[PSX/PC] Field editor - Deling (1.0)

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That is one amazing software, wow !
Grand merci à toi myst6re, super boulot
 
Hey myst6re! When I open gpbigin4 in field.fs text0 Selfie says "Faux pas!" I'm not sure why this is in French... does it mean "Right on!"? because google translator translates it as "false step", or "slip", "trip". It from the "prison" scene in FFVIII.
 
It is a French word which was taken over into English (in German too), at the time where speaking French was 'très chic' in the royal circle.
 
FF8 has a LOT of unused dialogue in it. That's just one of them.

Strangely, a lot of the unused dialogue was very well written, so IDK why Square didn't use it. I'm using some of it for my VO project.
 
Oh gosh... :D :D and I was pretty sure it was some dialogue left by myst6re as a French translation... but how would that be possible... lol

So there's no way to use any unused text with the "Deling" editor? That would be neat if there was some tool like DLPB's for 7... (*wishes DLPB reads that post* :P :P )

P.S.: Agahnim had a FFVIII fan-creativity crisis and I actually might have those long anticipated Greek fonts to begin my translation with all letters this time... I'm feeling #ecstatic!
 
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I know about that but I was thinking if it was possible to use it in the actual game.
 
It is. Use the script editor. About half the script opcodes for ff8 are documented now (thanks to yours truly :))
 
i cant find the "script editor". where it is?

now we have a greek font but i think the only way to show them ingame is to write english in deling...so if i write in deling "L", it would become "Λ" in game.

is there a way to change the table in deling? when i click "Λ" in deling, i want to show "Λ"¨but i want a hidden autoconvert to "L" (i dont know how to describe that :lol: my english iz poor)

anyone can help with that somehow?
 
Do you mean the "scripts" tab in Deling

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or the "manage" button in "configuration"?

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The diaglogue with pale grey rectangle with it is the unactived one. I think you must rewrite the event code to active these.
 
I knew about the inactive dialogue, I didn't know I need to re-write the code though. I lack of knowledge to do that. Thanks!
 
It's all on the wiki. To show dialogue, you just need the AMESW command preceeded by other functions that place values on the stack (typically PSHN_L). To show the "Faux Pas!" dialogue in that field, you'd just insert this where you want it (without the commented parts):
Code: [Select]
Code:
PSHN_L      0       ;message channel (0 is most common)PSHN_L      0       ;dialogue box ID (ie the text# in the dialogue list)PSHN_L      30      ;X position of windowPSHN_L      30      ;Y position of windowAMESW
This might look very foreign if you have no experience with assembly language, and even with exposure, it's hard to wrap your head around sometimes because the only control structures are jumps (especially since you can't use comments in Deling to remember things)
 
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I know that my script editor is hard to use. If one day I have time, I'll make it better. Meanwhile everything is feasible, but with much pain.
Like Shard say you can look at the wiki, and if you find mistakes or new things, you can post here (or in "Scripting and Reverse Engineering" section).
 
I check the forum every day, and I have a debug room that I use to figure out what all the opcodes do, so if there's an opcode missing that you might use, feel free to PM me about it and I'll try to document it ASAP. I know what most of the missing functions do, I just haven't gotten to documenting them. There are only a small handful of opcodes I'm clueless about.

I was going to release my debug room about a month ago, but it's not done because I haven't found the Diablos, Tonberry King, or Jumbo Cactaur battles yet (they're not called from field scripts, so I can't find them with Deling). I've been going through every encounter one by one and I'm only in the 300s (there are over 1000 battle encounters in the game).
 
It's all on the wiki. To show dialogue, you just need the AMESW command preceeded by other functions that place values on the stack (typically PSHN_L). To show the "Faux Pas!" dialogue in that field, you'd just insert this where you want it (without the commented parts):
Code: [Select]
Code:
PSHN_L      0       ;message channel (0 is most common)PSHN_L      0       ;dialogue box ID (ie the text# in the dialogue list)PSHN_L      30      ;X position of windowPSHN_L      30      ;Y position of windowAMESW
This might look very foreign if you have no experience with assembly language, and even with exposure, it's hard to wrap your head around sometimes because the only control structures are jumps (especially since you can't use comments in Deling to remember things)
I could try but I'm not sure where this or other unused dialogue was initially  supposed to be...
 
Nobody does. The unused dialogue was left in because the text indeces are needed in order to call up a dialogue box in the scripts. Deleting a single textID breaks the rest of your field dialogue.

You have to guess where unused dialogue is supposed to be used and add it to a cutscene manually. There isn't a "switch" to turn it on.

Oh, one thing I will say is that Deling isn't 100% accurate about which dialogues are unused. It only detects MES calls that are preceeded by only PSHN_L functions. There are some (not many, but some) dialogues that are preceeded by other functions. For example, some fields control where a dialogue box appears based on which side you enter the area, and that information is pushed from a variable instead. Deling thinks those are unused, even though they aren't. There are also some dialogues that are called in scripts, but those scripts are never actually run in the game. Deling thinks they're used, even though they aren't. Just be careful when you see a grayed out textID.
 
Myst6re, would it be possible to have an import feature that imports multiple partial field files (like jsm, msd, etc.) from a directory, rather than having to do them by hand? I'm going to need a program that does this (and so might other future mods), and it makes more sense to have Deling support it than to make another separate tool.
 
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