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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.
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.