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

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helo, I have a problem with add mods.

I have ff9 for pc, and I think it's not a steam version.

I open the program (hades workshop) load the FF9_Launcher.bin, and I modify some things, weapons, stats, etc. And I save the mod.
It's saved in a raw file. <<I've tried adding .hws>>

No matter what folder I put it, x64, FF9_Data, Managed, Resources, etc.
Even in the same place as hades workshop or the FF9_Launcher.

When playing ff9, the changes do not apply.

What should I do?

thanks ;)
 
I don't think there's another LEGIT version besides the Steam version.
 
When I enable the Steam cheats option in hades Workshop, the game always chrashes, any idea?

The AlternateFantasy mod only works with steam cheats disabled?


Edit: Solved, I was marking the magic sword in cure spells  :P


Sorry if I write something wrong, I'm spanish.
 
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Nice to see that you solved your problem without me Meian ^^

Update to v0.38 :
- Updated the UI libraries ; the program opens faster,
- Improved the 3D model exporters (see below),
- Improved the "Preferences" and configuration file:
--- In the "Preferences" window, you can now select the background resolution in order to display/export the backgrounds properly even with a mod. By default, the resolution is 32 but you should set it to 64 if you use Fraggoso's or Meru's HD mod.
--- Most of the options are saved in the "HadesWorskshop.conf" file, meaning that the program remembers when you change the settings.
- Fixed a bug making the world map battle spot changes inefficient for the Steam version,
- Fixed a few bugs with the importation of files in some archives.

The .dll have changed: you need to extract them and you can dump the ones used by the old versions.

So, I am sorry for not making the importer yet but it was a pain to install, learn and use the FBX libraries. You can now export the 3D models in the following formats:
- FBX binary version 7500,
- FBX text version 7500,
- DXF,
- DAE,
- OBJ.
It seems though that only the two FBX versions formats are handled without problem. The OBJ version also works fine but doesn't have any bone or animation.
Blender unfortunatly can't import those FBX files (to my knowledge) and I couldn't find a nice and free replacement for it. Autodesk has everything you need, but it's not free most of the time. You can use FBX Review to see the models (but not edit them) and you can import them in Unity. If anyone knows a free FBX editor (or converter), that would be very nice.

In order to export a 3D model, it's like for the last version: in the Unity Assets Viewer, verify that you have some "Automatically Convert 3D Models" option checked, select a file ".fbx" of type "1 (Game Object)" in one of the archives, and then right-click -> export selection. You can export the models from the archives p0data2 (weapons and battle scenes), p0data3 (a couple of World Map objects) and p0data4 (everything else: characters, accessories, monsters...). You need to export the related textures separatly.
It creates a single .fbx file containing the model + its skeleton + all its animations (most of them are automatically extracted from the p0data5 archive).

The models as they are exported are near complete. They only miss the texture animations (for Sealion's core, for instance (there are few of them)). Also, the material properties are mostly exported as custom properties and they can be ignored by the FBX editors (maybe Unity uses them): it mostly means that you'll see black textures when they should be transparent, which is also fairly rare.
It may also happen, for some reason, that the name of the texture(s) is not found and thus you can't see the textured model. For the FBX text version, you can fix that by opening the model with a text editor and specify the texture's name in the field "Path" of the related "Video" clip. Otherwise, a good editor allows you to select a texture.

The models that are not in the p0data4 archive are upside-down. It seems that everything in the p0data2 and p0data3 archives are upside-down since that's also the case for the textures. Nothing troublesome.

Finally, about the animation speed, it seems that the field models are properly timed but the battle models are twice faster than they should. For what I understood, all the models are timed in 60 fps but since the battles are played in 30 fps, they had to fasten the animations.

That's all there is to know. If you want to help to list the different models' animations, now is the time ^^
I saw that there are more unused animations than I thought: the party members have some unused animations and I saw a couple of enemy models with unused ones as well. All in all, it's very rewarding to be able to see all these animations :D

Next, I will do that model importer. It should take less time since I already have the file formats (both the FBX and the game's internal format). I will also see how the texture animations are made.
 
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Is it possible to remove Dagger's "failed to concentrate" issue with HW?
 
Yes.
In the panel "Environment -> Fields", search for the field "Blue Narciss/Bridge" near the end of the list (there are 2 of them, select the top one) and click on "Edit Script".
You'll see a list of functions on the top-right of the window: select the "Function Main_Loop". Browse the function's script ; around the middle of that function, you can find these lines:
Code: [Select]
Code:
        set Setting_OptionalQuina = 1        set Setting_DaggerDepresses = 1        0xDB( 2, 0 )        0xDB( 7, 0 )        set Setting_MPx4 = 0        SetHP( 0, 9999 )        SetHP( 1, 9999 )        SetHP( 3, 9999 )        SetHP( 2, 9999 )        SetHP( 4, 9999 )        SetHP( 5, 9999 )        SetHP( 7, 9999 )        SetHP( 6, 9999 )        SetHP( 8, 9999 )        SetMP( 0, 999 )        SetMP( 1, 999 )        SetMP( 3, 999 )        SetMP( 2, 999 )        SetMP( 4, 999 )        SetMP( 5, 999 )        SetMP( 7, 999 )        SetMP( 6, 999 )        SetMP( 8, 999 )
Replace that "set Setting_DaggerDepresses = 1" by "set Setting_DaggerDepresses = 0", then click on "Parse" and then confirm.

Unfortunatly, it's not enough: you need to do the same thing for a few other scripts (the game turns that flag on regularly even if it's supposed to be on already). Search for that line "set Setting_DaggerDepresses = 1" in the following field scripts:
- function "Zidane_54" of the field "Palace/Sanctum",
- function "Zidane_Init" of the field "Esto Gaza/Altar" (1st one),
- function "Eiko_Init" of the field "Gulug/Path" (4th one, right under the "Well").
 
Nice update, great work as always.

Tirlititi, I wanted to ask, have you come across the cameras for the environments at all? They don't appear to be located in the same place as the walkmeshes, which is a bit of a surprise.
 
Thanks Dan.
The field cameras are in the same file as the tiling data (what defines the different layers of the backgrounds): the ".bgs.bytes" file (in the p0data1X archives). I should be able to read them properly now. I'll do that for the next update (maybe not export the cameras, but at least use them as the default cameras in the field script window).
 
Question regarding Ragtimer. For some reason I keep getting the Final Question wrong regardless if I answer True or False. Where would I look to change those type of values? The version I'm working on kept most of the changes you made to the enemies in your Alternate Fantasy mod. Something else I found curious is he now drops Dark Matter as opposed to the original Protect Ring even tho I changed all of his drops in the Enemies tab, is there somewhere else that needs to be modified as well?
 
The correct/wrong answers are in the functions "True_CounterEx" and "False_Loop". Specifically these lines:
Code: [Select]
Code:
if ( 27789 & ( 1 << questionid ) ) {    set endbattlestep = 6} else {    set endbattlestep = 4}
"endbattlestep = 4" makes the Ragtime Mouse cast its "Correct" reaction while "endbattlestep = 6" is the wrong answer.
The number "27789" encodes the correct/wrong answers as bitflags. If you look at the binary writing, you have:
27789 (decimal) = 0x6c8d (hexadecimal) = 0110 1100 1000 1101 (binary)
That means, reading the binary from right to left, that the questions with ID 0, 2, 3, 7, 10, 11, 13 and 14 must be answered with "False".

Notice that I added a couple of lines right above it for my mod:
Code: [Select]
Code:
if ( questionnumber == 16 ) {    set endbattlestep = 6} ....
If it's the 16th time that you see the Ragtime Mouse, attacking any of "True" of "False" will be a wrong answer. So what you have is normal: you must do something else to answer the riddle. It's a kind of Epimenides paradox.

For his drop, there's a subtility in his script (schematically):
Code: [Select]
Code:
if ( (successrate >= 80) && (successrate < 100) ) {    ....    set true[DEFEATED_ON] =$ 1} else {    ....    set ragtime_mouse[DEFEATED_ON] =$ 1}
So you're getting the drop of the enemy "True", which is a dark matter in my mod until you change it. The Ragtime Mouse drops a dark matter + Exp + Gil.
 
Oh cool...hmm it didn't even occur to me to just attack ragtimer, that's a good bit. The last part about his drop, would that be located in one of those functions as well? I'll try this once I get home. Thanks a lot, man! :)
 
You're welcome :)
Yes, that last part is in the function "Ragtime_Mouse_Loop".

However, attacking a defensless creepy animally show leader doesn't seem right to me :/
 
Does this editor allow you edit the in game time clock? If not do anyone know of an editor that does?
 
hey got one question to ask you, trilititi. i have installed the mod but why when i go to alexandra after getting hilda grade 3 airship during ipsen castle story progress beatrix is not at that location? i cant recruit her at all. need help. do i need to start a new game to get the mod effect or i can load a save? i loaded a save before head to ipsen castle but beatrix isn't at alexandra castle on that location.

also if i need help how do i contact you for instant mesage?
 
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How to find the magic stone values in the Playstation version and other stats growth in the editor ?
I can not find anything to editor Or is it not possible?
Thank you very so much ^^

Formula original:

Speed = Basic Speed + [Level / 10] + [Bonus Fragments / 32]

Force = Basic Force + [Level * 3/10] + [Bonus Fragments / 32]

Magic = Basic Magic + [Level * 3/10] + [Bonus Fragments / 32]

Psy = Basic Psy + [Level * 3/20] + [Bonus Fragments / 32]

Change to

Speed = Basic Speed + [Level * 2/10] + [Bonus Fragments / 44]

Force = Basic Force + [Level * 2/10] + [Bonus Fragments / 44]

Magic = Basic Magic + [Level * 2/10] + [Bonus Fragments / 44]

Psy = Basic Psy + [Level * 2/10] + [Bonus Fragments / 44]
 
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@Tedrainbow: it's not possible for the PSX version. It's part of the MIPS code, but not even the one that is available using HW.

@davaammu: maybe you didn't select the english (US) language. Either that or you didn't install the mod properly. I got your messages but I have been away for some time (and will probably be away some more).

@MDS0LDI3R: No you can't do that. The Memoria save editor can do that.
 
why you not rename all songs in Hades workshop this will make it easier for a user ?
 
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