayMessage(x10,x70,x0007,x34,x00,x00,+00001,+00000,+00000,x01)
WaitForInstruction(x01,x00)
Wait(00030)
Focus(x17,x00,x17,x00,x00)
{38}(r1400)
Camera(+00051,+00255,+00258,+00302,+03584,+00000,+04096,+00020)
Wait(00010)
FaceUnit(x34,x00,x17,x00,x00,x01,x00)
Wait(00030)
DisplayMessage(x10,x70,x0008,x17,x00,x00,+00001,+00000,+00000,x01)
WaitForInstruction(x01,x00)
Background(113,124,106,016,016,024,001,x01)
Weather(x03,x01)
ColorField(x00,-001,+000,+002,001)
Wait(00009)
Wait(00010)
Background(048,056,048,048,056,128,004,x01)
ColorField(x08,+000,+000,+000,004)
Wait(00033)
BgSound(x12,+084,+070,x01,090)
BgSound(x01,+024,+048,x00,120)
WaitForInstruction(x01,x00)
ZERO(x007F)
ADD(x007F,x0001)
{63}(rC0)
RotateUnit(x17,x00,x14,x00,x01,000)
Wait(00008)
March(x17,x00,000)
RotateUnit(x34,x00,x14,x00,x01,000)
{64}(r3400)
Wait(00020)
March(x34,x00,000)
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x06
{font:08}Gafgarion{br}
{font:00}Kill them all!{br}
Don't leave any suvivors!{end}

//Message x07
{font:08}Agrias{br}
{font:00}Nonsense! There's no need{br}
to kill them!{br}
That's just what Goltana{br}
wants us to do!{br}
Just let them go!{end}

//Message x08
{font:08}Gafgarion{br}
{font:00}That's impossible!{end}
[/spoiler]
There ain't no gettin' offa this train we on!