About a character following another one, you should look at the script of Beatrix in Alexandria and inspire yourself from that.
The important code is this loop:
while ( 1 ) {
if ( Distance(GetEntryPosX(250), GetEntryPosY(250)) > 640 ) { // Entry 250 is the player's character
while ( ( Distance(GetEntryPosX(250), GetEntryPosY(250)) > 500 ) && ( ( IsMovementEnabled == 1 ) || ( VAR_GlobUInt8_33 == 1 ) ) ) {
SetObjectFlags( 5 )
SetWalkSpeed( 45 )
if ( Distance(GetEntryPosX(250), GetEntryPosY(250)) > 1000 ) {
SetWalkSpeed( 60 )
}
InitWalk( )
MakeAnimationLoop( 1 )
Walk( GetEntryPosX(250), GetEntryPosY(250) )
}
if ( IsMovementEnabled == 0 ) {
Wait( 1 )
}
} else {
Wait( 10 )
if ( ( Distance(GetEntryPosX(250), GetEntryPosY(250)) > 640 ) && ( ( IsMovementEnabled == 1 ) || ( VAR_GlobUInt8_33 == 1 ) ) ) {
TurnTowardObject( 250, 32 )
WaitTurn( )
}
}
}
About the victory pose, it's the script code 0xDB (I just learnt that).
"0xDB(0, 1)" enables the victory pose of Zidane.
"0xDB(0, 0)" disables the victory pose of Zidane.
I have to reinstall things to test for separating the slots of Eiko and Marcus. Too bad it's not working for you, TheHobgoblin, you seemed to do things pretty well.
About the menu's UI size, you can try to edit the C# source code of the menu and use something like that:
this.SubMenuPanel.transform.localScale = new Vector3(1.2f, 1.0f, 1.0f);
This would go in the method "MainMenuUI::Awake" (at the beginning, that's fine). I am not sure if it will work though, as UI modding is not something I know a lot about (and some informations are stored in GameObject and Transform files in the archives level1 and level2). Try to play with the figures here if you see that it has an effect.
About the item limit in shops, I'm not sure of what is wrong... That might have been broken because of a Steam update a long time ago?
Anyway, you can change the sold items in shops by modifying the C# code (using dnSpy). It's the field "FF9/ff9buy::_FF9Buy_Data" (it consists of a list of item IDs either of maximum size 32 or ended by the null item 255).
About the Android version, there are a lot of things in common, provided that you can unpack the .obb archives (I don't remember how to do that). For instance, the "sharedassets" archives (yes, that's archives inside other archives... I don't chose the rules) is in the folder "assets\bin\Data" and the engine's source code is in "assets\bin\Data\Managed\Assembly-CSharp.dll".
There should also be "a0dataXXX.bin" equivalents of the Steam's "p0dataXXX.bin" somewhere... This prefix is "i" for iOS and I don't know if the PS4 and Switch versions have different formats.
The class "AssetManagerUtil" shows how different versions are handled. I don't think that the difference between the platforms are so big, but they may be non-trivial.
In any case, it would require some (a lot?) of work to mod the other versions, both for updating HW and for converting the non-PC games to suitable files.
About the list of abilities, all the characters have exactly the same number of (learnable spells + supporting abilities).
The only way to add more spells (= active abilities) without changing a lot of the game's engine is to remove supporting abilities to counter-balance. It's in the "Party -> Stats" panel.
About modifying the animations, you should try using the Unity Assets Viewer: it allows to export animated 3D models (most of them are in the archive p0data4). Unfortunatly, re-importing a modified 3D model bugs and is hardly working at all. However, for modifying the animations only, it should be working. Follow the tutorial
there and make sure that the option "Automatically Convert 3D Models -> Import Meshes/Materials" is disabled.
About the eyes animations (both for the characters and for the last battle's structure), it's a bugging feature of the Steam port. I don't know what happened but they apparently rewrote this part of the source code and it's not doing the same as the PSX version. I've no idea of how to fix it. There may also be a problem when the textures are upscaled, as Incinerator says (I've not done any test about that).
About the World Map bug, it's a bug of Hades Workshop, explained
here. Sorry about that. The good thing is that it is fairly easy to fix (your mod files are not corrupted or anything).
Sorry answering so late.
Thanks a lot for answering each other.