Author Topic: [PSX/PC] General editor - Hades Workshop (0.39b)  (Read 236237 times)

ToraCarol

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Re: [PSX/PC] General editor - Hades Workshop (0.39b)
« Reply #1100 on: 2018-05-01 09:08:18 »
Thank you for the help you guys, so much appreciated  ;D

You know if there's somewhere a database or else where I can find the original PSX Iconset? You know I don't like the new ones so much, so I started to work on it. I just found these on the Wiki, but not much Weapons and items  :(

Tirlititi

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Re: [PSX/PC] General editor - Hades Workshop (0.39b)
« Reply #1101 on: 2018-05-01 09:44:30 »
Here you are.
In the PSX version, the icons are defined by a shape and a palette of colors (unlike for the Steam version where each used icon has its own image file, even if only the color changes). A lot of those icons are thus a combination of shape + color that is not used in-game.

ToraCarol

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Re: [PSX/PC] General editor - Hades Workshop (0.39b)
« Reply #1102 on: 2018-05-02 14:14:49 »
Aah, perfect. Thank you so much.

DanTsukasa

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Re: [FF9] General editor - Hades Workshop (0.39b)
« Reply #1103 on: 2018-05-10 15:49:17 »
The cameras of the fields are a bit weirdly stored and, last time I tried, I couldn't have them properly readed.

Would it be possible for you to share what unity asset file the camera data for fields is stored in at all? Along with the file extension.
I've searched high and low but I can't seem to find anything relating to the camera data.

If I had to guess I'd say it could be the MCF files inside of p0data7.
I'm unsure what MCF stands for, and its just a guess honestly, since p0data11 contain the walkmeshes themselves.
« Last Edit: 2018-05-10 15:51:29 by DanTsukasa »

Tirlititi

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Re: [PSX/PC] General editor - Hades Workshop (0.39b)
« Reply #1104 on: 2018-05-10 17:04:05 »
Wrong ! Try again :p

Just kidding: the files with field cameras are the .bgs files (Tilesets (BG_SCENE)). These files contain both the tilesets and the camera(s). Binary-wise, it presents like this:
Code: [Select]
uint16 tileset_size // I don't remember if it's the whole file or only tiles
uint16 depth_shift // ???
uint16 tileanim_count
uint16 tileset_count
uint16 light_count
uint16 camera_count
uint32 tileanim_offset // Offsets are absolute with respect to the .bgs file
uint32 tileset_offset
uint32 light_offset
uint32 camera_offset
int16 origin_y // The Y coordinate is called Z in the game's source code ; it's the depth
int16 current_y // All these coordinates don't seem to be used anyway
int16 origin_x
int16 origin_z
int16 current_x
int16 current_z
int16 min_x
int16 max_x
int16 min_y
int16 max_y
int16 screen_x
int16 screen_y
...
// At camera_offset:
uint16 distance // "proj" in the source code
int16[9] matrix_3x3
int32 offset_x
int32 offset_z
int32 offset_y
int16 center_offset_x
int16 center_offset_y
int16 offset_width
int16 offset_height
int16 min_x // "vrpMinX" in the source code
int16 max_x
int16 min_y
int16 max_y
int32 depth
The main problem for me is the 3x3 matrix: I don't know to which OpenGL matrix it corresponds. I got bad views when I tried to do what seemed logical to me considering how the source code uses everything.

Note that the PSX cameras for the battle scenes are in the .raw17 (of archive p0data2) together with the enemy attack sequencing (and some datas related, like animation lists). But maybe they are ignored for the Steam version and they use other cameras somewhere else.

The MCF files seem to be something about ambiant light, but I'm not sure since there's already data about light in .bgs (EDIT : Ah, no ! I remember that the "light_count" is always 0 in all the .bgs of the game).

Good luck ^^'
« Last Edit: 2018-05-10 17:12:07 by Tirlititi »

Incinerator

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Re: [PSX/PC] General editor - Hades Workshop (0.39b)
« Reply #1105 on: 2018-05-10 19:51:13 »

Note that the PSX cameras for the battle scenes are in the .raw17 (of archive p0data2) together with the enemy attack sequencing (and some datas related, like animation lists). But maybe they are ignored for the Steam version and they use other cameras somewhere else.

Is that why some cameras in few battles either don’t run or bug out completely? I know a few cameras of enemy spell sequences sometimes bug. Like the camera on enemy_Fang in evil forest, or the Enemy_Troll physical attack, and Enemy_Gnoll casting Blizzara. Camera bugs because steam version ignores these psx cameras?

Tirlititi

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Re: [PSX/PC] General editor - Hades Workshop (0.39b)
« Reply #1106 on: 2018-05-10 19:57:11 »
That might be the case. It seems to me that they are a bit off. At least there are the bugs you mention, and the cameras during Beatrix fights are shifted. There definitely is a problem with battle camera but I still don't know whether the PSX cameras are badly read or if they made other cameras and failed some of them.

Actually, there is a whole bunch of methods in the "SFX" class that are external, so not in the Assembly-CSharp.dll, and I don't know how to access to them. Surely that they are in the FF9SpecialEffect.dll plugin, but the dll's header doesn't list them.
« Last Edit: 2018-05-10 19:59:10 by Tirlititi »

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Re: [PSX/PC] General editor - Hades Workshop (0.39b)
« Reply #1107 on: 2018-05-10 20:12:49 »
My initial guess is that the psx cameras are badly read, seeing how some cameras trigger and some don’t. I wouldn’t imagine they made any other battle cameras.

ToraCarol

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Re: [PSX/PC] General editor - Hades Workshop (0.39b)
« Reply #1108 on: 2018-05-11 16:05:01 »
Hey guys! It's me again, with a new problem!! ::)



You know WHY Blank is colored while everything blue? Because I really don't  :-\ Things like that happens also on Esto Gaza, some parts on the Temple of Hearth and all that "dark" places..
« Last Edit: 2018-05-11 17:09:30 by ToraCarol »

Tirlititi

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Re: [PSX/PC] General editor - Hades Workshop (0.39b)
« Reply #1109 on: 2018-05-11 16:47:50 »
Hum, no idea. I thought that the light was dependant on the position of the character. Maybe that's because he's next to a light source?
It seems weird to me that models would need some special setting to have a correct light.

ToraCarol

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Re: [PSX/PC] General editor - Hades Workshop (0.39b)
« Reply #1110 on: 2018-05-11 17:04:08 »
Quote
It seems weird to me that models would need some special setting to have a correct light.

I was thinking of something about "texturing" or else... but unfortunately it does not seem to be :?

fmalust

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Re: [PSX/PC] General editor - Hades Workshop (0.39b)
« Reply #1111 on: 2018-05-12 07:52:26 »
At the risk of sounding like a complete moron (I've tried pming you tri, but it wont let me), I have absolutely no idea what I'm doing with HW. I used it many years ago with the psx, but I purchased the steam version earlier this week with the excitement of using HW. Problem is, I can't get it to work... at all. I keep trying to open FF9_Launcher with it, and it just freezes and hangs there for ever. I let it sit there for roughly 40 minutes, and there was no progress in getting into the program's editing. Am I doing something wrong? I've googled how to use HW, searched through this topic endlessly with a few people asking how, and figuring it out themselves, yet I can't? I even tried youtube and looking at the HW's outdated Help. :[

I'm sorry to be a bother, but I'd really like to tweak my own version of FF9 to enjoy.

ToraCarol

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Re: [PSX/PC] General editor - Hades Workshop (0.39b)
« Reply #1112 on: 2018-05-12 16:07:53 »
Guys take a look here




Pandemonium Event Code (the one where everyone talks to Zidane while he's "Asleep")

Code: [Select]
   0xA9( 250 )
        FadeFilter( 7, 16, VAR_GlobUInt8_17, 0, 0, 0 )
        SetDialogProgression( 0 )
        WindowAsync( 0, 16, 493 )
        Wait( 12 )
        while ( !GetDialogProgression ) {
            Wait( 1 )
        }
        while ( !IsButton(655360L) ) {
            Wait( 1 )
        }
        if ( VAR_GlobUInt8_17 == 255 ) {
            set Op66(( GetData_12 - 160 ), ( GetData_13 - 112 ))
        }
        0xA9( 250 )
        FadeFilter( 6, 24, VAR_GlobUInt8_17, 255, 255, 255 )
        Wait( 25 )
        CloseWindow( 0 )
        WindowAsync( 0, 16, 494 )
        RaiseWindows(  )
        WaitWindow( 0 )
        TerminateEntry( 2 )
        RunScript( 2, 14, 13 )
        if ( VAR_GlobUInt8_17 == 255 ) {
            set Op66(( GetData_12 - 160 ), ( GetData_13 - 112 ))
        }


----------------------------------->HERE ENDS BLANK CODE AND STARTS THE AMARANT ONE


        0xA9( 250 )
        FadeFilter( 7, 16, VAR_GlobUInt8_17, 0, 0, 0 )
        SetDialogProgression( 0 )
        WindowAsync( 0, 16, 224 )
        Wait( 12 )
        while ( !GetDialogProgression ) {
            Wait( 1 )
        }
        while ( !IsButton(655360L) ) {
            Wait( 1 )
        }
        if ( VAR_GlobUInt8_17 == 255 ) {
            set Op66(( GetData_12 - 160 ), ( GetData_13 - 112 ))
        }
        0xA9( 250 )
        FadeFilter( 6, 24, VAR_GlobUInt8_17, 255, 255, 255 )
        Wait( 25 )
        CloseWindow( 0 )
        WindowAsync( 0, 16, 225 )
        RaiseWindows(  )
        WaitWindow( 0 )
        TerminateEntry( 14 )
        RunScript( 2, 9, 14 )
        if ( VAR_GlobUInt8_17 == 255 ) {
            set Op66(( GetData_12 - 160 ), ( GetData_13 - 112 ))
        }


The problem is the follow:everything is ok, but when arrives the part between the End of Blank and Start Of Amarant, the button won't react and the window dialog of Zidane stay here. You may know where did I wrong?
« Last Edit: 2018-05-12 16:11:35 by ToraCarol »

Tirlititi

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Re: [PSX/PC] General editor - Hades Workshop (0.39b)
« Reply #1113 on: 2018-05-12 16:19:45 »
Which window dialog? 493, 494 or 224?

The 493 and 224 dialogs are supposed to be handled by the script: the player has no natural control on closing the windows (or displaying the text faster) but with the lines "while ( !IsButton(655360L) ) { Wait( 1 ) }", the script waits for the player to press a button ("Confirm" or "Moogle") and closes the windows after a fading.
These dialogs are assumed to have either the opcode [NFOC] (= "No Focus") or [TIME=-1] (which has the same effect but can also determine a timeout for closing the window if the argument is non-negative).

The dialog 494 is not closed by the script and is assumed to have none of the opcodes [NFOC] or [TIME=...].

ToraCarol

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Re: [PSX/PC] General editor - Hades Workshop (0.39b)
« Reply #1114 on: 2018-05-12 16:33:54 »
It's exactly the 494!

 I see there was a [TIME=1] in the dialog, so I removed it.. but it seem to not work yet.. everything else I need to do? I skipped a part?

UPDATE:

Ok, there's also a [NOFC] my bad  :P I try to remove it and I'll let you know!  ;D

UPDATE 2:

I did it! Thanks a bunch Tirlititi!
« Last Edit: 2018-05-12 16:55:58 by ToraCarol »

ToraCarol

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Re: [PSX/PC] General editor - Hades Workshop (0.39b)
« Reply #1115 on: 2018-05-12 20:17:17 »
Tirlititi.. how I solve this?  :-[ (The battle camera, and the "debug" thing )


Tirlititi

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Re: [PSX/PC] General editor - Hades Workshop (0.39b)
« Reply #1116 on: 2018-05-12 20:40:10 »
You can't control the battle camera... but that battle should allow 3+1 characters with a good camera: I don't remember messing with the camera when I added Beatrix to this battle and it works fine.

About the name, it may have been reseted by the script for some reason... Add a "SetName" line in the Pandemonium script before the fight and choose to rename Blank with the appropriate name.

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Re: [PSX/PC] General editor - Hades Workshop (0.39b)
« Reply #1117 on: 2018-05-12 21:21:16 »
I don't remember messing with the camera when I added Beatrix to this battle and it works fine.

No?

Well, did you add two Abadons to the battle? Compling FFIX: ZA on the grounds of Alternate Fantasy, I see there where two Abadon's to fight, both under Auto-Protect.
I mention because your second Abadon never done any ATB commands. It had no functions, other than slowing down the Fast-Forward booster, making it boost at like 2x speed instead 5x. And with it on, the battle would rush instantly and gltich a bit if the Abadon in the back row (Abadon #2) was KO'd.
No crashes, nothing, just glitches. And an unresponsive to the fight: Abadon #2.

Tirlititi

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Re: [PSX/PC] General editor - Hades Workshop (0.39b)
« Reply #1118 on: 2018-05-12 21:32:29 »
I messed with the battle, but not with the camera.
I have seen several people doing that fight without bug, so I guess it's your version that glitches. The second Abadon uses the same functions as the first (even if it has a different attack pattern).

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Re: [PSX/PC] General editor - Hades Workshop (0.39b)
« Reply #1119 on: 2018-05-12 21:36:09 »
I messed with the battle, but not with the camera.
I have seen several people doing that fight without bug, so I guess it's your version that glitches. The second Abadon uses the same functions as the first (even if it has a different attack pattern).

Building off the mod.hws of Alternate and never touching this enemy, could be the reason it stopped working? I used AlternateFantasy_v.4.3.hws from the download, and since then still haven't touched that enemy.

Never mind it, T, I fixed it now.
« Last Edit: 2018-05-12 21:56:56 by Incinerator »

Tirlititi

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Re: [PSX/PC] General editor - Hades Workshop (0.39b)
« Reply #1120 on: 2018-05-12 21:57:09 »
I'll check ; I have no idea of what is the glitch that you describe. The only slowdowns I've ever experienced were because of bad 3D models (or badly configurated).

Well, in any case, I did built the mod after saving/loading the .hws several times so it seems doubtful that the file itself is corrupted.

EDIT: Ah well, I nevermind then ^^'

ToraCarol

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Re: [PSX/PC] General editor - Hades Workshop (0.39b)
« Reply #1121 on: 2018-05-13 16:37:03 »
Ok, the "debug" thing is solved...  but the problem of the Battle camera is still here.. The code is the follow ( It's token from AF)



The camera still be kinda weird




please help.. :'(

fmalust

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Re: [PSX/PC] General editor - Hades Workshop (0.39b)
« Reply #1122 on: 2018-05-13 21:27:40 »
Nevermind... I apologize for my previous post. After re-downloading HW, downloading previous versions, restarting and shutting my PC down and waiting two hours at most for HW to work, it finally worked after I reinstalled FF9. I'm not sure why that was the case, but... Sorry for the bother! :D

Tirlititi

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Re: [PSX/PC] General editor - Hades Workshop (0.39b)
« Reply #1123 on: 2018-05-14 15:54:29 »
@fmalust: Oh, I'm sorry. I didn't see your message... Good that you could fix the problem.
It's not the first time that I miss a message ; it happens too frequently these days...

@ToraCarol: I have double-checked and I didn't change any camera setting for this battle in AF. You are doing something making it weird.
Verify that the camera used is the camera 0 in the group data (below the list of attacks of Abadon).
If the camera is indeed 0, a camera bug could occur because of AI script: did you change a function of the AI script? If so, what are those changes?

ToraCarol

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Re: [PSX/PC] General editor - Hades Workshop (0.39b)
« Reply #1124 on: 2018-05-14 16:31:33 »
The Camera it's ok, the AI script what do you mean exactly? You mean the Fields Script?

The only things I did is to add Blank in the Field (with a new entry) and in the Party, those are the codes








Plus the Windows of dialog of Blank and the Script calling to Run Animations etc

Tell me if you need everything else, I'll be happy to collaborate as I can  :wink: