• Welcome to Final Fantasy Hacktics. Please login or sign up.
 
March 28, 2024, 05:52:18 pm

News:

Please use .png instead of .bmp when uploading unfinished sprites to the forum!


Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Choto

1
The Lion War / Re: The Lion War 1.01 - DOWNLOAD HERE!
October 02, 2019, 07:13:43 pm
Quote from: rafasites on October 02, 2019, 09:46:16 am
I think I noticed a bug in the shop when I try to buy "Mythril Sword" the screen goes dark and after a while the game crashes.


If possible post in the bug reports thread what emulator you are using and attach a savestate and a description of how to trigger the bug. Thanks
2
The Lion War / Re: The Lion War - DOWNLOAD HERE!
September 29, 2019, 10:17:08 am
Quote from: Celdia on September 28, 2019, 05:33:11 pm
Well hot damn! Congrats, gang! Amazing to finally see this one finished. :D


Cellllldiiiaaaaaaaaaa  :wark: :wark:
3
The Lion War / Re: FFT - The Lion War
May 29, 2019, 12:06:08 am
Sup peeps, sorry it's taken so long but it turned out to be a pretty involved hack and I've had less and less time to work on it. It's almost wrapped up, i have all the code done. I have to build a really simple spreadsheet, patch the code to a fresh ISO and test it out for bugs. I've tried to move it around so that it doesn't conflict with any of the existing hacks in my FFTorgASM (v0.492). Just stand by a little longer!
4
PSX FFT Hacking / Re: Choto's ASM Hacks and Effects
September 08, 2018, 01:18:46 pm
I honestly have no clue how my hacks disappeared. It says that I edited it but unless I got reaaaaaaaaally drunk I have no recollection of it. Sorry guys, but I think I put all the hacks into the default FFTPatcher hacks. So I think it's available. I hope
5
PSX FFT Hacking / Re: Pride's ASM Thread
May 04, 2017, 09:08:28 pm
DOOOOOHHHHHHHHH PRIDE HACKS!!

Cheers to you buddy! Yes I've been drinking.
6
Help! / Re: More ASM Questions
July 10, 2016, 08:39:26 am
for #1, if you know the party ID or party data or Job ID anywhere in the routine, you could jump to a custom routine that checks the Job ID vs. what you want to rename, set the conditions for success (r2 = 0), and jump back to the branch.
7
For whoever wants it, I wrote a bootloader program that will enter all the text in DOSBox to start Windows 3.1. Just put it in the same directory as DOSBox!

Thanks Xif for making our dreams of using timutil again come true!


Edit: Elric had trouble with the program, anybody else try it? Let me know if it worked or not!
8
PSX FFT Hacking / Re: Status Effect Text
April 28, 2016, 08:28:52 pm
Nice work BigStan, and thanks!
9
PSX FFT Hacking / Re: Status Effect Text
April 19, 2016, 10:59:41 pm
I don't think anybody's found the code for loading different parts of Frame.bin (maybe secondadvent?). However, if you look at 0xb7308 (referred to as misc. unit data), at offset 0x346 I think... there are a several sections for sprite display. These sections handle things like items a unit holds up, status bubbles, I think status text, the main sprite, weapon sprites. So you could maybe set a breakpoint in that section and backtrack to find where it refers to the VRAM or spritesheet load locations.

Lots of work and Frame.bin is already pretty packed unfortunately.
10
The Lounge / Re: FFT remake?
April 07, 2016, 07:09:20 am
I don't have any faith in them to make fft for ps4 anything good. It's not like you can change the art style...and I don't see them putting any decent amount of effort in. It's just gonna be "here pay money to play this on ps4 instead of an emulator. Kthx"

I hope I'm wrong but that's my knee her reaction
11
Help! / Re: Help! Editing FRAME.BIN
March 27, 2016, 12:37:07 pm
Unfortunately, the tool that we used to use (timutil) doesn't work on windows 7. I tried using TimTool as a replacement and it seemed to work sometimes... but I couldn't get it to work reliably. The file structure for .bmp, .tim, and .bin are all different so you won't see similar hex.

One idea I had was to try running timutil in a virtual-machine emulating windows xp but I never tried it. I think this method will work but it's just a roundabout way. I think you'd need to use a USB to save the .tim on and then move it onto the windows 7 file system. Sorry I can't be more helpful but we got screwed with timutil not working and I just don't know enough about the file structure
12
PSX FFT Hacking / Re: ASM Requests
March 09, 2016, 10:44:52 pm
that could actually be done without tieing it to a status. You could set the control byte for the target in the formula, and then remove it at the same code that does it for charm. There wouldn't be a display... but you could actually add one in based on those conditions (enemy team + control).

you would have to add the removal in this routine I think:
http://ffhacktics.com/wiki/Store_status,modified_ENTD_for_current_attack

and you would edit this byte:

   0x0005: ENTD Flags
      0x80 - Always Present
      0x40 - Randomly Present
      0x3X - Green Team
      0x2X - Light Blue Team
      0x1X - Red Team
      0x0X - Blue Team
      0x08 - Control
      0x04 - Immortal
      0x02 - (both set by Ramza when initialized)
      0x01 -

Otherwise if you want a status CT to count down... it's more involved or different.
13
PSX FFT Hacking / Re: ASM Questions
March 09, 2016, 10:33:44 pm
No problemo, you seem well spoken and we always help people who help themselves. Looking forward to seeing what you cook up!

Ask us if you get stuck on something, ASM is really easy once you know how to do it.
14
PSX FFT Hacking / Re: ASM Questions
March 07, 2016, 09:35:22 pm

1) You just have to make sure that everything that you bump out of place gets returned the way it should have been after your routine finishes. The simplest way is just to execute the commands that got stomped on at the beginning of your routine. However, depending on the situation you may want to move them around if needed.

2) One little trick is that you can look further down the routine and see if any registers get straight-overwritten by an ori or load command. Basically if the game doesn't use what's in that register and overwrites it, it's safe to use up until that point. Otherwise, you can save registers on the stack, or even a designated location in free space that you reserve. It will take additional commands to do so, but it's not bad at all. You can run these commands in your custom routine as soon as you jump. There's a quite a bit of free space so number of commands isn't a huge deal.

Hope it helps!
15
Spriting / Re: Luiakyn's(Omnir's) Sprites
March 06, 2016, 09:37:35 am
I'm with Vanya, excited to see your work again. I think it's pretty awesome :D
16
Help! / Re: Help with class changes
February 28, 2016, 01:42:44 pm
Good ideas!

1.) My hack removes alot of the hardcoding but the game only allocates space to store mime's JP and job level but not learned abilities. So that job will still have to be auto-master I think. Although.... if one were to use the non-applicable gender learned abilities data for the mimes, you could make an ASM hack that fixes that problem.

2.) This is what I think you should do. It's much easier to just make Bard/Dancer mirror jobs.
17
PSX FFT Hacking / Re: Choto's ASM Hacks and Effects
February 25, 2016, 11:10:36 pm
the logic isn't hard at all to put in there. ASM takes a little effort to learn but it's pretty simple once you get it. If you have any questions you can always post on here. I'll try to post something by the end of the weekend to help but time is crunched atm >_>
18
Spriting / Re: Dark Maeko's Sprite attempts
February 07, 2016, 10:02:14 am
aaamg Twinees <3
19
Help! / Re: Stabilize mechanic
January 31, 2016, 01:35:38 pm
unfortunately I think targeting dead things is pretty hardcoded to fail. You could try messing with the haste/slow/stop/dead status effect bytes. If you can make slow or stop able to be inflicted to dead things, that would slow or stop the rotting.
20
PSX FFT Hacking / Re: Choto's ASM Hacks and Effects
January 25, 2016, 09:19:54 pm
Thanks :) and well... nope. It's basically random. The game gets a random number, then does (random % number of usable abilities). That's the modulus symbol which gives you the remainder of a division. So you wind up with a random number between 1 and the max number of usable abilities. Then it counts to zero. So if it was 5, it uses the 5th ability. TMI, I know...