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Making new monsters with breeding mechanics.

Started by RavenCurow, April 03, 2018, 07:24:45 am

RavenCurow

If I use an empty job slot to make a new monster, say a white chocobo, how would I make that chocobo be available through eggs? Is that even possible? Will it work if I just make the monster job or will it take an ASM hack?
  • Modding version: PSX
Ramza: Delita, your hurt?
Delita: No, really? Did you think I was taking a nap down here?

Nyzer

I don't think anyone has ever come up with a hack for that. People usually turn breeding off, not on.
  • Modding version: Other/Unknown

Xifanie

The game only allows the generic monster graphic IDs to reproduce, and it's coded in a way that it multiplies the ID of the graphic by 3, and the next 3 jobs will be a possible outcome as an egg. Basically it's in no way flexible, and that doesn't even take into account the palette or sprite limitations of UNIT.BIN which would be a real goddamn pain to work past. Monsters have 1-3 palettes available in UNIT.BIN and you can't just increase it just like that; it's all hardcoded and a tight fit.
  • Modding version: PSX
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Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
<R999> My target market is not FFT mod players
<Raijinili> remember that? it was awful

RavenCurow

I see. Oh well. I guess if that's the case I probably will get rid of breeding and stick to taming then. Hmm this will be difficult now that I think of it because I can't have multiple colors draw from the same sprite since for monsters each color is a different job. Unfortunate. The only way to do it is add new monsters as special jobs. Which I think works to a degree, but now that I think of it monster formation sprites are bigger. Now what to do with this white Chocobo sprite.
  • Modding version: PSX
Ramza: Delita, your hurt?
Delita: No, really? Did you think I was taking a nap down here?