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

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@livegood118: The Assembly-CSharp.dll is important for Vir's mod. I'll take a look at it.
However, you'd only need to import 1 file, not 4.

@dclem: The titles are background tiles. You manage them in the script with functions such as "ShowTile" or "SetTileColor". For Quan's dwelling, it happens in the first half of the "Main_Loop" function.
For ending the game, it's a special call to "Field( 16000 )". It triggers the ending cinematics though (based on the the CIL Code of "EndingMain").

@DanTsukasa: I don't know about the World Map model. I surely went a step further for it, but it may still be a long way. Plus that's not my personnal priority.
 
I see that field(2934) in Field: last/cw mbg 1
Can I simply put the Field(16000) in Necron's (Loop) function after his death animation?
And for canceling the trigger o f the cinematics, in the CIL code do I just remove all the commands:

callvirt 0x6000A79   // MBG::LoadMovie

callvirt 0x6000A7B   // MBG::Play


If I can't remove the cinematic for this ending field(16000)

How can I make a MUsic BGM play during Necron's death?
I've tested so far, trying to run a sound code to trigger Music with ID 41, but that didn't work.
 
@livegood118: The Assembly-CSharp.dll is important for Vir's mod. I'll take a look at it.
However, you'd only need to import 1 file, not 4.
Yeah, unfortunately the patch didn't apply correctly after only moving the resource file over (Observable by items still giving +1 to stats). Maybe it'll wreck my save if I try to do anything mid-game?
 
yeah, i want the ending set after the death of final boss, literary right after; somewhere I can put this ending script command in Necron's script, and not one the fields backgrounds.
how do I trigger a music track to play during battle? this only for an alternative I'm testing.
 
Dclem when do you will release your sfx patch?
Are you not going to add any sfx like the ones you used from FFXII?
 
I never added any sfxs, I used some from FFXII as tests, then replaced with FFIX afterwards.
the sfxs is done -  with only an exception:
The eidolon summons sfxs could not be found; but that's mostly due to the fact that it's like composed of like, 26 different sfxs ranging from all different types of sounds no one could recognize, not even an id to identify them. They also play at different timed intervals, which gave me major problems when attempted to fix the squeal of some of the sounds they make.

Menus:
I can't find the FFIX psx menu sounds, after replacing it with my testing ones, not that these sound any different than what came with steam.
I also fixed sound bugs that occurred with events like: the lightning not properly playing during the Prima Vista theater stage fight:


compare that to the vanilla version's sound. That's one among many.

the patch will be available after I find those menu sounds again.
if you can't do with the new menu sounds.
 
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yeah, i want the ending set after the death of final boss, literary right after; somewhere I can put this ending script command in Necron's script, and not one the fields backgrounds.
how do I trigger a music track to play during battle? this only for an alternative I'm testing.
 
hey Tirlititi is there a way to make a psx patch to expand number of auto abilties on chars so i can use all of them on every char?
 
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Something is wrong with the Disc 1 first entrance Alexandria Main Street title tile block.
It won't remove even if I remove the ShowTile and SetTileColor commands! It just sits there permanently on the screen every time this field is accessed by the player!
 
@livegood118: Indeed, the .hws provided by Vir are not working for now. Use this one instead (I compiled it from his .ppf):
https://www.dropbox.com/s/14ger23aouudy9p/FF9 Fixed Stats.hws?dl=1

@dclem: In battle, the script line is "RunBattleCode( 37, 2929 )" for running the end-game cutscenes, starting right after Necron's battle. Put it in the "Main_Init" function, next to the InitObjects.
I don't know for playing a music during a battle, other than modifying the BgmEncounterData thing.
In Alexandria's Main Street, you probably removed the lines "ShowTile( 11 and 12, 0 )" in the "Main_Init" function, which isn't good. Those lines are here to hide them. The code used to display it once is in the "Code14_19" function (which is called in the "Alexandrian_GirlA_Loop" function since the title appears the same instant as her).

@resinate: Not really. It might be possible to increase that limit on Steam but not on PSX. What you can do is transforming learnable spells into learnable auto-abilities in the "Stats" panel (you have the learnable ability lists). However, the total of "learnable spells + auto-abilities" can not exceed 48. You can only trade-off.
 
What about editing the CIL code for the Field (16000) not trigger those ending cinematics? What do I remove to not make the FMVs play, just skip right to the THE END sprite?
(Assuming the "Prologue FFIX music will play regardless).
 
Tirlititi is there any word on being able to modify the auto abilities like changing auto haste to auto trance? or changing them into auto protect/shell? and change stuff like 20% hp to like 80%? stuff like that. we can mod spells and all that. just asking
 
nope, says in HW help, cannot change the effects of supporting abilities.
one would hope to have an supporting ability that prevents zombie or mini.
i called it, "Faith" and "thinking big".  :?
 
What about editing the CIL code for the Field (16000) not trigger those ending cinematics? What do I remove to not make the FMVs play, just skip right to the THE END sprite?
(Assuming the "Prologue FFIX music will play regardless).

Nothing happens after putting the Field(16000 next to (InitObject) in Main_Init section of Necron script.
Just sits there with a blank screen
and this in the output_log.txt

Code: [Select]
Code:
  at HonoBehaviorSystem.Update () [0x00000] in <filename unknown>:0 (Filename:  Line: -1)InvalidProgramException: Invalid IL code in EndingMain:HonoUpdate (): IL_009c: stfld     0x0400179d
and wasn't there a tutorial somewhere on to create new enemies? or least modify an existing one to my preference?

I'm tying to make series of bosses, with at least 22 spells, and 8 dummy objects to cast most of it for the enemy, much like Necron.
 
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EDIT: The Memoria Engine modifier now provides a simpler way to modify supporting abilities: see the documentation in "StreamingAssets\Data\Characters\Abilities\AbilityFeatures.txt" after installing Memoria.

@resinate: It is possible, but on Steam version only, and it requires editing the CIL code, again.
Since Memoria Engine will allow to do it more conveniently, I stoped developping CIL macros for that. However, changing a HP +20% into a +80% is quite simple and can be done like this:
1) Find the method "ff9play::FF9Play_GetSkill",
2) In the second half of the method, spot these lines:
Code: [Select]
Code:
ldarg.1ldind.refldarg.1ldind.refldfld 0x40008AB // FF9PLAY_SKILL::max_hpldarg.1ldind.refldfld 0x40008AB // FF9PLAY_SKILL::max_hpldc.i4.s 10divaddconv.u2stfld 0x40008AB // FF9PLAY_SKILL::max_hp
There is a similar code 4 times in a row, for HP+10%/20% and then for MP+10%/20%.
3) Replace the two lines.
Code: [Select]
Code:
ldc.i4.s 10div// Replace it by:ldc.i4.s 80mulldc.i4.s 100div
This changes it into +80%

@dclem: First, I would like you to stop double-posting like that. You have a button to edit your messages ><
It makes it difficult for me to answer cause I have to browse the page, and besides it makes you ask the same question several times for nothing.

Secondly, you could read what I told you: it's "RunBattleCode( 37, 2929 )" in battle, and not "Field". If you tried that, you would have seen that 2929 is the field ID and so can be replaced by 16000 for your purpose.
And for the CIL code of the cinematics, I don't know. But I suspect it will be difficult to remove those steps like that. You'd better replace the cinematics by some black screen cinematic during 0.1 second or something similar.
 
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let me just stop,
I'm better than this.

take my pill and just.

The script:
Still doesn't work either way, but if you can't figure it out, I've got an alternative.
 
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its fine im sticking to the psx version for now, im not able to port the mod to steam it breaks the game if u load an auto save
 
is there a way to make a global variable that can be called upon on every battle. i wanna use a life system where certain bosses have x amount of lives when it hits 0 then battle is won.

pretty much like this: var life = 10: if (HP == 0 && life == 0) {end battle} else {if (HP == 0 ) {Restore HP to full: life =-1}}
 
It's the same trick as artificially increasing the max HP limit of bosses. You can find a very detailed example of how to do it for Kuja here. It's similar for any boss (in particular those who have this kind of system "when under 10 000 HP -> dies").
 
u sir thanks soo dam much for that script. i did some tweaks of my own and my god its amazing lol

i have found that it cant be applied to all bosses tho sadly but ones i needed were able to do so
 
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