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All Discussions > Final Fantasy IX > Topic Details
Hades Workshop
Hades Workshop is the most complete Game Editing Tool available for Final Fantasy IX. Its development started for the PSX version and it became compatible with the PC version as well.

It's available on Qhimm:
http://forums.qhimm.com/index.php?topic=14315.0

If you want to contribute, you can read this post:
http://forums.qhimm.com/index.php?topic=14315.msg248197#msg248197

This tool is not compatible with Albeoris's Memoria for the moment.
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Showing 16-30 of 88 comments
l put your script in Ozma loop and it seems to be working , the fight last a lot longer now.

Thanks!
Hey there!

So, I was using your tool to translate the game to Portuguese and started by changing the party commands. I applied the new files and opened the game.

While the new text is showing just fine in the in-game menu, when the game goes to a random battle, the battle command UI does not show up, I can't make any selection, the whole party is now named Zidane for some reason, everyone's HP/MP is maxed out and the battle gets stuck. Also, Auto-Regen seems to have glitched as well (it runs every frame per call instead of once). I did not change anything besides the names and descriptions for commands.

Do you have any idea why did that happen?

Here's a screenshot
I had this problem during the tool development ; I thought it didn't happen anymore.
A solution for you would be just to copy-paste the created file "resources.assets" and not the .dll. There are few texts in the .dll and none of them can be modified with HW (the only useful ones are the default name of the characters).

Get the non-modified Assembly-CSharp.dll back and care only of the resources.assets.

How do you work with Hades Workshop: did you translate everything in one shot or did you do that in several sessions? In the second case, how do you resume your work?
Okay, I'll try that. But while I was trying to make it work, I made a second attempt, changing just the "Attack" command text to the equivalent in Portuguese, "Atacar" and nothing else. I applied and it still broke the battle.

I'm doing it in separate sessions, everytime I want to test changes. After I close the game, I just start the tool and select the game's .exe file.

UPDATE: replacing only resources.assets seems to fix the issue. :)

I wrote a post[forums.qhimm.com] on Qhimm about the future of HW. I suggest you take a look at it if you're interested in contributing to the project :)
Hey Albeoris :)

I'm not against working together. Actually, I would find it great ! Modding the engine through C# is so good, so much better than the crappy CIL code I'm displaying.
However, our programs as they are can hardly work together since we both change the CSharp.dll in two very different manners. I really think you shouldn't move everything to an external library. Since you use the full source code now, will you drop Memoria.dll and do the changes directly in the CSharp.dll ? That would be great for HW ^^

I still don't know how to merge a C++ and a C# project, though :/
That's a shame because we are indeed sometimes working on the same things.

I won't drop the development of HW for coding Memoria. I guess you won't drop Memoria for HW either. I don't see how we could merge our projects, but if you have a solution, that would be wonderful.

In any case, we can exchange about how FF9 works. I saw that you attacked the enemies' datas ; I know them quite well so if you have a question, feel free to ask.
I'm also inviting you in HW's github and I would gladly accept to be in Memoria's. Though I won't be coding there regularly, as said, I can always punctually help.

As for me, I decided I would rewrite the BGSCENE_DEF.cs to make 1 mesh per layer (overlay). They bothered me a lot with their tile system that are 36x36 but only 32x32 and a half... I think that'll be for the best. Did your method avoid creating seams and defects? If so, then congrats a lot ^^
Since you use the full source code now, will you drop Memoria.dll and do the changes directly in the CSharp.dll ? That would be great for HW ^^
Yeah!

I won't drop the development of HW for coding Memoria. I guess you won't drop Memoria for HW either. I don't see how we could merge our projects, but if you have a solution, that would be wonderful.
Well we can make an universal interface to interaction with HW. I will try to use HW with Memoria and see - what is need to do.

I'm also inviting you in HW's github and I would gladly accept to be in Memoria's. Though I won't be coding there regularly, as said, I can always punctually help.
Thank you! I'm also inviting you.

In any case, we can exchange about how FF9 works. I saw that you attacked the enemies' datas ; I know them quite well so if you have a question, feel free to ask.
Yeah, want to move it from the game code to the external base (now CSV+Json) and move scripts to readable format. About how it makes HW. But now I will try to make friends HW and Memoria.

As for me, I decided I would rewrite the BGSCENE_DEF.cs to make 1 mesh per layer (overlay). They bothered me a lot with their tile system that are 36x36 but only 32x32 and a half... I think that'll be for the best. Did your method avoid creating seams and defects? If so, then congrats a lot ^^
About padding (2 + 32 + 2): http://answers.unity3d.com/questions/1025100/what-is-the-exact-size-of-texture-padding-required.html
Yes, we use an original tiled scene and restore padding (more then 2 for large textures).
I also want to change it - hundreds of objects lower performance. But there is a problem: tile's depth. If you make just one overlay with a constant depth it will cause problems on stairs.
Sample: https://i.imgur.com/awWgK9d.png
How do you plan to resolve it?
I like what I read. :D
Alternate Fantasy is great! the balance of difficulty and scrip editting for adding beatrix is so :D :D :D

1 problem though. I wanted to make a few minor adjustments to some skills/spells/whatever using the workshop, but everytime i try to open the alternate fantasy files p0data2.bin or p0data7.bin, the hades workshop application just simply closes. as if i hit the "X" button at the top. what am i missing? how can I tweak your mod, "alternate Fantasy" to my liking?
I didn't grap that every single tile had a depth adjustement :/
I tried to see the extend of it and that's indeed extremely detailed. Each tile is at a very precise depth while I thought there was just as many depth levels as layers...
That bites for getting rid of the tile system indeed.

@Lyrithus: Thanks :)
In order to modify things, you need to open a vanilla (non-modded) game with HW first. Once opened, you go to "File -> Open Mod" and you select the AlternateFantasy_v4.3.hws that is in the mod's .zip.
After a few seconds, the mod will be loaded into HW and you can modify what you want.

"Save Mod" to create a .hws file that you can go back to later.
"Save Steam Mod" to generate the modded files.
Originally posted by Tirlititi:
I didn't grap that every single tile had a depth adjustement :/
I tried to see the extend of it and that's indeed extremely detailed. Each tile is at a very precise depth while I thought there was just as many depth levels as layers...
That bites for getting rid of the tile system indeed.
Yeah. If you will have an idea how to avoid it we can do that.
@ Tirlititi - And where/what is that file? the HW only seems to be able to recognize bin files in the games steam directory. I know based on using this HW in the past that those bin files in the streaming assets folder are the data files. non-modded version of the game you say? ok.. well the only vanilla files of the game that HW recognizes are those bins. and yes, it asks if i want to scan them. each time. and the HW application just stops all together.

I've used the tool both tools extensively a few years ago, so I'm getting re-aquainted. I'm loving the easily applied patch process now. One patch for the whole game. Getting the same adjustments to the skills, spells, and items, especially when the overhaul is very large, was a pain to apply to one disk at a time. I have even used it recently, but all those times were on the PSX ROM disks.

I even was the first to post a discussion on FF9 community forum to help get support for you and Albeoris' tools, when FF9 was first released on steam:
http://steamcommunity.com/app/377840/discussions/0/357284131782059885/

Posting If you know someone who has the time other than you, who knows how to use HW for Steam files, could you see about having a discussion for a tutorial posted, possibly even a video?
You open the steam files by selecting the launcher.exe after that you wait for seconds and select the language and then follow tirlititi's instructions.
Yes, for the Steam version, you select the FF9_Launcher.exe.
If it asks for scanning the file, that means you gave him a .bin and it thinks you're giving the PSX version.

I would love to see video tutorials. It's not my priority to do it myself though, as it would mean stoping the development of HW while doing it. It would definitely be useful though.
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