Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - ToraCarol

Pages: 1 [2] 3 4 5
26
Guys sorry..I have another problem, and I hope someone of you can help me. Now I've added extra dialogs on Burmecia field, before Cleyra..but for some reason, when it goes on World Map it happens something like..that?

Spoiler: show


So what happened? What's the problem?

That's the code i modified

Code: [Select]
Function Freya_Loop
    switchex 6 ( VAR_GlobUInt8_24 ) {
    case 0:
        EnableHeadFocus( 0 )
        SetStandAnimation( 8385 )
        Wait( 30 )
        set VAR_GlobUInt8_26--
        while ( VAR_GlobUInt8_26 > 0 ) {
            set VAR_GlobBool_230 = 1
            Wait( 1 )
        }
        while ( VAR_GlobBool_230 == 1 ) {
            Wait( 1 )
        }
        set VAR_GlobBool_231 = 1
        break
    case 1:
        RunAnimation( 8387 )
        WaitAnimation(  )
        SetStandAnimation( 6484 )
        WindowSync( 1, 128, 302 )
        set VAR_GlobBool_231 = 1
        break
    case 5:
        WindowSync( 1, 128, 307 )
        set VAR_GlobBool_231 = 1
        break
    case 12:
        RunAnimation( 6482 )
        WaitAnimation(  )
        SetStandAnimation( 2556 )
        set VAR_GlobUInt8_26--
        while ( VAR_GlobUInt8_26 > 0 ) {
            set VAR_GlobBool_230 = 1
            Wait( 1 )
        }
        while ( VAR_GlobBool_230 == 1 ) {
            Wait( 1 )
        }
        set VAR_GlobBool_231 = 1
        break
    case 13:
        RunAnimation( 6489 )
        SetStandAnimation( 6635 )
        WindowAsync( 1, 128, 319 )
        WindowSync( 1, 128, 320 )
        WaitAnimation(  )
        RunAnimation( 6629 )
        SetStandAnimation( 2556 )
        set VAR_GlobBool_231 = 1
        break
    case 15:
        WaitAnimation(  )
        SetObjectFlags( 7 )
        SetPathing( 0 )
        SetWalkSpeed( 45 )
        TimedTurn( Angle(62969, 61115), 16 )
        WaitTurn(  )
        InitWalk(  )
        Walk( -2567, -4421 )
        SetDialogProgression( 0 )
        set Field_MusicVolume = 0
        RunSoundCode2( 34305, 0, 128, Field_MusicVolume )
        set VAR_GlobBool_167 = 0
        if ( 1 ) {
            set VAR_GlobBool_167 = 1
        }
        RunSoundCode2( 38401, 65535, 128, 0 )
        if ( VAR_GlobUInt8_17 == 255 ) {
            set Op66(( GetData_12 - 160 ), ( GetData_13 - 112 ))
        }



------I MODIFIED FROM HERE------



     0xA9( 250 )
        FadeFilter( 6, 64, 0, 255, 255, 255 )
        Wait( 65 )
        MoveInstantXZY( -1707, 0, -3264 )
        TurnInstant( 56 )
        Wait( 75 )
        WindowAsync( 0, 16, 336 )
        RaiseWindows(  )
        WaitWindow( 0 )
        Wait( 25 )
        0xA9( 250 )
        WindowAsync( 0, 16, 337 )
        RaiseWindows(  )
        WaitWindow( 0 )
        Wait( 25 )
        0xA9( 250 )
        WindowAsync( 0, 16, 338 )
        RaiseWindows(  )
        WaitWindow( 0 )
        Wait( 35 )
        set VAR_GlobBool_158 = 0
        if ( VAR_GlobBool_159 == 1 ) {
            DisableMove(  )
            if ( VAR_GlobBool_144 == 0 ) {
                DisableMenu(  )
            } else {
                Wait( 1 )
            }
        }


----------------TO HERE

        0x27( 127 )
        RunSoundCode1( 21761, 65535, 0 )
        RunSoundCode( 8448, 65535 )
        set VAR_GenInt24_64 = 246588L
        set VAR_GenInt16_67 = 64746
        set VAR_GenInt24_69 = 2147483647L
        set World_PlayerAngle = 248
        set General_FieldEntrance = 51
        set VARL_GenBool_753 = 1
        if ( General_ScenarioCounter >= 4600 ) {
            set VARL_GenBool_754 = 1
        }
        if ( VAR_GenUInt8_13 < 9 ) {
            set VAR_GenUInt8_13 = 3
        }
        RunSoundCode1( 20864, 1321, 0 )
        if ( VAR_GenUInt8_14 < 9 ) {
            set VAR_GenUInt8_14 = 3
        }
        RunSoundCode1( 20864, 1322, 0 )
        set General_ScenarioCounter
        set World_MusicVolume = 125
        switchex 2 ( General_FieldEntrance ) {
        case 65 ; 83:
            set World_WhiteTransition = 1
            break
        default:
            set World_WhiteTransition = 0
            break
        }
        if ( General_ScenarioCounter < 5990 ) {
            switch 67 ( General_FieldEntrance ) from 17 {
            case +0 ; +6 ; +7 ; +9 ; +10 ; +11 ; +16 ; +17 ; +21 ; +24 ; +27 ; +29 ; +34 ; +46 ; +47 ; +49 ; +66:
                WorldMap( 9000 )
                break
            case +18 ; +19 ; +25 ; +26 ; +28 ; +30 ; +31 ; +33:
                WorldMap( 9011 )
                break
            case +1 ; +12 ; +13 ; +20:
                WorldMap( 9010 )
                break
            case +50 ; +51 ; +52 ; +53 ; +54 ; +55 ; +56 ; +57 ; +58 ; +59 ; +60 ; +61:
                WorldMap( 9002 )
                break
            case +35:
                WorldMap( 9001 )
                break
            case +45:
                set General_FieldEntrance = 0
                WorldMap( 9009 )
                break
            }
        } else {
            if ( General_ScenarioCounter < 10400 ) {
                if ( ( General_ScenarioCounter >= 9615 ) && ( General_ScenarioCounter <= 9790 ) ) {
                    switchex 4 ( General_FieldEntrance ) {
                    case 7 ; 10 ; 2 ; 83:
                        WorldMap( 9005 )
                        break
                    }
                } else {
                    switch 84 ( General_FieldEntrance ) from 2 {
                    case +0 ; +2 ; +3 ; +4 ; +5 ; +7 ; +8 ; +11 ; +12 ; +13 ; +14 ; +15 ; +16 ; +17 ; +18 ; +19 ; +20 ; +21 ; +22 ; +23 ; +24 ; +25 ; +26 ; +27 ; +28 ; +29 ; +30 ; +31 ; +32 ; +33 ; +34 ; +35 ; +36 ; +37 ; +39 ; +40 ; +41 ; +42 ; +43 ; +44 ; +45 ; +46 ; +47 ; +48 ; +49 ; +54 ; +57 ; +61 ; +62 ; +77 ; +81:
                        WorldMap( 9003 )
                        break
                    case +51:
                        WorldMap( 9004 )
                        break
                    case +52:
                        WorldMap( 9005 )
                        break
                    case +53:
                        WorldMap( 9006 )
                        break
                    case +83:
                        WorldMap( 9012 )
                        break
                    case +60:
                        set General_FieldEntrance = 0
                        WorldMap( 9009 )
                        break
                    }
                }
            } else {
                if ( General_ScenarioCounter < 11090 ) {
                    switch 85 ( General_FieldEntrance ) from 1 {
                    case +0 ; +1 ; +2 ; +4 ; +5 ; +6 ; +7 ; +9 ; +10 ; +11 ; +12 ; +13 ; +14 ; +15 ; +16 ; +17 ; +19 ; +20 ; +21 ; +22 ; +23 ; +24 ; +25 ; +26 ; +27 ; +28 ; +29 ; +30 ; +31 ; +32 ; +33 ; +34 ; +35 ; +36 ; +37 ; +38 ; +39 ; +40 ; +41 ; +42 ; +43 ; +44 ; +45 ; +46 ; +47 ; +49 ; +50 ; +56 ; +59 ; +62 ; +63 ; +64 ; +79 ; +81 ; +82:
                        WorldMap( 9007 )
                        break
                    case +84:
                        WorldMap( 9012 )
                        break
                    case +61:
                        set General_FieldEntrance = 0
                        WorldMap( 9009 )
                        break
                    }
                } else {
                    switch 85 ( General_FieldEntrance ) from 1 {
                    case +0 ; +1 ; +4 ; +5 ; +6 ; +7 ; +9 ; +12 ; +13 ; +14 ; +15 ; +16 ; +17 ; +19 ; +20 ; +21 ; +22 ; +23 ; +24 ; +25 ; +26 ; +27 ; +28 ; +29 ; +30 ; +31 ; +32 ; +33 ; +34 ; +35 ; +36 ; +37 ; +38 ; +40 ; +41 ; +42 ; +43 ; +44 ; +45 ; +46 ; +47 ; +49 ; +50 ; +57 ; +60 ; +62 ; +63 ; +64 ; +80 ; +82:
                        WorldMap( 9008 )
                        break
                    case +84:
                        WorldMap( 9012 )
                        break
                    case +61:
                        set General_FieldEntrance = 0
                        WorldMap( 9009 )
                        break
                    }
                }
            }
        }
        set VAR_GlobBool_231 = 1
        break
    }
    Wait( 1 )
    loop

27
UV texture errors from upscaled NPCs textures and the like of p0data4.bin!. High res textures damage texture animation + UV on some objects for unknown reasons; I have the same issue with my model's 4096x4096 textures. Have not yet found a fix for this yet!.

Understand..thank you for the reply, Incinerator!  ;)

28
I have also another question if anyone can help.. there's somebody who knows in battle, how to make a model closing their eyes when KO and not look wierd/"creepy" like this?? Unfortunately this happens also when they're sleeping, faint etc etc on the normal field..but..why?

Spoiler: show

29
Ah, I knew I forgot something! A few pages back I was asking tirlititi about changing the music used in certain battle formations, and this was his response:

Now what you have to do is open Hades Workshop, but instead of opening the FF9_Launcher the normal way, go to Tools -> Unity Assets Viewer, and open the Launcher there. Then go to Archive -> Shared Assets -> resources. Now scroll until you find the "BtlEncountBGMMetaData.txt" and export it (a text file will be generated in the HadesWorkshopAssets folder). Open this text file, the format is the one described by tirlititi. The list of field IDs is the same as in Hades Workshop when the fields are NOT sorted. In our case, Pandemonium laboratory is field ID 2705. There you will see that battle formation 896 is listed with a "0", which means normal battle theme. You'll have to delete the "896": "0" entry from this field, save, and then import this text file back into the Unity Assets Viewer by right-clicking the "BtlEncountBGMMetaData.txt" and chosing 'Import Selection'.

That should do the trick. Keep in mind that this will keep the field music playing at any time battle formation 896 is triggered, so maybe remove it as a random encounter from that location.

It works!! Thanks alot!!!  :-D :-D



30
What a coincidence, I did exactly the same for my mod last year! I've added a Malboro battle in the first screen that you're gonna fight with Vivi and Eiko in the party (always found it kinda sad/wierd that those two were left out of this string of battles in the vanilla game).


Ahahah that's so hilarious, Kefka! I did the same, Eiko and Vivi fight against Malboro with Zidane! Plus a little extra dialog before the battle

So I did everything like you said (the battle is 896 instead of 897 but..whatever), I've also checked "don't stop music", "can't flee" etc etc

But I don't know why, for some reason it keeps start the music battle... it's weird! :| I've also replaced the p0data2 and the AssemblyCSharp..so I really don't know! I've checked once, twice..I can check again..maybe I'm missing something but...

31
Guys, I want to add a new battle in the "You're not alone Event" but I don't know how to start a battle without switch to field-battle music..how can I solve? Thanks for the help

32
Sooo that's it! Now I get it..stupid me... stupid mistakes..it was so easy!!! Thank you so much! Really!!

Man you're totally right, I guess I need to :oops:
Ok..so lets start with questions right now..so.. I understand that to have Blank to work I have to use that "General_FieldEntrance = 10" ( and "General_FieldEntrance != 10"  is the one who prevents the rest from appearing while I'm using Blank.. I got it man  8) ), so..for the Plant Brain one it was quite easy because there were already two case to work at...
For the other fields, instead, I guess I'll have to use also variables now... right??



Nevermind for this one, I solved in an easier way...! ;)

UPDATE:

Also I was wondering... how can I have a second character that follows the Main? I mean..like Beatrix and Steiner at Alexandria while they're fighting the "Mist Monsters"?

For example, at Burmecia I'd like to have Freya that follows Zidane in this case..is it possible?

UPDATE 2:

One last thing..if it's not too much for you Tirlititi x''D What about if I want to set a Victory pose? I mean.. Amarant does not make the "Victory Pose" until the end of Ipsen Castle. So, is there a way to enable anyway the victory pose?

33
Ehy, forgive me for askin...I've tried to solve by myself but I'm really stuck in this stupid problem and I'm sure that if you'll help me I'll solve it one time forever.

So, now I've got Blank in this "cutscene" ..and I'm playing the character on the Field (250) , how do I move to another field from Region8_Range? Which condition I have to put to make it works with Blank too? Again, I've tried my best but I seriously don't get how to do because for a reason or another I'm still messing with something  :roll:

34
Great, thanks for everything!

35
Thanks alot Incinerator!I'll give a try right now!!! :-D

It's buggy,huh? So no way for adding sound on, for example, spells and victories? (the second one is interesting...because there is to consider a way to not play the sound of every character in the same time but only for the last one who "defeated")

Hope you understand what I mean..sorry for the bad english ^^''

UPDATE:

Uhm...where I have to work exactly? On CIL code?  ???
And the sound ID is in the document "Soudeffectmetadata" right?


36
Be weary! Some sounds ignore the pitch and frequency set in Sdlib.dll! What you initially replace as say 44100hz can be played at frequency 22050hz in game! I still haven't understood this doing.

Sounds good to me!
On terms of difficult, well, way back when when I attempted to add assets for Voice line in FF9 TZA, I too had to add those assets with Unity Asset Viewer, and later work the source to make it use it. I didn't get successful with that attempt. IIRC, even when I added the assets in the p0data61-63.bin archives, updated soundeffectmetadata.txt and added the necessary functions in Assembly CSharp.dll, the audio still refused to play. I then settled with using some UNUSED sounds of the game for the voice lines. Just so one could still archive their ultimate goal whilst keeping everything else intact.

Great, thanks for the reply Incinerator!  You know I've got this idea thanks to your FF9 TZA!  I've seen you used the voices from FFXII so I said..WOW! Maybe I can give a shot  :evil:


Can I ask you now two questions?

First of all..what are exactly the unused sounds? How can i recognize them?
And second...how did you put the sound to play exactly in the instant when, for example, a character die, or attack? I never tried something like this before :roll:

37
Great, thanks!

I've asked you about adding sound because i'm interested on adding voice to characters in battle for make something like "Opera Omnia" what do you think? It' too hard?

And tell me where I have to go exactly in DnSpy for making the source code?

ps: talking about sounds, is there a way to fix the reflex SFX (maybe adding another sound, instead of the sound of the magic is using..)

38
Tirlititi just want/need to ask you an interesting question.. What's the best way to add/replace sounds??? I have not seen a tutorial about it  ;D

39
Thanks to both for the reply! For now i put the Enemy Death sound fix and works like  a charm!!!

Now I'm checkin for the SFX mod, I let you know for anything else  ;)

40

Thanks for the reply, as always  ;)

Just want to ask...whats the best way to install the Dwight's "SFX & Missing Enemy Death Sounds Fix" to  be compatible with my Mod? (When i copypaste the resoruce.assets, obviously, the game
looks kinda corrupted)

It's necessary to start from a clean project?

41


Tirlititi, why Blank is like he's not walking in the water?x''D  It's something related to the model?

(And what about the "texture" effects? Like the "Night Effect", "Light Of Branbal" on the model etc?  I'd like to solve somehow... it's kinda creepy to see Blank colorful x'D)

42


@ToraCarol: In Blank's Init, remove the block "if ( ( General_FieldEntrance == 4 ) && ( VAR_GlobUInt8_30 == 1 ) ) {" and instead setup the position you want to give to Blank by selecting the line "CreateObject" and the helper "Field" on the left of the window (showing the field's walkmesh).
In Blank's loop, what is the "RunModelCode( 4, 1, -100, 0 )"? You should probably remove that line and the "DisableShadow" (unless you want to hide Blank's shadow for some reason).
In the swamp's function, you still have the line "set General_FieldEntrance = 27" while it should be "set General_FieldEntrance = 10".

Ah, and the animation is not working on PSX because you can't use all the animations there. Each field has the datas of some animations linked to it (the animations that the devs used for that field) and you can't access to the others.
On Steam, you can access any model and any animation at any time.

Yey! It works! Thanks a bunch!  ;D ;D

Oh...I got it. Ok...so I'll keep to work on Steam! Thanks for let me know  8)

43
Again sorry Tirlititi sometimes I get confused easily when I'm modding ^^''  :oops: You have a huge patience and i sincerely thank you about that

@ToraCarol: I don't know what could prevent the field to load (or the fading to happening). Have you properly setup Blank's init function?


So that's what I did

For the Init (I've added few things..but i don't know if they are necessary)

Code: [Select]
Function Blank_Init
    if ( ( General_FieldEntrance == 4 ) && ( VAR_GlobUInt8_30 == 1 ) ) {
        set VAR_GlobInt16_0 = 64956
        set VAR_GlobInt16_4 = 273
        set VAR_GlobInt16_6 = 224
        set VAR_GlobInt16_2 = 64967
    }
    SetModel( 5467, 87 )
    CreateObject( VAR_GlobInt16_0, VAR_GlobInt16_4 )
    TurnInstant( VAR_GlobInt16_6 )
    SetStandAnimation( 462 )
    SetWalkAnimation( 5225 )
    SetRunAnimation( 5222 )
    SetLeftAnimation( 5223 )
    SetRightAnimation( 5224 )
    SetObjectLogicalSize( 20, 20, 30 )
    SetAnimationStandSpeed( 14, 16, 18, 20 )
    SetHeadAngle( 96, 61 )
    RunSoundCode( 4616, 919 )
    RunSoundCode( 4616, 914 )
    RunModelCode( 16, 25, 4, 919 )
    RunModelCode( 17, 25, 4, 914 )
    RunModelCode( 18, 25, 4, 1 )
    RunSoundCode( 4616, 919 )
    RunSoundCode( 4616, 914 )
    RunModelCode( 16, 25, 13, 919 )
    RunModelCode( 17, 25, 13, 914 )
    RunModelCode( 18, 25, 13, 1 )
    RunSoundCode( 4616, 919 )
    RunSoundCode( 4616, 914 )
    RunModelCode( 16, 38, 0, 919 )
    RunModelCode( 17, 38, 0, 914 )
    RunModelCode( 18, 38, 0, 1 )
    RunSoundCode( 4616, 919 )
    RunSoundCode( 4616, 914 )
    RunModelCode( 16, 38, 8, 919 )
    RunModelCode( 17, 38, 8, 914 )
    RunModelCode( 18, 38, 8, 1 )
    DefinePlayerCharacter(  )
    if ( VAR_GlobUInt8_30 != 1 ) {
        set VAR_GlobBool_158 = 1
        if ( VAR_GlobBool_159 == 1 ) {
            if ( VAR_GlobBool_156 == 0 ) {
                EnableMove(  )
                0x27( 255 )
                if ( VAR_GlobBool_144 == 0 ) {
                    EnableMenu(  )
                }
            }
        }
    }
    return

Fo the Loop

Code: [Select]
Function Blank_Loop
    DisableShadow(  )
    RunModelCode( 4, 1, -100, 0 )
    Wait( 1 )
    loop

And for the Main Init

Code: [Select]
  SetControlDirection( 0, 0 )
    InitCode( 1, 0 )
    InitCode( 2, 0 )
    InitCode( 3, 0 )
    InitCode( 4, 0 )
    if ( VARL_GenBool_2432 == 1 ) {
        ShowTile( 5, 0 )
        ShowTile( 6, 0 )
    }
    SetRandomBattleFrequency( 128 )
    SetRandomBattles( 1, 67, 67, 67, 67 )
    if ( ( General_ScenarioCounter == 2010 ) && ( !VARL_GenBool_2432 ) ) {
        set VAR_GlobUInt8_30 = 1
        InitObject( 10, 0 )
        InitObject( 7, 0 )
        InitCode( 6, 0 )
        InitRegion( 8, 0 )
        InitRegion( 9, 0 )
        set VARL_GenBool_2432 = 1
    } else {
        set VAR_GlobUInt8_30 = 0
        if ( General_FieldEntrance != 10 ) {
            InitObject( 10, 0 )
            InitRegion( 8, 0 )
            InitRegion( 9, 0 )
        } else {
           
                InitObject( 17, 0 )
           
        }

And there this one on the Swamp after the cinematic

Code: [Select]
0xA9( 250 )
        FadeFilter( 2, 1, VAR_GlobUInt8_17, 255, 255, 255 )
        if ( ( ( ( SyncCinematic & 127 ) != 17 ) && ( ( SyncCinematic & 128 ) == 0 ) ) && ( VAR_GlobBool_146 == 1 ) ) {
            while ( ( SyncCinematic & 127 ) != 1 ) {
                Wait( 1 )
            }
            Wait( 1 )
        }
        set VAR_GlobBool_162 = 1
        set VAR_GlobBool_163 = 1
        if ( VAR_GlobBool_167 == 1 ) {
            RunSoundCode( 265, 65535 )
            set VAR_GlobBool_167 = 0
        }
        if ( VAR_GlobBool_162 == 0 ) {
            if ( VAR_GenUInt8_13 < 9 ) {
                set VAR_GenUInt8_13 = 3
            }
            RunSoundCode1( 20864, 655, 0 )
        }
        if ( VAR_GlobBool_163 == 0 ) {
        }
        set General_FieldEntrance = 27
        Field( 250 )

In this last one I simply changed the Field from 256 to 250. I was wrong something for sure..but I prefer to ask you and understand before i can mess everything

Quote
The script not reacting can be because Zidane is already moving, which cancels his animation to play? If he's walking and you use a "RunAnimation", I think that it doesn't work. You can also try to replace this line by a "RunAnimationEx( 4, ... )".

Now I've tried to make somtehing like that

Code: [Select]
   RunScript( 2, 2, 15 )
        WindowSyncEx( 2, 0, 128, 86 )
        Wait( 3 )
        RunAnimationEx( 4, 3397 )
        WindowSyncEx( 4, 0, 128, 276 )
        WaitAnimationEx( 0 )
        Wait( 3 )

But seems to not work anyway... :( Anyway the script is based on an extra that I wanted to add when Blank says that he "decides to join" instead of "the boss asked" so..the script is just an answer of Zidane..nothing particular..

And as I said..is strange..because on Steam works perfectly!

44
@resinate: No idea. Those characters don't have any special traitment :o
"VAR_GenUInt16_21" and "Setting_PartyReserve" are synonymous indeed ("Setting_PartyReserve" appeared in more recent versions of HW but you can still use "VAR_GenUInt16_21").

@ToraCarol: I answered that about it.

Oh sorry.. mistake of mine

45
Thank you Tirlititi, and sorry again..I'll check the problem and let you know


ps: And another quick question.. meanwhile I was waiting for the reply I just started to work on the other Fields, on the Blue Narciss I put the scripts from my Steam Project.. and everything is cool to HWS too, every  entry is set right, and every script is at his place..

Code: [Select]
RunScript( 2, 2, 15 )
        Wait( 3 )
        WindowSyncEx( 2, 0, 128, 86 )


        RunScript( 2, 4, 14 ) <-- This script does not react
        WindowSyncEx( 4, 0, 128, 276 )


The function is a simple animation of Zidane, so is strange, because as I said everything, entry and functions are in their own place and on Steam works fine!

Any idea about this STRANGE problem?

46
 Oh my! Forgive me!! I totally forgot this step  :-[ :-[ :-[ :-[

Code: [Select]
  if ( General_FieldEntrance != 10 ) {
Now I've changed. So the code is exactly like that.

And yes.. forgive me about that too! The error is nothing related to HWS but inside the game

Quote
you should already get to the entrance of the Evil Forest and have Blank showing up after the Plant Brain cinematic

The problem is right here, when there's the fadeout from the Cinematic to the Field 250 there's simply a black screen, so..no Blank or else is showing! Why? What did or didn't I do? :| 

Nothing particular is touched. Now what I have is just the code you suggested me, the Blank entry and the Field changed after the cinematic on the Swamp.

ps: And another quick question.. meanwhile I was waiting for the reply I just started to work on the other Fields, on the Blue Narciss I put the scripts from my Steam Project.. and everything is cool to HWS too, every  entry is set right, and every script is at his place..

Code: [Select]
RunScript( 2, 2, 15 )
        Wait( 3 )
        WindowSyncEx( 2, 0, 128, 86 )


        RunScript( 2, 4, 14 ) <-- This script does not react
        WindowSyncEx( 4, 0, 128, 276 )


The function is a simple animation of Zidane, so is strange, because as I said everything, entry and functions are in their own place and on Steam works fine!


47
Hi Tirlititi, so I'm trying to "familiarize" with Variables.. but I need more help, as always..

So..now I create a new Variable, called "VARL_GenBool_8000"

And on the Evil forest Swamp I made something like that

>
Code: [Select]
  0xA9( 250 )
        FadeFilter( 6, 24, VAR_GlobUInt8_17, 255, 255, 255 )
        Wait( 25 )
        if ( VAR_GlobBool_167 == 1 ) {
            RunSoundCode( 265, 65535 )
            set VAR_GlobBool_167 = 0
        }
        if ( VAR_GlobBool_162 == 0 ) {
            if ( VAR_GenUInt8_13 < 9 ) {
                set VAR_GenUInt8_13 = 3
            }
            RunSoundCode1( 20864, 655, 0 )
        }
        if ( VAR_GlobBool_163 == 0 ) {
        }
        set VARL_GenBool_8000 = 0
        set General_FieldEntrance = 27
        Field( 250 )
    }
    return


Then, on the Field 250 I want that Blank was playable on this Field and at this point, so I made something like this in the Main Init

Code: [Select]
   } else {
        set VAR_GlobUInt8_30 = 0
        InitObject( 10, 0 )
        InitRegion( 8, 0 )
        InitRegion( 9, 0 )
    }
    if ( !VARL_GenBool_8000 ) {
        InitObject( 17, 0 )
        InitRegion( 8, 0 )
        InitRegion( 9, 0 )


I missing something? For sure I did...!! Sorry to bother again..but I tried to understand the problem but I seriously don't know what's my error..

It' sure that I have to intervene also in other codes..but.. I  hope you can guide me!

48
Thanks again for you kind help Tirlititi, now I'm checkin!

49
I don't know if everyone asked of this before but...what about if I want to transport the character on a different Field?

I explain better... I want that in the "Evil Forest" when Zidane is going to rescue Garnet, in the end of Field 254 and the start of 256, the Field "teleports" somehow, in another part... in this case at the start of the evil Forest (250), where Blank is looking for Zidane... when he'll goes through the Fountain (after a kind of cutscene i guess) everything will be back on Zidane and his friends on the Field 256.

I don't know alot about Variables..I've seen that I have to work on Region1_Range.. but I really don't know what to do exactly without mess everything..can I have a hint?

I hope this question is clear enough  :-[

50
I know that it's not exactly related to HWS, but also it is.  ;)

Everyone knows where can I find some ready saved data for PSX (Emulator)? It's useful to me for testing without begin from the start..!  :|


Nevermind! I found everything I need  ;D

Pages: 1 [2] 3 4 5