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

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Hi.
I just moved to a country I don't know the language yet, so I don't work on HW so much these times. I have a sparse internet also.

I'll check about this crash. Since v0.33 or so, I experience random crashes at times and I don't know the reason (one of them is the extensive use of RAM the field panel asks, but that doesn't explain everything).

@ dclem : The battle spot isn't working on the Steam version yet ; it did on the PSX version but Steam has another way to handle that, not so convenient for me.
HW can't export the models other than the Battle Scenes (and then, it misses a few stuff like the Crystal in the related scene). However, there's this tool that can do that (about spell effects, only a few are handled, not eidolons). You need to extract the .img for the PSX version but that's not a big deal and it worths it.

@ Resinate : no, the Steam version can't bypass this limit. I don't think I'll ever make it so it can be enabled : though it is in the horizon of possible things to make the HP a 4-bits number (if you look very very focused to the horizon), the technical obstacles are really annoying (the Steam version doesn't help there).
 
@ Fraggoso : You can already export the backgrounds, you can't import them back. It won't be ready for the next release but maybe for the one after that (or if someone else does that ; the project is on GitHub !).
But since you can export them already, someone can start reworking them. I didn't see anyone doing that yet.
Also, Aelrobis seems to be making some work about it currently (Export/Import). I don't know whether he'll be able to change the resolution or how his solution will be conflicting with HW though.

@ gledson999 : That's likely not possible to do that directly on the .ppf as the text are not stored very consistently in those files. You can try a search using an hexadecimal editor but you are not guaranteed to find the text and you can't change it to a text with another size.

Here is a solution that should always work :
1) Make a .hwf scan on a non-modded game (or surely you have one already),
2) Apply your .ppf to a game,
3) Rename your .hwf scan with the same name as your modded game,
4) Open HW and your modded game with it ; there should be no scan (since you provided it) and it should display the modded datas,
5) Fix your text stuff,
6-Optionnal) You can take the opportunity to go to the "Mod Manager" tool, check all the boxes corresponding to modded aspect of the game, and then use "Save Mod" to have a .hws version of the mod.
7) Save as a .ppf, then close HW, then apply the .ppf to the modded file,
8) Now that you have the modded game with all the right modifications, you can use makeppf.exe to create a .ppf file.
 
@ Fraggoso : You can already export the backgrounds, you can't import them back. It won't be ready for the next release but maybe for the one after that (or if someone else does that ; the project is on GitHub !).
But since you can export them already, someone can start reworking them. I didn't see anyone doing that yet.
Also, Aelrobis seems to be making some work about it currently (Export/Import). I don't know whether he'll be able to change the resolution or how his solution will be conflicting with HW though.
I can't seem to find the exporter for it. Can you pinpoint me into any directions (i presumed it's in HW directly but also I can't find it)?

Edit: Found it!

Edit 2:
After exporting a BG I noticed that a lot of alliasing is going on around some objects.
e.g.


Is there any way around this?
 
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I saw that too. This alliasing is in the image's data and appears in-game :
lol-4f23eac.png

For some reason that I don't really understand, it's much less visible in-game than there. The file format of images have a documentation, so I'm pretty confident that, color and transparancy-wise, I export the right images. Either Steam's version uses a slightly different file format, either it improves the rendering when it displays the layers.
If you remove those alliasing, that can only improve the quality.
 
What you're referring to is normal if you work with layers and transparency especially in an old PSone Game.
The export suffers from some weird artifact patterns which is not present in game. Like I said, what you describe is normal transparency issues.

The PSone doesn't have those artefacts:

I don't know how to remove those artifacts in a reasonable manner. We're talking 817 pictures. ^^

On a quick note: On the PSX File you can select which pattern to export. In the above these are the bells for an instance. In this example all bells are layered on top of each other.
I couldn't find such an option on the steam version. Is it missing? ^^

Edit:
The Steam Pictures seems to be 2x the size of the PSX File.
If I double the size from the PSX backgrounds and apply my filters, they look way better then applying the filters to the Steam background.
http://screenshotcomparison.com/comparison/187711

Of course this is only a test as I need to adjust the filters.
Would it be possible to export all PSX Files, filter them and use those to insert later on? If yes I would gladly to the whole thing.

Edit 2:
What would be the best way to work on the images so we/you can easily import them later on?
I extracted the PSone Image, scaled it x2 and applied my filter and saved every layer individually. I did this because I think it's crucial later on that the layers from the import match those 1:1 from the export?
If I have the answer I can start right away as I have setup my pipeline the last night.
 
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One question Tirlititi:
Do you think it's possible to find the flag to alter the FPS on the FMV's?
I've several FMV's in beautiful 30 FPS here (interpolated but still it looks in my opinion way better then the 15 FPS >.<) but after switching them out, the engine still forces them to play at 15 FPS.
 
Well, I don't know about these artefacts. I'll look into it but don't hope for a fix too soon :/
You don't have access to the "background viewer" in the Steam version, thus you can't choose which layers (called Tile Blocks in the program) you can export at one time.

It will be possible to import to the Steam version upscaled backgrounds that you got from the PSX version.

I don't know in what format the images will be best for importation. As said, either 1 file per layer or 1 file per background (with all the layers inside). The problem is that I'm not an expert in the image formats. Most of them don't seem to support multi-layered images. I found the .tiff which could do that (but it's not supported very well by Photoshop from what I heard) and I don't know about the others. I would like to avoid editor-specific formats : I know that .xcf supports several layers and a bunch of other features, but it's Gimp-specific for instance.

To be more precise about the format of the Steam background images (I'm writing that from memory, so there might be inaccuracy) :
- Each file contains a bunch of tiles, that is a 36x36 pixels square (compared to 16x16 for PSX).
- However, there is a border of 2 pixels on each side of the square that seem unused (maybe they correct that alliasing thing?), so the used tiles are of actual size 32x32.
- All the pixels are not fully specified with a RGBA value : the 36x36 square is split into 4x4 squares which share a RGB value with possible variations on each pixel (but restricted).
- The tile sorting/layering into Tile Blocks are done in other files, which were extracted from the PSX version and were not modified at all.

So the format is a bit compressed compared to a full specified bitmap file of the same size/resolution (because of those 4x4 squares). I didn't try nor dig anything yet about where those are handled in the game's code. I don't know :
1) If I can remove that compression,
2) If I can enable other resolutions.
Ideally, I can do both, but one of them only will be sufficient to import your upscaled files from the PSX version without loss of quality.

EDIT : About FPS, there's a limit set in the game's code (one limit for menu, one for World Map, etc...) that can easily be raised to 30 or 60 FPS. I don't know if it will need changes at other places but eventually, I'm quiet confident that it won't be too difficult.
 
For the time being I wouldn't stress that much about those artifacts.

The export from the PSX is way better. The steam backgrounds were only upscaled using an interpolation filter, which really worsens the filtering I use on them.
My main “struggle” is, that I don't know how you plan to do the reimport. ;)

I can extract either one image with ALL layers intact (even the ones which are moving) and get them filtered nicely and save them as a tiff again so we retain all layers in one image.
Memory wise it would be maybe better to use the extension ORA. It’s very convenient as it saves as one file but if you open it with 7 zip all Layers are saved as a png in a Data subdirectoy.
This is not manageable by Photoshop (although a converter could be used I guess) and it could lead to problems as the layers don’t have names but numbers like 001 – 013.png

Okay here goes the final question:
If I need to rearrange all Layers from the import 1:1 to match the export (also by name?) then I'll start right away. I will rip the backgrounds with all moving tiles (doors, flags etc…) in one image with a bunch of Layers. The problem here is that my Gimp shows the Layers as German names like Seite 1 which is Site 1 in US. This is confusing to me as I used my US/NTSC FFIX to rip the background.
But I don't know if things get too complicated…? ^^

You could also implement the import as a psd. The file format is afair well documented and Gimp can load psd files as well, so the coverage is very good.
If you have anything to mention further, please do so as at the moment this will be a really big task as it is and I don’t want to break anything or in the worst case wasted time on both ends. ^^

Maybe it would be good if we could test one background before so we/I can use that as a basis and get the things off the table which hinders the import.

The images vary in size: ORA has the best with 2.76 MB, Tiff with 4.28 MB opposed to a whopping 6.7 MB PSD.
 
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I've finished ripping all backgrounds into separate folders containing one tiff with all layers.
But something doesn't look right in some backgrounds:


This is taken directly from disc 1 "Burmecia/Palace" the third of them.
The rain really looks broken to me. These instances don't happen as often.

I only saw it on 2-3 images so it's not big a deal but still, something must be done or else those can't be filtered properly all tough I could filter the base image (without the moving broken rain of course ^^
 
btw guys for the higher fps, just use CE and scan for 15 fps in world map or 30 in town. scroll all the way down to bottom u should see XXXXXXXX-XXXX 16 numbers/letters set it to 60 check box.

also any word on the ability for higher than 65k hp on steam version.
 
Quick update: I've finished more than 40 Backgrounds with all the filtering and separating the Layers etc... and I got my process really down.
I'll work further on it after Tirlititi finished the import so I can know if this works and/or need tweaks at my end. But I'm very confident that all the filtering really shouldn't take that long. :)

Keep up the fantastic work, Tirlititi. ^^
 
hey is there any reasons for,the steam version freezes when i click on the stats tab?
 
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hey is there any reasons for,the steam version freezes when i click on the stats tab?
I just tried it and it works on my end.
Did you try with version 0.34?
 
Hi everone, version 0.35 is now available :
- You can now poorly modify the IL script code (more details below),
- In the same panel, the feature called "Macro" allows to do pre-generated IL script modifications. For now, only two are availables :
--- Unlock Ability Learning for Beatrix : allows Beatrix to learn abilities like a regular character and to use supporting abilities (more below),
--- Disable Cheats : remove the booster features of the Steam version. The speedup is still available but it also speeds up timed game phases, like Hot & Cold or the 30 minutes Alexandria event.
- Fixed the export/import text batching,
- Fixed several bugs in scripts edition (when I say "script" alone, I mean the field/World and enemy AI scripts).

Two notes about IL scripts :
1) It is an assembly-type script, so it will be very very hard to decipher (plus, as said, the way HW displays it is not the best...). I can't imagine someone doing proper things if he doesn't have the source/decompiled C# code to compare with.
2) The list of IL instructions can be found here for instance :
https://en.wikipedia.org/wiki/List_of_CIL_instructions
IL and CIL are synonymous.

One of the most useful IL type to look at and modify must be "btl_calc" : every methods of this type are useful. It contains the same battle mechanics as the available MIPS code in the PSX version : damage calculations, status adding, special spell requirements... I modified a bit a version of the these methods to make it a bit more convenient (I changed the names of those "CalcSub" methods). You can find it here :
https://dl.dropboxusercontent.com/u/98687557/Resources/BtlCalc.cs

About IL Macros, they modify one or several methods ; if you modify those methods yourself aside of that, the related macro will not be available anymore. I'm planning on adding options for them also, so you can decide if you want to disable all the cheats or just some of them for instance. One of their point is also that they will be updated and the bugs (if any) will be fixed without for you to change everything if a bug is found for a macro.

About the "Unlock Ability Learning for Beatrix", you need to do two things so that it works : apply the macro and give to Beatrix AP requirements to her abilities (and optionnally supporting skills). She then will be like a normal character, which also means that her abilities won't be available from the start. You can make her learn her standard abilities by adding this code inside the field scripts when you recruit her for the first time :
In "A. Castle/Queen's Chamber" (the 3rd one when the fields are not sorted alphabetically ; there are functions with "Queen_Brahne" and "Bandersnatch" in the list on the left),
In the function "Beatrix_Loop", go at the very bottom of the function, there is a line "Battle( 0, 916 )" which is the battle against Bandersnatch.
Add these lines right before that battle :
Code: [Select]
Code:
        LearnAbility( 8, 149 )        LearnAbility( 8, 150 )        LearnAbility( 8, 151 )        LearnAbility( 8, 152 )        LearnAbility( 8, 2 )        LearnAbility( 8, 5 )        LearnAbility( 8, 6 )        LearnAbility( 8, 10 )        LearnAbility( 8, 14 )        LearnAbility( 8, 16 )        LearnAbility( 8, 19 )        LearnAbility( 8, 24 )
Then parse and confirm.

Also, I checked and you can use this macro for the same purpose on Marcus, Blank and Cinna (if you give them abilities to learn). Their ability AP progression will even be conserved if you save/load the game, but, judging from the source code (maybe gjoerulv can confirm that, or someone tests it), they will be saved on the ability AP slots of the corresponding regular character : If Marcus learn abilities in disc 2, Eiko will have abilities learned as soon as you recruit her.
The script opcodes "LearnAbility" and "UnlearnAbility" should do the trick for that.
Beatrix has not this kind of problem since she doesn't share her character slot with someone else. Her ability learning progression is saved properly.

About the "Stats" panel bug now...
I wasn't able to reproduce it, but I think I know where it comes from : you somehow don't have the same Assembly-CSharp.dll as me.
You may try to reinstall FFIX to fix that problem (don't forget to copy your saves and such). I will need to fix it anyway because I don't want HW to be dependant on having the exact same files as the normal ones. I spent quiet some time trying to fix that already, though...
If one of you three who have the bug can check something for me :
- Check that you can go to the "CIL code" panel and that if you apply the CIL macro "Unlock Ability Learning for Beatrix", there's no bug (the tool doesn't crash, can save the Steam mod and the works will run fine (check up to the Main Menu screen)).
- However, if you apply the other macro "Disable Cheats", then check that it won't work (either HW crashes when you save the Steam mod, either the game crashes when you launch it afterward).

If both checks goes how I think, then I know why the stats panel bugs.

About field backgrounds, I've tried to adjust the alpha channel (despite it was adjusted according to the standard picture format, which is called DXT5 btw). I think it's a bit better now but it's still far from clean. I couldn't find why it's not the same as the in-game pictures, but that may be related to how they draw it. Each tile is actually, unlike for the PSX version, used for UV mapping and the background is rendered as a 3D model composed of planes one behind the others.

I think the next release will be a bug-fix for this stat panel thing. I will try to add a few more macros as well : if you have ideas, toss them at me !
 
I have a idea/request? Remember how I wanted to edit "Change"? To be a custom movelist? Have at it! Macro Style! Please Tirlititi? PSX ver. Of Course!
 
itoikenza you are asking too much,  Tirlititi already took maximum of PSX version.

Tirlititi Thank you for your job.
 
Thanks Vivigix.

Well, that's a valid point, even for the Steam version. It will require to modify the btl_cmd types only, I think.
If you're lucky, I can find out where the related MIPS code lies (I'm sure it is in the editable MIPS code somewhere... I only got to find it in an assembly code of 78710 instructions :D). Then I can give you a .hws file (I'm not planning to make macros for MIPS, no ^^").
Which PSX version are you using again? The US?
 
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