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Messages - fuzzymillipede

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1
Misc. Tools / Re: [FFX] Skill editor - Ronso (v0.3.1.0)
« on: 2019-07-24 08:12:53 »
Hello! I'm fuzzymillipede, another FFX modder of sorts. This is awesome, excellent work Husbjörn! I remember I used to modify skills waaaay back in the day using Codebreaker on PS2, and it seems that at some point in the past 10 years, the website that hosted all of those codes lost its data. I thought that kind of modification was a thing of the past, until I saw this editor!

I'm wondering if you have considered (or already implemented) an import/export system, where all the edits in your editor can be imported from or exported to a text file. This way, people could create and distribute "mods" where the difficulty of the game is changed via buffing or nerfing skills (or enemy stats / AI if you implement it). pbirdman created one such mod but it IIRC it was for PS2 / PCSX2 and it required you to run some sort of patch on the FFX disc ISO image. If this could be done in your editor, it would not require any modification or distribution of game files which would be convenient. The only drawback I can think of is if your editor would have scaling issues when applying a large amount of edits at once--then maybe this type of in-memory patch would not work well. If you think this is a good idea, I might be able to help you with some of the programming (yes, I'm a professional software engineer).

I remember pbirdman figured out how to modify enemy stats and AI a really long time ago. Glad to see someone else is digging into it.

2
Misc. Tools / Re: [FF10] Save Editor - FFXED (2012-07-09)
« on: 2019-07-24 07:53:49 »
Hi everyone !!

It is possible to use it with a Nintendo Switch FFX game ???

Thanks

Yes. FFXED was recently updated to work with Switch. You can download the latest version from here:
https://forums.pcsx2.net/Thread-FFXED-Final-Fantasy-X-Save-Editor

3
Misc. Tools / Re: FFXED - FFX Save Editor
« on: 2012-12-13 07:59:17 »
New version of FFXED posted (v0.746).

Changes:
-FFXED is now integrated with mymc and can edit PS2 virtual memory cards directly. All you have to do provide the location of mymc.exe and FFXED will do the rest!
-FFXED remembers the most recent place that you loaded a save from, and will default to that directory if you don't have any "Saved Locations".
-"Favorites" has been renamed "Saved Locations" to make it more clear what it does.

4
Misc. Tools / Re: FFXED - FFX Save Editor
« on: 2012-07-11 03:30:54 »
It would be a lot of work to add all the monsters. I don't think the benefit would be worth it because you can just click the button if you want the monsters. Plus you can go to the monster arena and see how many monsters you have caught. It's the same reason that all of Rikku's mixes are not in the list of overdrives.

5
Misc. Tools / Re: FFXED - FFX Save Editor
« on: 2012-07-07 19:10:11 »
Yes, from the Equipment menu you can create equipment that uses the Buster Sword 3D model.

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Misc. Tools / Re: FFXED - FFX Save Editor
« on: 2012-07-07 04:52:18 »
New version of FFXED posted (v0.744). This should fix the issues with people saving PSU saves to raw by accident.

Changes:
-FFXED is now compiled for Java 7
-Fixed bug in Java 7 where the file choosers were defaulting to raw save
-Added warning message when trying to save PSU as raw
-Saving PSU to raw will remove the .psu file extension

7
Misc. Tools / Re: FFXED - FFX Save Editor
« on: 2012-06-25 03:01:45 »
Hey @FuzzyMillipede, great program! I do have a question though. How do you get all of the items as abilities? I can get 20 or so to show in-game and the rest I set won't show....

The game only lets a certain amount of items show up in the menu because you are not supposed to have more than that.

8
Misc. Tools / Re: FFXED - FFX Save Editor
« on: 2012-01-06 02:46:53 »
I have finally gotten around to posting a readme for FFXED. It can be found on the FFXED download page. I welcome any suggestions.

9
Misc. Tools / Re: FFXED - FFX Save Editor
« on: 2012-01-05 23:20:14 »
New version of FFXED posted (v0.742). Hopefully the problems with Java 6 compatibility are fixed.

10
Misc. Tools / Re: FFXED - FFX Save Editor
« on: 2011-12-26 09:35:46 »
I have posted a new version of FFXED (v0.741). It has been a while since my last update so make sure you are on the lookout for bugs in case I messed something up.

Changes:
-Equipment selector dropdown uses bold text to indicate equipped equipment
-Equipment selector dropdown uses gray text to indicate empty slots
-Blitzball player selector dropdown uses bold text to indicate which players are on the selected team
-User cannot activate empty nodes or lock nodes
-Error messages updated

11
Misc. Tools / Re: FFXED - FFX Save Editor
« on: 2011-06-03 01:48:08 »
I have posted a new version of FFXED (v0.74). The problem with the AP field is fixed (it was pointing to the wrong address). Please tell me if you see any similar bugs so I can fix them.

12
Misc. Tools / Re: FFXED - FFX Save Editor
« on: 2011-03-26 06:11:48 »
I have posted a new version of FFXED (v0.739). Changes:
-Fixed bug where FFXED couldn't read certain PSU saves
-When "Save As" is used, FFXED will switch to be editing the new file
-Error messages updated

This should fix the bug that ultima espio encountered.

13
Misc. Tools / Re: FFXED - FFX Save Editor
« on: 2011-02-14 01:26:16 »
Just says it's not valid. It was originally a .max save, I imported it into PCSX2 with Mymc, then exported it as a psu.

The problem is because you are using a save file from AR-MAX. There are many crudely-edited AR-MAX save files floating around the internet. For some reason the data is messed up when it becomes a PSU save. You can solve your problem by creating your own save file in PCSX2, or using PS2 Save Converter to extract the raw save file from the messed up PSU file and edit that in FFXED.

Where did the AR-MAX file come from, anyway?

14
Misc. Tools / Re: FFXED - FFX Save Editor
« on: 2011-02-13 18:59:38 »
Yes, send them both.

15
Misc. Tools / Re: FFXED - FFX Save Editor
« on: 2011-02-13 18:36:52 »
So I've tried to edit my PSU save from PCSX2. It can't open it :( Tried it with saves I've downloaded from the net but none of them work either.

What is the problem? Where did the save file originally come from? Email me the save file ([email protected]).

16
Misc. Tools / Re: FFXED - FFX Save Editor
« on: 2011-01-14 17:12:49 »
I have posted a new version of FFXED (v0.738). Changes:
-No nodes are lost when converting the Sphere Grid from Original to Standard (displaced nodes are relocated)
-Sphere Grid data is retained if the grid is converted back to Standard

17
Misc. Tools / Re: FFXED - FFX Save Editor
« on: 2010-12-29 22:21:06 »
I updated FFXED v0.737. Re-download it if you downloaded it already. Now you can modify the overdrive mode counters.

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Misc. Tools / Re: FFXED - FFX Save Editor
« on: 2010-12-29 06:44:35 »
I have posted a new version of FFXED (v0.737). As ArmorVil suggested, FFXED can now scramble the ability nodes.

Changes:
-Can now edit Sphere Grid type (Standard, Expert, Original)
-The "Scramble" function can now scramble ability nodes as well as stat nodes
-Some optimization was done to the code

19
Misc. Tools / Re: FFXED - FFX Save Editor
« on: 2010-11-30 05:47:31 »
Does this work in PS2/PS3?
If so, how to i do it (export the save file to PC, edit and get it back to the console)?

1. Extract a save file to a USB drive using uLaunchElf, Codebreaker, or AR-MAX.
2. Edit the save file with FFXED.
3. Put the save file back on your memory card.

Watch these videos to see how I do it:
http://www.youtube.com/watch?v=VSjEVyQnOTM

There is no good way to use FFXED with a PS3. Go to the FFXED homepage for more information.

20
Misc. Tools / Re: FFXED - FFX Save Editor
« on: 2010-11-29 16:27:24 »
You can change any node on the Sphere Grid to anything you want. Nobody has made any custom grids yet.

Here is what the menu looks like:

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Misc. Tools / Re: FFXED - FFX Save Editor
« on: 2010-11-29 03:17:04 »
For those wanting more comprehensive Sphere Grid editing, I have posted a substantial update for FFXED. You can now edit the type and activation of individual nodes on the Sphere Grid. There are also images to help people locate the nodes they want to edit.

22
I would be very interested in a compression utility that could compress FFX model/animation files (I think they are .ffb).

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Troubleshooting / Re: Swap/insert FFX models/textures
« on: 2009-10-13 01:50:19 »
What I was trying to do was get the Aeons to look like Dark Aeons. Well, wouldn't you know, I have figured out how to do the texture swap by editing the items in the inventory in a savegame (by editing in "Possessed by Yu Yevon!"). Who would have ever thought it possible that way?

I had also figured out another way to do it by editing the pointers to the character/aeon models in memory. Those pointers were rather hard to find.

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Troubleshooting / Re: Swap/insert FFX models/textures
« on: 2009-08-30 15:08:53 »
I see. I have some friends who could do this for me, but I cannot. My computer is too slow.

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Troubleshooting / Re: Swap/insert FFX models/textures
« on: 2009-08-29 16:42:15 »
So by that you mean I would have to use a hex editor to directly replace the textures? That is a bit too tedious for me. Oh well, looks like this isn't going to happen.

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