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

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Hi!

This is a great program,
I'm waiting for the updated version, that can handle more text in dialogue boxes.
 
Update.
I'm not spending as much time as before on that, unfortunatly :/

What's new :
- Character limitation is much more flexible for enemies and dialogs,
- You may move and remove opcodes in texts (not add yet - I do not guarantee it's bugless with every opcodes),
- Buttons are displayed in dialogs' preview,
- New pages in dialogs are now displayed with a ¶ instead of a space (it mainly affects Mogster's explanations),
- Font of the text editor switched to "Arial".

EDIT : Forgot to tell you that, if you can write lengthened texts, the text boxes' won't be resized accordingly, so you can't put anything you want either.
To change the box sizes, I guess it'll need to edit the scripts. That's on my to-do list but it's quiet a huge work (I'm a bit experienced on it by now, but I need to make the program read .ppf first).
 
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Actually, I changed my mind. I won't do a .ppf reader but I'll add a way to save changes in a custom format. It will allow you to pass changes from a disc to another, for instance.

But there's also a trick to load .ppf (and be able to make changes in more than 1 shot ><) :
- Save your .ppf with the option "Add an undo feature",
- Apply your .ppf to your file,
- Open your patched file with Hades Workshop,
- Open each of the tabs (in order to load datas),
- Apply the undo patch,
- You may now export the additional changes you made as a PPF.

Note that "Export as PPF" works this way : it compares the datas between the file in your hard disc and the file you would obtain if you used "Overwrite binary file". The result is a patch that allows the upgrade :
from the file in your hard disc
to the file in your hard disc + the things you edited.

That's why you have to apply the undo patch before exporting as a PPF, so the file in your hard disc be the initial game file.

But this is a temporary trick. I mean I hope that next version you won't need it anymore.
 
Great, thanks for the effort man. looking forward to the custom file export feature.
 
I tried to translate FF9 in Asian language (Thai language) with Hades Workshop.

But it is always change to ??????.

I think it is because there are no alphabets in char table.

The problems are,

1. I don't know how to add/replace it into char table with hex edit tool.

2. I don't know how to use char table from QwimmWiki to find the position of char table.

Can you advise me to do this.

Thanks.  :)
 
I may try to implement asian support, but that'll take some work. I can't see the proper japanese characters in QwimmWiki and I guess Thai isn't written with kanjis anyway...

To be sure I properly got your problem :
1) You have a game version with an Asian alphabet,
2) When you open your file, dialogs and texts are meaningless because they use Occidental alphabet,
3) You copy/paste the dialogs you wrote somewhere else (with a notepad or something) in Asian alphabet,
4) You end up with texts in-game full of "?", as well as when you close/reopen the file using HW.

Are all these points right?
 
1) I have English version of ff9.

2) It open perfectly fine in English language.

3) Yes, I did that.

4) Yes.

Thanks for your reply.  :D
 
I see, thank you... Unfortunatly, I can't force the game to use another alphabet than he uses. I'll try to see if I can figure out how to make it (if wiki's informations are right, I know where to look at least), but that will definitely take some time...

Also, how many different characters would you need, approximately? less than 200? more than 600?
 
Tirlititi is it possible to replace "Change" into any other command list instead?

here's what i tried, but nothing worked...
also the only reason i linked the "itoikenza" command list, is because it won't let me add moves otherwise...
itoikenzaFF9Change.PNG
 
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Yeah, I know, I need more investigations on commands, but since dialogs was most asked, I went for it first.
Editing the "Change" spell also makes strange results : it seems to apply both the "change row" effect and another effect you would put.

Btw Gine, I found where a charmap is being defined from an image (that draws the characters). I had trouble reading images but Zidane_2 succeeded there, so I guess it may be possible in a relatively near future to use a custom charmap made from an image you'd import.
 
Update :
- Added "Open Mod" and "Save Mod" to save datas in a special file (.hws). They can be used to share modifications across multiple files. Hotkeys for them are Ctrl+Shif+O and Ctrl+S ("Overwrite binary" hotkey has been changed to Ctrl+B),
- Added names for text blocks,
- Added options to sort text blocks similar to the ones for enemies,
- Added unknown flags in spell datas (if you figure out what's their purpose, I'm interested ^^ I guess some of them are about counter-attacks).
- Re-added the extra texts in battle.

About sharing datas across different CD for enemy and text datas : as you may display it, each battle and text block as an ID (identifier). The program simply uses that ID to identify the battles.

I had a lot of bugs with saving and opening .hws files at some point and I'm unsure I fixed all of them. You may got fatal errors or less important bugs... I'll release a bug-fix version soon if that is the case.
 
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That's because I'm updating it ^^'. There was indeed few bugs.
There was an old bug happening when you open/close several files in a row and a bug that made Enemy datas not always saved in HWS files.

Link's back in 10 min :P
 
How can you change (add/remove) magic from command groups?
If I remove Fire from Vivi black magic and I equip the first fire staff, he will not learn it?
If I add Holy to Garnet white magic, will it be automatically learned or will it need the item?
 
"If I remove Fire from Vivi black magic and I equip the first fire staff, he will not learn it?" -> Didn't test it but I guess he'll still "learn" it but won't be able to use it in battle (though it may be useful for Steiner's sword).

"If I add Holy to Garnet white magic, will it be automatically learned or will it need the item?" -> She automatically learns it and can use it in battle (if she has enough MP).

I'm glad some people are interested in modding battles and not only translating the game because that's what I like most too ^^.
Those things are to be improved. I don't know exactly what I'm gonna do next... That may be either that (fixing/improving commands and spells), working on scripts or adding things Landon and Zidane documented about.
 
It will be nice to tweak a little the class experience...
Is there a limit to known abilities?
Can a char know other's abilities without some major animation problems? Like zidane performing lancer or some black magic...

Tomorrow I'll play a little with some modifications.

Very nice tool. One I would never expect to exist. Certainly opens the way to some major  FF IX mods.

Sir Knight,  I must give you the road...
 
Thanks :)

As far as I know, the only abilities with animation problems (for the playable characters) are Freya's abilities with the exception of Lancer (because there is no channeling).

There are also problems sometime with enemies abilities not made for being casted by allies/on enemies. "Purple Haze" (it's Troll's "Solution" ability, btw) is a good example of what may happen : when they do it, enemies go near the target and then release their stuff. However, as a party's spell sfx, the caster doesn't approach the target but you still see purple stuff on both the caster and the target.

Apart from that, there are special effects that should never be used for a regular spell, such as the infamous Ultima, which freeze the game after it's done. You can only access those by checking "Enable all animations" (though I may change this system in the future).
 
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