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 on: Today at 03:27:44 AM 
Started by Barren - Last post by silentkaster

 on: Today at 01:27:32 AM 
Started by Elric - Last post by Xifanie
I tried changing variables 0x01FC and 0x01FD after the event started (in memory), and the vanilla event changed the story progression. Sooo, that definitely looks like the right thing to investigate.

Edit: 0x8008319C sets variable 0x01FC to 1. When 0x800BC2F0 = 0x00000010... aaaaaaaaaand that's where it gets hard to debug.

 on: Today at 01:13:19 AM 
Started by Elric - Last post by Elric
Thank you for the information. Unfortunately that's not the only issue either. For some reason most bravestory events that link to another event (attack.out go to next scenario, instead of go to worldmap) are not playing only the single event, but are rather linking up. 

Like viewing the first prayer scene from the game via bravestory, ends up playing the first battle from the game followed by the academy scene. This is after using the commands in my first post to skip the varibles in the events if a certain story progress has past.

 on: Today at 12:44:08 AM 
Started by Elric - Last post by Glain
I did some looking into this, and wanted to see what routine was handling the variable control commands.  Seems to be this one, which I've now documented on the Wiki.

The difference that I was able to see between seeing a storyline event normally and viewing it in the brave story is that the brave story version will set the 0x1FC variable to 1 before starting, which will block most variables from being updated, as can be seen in the documented routine.

I'm curious if the 0x1FC variable isn't being set when you see the problem.  It's the 0x10 flag on the byte at RAM address 0x8005794B.
When run normally, I see the value for that byte go from 0 to 0x20.
When run in the brave story, it goes 0 -> 0x10 -> 0x30.

I'm still not sure why the 0x1FC variable wouldn't be getting set, but this could perhaps be a starting point to figuring it out, if that's what it is...

 on: August 20, 2018, 11:04:24 PM 
Started by Eternal - Last post by Blue Mage Fanatic
If you plan on changing some more Jobs when you pick up this project once more, may I offer a suggestion?

Perhaps you could revamp Hunter or Fighter to a Job focused on dealing increased damage based on the number of Status Buffs or Ailments? It would give more reason to use Ailment Heavy Jobs, along with punishing Buff Heavy Foes.

 on: August 19, 2018, 11:08:31 PM 
Started by rrs_kai - Last post by vejeta
I too would love to play this, it would be greatly appreciated if anyone has the patch file to share. Thanks.

 on: August 19, 2018, 04:23:07 PM 
Started by Barren - Last post by Barren
FF12 TZA Struggle For Freedom Part 7

 on: August 19, 2018, 11:51:48 AM 
Started by Rfh - Last post by Shokat
Hey. I have one day experience of modding that I used to learn Hexa.... Joking, I just read conversions that I didn't use yet xD But it is useful to know that 1E is 30 o: And the rest of the day I downloaded tools and messed with Hex editor.

Since the author of the mod abandoned the project and allowed everyone to edit I felt it would be better to try modding without starting from zero. However, I'm not sure if that's the right thing to do but still I'll post the changes I did. Forgive my grammar if it doesn't make sense at some point, same for descriptions or names. c:

Things to do

1. Revise each skill to my taste, I consider some jobs are limited in options to fight against stronger enemies, also many skills don't make sense lore-wise, in my opinion. Plus, some skills have bugs like not doing the intended effect.

2. Balance the new jobs, revise animations again.

3. ... I don't know.


-Duel Wield added back with the usual weapon. I would like to make the offhand weapon deal 0.5 damage but not sure if I can edit this.

-Arts of war and Thievery modified.

-Ninjutsu, Chivalry modified

-Pugilism modified, but not uploaded, since there are no download = no interest now c:

Job skillsets


-I found that modifier 2A for properties is x0.5 Current user's HP and it doesn't appear in my spreadsheet or Job Editor.

 on: August 19, 2018, 04:44:31 AM 
Started by Nax - Last post by Angel
From my understanding, the sound is not realistically fixable. Sound emulation for PlayStation is about as far off the mark as video emulation is for Nintendo 64. Compare Queklain's transformation event on a real PlayStation to any emulator or port of the game for a particularly obvious example.

There was a small group taking a dedicated look at the sound inaccuracy of PlayStation emulators, and made some nice progress in a short period, but then they just went silent (no pun). Even then, it's not going to help the PSP any.

 on: August 19, 2018, 03:34:16 AM 
Started by Valkirst - Last post by lunar
Ah cool thanks for the link. And saw a few of the effects. Keep up the good work tho

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