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

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When you say you saw a patch to speed the ATB, do you mean someone has made one or you see a way in game to do it? Because that'd be the #1 wish of the majority who could want a mod for FF9, I reckon.
 
whenever i save a mod as hws. i get this strange oddity, it gives the following weapon status attacks as follows.
for example: if i choose "all bad" i get "confuse+blind+mini+slow" when i reimport.

all bad= confuse+blind+mini+slow
bad breath= venom
confuse+blind+mini+slow= gradual petrify
petrify+gradual petrify= virus
vemon+poison= zombie
Death= defend
doom= regen+autolife
zombie= trouble
trouble= auto-life
blind= heat
silence= freeze
virus= bad breath
venom= shell+protect
petrify= doom
gradual petrify= vanish
mini= ko+zombie+petrify+virus
freeze= petrify
heat= death
sleep= poison
slow= stop
poison= slow
stop= sleep
beserk= all good + stop
confuse= float
all good + stop= blind
shell+ protect= beserk
regen+autolife= confuse
defend= reflect
reflect= mini
vanish= silence
protect= haste
shell= protect
float= shell
haste= all bad
regen= petrify+gradual petrify
Auto-life= venom + poison
ko+zombie+petrify+virus= ko
ko= regen
 
WOW! Neat! How haven't I heard of this, you know??

Is there any reason it wouldn't be compatible with the stuff we do, Tirlititi? Thanks again!


Edit:
I did some testing to see what difference it made. I started the watch when lv1 Zidane's bar emptied after completing an attack and stopped it when it seemed to first flash ready.

Sped up:
Fast ~3 seconds
Medium ~5 seconds
Slow ~12 seconds

Normal
Fast ~7 seconds
Medium ~9 seconds
Slow ~12 seconds

So the lowest setting doesn't appear to have been changed, and the other two are sped up approximately twice over.
 
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@ Vir : For now, I'm quiet confident it is compatible. It may be not in the future but then you'll be able to change the ATB speed using HW.

@ itoikenza : Ah, yes -_- Actually, that happens as soon as you change the field. If you select another weapon and select back the weapon of which you edited the status' field, you'll have the bug happens.
I fix it for the next version, thanks a bunch.
 
Thanks.

About modifying the ATB with HWS.

I wanted to pass along a suggestion Atomos199 (Excalibur II Perfect Game Guide author over at GameFAQs, you know?) made. To paraphrase, it would be great if there were a mode where the ATB stopped during animations, like the Recommended mode in VII. One hitch in FF9, as you may know, is that as the ATB continues to fill during animations and the animations typically take some time, the game becomes effectively turn based. Even the slowest creature will fill its turn bar and practically input its turn in the same order since all the bars will queue up during the animations, you know?
 
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hey Tirlititi, one more thing while i'm at it! how is it moves are instantly available without being learnable? can that be changed?
 
@ Vir : Yeah, I got what you mean. I'll see what I can do.

@ itoikenza : You also have to add those spells in the "Ability list" of the character, in the "Stats" panel. You'll be able to adjust the AP needed there.
 
Just if you're already going to work on that sort of thing already, that'd probably be a neat approach. Your program is already beyond satisfactory, so don't feel put upon or anything ;)
 
Hi Tirlititi !
First I have to say thank you for great work on Final Fantasy IX :)

Sadly, since the latest versions of hades workshop, several problems appears to me.
Here's a little list

- When i try editing stuff like supporty abilities, some names will be messed up in the menu (but appears correctly in the editor)
Ex : "Niv+" --> ".+"
"Galenterie" --> "ure"
"Orphee" --> "e"

- Editing items seems to be pointless as the changes won't appear in game (but it does in the editor) (like getting swords usables by Djidane, or changing effects of some items)

- Changing abilities in "Stat" > "Ability list" doesn't seem to work either, as the changes won't appear ingame. 

I've tried many ways, like editing the .bin file directly in the editor, or with applying a .ppf file, but it sill doesn't work... I'm playing on the French version, and I've already tried your program last summer and everything worked perfectly ...
 
I think the answer to all your problems is that you use the editor's save states. You must save at a mog, reload and modifications should work fine.
 
Unfortunately I don't think it's the problem, because I only save at the mog and never use the save states  :|
 
Humhumhum...
Then try to solve it the way I describe here. That's strange though... It shouldn't display right in the editor either if that's the problem.

I just tested the things you told me for the french version and it works fine for me.

If that still doesn't work, please send me your .hwf file and the patch you get when you export as a .ppf.
 
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I'm sorry but your .ppf works fine for me...
You have renamed "Pluriche" into "Gils +", for example, and it displays well in game, as well as "Niv. +" or "Orphée". As for getting items available to other characters, you added some daggers to Marcus's weapons.

Apply your .ppf to a clean ISO, since it was created from a clean ISO (as recommended). But other than that, I don't see how you can end up with a problem of any kind :/

No problem either from the file scanning. It's all fine.
 
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So the problem should be the iso. Okay I will try again with another one.
Anyway, thank you for your help ;)
 
This doesn't by chance have the capability of viewing the summon models does it?
 
No, it doesn't. That's not something that should be available before long. For now, the only models the program can extract are the battle scenes.

But model ripping is something that interested quiet a few people. I think you'll find some interesting things if you search for Zerox's work on the internet about that. As far as I know, Zerox has retired and doesn't rip models anymore, but she have left an incredible amount of resources - sometimes reboned/reanimated by her or other fans -. Maybe FFIX's summons are amongst them. At least I know there are summons from FFVIII.
 
Update to 0.25 :
• Added some fields to edit in the "Stats" panel :
└─> you can now edit the commands of the characters (both normal and transe).
└─> there are also the commands temporary available, such as the theater's spells.
└─> you can change the attack boost of the trance (50% or 200%). Zidane seems to have a special trance attack modifier but I don't know what it does.
└─> you can change the initial equipment sets, the equipments characters begin with. For Beatrix and Marcus, there are two sets because they change it during the game.
• Added the last charmaps for the japanese version (so the configuration file has been updated) : kanjis of the Enemy, Field and World Map sections are now displayed properly.
• More opcodes have been identified in the script (party handling opcodes for most of them). The text and battle arguments in scripts are also displayed more accurately.
• Renamed a 【RED】 text opcode to differentiate the one for helps only and the other one.
• Fixed few bugs.

I found some other things about commands but, as I thought, these are hardcoded. I'm afraid it won't be possible to change the fixed commands "Change" and "Defend" to commands using a panel (they can be related only to instant non-targeting commands).
But I've not find everthing yet about that and that's about isolated bytes. I'd largely prefer to learn about the big picture before making it editable.

I've not found a way to manipulate the way the ATB fills. The patch didn't help me at all in fact ^^'

Also, there is a bug when editing scripts (it was already in 0.24) : it randomly makes the program crash sometimes when you click on "Edit script" in the Field panel. Editing scripts is still very limited and I have a big work to do on that so I didn't bother yet, but don't go wandering in the Field panel if you have are on an unsaved mod  :P
 
Thanks a lot for working on this Tirlititi. The program keeps improving.
 
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