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Messages - Tirlititi

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FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-07-03 12:59:49 »
Ok, I'll ask you if I'm struggled with something :)

FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-07-03 01:15:51 »
Codelite is an IDE (instead of coding with the a basic text editor, I code with this and it takes care of all the compiling stuff, coloring the code, etc...) and wxFormBuilder is an add-on to wxWidgets, which is a GUI library (countaining functions for creating/customizing windows and everything related).

I'd gladly welcome your help if you can get used to how I poorly code ^^ But since I'll try to remake some part of the code, I guess it'd be better for you to help after I've done it.

EDIT : I said bullsh*t, that'll teach me to answer so late  ::) Fixed it now.

FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-07-02 23:10:38 »
Na, I don't understant what you said. It's not my native language either so it's even harder to find out ^^'
I'm not even sure it concerns my program or another FF9 text editing tool.

General discussion / Re: FF7 Workshop-ish Site
« on: 2013-07-02 15:04:38 »
Thx for clarifying that, NFITC1  :D

General discussion / Re: FF7 Workshop-ish Site
« on: 2013-07-02 13:07:23 »
I'm not sure... Doesn't the copyright say something like "Users buy a right to use and play the game but not to modify it in any way"? I really don't know for sure if that's the case with SE's games but I'm think that's a common clause in program merchandising.

General discussion / Re: FF7 Workshop-ish Site
« on: 2013-07-02 00:29:37 »
The fact is that they never had a "modding-friendly" attitude nor aggressivness. I guess that's a big decision in the company policies (and it'd need development investisments too). It's unclear if they'd see that as an advantage or a bad choice... Personally, I don't think RPG are best games for modding (at high levels, I mean, though I only know Morrowind to have tried and that's not really the same kind of RPG).
That is, if they are aware of the modding community and decide to react positively, it'd be deeper than just saying "Ok, we allow this website to exist and share mods/modding tools of our games". It would be followed by actual investisment in modding resources (else they wouldn't need to even react).

About the project itself, yeah, I see it as a convenient way to present the tools. The wiki has already a list of tools and download links, but having an automatic installer would surely be a plus.

FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-07-01 11:50:44 »
Check the first post : that's C++.

FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-06-30 23:39:39 »
I was not really tired but rather busy ^^ I'm back on the thing now.
I'll add a text module soon, yes.

About the Œ character, I fixed it, thanks. However, there is a "bug" with the text filtering : the program should filter unprintable characters such as £ or whatever, but it doesn't work if you copy-paste those characters, thus the fatal error when saving (but Œ should have been fine, that was my oversight).

FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-06-16 21:05:00 »
I added quiet a lot of stuff for enemies, some spell effects, fixed few bugs...
Also made the .ppf exporter. It does the same thing that a PPF creator, but much faster. The comparison is done between the changes you made and the file on the hard disk (so don't save before exporting the .ppf).

The enemies' spells animations are just there for information, they are quiet inaccurate or missing.

Now I'll take a break for a week.

FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-06-15 11:39:54 »
@ JBedford128 : Oh, yeah, the attack is wrong, I saw that when I implemented it but forgot to correct here (there is 1 byte less at start and I forgot the accuracy). Sorry.

@ Caledor : Yeah, weapons will be editable, but that's part of the datas that are compressed in some versions (if it only concerns the french version, that's not a big deal, though...).
I can't remove the char limit restriction for now. I can't even tell whether it is easy or would require deep restructuration of the file.
The only thing I can do for now is merging the names when they are the same. I guess I'll eventually do that.

FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-06-15 01:14:50 »
I checked again and I think you miscalculated.
That does 116 (0x74) bytes for all the stats.

FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-06-14 20:21:08 »
Ah, that's a good thing to know. I thought that RNC thing would be used by every european versions.
The header begins with "RNC\1" so if you search the hexadecimal sequence "52 4E 43 01" and find no results, it's sure that's not used. But I trust your test, it may just be a cleaner way to know it.
But for now, I don't seek datas written in this part of the file. That'll become a problem when I'll look for items, characters' stats and supporting abilities.

Thanks for testing the flags :)
I can't do as much testing as I would like to and I'm really grateful you take care of some. I'll release a new version soon, but I would like to make that backup system before.

By the way, the 3rd status set is used for death/eat/scan immunity, no? Even if it's only 1 bit. Also, what is break? You meant petrify?

FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-06-13 01:13:57 »
It's clear enough, thanks.
I know a bit more than what the programs currently displays. I'll try to write it down.
The Enemy Chunk data has an ID of 10 and begins like every other chunk (see the wiki for that).
Then there is the "groups" datas :
Code: [Select]
1 byte Unknown
1 byte NbGroups
1 byte NbEnemyTypes
1 byte NbAttacks
2 bytes Battle Flags
2 bytes Unknown

Then comes [Nb Groups] times this :
Code: [Select]
1 byte Group Frequency
1 byte Nb Enemies
2 bytes Engaging camera ID
2 bytes AP
2 bytes Unknown
1 byte Enemy ID
1 byte Targetable Flag
2 bytes Unknown
2 bytes Position X
2 bytes Position Z
2 bytes Position Y
2 bytes Facing Angle
] (x4)

Then come the enemy's stats (the part you investigated). There are [NbEnemyTypes] of them (thx to you : I didn't know the purpose of the first 12 datas) :
Code: [Select]
4 bytes Status immunity
4 bytes Status evasion/auto-status
4 bytes Status initial cast
2 bytes HP
2 bytes MP
2 bytes Gils
2 bytes Exp
4 bytes Drop Item
4 bytes Steal Item
1 byte Unknown
1 byte Collision size (it tells how large some effects must be, such as scan)
2 bytes Aiming position, as you said (though I don't know more how it should be interpreted)
2 bytes Model ID (thx Zande for this and the followings)
2 bytes Animation ID 1
2 bytes Animation ID 2
2 bytes Animation ID 3
2 bytes Animation ID 4
2 bytes Animation ID 5
2 bytes Animation ID 6
4 bytes Unknown
2 bytes Attack Power
1 byte Speed
1 byte Strength
1 byte Magic
1 byte Spirit
4 bytes Unknown
1 byte Elemental guard
1 byte Elemental absorb
1 byte Elemental half
1 byte Elemental weak
1 byte Level
1 byte Class
1 byte Unknown
1 byte Physical defence
1 byte Physical evade
1 byte Magic defence
1 byte Magic evade
1 byte Blue magic
2 bytes Unknown
2 bytes Cursor position (not the one you mentioned but pretty much the same thing if I remember well)
2 bytes AKAO death ID (sound when he dies)
2 bytes Cursor position (the one you mentioned)
16 bytes Unknown
2 bytes Shadow Gap Y (didn't investigate it...)
7 bytes Unknown
1 byte Drop card
10 bytes Unknown

Finally come the attack stats. [NbAttacks] times this :
Code: [Select]
1 byte Unknown
2 bytes Model ID (though it seems unused ; the real model ID is in the 0x11 chunk file with the attack animations)
1 byte Unknown (often 1F or 5F)
1 byte Effect
1 byte Power
1 byte Element
1 byte Accuracy
1 byte Flags ("use reflect", "is magic" and I don't know the others, unfortunatly :/)
1 byte Status
1 byte MP cost
5 bytes Unknown
And finally, 4 bytes end the whole thing, but I don't know what it might be.

About opcodes, since that's the most interesting thing I would want to hack next. Here is what I know :
The arguments of most opcodes can be either raw values or variable codes. A variable code is a list of variable operations terminated by 7F. I won't list operations here but there is a sample :
Code: [Select]
D40D 7D0200 20 D809 7D0000 18 27 7Fis translated into :
Code: [Select]
( Var_D40D == 2 ) && ( Var_D809 < 0 )20 is the == operation, 18 is the < operation and 27 is the && operation and 7D announce a short numerical value. So it is read like that :
Code: [Select]
D40D 7D0200 20 -> ( Var_D40D == 2 )
D809 7D0000 18 -> ( Var_D809 < 0 )
27 -> ( Var_D40D == 2 ) && ( Var_D809 < 0 )
The result is put on the stack (for a following conditional jump, for instance).

The list of opcodes and their effect (for those I know of) can be seen in the file "Hades_Strings.h" of the source code. I don't list them cause there are a lot of them...

I'll update this post if you or me find more informations. Now I just discovered that the US version and the french version have a huge difference : in the french version, some important datas are compressed (with a compression method called RNC) in a sub-file, making them impossible for me to edit. But that's not the case in the US version... So I guess I'll end up making this program only open the US version...

FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-06-11 19:14:57 »
Nonono, that's not that, that's AI-relevant.

When an enemy dies, he just dies, but some bosses (like Ozma, or even the very first Masked Man) actually have a more complex dying animation, which is in fact a spell (Maliris's ending movement is the only one that actually does something). So they have a scripted event : "When they have less than 10000hp, the ATB pauses, they cast a spell and then they die". There is a part of the hexa code about what I think is the event setup for Masked Man's battle :
Code: [Select]
05 D6 1E 0E 7F 02 EE 00 05 79 01 29 24 7D 10
27 1E 2A 7F 02 08 00 05 D6 1F 7D 01 00 2C 7F
10 27 = 10000.
05 is the variable assignement opcode, so it's only about setup (38 is the opcode for an enemy to cast). I don't know a lot about how variables are coded but you can assume the opcode 05 is 7F-terminated. I don't know for sure what 02 is but it seems to be a sort of a JUMP opcode (01 is also JUMP, though...).

Ok, I just saw your 2nd edit. That's a good thing to know nonetheless, thank you :D

EDIT : Ha, sorry, that's not Masked man's battle, that's beatrix's battle. I just went confused with "1st battle in the game" and "1st battle in the battle list"  :oops:

FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-06-10 17:06:28 »
Updated. I've update the link in the first post so you don't have to search the last version through the topic.

The program may now overwrite datas directly in the binary file. Be careful because you can't unedit what you've done. I'm planning to add a system that saves a backup of the original datas in the .hwf file (when you open the file for the first time) but that's not done yet.
I also fixed that "fatal error" message when you exit the program.

About what you can edit, what you can't edit and what is limited (long boring post incoming :P) :
- texts are limited both in size and in printable characters. You may only use characters from the US/EU char table (link) and size is limited to what the size initially allocated for all the datas of the same type. For instance, in the US version, there is a size of 1608 characters for ALL the spells names (including the terminating character, so it actually does 1416). In general, there is only up to 3 extra characters so you will most likely have to remove the names from other spells to get some space.
- You can't edit the enemy names yet (there is a way to have more space for them but that will be for another version).
- Commands spell lists are also limited. You may link 2 commands to increase the limit (they would share the same spells). White Magic and White Magic+ are linked by default, as well as Black Magic and Black Magic+ but you can link Dagger's eidolons (trance and normal) and the 2 Beatrix Seikens (dunno why there is 2 of them) so you win 12 spells to put anywhere for free.
- Editing commands don't change the spell list in the menu (only in battle). It doesn't add AP requirement to the character either, so he can use it without having to learn it.
- I added the "Model ID" field to the enemies, but that's more for testing and curiousness than for real use. I'm pretty sure it won't be simple to change the model. I haven't test it yet though.
- You can't change the enemy groups, apart from its frequency and the AP it gives. It would be safe to remove an enemy from a group but any other change would have bugging results.
- You can add up to 32 items to a shop, period.

I removed the "Targetable" flag. I thought it were used by things like the battle with Steiner and the Bomb behind him but that's not even the case. Since it's more something that deals with the battle's script, I'll leave it out for now.
I also added names to the shops. It may be inacurrate for the weapons and armors shops and it is imprecise for the item shops. If someone can confirm the last one is the Zorn and Thorn's shop right before Oeilvert, it would be nice of him.

I'll stop searching for removing the dll dependancies, then. That's not a priority either, as you said, xenokain ^^

Oh, and I added the numbers in the enemy list. I'll make it optional in the following versions, though.

FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-06-07 16:15:04 »
Many thanks for the links, JBedford128. I didn't see this topic before ! Very useful.
About enemies' attacks, I know some things about it but the datas are splitted everywhere and particulary in the script file for the AI (that includes which monster uses which attacks...). I still lack knowledge on scripts, though I got some opcode values.
Yeah, maybe the card drop is in the enemy formation, there are a couple of bytes I don't know in it.
And yes, CP -> AP. CP is the french thing and I messed up ^^'.

I also think it would be useful if you still gave the number of the formation. So on Disc 1, the Beatrix battle is file0, so having it say "0: Beatrix" would be a help.
Okay, I'll add that.

I'm quiet sure there is a simple way to remove the dll dependancies (it should be an option passed to the compiler) ; my attempts to do it just didn't work  :(

Next version will be focused on being able to overwrite datas. It'll be limited anyway but I'll try to make it as full as possible.

FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-06-06 21:36:56 »
Fixed, I added quotes around the link but it wasn't needed...  :roll:

Thanks for warning !

Hi there !

I'm working on a Final Fantasy IX modding tool called Hades Workshop. It is aiming to allow to edit most of Final Fantasy IX's content. Quite a big project and I don't know if I will ever decide when it's finished  ;D

//============== THE TOOL =================//

The features so far:
- Can mod Final Fantasy IX PSX files, in .bin format and in any language version,
- Can mod Final Fantasy IX Steam games,
- Read and edit datas about :
--- Spells the party can cast,
--- Supporting abilities the party can use,
--- Commands the party has,
--- Default stats of the party members,
--- Items' features,
--- Items sold in shops,
--- Statistics, attacks and AI of enemies,
--- Tetra Master cards,
--- Text, dialogs and charmap,
--- Game's script,
--- MIPS script and CIL script,
--- Model exporting/importing (exporting Battle Scenes only for PSX, more for Steam),
--- Backgrounds (view only in PSX, view/replace in Steam),
--- Steam resources exporter/importer,
--- Spell animation sequencing,
--- Includes a game Randomizer.
- Works under Windows only (you may recompile the source code I redistribute or use wine under linux).

It may be a good idea to have a look at the help (F2).

Since the version 0.41, Hades Workshop is partly compatible with Albeoris's Memoria Engine Modification tool for the Steam version of the game:
- It can produce .csv files suitable for Memoria's usage,
- It can produce independant asset files and, using the incorporated tool "Unity Assets Viewer", can import those assets into modded archives,
- However, it cannot use Memoria's modded DLL to read game's data: a backup containing a non-Memoria Assembly-CSharp.dll has to be used as input (the archives, "p0dataX.bin" and other "XXXX.assets" files, can be used to read game's data even if they are modded using Memoria, which makes the use of the Unity Assets Viewer tool non-necessary to do a mod compatible with Memoria).

I made the program, obviously, but I got helped a lot by your wiki ( for cluster datas format of the PSX version and by occasionally.

Other than that, LandonRay and Zande made quite an useful work in data finding, Zidane_2 wrote most of the other tools about FFIX before me.

The launcher image on has been drawn by Maxa'. You can check his Deviant-Art page here.

Please tell me if you get any suggestion/bug report/feedback to share.

Here are the download links:


Github project

The older versions can be found here

Thank you for your attention  :)

//=============== THE MODS =================//

Here are some of the mods that were made using this tool by various people. Go see their description for more detailed informations.
Difficulty Tweak: Made by Iamthehorker, this mod increases the MP cost of the abilities and make the battles tougher. The gameplay itself is preserved, so it really is an increase of difficulty for an augmented playthrough. If you think that the boss battles end too quickly or if you never saw the use of the ethers/elixirs, this mod is a way to go. It also allows Steiner to equip the Save of the Queen in the end-game.
Save The Queen: A mod made by ThisGuyAreSick2. It allows Steiner to use the allmighty Save The Queen. It also changes the way you synthesize it (it's made in the Black Mage Village in disc 4).
FF9.2.2: A mod made by Vir to improve the Perfect Stats challenge balancing. It removes the forced exp battle so a true lvl 1 game can be made. It also fixes the Thunder Slash glitch. Vir also made a Fixed Stats Mod which removes the primary stat variations from games to games and have a normalized stat progression.
HD Background: This mod made by Fraggoso for the Steam version of the game improves the backgrounds on the field and make it fit more with the upscale of the characters. There is also a Highres Texture mod, applying the same process to the other textures of the game.
Alternate Fantasy: My own mod. It modifies a bit of everything in the game but mostly change the abilities and the gameplay in battles.

Also, you can find here the different tiny mods I made over the years.

//============== HELP AND TIPS =================//

This topic is now more than 30 pages long. Different people asked for help at different points and I always tried to give a complete answer. You can thus find details in this topic about subtilities of the game, or how a feature of HW works, or how to do some precise thing. Since I don't want everyone to read the whole topic thoroughly, here are links to answers to these kind of questions.

Very useful informations

A list of spells specially handled by the engine
About the random encounter rate
How to use "GetRandom" to generate a random number in a range
Declaring local and global variables in scripts
Basic example of reading a field script
Detailed example of adding a cutscene and a hunt sidequest
Changing properly the content of a chest
Typical NPC dialog script
Add a (N)PC on the field
Helping with the development of HW
Using Field 3D Models for enemies (Steam)
Making temporary characters available in the party menu Part 1 - Part 2
Using the Background Editor (Steam)
Properly adding a new enemy to a battle (Steam)
Changing the battle music of specific battles (Steam)
Modding spell effect: explanation (Steam)
Modding Supporting Abilities: HP/MP +X% (Steam)
Modding Supporting Abilities: Auto-status and Immunes (Steam)
Modding Statuses: changing the tick of Poison/Venom/Regen
dnSpy: Add a trance to Cinna, Blank, Marcus and/or Beatrix
dnSpy: Bypass the limit of spells in different commands + separating the temporary/permanent character slots

Less but still useful informations

Side effects of Initial/Auto-statuses
Bypass the enemies' Max HP limit
Checking if a character is in the team in-battle
Enabling an enemy attack depending on the party stats
Make Zorn & Thorn battle more difficult
Removing Dagger's depression effect in-battle
About Ragtime Mouse quizz and reward script
Unlocking manually a few of the "Hidden Scenes"
Skipping the script that makes Dagger unlearn her summons
Make Mini-Theater Ship obtainable as a key item
Removing Excalibur II time condition manually
Ensure that characters enter the party at level 1
List of animation IDs and who use them
Delay the availability of some chocographs
Manually extracting a Beatrix mod out of Alternate Fantasy
How to mix some of the standard mods
A word about background and walkmeshes
HW format for text file batching
Bug when making a multi-hit spell animation (PSX)
Adding custom text font (PSX)
Using Memory card saves after modding (PSX)
Fixing "The Collector" Tetra Master bug (PSX)
Change the initial items + hex-hack to give supporting abilities to Beatrix (PSX)
MIPS editing + controlling someone else than Zidane in fields for PSX
Grudge's MIPS spell formula (PSX)
Adding/Replacing 3D Models - buggy (Steam)
Removing (some of) the bubbles appearing when you get close to NPC on Steam
Removing the stat growth of characters (Steam)
Modding Magic Stone growth of characters (Steam)
Modding the stat growth and upper bound of characters (Steam)
Skipping the last two cinematics of the game (Steam)
Bug: fixing a bug with weapons floating mid-air at the start of some battles (Steam)

HW bug: A problem when editing the script of "Alexandria/Shop"'s function "Vivi_Loop"
HW bug: A problem when editing script functions that contain very big World Map coordinates

//================ BONUS =================//

Simplified Game Scripts

Here are some scripts of systems or mini-games that are of some interest if you wish to know how the game works in-depth.
FFIX Code Folder

Hidden dialogs

Here are some few interesting secret dialogs, never used in the game.
I've also made a patch to enable some of them in-game :
Hidden Dialogs (PSX)
Hidden Dialogs (PC)
And a video showing the patch's content.

Don't hesitate to tell me if you find more unused dialogs : I'll add them to the list ^^

Alexandria [Over the roofs...] :
Puck “So, Vivi... Is this your first time in Alexandria?”
Vivi “Uh...  Um...  Yeah. I bought my ticket from a moogle wearing a hat...”
Puck “Bad luck!  If I ever find that moogle, I'll hurt him plenty!”
Vivi “Uh... Thanks...”
Puck “Alright!  Just a little farther 'til we can see the stage!”

Ruined Prima Vista [Steiner's bitterness] :
Steiner “Those bastards... If they plan to demand a ransom, they're wasting their time.  I'll see to it that they receive nothing!”
Steiner “Wretched thieves... I'll see them all hanged!”
Steiner “Those bastards... They will never get away with this!”

Observatory Mountain [Good and Evil with Grampa Morrid] :
Steiner “Alexandria, off course! Burmecia started the war, and we lost our king as a result.”
Morrid “Many wars were fought before the Lindblum Airship Revolution.”
Morrid “Alexandria intiated some of the wars against Burmecia. Now, can you tell me who was right or wrong?”
Steiner “I-I am not talking about the past! I am talking about the future!”
Morrid “What will you do if Alexandria starts a war?”
Steiner “When will the cargo ship arrive!?”

Gizamaluke's Grotto [Entering Burmecia] :
Burmecian Soldier “This is the Gizamaluke's Grotto. It is Burmecia's border.”
Burmecian Soldier “No one is allowed inside without the king's permission.”

Cleyra [Meeting with the King and the High Priest] translated from japanese by luksy :
Freya “It has been some time, Your Majesty.”
King of Burmecia “Ah, Freya, well met.”
King of Burmecia “The High Priest and I welcome you.”
High Priest of Cleyra “My Lady.”
High Priest of Cleyra “It would appear that this predicament no longer concerns Burmecia alone.”
Freya “I understand, Your Holiness.”
Freya “And yet...”
Freya “I fear my strength alone may not suffice.”
King “Freya...I know what troubles you.”
King “I must apologize for earlier.”
King “Can you ever forgive me?”
King “No! off course you cannot.”
King “But the fate of the people of Burmecia now hangs by but a thread.”

Occupied Lindblum Castle [Reaching Cid] :
Don't get caught by the enemy!
Jump out when she looks away!
Man “The regent is waiting for you at the Base Level.”
Man “The enemy is busy loading supplies. Go down on the lift, now!”
Man “Once you get on the lift, my comrades will take care of the rest.”
Zidane “So, I just take the lift to the Base Level without getting caught?”
Zidane “Piece o' cake! Leave everything to me.”
Is anybody there...?
A tail?
Oh, it's only a cat...
Zidane (Wow, that was a close one.)
Man “(You idiot!)”
Man “Whatever you do, don't get caught!”
Man “What's wrong? The regent is waiting at the Base Level.”
Man “Go now, or you'll get caught!”
Zidane “I gotta run while she's looking away.”

Occupied Lindblum Castle [The Ancient World Map] :
Regent Cid “That is a national treasure of Lindblum!”
Regent Cid “It was passed down through my ancestors, since the days of the first regent.”
Regent Cid “It was probably made before our continent was covered in the Mist...”
Regent Cid “That is an ancient map of the entire world!”

Alexandria [Balloon Mini-game] translated from french by me :
Girl “You want to play with us?”
Girl “You've got some time to gather balloons and give them to the boys behind us!”
Girl “You get more time depending on the color of the balloon that you bring.”
Green → 5 more seconds
Yellow → 10 more seconds
Blue → 15 more seconds
Red → 30 more seconds
Girl “All the three of us have a balloon and we are somewhere on the square.”
Girl “Well... Start!”
Boy “X more seconds! You have Y points!”

Final [The 2 worlds' fusion] :
The Iifa Tree could not be stopped...
Gaia and Terra's fusion
caused global chaos,
destroying many cities and
taking many lives...

Completely unrelated / Re: Xbox 1.0 Reveal: Angry Rant
« on: 2013-05-22 21:49:11 »
Fiou, I was scared. For a moment, I thought you guys actually played to games that come out after 2000 :P

Yeah, that Xbox seems kinda useless ^^.
(sorry, didn't find a version without subtitles)

FF9 Tools / Re: FF9 Image file extractor and related tools
« on: 2013-05-22 13:38:01 »
It's (the links for downloading the tools are there).

But it goes up and down quite often... At least for me. I'll put my upload link again.

EDIT : here it is.
ffix_img_extr and converter

EDIT BIS (5 years later): I re-uploaded the tools of Zidane_2 in the other topic.

First, the executables are command-line programs. You need to execute them from a command window.
To open a command, go to your start menu -> execute -> enter "cmd" and validate.
Then you must go to the folder where your programs are (by navigating inside the command window) ; use the command "cd" for that. For instance, if the program is in your "C:\Users\YourName\Programs\" directory, write the following line (press tab to complete the folders' name) :

cd "C:\Users\YourName\Programs\"

And finally, you can execute the program by entering its name followed by its arguments :
FF9_img_extractor.exe <full path to ff9.img> <path to out dir>
"out dir" is where the files will be extracted.

Second, if it says "you miss dlls", just download those dlls (google it) and put them either in your program's directory or in the directory "C:\Windows\system32\".

I answered in the other topic. The download link was still valid recently.
Zidane's website has troubles. Let's hope they are not permanents...

FF9 Tools / Re: FF9 Image file extractor and related tools
« on: 2013-05-20 14:56:13 »
Zidane's website seems down but it wasn't like 2 weeks ago.
I upload back the img_extractor and the converter. It should be a temporary link, though. I'll upload it for a longer time if Zidane_2 doesn't do it.

EDIT : [link removed] Zidane's website is back !

FF9 Tools / Re: [WIP/REL 0.5b] Memoria - FFIX Save editor
« on: 2013-05-15 15:26:50 »
I'm talking about having (for instance) a card menu with more than 100 slots for more than 100 different card types.

Completely unrelated / Re: Not completely unrelated...
« on: 2013-05-15 14:58:00 »
I don't get it. Are you saying "we" or "you" in the end? :P

Creating a whole 10 min game would take a lot of time if someone do it from scratch. But there are workarounds using some already made game engine (rpg creator(s)/starcraft's editor...).

I think the modders here will respond better than myself about how "easily it has been accomplished".

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