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

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Awesome update to HW! And nice alternative to increase map HP!
The bug with increasing damage limits...
Could I just remove the if ( #( SV_FunctionEnemy[HP] <$ 10000 ) ) { from all bosses that use it, and not make the game soft lock?

And about importing.
I right click on the file in the assets viewer and import selection is always grayed out.

If I wanted to change a sprite image, (ex. FaceAtlas) Could I use any size png image, or does it have to be the exact size of the original sprite image?
FaceAtlas size is 1024x512, would I have to keep my custom sprite at this size to import it working?
 
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@resinate: Oh yes, I forgot you were on PSX, sorry. Adding enemies is not available for the PSX version unfortunatly (only adding spells/groups are).

@dclem: No, if you remove that "if" block, the game will softlock because you'd kill the bosses and it's not intended.
You can import images of any size. The UV coordinates being scaled, the textures of 3D models will fit nicely if they are upscaled. For some other textures, changing the size could bug (I think the "SquareEnix/Silicon Studio" and the opening screen must be of fixed size). You should check for the Atlas textures, but I'd guess they will be fine.
You can't import assets if the same game files are opened in the main Hades Workshop frame. You have a warning about this...
 
Dclem you have to open HW and navigate to the asset viewer without loading anything.
I did the same mistake.
 
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Oh, so, with increasing damage limit that's a natural bug. In these events I'd have to only defeat the bosses with abilities that don't cross over 10000.
Usually, (like battling trance kuja) I would defeat him by hitting 14734 damage, and the game didn't soft lock. Does it only soft lock if the player hits exactly the damage limit 32767?

Thanks for pointing out the assets viewer, you two.

for the eidolons, where is this IIRC spell and command slot?
 
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the importing feature...
working like a charm!
replaced the game over sprite, and it worked out fine and perfect!
I had to keep the original size intact though, or else it wouldn't fit the whole game frame screen.
my sprite was 640x480, and the original was 1543x1080. I imported mine the way it was, tested it, and the sprite appeared in the lower left hand corner of the game screen.
Resized my sprite to the original size "1543x1080". Fits screen perfectly.

If this can work as smooth, so can replacing the models.
I exported weapons (finally) and get to finally boast them from their original low poly state. If the charm continues, I could import weapons from FFXII here too.
 
have u been able to find any ways to hot swap monsters in certain battles?
 
About the models importing...
looks like I can't import models back in the game. It crashes anytime a battle loads/inits.
Or the model replaced comes into scene.
 
IIRC = If I Recall Correctly. I said that eidolon's jewel powerup was linked to the spells and commands slots ("Ramuh"'s spell slot and "Summon"'s command slot for instance).
No, you can't swap monsters in certain battles in the PSX version.
There's no model importer yet.
 
whoops, here I am, searching HW for an abbreviation.
If I add Dagger's spells to Vivi's spells from the "Stats" panel, will that guarantee battle lockups and glitches?

No model importer? Explains everything.
I want that now, cause FFIX is about to become "Unleashed", so far off the leash, it won't be called Final Fantasy anymore. I'm excited.
Tirlititi, you are literary a god, making all these dreams come true.

The audio importing is 1000% more efficient, and a whole lot faster and convenient.
Hopefully, some gray areas like renaming characters from stats panel could be possible, like psx.

Do you by chance know where the game engine find/handles the font used? Maybe I can replace on my own.


Thanks to you,
anything's possible.

https://gaming.youtube.com/watch?v=v0puOOJit4M&feature=share
 
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is there any way to change how often they can earn ability stones on levelup?
 
hey there is there a patch for the pc version to restore the Hidden Scenes? the link on the first page is for the PlayStation version
 
Yep, the hidden scenes are included in my mod (Alternate Fantasy) but I forgot to make a stand-alone for it. Thanks for pointing this out.
So here it is: a link for the Hidden Scenes patch for PC.

The Magic Stone progression is defined in the CIL Code, so it's a bit tedious to change. It's the method "ff9level::FF9Level_GetCap" :
Code: [Select]
Code:
 public static int FF9Level_GetCap(int slot_id, int lv, bool lvup) {  PLAYER pLAYER = FF9StateSystem.Common.FF9.player[slot_id];  FF9LEVEL_BONUS bonus = pLAYER.bonus;  FF9LEVEL_BASE fF9LEVEL_BASE = ff9level._FF9Level_Base[ff9play.FF9Play_GetCharID((int)pLAYER.info.menu_type)];  if (lvup) {   int num = (pLAYER.cur.capa != 0) ? 0 : 5;   int num2 = 0;   FF9LEVEL_BONUS expr_53 = bonus;   expr_53.cap += (ushort)(num + num2);  }  int num3 = (int)fF9LEVEL_BASE.cap + lv * 4 / 10 + (bonus.cap >> 5);  if (num3 > 99) {   num3 = 99;  }  return num3; }
In term of CIL Code, the main operation ("int num3 = ...") is those lines:
Code: [Select]
Code:
ldloc.3  // fF9LEVEL_BASEldfld 0x4000890 // FF9LEVEL_BASE::capldarg.1  // lvldc.i4.4  // Multiply by 4mulldc.i4.s 10  // Divide by 10divaddldloc.2  // bonusldfld 0x400088B // FF9LEVEL_BONUS::capldc.i4.5  // Right-shift by 5 ( = Divide by 32)shraddstloc.0
I have no idea of where the font used is defined.
 
i followed your instructions in the read me after overwriting the files  when i launch the game it doesn't go past the splash screen with ff9 logo..

edit - its all good i wasn't running the latest build
 
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oh i see now CIL coding is only for steam man it sucks PSX version has so much limits....

LMAO!!! in ur mod did u really do this? Thievery has been replaced by Transcend : bring Zidane to Trance cuz i did this LONG LONG time ago lol
 
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I have no idea of where the font used is defined.
:(
I'll ask Albeoris.

Tirlititi
something's going wrong with HW, anytime I try and save the mod .hws, it creates this huge 1.63 GB file, and 2.78 GB resources.assets when saving steam mod. why?
If I try to play the game with that big file, it will freeze the pc, by using up all the system RAM.
 
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what are u editing cuz u could be editing more files than normal if ur doing really adv stuff
 
I'll ask Albeoris.
Yes, do that. Now that I think of it, I think that Memoria can already change the text font.
For your other problem, you need to be more specific indeed, as Resinate said.

@Resinate: yeah, I saw that you made a spell like this also, but Transcend was already in the first (english) release of my mod and therefore I was the first of us to have the idea  :evil:
 
I don't think I did anything more advance than before.
The only thing I did differently this edit was import that LocalVariableSettings_v1.hws, then my mod after it.
 
now this makes no sense.
I just reinstalled the game, an opened an older .hws that always worked, and now it doesn't. Still does the same thing.
 
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