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Messages - Tirlititi

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1
Tools / Re: [FF9] General editor - Hades Workshop (0.38)
« on: 2018-01-10 13:43:48 »
Yes for most of it. I am not sure about changing the Max values of stats though.

For changing the stat progressions:
Go to CIL Code, then search for "ff9level" in the list on the left, then "FF9Level_GetDex", then Edit Code.
Spot the following lines near the bottom of the code.
Code: [Select]
ldarg.1
ldc.i4.s 10
div
add
ldloc.2
ldfld 0x4000885 // FF9LEVEL_BONUS::dex
ldc.i4.5
shr
add

Replace that portion by this:
Code: [Select]
ldarg.1
ldc.i4.s 5
mult
ldc.i4.s 13
div
add
ldloc.2
ldfld 0x4000885 // FF9LEVEL_BONUS::dex
ldc.i4.s 44
div
add

Then do the same for the "FF9Level_GetStr", "GetMgc" and "GetWpr". The codes are pretty similar (always replace the few lines between "ldarg.1" and "shr/add").

For changing the max values, it's at the same place but right below: you have two lines "ldc.i4.s 50" at the end of these codes (or "ldc.i4.s 99" for Str and Mgc). Replace that with 99 or 125.
In "FF9Level_GetCap", you have the limit for the magic stones ; the code is similar to the others and you'll find two lines "ldc.i4.s 99" at the end.
In "FF9Level_GetHP" (resp. "GetMP", the code is much smaller but still with two lines "ldc.i4 9999" (resp. "ldc.i4 999").

I am not sure that increasing the max values is safe. If the HP of a character is beyond 9999, it will display a bit strangely but work just fine. However, there might be more troublesome bugs.

2
Thank you very much :)
For your question: yes it is intended and no it's not permanent. You are not notified at the moment when you get them back though.

3
Tools / Re: [FF9] General editor - Hades Workshop (0.38)
« on: 2017-12-30 21:15:59 »
This tool is about modifying the game, not your scores or stats or whatever related to your game save.
You *could* make it so a hot & cold game gives you more score but that's quite tricky and the Memoria save editor would be better for that. I thought it was possible with it :/

4
Tools / Re: [FF9] General editor - Hades Workshop (0.38)
« on: 2017-11-22 16:43:39 »
Someone (maybe you) asked the exact same thing here: http://steamcommunity.com/groups/ff-modding/discussions/13/2425614539580332388/
I don't know how to make it work for Zidane only. It's everyone or no one.

5
Tools / Re: [FF9] General editor - Hades Workshop (0.38)
« on: 2017-11-19 19:18:38 »
I don't think that it is possible to do that properly for now. Single-target spell animations can't be used for multi-target spells for 2 reasons:
(1) In term of spell effect (damage, status, etc...), the spell animation sequencing has an "effect point" only for the 1st target and no "effect point" for the other potential targets,
(2) In term of the graphics, the SFX is only big enough to show on one target.

You can fix the problem (1) easily in the panel "Environment -> Spell Animations", edit the Shell and Protect animation sequencing and change the lines "Effect Point: [Damage/Figure] Point on 1st target" to "Effect Point: [Damage/Figure] Point on all targets".
However, it won't affect the graphics and you will still see the spell casted only on 1 character, even though everyone will get Protect/Shell in the end. It'll look weird.

I don't think that it is possible to fix the problem (2) for now. It would require being able to edit the spell animation in a deeper way.

6
That's a good question. Most of the files used are exactly the same in both modes. The "msvcp" DLLs and the plugins DLLs are different files but their usefulness is limited.

FF9SpecialEffectPlugin.dll is used to render the spell effects (particle emitters and stuff like that) so maybe there's a graphical difference for spells (the other models and backgrounds are the same in x64 and x86).
SdLib.dll is used for the sound, so maybe there's a sound quality difference (in both case, that quality is bad though because of the bad frequency ; there are mods to fix that DLL).

But I don't know anything specific.

7
Tools / Re: [FF9] General editor - Hades Workshop (0.38)
« on: 2017-11-14 18:34:12 »
@savokgear: You ask for changing the battle engine in-depth. Hades Workshop cannot do that. Albeoris's Memoria tool is more suited for that but it is unfortunatly not compatible with HW yet.
http://steamcommunity.com/groups/ff-modding/discussions/13/357284131804133221/

@Loseless: The important line, defining the Magic Stone progression, is this C# line:
Code: [Select]
int num3 = (int)fF9LEVEL_BASE.cap + lv * 4 / 10 + (bonus.cap >> 5);"fF9LEVEL_BASE.cap" is the base number at lvl 1 that you can set in the "Party->Stats" panel.
"lv * 4 / 10" means that you'll get +0.4 Magic Stone every level (so +1 after 3 levels and +1 after the next 2 levels).
"bonus.cap >> 5" is useless. It may add 5/32 = 0 Magic Stone (since it is an integer division) in certain situation (I think that's when your character has 0 available Magic Stone but I'm not sure). For info, "X >> n" is the same as "X/(2^n)" mathematically.

So in term of CIL Code that you can see and edit in HW, the easy way is to change those "4" and "10" numbers:
Code: [Select]
ldc.i4.4 -> Change it to ldc.i4.s 9 for instance
ldc.i4.s 10 -> Change it to ldc.i4.s 2 for instance
With these figures, you would get +4.5 Magic Stone every level (so +4 Magic Stone on odd levels and +5 on even levels).

8
Tools / Re: [FF9] General editor - Hades Workshop (0.38)
« on: 2017-11-08 16:39:24 »
No, that's not really possible. These numbers are divided by 2 for the minimal randomized stat. I didn't add a limit for fun.

9
Tools / Re: [FF9] General editor - Hades Workshop (0.38)
« on: 2017-11-06 21:07:37 »
Yes it does. However, for the PSX version, not all the battles are present in all the discs. So if you opened disc 1 you only have the bosses of disc 1. Same for the other discs with a few exceptions (Gizamaluke is present on all the discs because the Grotto fields are still there as well).

Also, no need to quote a whole message of 215 lines (yeah, I checked that) for a 3 lines long reply. That's like subcontracting your speech, somehow :p

10
Tools / Re: [FF9] General editor - Hades Workshop (0.38)
« on: 2017-10-20 20:39:40 »
About the ID, I'll do things like that if I think about it.

About the jump animation, they are very special: the script code "SetJumpAnimation" is the only one that doesn't check if the animation is loaded in the RAM. In case that the animation was not loaded, it bugs instead of loading it. You can use things like:
Code: [Select]
SetStandAnimation( JUMP_ANIM )
SetStandAnimation( STAND_ANIM )
SetJumpAnimation( JUMP_ANIM )
This will force the jump animation to load up in the RAM so it can be used.

The "Preloading" data should be the one that preloads the animations if things were done in a clean way. But preloading data for Steam is not very good for now (you can't add a model and its animations to the preloading list).

11
Tools / Re: [FF9] General editor - Hades Workshop (0.38)
« on: 2017-10-16 09:47:08 »
The copies are for the remapping of the buttons: you can remap them in FF9 config menu just like the others. I think the "Ex" version is the remapped button while the normal is the controller button ignoring the remapping.
I don't think there's any limit on the code you can put/execute in a loop function. However, I thought that maybe "IsButton" doesn't work with the directional arrows and only "IsButtonDown" works with them.

The theoritical difference can be seen in this kind of loops:
Code: [Select]
while (1) {
    if (IsButton(16)) {
        AddItem( 1, 1 ) // Add 1 Dagger everytime the player presses "Up"
    }
    if (IsButtonDown(16)) {
        AddGil( 1 ) // Add 1 gil every frame as long as the button "Up" is pressed
    }
    Wait(1)
}
In practice, maybe they disabled the check of "IsButton" on the arrows for some reason. They use "IsButtonDown" for sure for special windows such as the Treno Action bidding (for selecting the amount of gil you want to bid).

12
Tools / Re: [FF9] General editor - Hades Workshop (0.38)
« on: 2017-10-14 12:57:34 »
Thanks you Satoh for this other animation list :D

I think the "IsButton" worked well for directions in the PSX version. That'd be a shame if they don't work anymore :/
Here's a list of the buttons :
Code: [Select]
0 : Select
3 : Start
4 : Up
5 : Right
6 : Down
7 : Left
8 : L2
9 : R2
10 : L1
11 : R1
12 : Triangle
13 : Circle
14 : Cross
15 : Square
16 : Cancel
17 : Confirm
19 : Moogle
20 : L1 Ex
21 : R1 Ex
22 : L2 Ex
23 : R2 Ex
24 : Menu
25 : Select Ex
Use the power of 2 for the number in the script.
For instance, "8" corresponds to 2^3 -> Start button. "40" corresponds to 2^3 + 2^5 -> Start or Right button.

You see that there seems to be duplicates: there is "Square" but also "Moogle". In fact, the first will always react to a square button input while the second one will react depending on the player's settings (in FF9 config menu). Same for the L/R buttons and there "Ex" counterpart.
Maybe you can try both "Select Ex" and "Select". However, I know that my controller's select button has trouble with several games and FF9 is part of them.

The "Start" button, at least in PSX, is triggered if the player pauses the game and then unpause it, but it triggers only once.

13
Tools / Re: [FF9] General editor - Hades Workshop (0.38)
« on: 2017-10-07 09:35:05 »
Thank you very much Satoh :)
I'll need names for the animations but knowing with which animation code they are used will be of a great help! Not to mention which model(s) use them.
As I said some time ago, there is a database for animations inside the game's source code, but I need mostly naming them. You can find that database here (search for "AnimationDB"):
https://www.dropbox.com/s/71ban3ghh589nag/Source_Database.cs?dl=0

@TW_Bear: For changing the dialogs, it's in the "Environment -> Texts" panel. You need to double-click on a text to edit it.
However, there is already a russian translation out there, using Albeoris's tool, as Fraggoso said ^^'
https://vk.com/club598031?w=wall-598031_6136%2Fall

14
Tools / Re: [FF9] General editor - Hades Workshop (0.38)
« on: 2017-10-06 08:17:41 »
@gledson999: No, very doubtfully. I guess you *could* simulate an "encounter none" and a "9999 damage" booster with tedious work (you can handle encounters and there rate in field scripts and you can know when a button is pressed, and also you can change the damage formulas in MIPS code). I wouldn't recommend to try it anyway, it's not worth the effort by a large scale.

@Weisshuf: There is a Max HP cap for enemies and it can't be just removed like this. It can however be bypassed using a trick in the AI script:
http://forums.qhimm.com/index.php?topic=14315.msg224426#msg224426

Doing damage twice can be done in the "Environment -> Spell Animations" panel. When editing the animation sequence, you should spot two important line: "effect point -> damage point" and "effect point -> figure point". The first is about dealing damage and spell effects (such as statuses), the second is used afterwards for displaying the damage number. You can see how I did that with "1000 Needles" by opening my mod with HW for instance. You should care about a few issues with adding more damage point if you're modding the PSX version:
http://forums.qhimm.com/index.php?topic=14315.msg230211#msg230211

About Status Sets, they work like the "Primary Stat Sets" for the items or the "Card Sets" for the Tetra Master decks: there are a limited number of sets and changing a set will change it for all the objects using that set.
If you want to use a whole custom status set (let's say "Trouble + Freeze") for only one custom spell, then you need to choose an unused status set in the list (all the "No Status" at the bottom are unused) and then use "Edit Status Set". This way you won't change anything for the other spells (by the way, theses sets are shared with the enemies spells).

15
Hum. If I recall correctly, Fraggoso's HD mod came after the last update of Alternate Fantasy, so any assembly file compatible with both should be v4.3 of AF.
If you're talking about the file in this post, it's not for compatibility with Fraggoso's mod. It's for a "Normal difficulty/gameplay but with recruitable Beatrix" version.

See there for an assembly file that's compatible AF + HD mods. And thank Fraggoso for it ;)

16
No I didn't add new bosses. New Threat really is a huge piece of work (and FF7 modding community is older and better than FF9 modding community). Maybe for a future version.

17
Unfortunatly not: increasing the steal rate is something that requires to change the engine in the "CIL Code" panel. And that panel is not working very well. In particular, the method in which steal rate is defined ("btl_calc::CalcMain") is a huge method that can't be edited because HW would crash.

It's possible to increase the steal rate using Albeoris's Memoria tool but it's not compatible with this mod.

18
Yep she can.

19
Thanks Murasame & Levantine :)
It only looks like it works with the french language but that's not true:
1) the cutscene modifications (hidden scenes, recruiting Beatrix, etc...) are not present if you choose the french language,
2) some bosses will act very strangely in battle and it may even crash the game (early game, there's a fight against Steiner who uses a death strike way too often, or the Sealion fight that is unbalanced...),
3) and of course, the names and descriptions of the different spells and items will not fit the change.

So yeah, I would still recommend you to switch to english at that point. Also, playing the game in english makes you realize how the french translation was good sometimes :p

20
Hi Murasame,
You can see the Wrist's abilities at the very start of the game:
- if it only teaches Flee-Gil, then the mod is not installed,
- if it teaches both Flee-Gil and Antibody, then the mod is installed.

Also, on the Steam version, the little girl who picks up Vivi's ticket says different things: "Here!  You dropped your ticket." by default, and "Here!  You dwopped your ticket." in the mod (the accent was in the PSX version and they removed it for some reason in the port ; I've put it back in the mod).

21
Tools / Re: [FF9] General editor - Hades Workshop (0.38)
« on: 2017-09-05 12:56:27 »
No problem, Blues. I have indeed no clear idea on when that would happen and I'm not going to make wild guesses (I'm already wrong on those when it depends solely on myself... I can only be extremely wrong since it depends on both Albeoris and me there).

I couldn't reproduce the crash on the World Map panel though. That panel works properly for me. Can you confirm that opening an un-modded game, then selecting the "English (US)" language, then immediately going to the "Environment -> World Maps" panel results in a crash? If it doesn't crash, please try to find how you got that crash so I can reproduce it.

You can't correct those errors in the World Map panel anyway, though. The "mist covers the whole planet early game" problem was already there in the PSX version and I'm quite sure that it wouldn't be easy to edit a world map such that only a part of it is misted.

22
Tools / Re: [FF9] General editor - Hades Workshop (0.38)
« on: 2017-08-24 09:37:57 »
@ammudava: Disabling the cheat is part of the mod. If you want to play with cheats, you have to change the mod: you can do that by opening an un-modded game with HW, importing the .hws file ("Open Mod") and then go to "CIL Code" -> "Macros" -> "Disable Cheats" and disable the macros. Then "Save Steam Mod" creates files similar to my mod but with cheats re-enabled.

@blues: The plan is indeed to wait for Memoria compatibility for CIL code. You can do very small tweaks to the game's engine but as you say, there are bugs and I don't plan to fix them since editing the C# code will be 10x better.
I will fix that copy/paste bug for the next release. I have no idea why there is such bug but you might want to use the version 0.37c of HW in which this bug shouldn't occur. It is the only way to add new spells/enemies.
Thanks for the pinpointing the misspell of this "this" ^^

@Fransguf: I guess it will be doable by editing the C# code, so you have to wait for HW-Memoria compatibility.

23
Tools / Re: [FF9] General editor - Hades Workshop (0.38)
« on: 2017-08-15 12:14:53 »
@sutebenukun: As said, the whole btlcalc source code is available here:
https://www.dropbox.com/s/2k2mkezqx0loe4i/Source_BtlCalc.cs?dl=0
It contains everything hardcoded for the spell effects in battle.
The Magic Sword requirement is different since it is about the availability inside the menu, and not the effect during the casting of the spell.
Albeoris has a good part of a slightly modified source code of the game on his github project there: https://github.com/Albeoris/Memoria/tree/master/Memoria/Engine/Battle
You see that there's a btl_cmd::DecideMagicSword function and a BattleHUD::DisplayCommand function that are handling the Steiner/Vivi magic sword combination.
You may also get the source code of the game using a CIL decompiler (JetBrains DotPeek is free but it can only show you the code, not modify it).

@GARDIN: I need to have a list of the musics and their related ID for that. If you want to do it, you're more than welcome (see this post).

24
Tools / Re: [FF9] General editor - Hades Workshop (0.38)
« on: 2017-08-13 20:05:25 »
@Tedrainbow: it's not possible for the PSX version. It's part of the MIPS code, but not even the one that is available using HW.

@davaammu: maybe you didn't select the english (US) language. Either that or you didn't install the mod properly. I got your messages but I have been away for some time (and will probably be away some more).

@MDS0LDI3R: No you can't do that. The Memoria save editor can do that.

25
Tools / Re: [FF9] General editor - Hades Workshop (0.38)
« on: 2017-07-22 22:19:04 »
You're welcome :)
Yes, that last part is in the function "Ragtime_Mouse_Loop".

However, attacking a defensless creepy animally show leader doesn't seem right to me :/

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