Author Topic: [PSX/PC] General editor - Hades Workshop (0.43)  (Read 711453 times)

Re: [PSX/PC] General editor - Hades Workshop (0.43)
« Reply #1875 on: 2022-09-06 20:11:34 »
Tirlititi, I'm using your tool to translate FF IX to Portuguese.
Could you add the functionality of being able to change the original offset of texts to other offsets?
I'm using the American version.
« Last Edit: 2022-09-06 21:06:08 by Maverick Blue Warrior »

Tirlititi

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Re: [PSX/PC] General editor - Hades Workshop (0.43)
« Reply #1876 on: 2022-09-07 11:59:42 »
I don't understand what you mean by "offset of texts". Also, your request surely depends a lot on whether you do a translation for the PSX version or the PC version.
For the PSX version, you can edit the "charmap" (character map) to add or modify letters/glyphs. On the charmap windows, you can also set the width of each character.

Make sure to search for previous translation work before you as well. I know that the PC version already has a (brazilian) portuguese translation.

Re: [PSX/PC] General editor - Hades Workshop (0.43)
« Reply #1877 on: 2022-09-07 21:16:40 »
I want to do my own translation for PSX version. There is no complete translation for PSX.
I'm trying to increase the amount of characters per session when I need to. When you pass the number of characters the tool displays the following: "The text size has reached its limit." And I imagine moving to another offset with more space for text could solve the problem. Adding this function in the tool could solve it.
« Last Edit: 2022-09-07 21:19:42 by Maverick Blue Warrior »

Tirlititi

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Re: [PSX/PC] General editor - Hades Workshop (0.43)
« Reply #1878 on: 2022-09-08 10:47:04 »
It's not possible to trade space from one text block (eg. "Black Mage Village (2)") to another. The game can only use the texts of a single text block at a time, it never uses two of them simultaneously.
The only thing you can do is to delete unused lines in order to gain size within a text block. It cannot be automatised because the tool doesn't know which line can be deleted safely.

Usually, the following lines are unused and you can delete them to gain space:

[When there is a moogle in the area covered by the text block]
"table10..." and "table20..."
"Error:Mog command"
"Old letter data. Erasing..."
You could also consider shortening/deleting the lines "Mognet is a mail delivery system..." and the following, because they trigger only if the player never went to the Mognet menu before (usually, those lines are only actually used in the Alexandria (1) text block).

[In all the text blocks]
"Test", "Null"
"Error Set Scenario Counter()..." and the following are debugging messages; they are never displayed except if the player uses an action replay cheat to go back in a closed place.
"Nothing more inside.", "Nothing more to find."
"Skip FMV"
"Party Del Error"
The names of the party members are used in several areas but not in all of them. Zidane's name, for example, is used in the "Prima Vista" text block but is unused in all the others, so you can mostly delete it. For Cinna, Marcus, Blank and Beatrix, you should assume that the name is used everytime they enter temporarily the party (so Beatrix's name is used both in Alexandria Castle (2) and in Alexandria (Night) for example).

The size limit is a big trouble when modding the PSX version and I'm afraid that it will never be possible to remove that limit when modding the PSX version.

rassellek

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Re: [PSX/PC] General editor - Hades Workshop (0.43)
« Reply #1879 on: 2022-09-11 16:09:17 »
Hello, @ Tirlititi!

The new patch is working with a bang, thank you very much.

I have a new question.
I tried to write code that allows you to attack twice.

Example:


How to improve this code so that the character attacks more than twice. For example 3 and more?

Because in my opinion, the counterattack doesn't work more than once.  :(
 




Tirlititi

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Re: [PSX/PC] General editor - Hades Workshop (0.43)
« Reply #1880 on: 2022-09-11 17:20:12 »
I don't think that's possible using the supporting ability features. However, you can try doing something like that as a custom SFX sequence.

In "Data\SpecialEffects\ef104\PlayerSequence.seq" (and similarly in ef106 and in ef111):
Code: [Select]
// Player sequence of SFX Player_Attack_Garnet_LH_Racket

WaitAnimation: Char=Caster
PlayAnimation: Char=Caster ; Anim=MP_SET
StartThread: Condition=AreCasterAndTargetsEnemies ; Sync=True
Turn: Char=Caster ; BaseAngle=AllTargets ; Time=10
EndThread
StartThread: Condition=!AreCasterAndTargetsEnemies ; Sync=True
MoveToTarget: Char=Caster ; Target=AllTargets ; Offset=(0.0, 0.0, 1600) ; Time=0
Turn: Char=Caster ; BaseAngle=AllTargets ; Time=0
EndThread
StartThread: Condition=CasterWeaponId == 52 ; LoopCount=3 ; Chain ; Sync
LoadSFX: SFX=Player_Attack_Garnet_LH_Racket
Wait: Time=25
PlaySound: Sound=WeaponAttack
WaitSFXLoaded: SFX=Player_Attack_Garnet_LH_Racket
PlaySFX: SFX=Player_Attack_Garnet_LH_Racket
Wait: Time=7
EffectPoint: Char=AllTargets ; Type=Effect
StartThread: Condition=!IsAttackMiss
PlaySound: Sound=WeaponHit
EndThread
StartThread
Wait: Time=10
EffectPoint: Char=Everyone ; Type=Figure
EndThread
WaitAnimation: Char=Caster
PlayAnimation: Char=Caster ; Anim=MP_SET
EndThread
LoadSFX: SFX=Player_Attack_Garnet_LH_Racket
Wait: Time=25
PlaySound: Sound=WeaponAttack
WaitSFXLoaded: SFX=Player_Attack_Garnet_LH_Racket
PlaySFX: SFX=Player_Attack_Garnet_LH_Racket
Wait: Time=7
EffectPoint: Char=AllTargets ; Type=Effect
StartThread: Condition=!IsAttackMiss
PlaySound: Sound=WeaponHit
EndThread
Wait: Time=10
EffectPoint: Char=Everyone ; Type=Figure
StartThread: Condition=AreCasterAndTargetsEnemies ; Sync=True
Turn: Char=Caster ; BaseAngle=Default ; Time=4
EndThread
StartThread: Condition=!AreCasterAndTargetsEnemies ; Sync=True
MoveToPosition: Char=Caster ; AbsolutePosition=Default ; Time=0
Turn: Char=Caster ; BaseAngle=Default ; Time=0
EndThread
WaitTurn: Char=Caster
WaitSFXDone: SFX=Player_Attack_Garnet_LH_Racket
After a test, that seems to work fine. Maybe I'll do something similar for my own mod ^^
It requires the "SFXRework" system to be activated, which should be the case by default.

However, there is no option "swap to a random target" for now, so she will attack the same target 4 times (that would have also been the case with a SA feature).

rassellek

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Re: [PSX/PC] General editor - Hades Workshop (0.43)
« Reply #1881 on: 2022-09-11 19:43:21 »
I tried to copy this part of the code. Works.  :)
How do I determine which "ef#" to use if I want to apply it to other characters or other weapons? Is there a description somewhere?

Tirlititi

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Re: [PSX/PC] General editor - Hades Workshop (0.43)
« Reply #1882 on: 2022-09-11 21:47:27 »
The first line of each file is the description ^^'
The player attack sequences are special cases that all can be found in the range "ef100-ef118".

However, you can see the enum list in Memoria's code here as well.

rassellek

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Re: [PSX/PC] General editor - Hades Workshop (0.43)
« Reply #1883 on: 2022-09-12 14:40:34 »
I'm trying to figure out how to work with it correctly. I tried it on a Zidan, the result looks terrible...

StartThread: Condition=CasterWeaponId == 8 ; LoopCount=1 ; Chain ; Sync
   LoadSFX: SFX=Player_Attack_Zidane_Sword
   PlaySound: Sound=WeaponAttack
   Wait: Time=2
   WaitSFXLoaded: SFX=Player_Attack_Zidane_Sword
   PlaySFX: SFX=Player_Attack_Zidane_Sword
   PlaySound: Sound=WeaponAttack
   EffectPoint: Char=AllTargets ; Type=Effect
   StartThread: Condition=!IsAttackMiss
      PlaySound: Sound=WeaponHit
   EndThread
   StartThread
      Wait: Time=8
      EffectPoint: Char=Everyone ; Type=Figure
   EndThread
   WaitAnimation: Char=Caster
   PlayAnimation: Char=Caster ; Anim=MP_SET
EndThread

Tirlititi

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Re: [PSX/PC] General editor - Hades Workshop (0.43)
« Reply #1884 on: 2022-09-12 15:59:28 »
The documentation for SFX sequences can be found there. It's not easy to master it.

For Zidane's attack, you would want to use "MP_ATTACK" (and/or "MP_RUN_TO_ATTACK") as the main animations that loops, not "MP_SET". For almost all characters (and enemies), the attack animation is splitted into several pieces:
Code: [Select]
MP_SET
then MP_RUN
then MP_RUN_TO_ATTACK
then MP_ATTACK
then MP_BACK
then MP_ATK_TO_NORMAL
It's only the ranged weapons that use only "MP_SET" as a complete attack animation loop.

rassellek

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Re: [PSX/PC] General editor - Hades Workshop (0.43)
« Reply #1885 on: 2022-09-12 18:42:21 »
Thank you again! I thought about it, tried it, and everything worked.

My code:
StartThread: Condition=CasterWeaponId == 8 ; LoopCount=1 ; Chain ; Sync
   Wait: Time=1
   WaitSFXLoaded: SFX=Player_Attack_Zidane_Sword
   PlaySFX: SFX=Player_Attack_Zidane_Sword
   EffectPoint: Char=AllTargets ; Type=Effect
   PlaySound: Sound=WeaponAttack
   StartThread: Condition=!IsAttackMiss
      PlaySound: Sound=WeaponHit
   EndThread
   StartThread
      Wait: Time=4
      EffectPoint: Char=Everyone ; Type=Figure
      WaitSFXDone: SFX=Player_Attack_Zidane_Sword
   EndThread
   PlayAnimation: Char=Caster ; Anim=MP_ATTACK
    WaitAnimation: Char=Caster
EndThread