#Easy way to load specific events/fields?

46 messages · Page 1 of 1 (latest)

lost frigate
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I looked around the documentation and couldn't find anything specific for loading specific scenes for the sake of testing. Can I do that using the debug menu or do I need to have a save/save state at the event in order to load it. Specifically I want to quickly trigger that scene of Operation Babe Hunt so I can test my edits to E991_003 .pm1 without having to physically play up until that point. Maybe I'm missing something very obvious, so any help would be appreciated.

Also, are the portraits/bustups all controlled by the PM1 file or is that all handled by the PM2 file like the 3D character models? There's no good documentation on the PM2 files or really for FES event editing in general (as far as I'm aware), so was just curious what exactly I need to edit.

native idol
# lost frigate I looked around the documentation and couldn't find anything specific for loadin...

For loading events you can use Mod Menu since it has an option to call an event by its ID (obviously use caution with it and make sure to disable it in your aemlus mod order when you're not going to be using it of course, given that it is a mod menu and could mess stuff up if you're not careful)

As for bustups, yeah those are all handled by the messages in the BMD that's packed inside an event's PM1 (technically they can be controlled by PM2's as well, but none of the actually used events do that, so you don't really need to worry about that.)

GameBanana

Custom scripts for Persona 3 FES that replace the square button function in Tartarus, save points, and student with glasses with a fully featured trainer... A Persona 3 FES (P3FES) Mod in the Trainer category, submitted by Tekka

lost frigate
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I might could just find a save floating around somewhere that's around the Yakushima beach trip but that's annoying and converting a gamefaqs .psv file to ultimately work with the virtual .ps2 memory card seems like a pain

native idol
mental olive
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make sure you don't have any mod conflicts since that mod edits the sub menu

lost frigate
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Randomly disabling a bunch of mods worked!

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Something must have been conflicted with mod menu besides QT+. Wonder what it was.

lost frigate
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Followup question: Is there any good documentation for PM1 (or, well, the bmd inside the PM1) and PM2 files for FES? Specifically I want to know what flags correspond to what bustups (is it just trial and error?) and how the hell to mentally parse the hexadecimal mess of the PM2 files.

mental olive
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  • PM1: I believe if you find the portrait textures, those should have IDs corresponding to the ones in the PM1
  • PM2: good luck lol
lost frigate
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Lol. Lmao, even.

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Appreciated. I'll have a look at the bustup textures.

native idol
# lost frigate Followup question: *Is* there any good documentation for PM1 (or, well, the bmd ...

Given the mod you just released (in mod-feed) I assume that you already got all that you needed from this thread (probably meaning this can be marked solved as well haha), but I figured I may as well weigh in on this too to point you around potentially for the future

As far as documentation is concerned for BMD and PM1/2/3 files, there is basically nothing out there at all, which comes down to two main reasons: for one thing, historically there hasn't really been all that much known about the finer details of these formats (the overall formats were understood enough for tools to allow editing them to be made, but most of the specifics much less so) meaning there wouldn't be much to document in the first place, and also just a lack of desire from most people to even bother writing documentation for whatever personal reason they may have; the end result is naturally little to nothing being out there

The closest that you can really get to documentation for these formats is doing something like (for BMD files) looking at the MessageScriptLibrary.json file specifically from a PR I made to the Atlus-Script-Tools repo, since as of writing the base repo doesn't actually have any info in that file otherwise, and using it as a refrence when looking at whatever decompiled messagescript file you're trying to edit (this assumes you're using AST in the first place though, its not quite as helpful if you aren't)

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For PM1/2/3 files your second best bet is to use LEET which allows converting those files to JSON and back, and thus makes it a bit easier to try and edit/understand the format, but this is also complicated because there's like 3 different versions of the tool you could use which all have different amounts of info+different outputs; there's the public version which currently has very little, AnimatedSwine's version which adds some info for PM2 frame functions (this may or may not eventually be merged with the public tool at least depending on when/if tupelov has a chance to look at Swine's PR,)
and then there's also my version of it which as far as I'm aware genuinely has the most amount of info in it out of all the versions for PM1/2/3 files, but I don't have any builds of it really posted anywhere (this also applies to Swine's version somewhat, although its been sent around in this server enough that it is possible to search for and download); ideally at some point it should get merged with the public version so that people don't have to go out of their way to build my version manually but I'd want to get it in a better state to where doing that wouldn't end up being a big hassle, which could take any amount of time to happen since my motivation to work on any given thing tends to come and go in addition to life getting in the way and all that lol

TLDR since i've written a lot if not way too much: basically as it stands right now there's very little documentation out there and the best you can get is refrencing the source code of and/or using the tools meant for editing these files to get some idea of what to do which will remain the case until and unless someone decides/is able to write proper documentation lol 🫠

mental olive
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tbh you might as well just have builds of your version available

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I'll also point out that there is a version of persona 3 that has debug menu, check tcrf for reference. that would probably be your best chance at editing PM2s

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also similarly poorly documented though

native idol
mental olive
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that is probably what I'd recommend lol

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I'm curious what your fork has over the other ones too I didn't know the code was out there

native idol
native idol
# mental olive I'm curious what your fork has over the other ones too I didn't know the code wa...

if you feel like pouring over the 72 changed files diff on github you can see exactly what, but as a basic rundown (going from memory so i might have forgotten a thing or two)

  • EPL extraction/packing support for PM1
  • Batch file conversion (meaning you can basically convert every PM1/2/3 file in the game(s) at once; although it'll also attempt to convert JSON's as well if they exist so don't try using it on a folder you already batch converted lol)
  • Very very limited support for SMT3 and DDS 1/2's PM1/2/3 files (most of the frame functions aren't supported and the files don't convert back correctly but it does "work" somewhat)
  • Implementations for a BUNCH of PM2 frame functions as seen in the embed; some of them are basically 100% matched with the debug menu and even have more descriptive names for their properties, some aren't (case by case basis right now)
  • Proper support for the Bezier, Object and SLight tables
  • Not a specific change in and of itself but I made sure that at least P3/P4's files can be converted from PMD -> JSON -> PMD back with the resulting file usually matching with the original 100%, which should hopefully mean fewer issues with modifying the files (especially when trying to pack new/replace existing embedded RMD's or EPL's for example)
lost frigate
# native idol Given the mod you just released (in mod-feed) I assume that you already got all ...

Very interesting. I'm not too fussed editing the PM2 right now because the scene is "good enough" at the moment through just editing the PM1 and the bustups, but eventually I might give some of what you've linked + the debug version a try just to clean it up. I see that not many people have actually done text/events edits like this for FES lol, so I can definitely understand why there hasn't been much motivation to really understand how the PM1/2/3 files work.

mental olive
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mhm. there's very few mods for P3/4 that even touch events lol

I have a limited understanding of how some things like music and some calls work but when it comes to chara animations and stuff, I've got nothing

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it's just a very hard to understand format, I don't think it would be possible to figure it out starting from just the PM2/3 files without an excessive amount of effort

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event editor is probably your best chance and since it works for P3F that might do enough for you

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hope you're not modding P4 or P4G lol

lost frigate
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I appreciate you guys helping me out btw. Taught myself FES modding just for this and am pretty happy with the result. I did it the easy way and just used LEET + the "normal" version of PersonaEditor so I haven't really delved into the format a whole lot, just sort of bruteforced the bustups and timings until I got something that looked good really femcsigh

native idol
# mental olive it's just a very hard to understand format, I don't think it would be possible t...

Yeah, I haven't found it too difficult to try understanding the format so far myself admitedly since for the most part it's fairly simple but also I would not have gotten as far as I did if it wasn't for a) LEET already existing and thus a huge amount of key details on the format were already understood and b) the debug event editor + cheat engine allowing me to do a lot of poking around and seeing how and what exactly the bytes in a file mean/correspond to 😅

mental olive
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yeahhhhhh hey maybe you can get enough going that we can get something for P4G at least 😭

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I don't think any versions of P4 even have an accessible event editor, and cheat engine does exist but well....

lost frigate
mental olive
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:')

native idol
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Honestly with my LEET fork I feel like there ought to be enough for at least simple event edits in P4G

For the most part P4G's version of the format is actually identical to P3's, there's only a few occasional differences that I have no idea why they changed things the way they did but even then its nothing that I think would be impossible to account for in your head (as long as you're aware lol)

mental olive
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perhaps. you see I have never used your fork adachi_true

native idol
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Perhaps i'll just have to actually get a release out on the GH page then so you can 😅

mental olive
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true....

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or I guess if you're just building through VS, there's nothing stopping me from building myself, no?

native idol
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Yeah you can just build through VS

mental olive
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still would be good to get a build out there imo but

native idol
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Not actually that hard but also still more effort than most people will want to go through (esp if they don't even know that they can just do that lol)

mental olive
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well VS is also a hurdle for entry too bc it's a big download and it's intimidating for anyone who isn't familiar with it

native idol
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it is done

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unless i screwed something up without realizing but hopefully not lmfao