This is the day !
Update to v0.34 :
- Hades Workshop is now compatible with the Steam version of the game.
You can also use the .hws files created by HW for a PSX file and apply it to the Steam version.
Pretty much everything has been tested and works fine. However, there are the following limitations :
- MIPS code and Battle Scenes models can't be modified,
- The battle scene of the different battles can't be changed, - Text opcodes are displayed raw ; that's not so different from the text tags you can find in any forum,
- The texts may be imported from a .hws file created for the PSX version, but that's not recommended as the opcodes are not handled,
- The fields' preloading datas are not the same as for the PSX and can't be imported,
- Contrary to the PSX version, the spell lists in the "Command" and the "Stats" panels must match (if a character has a command, he must be able to learn all the spells inside it). The exceptions are the temporary characters' commands and Steiner's Sword Magic which don't need to be learnable,
- The two unused item shops can't be used for now,
- There's some bug with the fields : I think that's a RAM problem, as fields need a lot of memory to be read. If you look at too many fields without closing/reopening the program, it will likely crash. Same problem for the background batching : you shouldn't be able to export all the background images in one shot.
I write the saving instructions again as they are still valid.
Saving InstructionsYou have to backup your files yourself. The program asks for the "FF9_Launcher.exe" file when opening the game, and then for a folder where you want to save your modded files. In any case, never choose the folder in which the selected "FF9_Launcher.exe" lies, either create a new folder either save it in a folder containing
another "FF9_Launcher.exe".
The files created this way are intended to replace the files in the sub-folders of your "FINAL FANTASY IX" folder.
Here are the 2 safest possible choices :
1) Start by creating a backup of your "FINAL FANTASY IX" folder. When you use HW, only open the backup files and choose the non-backup "FINAL FANTASY IX" folder when you save (it's important that you keep that default name). As that's the game launched by Steam, you'll have your game directly modded.
2) Start by creating a backup of your "FINAL FANTASY IX" folder and use that backup for HW, but create a new folder somewhere else for the saving. To apply the mod, you need to replace manually the files in the "FINAL FANTASY IX" folder by the modded ones.
In any case, a 3rd backup is not a bad idea, unless you don't mind downloading the game again in case of problems.
About textsThe support for texts (in the Steam version) is quiet minimal, as the formatting is displayed as it is in the game's files. In particular, you have to write the size of the text box yourself in the 【STRT】 tag when needed, as well as the hexadecimal code to add color, etc...
As said, you shouldn't import the texts from PSX-saved .hws (just unckeck the related boxes), as only the text will be imported and the opcodes will be lost. This is particulary important for text blocks as the game bugs if the texts there don't start by the 【STRT】 tag.
The text preview window doesn't display the opcodes' effect either for now.
Also, there's a special UI text block, called "Localization", which contains generic texts of all the languages available. I let you guess how to properly modify them, but know only that the texts here must be single-line (use the escape character '\n' if you want to add a new line). Also, the format is so easy that the devs themselves messed up with it and there are a few help texts that don't work the intended way :p (I'm thinking of the "OrderTargetHelp" field, which doesn't work in languages other than english and japanese).
About localizationYou're asked to choose language when you open the game files. In general, your mod will work only for the chosen language.
More precisely, there are files that are shared by all the languages and files that are not. In this second category, there are all the texts, off course, but also the game's script (AI of enemies, World Map scripts and Field scripts). If you either change a text or a script, it will be ok only for the chosen language.
Handling several languages at once will surely be possible in the future.
What's next?I'll upload the program's source code on github and create a community project for that. I'll also import my mod Alternate Fantasy to Steam. Don't hesitate to ask if you have troubles importing your own mod to Steam.
I also have a project idea of a Boss-rush mode. It's an idea I've had since a long time, but the 4 discs of the PSX and the preloading system was problematic.
I'll also soon improve a bit the script editor (again) and allow to add entries (and not just functions) ; you'll then have full control over the NPC and so a real mod including Beatrix as a playable character (consistent story-wise) will become possible.
A CIL code editor, similar to the MIPS editor, is also planned. I don't think I'll implement a "CIL <-> C Sharp" converter, but since there are other tools doing that, it'll undoubtly be more simple and more efficient to use.
Fiou, I think I said everything I wanted... Enjoy and see you soon !
EDIT : I forgot to say that there's no check about the file access rights. Verify that HW has the write to read and/or write the files you're manipulating with it or it may crash (or worse, it may bug without telling you anything !).