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Topics - Jumza

1
Reach The Future / RTF Chapter 1 Bug Reports
May 26, 2023, 03:35:44 pm
I'm like 50% sure I don't make mistakes, so if you find a bug please report it here! I will address things as they come up.

And thank you for bearing with me! If you've been playing you know this is a complicated mod, there are bound to be errors here and there!
2
RTF CHAPTER 1 is OUT NOW!
Most up to date version: v1.06 (released June 5th)


I hope you all enjoy playing it as much as I did making it! Download link at the bottom of this post!

EMULATOR COMPATIBILITY

Duckstation - Fully tested and compatible!

pSXv1.13 - Fully tested and compatible!

ePSXe - PC versions of this emulator do not run certain instructions as expected resulting in some strange behaviour sometimes. I do not recommend using this emulator to play this mod. Mobile versions of ePSXe, while not yet tested, may fare better in this regard.

An actual PS1 Console - I haven't managed to get this working yet, but it's on the to do list!

Other - Your preferred emulator not on the list? Try playing the mod and report back to me so I can update it!



For applying the PPF I recommend using the online tool found here https://www.marcrobledo.com/RomPatcher.js/ as I have found that PPF-O-Matic takes quite a while to apply this particular PPF, whereas this site takes a few seconds.



Previous Version Download Counts:
  • v1.0 - 171
  • v1.01 (hotfix) - 12
  • v1.02 (hotfix) - 38
  • v1.03 (hotfix) - 23
  • v1.04 (hotfix) - 77
  • v1.05 (hotfix) - 83
  • TOTAL - 404
3
Until the release of chapter 1 of the mod, I will be trying to post weekly updates about the project and its progress.

This first post will link to the various replies that I will make in this topic concerning each of the updates. Feel free to respond to them and discuss them here, or on the FFH Discord channel in #reach-the-future!

INDEX:
Update 1: Tactics Combo In-Depth Explanation
Update 2: Classic Mode Sneak Peek
4
Reach The Future / Reach the Future Official Trailer
December 05, 2022, 03:35:15 pm

 :wark:  :wark:  :wark:
5
Hey everyone! All of you that caught Kori's most recent map making stream saw him play through an event / battle series that I created for the map pack. This battle series included 7 battles that the player party went through where they didn't recover HP/MP/Statuses/other stuff between battles, and although it looked to be about 9 event slots, it was actually only using 1. This post is to explain how the magic happens!

Here is the video for reference (Thank you ArmoredKori!)
Go subscribe to this man on Twitch ASAP.

Here is a link to the pastebin of the event.txt, which I will also be attaching below. Feel free to use it as reference for creating your own Battle Series events!

The Setup
Here are images showing how I set up the ENTD, World Map Conditionals for triggering the event, Attack.Out, and Event conditionals.
AttackOut1.png
I had to adjust the Orbonne event to make space for my event! I also moved the Orbonne event from its original spot (offset 4000) to its setup event slot (offset 2000).

AttackOut2.png
Just one slot?? That's right!

ENTD.png
As you can see, all units except for Worker 7 are set not to be present at all. This meant for me that every time I ChangeMap'd and the ENTD data was reloaded, I only had to RemoveUnit Worker 7 and could AddUnit in the enemies I wanted for the fight.

Event Conditionals1.png
Again, I had to modify Orbonne's event conditionals to make space for my event. RIP Vanilla, everyone please use TLW as a base (or make a totally custom mod) instead.

Event Conditionals2.png
I appended my new events conditionals to the end of Vanilla's list. You can see how I got the event to be called over and over again, each time the player wins the fight the event is called again. In the event you can see that I only tell it to go back to the world map if the player beats every fight or if they refuse the challenge.

World Conditionals.png
The world conditionals. This fight is only available in Chapters 2 and 3 because I can control Ramza with his unit ID 02 in those chapters, and I didn't want to put in the effort to check what his unit id was and swap it in if you tried it in chapters 1 or 4 (where his unit id is 01 and 03 respectively). The variable I am using for the check here is actually what background the shops are currently set to!

The Same Event Multiple Times
If you've opened up the event.txt you'll see that it starts with a switch statement.

//Var x0070 will be used to track what part of the event to run
Switch(x70)
Case(x0001) //PART 2
JumpForward(x02)
Break()
Case(x0002) //PART 3
JumpForward(x03)
Break()
Case(x0003) //PART 4
JumpForward(x04)
Break()
Case(x0004) //PART 5
JumpForward(x05)
Break()
Case(x0005) //PART 6
JumpForward(x06)
Break()
Case(x0006) //PART 7
JumpForward(x07)
Break()
Case(x0007) //PART 8 (FINAL)
JumpForward(x08)
Break()
Default() //First part no jump, run part 1 below
Break()
EndSwitch()

Every time this event starts, this Switch checks Var x70, if its value matches a Case, it will run that section. Each of those sections has a JumpForward that brings it to the appropriate part of the event. At the end of every 'PART' of the event, I use JumpForward(x01) to go to ForwardTarget(x01), which is right before the end of the event so I can skip over the parts we haven't gotten to yet. This allows us to create an event that is itself its own Pre-battle, Mid-battle, and Post-Battle events. At the end I use the PostEvent(x80,x0000) command to bring the player back to the world map.

A single event can be quite large, this event has a ton of instructions in it but only uses 5952 bytes out of a possible 8192. If you wanted to create an even longer battle series you could write events that have better looping logic to save space, or use more than one event slot. I just wanted to show that if you really wanted to, you could significantly reduce the amount of space required for multiple events (so don't ever say that FFT doesn't give you enough space!). SOMETIMES using a little more space to keep yourself organized might be the best way to go, especially because condensing things down to this level can make it confusing. Be mindful of why you would do something like this  :lol:

Bringing The Team Back
When you load in your party into an event with a battle formation screen and then ChangeMap, they are wiped away like the units in the ENTD that are not flagged Always / Randomly present. I tried AddUnit-ing them back in, but that presented a strange graphical glitch: Units would take hits from enemies and not react, and no damage would show up even though their health would actually change, unless they had taken a turn first. I discovered the fix for this by looking around in pSX's memory editor, here is the excerpt from the event.txt where I talk about it:

//Battle Stats x0001 has to be the same as what it was at the start of the event,
//otherwise when units are hit before they get their turn they will not react
//(But still take damage). This is just a graphical glitch, but an important one to take care of to make things looks good
//It gets set to FF on ChangeMap, so it must be assigned
SET(x0070,x0010)
UnitAddress(x02,x71)
SaveAddress(x70,x0001,x71,001)
SET(x0070,x0011)
UnitAddress(x78,x71)
SaveAddress(x70,x0001,x71,001)
SET(x0070,x0012)
UnitAddress(x79,x71)
SaveAddress(x70,x0001,x71,001)
SET(x0070,x0013)
UnitAddress(x7A,x71)
SaveAddress(x70,x0001,x71,001)
SET(x0070,x0014)
UnitAddress(x7B,x71)
SaveAddress(x70,x0001,x71,001)

I run this code block every time I ChangeMap. I believe that the numbers are correlated to the fact that in battle stats the player party are stored in those slots (The 16th (0x10) to the 20th (0x14)). The event will still run fine if the player brings less than the full party.

Bringing the Enemies Back
ChangeMap seems to reset ENTD data to a certain point, when I AddUnit enemies in that have previously been defeated / crystal / treasure'd after a ChangeMap, they appear with full HP and MP. I have to do more testing to see what happens with things such as Inviting an enemy and broken gear.

Wrap Up
Thank you to ArmoredKori for creating the Map Pack and inspiring me to do this event for you! It was fun :)
If anyone has any questions about anything I've done here in the event, that I talked about here or otherwise, please respond to this topic or message me on Discord! I hope that we can work out all the kinks of the battle series system and have it included in lots of mods in the future  :o
6
PSX FFT Hacking / Jumza's ASM Hack
February 15, 2021, 07:55:21 pm
Bet you thought you'd never see the day!

Swap Music

This is just a simple byte swap for a few locations (Party Screen, Memory Card Menu, Shop, Fur Shop, Soldier's Office) that allows you to change what song you want to play there. The defaults set for each are the correct songs for them in vanilla. Refer to the ID's listed here: https://ffhacktics.com/wiki/Songs
I'm still working on tracking down the right locations for the bytes for the World Map, Brave Story, Tutorial, and Battle Formation screen.

More hacks to come maybe??? Find out next time on FFHacktics!
7
Event Editing / A Quick BlockLoop Tutorial
July 14, 2020, 12:22:05 am
Hey guys, I've created a quick event that shows how easy it is to use BlockLoop! As well as a companion video that you can view on youtube to follow along with while looking over the event instructions and comments I've written.

Wiki Links:
BlockLoop: https://ffhacktics.com/wiki/Event_Instruction_2A
BlockStart (Has valid block instruction list): https://ffhacktics.com/wiki/Event_Instruction_2F


The event itself is a little poorly planned lol, but hopefully you can see whats going on and get the idea! Please let me know if you have any questions, I'd be happy to explain any part of the event more.

Offset(x00002000)

SET(x007F,x0001)
//7F will control our loop that runs indefinitely until we tell it to stop (by setting it to 0000)
SET(x007E,x0005)
//7E will run 6 times since we set it to 5 and will set LoopAmount to 001 (# of loops = variable # + 1 with this setting)
SET(x007D,x0000)
//7D we don't care much about, BlockLoop is going to set it for us, same with 7C which I won't bother setting

UnitAnim(x04,x01,x0002,x00)

{63}(r79)
Camera(+00996,-00122,+00350,+00302,+00584,+00000,+04096,+00001)
Reveal(060)

//Ninja

BlockStart()
WalkTo(x54,x00,006,002,x00,x00,+012,x01)
WaitWalk(x54,x00)
UnitAnim(x54,x00,x0002,x00)
WalkTo(x54,x00,006,004,x00,x00,+012,x01)
WaitWalk(x54,x00)
UnitAnim(x54,x00,x0002,x00)
WalkTo(x54,x00,008,004,x00,x00,+012,x01)
WaitWalk(x54,x00)
UnitAnim(x54,x00,x0002,x00)
WalkTo(x54,x00,008,002,x00,x00,+012,x01)
WaitWalk(x54,x00)
UnitAnim(x54,x00,x0002,x00)
BlockLoop(000,x7F,x0000)
//By setting Loop Amount to 000, we have control over when the loop stops by setting 7F to 0000
BlockEnd()

//Bard

BlockStart()
Wait(00030)
WalkTo(x55,x00,010,000,x00,x00,+008,x01)
WaitWalk(x55,x00)
UnitAnim(x55,x00,x0002,x00)
WalkTo(x55,x00,010,005,x00,x00,+008,x01)
WaitWalk(x55,x00)
UnitAnim(x55,x00,x0002,x00)
BlockLoop(001,x7E,x0000)
//By setting Loop Amount to 001, variable 7E will not change initially, but be decreased by 1 each time the loop runs until it hits 0 and stops
BlockEnd()

//Dancer

BlockStart()
Wait(00030)
WalkTo(x56,x00,009,003,x00,x00,+010,x01)
WaitWalk(x56,x00)
UnitAnim(x56,x00,x0002,x00)
WalkTo(x56,x00,009,007,x00,x00,+010,x01)
WaitWalk(x56,x00)
UnitAnim(x56,x00,x0002,x00)
BlockLoop(003,x7D,x0000)
//By setting Loop Amount to 003, variable 7D will be set to 3, but be decreased by 1 each time the loop runs until it hits 0 and stops
Wait(00030)
UnitAnim(x56,x00,x0029,x00)
BlockLoop(003,x7C,x0000)
//By setting Loop Amount to 003, variable 7C will be set to 3, but be decreased by 1 each time the loop runs until it hits 0 and stops
//These nested BlockLoops actually cause this Block to loop 9 times, you can see that the extra Wait and UnitAnim that cause the dancer to start dancing occur every 3rd time because the first blockloop resets for each time the second one activates
BlockEnd()

Wait(00060)

DisplayMessage(x10,x11,x0001,x01,x00,x00,+00000,+00000,+00000,x02)
WaitForInstruction(x01,x00)

DisplayMessage(x10,x11,x0002,x01,x00,x00,+00000,+00000,+00000,x02)
WaitForInstruction(x01,x00)

DisplayMessage(x10,x11,x0003,x01,x00,x00,+00000,+00000,+00000,x02)
WaitForInstruction(x01,x00)

DisplayMessage(x10,x11,x0004,x01,x00,x00,+00000,+00000,+00000,x02)
WaitForInstruction(x01,x00)

DisplayMessage(x10,x53,x0005,x01,x00,x00,+00000,+00000,+00000,x02)
WaitForInstruction(x01,x00)

SET(x007F,x0000) //Stop the Ninja's BlockLoop, it will run to the end of the block before stopping
//The event will wait for the blocks to end before ending itself when EventEnd() is called
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01
{font:08}Jumza{br}
{font:00}Hey FFHacktics!{br}
I'm here to show you how to use BlockLoop!{end}

//Message x02
{font:08}Jumza{br}
{font:00}BlockLoop is used to turn regular{br}
Blocks into loops.{br}
These loops will run{br}
independently from the rest{br}
of your event.{br}
BlockLoop requires Xifanie's{br}
Event Instruction Hack ASM.{end}

//Message x03
{font:08}Jumza{br}
{font:00}Rather than explaining all the details,{br}
I'm just going to run quick demo's{br}
for the 3 different "kinds"{br}
of loops you can create based on{br}
the first parameter, Loop Amount.{br}
All the nitty gritty is{br}
posted on the wiki under{br}
Event Instructions (2F),{br}
and you can see all the{br}
instructions laid out{br}
on the FFHacktics forum.{br}
(Link's in the{br}
video description!){end}

//Message x04
{font:08}Jumza{br}
{font:00}Important notes to remember!{end}

//Message x05
{font:00}1. You can't end an event while a{br}
block is running.{br}
2. You can have multiple BlockLoops{br}
in a single block.{br}
3. You can still only use instructions{br}
that can be used in regular Block's.{br}
4. Jumping by number of bytes rather{br}
than to last BlockStart is possible!{end}

Jumping back by # of bytes is not covered in this tutorial
8
Spam / :D
April 13, 2017, 02:23:44 am
9
Help! / Throw Stone
November 10, 2015, 09:44:00 pm
I seem to be getting a strange bug with Throw Stone where the noise the rock makes when it hits its target matches the noise of the weapon the user is carrying.
First, I would like to confirm with someone that this is a bug, because to my recollection I've never had a unit with a harp hit someone with a rock till now so I'm not 100% sure.
Second, does anyone know the cause of this? I haven't modified the ability itself in FFTPatcher except where it's located in the skillset. In FFTOrgASM I used the % chance to knockback hack to bump up the percentage to 100.
10
The Lounge / Cake
April 13, 2015, 07:43:36 pm


I wonder what the origins of the FFH birthday cake graphic are.

(Fun fact: Today is my birthday!)
11
A Stone's Ripple

The name, like this project, is a work in progress.
Final Fantasy Tactics: A Stone's Ripple is a project made by myself that will change just about everything from the original. Story, Jobs, World Map, Items, it's all getting redone!


Story Synopsis:
In this re-imagining of Ivalice, the Holy Stone's existence is common knowledge. They are powerful magic items that are used by the church to keep many towns and cities across the country safe from monsters and disease. The "Church" as it will be referred to for the entirety of the game rules the land. There is no king, just a Pope who leads Ivalice along it's religious path.

Zoom in on Zarghidas, where the story begins. Ten years before the main events of the game take place, the Elder of Zarghidas is strong-armed into giving the stone back to the Church for unknown reasons. The city falls into a state of disrepair and dilapidation, it is constantly swarmed by monsters and the once thriving city becomes a large slum. Fast forward to present time, a young man (the main character) is on patrol when he runs into a newly appointed Church Surveyor. Unaware until recently that the stone had been taken, she goes to investigate. The game kicks off from this point.




The World Map:

An entirely new, custom World Map! See Zarghidas? That's not where it normally is! *Gasp*
That's the new World Map as you see it coming out of the beginning series of events / battles. It will expand as the story continues! Just like in vanilla.


The Main Character:

Yeah, I'm forcing the user to input their own name. The Main Character has no default name (and a blank name does not bug the game out!). He is yours to name as you please!
Here's a quick look at the chapter 1 sprite:

It's recoloured Ramza! (For now!)

First look at Adria Wite (ay ey-dree-ah why-t, is how I imagined it to be pronounced); The Church Surveyor.

Name: Adria Wite
Gender: Female
Birthday: October 31st (Scorpio)
Relations: Cardinal Augustine (whom she works under in the church), The Main Character (with whom she has a chance meeting with in the slums of his home), Other (this is only a summary).
Occupation: Church Surveyor
Job Name: Surveyor
Skillset Summary:

First Aid: A short range, weak, fast healing spell with a low mp cost.
Clear: A short range esuna-like skill with a low mp cost.
Saber: A mid range attacking spell with a low mp cost. Lightning elemental.
Charge: A short range MP restoring ability with a lowish mp cost. She cannot target herself.

(R/S/M undecided as of yet)

Overall Summary:

Adria joins at the beginning of the game as a priest with a very small bag of tricks. Her jobs has slightly less than ok HP, MP, speed, PA and MA, but this is only due to her multipliers. She has normal growths that allow her to master her job's abilities then switch without damaging her future stats.

While it may seem that she is not the best unit due to her small ability pool and low stats, events will transpire in game causing her to undergo major changes in these departments. She starts as a weaker guest, but will eventually become a strong ally.


New Jobs:
This is still being worked on!
This will be updated as it get's worked on and discussed in this topic.

The first look at: The Freelancer

Requirements: None, 0, zip, nadda. It's the base job.

Skillset Summary:

Throw Stone: Like vanilla Throw Stone, but with a spell quote and 100% knockback (perfect for knocking people off of cliffs!).
Heal: 1 range 2 vertical, 100% to revive a dead unit with 2% of targets max HP.
Treat: 1 range 3 vertical, can only be used on units in critical, heals 33% of targets max HP.
Focus: Self range, heals users MP based on their MA. No MP or CT to worry about.

Reactions: None as of now, counter tackle is gone!

Support: Gained EXP-Up, Defend, Equip Change

Movement: Move +1


Chemist has been renamed to Apothecary, though their jobs will remain largely the same. A few items will have slightly changed effects, their stats will be slightly tweaked, but I doubt they will have any major changes.



New Items:
Also still being worked on!
This will be updated as it get's worked on and discussed in this topic.


New Sidequests and Secret Characters:
I am using 'The Lion War' 's method for increasing the games event space which opens up the possibility for a buttload of sidequests. I plan on making use of a lot of it. There will certainly be a lot more than there were in vanilla!


Other Information~
This patch is being worked on only by yours truly, and I mostly intend for it to stay that way. I am not the best at working with other people and trying to work around schedules and sudden life events. I intend to recruit people for random ASM hacks that I'd like / need and for sprites in the future, but for now I'll be flying solo.

At the beginning of this project, I will be using the sprites that I have access to. Sprites off the site, recolours and frankensprites will feature. Hopefully I can enlist someone in the future to get some cool new sprites for the project.

Of course I couldn't have started this or done any work on it at all without everyone's hard work getting stuff done on the forums. For all the tools, spreadsheets, guides and people that I've helped (and people that have helped me) which reminded of so many things that I would have otherwise forgotten; I'd like to thank every member of FFH.

Special Thanks:
To Xifanie, Elric and Angel (Toshiko). You guys are awesome and all deserve happy carefree lives (Congratulations to Xifanie and Angel (Toshiko) as well!)
So many more people deserve thanks, but this is only the start of the project! I'll get around to properly doling out thanks once more stuff has been said and done.

DEMO?
Not yet! Screw that! It's here! Woohoo! Check below for the download link!

The Demo:
Contains 20 events, spread between just events and pre / mid / post battle events.
The jobs Freelancer, Apothecary, Fencer, Priest and Wizard. (For generics)
The jobs Vagrant and Surveyor. (For unique characters)
New items! Featuring such items as Bronze Sword, Feathered Cap and Basic Harp!
2 Possible random battles! ( :P)
A mini-boss battle!

Updates:
I'm going to try to update as much as I can! Stay tuned!

01/11/2015: The Beta / Demo download link has been released! A Stone's Ripple v0.05 released!

08/11/2015: Released v0.06, text and some item fixes.


This = Something Fantastic.


(Let's hope and pray to Ajora that this ppf was made and uploaded properly)
(YOU NEED TO BE LOGGED INTO THE SITE TO SEE THE DOWNLOAD! (Apparently!))
12
Event Editing / Event Give Away!
May 30, 2014, 08:33:37 pm
I really had to restrain myself from calling this the Extravagant Banana Extravaganza Bonanza Summer Event Give Away

So, with summer either here or rapidly approaching (who can say for sure) I've decided to give away some events! Whee~! Fun!

I'm going to do 5 events, and they will all be ones submitted by anyone who finds this topic and takes some interest. Hopefully you have some sort of an attention span.

Include some kind of outline as to what would happen in your event. A script, maybe some general ideas behind what action is going on in the event, perhaps even a list of things you would like to include such as certain maps (did you know you can visit multiple maps in one event? :o), music, custom sprites etc... Be as specific if you want, but if an idea is very clear it probably has a better chance of getting picked.
The event could be one of many things such as;
A normal scene,
a tutorial on something,
a scene that leads into a battle,
something ridiculous like the Adventures of K&T, (and who else remembers DEB vs Kanbabrif? That was awesome too)
(insert other ideas you may have here)


It can be for anything as well! If you want an event for the project that you are working on, or if you just want something cool to be made just drop off your idea and I might pick it!

The criteria for picking the 5 that I want to make aren't really set in stone maybe you'll be picked maybe not.

Also, this cannot be a secret event. If it is for a project you must be willing to share it with the world, because after I complete each event I will be uploading it to youtube and posting it for all to see.

So, yup. Go ahead and post stuffs. I'm looking forward to making some awesome events :)
I don't know when they'll be picked, but it'll be soon.
13
PSX FFT Hacking / Random Battles
March 13, 2014, 10:11:22 am
I'm curious, is it possible to change the map that shows up for random battles in certain area's as well as the music that plays? I figure that each dot has it's own Attack.out spot(s) (depending on how many directions you can access it from) that could be edited in the attack.out editor, but I'm not sure if you can, and which numbers are the random battles.

Anyone know?
14
The Lounge / Tales of Symphonia Chronicles was released!
February 25, 2014, 09:24:36 pm
Namco has re-released the two Tales of Symphonia games in a 2 in 1 package for ps3 with better graphics and some extra content!
Tales of Symphonia is an incredible game and I recommend it to everyone. Though I hear the second one is a bit lackluster, I am definitely going to get this just to play the first over again, and see how bad the second one really is.

15
Event Editing / Jumza's Events
September 07, 2013, 11:38:13 pm
Welcome to my event Thread!

I'm glad Elric finally did this so we can start showing off our skills more often.

Unfortunately, with work on JoT5 Chapter 2 in full swing, I have only one (finished) event on my computer that is not JoT5 related.


Events!

For my upcoming patch, Short Stories of Ivalice;

[youtube]wyzMZRm4n60[youtube]
16
Welcome to the FFTA GG Trading Post!


Here you can trade Units, Equipment such as weapons or accessories, Mission items like the Bomb Shell or Caravan Musk and Law Cards such as Frog or Color Magic!

Here are the
Just follow the required format and you should be fine!
Though, please only post your offers. If you would like to say something else please put it in a Spoiler.
Remember the game charges your Clan a large sum of Gil each time you trade.


Here is the

Please copy and paste which you would like to use, then fill in the information.
1: Selling Units like common slaves.

NAME - RACE - JOB
-----------------------
Picture of Unit's stats, on the equipped abilities page. (Showing Skillset, secondary, Reaction and Support)
To take this picture simply go to the Pick Abilities page of the unit you would like to trade, then on your emulator click File, and then Screen Capture and save the picture. Then put it here!
-----------------------
Mastered Abilities
Please put all of the abilities your unit has mastered in a list here.
-----------------------
REQUEST
What would you like in return for your unit? You can offer Unit's up and ask for other Unit's with some specifications. For example; I'm looking for a Nu Mou Reaver with at least 3 or more A-Abilities mastered in return for this unit.
You can also cross trade, trading items for Unit's and vice versa. Though you still have to trade an item and a unit from both Clans for this to work.

That was the Unit trading Format.

2. Selling Item's like drugs on the Black Market, or Ebay.

NAME
-------------
TYPE (Put: Equipment, Mission Item or Law Card)
-------------
(If Equipment)
ABILITIES, if there are none just say "No abilities taught"

(If Mission Item)
Leave this blank!

(If Law Card)
Leave this blank!
-------------
REQUEST
What Item do you want in return?

And that's it folks!
Just use Copy / Paste, and fill in what needs to be filled in.

Think of this as your Item or Unit's passport or For Sale Sign, people need to know what you're trading otherwise you won't be able to!

Finally here is
Time to trade!
When you find someone you're willing to trade with send them a PM on the forum, and then the two of you can hop on chat and follow this tutorial together to get this trade complete!

1.Getting the correct Emulator

If you want to trade you need to use a special version of Visual Boy Advance called VBA-Link, here's the link: http://www.vbalink.info/

2. Settings for your new Emulator

Go to
Options - Emulator - and make sure Pause when Inactive Window is not checked.
Options - Link - Check wireless Adapter then click settings
Settings: Link Timeout - 500 or 2000, I find both of those work, idk what the difference is.
Select Network
You want Safer, not Faster.
Leave port number the same.

3. Hamachi
Google Hamachi, learn to use it, live it, love it. Etc... Set up a server and get the other person to join it.

4. Back to settings
Go back to your link settings
The person hosting (the person who created it) the Hamachi server will click Server - Start!
The person Joining the Hamachi server will click Client - the server IP address is the number next to the persons name on your Hamachi server (it should look something like this: 25.26.200.156) then hit Connect

The person hosting gets a message saying they've connected to one person, don't wait for any more.

5. In game
Now that you're connected, go in game and click LINK in the menu on the world map. You have to unlock Link for this to work.
Now you're in the pub, make sure you're both hovering over one of the trade options and try clicking at relatively the same time. If it doesn't work you probably didn't click near the same time to each other, and you need to do that.
I suggest talking over the FFH or Hamachi chat while doing this so that you get the right timing.

Now trade away!
Remember; 5000 Gil fee per trade. (Damn you to hell pub master! That's worth 3 Phoenix Downs!)


If you are having trouble trading, send me a PM on the forum and I'll help you out.

The Pub Master's Choice

With the trading post just opening up, we're looking for as many new sales as possible! Let's increase the hype!
Buyer's beware however, every trade cost's 5000 Gil! It's certainly worth it to get what you want though, don't you think?
17
I think it would look something like this

edit: postimage.org (among all of my other image hosting websites that I know of) aren't opening for me for some reason, so I'll just attach the image.

This is the best picture of FFT I've seen on the internet :)

My collection of FFT Fanart is very small, does anyone else have any pics like this one that I could add to it?
18
Spriting / Hooded Meliadoul v2
May 05, 2013, 09:26:53 am
Well it's certainly been awhile since I wanted a hooded Meliadoul sprite... I tried making one when I was 11 (Yeah, I was 11 when I originally joined FFH, so... yeah!) Now I'm 15 and I think it's acceptable this time around! It's like, Meliadoul but with a bigger hood!

Here is the portrait: It's just the Purple Mystery's hood (with Meliadouls greens), then about half of Meliadouls face and her metal collar.

It's not a huge edit, but I wanted more action in this part of FFH, I love coming here and looking at the new art / sprites that people post but not a lot of that has been happening recently.

Here's the sheet, give crits on it if you think I should change something.
19
I got the ok from Elric to make this topic so,

Post your Walkthroughs, Playthroughs, Lets Plays, interesting fights, and anything that you think would go into a Battle Log here!
20
The Lounge / Why everyone loves FFT
January 07, 2013, 07:44:06 pm
21
Help! / Event Instruction help (Effect)
November 20, 2012, 10:16:26 pm
So, the problem I'm having is that, while event editing I added an Effect Instruction,
Effect(x00E0,x09,005,010,x00)
EffectStart()
EffectEnd()
I was wondering how I can make the unit this instruction is targeting (in this case Unit ID 09) hold a pose the whole time, because right now it works fine up to the end then she starts walking. I've tried putting UnitAnim's before, after even in the middle of these instructions, and nothing helps. Anyone know what to do?
22
The Lounge / Music Fantasy Tactics
November 15, 2012, 10:05:32 pm
This is just... Amazing, just found it and have listened to near every song!
He has remixes of FFT songs, FFTA songs, and songs from both games mixed together!

The Channel : http://www.youtube.com/user/ShirkingSloth?feature=watch

I don't know if anyone else saw this earlier and already pointed it out to the community, but even if it was it definitely deserves another mention.
23
Help! / WalkTo Sidestep help
November 03, 2012, 09:01:45 pm
So, the problem I'm having is, when I use this in an event:
BlockStart()
WalkTo(x15,x00,006,001,x00,x00,+008,x01)
WaitWalk(x15,x00)
WalkTo(x15,x00,006,007,x00,x00,+008,x01)
WaitWalk(x15,x00)
RotateUnit(x15,x00,x01,x00,x01,001)
{64}(r1500)
UnitAniM(x15,x00,x06,x00,x01)
BlockEnd()
the second WalkTo causes the unit to sidestep, instead of walking straight.
Any Ideas on how to fix it?
EDIT:Figured it out :) I forgot to rotate the unit before telling her to walk again.
24
Help! / Event Editing Problem (again >.<)
May 23, 2012, 07:20:34 pm
Sigh.
So this time the problem is, the event goes perfectly until where the requirements for winning are displayed, they dissapear as usual and then people start walking... Then the event starts over... this time the angles on the cameras are the same, the text boxes appear but have no words in them the music command is doing its job in switching the music still, then it shows the requirements as usual... then the event starts over... and over... and over etc.
what did i do wrong this time??? (I honestly don't understand how I can screw up this much...)
Here is the event
Offset(x00262000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.

RotateUnit(x02,x01,x08,x00,x02,000)
{65}()
UnitAnim(x00,x00,x02,x00,x00)
Camera(+00616,+00115,+01288,+00302,-00512,+00000,+04096,+00001)
WaitForInstruction(x04,x00)
{63}(rA9)
Camera(+00728,+00115,+00504,+00302,+02560,+00000,+04096,+00512)
{4D}(r5A)
WaitForInstruction(x04,x00)
{63}(rAA)
Wait(00030)
DisplayMessage(x10,x11,x0001,x25,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Music(x01,-127,010)
Wait(00060)
{1C}(r02)
Camera(+00728,+00115,+00840,+00302,+01536,+00000,+04096,+00192)
DarkScreen(x00,x01,012,064,x00,004)
WaitForInstruction(x36,x00)
DisplayConditions(x1A,090)
Wait(00040)
ColorUnit(x25,x00,x04,+020,+026,+031,000)
Wait(00002)
Wait(00008)
ColorUnit(x25,x00,x08,+000,+000,+000,004)
WaitForInstruction(x38,x00)
DisplayConditions(x00,030)
WaitForInstruction(x38,x00)
RemoveDarkScreen()
WaitForInstruction(x36,x00)
{1C}(r01)
March(x00,x00,008)
{63}(rA8)
{43}(r05)
EventEnd()
There is a message in there I just didnt add it (my ability to script is... extremely sub-par).
25
Help! / Event Editing Problem
May 16, 2012, 11:15:01 pm
Ok getting straight to the problem, in the event in chapter 4 in with which Ramza and Co. are chasing Rofel through orbonne's underground library, appears to have some sort of error in it... When I first finished the beginning of the event, the victory scene went as it did in vanilla (text boxes showed coming from the door with Rofel talking etc...) but when i tried to edit it at all, it showed the final message and the game just stopped doing stuff. (the music played and everyone just stared at the door) then when I put the regular event back in with no edits whatsoever, it does the same thing, just with the vanilla text showing up. (I know its rather long winded) I was wondering why this is happening and how I can fix it. It may have something to do with Ramza (Unit ID 03) not being on the field because i also changed the final message to appear for Unit ID 35.
26
Spam / It's finally here....
November 24, 2011, 09:31:25 pm
... The day my FFT CD gives up the ghost :cry:
I knew this day was coming... But why so soon???
27
Help! / Map editing woes
November 21, 2011, 08:19:21 pm
Alright, so i just got (back) into map editing (after a bout a year so i forget everything) and I deleted all the polygons around the area that i wanted to keep and I set every tile to Impassable Check Unselectable not Checked, and I can still move on to the tiles that have been checked impassable, I did it for both level 0 and level 1 yet it still persists with chars being able to "walk off stage". I know i put in all the files right so i have no idea where i went wrong.
Any ideas?
28
Help! / Starting a battle with 1 hp
November 11, 2011, 11:00:05 pm
During the last battle of FFT alma starts with 1 hp, i would like to change that but i dont know what event instruction (which im pretty sure it is) causes this to happen, I know it isnt linked to her job either because i already tried switching it. Any help would be greatly appreciated.
29
Spriting / Chocobo Recolours... Again
October 20, 2011, 07:42:18 pm
Rather than necrobumping my old topic i made a new one for my new palettes for chocobo's
1-Purple 2-Black 3-White 4-Green 5-Blue 6-Orange 7-Brown 8-Red

Known mistakes that I will finish later: Brown Chocobo's portrait looks identical to orange's with slightly darker shades.
And hopefully you guys will see some mistakes i didnt so i can perfect my little birds  :)

Things I may do later: Possibly a different portrait for chocobo's... although i do like the original anyway.
May add more recolors for different monsters (suggestions)?
Replace Purple Chocobo with Gold (new file)
Replace Navy blue chocobo with Gold, (new file)
Replace Brown chocobo with Gold, (new file)
Replace orange chocobo with Gold, (New file).

Things I have finished:
Added second file replacing the purple chocobo with the Gold palette
Added third file replacing the blue chocobo with Gold palette
30
Spam / Chocolols
October 20, 2011, 05:13:16 pm
A chocobo riding a chocobo..... lol :lol:
too...many....colors...