[PSX/PC] General editor - Hades Workshop (0.50b)

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I checked again and I think you miscalculated.
That does 116 (0x74) bytes for all the stats.
 
Here's what I'm seeing:
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[end of Goblin]09 09 09 09 09 01 f9 00 ff 02 ff ee 01 00 f6 f9fc 00 17 00 b6 00 b4 00 01 00 00 00 00 00 01 0000 00 00 00                          [36 bytes][Fang]      04 e0 00 44 00 00 00 00 00 00 00 0044 00 aa 00 5a 00 17 00 ff f4 f0 ff ec f0 ed f970 03 97 00 c9 06 c9 06 c1 06 cd 0d bd 06 bd 0600 00 00 00 02 00 08 00 13 08 08 0a 10 00 00 0000 00 00 01 01 02 64 0a 02 0a 03 00 09 00 13 0082 00 03 00                        0d 0d 0d 0d 0d 01 fa 00 fd 00 fd f7fc fc f6 f9 f9 00 83 00 ee 00 44 01 22 01 00 0058 00 01 00 00 00 00                 [35 bytes][attack data]        00 00 00 fe 1f 08 08 00 642c 00 00 80 00 00 00 00 12 00 fe 1f 40 08 01 00...............................................
The only explanation is the attack data is wrong. It has one less byte near the start, and one more at the end. Because it says there should be four bytes before the "usually 1F byte", so I assume there should only be three.

If that were the case, it would also explain why I'm seeing five bytes that end the whole thing instead of four.
 
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Finally someone showing some love for FF9! Can't wait to see this tool completed! :-D
By the way will it eventually be able to edit things other than magic names like weapon names and so on? And it is possible to avoid the char limit restriction for those sections?
 
@ JBedford128 : Oh, yeah, the attack is wrong, I saw that when I implemented it but forgot to correct here (there is 1 byte less at start and I forgot the accuracy). Sorry.

@ Caledor : Yeah, weapons will be editable, but that's part of the datas that are compressed in some versions (if it only concerns the french version, that's not a big deal, though...).
I can't remove the char limit restriction for now. I can't even tell whether it is easy or would require deep restructuration of the file.
The only thing I can do for now is merging the names when they are the same. I guess I'll eventually do that.
 
Update.
I added quiet a lot of stuff for enemies, some spell effects, fixed few bugs...
Also made the .ppf exporter. It does the same thing that a PPF creator, but much faster. The comparison is done between the changes you made and the file on the hard disk (so don't save before exporting the .ppf).

The enemies' spells animations are just there for information, they are quiet inaccurate or missing.

Now I'll take a break for a week.
 
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when add Œ symbol to text. program is crahing. and add import/export to .txt please
 
It is possible to add a "modul" where i can edit the game dialogues? We would like to translate the game to Hungarian and it will be awesome if you can help us with your awesome tool. : )
 
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He's on break because hes tired. He's the only one working on anything ff9 related right now.
 
I was not really tired but rather busy ^^ I'm back on the thing now.
I'll add a text module soon, yes.

About the Œ character, I fixed it, thanks. However, there is a "bug" with the text filtering : the program should filter unprintable characters such as £ or whatever, but it doesn't work if you copy-paste those characters, thus the fatal error when saving (but Œ should have been fine, that was my oversight).
 
Greetings. there was a problem. from the menu select the name can not fit all the letters. and those that are replaced by the symbols are not displayed. (24 letters of the English against 33 Russian) characters in the Japanese version but there are many more problems. may be possible as anything from there move it to also have a lot of character in US version.
Just tell me if anyone knows how to fix the width of the letters. some can not fit across the width (like М on screen, there was no place for the right shade, and Ж to be the width of a Ш)
p.s. screenshot of the test, I hope you'll understand what I mean. hard to explain, but still not their native language)
Here's a link to a screenshot
https://docs.google.com/file/d/0B6Bbbdpi5BzBbmxWbUd1QnoxdW8/edit?usp=sharing
It may also be added to the tool change in the width of each letter)
 
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Na, I don't understant what you said. It's not my native language either so it's even harder to find out ^^'
I'm not even sure it concerns my program or another FF9 text editing tool.
 
Check the first post : that's C++.
Ah. I saw Codelite and wxFormBuilder and didn't know what those were. I might be able to help if you need any.
 
Codelite is an IDE (instead of coding with the a basic text editor, I code with this and it takes care of all the compiling stuff, coloring the code, etc...) and wxFormBuilder is an add-on to wxWidgets, which is a GUI library (countaining functions for creating/customizing windows and everything related).

I'd gladly welcome your help if you can get used to how I poorly code ^^ But since I'll try to remake some part of the code, I guess it'd be better for you to help after I've done it.

EDIT : I said bullsh*t, that'll teach me to answer so late  ::) Fixed it now.
 
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I wasn't thinking writing or co-authoring. I'm more of a "if you don't know how to do what you want to do" kinda helper. I'm no stranger to sloppy code. The first WallMarket had lousy code. I even came across code I had written 13 years ago! Talk about sloppy!! You know you've got a problem when you're naming variables "newGG" and "neoGG" in the same method. :(
 
Up. I had way more problems with text than I expected. And it doesn't work so well now...

I also added some features to facilitate the edition. You can sort spells, commands and enemies by alphabetical order and you can also make enemy changes faster with the option "Edit similar enemies" which make the stat changes shared by every enemies with the same name and level (to avoid changing every Beatrix fights together, for instance).

The bugs/problems there are with texts for now :
- You can't export them as .ppf : I saw there was a bug with ppf exporting so I'll try to fix that before I continue it,
- You may only shorten the texts : I need much more investigation on how texts are coded and I don't want to work on the saving feature until I've went further. However, you can export texts as a .txt file so you can begin to work on it if you want to translate FF9,
- Not all the texts are available. All the dialogs are, but pretty much everything related to the menu are not (the menu sections, obviously, but also the item names and such...),
- The special character µ is shown as plain text, as well as the code it calls. Shortly, that means that µ and some of the following characters (at least 1 but often more) are to be ignored,
- As a side effect of the previous bug, some few texts are misread and shortened while some others are longer than they should (you'll see what I mean if you encounter it),
- The first text block is incomprehensible. I don't know what purpose it serves.


Actually, I was more willing to work on scripts and opcodes. Anyone who has infos on how texts work would have my eternal gratitude, because that quiet bores me to find it ^^'
The rest of the post is some boring data informations I know.

So, about the 0x06 chunks, here is what I know :
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2 bytes  TextAmount2 bytes  Unknown/Unused[ 2 bytes TextOffset (from the first text offset position) 1 byte Some Flag? 1 byte Some Flag?] x TextAmount OR TextAmount x 2Remaining Texts
Sometimes, the datas are doubled. It might be when the 2nd flag is 0 that the current and the previous texts are linked but I don't really know... For what I saw, dialogs and field texts are doubled while battle texts are not. When texts are doubled, it seems the 2nd offset is the one used...
Here are the opcodes I know, occuring after the character µ (0xF9) :
- 2 (0x02) : slow text apparition (takes 1 argument),
- 4 (0x04) : tokenize the text (1st argument is the number of tokens and following 2 bytes-long arguments are their offset),
- 8 (0x08) : add multiple-choices feature (no argument),
- % (0x0E) : insert text specified in the script file by the command 0x66 (takes 1 argument),
- A-I (0x10-0x18) : insert the name of a team member (no argument),
- U-Z (0x24-0x29) : change the text color (no argument),
- È, Ó and - (0x55, 0x5C and 0x0B) : terminate text (no argument),
- Ü (0x63) : insert the pad square button picture (no argument),
- ò (0x71) : new line for multiple-choices feature (no argument).


EDIT : minor update to fix my chartable. Some special characters were somehow wrong or missing.
 
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Thanks for the good work, i hope someone will help you solve the problems. I follow your work every day.  ;)
 
Hi. how to work?  very need to add import/export to text (party)>spells and commands and helps
i waiting when you add export. but this you no add.
thanks for what you do
sorry for stupid language
 
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