Author Topic: [PSX/PC] General editor - Hades Workshop (0.50b)  (Read 1198323 times)

charlie_38

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Re: [PSX/PC] General editor - Hades Workshop (0.50b)
« Reply #2050 on: 2025-03-04 23:14:44 »
Hi Tirlititi,

I've managed to set the camera movements for my mod. At the bottom right corner of the script screen you have a blue dot that you can move through X,Y axes manually if you click on the "MoveCamera" function, and doing so you can see how the camera position in the screen changes, but these converted values for screen coordinates don't seem to work fine in the game. However, if I adjust X,Y values little by little in the function "MoveCamera" taking other fields values as a reference, I finally get to the camera shot I want.

I've also fixed the "static" field issue with the function "ReleaseCamera", that gets the camera back to its normal position after the movements, so that you control Zidane again with the normal scroll that follows him. This is better to do within a scene with disable move and menu functions, so that the camera movements and the turn to its normal behaviour happen without the possibility of moving Zidane through the screen (you can lose him for a while in the screen).

This is indeed complicated, but with (a lot of) patience you can get cool effects :)


charlie_38

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Re: [PSX/PC] General editor - Hades Workshop (0.50b)
« Reply #2051 on: 2025-03-12 20:17:03 »
Hi Tirlititi,

I've been doing some tests in a new HW project, and when I re-loaded the main project in which I'm working HW keeps loading it but never ends, causing HW not responding. It's not the same issue as crashing, which happens randomly as you explained. In this case I never get to open it whenever I try to load it.
I've been able to load a previous version, but this is far in progress from the last version I saved. Does this mean I might have lost my project forever? I'm afraid of redoing it to the point it crashed and that it happens again in some time.
I've tried to change its location in some other folders and also to rename it, but I never get to open it.

Regards.
« Last Edit: 2025-03-12 23:20:12 by charlie_38 »

Tirlititi

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Re: [PSX/PC] General editor - Hades Workshop (0.50b)
« Reply #2052 on: 2025-03-13 11:13:20 »
Hi.
I'm afraid so, yes. As said, you really need to save on a different file everytime.
It might be that your .hws are not corrupted and the datas can be technically retrieved, but for that I need to dig into what's the problem and I'm not on it yet.

charlie_38

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Re: [PSX/PC] General editor - Hades Workshop (0.50b)
« Reply #2053 on: 2025-03-13 12:57:35 »
Hi Tirlititi,

I've been saving on different files everytime, although I didn't do this from the very beginning of my project. Could this be the cause?
The previous version I've been able to recover was done in a moment when I did save on a different file, anyway, so I'm not sure if I will experience this issue again if I recontinue my project from this point, saving files this way.
It seems that some .hws can get corrupted in the future even if I could load them without crashing some time ago.

lyokoffx

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Re: [PSX/PC] General editor - Hades Workshop (0.50b)
« Reply #2054 on: 2025-04-22 17:17:11 »
Hi everyone, I'm making a sequel to FF9 using unity3D and using Hades Workshop to extract game data

a big thank you to Tirlititi who gave me help with Hades Workshop

I hope you like the video

https://youtu.be/6IPcOr_-znE

what do you think of this work?
« Last Edit: 2025-04-22 17:20:40 by lyokoffx »

Inu92

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Re: [PSX/PC] General editor - Hades Workshop (0.50b)
« Reply #2055 on: 2025-04-29 22:45:02 »
Hey Tirlititi,

I wanted to send you a private message but it doesn't work, sadly if this was asked before but can we edit mods like alternate fantasy or trance seek using Hades workshop? I don't know how it works.

Thanks again for this great modding tool, I was using it a lot before and I had a lot of fun on the PSX version, but on the Steam version i'm quite lost using the application =)

Thanks again and have a nice evening!

Yerek

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Re: [PSX/PC] General editor - Hades Workshop (0.50b)
« Reply #2056 on: 2025-07-10 23:54:13 »
I've looped back around to manual trance without taking a turn, and I almost have it, but am having trouble finding the column bit in caster/target data. I can find it, but wanted to check if anyone else has to save time.

Also, I found a bit that should be documented in caster/target data. bit 44 mask 2  I.E. $21[44] & 0xFFFF for caster is the current ATB value. Max appears to be a calculated value.

Edit : version is PSX

iamthehorker

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Re: [PSX/PC] General editor - Hades Workshop (0.50b)
« Reply #2057 on: 2025-07-11 05:54:07 »
In an older post you mentioned a ppf patch for The Collector rank bug in Tetra Master.

https://forums.qhimm.com/index.php?topic=14315.msg214543#msg214543

The dropbox link to your patch is now dead. Would you please rehost that? I am interested in adding this fix to my Difficulty Tweak mod. After years of not touching it I think that will be a good state to leave it in.

Thanks again for the work that you do :)

Tirlititi

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Re: [PSX/PC] General editor - Hades Workshop (0.50b)
« Reply #2058 on: 2025-07-12 20:33:04 »
@iamthehorker: Hello. That's the link now. Dropbox indeed changed its URL format several years ago.
The Collector

Yerek

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Re: [PSX/PC] General editor - Hades Workshop (0.50b)
« Reply #2059 on: Yesterday at 20:44:45 »
Okay, so I figured it out, and have trance activating by holding R2 in battle for PSX version. I wanted to share some notes in case they help anyone.

1. bit 104 mask 1 of caster/target data is the character id. (21[104] & 0xFF for caster example would always be 1 when Zidane uses a ability, 2 for Vivi, etc.).

2. I wanted to provide the ASM for two different versions of manual trance in HW's format for anyone who wants them:


First the universal requirement; not automatically activating trance when gauge reaches max :

change the first three lines at 0xB8364 to match this :

Code: [Select]
$2 = $0 + 255
jump 0xB8378
$4[120] = $2 & 0xFF

By command :

Insert this code at the start of any formula you are not using, as it will be used as a "Enter trance" formula. Do not replace the default trance formula or the times where certain fights force a specific character in trance will glitch and freeze/crash.

Code: [Select]
$3 = $19[120] & 0xFF
$2 = $0 + 255
if ($2 != $3), jump 0xB7910
nothing
$4 = $19 + $0
$19[42] = $3 & 0xFFFF
jump 0xBEDBC (store return position to $31)
$5 = $0 + 16384
jump 0xB7918

Now, the breakdown. The first three lines check if trance gauge is at max (255). If not it jumps to add status in order to become defend when trance is not available. Simply change the jump to 0xB9718 to change that. The rest simply runs the trance formula. Depending on how you want to deploy this, you may want to change to $4 = $19 + $0 to $4 = $21 + $0. The latter simply applies Trance to the caster instead of target, but they'll likely be the same.




The button activation:

I won't explain much here as I don't feel like writing a book today, but I will give enough details for those with knowledge of assembly to understand.  the code goes like this :

Link the Jump (Not Jal) at 0xB0488: to wherever you put the next function. This is the part of the battle loop that will check for the button press.


The function :
Code: [Select]
$3 = 32775 << 16
$3 = $3[14640]
nothing
$3 = $3 & 0x200
if ($3 == $0), jump END
nothing
$2 = 32778 << 16
$3 = 32774 << 16
$3 = $3[31052]
$2 = $2[-26306] & 0xFF
$3 = $3[28]
nothing
$3 = $3[2276]
nothing
$4 = $3[1784]
$5 = $0 + 0
LOOP: if ($2 != $5), jump LOOP_INC
nothing
jump OUT
$3 = $4 + 0
nothing
LOOP_INC: $5 = $5 + 1
jump LOOP
$4 = $4[0]
OUT: $2 = $3[120] & 0xFF
$3 = $0 + 255
if ($2 != $3), jump END
nothing
jump 0xBEDBC (store return position to $31)
$5 = $0 + 16384
END: $2 = $18[8] & 0xFF
jump 0xB0490
$3 = $17[4544]

The first part checks the address for L2 and R2 to see if R2 is pressed. If not it returns to the battle loop. If it is it finds the current character by looping through each slot to find the selected character. Then (OUT) it checks if trance gauge is max. If not it returns to the battle loop. If R2 is pressed, someone's command window is open, and that character's trance gauge is maxed, the character will enter trance at the end of the battle loop.
« Last Edit: Today at 01:09:01 by Yerek »

iamthehorker

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Re: [PSX/PC] General editor - Hades Workshop (0.50b)
« Reply #2060 on: Today at 15:42:48 »
@Tirlititi thanks :)

paky-outsider

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Re: [PSX/PC] General editor - Hades Workshop (0.50b)
« Reply #2061 on: Today at 19:15:13 »
Okay, so I figured it out, and have trance activating by holding R2 in battle for PSX version. I wanted to share some notes in case they help anyone.

1. bit 104 mask 1 of caster/target data is the character id. (21[104] & 0xFF for caster example would always be 1 when Zidane uses a ability, 2 for Vivi, etc.).

2. I wanted to provide the ASM for two different versions of manual trance in HW's format for anyone who wants them:


First the universal requirement; not automatically activating trance when gauge reaches max :

change the first three lines at 0xB8364 to match this :

Code: [Select]
$2 = $0 + 255
jump 0xB8378
$4[120] = $2 & 0xFF

By command :

Insert this code at the start of any formula you are not using, as it will be used as a "Enter trance" formula. Do not replace the default trance formula or the times where certain fights force a specific character in trance will glitch and freeze/crash.

Code: [Select]
$3 = $19[120] & 0xFF
$2 = $0 + 255
if ($2 != $3), jump 0xB7910
nothing
$4 = $19 + $0
$19[42] = $3 & 0xFFFF
jump 0xBEDBC (store return position to $31)
$5 = $0 + 16384
jump 0xB7918

Now, the breakdown. The first three lines check if trance gauge is at max (255). If not it jumps to add status in order to become defend when trance is not available. Simply change the jump to 0xB9718 to change that. The rest simply runs the trance formula. Depending on how you want to deploy this, you may want to change to $4 = $19 + $0 to $4 = $21 + $0. The latter simply applies Trance to the caster instead of target, but they'll likely be the same.




The button activation:

I won't explain much here as I don't feel like writing a book today, but I will give enough details for those with knowledge of assembly to understand.  the code goes like this :

Link the Jump (Not Jal) at 0xB0488: to wherever you put the next function. This is the part of the battle loop that will check for the button press.


The function :
Code: [Select]
$3 = 32775 << 16
$3 = $3[14640]
nothing
$3 = $3 & 0x200
if ($3 == $0), jump END
nothing
$2 = 32778 << 16
$3 = 32774 << 16
$3 = $3[31052]
$2 = $2[-26306] & 0xFF
$3 = $3[28]
nothing
$3 = $3[2276]
nothing
$4 = $3[1784]
$5 = $0 + 0
LOOP: if ($2 != $5), jump LOOP_INC
nothing
jump OUT
$3 = $4 + 0
nothing
LOOP_INC: $5 = $5 + 1
jump LOOP
$4 = $4[0]
OUT: $2 = $3[120] & 0xFF
$3 = $0 + 255
if ($2 != $3), jump END
nothing
jump 0xBEDBC (store return position to $31)
$5 = $0 + 16384
END: $2 = $18[8] & 0xFF
jump 0xB0490
$3 = $17[4544]

The first part checks the address for L2 and R2 to see if R2 is pressed. If not it returns to the battle loop. If it is it finds the current character by looping through each slot to find the selected character. Then (OUT) it checks if trance gauge is max. If not it returns to the battle loop. If R2 is pressed, someone's command window is open, and that character's trance gauge is maxed, the character will enter trance at the end of the battle loop.

Hey man, great work and thanks for sharing it to help someone else.
I'm currently working on a (overall) psx mod to play with Cinna, Marcus and Blank (and Beatrix, for sure).
One of my problems was the trance with these characters (and a way to turn in trance):
they don't have a trance model, so if in trance the game softlock.
So there was two solutions: not give trance status to them or, and it is my solution at moment, give trance status to them eliminating trance model for all character!!! Yes, it is possible and yes, it works as normal.
How? I've erased two lines in the MIPS code to "Trance Activate": change model x 2. And the magic happens!
After this...another problem was giving to them support abilities...and yeah i've made this, too (except for Beatrix) but this...this is another story.

So reading your post, i've remembered when i started, two year ago my bad, (and when (and how much) i've messed up with) these types of changes on PSX version.

I just want to say this: Honor to you, Yerek, another fearless PSX modder