#Backport P3R QOL features to P3P & P3F.
1443 messages Β· Page 2 of 2 (latest)
I forgot that my furthest Makoto save is on the day where you get the police station intro
god why does it take so long to compile lol
going to the dorm and forwarding time before resolving that had funny results
Junpei groaning at me to go to the police station even though that happened a month ago
TURN LEFT!
i think swine mentioned that you can do "soft hooking"
wdym
which is hooking part of an already existing procedure
instead of the entire thing
but i don't know how that works
could be worth asking :')
if we could figure that out, all we would have to do is hook the get_day( 5, 12) thing
@steady hearth OHHHHHHH SWIIIIIIIIIIINNNNNNNNNNEEEEEEEEEE
well the event loads but it's a little unclean with the transition to the next day
yeah it needs a fade out effect to the event
and then a fade sync
and then an EVT_FUNCTION_0001 too
the event loaded
I'll make the actual event when it isn't 2 AM my time I think 
still though, we're getting very close

these are definitely gonna have to differ between FEMC and male route lol
not just writing but also like, structure, where they're placed, rewards, etc
Come to think of it, this exact one we set up kinda lacks that early P3 Junpei salt
P3R does that quite a bit lol
It'd be funny if the FEMC version is the one that ends up closer to the Reload script
then again, the P3 Junpei salt is already lacking with FEMC's social link with him
... which makes his social link rather disappointing to me in P3P
super contradictory when compared with the main story
I was gonna say, the main story played up his salt in Kotone's route if anything
there's something that's just so funny about Mitsuru shutting that shit about "but she's a girl, why is she leader" down
she was (rightfully) not having it
yeah
no the thing that really bothers me is that you can max out his social link early, so he can act like oh you're a true friend to me I was awful to you I need to be better
and then next full moon operation he reverts
lol
wait, you can have him at 10 before Arcana priestess?
iirc that's where the most of it was at unless I'm mistaken
there's more right after the love hotel
you don't really need to get to 10 anyways to see that he treats you differently in the social link vs the main story and I don't really think it comes down to just the whole battle operations thing
he's like pretty warm towards you even in the first few links, he opens up to you
but he also treats you like an ass lol
It almost makes me wonder if they just plain wrote the link to happen much later
then remembered that they replaced the Link That Tutorials How Links Work
What's going on, do you still need me?
I'll answer, yes you're still needed
BonQ was asking about soft hooking to reduce load times, bc right now this mod takes 35 seconds to load on my machine. which causes R2 to show the "the game has crashed or hung!" message
I think the file is just really big or something?
dorm has reached fat pikachu status
So it's a single file taking 35 seconds?
yeah, takes longer on bonq's machine too, like a minute lol
72 seconds for me
That is way too long
indeed!
single file btw
I'll have a look, you must have done something ungodly for it to take that long lol
lmao
i hooked a single procedure π
booting just now took considerably less long for me, but this is after having booted with it once
caching moment?
Yeah
yeah once it's cached it's 4 seconds for me
the new goal is to increase loading times as much as possible in as few lines as possible
hell it takes so long that reloaded times out
and i have to do a weird combo for the game to load
you just wait when R2 times out
because if i click ok on the reloaded error, it quits before it compiles
just an event msg that's all of Adachi's dialogue across the entirety of Persona 4 The Golden for the Sony Playsation 2
I said that wrong but it's funnier that way
The file really isn't that long, idk why it'd be so slow
Shin Megami Tensei: Revelations: Persona 4 The Golden Featuring Dante from Devil May Cry for the Sony PlayStation 2
yeah I had a brief look myself at the file
Maybe it's just the enormous number of chained if statements
the new bit we're merging is small, the dorm itself is just large iirc
oh could be
would that really take that long?
find a friend has wayyyyyyy more than that one procedure i'm pretty sure
we uh
(i.e. else ifs)
we didn't touch how the code is decompiled
we just touched the get_day( 5, 12 ) thing
so only this section
Oh
I'm glad you two got a kick out of this btw
I coincidentally grabbed that one and was like welp, I can do something goofy here
it was iconic
yeah that was pretty funny
I just tried compiling it myself with script compiler and it still took about 30 seconds so it's not anything specific to bf emulator
i fucking knew it was my pc performance π
well
30 seconds is too long
like if it shows the error message about R2 timing out or crashing that sucks lol
would soft hooking solve the issue? i think you mentioned being able to edit parts of a procedure instead of the entire one when hooking
Come to think of it, ig one other random detail from Reload that feels like a nice novelty
actually getting to see the arcade
wonder if it would be possible to move the arcade functionality into an event π€
Well given you're only editing a small part of it you could use unhooked to call the rest of the stuff and only include that. Something like
import( "n07_02.msg" );
// Procedure Index: 3
void SCR_JUNPEI_hook()
{
if ( GET_DAY( 5, 12 ) )
{
MSG( MSG0512_JUNPEI_011 );
var3 = SEL( MSG0512_JUNPEI_01_SELL );
if ( var3 == 0 )
{
MSG( MSG0512_JUNPEI_022 );
MSG_WND_CLS();
FADE( 3, 20 );
CALL_EVENT( 912, 1 );
NEXT_TIME();
}
else
{
MSG( MSG0512_JUNPEI_033 );
}
// Don't bother with the other days in the original function
return;
}
// Call the original function
SCR_JUNPEI_unhooked();
}
(Sorry that took a while, I couldn't remember what you had to put to call the original function)
that would be the entirety of the flow file?
oop that error'd out
no that doesn't work
what is swine talking about?
[Script Compiler] (0009:0008) Assignment to undeclared variable: var3
[Script Compiler] (0009:0008) Failed to emit code for value assignment to variable
[Script Compiler] (0009:0008) Failed to emit assignment: var3 = (SEL(None MSG0512_JUNPEI_01_SELL))
[Script Compiler] (0009:0008) Failed to emit variable assignment: var3 = (SEL(None MSG0512_JUNPEI_01_SELL))
[Script Compiler] (0007:0004) Failed to compile if statement body
[Script Compiler] (0005:0000) Failed to emit procedure body
[BfEmulator] Failed to compile BF File | C:\Users\drewk\Downloads\Release\Mods\p5rpc.modloader\Cache\P3P\Files\wyb1etri.elj
[BfEmulatorApi] TryCreateFromBf: Failed to Create Emulated File at Path C:\Users\drewk\Downloads\Release\Mods\p5rpc.modloader\Cache\P3P\Files\wyb1etri.elj
Cannot Create File From C:\Users\drewk\Downloads\Release\Mods\p3ppc.event.linkepisodes\FEmulator\PAK\field2d\p07_02.bin\bg\b07_02.abin\n07_02.bf!
that doesn't work?
ok so it does "work"
and it cut the compile time down to 4 seconds π
but it doesn't clear the junpei bustup for some reason
and i don't know why >.>
current mod
if anyone knows how to clear the bustup lemme know
otherwise the compile time issue is fixed
i tested on 7/25 and it plays the normal dialogue for that day
i guess ill need to update convenient completion to use that method
thanks again swine
All good 
@copper schooner I'm curious what you think might be the best way to approach the arcade th
cause the inside of it simply does not exist besides Reload/the movies iirc
outside of the arcade in paulownia mall probably
CALL_BG_IMG( 8, 1, 0, 7 );
I gotcha
should i work on adding the code to every character to summon the link episodes?
while you work on the events?
that'd be appreciated, yeah
trying to sort out merging for the dorm for each one sounds like a lot ngl
are we gonna try to figure this one out lol π
ok but we can totally do these
well some are specified to be in the evening or day
so i guess you can also do the link episodes at night for the ones not listed
do any of the guys show up on the map during the day in the mc route?
ok small problem with koromaru
there's already a procedure for checking it's messages on that day
but it's a range
it's just him saying arf so i guess we can remove it
aaaaaaaaaaaaaaaaaaaaaaaagh it doesn't work
hmmmmm the initial procedure is taking priority and playing the arf message instead
code change right
original flow
@steady hearth any reason why it would still be using the original procedure here?
i don't want to have to hook the entire procedure and drag up the compile time 
but there's a range in here that covers what i'm doing
It looks fine to me
The only thing that could cause your stuff to not play is if the day isn't 8/22 but I would hope that isn't the problem lol
it is though
man so i unplugged my computer with my feet accidentally right
tell me why tf it removed P3P from my reloaded install π
that's so funny
lol that's weird
Anyway, you could have a look at the compiled file I guess, maybe that'd tell you something
Enable Dump Emulated BF Files for Bf Emulator and then they'll be put in an FEmulator-Dumps folder in the game's install
damn that would've saved me so much time
why does it say i'm missing semicolon at next time?
nevermind.......
did reloaded losing P3P make it lose it's mind or something because why am i getting so many errors now
fucking mod menu ugh
it's the exact same as the others soooooooo
i guess time to test if akihiko was even working
ok akihiko is working
but koromaru isn't.....
am i crazy?
not working
is it possible it's calling the unhooked version first
dumped file appears to be correct
currently it's supposed to play the junpei dialogue because purpa hasn't added the other dialogue yet
like here
instead it's running this first
and i can't figure out why.....
ok it's definitely an issue with either atlus script compiler or the game itself because the code is the exact same between junpei and koromaru
just with different dates and vars
ok still broken
i actually have zero clue what's going wrong with it now lol
fun
Binder_Find: /field2d/bg/b07_02.abin
Register_File: /field2d/bg/b07_02.abin
ok so i guess it was working.....
it's just on off days the code loads from somewhere else......
interesting
IT DOESN'T WORK??????????????????
i'm so pissed wtf π
ok what the fuck
it still doesn't work
can someone explain to me why the koromaru code doesn't work? am i doing something wrong?
like am i seriously missing something here?
these are 1:1 the exact same code
'
is it a game skill issue?
because my code should be working
if someone wants to take a look at it
i can't get it worked out
and i kinda don't have the energy to bash my head against a wall until i figure out the solution looooooooooooool
i should also mention i fixed the koromaru dialogue issue
but 9/8 is the date of the first ken link episode
and heβs not on the map and is just in his room
@latent tree have you had any luck force showing a character on a field through bit flags? none of the flags mentioned for ken in b07_02.abin seem to do anything
according to the field containing the ken in his room dialogue
it just checks what day it is or a range of days
so i can't get the bit check from there
the template says 2056 but enabling it doesn't spawn ken anywhere
odd
I have tried toggling flags already for NPCs and it did remove them as expected, with a custom npc added into the field even
it also be nice if i could just print all the associated bit flags instead of going through a massive debugger window too lol
there's a possibility i missed a different flag
but i checked like 60% of the file and it's only been 2056 or 0
Hmmm
I'll have to look into it later at some point then; can't rn bc I'm at work and away from my PC lol
yeah no worries at all
toggling flag range 2000 to 3000 doesn't show ken
koromarus flag is strangely the male gender flag check
4104
wonder if that's right
ok i'm hella confused right now
7/25 save
evening
ken is there
i disable flag 2056, and he disappears???????????
is it fucking possible they hardcoded where they spawn on certain days π
like clearly the flags are all the same for the character spawning
but some other magic sauce controls which texture is shown
so is it possible that on certain days they just defined where every character spawns and which texture to show?
hmmmmm yeah seems hardcoded
checked every other dorm field (dunno if he appears anywhere else) and no other flags are mentioned
oh wait is it controlled by the tbl.dat file
because that template is also broken for me
yeah even on the new template, still borked
oof. Worst case, I don't mind having the days shifted and simply providing a list in the mod release
already gotta get across that Junpei's first one has to be accessed from the dorm rather than the classroom anyways tbh, so it's fine
yeah that works too
yeah yeah
and plus it's not like you have to do it on the same day, you have time, right?
iirc if you don't do one by the time the next one opens up, the next one doesn't in P3R
but they (mostly) aren't restricted to 1 day and 1 day only I think
i have all of these added so far
Shinji and Ryoji are sort of exceptions to it iirc
mostly cause Shinji has some of his literally the day after each other
so there is no window
would this also be an exception lmaooooo
it sounds like it yeah, though since they're different characters
could simply make it so ken's stays available when Koro's opens up if they both around the overworld somewhere
oh it's for the same character, not just the very next link episode
yeah, it's a case of like if you put off doing Junpei's #1
the game will not tell you about #2 until it's done iirc
oh yeah, ig they are set to exact day checks rn
I forget if they do much with the subtitle narration for interacting with Koro in the overworld tbh
should be the easiest ideally because normal ass dog
yeah lol
what I mostly mean here is stuff like the game saying that you pet him, etc
also that one interaction about Koro not wanting to eat food from Fuuka iirc
if only we could see how the flowscript is handled for the link episodes in P3R
trying to do one of brawler's ideas right now and it isn't working :/
i can't find this track https://www.youtube.com/watch?v=chq8P7kAAmQ&t=0s
it's in P3R and used for the train station back alley
but the files are in P3F
so id like to just grab em from there
but for the life of me i cannot find em
iirc that track is not in P3F or P3P
not as a track at least
it was originally only used in the 2nd cutscene of P3F
the tbl .dat wouldn't control the flags directly BUT it would control which npc "group" gets loaded at & after a set date & time for that field so it's possible that some days where ken is present use an npc group where him being there is "controlled" by flag 0 (so always present) and others where a different flag needs to be enabled
also
on the tbl template not working
altho just out of curiosty @copper schooner at the very bottom of your 010 window what does it say here after "Hex ANSI"? bc if it says "BIG" then that's the only thing i could think of that would cause issues since i've never ran into any myself with my templates
(the files are little endian and the templates are written expecting to be run under little endian mode; if you're using big endian then the templates aren't gonna read the data right and it'll break things)
it says big yeah lol
yep that's probably what's causing the templates to error out most of the time
(altho i am noticing some of these files are breaking the templates in other ways; n07_02_pck.dat errors out right at the very end since the amount of "duplicate bytes" isn't consistent with other _pck.dat files, so the way the template is written it tries to read more data than there actually is... gotta figure that out now)
oh wait would i fix that on my end?
i didn't realize there were modes to 010
yeah, 010 can interpret hex file bytes in either little endian or big endian
where would i change that at
should be in View -> Endian, there'll be an option for Little Endian and Big Endian
yeah, those're the companies that iirc basically 'created' the different endianesses
ok so 9/8 evening loads group 157
hmmmmmmmmmmmmmmmmmmm that's weird
i could've sworn i enabled flag 2056
position id hmmmm
i noticed one thing when testing find a friend right
you can force enable a character to show up
but sometimes they'll just be invisible
i had that happen a lot testing ken's slink on femc
guess i need to move my cursor everywhere looking for the little dude
sometimes that happens bc the PAK the game loads for the npc textures doesn't have a texture file for that npc i noticed, dunno if that was the issue u were having tho
any idea where position 6 is roughly?
you can still press the right bumper to toggle the interaction icons if their invisible but still interactable jsyk
weird that never worked when ken was invisible for me on P3P PSP
huh, seemed to work for me when i was experimenting with modding the files in the past
anyways you can find the data for that position id in the nXX_XX.dat file; you'll wanna look for the entry that has a matching "Index" value (in this case 6)
you're looking at field b07_02 which in the n07_02.dat file the position data with the ID of 6 is actually the 4th zero-index troll entry by physical order in the list
yeah no still not working
flag 2056 enabled and everything
no little selectable bubble anywhere

yeah nope
even checked p07_02.bin because sometimes the game loads that
same flags
same group
same date
might be some hardcoded nonsense because iβm 99% positive iβm understanding everything right
i think it is in p3p since the song plays in an event
it's in the OST for P3 only, cause it plays during a prerendered anime scene
surprisingly enough no, they simply forgot to implement it 
the event plays out as an ingame scene, but that song on the radio is missing
@cold storm curious about what your idea was that somehow involved I'm Blessed Up
huh wha
Oh I see
I figured P3R only had it play during the early scene where a guy ||turns into a Shadow,|| like the original
TIL
i was hoping there was a pre looped version sitting in the P3 files
but i guess ill have to loop it myself
Ah, no there is not
is it an adx lol
no, it's encrypted hca
damn
would need to be converted
encrypted hca w radio filter baked in π
does foobar preview the loop points like normal adx files?
it does
yeah in a sec
I might send you the wav and loop points individually
is that cool? idk if there's a way to extract an unencrypted hca from the archive like that
yeah that works too
I forgot to ask you how you ripped them as encrypted hcas
the usual foobar way I do just spits em out as WAV from the acb
yeah the answer is I didn't lol, I have the awb/acb archive
with P4G you could use sonic audio tools to dump the hcas individually. I'm not sure if that's an option for P3R but that's because I haven't tried
Right, SonicAudio do be a thing
I'd imagine it is possible to dump the hcas individually but I can't be bothered to figure out the whole encryption stuff rn
they dumped but foobar fails to open them, hm
may not inherently mean they're broken, since foobar also refuses to open correctly exported hcas to replace the music either 
thanks brawler
just found out you can actually buy rose bouquets from the flower shop here
ill need to redo how the improved crane game works
you can buy great vegetables (seedlings) from the flower shop too 
really?????
have i been gaslighting myself this whole time
yes indeed
tbf it's easy enough to forget because FES has it, Reload has it, and the cutscene restoration for P3P itself has it in some form
but for unmodded P3P they forgor
huh
then again i usually just fast forward through events so me missing it isnt that hard to believe
i have an idea for a mod
but i got no idea how to execute it
i wanna make the reaper drop ultimate weapons and armor just like how they do in P4G
but i canβt get it worked out
i think the only way to make it drop custom items is to call the battle like how margaret doors do it
so maybe adding it as a rare chance in rare chests?
made the mod
having some problems though
if anyone wants to test
it just makes the reaper drop ultimate weapons if you defeat him
you need to get a rare chance of accessing him when opening a rare gold chest
ok so
apparently right
there's dialogue after tartarus fights
like tartarus guardians
does anyone have a copy of all the dialogue?
i don't know how dialogue works in this game
is it safe to assume that 02_0_0 coordinates to the first dialogue choice and so on?
damn did they remove the whole line break thing? is it automatic now?
nevermind....................
i just realized i can't make it because of the pac crashing bug
but floor 47 is f057_006
You can still do line breaks manually in P3R (as you can tell by the fact [n] still appears at the end of messages lol) but yeah for the VAST MAJORITY of dialogue in P3R they seem to rely on an automatic system for wrapping the text
Which is actually quite nice BC trying to make sure you don't go over the pseudo character limits in the past games lest the text goes outside the message box can be pretty annoying lol
yeah pretty annoying
i guess ill work on the mod once the pac crashing bug is fixed
well i guess i can technically make the mod for hardware first?
and just test on hardware
and then port it to PC once the bug is fixed
except i don't have a save to test 
nevermind
not sure if these would fit here since these are from P4G not Reload but i think the option view your party members' personas by using the Persona swap button on their turn along with the option to press the sub menu button to bring up the persona menu would be nice
probably would need to be unhardcoded for that
the aim right now is to do everything that can be done in pure flowscript
that way it can be ported to P3F
then we can focus on stuff like code mods
Yeah, that's definitely code stuff
this game would be 10x more fun to mod if it weren't so locked down unlike P4G
i'm kinda tempted to release the current working stuff as a WIP
but i really don't wanna have 4+ packages on the page
id like to have some dll configuration and have it all bundled in one
but ooooooooooooooooooooooooh
Why 4 packages?
25+ GB download just to compile dlls is not fun
there's around 4 finished mods right now
Why not just release the 4 mods separately?




damn