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

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No, I don't know where these textures are stored in the PSX binary files. I don't work on it anymore since a long time, sorry :/
 
When I modified world battle spots and save it as a mod and I try to load again, the HW closed, why? (I tryed just change one entry, saving and open it again to do a most as apossible simple test, and loading from no one modified ffix files)
even crash when I select dont load enviroment, but it load anyway :/
 
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Ok...
The world map "Places" and "Battle Spots" sub-panels bug.
Don't change anything in them. I need to fix that...

Thanks for warning, elberuss. I didn't think I would need to update this tool anymore. That adds to my todo-list.
 
Ok...
The world map "Places" and "Battle Spots" sub-panels bug.
Don't change anything in them. I need to fix that...

Thanks for warning, elberuss. I didn't think I would need to update this tool anymore. That adds to my todo-list.
But I read many people that changed it on this thread, how they did?
 
It used to work correctly. I don't know why it doesn't work anymore. Maybe I changed something when moving to a format that is both compatible with the PSX and the PC versions of the game, maybe it's something else... I'll have to check.
On the same vibe, changing the script of "Opening-for-FMV" tends to create bugs, so that's also something to avoid with the current version.
 
It used to work correctly. I don't know why it doesn't work anymore. Maybe I changed something when moving to a format that is both compatible with the PSX and the PC versions of the game, maybe it's something else... I'll have to check.
On the same vibe, changing the script of "Opening-for-FMV" tends to create bugs, so that's also something to avoid with the current version.
Thanks so much for your effort! really thaks! FFIX alwais was my liked game from my childhood and I love modding on it :)
 
Hello Tirlititi,

Would it be possible to change Quina'a trance command from Cook to Double Blue magic (Dbl Blu)? If so, how would I go about doing that?
 
That's unfortunatly not possible using HW. That is too deeply encoded in the battle system.
On the PC version, modding the BattleHUD can be done to do something like that but it's not a feature that Memoria allows (yet).
BattleHUD

Another possibility (that works on PSX) is to have "Double Blue Magic" replace either Double White or Double Black. You'll loose one of them but as long as a command takes the natural slot of one of these, it's considered as a double command.
 
Unfortunate. Regardless, thank you for responding so quickly. You're stand up person.
 
Hello Tirlititi,

Sorry to pester you, but one last question. Would it be possible for me to make it so Quina could eat an enemy who is usually un-eatable. Tantarian for example? Is it as simple as removing the Easy Kill stat effect?
 
Yes.
Human-type enemies are also non-edible but that doesn't apply to Tantarian.
 
Hello again Tirlititi,

Turns out I have another question. I'm trying to give Freya a new spell, Inferno. She can perform it just fine; but when she goes to cast it she does a glitched jump animation. I've searched around online for a few hours now and I couldn't find a solution to this. I know she has a special flag inside the Edit Spell Sequencing, but I can't for the life of me figure out where to put it to make it work with Inferno. Is it even possible?
 
The Memoria Engine mod fixes that on PC.
You can't fix it properly without Memoria: the only solution without Memoria would be to use "Play Freya's casting anim" in the spell sequence of "Inferno" but then it would bug if anything other than Freya uses Inferno and even then I'm not sure that you can get a flawless casting animation for Freya.
 
I figured I needed to insert "Freya's casting animation" into "Inferno," I've tired copying the sequence of her other skills into "Inferno" to replicate it, but no luck. I don't mind if it bugs if anything else uses "Inferno" because I don't think anything else does. You wouldn't know how to properly insert it would you? If not, no worries. I really do appreciate you getting back to me so quickly.
 
No sorry, I've never tried doing something like that on the PSX version.
To be honest, I'm not even sure it can work to actually play Freya's casting animation for a non-Dragon effect, that "Freya's casting animation", on the PSX version... The usage I suggest is actually an extrapolation of that sequence code's effect from the source code of the Steam version to its behaviour in the PSX version. It might be that Freya's casting animations are actually packed inside all the Dragon effects, next to the effect models and textures, and that they can't be used by any mean in a non-Dragon effect in the PSX version.
 
First of all thank you for this amazing tool.
I am here to ask some help for a very little problem that has FF9 italian steam version: during a battle, when you choose to use magic sword ability (the Steiner+Vivi combo  :)), the text that appears in the top of the screen with the ability name has the words swapped. Here an example:
You choose Firaga Sword (in italian is "Colpo Firaga" and in hades workshop is named perfectly), in the top screen appears as "Firaga Colpo" (maybe use english order with italian text?)

My question is: is it possible to fix with hades workshop or with some manual edit?
Thanks usb :)
Yeah, I thought that they fixed that bug, but apparently not. It doesn't concern only Italian but also French and Spanish. The bug lies in the CIL method "BattleHUD::SetBattleCommandTitle" but it's a bit tricky to fix it there with HW.

What you can do though is bypass the bug: go to the "Interface" panel, select the "Battle Spell Naming" field and add 13 entries to it (right-click -> Add), then write the proper full names ("Colpo Fire" etc...). Finally, go to the "Party -> Spells" panel and change the casting names of the magic swords spells to the entries that you just added.
It's a bit dirty as a fix, but it works. You should also translate the names in the "Interface" panel if you want it to work for all the languages (I think the game would crash in non-italian language otherwise).

For info, you can have up to 62 custom spell names in that interface field.
Bringing back this cause i got to fix the bug itself instead of using workarounds.

Replace, in BattleHUD::SetBattleCommandTitle

Code: [Select]
Code:
text = FF9TextTool.ActionAbilityName((int)pCmd.sub_no) + str + FF9TextTool.BattleCommandTitleText(0);
with

Code: [Select]
Code:
string locale = Localization.GetSymbol();if (locale == "IT" || locale == "ES" || locale == "FR") text = FF9TextTool.BattleCommandTitleText(0) + FF9TextTool.ActionAbilityName((int)pCmd.sub_no);else text = FF9TextTool.ActionAbilityName((int)pCmd.sub_no) + str + FF9TextTool.BattleCommandTitleText(0);
Note that IT SP and FR don't need the middle space between words that "str" places cause said space is already within FF9TextTool.BattleCommandTitleText(0) for all the affected languages.
 
The best is to use the Memoria Engine modifier that fixes that bug. There is no reason to edit the game's source code directly instead of installing Memoria.
 
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