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Final Fantasy Forums => Tools => Misc. Tools => Topic started by: Husbjörn on 2015-08-06 14:08:44

Title: [FFX] Skill editor - Ronso (v0.3.1.0)
Post by: Husbjörn on 2015-08-06 14:08:44
Ronso is a skill editor for Final Fantasy X.
As of version 0.3, both emulated PS2 versions of the game and the HD Remaster version released for PC through Steam are supported*.
It works through run-time memory editing and was initially developed as a tool for generating ActionReplay / GameShark / XPloder codes for the PS2. However with the advent of a proper PC version of the game, the application is quite capable of being used as-is and not just as a tool for use with the afforementioned other devices.
As for reliability, the memory regions of interest are identified by scanning for memory patterns that seem to be at constant offsets to the skill and string data. While the Steam version seems a bit trickier with its memory organization than the original PS2 version, I believe that Ronso should now be able to find the skill tables in memory for it too reliably. No guarantees though; I only got my hands on the PC version yesterday at the time of writing this.

The application requires .NET Framework 4.5 and makes use of ReadProcessMemory / WriteProcessMemory, so it will most likely require administrative privileges if you have UAC enabled.
Download Ronso v0.3.1 here (http://ronso.squarefantasy.net/Ronso_v0310.rar).

2016-05-20 - New in version 0.3.1:
Code: [Select]
* Fixed a bug where changing the damage calculation wouldn't update the skill table.
 * Found addresses for skill category and icon.
 * Found bit flags for "normal" and "extended" delay status infliction.

2016-05-16 - New features in version 0.3:
Code: [Select]
* Preliminary support for the Steam version of the game.
* Can transfer skill data between emulated PS2 versions and the Steam version of the game.
* The window can now be resized.
* Identified miscellaneous bit flag #22 and added a checkbox for this. If set, the actor's equipped weapon's damage formula and strength will be used instead of the ones specified for the skill itself.

2015-08-16 - New features in version 0.2:
Code: [Select]
* Enemy-exclusive skills can be edited.
* The current settings for all skills can be saved and loaded; upon loading, the memory of the opened emulator process is updated to match what was previously saved.
* Individual skills can also be exported / imported.

From what I've been able to find out, skill data is stored in a list of 96 bytes per skill (or rather 95 bytes since it appears the 96:th byte is always 0 and might be used as some kind of separator / padding). The current version of Ronso can edit each and everyone of said bytes. About 2/3:rds of the data is known; should you happen to know of / figure out any other values I would be happy to hear about it.
(http://ronso.squarefantasy.net/EditorImage.png)

Skill names and descriptions are stored in a separate memory region and are referenced by skills by an offset into this string table.
Ronso allows you to select offsets as well as edit the strings themselves.
(http://ronso.squarefantasy.net/StringTableEditor.png)
There is no clear "end" of the string table data; the skills use 16-bit offsets into it which means they can at most reference a string stored 65535 bytes in, however the actual string data ends long before this (after 13826 bytes in the english PAL version). Because other languages probably having different-length strings, the string table editor allows you to edit up to offset 17408 (0x4400) from the start of the string table, which I assume should definately be enough for any language version. After the strings there is some unknown data that you probably don't want to overwrite with strings, and a bit after that comes scan descriptions for the main characters. Fortunately there are a couple of appropriately named "Extra xx" entries at the end of the string table. There also are a bunch of named skills that never show their name in the actual game that you can replace and use if you so chose, such as all of Wakka's different overdrive shots, complete with descriptions of the "Wakka's personal skill xy" persuasion.

Most editable fields contain a single byte value. These are to be entered as decimal values for everything except status infliction rates, which use hexadecimal values instead. The reason for this is that 0xfe (254) is considered the highest probability value by the game, whereas an infliction rate of 0xff (255) means the status will be inflicted on the opponent regardless of whether it's immune to it. The only player-accessible skill that uses this by default is Zanmato, which forces infliction of the death status on all targets.
By right-clicking a single-byte field, the flag manager will be opened:
(http://ronso.squarefantasy.net/FlagManager.png)
This allows you to view and edit a byte value as either a decimal or hexadecimal value as well as a set of bit flags.
This functionality is also available for the "custom byte" field that can be used to access parts of wider values (such as the animations, string offsets or miscellaneous flags) as their individual bytes.

In addition, skill data can be copied by right-clicking the relevant skill in the list on the left. When a skill is copied it can either be pasted over a different skill, or it can have its individual bytes compared to another skill; both of these operations are available from the same right-click menu of the skill list. In the current version (0.2), only byte fields (including the custom one) are compared by the comparison operation, ie. checkboxes, names and wider-bit fields are not compared against each others.

As for the two animation index fields, the first one is the animation to use for skills that are used on land, while the second one is a special animation that is used if the skill is used under water. These can off course both be set to the same animation id.


Finally, I'll list what I know about those fields that have question marks in their descriptions.


Also, thanks to ppbirdman for listing the available effect calculation formulas in his Ultimate Companion Guide (http://www.scribd.com/doc/86352624/FFX-UCG-FIENDISH-EDITION-v0-9).
Title: Re: [FFX] Skill editor - Ronso (v0.1.0.0)
Post by: DLPB on 2015-08-06 16:28:57
Nice work!
Title: Re: [FFX] Skill editor - Ronso (v0.1.0.0)
Post by: Maki on 2015-08-06 20:20:18
Correct me, if I'm wrong, but isn't the process memory changing regarding emulator and or plugins used? I mean, isn't the memory drastically changing if you use any other software to emulate game? Also, things like that are locked to specific game images. NTSC and PAL version memory addresses can be totally different, am I wrong?
Title: Re: [FFX] Skill editor - Ronso (v0.1.0.0)
Post by: Husbjörn on 2015-08-06 21:19:48
Thanks DLPB :)

Correct me, if I'm wrong, but isn't the process memory changing regarding emulator and or plugins used? I mean, isn't the memory drastically changing if you use any other software to emulate game?
As far as I know the only actually functional PS2 emulator as of today is PCSX2 so I haven't really given that much thought. Virtual addresses are used which doesn't change between two runs / several instances / etc. of the same emulator at the very least (ie. I'm not accessing actual RAM offsets).
The program takes things like different game images (regions, languages, etc.) into consideration (granted though I only own the UK PAL version so that's all I've tested it with) in that it scans all readable process memory for patterns that seem to be at a static offset to the skill / string data and works from there. If it is started and these patterns are not where they are supposed to in reference to the stored address, it will attempt to rescan the memory for them. If this fails it will tell you so and I would be interested to hear about it so that I can see whether I could do anything about it then.

As for how to convert the addresses to ie. GameShark instructions, all you should need is a known address for that and the corresponding emulator address to calculate the offset between the two (something easy like the total amount of gils is probably a good candidate for this). I do believe at least PSCX2 allocates a single memory block that it uses as if it were the whole work memory of the PS2, so this should probably not be a problem, but don't quote me on that. Things like video / sound memory buffers are clearly of no interest for this application and are likely what will mostly vary depending on your emulator plugins (there's no such thing as a "CPU plugin", only the bios).
Title: Re: [FFX] Skill editor - Ronso (v0.1.0.0)
Post by: gledson999 on 2015-08-07 00:14:55
congratulation for this nice tool, could you add weapon effect, ID, model and attributes too ;)
Title: Re: [FFX] Skill editor - Ronso (v0.1.0.0)
Post by: NFITC1 on 2015-08-07 13:47:27
congratulation for this nice tool, could you add weapon effect, ID, model and attributes too ;)

IIRC, model is determined (other than unique weapons like ultimates and Brotherhood) by a hierarchical combinations of attributes on the weapon.
Title: Re: [FFX] Skill editor - Ronso (v0.1.0.0)
Post by: Maki on 2015-08-07 15:31:41
(...)that it scans all readable process memory for patterns that seem to be at a static offset to the skill / string data and works from there. If it is started and these patterns are not where they are supposed to in reference to the stored address, it will attempt to rescan the memory for them.

That's a really smart one! Good job! Scanning for pattern and finding addresses dynamically) is going to work in most cases on different versions and emulators (There are some less popular emulator there, but pcsx2 is the best one ATM). :)
Title: Re: [FFX] Skill editor - Ronso (v0.1.0.0)
Post by: Husbjörn on 2015-08-08 10:41:56
Thanks :)

...could you add weapon effect, ID, model and attributes too ;)
IIRC, model is determined (other than unique weapons like ultimates and Brotherhood) by a hierarchical combinations of attributes on the weapon.
The actual base model isn't determined like this (or well it is upon creation / adding more attributes in-game but it doesn't repeatedly fetch its model like this; once the weapon is created this data is stored along with it and can be changed).

(http://ronso.squarefantasy.net/wm/Katana.png)
Weapon models for other characters can be equipped. For obvious reasons they may look wrong when held by another character than they were intended for though.

(http://ronso.squarefantasy.net/wm/Pupu.png)
Here's another one... the model ID of the weapon also seems to determine what hit animation is played upon using it.

(http://ronso.squarefantasy.net/wm/FlamingPupu.png)
This is a Flame Sword with the Pupu model. The flames effect of the sword is applied but the model remains the same.

(http://ronso.squarefantasy.net/wm/BusterSword.png)
A buster sword model exists, but it seems to be in an unfinished state. It has no attachment points so it doesn't display any effects if coupled with an elemental strike ability (visiby at least) and the game gets stuck in an infinite loop if attacking with it, perhaps due to there being no associated on-hit animation. Using skills / items with it equipped works however.

This data is even stored in the save file when saving the game and can be changed by fuzzymillipede's FFXED (http://forums.qhimm.com/index.php?topic=8736.msg110295#msg110295).
The model "effect" is determined by whether it has any of the elemental strike atttributes like NFITC1 suggested however and I haven't been able to find anywhere to change this. What probably happens is that the attributes are checked when loading a battle and the respective effect is loaded. I was thinking that you could maybe detect this battle transition and change an attribute to whatever gives you the desired effect and then change it back as soon as the controllable part of the battle begins, but it seems that all weapon attributes are copied somewhere else when loading the battle so changing the attributes associated with an equipped weapon upon loading will for example make it have Fire Strike for the entire duration of the current battle. Another problem occurs if you were to switch weapons in battle.


That's a really smart one! Good job! Scanning for pattern and finding addresses dynamically) is going to work in most cases on different versions and emulators (There are some less popular emulator there, but pcsx2 is the best one ATM). :)
Haha thanks, I thought it would be pretty much the standard to do it like that. As you say, it makes sense to assume data is relative to each other in different versions of the same game unless it has undergone serious editing and / or your patterns happen to be part of what is indeed altered.
Just out of interest, could you name these less popular emulators?
The two I've found are PS2EMU, which flat out refuses to start for me (granted I didn't bother mucking around very much with it so it probably can be gotten to work) and NeutrinoSX2 that even advertises itself as being "a work in progress that currently can't run any commercial games".
Title: Re: [FFX] Skill editor - Ronso (v0.1.0.0)
Post by: eXistenZe on 2015-08-08 14:32:16
n00b question: if this is a memory editor, won't changes revert on save load?
Title: Re: [FFX] Skill editor - Ronso (v0.1.0.0)
Post by: gledson999 on 2015-08-08 16:08:59
Quote
The actual base model isn't determined like this (or well it is upon creation / adding more attributes in-game but it doesn't repeatedly fetch its model like this; once the weapon is created this data is stored along with it and can be changed).

so, each weapon model has the appearance for each name, like

Caladboung = has configured to create model id 0x07 inside the weapon model (data, vertex, meshes)? this is it?
Title: Re: [FFX] Skill editor - Ronso (v0.1.0.0)
Post by: NFITC1 on 2015-08-09 03:06:48
n00b question: if this is a memory editor, won't changes revert on save load?
An in-game load perhaps. But a quicksave/quickload wouldn't undo changes.
Title: Re: [FFX] Skill editor - Ronso (v0.1.0.0)
Post by: Husbjörn on 2015-08-10 17:15:55
n00b question: if this is a memory editor, won't changes revert on save load?
An in-game load perhaps. But a quicksave/quickload wouldn't undo changes.
I just tried it and it does in  fact not seem to reset within the game at all, not by loading after a game over or through a soft reset.
The data seems to be loaded into a separate RAM area at startup and then just kept there. It is naturally possible that certain cutscenes / FMV's may push it out of memory and the game will then reload it, this seemed to be a thing in earlier PSX Final Fantasies due to memory limitations, but I haven't found any evidence pointing to this so far.
Again, my main idea with this was to figure out desirable skill changes and then use a Action Replay / GameShark-style device to achieve these changes on an actual PS2, in which case the changed values would continously overwrite whatever might be set by the game, ie. "frozen" using Cheat Engine names.


so, each weapon model has the appearance for each name, like

Caladboung = has configured to create model id 0x07 inside the weapon model (data, vertex, meshes)? this is it?
Kind of but not quite. Judging by the save map there seems to be a list of 200 (or possibly 255, but only 200 are stored in a save file anyway from the looks of it) "equipments". This includes both weapons and armours. Each piece of equipment has a boolean flag stating whether that slot in the equipment list is occupied or not, a name (probably through another offset into a string table as with the skills), the id of the character that can equip it, another id that is only set to the respective character id if this particular piece of equipment is currently equipped by them, a damage formula, attack power and critical hit rate, up to four auto-abilities and a model id. Since the model id's used seems to begin around 16000+ it is quite likely that other models can be loaded and used as weapons / shields as well. The game crashes when changing this to an invalid id however so it would probably be a slow process to try to map any possible other values by hand.
The actual vertex data is not stored with the equipment declaration. It is also possible that there's some additional data for each piece of equipment in the game's memory at runtime that doesn't have to be stored to the savefile.
Title: Re: [FFX] Skill editor - Ronso (v0.1.0.0)
Post by: Tirlititi on 2015-08-10 19:05:19
I think the console from the PS2 era had much more ram than for the PSX era.
I don't think they cared about freeing/handling the memore as much as they did for PSX and NES games.
Title: Re: [FFX] Skill editor - Ronso (v0.1.0.0)
Post by: Husbjörn on 2015-08-11 19:32:59
I think so too. And yet, it's pretty amazing what they managed to squeeze into a mere 32Mb... :o
(Not to mention 2Mb before then!)
Title: Re: [FFX] Skill editor - Ronso (v0.2.0.0)
Post by: Husbjörn on 2015-08-16 16:37:15
Version 0.2 is available to download from the opening post.
New features include the possibility to edit enemy-exclusive skills and some saving/loading functionality.
There's also a "reset" option under the File menu; this will attempt to set all skills to their default values. Note that the default values were sampled from the PAL version and so it's possible that there might be some slight changes against other versions of the game.

I've also been working on altering the damage limits (9999 and 99999 respectively) but this isn't available as an option yet as the memory where this is stored seems to be dynamically selected. There also aren't any static memory patterns preceeding this data and it isn't even put into memory until you enter a battle after loading a save in-game. After that these values remain at a constant memory address however.
Title: Re: [FFX] Skill editor - Ronso (v0.2.0.0)
Post by: rucky on 2015-09-04 15:33:36
uh how do i use this? cant seems to open anything & the size of this tool are too big for my screen

(http://i.imgur.com/dohATBq.jpg)

this happen if i change the size

(http://i.imgur.com/CclVGuL.jpg)

my screen resolution is 1366x768 btw

Title: Re: [FFX] Skill editor - Ronso (v0.2.0.0)
Post by: Husbjörn on 2015-09-05 17:02:49
Ouch, yeah it has fixed dimensions on the window... I don't suppose you are able to increase your screen resolution?
You can try to move the window so that it goes beyond the top of your screen, though that may not work. The process list is just below what is visible in your screenshot. Another hack is to hide the taskbar (or simply just kill your explorer.exe process; that will remove it until you restart it); that should allow you to select an emulator process and after that you shouldn't need to be that far down unless you want to read the output log.
Title: Re: [FFX] Skill editor - Ronso (v0.3.0.0)
Post by: Husbjörn on 2016-05-16 15:31:44
Preliminary support for the Steam version is now available in version 0.3 of Ronso.
See the opening post for more details and a download link.

Interestingly it appears that some of the skill data has been changed for the HD Remaster, perhaps as some type of rebalancing? I haven't managed to play this version beyond Besaid yet so will have to see if it plays out differently later on :)
I've also identified misc. flag #22 as determining whether the damage formula and power value of the skill itself is used or not. When this flag is set, the actor's equipped weapon will be consulted for the damage formula and attack power instead. This is used by most physical attacks and skills in the game (breaks, the distil abilities, some of Kimahri's overdrives, etc.).
I also may have found out a value that places the skill in a certain category; I accidentally moved Dark Attack from "Skills" to "Black Magic" earlier, so will have to dig into that a bit.

@rucky: This latest release will also allow you to resize the window.

Edit: How annoying; I just found out that the enemy skill table pattern matching wasn't 100% for the Steam version (a few bytes would switch between different runs). Fixed that and updated the downloadable archive. Hopefully there won't be any more such surprises now...
Title: Re: [FFX] Skill editor - Ronso (v0.3.1.0)
Post by: Husbjörn on 2016-05-20 18:05:32
A new version is available containing a bugfix for damage formulas not getting properly updated when changed through the drop-down list.
Also found the purpose of a few more bytes / bit flags which now have proper descriptions in the UI. See the opening post for details.
Title: Re: [FFX] Skill editor - Ronso (v0.3.1.0)
Post by: Dark_Ansem on 2016-06-19 13:04:40
A new version is available containing a bugfix for damage formulas not getting properly updated when changed through the drop-down list.
Also found the purpose of a few more bytes / bit flags which now have proper descriptions in the UI. See the opening post for details.

watching this with great interest!
Title: Re: [FFX] Skill editor - Ronso (v0.3.1.0)
Post by: Rikku on 2017-05-05 11:43:53
Is there any possibility to use this skill editor on a NTSC version of the game? maybe with the Punishment mod?
Title: Re: [FFX] Skill editor - Ronso (v0.3.1.0)
Post by: march on 2017-11-08 16:22:40
thank you :D , with your skill you could also solve another problem of this game : yojimbo , the magus sisters and their crazy way to be controlled , it could be so nice if they can be controlled directly :O
Title: Re: [FFX] Skill editor - Ronso (v0.3.1.0)
Post by: Dark_Ansem on 2019-02-24 12:30:55
Apologies for necroposting, but no one considering taking the mantle for this?
Title: Re: [FFX] Skill editor - Ronso (v0.3.1.0)
Post by: Husbjörn on 2019-03-16 22:33:27
Apologies for necroposting, but no one considering taking the mantle for this?

I have some new ideas for a more in-depth kind of editor actually (as well as have managed to figure out a working way to alter enemy data of the Steam version at load time), just not the time needed to realize it. Hopefully one day...
Title: Re: [FFX] Skill editor - Ronso (v0.3.1.0)
Post by: Dark_Ansem on 2019-03-16 22:35:14
I have some new ideas for a more in-depth kind of editor actually (as well as have managed to figure out a working way to alter enemy data of the Steam version at load time), just not the time needed to realize it. Hopefully one day...

That's wonderful!
Title: Re: [FFX] Skill editor - Ronso (v0.3.1.0)
Post by: Fayrra on 2019-03-20 10:52:32
I have some new ideas for a more in-depth kind of editor actually (as well as have managed to figure out a working way to alter enemy data of the Steam version at load time), just not the time needed to realize it. Hopefully one day...
Oh god please yes. This is all I've ever wanted. Though more in depth skill editing is amazing too. As sad as it is, every 6 months to a year or so (without logging in) I've hopelessly checked this thread and the steam FFX-HD board just in case someone released such an editor. I shall continue to wait, forever if need be.

That being said, I'm always up for learning how to "manually" edit the enemies, if you happen to be willing to share. There are already people who know how to do that, but they tend to not be willing to share or baby the other person enough if they don't have  good enough knowledge, which is understandable. They worked hard on accruing that knowledge. They don't want someone just waltzing in after they made their mod saying "hey, cool mod, I'll play it but, can I have ALL the knowledge on how to do that? Thnkz." Plus also the sheer time it probably takes to explain and teach it all.

I'm not being spiteful, simply telling the truth! =^p Perhaps I just don't know who to ask.

Either way, thank you for making the skill editor period. I was actually just thinking the other day how lucky it is that this editor even exists (along with FFXed/Farplane) and that it works for the pc version. It works pretty well considering the "no guarantees" policy you initially posted for the pc version.

I'll admit I got ready for disappointment when I saw this thread bumped, but you actually responded! If there's anything I can do to help at all (I realize you're not actually developing it right now, but if you ever do start fully to realize it), I'll do it. My knowledge is really limited though. Like, baby-tier limited. So I'd probably only be able to do something with very specific instructions that anyone could do, but maybe no one wants to because it takes time (like testing values, maybe?). I dunno, I'd do anything (even make the program, if anyone is willing to fully teach me). I just really, really want something like this to happen, man. For seriously. Badly.

But you have a life, so like you said, hopefully someday.

Also thanks to Ansem for necro-ing! =^d <3
Title: Re: [FFX] Skill editor - Ronso (v0.3.1.0)
Post by: Husbjörn on 2019-03-25 20:20:52
Oh god please yes. This is all I've ever wanted. Though more in depth skill editing is amazing too. As sad as it is, every 6 months to a year or so (without logging in) I've hopelessly checked this thread and the steam FFX-HD board just in case someone released such an editor. I shall continue to wait, forever if need be.
Ouf, why thank you for your keen interest! ^^`

It's mainly just about thinking outside the box with what I have in mind. That said, I'd like to put it on my resume / list of good deeds someday so I'd prefer to not give up my idea to someone else at this point in time.

Quote
If there's anything I can do to help at all (I realize you're not actually developing it right now, but if you ever do start fully to realize it), I'll do it.
There is some pretty repetitious manual data collection that would need to be done at some point if you're truly that passionate about it.
I'd have to sit down and make sure that things check out before setting you up with that if so though, so that it doesn't turn out that it all has to be done over again further down the road because some pieces were missing.

Quote
Either way, thank you for making the skill editor period.
You're very welcome; I'm glad to hear there are people out there who enjoy it. :)
Title: Re: [FFX] Skill editor - Ronso (v0.3.1.0)
Post by: Fayrra on 2019-04-02 05:10:07
Ouf, why thank you for your keen interest! ^^`

It's mainly just about thinking outside the box with what I have in mind. That said, I'd like to put it on my resume / list of good deeds someday so I'd prefer to not give up my idea to someone else at this point in time.
There is some pretty repetitious manual data collection that would need to be done at some point if you're truly that passionate about it.
Completely understandable. And of course!  My only concern is simply my lack of knowledge regarding programming and all that stuff, so I wouldn't want to try to help and then mess things up, etc. But if you think it's something I could help with then I'd love to!

I'd have to sit down and make sure that things check out before setting you up with that if so though, so that it doesn't turn out that it all has to be done over again further down the road because some pieces were missing.
You're very welcome; I'm glad to hear there are people out there who enjoy it. :)

Sounds good, whenever you get to it/are ready.

I think it's mainly people who have played them game to near death/done a bunch of challenge runs who want it the most, though I could be wrong. Being able to edit and mod the game to change the enemies and skills by that point just increases the replay value. The core gameplay is really well crafted and done, so there's a lot of good stuff to work with. It's just by a certain point you end up wanting to change things, balance things this way or that to your own liking, etc.

The best case scenario of course would be to be able to edit enemy AI indepth, as well as change the properties of abilities/auto-abilities to really make some amazing, strategic gameplay scenarios/fights/balances. But that's a dream world/fantasy thing. Editing skill data and basic enemy data is still great and allows a lot of personal customization for replays.
Title: Re: [FFX] Skill editor - Ronso (v0.3.1.0)
Post by: brucy on 2019-05-31 21:40:15
I have some new ideas for a more in-depth kind of editor actually (as well as have managed to figure out a working way to alter enemy data of the Steam version at load time), just not the time needed to realize it. Hopefully one day...

please make a permanent patchee\modding program like hades workshop that trilititi created for final fantasy 9 :D
Title: Re: [FFX] Skill editor - Ronso (v0.3.1.0)
Post by: Dark_Ansem on 2019-05-31 21:46:04
please make a permanent patchee\modding program like hades workshop that trilititi created for final fantasy 9 :D

What's this again?
Title: Re: [FFX] Skill editor - Ronso (v0.3.1.0)
Post by: brucy on 2019-06-01 11:49:30
trilititi created hades workshop , a program that can permanently mod the steam version of final fantasy 9 , and i asked for a program that do the same with final fantasy 10 and why not even 10-2
Title: Re: [FFX] Skill editor - Ronso (v0.3.1.0)
Post by: Dark_Ansem on 2019-06-01 15:00:55
trilititi created hades workshop , a program that can permanently mod the steam version of final fantasy 9 , and i asked for a program that do the same with final fantasy 10 and why not even 10-2

Oh I missed that!
But is such a modification even possible?
Title: Re: [FFX] Skill editor - Ronso (v0.3.1.0)
Post by: brucy on 2019-06-01 17:50:33
don't make me mad , just because you don't like the mere idea it doesn't mean that it can't be done , it is possible , i already said that trilititi did the exact same thing for final fantasy 9 , so yeah of course it is possible even for final fantasy 10
Title: Re: [FFX] Skill editor - Ronso (v0.3.1.0)
Post by: Dark_Ansem on 2019-06-01 18:05:47
don't make me mad , just because you don't like the mere idea it doesn't mean that it can't be done , it is possible , i already said that trilititi did the exact same thing for final fantasy 9 , so yeah of course it is possible even for final fantasy 10

First of all, I love the idea. I won't give you the reply you deserve because of useful info.
Secondly, the fact that it was done for FF9 doesn't mean it's possible for FFX - different file structure, yes?
Title: Re: [FFX] Skill editor - Ronso (v0.3.1.0)
Post by: brucy on 2019-06-01 18:07:22
yes different structure but clearly is possible , it was done with games that are even more complex so yeah is possible
Title: Re: [FFX] Skill editor - Ronso (v0.3.1.0)
Post by: Tirlititi on 2019-06-01 19:48:10
The fact that it can be done doesn't mean that it would be easy. It can be way harder to do it for FFX because, indeed, of different data structures.

However, Husbjörn said that he plans to do something similar if he has time:
I have some new ideas for a more in-depth kind of editor actually (as well as have managed to figure out a working way to alter enemy data of the Steam version at load time), just not the time needed to realize it. Hopefully one day...
To me, that looks the closest you can get to a game patcher that actually uses RAM modifications (and it would be goddamn useful). It's not the same kind of tools normally.

Please, let your respect for the modder take the shape of patience :)
Title: Re: [FFX] Skill editor - Ronso (v0.3.1.0)
Post by: brucy on 2019-06-01 22:41:35
The fact that it can be done doesn't mean that it would be easy. It can be way harder to do it for FFX because, indeed, of different data structures.

However, Husbjörn said that he plans to do something similar if he has time:To me, that looks the closest you can get to a game patcher that actually uses RAM modifications (and it would be goddamn useful). It's not the same kind of tools normally.

Please, let your respect for the modder take the shape of patience :)

i am not in hurry at all infact i really just forgot about this game , and i can imagine that it isn't easy , but my point infact was about how it is possible
Title: Re: [FFX] Skill editor - Ronso (v0.3.1.0)
Post by: Husbjörn on 2019-07-07 16:55:03
I put together a small (or perhaps rather quite lengthy...) proof of concept video of modified enemies here (https://youtu.be/V-zJKurFOX0).
All fiends in that battle have had some of their stats altered, the Yellow Element has an entirely new, home-made AI of sorts (as well as have been made immune to Silence, because that would be way too simple)  ;)
Title: Re: [FFX] Skill editor - Ronso (v0.3.1.0)
Post by: Dark_Ansem on 2019-07-07 16:59:36
I put together a small (or perhaps rather quite lengthy...) proof of concept video of modified enemies here (https://youtu.be/V-zJKurFOX0).
All fiends in that battle have had some of their stats altered, the Yellow Element has an entirely new, home-made AI of sorts (as well as have been made immune to Silence, because that would be way too simple)  ;)

I'm watching the video now, seeing that thing cast Thundaja threw me off balance!
Title: Re: [FFX] Skill editor - Ronso (v0.3.1.0)
Post by: Fayrra on 2019-07-10 08:30:46


I put together a small (or perhaps rather quite lengthy...) proof of concept video of modified enemies here (https://youtu.be/V-zJKurFOX0).
All fiends in that battle have had some of their stats altered, the Yellow Element has an entirely new, home-made AI of sorts (as well as have been made immune to Silence, because that would be way too simple)  ;)

This is awesome. <3

My favorite thing was definitely the max health doubling, for sure. I'm not wrong in thinking that there's no other enemy that does something like that, right? Or can one of the Monster Arena creations do that? Either way, pretty cool stuff. Actually I loved the dynamics of how every ability/action you gave the Yellow Element played off the concept of doubling its max HP regarding its Thunder spells. I figured there were some counter dynamics to Thundaja when I was watching the video, haha. I like how you changed/created Thundaja, too, in general.

I always wanted to change Thundaja to being a thunder-element, at least. Though yeah, it would be easy to just have Thunder Proof armor and no-sell the attack. Anything that is thunder based should be a thunder attack in my mind, though. I suppose it is a bit like Flare being non-elemental despite clearly being somewhat fire-based (though I suppose its strength is supposed to be more from of the force of an explosion. You know what, it'd be cool if having Fire-proof only nullified some of the damage from Flare, but not all of it- like being immune to the fire/heat from a nuke, but not the force of the explosion).

Also, I'm definitely subscribing just in case you post more but forget to post here, =^p
Title: Re: [FFX] Skill editor - Ronso (v0.3.1.0)
Post by: Dark_Ansem on 2019-07-22 11:24:13
Any news on this?
Title: Re: [FFX] Skill editor - Ronso (v0.3.1.0)
Post by: fuzzymillipede 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 (https://www.youtube.com/watch?v=4ajruhgJU2Y) skills (https://www.youtube.com/watch?v=OWXTRN4lVpU) 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.
Title: Re: [FFX] Skill editor - Ronso (v0.3.1.0)
Post by: Fayrra on 2019-07-25 05:09:47
Hello! I'm fuzzymillipede, another FFX modder of sorts. This is awesome, excellent work Husbjörn! I remember I used to modify (https://www.youtube.com/watch?v=4ajruhgJU2Y) skills (https://www.youtube.com/watch?v=OWXTRN4lVpU) 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!

Yoooo. This is awesome. FFXED has been my the love of my life for a little while now, even with needing to edit out the junk code, so it's awesome to meet the legend himself! I got into modding FFX only 3 years ago, so I was relatively late to the party and you had already sort of peaced-out from what I could tell. Awesome to see you return! I was going to thank you in the steam thread, but this will do as well. Thank you for updating the editor for compatibility with FFX HD. <3 <3 <3

Really cool to see you still taking an interest.

Also I remember watching those old videos of yours on Youtube and wondering how it was you were using FFXED to do some of those things. That explains a bit, but also some of it was just me being silly and not paying enough attention like you being able to use skills through items, like Eraser, etc. Which I found out about eventually.
Title: Re: [FFX] Skill editor - Ronso (v0.3.1.0)
Post by: Husbjörn on 2019-08-12 12:28:32
Thanks for the appreciation, and sorry for my tardiness in replying.

My favorite thing was definitely the max health doubling, for sure. I'm not wrong in thinking that there's no other enemy that does something like that, right?
Not as far as I'm aware no  :)

It would probably be possible to either make the <Element>-proof effects only account for say 75% of the total damage dealt, though a nicer thing would be to make it so that certain spells can override elemental resistances in part. I can think of at least one way to accomplish this, though it would be a bit prohibitively involved. A better way may be to have a per-skill modifier that is applied to the elemental resistance value during damage calculations.

Any news on this?
Not really no, as said it's still just a proof of concept and my free time is sadly limited :-\
I think I know the general direction I would like to take things in though.

Hello! I'm fuzzymillipede, another FFX modder of sorts. This is awesome, excellent work Husbjörn!
Oh hello, that's really cool to hear from you! I remember playing around with your memory card item buffer overflow glitch back on my PS2 back in the good old days (as well as the other things tweakable by FFXED), thanks a lot for making the tools and information that you did available :D

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 is already sort of supported. You can right-click on a skill in the list to copy its data, whereafter you can either paste it over another skill to use as a base or compare different data values between a copied and a selected skill.
You can also export/import individual skills, as well as save/load the entire skill + string table. The saved files can of course be shared and imported by others.
There's no issue with hot-patching the game (talking about the Steam version now only of course); the skill table is in fact pretty small in memory. The same thing would go for fiend data (which uses a different approach alltogether but I'm imagining asynchronous transfers should be perfectly achievable if you want to update / change things at runtime). And indeed, no physical game file modification will be necessary.

I really appreciate your offer to help out with this project. Again I'm rather swamped these days but once my schedule clears up perhaps I could shoot you a message? If you're not commonly around here perhaps you could PM me an e-mail address?
It was nice to hear from you regardless!