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

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Woah nice update Tirlititi~ i missed quite a bit this month it seems. Welcome back from your hiatus, So close to editing skills all the way through! I am impressed with your work as always, tried to edit skill in the ability branch of party and it crashed. But in do time!  I appreciate all your efforts and hardwork~ Love that i can finally add accessibility to the weapons finally to~
 
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Tirlititi, I have a question. I hope you can help me. Steam version has all 4 discs’ data, that means we have all data for access. Could we create mod witch make possible take access places we couldn’t visit after events at Branbal at Terra (the 4th disk)?
 
I got crash when import environment text but perfectly fine with UI text.

It occur with untranslated text to.
 
Thanks Guardin & IzzacSturnburg :)

@Gine: Ok, thanks for reporting the problem. I'll see what it is (I also plan on making a more complete text support in the next version).
However, I have a few other projects related to FF9 before updating Hades Workshop. I don't think a new version will come out so soon.

@vivigix: You can indeed make those places available in disc 4. For most of them, that's in the World Map's script of the disc 4 you have to unlock things.
But there are two problems:
1) The Iifa roots will still be there, apparently blocking the access. You can't remove them (it would require changing the world's 3D model and pathing).
2) It seems that the event positions allowing you to enter places are also coded in the pathing. The positions where the "!" appears to enter the Observatory Mountain, for instance, is not present in the disc 4 World Map (I mean there's nothing special here).

To solve this 2nd problem, you have to code your own "place entering script". Here is how I would do it:
● At the end of the "Main_Loop" function (before the Wait) of the World's script, add some lines like those:
Code: [Select]
Code:
if (( VAR_B6_24 == 100 ) && (World_CurrentTransport==0) && ((MV_WorldPositionX12 - POS_X) <= 30000L) && ((POS_X - MV_WorldPositionX12) <= 30000L) && ((MV_WorldPositionY12 - POS_Y) <= 30000L) && ((POS_Y - MV_WorldPositionY12) <= 30000L)) {    set VAR_B6_39 = PLACE_ID    RunScriptAsync( 6, 1, 11 )}
where (POS_X, POS_Y) is the place's position (that's the hard thing to get) and PLACE_ID is the corresponding ID in the following table:

Code:
ID | Place Name | Related Function
1 | Alexandria Harbor | Main_38313
2 | Alexandria | Main_38301
3 | Evil Forest | Main_38809
4 | Ice Cavern | Main_39061
5 | Quan’s Dwelling | Main_40109
6 | Treno | Main_40353
7 | South Gate | Main_39829
8 | South Gate | Main_40085
9 | South Gate | Main_39825
10 | South Gate | Main_40077
11 | South Gate | Main_40333
12 | Ice Cavern | Main_39569
13 | Observatory Mountain | Main_39049
14 | Dali | Main_39305
15 | North Gate | Main_38789
16 | North Gate | Main_38781
17 | Gizamaluke’s Grotto | Main_39289
18 | Burmecia | Main_38521
19 | Cleyra | Main_38765
20 | Chocobo’s Forest | Main_40329
21 | Gizamaluke’s Grotto | Main_39801
22 | Qu’s Marsh | Main_40309
23 | Pinnacle Rocks | Main_41589
24 | Lindblum Dragon’s Gate | Main_40817
25 | Lindblum | Main_41330
26 | Lindblum Harbor | Main_41581
27 | Earth Shrine | Main_35729
28 | Desert Palace | Main_34965
29 | Mognet Central | Main_33669
30 | Qu’s Marsh | Main_35197
31 | Black Mage Village | Main_35705
32 | Fossil Roo | Main_35953
33 | Conde Petie | Main_35697
34 | Madain Sari | Main_34417
35 | Conde Petie Mountain Path | Main_34669
36 | Conde Petie Mountain Path | Main_34921
37 | Iifa Tree | Main_35169
38 | Chocobo’s Lagoon | Main_41801
39 | Wind Shrine | Main_40001
40 | Daguerreo | Main_41005
41 | Qu’s Marsh | Main_40229
42 | Oeilvert | Main_39217
43 | Landing Site | Unused (For Hilda Garde 1 landing)
44 | Water Shrine | Main_37661
45 | Ipsen’s Castle | Main_36377
46 | Qu’s Marsh | Main_36649
47 | Shimmering Island | Main_35385
48 | Esto Gaza | Main_34605
49 | Fire Shrine | Main_33601
50 | Chocobo’s Paradise | Main_33029
51 | ? | 
52 | ? | 
53 | ? | 
54 | Memoria | Main_35169
55 | Chocobo’s Air Garden | World_Chocobo_20
56 | Chocobo’s Air Garden | World_Chocobo_20
57 | Chocobo’s Air Garden | World_Chocobo_20
58 | Chocobo’s Air Garden | World_Chocobo_20
59 | Chocobo’s Air Garden | World_Chocobo_20
60 | Gizamaluke’s Grotto | Main_39553

When I say that the "place entering script" is not present in the 4th disc WM, I mean that the related function in the table above doesn't exist and creating one won't work (I just tested that). So you can't use the related function unfortunatly.
● The rest should be handled fine by the script system in place (setting "VAR_B6_39" launches the machinery).
 
Yo, this tool is amazing. Just wanna get that out first. :)

Is there any chance of being able to make certain UI elements manually resizable? I have a lot of screen estate to work with and having it all bunched up in the top left corner doesn't help. :( http://prntscr.com/c3yrjh Even just being able to expand the name list sideways and the field picture diagonally would be a huge increase in usability.
 
Hey, so noob question. When I open HW.. what file am I opening in steam? I went to the steam folder of FFIX but cannot find anything to open  :/
woops kept opening the old HW...now im just figuring out how to change Blanks skills again
 
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Tirlititi, how the heck does one make a ppf outta Hades' edits? An "ALL CHANGES" .ppf. not just what is edited after last save?
 
@ rhadamants: I'll check the file batching for the next release. Thx to point out the problem.

@ BaconCatBug: hopefully it will also be doable in the next release. I'm not sure yet how you'll be able to do that (either you'll have to modify the IL script, which is kinda like assembly, either you'll have a more practical tool for that).

@ Itoikenza: you have two options for that. Both of them require the original (non-modified) binary file.
1) Using HW : Open your modified binary file with Hades Workshop and go to all the panels so that data is loaded. After that, replace your modified binary file (which is still opened in HW) by the original game file. Finally, go to "Tools -> Mod Manager" and tick all the boxes you find necessary. Exporting the changes as .ppf will then create a .ppf with all the changes done from the original game.
2) Using MakePPF : download this tool (created by the guy who invented .ppf) and create a .ppf with the original file and the modded one. It is a command-line program so you need to open a cmd window (there are plenty of documentation about command-line programs on the web).
IIRC, the command's syntax is
makeppf.exe c -u -d "description here" [original bin] [modified bin] [created ppf name]
 
After that, replace your modified binary file (which is still opened in HW) by the original game file...
I don't have HW in front of me now, can you elaborate via a video or gif? Or more details? I just simply go to File then Open? Then it'll open vanilla right next to modified?
 
Nop, you replace the file on your hard drive.
Let's say your original game is named "FFIX.bin" and modded game is "FFIX_Mod.bin":
1) You open "FFIX_Mod.bin",
2) You do all the stuff with panels and Mod Manager,
3) You rename "FFIX_Mod.bin" to something else and rename "FFIX.bin" to "FFIX_Mod.bin",
4) You export the PPF.
 
I see, Thanks! I had a sneaking suspicion that HW, would be more likable for ppf makin'... Nao! if only you'd make my dreams come true and make HW able to mod ff8 and Chrono Cross?
 
Haha lol

Unfortunatly, I'm afraid that will never happen out of your dreams ^^"
There are other tools to edit FF8 (dunno about the Chrono series) ; it would be strange to use only 1 program to modify all of Square's games.
 
Is it possible to get a Hades Workshop steam mod and Memoria to work together? I'd really like to be able to make the speed boost 2x instead of 5x but also to use a rebalancing mod. :( If it's not possible, obviously that's fine and i'll live with it. :P
 
No, it's not possible at the moment.
Hopefully it will be possible someday ; or at least include Memoria's features (all of them) in HW.
 
hey Tirlititi, can u make a beta version, can u set the Max hp above 65k, i think steam version can bypass this limit. i found this when using a tent on a boss it heals above 9999

also tool crashes when u load up steam version and click on stats tab.
 
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Heya Tirlititi just checking in~  I'm anticipating the next release so i can go further into skill editing.   Again i thank you for your hardwork~ looking forward to it. Big fan
 
Hi! I'm am trying to edit the Battle spots of enemies locations in the Environment section, but it doesn't seem like its working. does each battle spot correspond to each section of gaia and include dungeons? Can't tell, the text to the right only says: "Alexandria Castle, Hidden passage's lower level" on the steam version.
Also, can Hades workshop export model data along with battle scenes? Models like monsters, eidolons etc. on the psx version?
 
hey Tirlititi, can u make a beta version, can u set the Max hp above 65k, i think steam version can bypass this limit. i found this when using a tent on a boss it heals above 9999

also tool crashes when u load up steam version and click on stats tab.
Yup happen to me also, steam version crash when on stats tab
 
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