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Messages - Tirlititi

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FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-11-26 09:03:25 »
Hurray for my dumberness !
I didn't test it properly then... They're back.

FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-11-25 20:45:39 »
So, first thing first, I've updated the program :
- It can now kind of import textures for the Battle scenes models.
- The help is improved a bit.
- I think the dll are not required anymore (it turns out they were only debugging dll ^^').
- Some few bug fixes.

I didn't test the model importation thoroughly but it seems to work, more or less (exporting a model + re-importing it elsewhere works at least).

I'm not really satisfied with the way I handle it because :
1) you have to manually import textures and models separately and make the link after.
2) The texture you can import must not be larger than 768x256 (3 times a 256x256 texture, which is what most of the default scenes use).
3) There are 2 opposite needs concerning textures and UV mapping : the UV mapping in the model must refer to a 256x256 part of the full picture (called "Painting" in the program) but the importation process creates a palette, which is quiet complicated by itself, and would better require the textures to be splitted into smaller parts to have a better resolution (a palette is limited to 256 colors). I really don't know how to make it nice...

Tell me if I made a mistake and the dll are still needed (I don't think that's the case, but who knows...).

@ Kikoutei-sama : Ah, their names... Yes, that is somewhere else, in a more general text block. I'll try to give access to it.

@ Caledor : There is already an exporting feature, but I know that's not that convenient. I'll think about it (a search feature, I guess) but it would be a waste of time to make it before I find a definite way of managing the charmap (if I want the program to be able to write texts in, let's say, chinese, I have to re-write the way the texts are handled by the program).

@ Bosola : I'm not sure to fully understand you. First, models are not the only thing Hades Workshop can edit. Second, I don't know how the FF7 tools you're refering to are coded, but I tried to make the binary saves (the "Save Mod" feature, if that's indeed what you're talking about) looking alike the binary data in the FFIX disc : this way, a program reading a FFIX disc should have little problem reading my files.
Actually, the differences is that
1) there is an header in my file and each data blocks begin with one or several identifiers (which are, if I can do it, also using FFIX's standart : I use the chunk type list and the object's identifiers, for instance).
2) there is no "offset constraint", so the data blocks can be however large or in whichever order they want.

Of course, my system is far from being perfect. I think the last time I looked about it, I told myself that I should have add more "Version bytes" to make the format a bit more flexible (for spells, for instance, I think I'll add to write datas related to Kikoutei-sama's issue in a separated data block instead of just writting them next to the other spell datas).

Tell me if I missed the point or if I'm not clear ^^ That's likely to have happened.

FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-11-24 21:53:21 »
Thanks :D It will save me some time indeed.

@ Kikoutei : You mean they are not in the spell section list? :O
I have them... They are named "Atomos", "Carbuncle" (4 of them, including Ruby-light) and "Fenrir".
Or maybe you speak about the animations or about the effects? Eidolons' effects are quiet weird and you can't change the "ores powerup" effect on them, I guess.

FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-11-14 16:29:37 »
No, not for now. It's on my to-do list though. Good luck with your project :)

About location names, you may edit them (they are world map texts, even if you would need to change them in all the dialogs too) but it's not working so well as I need to implement text opcode editing.

FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-11-13 20:06:24 »
Wow, great !
The Blitz3D script seems exploitable at first glance. It'll be useful anyway :D

Itoikenza, I didn't forget your request nor the fact that the "Commands" section is bad for now, but I can't guarantee any result in this since I don't know where (and how) those datas are stored. I'll try to figure it out when I'll go on Party's stats, but I can only cross the fingers for that :/

FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-11-13 15:29:17 »
Thanks. To answer you, it might be possible, but I think Zidane_2 (him again !) made a program to see the world map already. I don't remember how it worked (if you could export the models or only see it) but I may try to add this feature in the future.

However, for now, my short-term plan is :
- add a battle scene texture importation,
- add a charmap texture importation (not really advanced : I think you won't be able to see the changes for the texts in the program, only in-game),
- add a section for the party's stats.

FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-11-02 19:12:49 »
Hi. Long time no see.
Version 0.19 out, more to reassure you that I'm not dead than to be an useful update...  :P
- You can import models for Battle Scenes (geometry only, not texture yet),
- Exporting quads is fixed now (at least Blender can read them with most gfx cards),
- You may also change the colors a bit, as well as reorder textures, in Battle Scenes,
- You may now choose not to load texts (names, helps, etc...) when loading mods,
- Added 2 spell effects (Absorb Strength and Absorb Magic).

The bad point :
the size limit... You have between 0 and 2048 free bytes, which is really poor when it comes to models.

The good point :
textures should be importable soon (I guess it'll take much less time than geometry). I hope it will allow a decent way to get more space by optimizing the textures.

Note : the model's format must be .obj (the importer doesn't read the related .mtl file). Each faces be either a triangle or a quad and must have a texture and an UV mapping associated to it. If the program can't interpret some features of the model, it will display a warning and ignore them. Once a model is successfully imported, you must link textures ID from the imported model to the texture list available in the Final Fantasy file (Blender, in particular, tends to un-sort them).

Pfiou, it was really hard for me to make that importer. And I'm so busy with my studies these times... :'(

Thanks for the thx, demeterf, by the way !

@ R51 : posting when I update ^^' speak of a coincidence.
About enemies, there are several things.
- Enemies are often duplicated : I think there is 1 instance for each different battleground (or battle scene) they may appear in. I'm not 100% sure that's the only difference but, for instance, the Big Dragon in the Mist Continent's mountain and the Big Dragon in the Forgotten Continent's plains are separated.
- Additionaly, there are enemy groups (or enemy formations) : they are variations of the same battle, with more or less enemies in it or different enemy types (eg. : Carve Spider or Carve Spider + Axe Beak). The Frequences are the probability you fall on each formation given you have already fallen on that battle. Frequency of 255 is same as 100, actually.

There is a help (F2), which I should update but still gives some useful informations (it strangely lags a bit though...). Don't hesitate to read it if that's not done yet ^^
Also, I tried to answer a lot of questions in this thread, so you may also read it if you have time to spare :P

Thanks for the feedback.

FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-09-16 19:02:54 »
- Added Battle Scene exporter :
--- The loading time when you get on the panel is quiet long ; maybe I'll make it so all the BS are not loaded in one shot at this moment,
--- Y axis is inverted, as in Zidane_2's exporter, I don't know why but it doesn't work if I don't do that...
- Added controllers for dialog bubbles (in the "Texts" panel only) :
--- In the other panels, there is either no need for it (spells descriptions' bubbles are auto-sized, for instance) or it can't be edited at all (spell names...),
--- The preview is not 100% accurate (for the width mainly),
--- Additionaly, bubbles' size are sometime variable (ATE-picking dialogs, for instance, are smaller if not all the ATE are available).
- Added a "Help" window. It is some advanced help written there for the moment ; I don't know if I should add some tutorial-like help for now...

I understood a much more about TIMs images (that wasn't easy ^^'). It will be useful for all that is texture-related (and the charmap).

Also, some of you have already noticed, but I added a sample of "secret" dialogs, never actually used in the final version of the game but still present in the binary file. These 3 dialogs are not all the ones you can find, but there are some of them that can't be found in the US version of the game. You can read them in the 1st post of the thread.

PS. : the upload was frightenly fast this time :O
Tell me if there are bugs with the uploaded files.

FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-09-12 20:44:40 »
Hey gledson, thx a bunch.
I already knew that but you actually made me remember a thing I wanted to test about it and it turned out I was lucky :)

So, to make it short, you will be able to modify bubbles' size as soon as the next release comes out (I guess this week-end).
Good luck for translating the game.

Also, battle scenes will be exportable. That's not a big news since Zidane_2 already made a tool for that, but you can expect to be able to replace them in-game soon (there'll be size limitations, as always, though :/ ).

EDIT : Update delayed. I had a bad bug, fixed now, but there are still minor things to fix. I'll do it tomorrow.

Troubleshooting / Modeling quads
« on: 2013-09-12 20:33:38 »

I've got some problems exporting 3D models for my program. I use .obj as the output format and I thought it would support quads for its faces.
But it doesn't work well...

So I have several questions : does .obj really support quads? May the problem comes from my 3D editing tool (Blender) ? Or is that my graphic card that doesn't support quads (how do I check it?)

When trying to open .obj with quads (TITS lines like "f 1/1 2/2 3/3 4/4"), I end up with those quads being displayed with glitches. I attached screenshots...
It may also be because of the ordering of the vertices in the faces (it should be standardized though)... I'll test it tomorrow.

Quads displayed in "Solid" mode

Quads displayed in "Texture" mode

Quads as they should be displayed

What do you guys think?

FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-09-04 16:53:43 »
@ eXistenZe : You mean the model? Textures are only drawings. I think it'll be possible to edit scripts (and add Beatrix to the party inside the story) before importing models for fighters.
And yes, you can add spells to commands with the limitations I explained (that is : special commands like "Attack" or "Defend" are hardly editable and you need to link commands or remove spells somewhere before adding others somewhere else).
You can link the 2 "Seiken" commands together as well as linking Dagger's "Summon" with "Eidolon" to gain 12 spell slots in the commands. I have no idea how I could increase the limit and I don't think I will before a long time.

@ Tenko Kuugen : It's mine too :D
Looking forward your mod.

FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-09-03 15:21:31 »
I've all to be done, but, as said, I can use the work Zidane_2 made so far. For equipments, there are complications I explained somewhere about RNC compression and I still haven't found any working solution for it (I have still few ideas, though, but that needs testing). Not to mention I'm indeed having hard works to do and I can barelly do few tests for Hades Workshop...

But what do you mean by "steiner use beatrix textures" ? You know about UV Mapping, right? If it were only replacing a texture by another, it could be done by copying a block of data from somewhere to somewhere else.

I guess I'll go for an exporting manager next : to include Zidane_2's tools in the program and try to make the corresponding importing features. If I can find more datas on spells and commands, that'll be good too (but I'm afraid some of them are RNC-compressed in some versions).

FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-09-03 08:05:57 »
The reflect one, yes, and it will take the addon in account whichever character use the summon.
Sorry for slow answer... And thx for the suggestion, that'd be better indeed.

By the way, the 4th spell flag (the 2nd "Unknown" one) is about Counter attacks while the 8th is about Return Magic (it's only used by ennemies). But you can't counter or return a magic if the attacker/caster is a friend.

There's also informations about enemies' "Auto-statuses" and "Initial Statuses" :

EDIT about Steam version: Some of the "Initial Statuses" don't display properly ; it is the case for "Silence" for instance, which is effective if given as an initial status to an enemy, but won't display the little bubble.

With the exceptions of "Doom" and "Gradual Petrify", the battles are not won because of an auto/initial status.
When a status can't be cured, it means it can't be cured by any way (spells, items, time, physical attacks...).
Color changing is quiet bugged. It doesn't change in the right color most of the time.
[Blind - Reflect - Silence]
Init : status is applied at the beginning, works fine and can be cured.
Auto : status is applied at the beginning, works fine and can't be cured.
[Trouble - Confuse - Stop - Defend - Zombie - Virus (remove Evasion)]
Init : status is applied at the beginning, works fine and can be cured.
Init + Auto : status is applied at the beginning, works fine and can't be cured.
[Shell - Protect]
Init + Auto : status is applied at the beginning, works fine and can't be cured.
[Haste - Slow]
Auto : displays the SFX but doesn't do anything else.
[Sleep - Float]
Init : status applied but cured immediately.
Auto : status is applied at the beginning, works fine and can't be cured.
Init : status is applied at the beginning, works fine and can be cured.
Auto : status is applied at the beginning, works fine, can't be cured but doesn't change the color.
Init + Auto : status is applied at the beginning, works fine and can't be cured.
Init : status applied but cured immediately (regen HP once).
Auto : status is applied at the beginning, works fine and can't be cured.
Init : status applied but cured immediately (deals damage once).
Auto : displays the SFX but doesn't do anything else.
Init + Auto : status is applied at the beginning, deals damage faster than usual and can't be cured.
Init : status is applied at the beginning, works fine and can be cured.
Auto : status can't be cured but only disables the attacks.
Init + Auto : status is applied at the beginning, deals damage faster than usual and can't be cured.
Init + Auto : status is applied at the beginning, works fine, can't be cured but doesn't make invisible.
Init : status is applied at the beginning, works fine and can be cured. The enemy is however still normal-sized until it is hit.
Init + Auto : status is applied at the beginning, works fine and can't be cured. The enemy is however still normal-sized until it is hit.
Init or Auto : does instant death (with "Death" message displayed).
[Gradual Petrify]
Init : status is applied with a very fast countdown. Petrify in less than 5 seconds with any spirit value.
Init : makes the enemy shine and uses an attack countdown. The enemy stops shining and the battle bugs when the trance ends (for me, the next attacker was stucked and couldn't do anything until he died-revived while the others kept attacking).
Init + Auto : makes the enemy shine and can't be cured.
Init : status applied (color change) but cured immediately.
Auto : displays the SFX without changing the color but doesn't do anything else.
Init + Auto : status is applied at the beginning, works fine and can't be cured.
Init : status applied (color change) but cured immediately.
Auto : displays the SFX without changing the color and only disables the attacks.
Init + Auto : status is applied at the beginning, works fine and can't be cured.
Init : the enemy has greyed name and can't be targeted (or cancel the spells targeting it). Game crashs if the battle ends (if you run away...).
Auto : the enemy has greyed name and stops attacking when its HP reach 0 (and keep displaying its death animation everytime it's dealt damage) until it's healed.
Similar to "Death" but doesn't grey the name and disables the enemy's animations when it's hitted.

I'll try to think of a nice way to put informations like this in the "help" tab.

FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-08-31 20:21:06 »
Carbuncle has different effects if Eiko's wearing special ores (Emerald, Diamond and Moonstone). The Ruby Light (gives reflect) is the original one. Same goes for Fenrir who is different when Eiko wears a Maiden Prayer.

FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-08-30 17:56:16 »
I didn't succeed to make ppf patches work with ePSXe "Auto-apply ppf patches". Either we do it wrong or the ppf version my program makes is not compatible (it creates ppf 3.0). You can use ppf-o-matic instead since it perfectly works with it.

Since I'm at it, and since I'll surely have hard times working on that with the incoming end of the holidays, I'm updating one more time to fix a rare bug that corrupted the ppf exportation.

FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-08-29 13:58:27 »
Update again... I found other bugs.

This one is a bit more annoying, since data was not saved in HWS the way it should have been. That means I'll add a "debugging" version of the program : it will load HWS files you created with the previous versions - or at least what it can retrieve - and save them bugless. Just "Save Mod" after having loaded a HWS file. Note that the bug only happened on "Enemies" and "Texts" datas : if you didn't use them in your HWS, no need to download the debugging version of the program.
Once HWS have been saved back, you have to use the regular version also. It's really only for people who spent some time creating a HWS file for their mod and don't want to do that again.

Hades Workshop - Debugging version
TO BE CLEAR : do NOT download the program with this link if you didn't use the version 0.17 or 0.17b or if you didn't save any HWS file with it. Download the program from the 1st post of the topic instead.

Sorry about that... It should be fine now since I used the new version for some time and didn't have anymore bugs with HWS files.

FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-08-29 10:24:46 »
I guess (never investigated it) it would apply the change to both the enemy and party versions. But I'm confident that, depending how you'd do that, it may fix the problem with no side-effect for the enemy version.

FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-08-29 09:51:54 »
Thanks :)

As far as I know, the only abilities with animation problems (for the playable characters) are Freya's abilities with the exception of Lancer (because there is no channeling).

There are also problems sometime with enemies abilities not made for being casted by allies/on enemies. "Purple Haze" (it's Troll's "Solution" ability, btw) is a good example of what may happen : when they do it, enemies go near the target and then release their stuff. However, as a party's spell sfx, the caster doesn't approach the target but you still see purple stuff on both the caster and the target.

Apart from that, there are special effects that should never be used for a regular spell, such as the infamous Ultima, which freeze the game after it's done. You can only access those by checking "Enable all animations" (though I may change this system in the future).

FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-08-28 22:45:57 »
"If I remove Fire from Vivi black magic and I equip the first fire staff, he will not learn it?" -> Didn't test it but I guess he'll still "learn" it but won't be able to use it in battle (though it may be useful for Steiner's sword).

"If I add Holy to Garnet white magic, will it be automatically learned or will it need the item?" -> She automatically learns it and can use it in battle (if she has enough MP).

I'm glad some people are interested in modding battles and not only translating the game because that's what I like most too ^^.
Those things are to be improved. I don't know exactly what I'm gonna do next... That may be either that (fixing/improving commands and spells), working on scripts or adding things Landon and Zidane documented about.

FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-08-28 22:06:11 »
That's because I'm updating it ^^'. There was indeed few bugs.
There was an old bug happening when you open/close several files in a row and a bug that made Enemy datas not always saved in HWS files.

Link's back in 10 min :P

FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-08-28 01:23:17 »
Update :
- Added "Open Mod" and "Save Mod" to save datas in a special file (.hws). They can be used to share modifications across multiple files. Hotkeys for them are Ctrl+Shif+O and Ctrl+S ("Overwrite binary" hotkey has been changed to Ctrl+B),
- Added names for text blocks,
- Added options to sort text blocks similar to the ones for enemies,
- Added unknown flags in spell datas (if you figure out what's their purpose, I'm interested ^^ I guess some of them are about counter-attacks).
- Re-added the extra texts in battle.

About sharing datas across different CD for enemy and text datas : as you may display it, each battle and text block as an ID (identifier). The program simply uses that ID to identify the battles.

I had a lot of bugs with saving and opening .hws files at some point and I'm unsure I fixed all of them. You may got fatal errors or less important bugs... I'll release a bug-fix version soon if that is the case.

FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-08-26 19:23:57 »
Yeah, I know, I need more investigations on commands, but since dialogs was most asked, I went for it first.
Editing the "Change" spell also makes strange results : it seems to apply both the "change row" effect and another effect you would put.

Btw Gine, I found where a charmap is being defined from an image (that draws the characters). I had trouble reading images but Zidane_2 succeeded there, so I guess it may be possible in a relatively near future to use a custom charmap made from an image you'd import.

FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-08-23 17:12:16 »
I see, thank you... Unfortunatly, I can't force the game to use another alphabet than he uses. I'll try to see if I can figure out how to make it (if wiki's informations are right, I know where to look at least), but that will definitely take some time...

Also, how many different characters would you need, approximately? less than 200? more than 600?

FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-08-23 12:42:01 »
I may try to implement asian support, but that'll take some work. I can't see the proper japanese characters in QwimmWiki and I guess Thai isn't written with kanjis anyway...

To be sure I properly got your problem :
1) You have a game version with an Asian alphabet,
2) When you open your file, dialogs and texts are meaningless because they use Occidental alphabet,
3) You copy/paste the dialogs you wrote somewhere else (with a notepad or something) in Asian alphabet,
4) You end up with texts in-game full of "?", as well as when you close/reopen the file using HW.

Are all these points right?

FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-08-17 08:49:07 »
Actually, I changed my mind. I won't do a .ppf reader but I'll add a way to save changes in a custom format. It will allow you to pass changes from a disc to another, for instance.

But there's also a trick to load .ppf (and be able to make changes in more than 1 shot ><) :
- Save your .ppf with the option "Add an undo feature",
- Apply your .ppf to your file,
- Open your patched file with Hades Workshop,
- Open each of the tabs (in order to load datas),
- Apply the undo patch,
- You may now export the additional changes you made as a PPF.

Note that "Export as PPF" works this way : it compares the datas between the file in your hard disc and the file you would obtain if you used "Overwrite binary file". The result is a patch that allows the upgrade :
from the file in your hard disc
to the file in your hard disc + the things you edited.

That's why you have to apply the undo patch before exporting as a PPF, so the file in your hard disc be the initial game file.

But this is a temporary trick. I mean I hope that next version you won't need it anymore.

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