Author Topic: [FF9] General editor - Hades Workshop (0.38)  (Read 144365 times)

GARDIN

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Re: [FF9] General editor - Hades Workshop (0.38)
« Reply #900 on: 2017-08-14 19:24:10 »
why you not rename all songs in Hades workshop this will make it easier for a user ?

sutebenukun

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Re: [FF9] General editor - Hades Workshop (0.38)
« Reply #901 on: 2017-08-15 03:31:08 »
Hiya Tirlititi,

I was still wondering if you could tell me how you found the subcalcs for that one ability so that I can find the others myself. Also is there a way I can use Hades Workshop to allow Steiner access to his Magic Sword without needing Vivi in the party?

Tirlititi

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Re: [FF9] General editor - Hades Workshop (0.38)
« Reply #902 on: 2017-08-15 12:14:53 »
@sutebenukun: As said, the whole btlcalc source code is available here:
https://www.dropbox.com/s/2k2mkezqx0loe4i/Source_BtlCalc.cs?dl=0
It contains everything hardcoded for the spell effects in battle.
The Magic Sword requirement is different since it is about the availability inside the menu, and not the effect during the casting of the spell.
Albeoris has a good part of a slightly modified source code of the game on his github project there: https://github.com/Albeoris/Memoria/tree/master/Memoria/Engine/Battle
You see that there's a btl_cmd::DecideMagicSword function and a BattleHUD::DisplayCommand function that are handling the Steiner/Vivi magic sword combination.
You may also get the source code of the game using a CIL decompiler (JetBrains DotPeek is free but it can only show you the code, not modify it).

@GARDIN: I need to have a list of the musics and their related ID for that. If you want to do it, you're more than welcome (see this post).

ammudava

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Re: [FF9] General editor - Hades Workshop (0.38)
« Reply #903 on: 2017-08-15 23:17:45 »
is there a blank mod?
« Last Edit: 2017-08-27 03:37:34 by ammudava »

blues

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Re: [FF9] General editor - Hades Workshop (0.38)
« Reply #904 on: 2017-08-16 14:06:58 »
First, thank you so much for this excellent resource. It's enabled me to extensively modify the game with minimal hassle.

That said, as has been pointed out, the CIL editor is pretty buggy in that many methods simply cannot be edited without crashing HWS. I wonder, would it be possible to prevent these crashes in the next build? Or is the plan to wait for Memoria compatibility (which would presumably eliminate the CIL editor entirely and replace it with something more user friendly)? I'd really like to do things like cleanly (no work around) increase Darkside's HP drain and introduce true turn-based combat (which Memoria can easily do I guess, but I prefer HWS for various reasons).

Also, is there a more effective way to add enemy skills than copy pasting preexisting skills? I ask because when one uses the copy+paste method it completely breaks all of the enemy's pre-existing skills, requiring tedious manual correction.

EDIT: I should also mention that there are a few methods that have apparent errors in them even if no change is made by the user/modder. For example, opening btl_stat::AlterStatus, making no edits, and then trying to close it via OK (instead of Cancel) will report the following errors and prevent closing:

 - IL_012E : 'IL_03B0' is out of range for tbis instruction's short form
 - IL_0135 : 'IL_029B' is out of range for tbis instruction's short form
 - IL_0139 : 'IL_029B' is out of range for tbis instruction's short form

("tbis" seems like a misspelling of "this"). The result is that no edits can be made to AlterStatus since it cannot be saved (that is, closed via OK) due to these apparent errors.
« Last Edit: 2017-08-17 09:16:08 by blues »

Tetraspore

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Re: [FF9] General editor - Hades Workshop (0.38)
« Reply #905 on: 2017-08-17 00:45:07 »
Great work! I can't wait for an importer. I'm itching to whip up some custom costumes.

Fransguf

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Re: [FF9] General editor - Hades Workshop (0.38)
« Reply #906 on: 2017-08-22 19:42:18 »
Any update on adding full range of analog movement available to the Steam version? It's literally the only thing holding me back from playing it.

Tirlititi

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Re: [FF9] General editor - Hades Workshop (0.38)
« Reply #907 on: 2017-08-24 09:37:57 »
@ammudava: Disabling the cheat is part of the mod. If you want to play with cheats, you have to change the mod: you can do that by opening an un-modded game with HW, importing the .hws file ("Open Mod") and then go to "CIL Code" -> "Macros" -> "Disable Cheats" and disable the macros. Then "Save Steam Mod" creates files similar to my mod but with cheats re-enabled.

@blues: The plan is indeed to wait for Memoria compatibility for CIL code. You can do very small tweaks to the game's engine but as you say, there are bugs and I don't plan to fix them since editing the C# code will be 10x better.
I will fix that copy/paste bug for the next release. I have no idea why there is such bug but you might want to use the version 0.37c of HW in which this bug shouldn't occur. It is the only way to add new spells/enemies.
Thanks for the pinpointing the misspell of this "this" ^^

@Fransguf: I guess it will be doable by editing the C# code, so you have to wait for HW-Memoria compatibility.

ammudava

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Re: [FF9] General editor - Hades Workshop (0.38)
« Reply #908 on: 2017-08-25 14:08:08 »
nice https://www.facebook.com/photo.php?fbid=1874000566170908&set=ecnf.100006829488989&type=3&theater

this is me, although i am quite stupid but i learn. i am Dava ammu a indian girl
« Last Edit: 2017-08-30 10:10:09 by ammudava »

GARDIN

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Re: [FF9] General editor - Hades Workshop (0.38)
« Reply #909 on: 2017-08-25 23:15:42 »
Tirlititi sorry for the late delay you have to give you a playlist  ff 9 music HadesWorkshop because I'm lazy man  :mrgreen: the important thing in this file is everything you need to complete a project music psx there are all songs arranged HadesWorkshop missing 4 music the most important explanation is how you can change songs ff9 to any games squaresoft an example is given how you can change a song ff9 Battle Theme to music FF8 The Man With the Machine Gun it works well It can be reversed and changed songs ff8 to ff9 or any games squaresoft but I did not explain it because it would not help you change songs ff8 to any games squaresoft and anything you want to inquire about, you can ask me and i'm sorry my bad language in English  ;D

http://www.mediafire.com/file/en9amnfdd7re9ma/ff+9.rar

blues

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Re: [FF9] General editor - Hades Workshop (0.38)
« Reply #910 on: 2017-09-04 13:24:21 »
@Tirlititi: Thanks for the update. I know you've probably been asked it a million times already and that it's probably pretty hard, if not impossible, to predict, but any thoughts on when HW-Memoria compatibility will arrive? Also, I wonder if there'll ever be the ability to edit the worldmap (clicking the tab for it in HW instantly crashes HW) so as to, e.g., correct its texture problems (misaligned grid, permanent Mist on all continents regardless of where one is in the story, etc.)? Or is that possible already via some other method and I'm just missing it?
« Last Edit: 2017-09-04 13:40:00 by blues »

ammudava

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Re: [FF9] General editor - Hades Workshop (0.38)
« Reply #911 on: 2017-09-04 23:53:21 »
why is everone keep ask for the HW memoria compatible? even if they are not compatible, so what? you can still play it with either hw or memoria, and to me memoria isn't better than hw since memoria have some minor problem when patching it, troublesomee.

stop asking stupid question and let the author do his job!! if you are not satisfied just because hw and memoria not compatibel, than quit ff9, not one force you!!

https://www.facebook.com/photo.php?fbid=1874000566170908&set=ecnf.100006829488989&type=3&theater

this is me, although i am quite stupid but i learn. i am Dava ammu a indian girl
« Last Edit: 2017-09-04 23:56:25 by ammudava »

blues

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Re: [FF9] General editor - Hades Workshop (0.38)
« Reply #912 on: 2017-09-05 12:22:43 »
@ammudava: I definitely appreciate the time and labor that goes into a project like this; the first line of my original post thanked the author, whose efforts have immeasurably (and for no compensation!) enhanced my experience with an already fantastic game, for this very reason. I was merely curious, and so asked a simple question, and would happily take a "I have no idea" as an answer if that's what the answer ends up being. As for why it matters at all, there are certain things Memoria can do better/more easily than HW (see, e.g., engine modification, which HW has problems with due to the buggy CIL editor), and there are certain things HW can do better/more easily than Memoria (see, e.g., property editing). Why wouldn't I be interested in a union of these two amazing tools into one super-tool?
« Last Edit: 2017-09-05 12:27:35 by blues »

Tirlititi

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Re: [FF9] General editor - Hades Workshop (0.38)
« Reply #913 on: 2017-09-05 12:56:27 »
No problem, Blues. I have indeed no clear idea on when that would happen and I'm not going to make wild guesses (I'm already wrong on those when it depends solely on myself... I can only be extremely wrong since it depends on both Albeoris and me there).

I couldn't reproduce the crash on the World Map panel though. That panel works properly for me. Can you confirm that opening an un-modded game, then selecting the "English (US)" language, then immediately going to the "Environment -> World Maps" panel results in a crash? If it doesn't crash, please try to find how you got that crash so I can reproduce it.

You can't correct those errors in the World Map panel anyway, though. The "mist covers the whole planet early game" problem was already there in the PSX version and I'm quite sure that it wouldn't be easy to edit a world map such that only a part of it is misted.

blues

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Re: [FF9] General editor - Hades Workshop (0.38)
« Reply #914 on: 2017-09-07 13:20:12 »
@Tirlititi: Regarding the crash, I tried on a clean file and the tab seems to work. I'm not sure what in my mod is preventing it from being opened... if I can figure it out, I'll let you know. Odd, since there doesn't seem to be any other issues.

Regarding the World Map Mist, I'm currently tooling about in the Blue Narcissus and it's still coating the entire World Map. It's been a while since I played the PSX version, but I'm fairly sure that the Mist did abate by this point and the sky was blue, not white. Seems like another function of a poor Steam port, although I suppose it could be a result of my mod somehow...

EDIT: Loaded up a clean (non-modded) FF9 Steam and the all-encompassing Mist is still there. Google Image search suggests the skies should be blue. Guess it's another port problem alongside broken SFX and mis-aligned worldmap textures.  :-\
« Last Edit: 2017-09-07 13:54:05 by blues »

gledson999

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Re: [FF9] General editor - Hades Workshop (0.38)
« Reply #915 on: 2017-09-21 14:27:49 »
Could be possible add Boost, Enc none and max magic stone features from PS4 release to PSX?