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

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Hey, this tool is amazing! The option to change de character commands was a great plus.

I have three questions though:

1. Is it possible to lower the item limit? Like having a maximum of 50 potions instead of 99?

2. Is it possible to cap the maximum level at, let's say, 60? I can just make the exp needed to level 61 very high, but just capping at 60 would be better.

3. Is it possible to make other summons work like Madeen, getting stronger as the summoner levels up? They use the same formula on the tool, but Madeen's way is much better IMO, it would be awesome to transfer it to the other ones.

Those are just ideas, no need to rush to it ^^

And I don't know if you know it, but some animations are in the wrong category. For example, there is an animation called "Aera (multi)" but it works just like the regular single target aera animation, just saying in case you didn't know.
 
Hey, thanks.

1. I don't really know how to make that. Everytime you get an item in the script (in chest, during dialogs, during mini-games, etc...), there are actions to check if you have already 99 items and it displays "Can't carry more" instead of giving it. So if you want to raise or lower the limit, you have to change it everytime in the script and that would be a huge work (not to mention you can't do that until the script editor is improved).
Additionaly, that doesn't take care of items stole to enemies or dropped by them. I don't know how to change the limit for those.

2. Same for the level, I don't know how to change the limit. It should be much easier to find it, though, I guess.

3. The subtilities of summons' power is also an unknown for me. They are specially handled by the game ; Meteor is also in this case, since there is a chance for it to fail and to display the 2nd spell animation and that is persistent even if you totally change its effect.

Anyway, I'm more motivated for other things for now. I'll keep your ideas in mind, though, if I find something related to that. The level cap might be really easy if we're lucky ^^ I'll test about it.

As for the "multi" suffix, it just tells that the animation can be used for a multi-targeting spell but it can also for a single-targeting spell. The only difference between "Aera (multi)" and "Aera (single)" is that the later can't be used for a multi-targeting spell (if I recall well, but maybe I'm mistaken).
One day, I'll rewrite the spell animations' categories. There are some distinctions I should make (for instance, there are animations that are "consecutive strikes", such as Death Lvl. 5 or trance Aquarius, that can be used for global targeting but will only be launched on 4 targets maximum).

______________________________________________________________________

So, I have begun to make a patch (english version/french version) that enables some of the unused dialogs. Some of them have been scripted so it takes few things to unlock them. For now, I've unlocked 4 :

1) Steiner's bitterness [1/3] : there are 3 lines of dialogs here. The script and the lines themselves suggest that Steiner should only say one of them. I chose the 1st one because that's the 1st one ^^ Also, it's more substancial than the others. I don't know if it'll be possible to ever know what action you had to do to unlock whichever line ; I'm afraid it won't.

2) Good and Evil with Grampa Morrid : this one was simple to unlock. Story-wise, I think the king can't be Dagger's father because the dates don't match (Lindblum instored the peace in the era of Cid's father around 30 years before the game while Dagger's father died 6 years before). Plus Cid and Dagger's father were friends.

3) Meeting with the King and the High Priest : this one is an ATE. The game names it "The Treetop Town of Cleyra". I had to put back the dialogs and I used luksy's translation (the ATE name was already translated).

4) Reaching Cid : the game phase that comes with it is also enabled  :D

I've looked for the others too. I've found no trace of Over the roofs, Entering Burmecia (it would be hard to put it back anyway since you're not supposed to leave Lindblum before all the Hunt events) and The 2 worlds' fusion.
The Ancient World Map is actually a part of an alternate dialog when you have reached Cid in which Artania is present. I'll see if we can do something for this one latter.
The Balloon Mini-game is also present in a certain extend. I didn't find a way to properly enable it but I'm afraid it'd be full of bugs (the japanese text for it also mention that it bugs and is not very entertaining). It would have taken place on the main square of Alexandria, at the same place that the rop jumping from disc 1 (the girls scatter over the square and the boy stays on the little wood platform).

As a side note, I learned that the dialogs in the Desert Palace I thought unused are actually used ^^
The "hopeless situations" are shown when you are catched by the hedgehog pie with less than 4 or 2 minutes left. So I removed thosed dialogs from the list.

If someone wants to make a patch like this one for other langages, it will be easier once Hades Workshop can fully edit the game's script (I hex-edited it, personally). I'll share technical informations at that time.

I also plan on making a video... I'll see about it.
 
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Oh, I thought changing the summons' formula would be hard, but I actually thought the item cap would be the easiest. I asked more as a matter of curiosity, as those changes would be very useful I believe, no need to worry about them ^^

And about the "Aera (multi)" animation, I guess I didn't express myself well (I'm not a native english speaker, you might have noticed)
I tried to say that even multi-targeting the enemy using the "Aera (multi)" animation I couldn't target all enemies, it just hit the rightmost enemy, just like it would happen with a single target animation. But I may just have swapped the "single" and "multi" animations, I'll check this later and edit this post to tell you what happens.

EDIT: Yes, the "Aera (multi)" animation hits only one enemy, even multi-targeted

I think the animations' tab is very well done btw, I specially like how it has some animations that wasn't even present in the game if I recall, like the "Trine" animation
 
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Hello Tirlititi
I'm so sorry to bother you again with that, but as you can see in the pictures, there's still the same problem  :|

I've done several tests, using three different ISOs (including one made from the original FFIX disc), and on two different computers, but I still got the same problems : missing names and letters of supporting abilities, and changes in the inventory section that don't appear in the game. (and it also seem that changing the starting equipment set make the game crashes when you select the new game option)

The rest (changing effect/names of combat skills, commands, editing enemies, texts..) seems to work right.

10431673_10152616869179819_2170632130852954872_n.jpg


10511339_10152616869104819_6046561553189103048_n.jpg


That's a mystery to me as I don't understand what i could have done wrong...
 
@ Napha : Ah, ok. I'll check to see what are the differences between those Aera, then. Maybe there are none but usually, there's at least a difference about the camera movements (like in the different versions of Aerial Slash).

@ Isidore : Please check your private messages.

@ everyone : I made the youtube video, it's available here. Sorry for the slowdown ; I tried to fix it but I'm really running on an old laptop at the moment ^^'
 
Hey, Tirlititi, I am making another mod. I wonder, if I make it as a second ppf and don't change any of the same value (no conflict?), can I make it as two optional mods which work together no problem? Or should I just plan for it to be part of the same mod?
 
It may have a conflict even if you don't change the same values in these case :
1) You change the name or help text of a spell/command/item/etc... in both mods, even if it is not the same object for both mods (let's say you change the help of "Thunder Slash" in one mod and the help of "Thievery" in the other : it will make a conflict).
2) You edit an enemy (or a text block) in both mods. As long as it's the same enemy (or text block) that is edited, it won't really matter which field (or text line) you changed in both.

If you really don't change things that are not in the same panel, it shouldn't make a conflict.

Anyway, you can simply make two separate mods and save them as two .hws files. Then you import both one after another and create a .ppf patch from then. So you'll have 3 versions : 1 for each mod and 1 for their fusion.


By the way, I'm not working on the program anymore since few weeks. I'm slowly getting used to my new job but that's really time consuming for me :/
I don't know when I'll be back on business here.
 
Fair enough. I won't expect you necessarily to answer as immediately, then. Thanks for the answer this time, too.

Best of luck with your new job!
 
Hy Tirlititi!

I know that I asked before, that you could make an importing feature for the text, but you said that is not your priority.

We have started translating the game by exporting the texts, but it is hard and takes a long time, to copy paste every line one by one
and to resize the text bubble. It would be much faster if you could make an importing feature only for the texts.

But if you don't have time for it, could you please write a little instruction on how to make it, so we could search for
someone who could make ii

Thanks!
 
I'll see what I can do once I got back to work, but don't expect much... Also, it would only work with µ-written opcodes (so you had to disable the flag "Use extended opcodes").

As for the instruction, the program is open-source. Have fun.
 
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@ shikulja : you mean the extended space text opcode? I'll display those properly once I rewrite the text displaying feature (so it uses the characters directly from the game).

@ eXistenZe : Not fully. You can patch a game, then open it with HW and save as .hws, but it won't save everything. It saves properly everything in the "Party" and "Item" panels but it won't save the enemy datas (even if you enable the corresponding flag) since, from the program's perspective, they haven't been modified. Same for the "Environment" panels.
That's on my todo list to add a solution to that.


I've some time to spare on the program these days. Editing scripts shouldn't be too far away from now.
 
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not. I wanted to say. to be able to write more text. i.e. disable limit
 
Ah...
Not yet either I'm afraid ^^'

I have yet to find the pointers to this kind of datas. Not that I actively search for them but it's been an unknown for me since a long time.
 
Hey guys...

Another run through FF9 and having some fun with this tool...
Since I don't actually like any of the current mods available (way many abilities broken or badly implemented), I'm kinda cheating and removing some abilities from my least used chars to boost my preferred ones...

Since this will most likely break the difficulty of the game, is there anyone who has actually created a difficulty mod where I can import the monster data from? Like HP + 100% to all enemies and other boosts?

Best regards,
xz

[edit]
When I add a blue magic to a char pool and the respective item/weapon, they can equip it, use it, learn it, but the learn % never shows the actual numbers, just the progression bar. Any idea why?

[edit2]
More bugs found.
When I add Might to a char like zidane or steiner, no matter what animation I give them, it will never show.
Some changes with abilities apparently bug other ones. I never changed the cure spell or anything related to it, but dagger is unable to cast it in battle(it does not show in battle menu, despite being learned and cast through main menu...
 
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Haha ^^
Yes I'm in vacation, but I'm still around. I just didn't see your edits.

About the blue magics, I didn't notice it. I have no solution for that but using other spell slots instead of making a blue magic learnable. Thanks for warning, though. I add it to my todo list ^^'

About Might and Cure, I never had this problem. Might works fine for me if it's used by Zidane or Steiner and Cure should be usable by Dagger as long as it remains in her "White Magic" command and she keeps that command in her command list.
 
Blue magic % is a minor bug...

Might is a weird one. Zidane takes a step forward and nothing happens, no matter the animation I choose...

Cure is the problematic bug... I never touched the spell, it's place in the command list or it's "learnable" position... She can learn it and use it by main menu, just not in battle.

When you return from vacation can I send you my hws for you to check?

[Edit]
It's not only cure. It also affects cura, curaga and regen. And it's not about their position in the command list. Cure in the bottom of the list does not show and protect in the begining works.
 
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