Final Fantasy Hacktics

Modding => Help! => Topic started by: RavenOfRazgriz on December 10, 2012, 01:31:47 pm

Title: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: RavenOfRazgriz on December 10, 2012, 01:31:47 pm
Lately we've been getting many people asking questions regarding FFTPatcher, which is great - but many of them are related in one way or another, and trying to use the Search Function (http://ffhacktics.com/smf/index.php?action=search) to try and find answers can be difficult at times because of how word-specific it can be and how large the forum is overall.

In light of this, please post all questions related to FFTPatcher errors here (This includes ENTD setup, Ability Setup, Job Setup, etc.) and we'll answer your question as soon as we can.  This will help people have a nice "hub" to look to when using FFTPatcher as well.

This thread only has two rules:

1. It must be directly related to a basic function of FFTPatcher.

2. Please, please, please post a screenshot(s) of the current setup of your Job, Ability, ENTD, or whatever is giving you trouble.  It is very hard to troubleshoot FFTPatcher without seeing exactly what you currently have set up because some of the oddest mistakes can result in errors.  Many are fairly easy to fix, but this will save us the inevitable step where you ask a question and we ask you to post a screenshot before being able to help you anyway.

Other than that, fire away.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: savantopus on February 21, 2013, 03:59:01 pm
Hello, I have a FFTPatcher question. Once we have made changes inside the FFTPatcher, how do we apply those changes to the ISO and then check those changes to make sure they're working properly?? At the top of the FFTPatcher we see FILE  and PSX drop down menus which have SAVE PATCH and PATCH ISO. If I save patch, it saves as a fftpatch file... do I need to convert that into a PPF file? Or how do I do that? Also is there a quicker way of checking those changes? Thanks in advance!
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: savantopus on February 21, 2013, 11:39:42 pm
.... Ok so I figured out my above question partially, but do you know of a way to quickly jump from the FFTPatcher to the game in order to test certain battles?? For example, after making a change in the ENTD tab of the FFTPatcher, can we jump right into that specific battle to experiment our tweaks? Thanks!
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: themohs on March 11, 2013, 09:02:28 am
Hello. I am new to the forums, though I've been using them for a little while now, having been able to answer my own questions by searching. Yet, this problem either has not been experienced by others or, as you said in your OP, is specific enough that it's hard to find via a search.

I'm working on my own hack with very different classes and have linked the abilities and skill sets so that everything works in-game, except each character randomly has access to abilities which they have not learned in the formation screen. For example, as you can see in the screenshot that I attached, I am not changing the basic class much, other than adding Cure and Fire. In the formation screen, Squire X will not have learned, say, Accumulate, and yet will be able to access and use it in battle.

This happens for all characters and all classes. So, as new jobs open up, they learn the cheapest ability, then in battle they can sometimes have 6-7 abilities which are unlearned (and stay unlearned in the formation screed), yet they can use.

Is this something that anyone has run across before? And thanks for any replies!

themohs


Also, as kind of a p.s., I finally figured out how to change the enemy sprites via the ENTD so that the custom sprites that I am using that don't have more than one palette will still show up. Is there a more general way to do this (i.e. all enemy knights use palette 0) or do I need to go through every event and tell the problematic sprites individually to use specific palettes? I assume not, but I'm asking anyhow!
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Pride on March 11, 2013, 04:07:56 pm
player generics must have their skillset the same as the default, such as squire must be using skillset 05 or you'll encounter bugs if you dont because the game is hardcoded for them to be using those skillsets. you can change the abilities around but keep them in the job default skillset.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: 3lric on March 11, 2013, 04:27:00 pm
What about the Generic Skillset Fix ASM?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Choto on March 11, 2013, 05:14:44 pm
There is also hard coding that sets some skill sets to auto learn all abilities. I'm not sure which ones do so though.. Th
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Pride on March 11, 2013, 05:50:06 pm
Quote from: Elric on March 11, 2013, 04:27:00 pm
What about the Generic Skillset Fix ASM?


I dont know, but there is little reason to change from the generic job defaults anyways. I cant think of a reason.


And yes some skillsets automatically learn all of the abilities. I think its like 50-6F but Im not sure. I recall Philsov posting about it before
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: themohs on March 11, 2013, 10:16:42 pm
Hm, this helps. I initially used these blank slots, as this was my first attempt at any of this, and I wanted to keep the vanilla jobs in tact in case I really screwed things up job-wise, but had other edits that I wanted to keep.

I'll see what using the default slots does to fix the problem and let you know. Thanks...!
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: themohs on March 12, 2013, 08:38:38 am
Great, that seems to have worked! I'll let you know if things get buggy again. Thanks, everyone.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: themohs on April 03, 2013, 04:02:37 pm
Another couple of questions.

1) If I want to create a new base Job (I think that's the right terminology - like Holy Knight which replaces Squire), are there any slots on the Job tab of FFTPatcher which are either unused or otherwise okay to overwrite without causing problems to other npcs? And would this job's skill set be okay to replace without running into the problems I was running into in my above posts?

2) Similar to #1, are there sprites which are either redundant or unused so that I can replace them with another sprite? E.g. Gafgarian (enemy) or Rafa (guest)... (sorry this doesn't pertain specifically to FFTPatcher...)

Thanks in advance.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Pride on April 03, 2013, 04:36:44 pm
You could merger the two rafas/gaff but you would have to go through the ENTD and change all the events to use the same sprite to prevent those errors.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Jumza on April 03, 2013, 05:21:05 pm
I think all special jobs (ones that either are not a generic job, or are not a monster) replace squire, so it shouldn't matter which you edit. For example, editing Balmafula's job for your use would be easy because she is never seen in battle, so it wouldn't change anything. Then you just give her a custom sprite and Boom! done.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: themohs on April 03, 2013, 10:39:08 pm
Hm, I'm still a bit buggy (and I'll post screenshots in the morning...gotta sleep!) because I think the abilities are somehow hard-coded for Gafgarian and Rafa. Let me explain...

In ENTD 188, I have the Sprite Set as Gafgarian (which is replaced as Crono) and Job set to Arc Witch (per Jumza's suggestion), which I have edited to Epoch Traveler. In battle he knows an ability from my edited skill set, as he should, but if checked in the Status in battle or Abilities in Formation, the Job is listed as Dark Knight instead of Epoch Traveler and all of the Dark Knight abilities are learnable.

I have successfully replaced plenty of sprites and edited most jobs thus far for my homebrew, hobby patch, but never by adding a special, new job via the ENTD. Thus, I'm a bit perplexed as to why their jobs link correctly to a point, but revert in Formation.

Again, I'll post screenshots tomorrow. Maybe someone can help without them, though, in the meantime. Thanks.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: themohs on April 04, 2013, 09:47:55 am
Here are the screenshots. Also, a couple of notes: I haven't yet added Crono's name due to my FFTactText doing this weird thing where it sometimes allows my to patch and other times it gives me an error about the OPEN.LZW unable to process; second, I haven't changed Crono's formation sprite or portrait (unit.bin / wildface.bin), as I'd like to fix the basics of the job functioning before getting to the details.

Using Gafgarion's enemy sprite, linking (21) Arc Witch job:
(http://i1326.photobucket.com/albums/u655/themohs/fftp1_zps9b9fa39f.jpg)


(21) Arc Witch edited, linking to (2F) Starry Heaven:
(http://i1326.photobucket.com/albums/u655/themohs/fftp2_zps07b37f2d.jpg)


(2F) Starry Heaven's abilities (unedited for new job - just trying to link it):
(http://i1326.photobucket.com/albums/u655/themohs/fftp3_zpse128c06b.jpg)


Crono uses the newly linked job abilities in battle:
(http://i1326.photobucket.com/albums/u655/themohs/fftp4_zps6124bcd4.jpg)


But his status sheet (and, though not pictured, his formation sheet) shows Dark Knight job title and abilities:
(http://i1326.photobucket.com/albums/u655/themohs/fftp5_zps69473191.jpg)


What gives......???
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Pride on April 04, 2013, 12:30:37 pm
... I have no idea so Ill let someone else attempt it.
The open.lzw error usually is solved by deleting all of the kanja text such as the graphic novels.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: RavenOfRazgriz on April 04, 2013, 03:57:06 pm
Your Sprite ID and Job ID must match.  If you're going to use the Enemy Gafgarion Job, you must edit the Enemy Gafgarion Job.  (Any unit that has two sprites has two instances of their Job in place as well.)  When you check your status screen, it is determining your base Job based on your Sprite ID.

Basically, to avoid errors, should Sprite ID = Job ID at all times.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: themohs on April 04, 2013, 04:36:53 pm
Oh, okay, thanks Raven. I'll try this again and I'm sure it will work this time. That has been seriously messing with my brain. I guess I never ran across it because I've only edited generic jobs and tweeked special jobs which already existed.

Thanks again!
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: themohs on April 05, 2013, 10:28:46 am
Ugh, so this is the kind of problem that I was hoping to avoid with my question about replacing unused jobs/sprites without causing problems. It seems there's only one Gafgarion and one Rafa in the unit.bin and wildface.bin. If I change them, I assume Gaf/Rafa will be messed up later. Actually, looking at the unit.bin in FFTEVGRP, there's not really a good unit to change b/c there are no duplicates. One will end up ruined down the road.

Any help with this? I swear this is the last question I have with this issue - the chars are almost done : )


ps. I posted this here since they're all along the same breadcrumb trail of issues started with FFTPatcher - I'd gladly re-post in another section if need be.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: RavenOfRazgriz on April 05, 2013, 03:07:17 pm
You can use UWEntries Spreadsheet Tool Glain made a long while back to change the WLDFACE/UNIT info tied to each Job, giving the unused formation data of someone like Balmafula to the Gafgarion or Rafa you're replacing.

You can find it either in its own thread with a quick forum search or download my Workbooks and use the one contained there.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: scbw1234 on April 06, 2013, 02:27:04 am
Quote from: Jumza on April 03, 2013, 05:21:05 pm
I think all special jobs (ones that either are not a generic job, or are not a monster) replace squire, so it shouldn't matter which you edit. For example, editing Balmafula's job for your use would be easy because she is never seen in battle, so it wouldn't change anything. Then you just give her a custom sprite and Boom! done.


Wouldn't this messup the few events which Balmafula shows up with delita and olan?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Jumza on April 06, 2013, 10:40:00 am
Only if you changed her sprite, I didn't actually know that job ID and sprite ID had to be the same so I guess if you did change her job then you would have to change her sprite too, unless you have a totally new story that doesn't include her...
Anyway, I would just change the doubles that people like Rafa and Gaffy have, seems like the best option anyway.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: scbw1234 on April 07, 2013, 06:09:54 am
Quote from: Jumza on April 06, 2013, 10:40:00 am
Only if you changed her sprite, I didn't actually know that job ID and sprite ID had to be the same so I guess if you did change her job then you would have to change her sprite too, unless you have a totally new story that doesn't include her...
Anyway, I would just change the doubles that people like Rafa and Gaffy have, seems like the best option anyway.


So Rafa and Gaffy they both have two seperate sprite ID?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Jumza on April 07, 2013, 09:48:33 am
A few of the Guests you get along your travels in FFT have 2 separate Jobs and Sprites, though they are identical to eachother, the only difference being the number tagged on them.
I think someone wrote a guide on how to create new units by getting rid of these duplicates, and it should be fairly simple. I'll try and find it...

Edit: I found it, but it seems ridiculously long winded. I don't know if it really has to take a couple of pages to explain this stuff, but see if it works for you. If not come back and I can walk you through it myself.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: scbw1234 on April 07, 2013, 08:06:02 pm
Quote from: Jumza on April 07, 2013, 09:48:33 am
A few of the Guests you get along your travels in FFT have 2 separate Jobs and Sprites, though they are identical to eachother, the only difference being the number tagged on them.
I think someone wrote a guide on how to create new units by getting rid of these duplicates, and it should be fairly simple. I'll try and find it...

Edit: I found it, but it seems ridiculously long winded. I don't know if it really has to take a couple of pages to explain this stuff, but see if it works for you. If not come back and I can walk you through it myself.


Great tutorial~~~ learning something new everyday :mrgreen:

PS:Shishi promotes restructure of iso when opened an iso file,does this restructure had any side effects?like will messup the oringinal game?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Jumza on April 11, 2013, 06:03:45 pm
Quote from: scbw1234 on April 07, 2013, 08:06:02 pm
PS:Shishi promotes restructure of iso when opened an iso file,does this restructure had any side effects?like will messup the oringinal game?

Nope! Restructuring your ISO will have no negative side effects.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Glain on April 11, 2013, 06:34:45 pm
Quote from: RavenOfRazgriz on April 05, 2013, 03:07:17 pm
You can use UWEntries Spreadsheet Tool Glain made a long while back to change the WLDFACE/UNIT info tied to each Job, giving the unused formation data of someone like Balmafula to the Gafgarion or Rafa you're replacing.

You can find it either in its own thread with a quick forum search or download my Workbooks and use the one contained there.


I just wanted to mention that if you do this, you can use completely unused base jobs for your new characters, and use the spreadsheet to tie it to the right graphics.  As far as I know, base jobs 0x35 - 0x3A are completely unused. (Oh, and the thread is here (http://ffhacktics.com/smf/index.php?topic=7833.0h) :))
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: scbw1234 on April 21, 2013, 10:15:19 pm
Is that true that Archer's charge skillset uses formula OO?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: RavenOfRazgriz on April 21, 2013, 10:58:14 pm
Charge uses a hardcoded formula depending on the equipped weapon.  It is not possible to give this formula to another skill.

HOWEVER, if you use the Weapon XA Rewrite in my Workbooks, one of the features present there is the ability to give an ability 01 DMG_WEAPON formula with a Y value that behaves in the same manner as Charge.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: scbw1234 on April 21, 2013, 11:40:38 pm
My bad,i mixed up the first ability above cure with formulas.

By the way Raven,is it possible to make a ability gain property of a normal attack?I mean the Golem summon spell does not work on chocobo attack,that goes for hamedo aswell.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Redline12 on May 07, 2013, 11:22:03 am
Ok, here's a FFTPatcher question, I changed luso's sprite into my custom sprites and his job's skillsets. After applying my patch in PSP, I recruit luso in battle(With my custom sprites) But when i go in my party roster. The sprites turned into luso, but the name and job is ok. Any ideas to solve this? Thanks in advance.  :)
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Jumza on May 07, 2013, 12:14:55 pm
http://ffhacktics.com/smf/index.php?topic=6702.0
This is the guide for changing the formation screen portraits and units. Good Luck!
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Nephlymio on June 27, 2013, 01:01:23 am
Ok, saved my patch, now I can't open it back...

Here is what I've changed between last save and failure...

-shield items name from resources.zip
-shield items pallettes
-sprint shoes evade% P and M
-Job levels and JP need 400-9000ish
-item attributes (first 6) exept 0

I can still make a new patch, but can't open the one I've been working on

(//http://D:\FFThacktics\Sprites\Failureopenpatch.png)
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Glain on June 27, 2013, 06:18:25 pm
So it seems that .fftpatch files are actually zip files, where each entry in the zip file is a section of the patch.  For a zipped entry not to be found, that would imply that an entire section was missing from the file, oddly.  It seems there might have been a problem saving the patch?

You might be able to get your previous version back by opening your patched ISO, then saving that as a .fftpatch.  Once you have that, I suppose you could try applying your latest changes again (but keep a backup).
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Nephlymio on June 27, 2013, 09:10:06 pm
Ya thought so... the problem is, I never did patch my iso yet, I'm just changing lot of stuff at once before going into the iso for ENTD. So I think I'll change those names to what they were in the item list in the zip file and see if it works... *cross fingers* I think I kind of saved while changing names so the patch might be fine with some names but not the new ones...

grrr... got to fix that cuz I made tons of changes... :?

EDIT: changing names back to what they were didn't change anything, got the same error message popping out. Saving new patches work, but getting that one specific doesn't work... If anyone know what happened and know how to fix, please help!
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Ishtar on July 08, 2013, 04:30:24 pm
running fftpatcher using wine on debian testing
installed dotnet 2.0 via winetricks
got this
user@computer ~/h4x/FFTPatcher_483_RC $ wine FFTPatcher.exe
err:ole:CoGetContextToken apartment not initialised
fixme:shell:URL_ParseUrl failed to parse L"System.Windows.Forms"
fixme:shell:URL_ParseUrl failed to parse L"System"
fixme:shell:URL_ParseUrl failed to parse L"System.Drawing"
fixme:shell:URL_ParseUrl failed to parse L"PatcherLib"
fixme:shell:URL_ParseUrl failed to parse L"PatcherLib.Resources"
fixme:shell:URL_ParseUrl failed to parse L"System.Xml"
fixme:shell:URL_ParseUrl failed to parse L"ICSharpCode.SharpZipLib"
fixme:shell:URL_ParseUrl failed to parse L"PatcherLib.Resources.resources"
fixme:shell:URL_ParseUrl failed to parse L"PatcherLib.Resources.resources"
fixme:gdiplus:GdipGetFamilyName No support for handling of multiple languages!
fixme:shell:URL_ParseUrl failed to parse L"FFTPatcher.resources"
fixme:shell:URL_ParseUrl failed to parse L"FFTPatcher.resources"
fixme:shell:URL_ParseUrl failed to parse L"FFTPatcher.resources"
fixme:shell:URL_ParseUrl failed to parse L"FFTPatcher.resources"
fixme:shell:URL_ParseUrl failed to parse L"FFTPatcher.resources"
fixme:shell:URL_ParseUrl failed to parse L"FFTPatcher.resources"
fixme:gdiplus:GdipCreateHalftonePalette stub


user@computer ~/h4x/FFTPatcher_483_RC $ wine --version
wine-1.4.1


what dlls does fftpatcher need?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Xifanie on July 08, 2013, 05:32:49 pm
I got FFTPatcher running on Wine with Ubuntu 12.04 without those errors, but the whole thing is still unusable because of the many bugs. Instead go with a virtual machine, XP SP3 handled it perfectly on Virtual Box so I'm guessing other distributions will too.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Ishtar on July 08, 2013, 05:47:15 pm
bugs with wine or with fftpatcher?  where do you even find xp these days?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Myrmidon on July 08, 2013, 11:45:50 pm
ok, likely a simple question...

the above picture has Truth Sword, Maduin Shield, and other items I've never seen in-game, or in-walkthrough.

How do I make FFTPatcher show names I choose?

I don't care if I even have to rechange 'em in FFTacText afterwards, I wanna be able to see "Deluge" while I'm modding...
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Jumza on July 09, 2013, 12:01:14 am
It's super easy, open up FFTPatcher, click Files, click 'Generate resources.zip' and then resources.zip will be in the same folder as your fftpatcher. Open it up and edit the names of the lists to your hearts desire.

You will have to put the names into the game manually using Tactext though.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Xifanie on July 09, 2013, 10:59:45 am
Quote from: Ishtar on July 08, 2013, 05:47:15 pm
bugs with wine or with fftpatcher?  where do you even find xp these days?

Bugs with FFTPatcher in Wine... I doubt you could ever get it running properly with wine. And, um, you can find Windows XP by downloading it illegally? 8D
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Myrmidon on July 09, 2013, 05:57:33 pm
ok, I see a LOT about Wine on here...I'm assuming...Linux?

when I had Linux, I ran a program that let me run a full copy of XP as a program, as opposed to using Wine as a compatibility layer.  I also set it up so that my XP saw a designated folder in Linux as a Shared Folder so I could move files back and forth...it helped with essentially all my Wine compatibility issues...

...if there's enough interest, I may be able to hunt up the old links again...

Also: what do all the tickboxes on the animation tabs mean?  I assume it's stuff like "swing sword" and "throw" and such, but there' s no answer key...

...although Concentrate and 5 also have animations, so that only leaves me more confused...
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: ArkthePieKing on August 19, 2013, 05:45:11 am
Been working on making a glorious Red Mage for the better part of 7 hours now, quite tired. Just want to ask a quick question before going to sleep: I found out the hard way that Generic Jobs have to use their respective Generic Skillset. This means I get the joy of trying to fix my previous mistake of changing Calculator's Math Skill to guest Rafa's Truth (The one with only 2 skills in it) and editing that skillset. My question is this: What happens when you replace Math Skill, well, skills with regular skills like fire and cure? Will it work as intended, or blow up in my face? For the record since there are no enemy Calculators (that I know of), I decided to turn Calc into my generic Red Mage, but it hasn't been working out as intended. For instance Ramza knows Protect, Cure, and Fire, but in battle the only spell he knows is Fire2. I'm just nervous about changing Math Skill and completely fubaring my ISO and having to start from scratch with that god awful sprite changing process.

Edit: Okay, so I figured out that Math Skill just flat out doesn't work with it's abilities replaced, which is what I figured would happen. Um, suggestions on how to salvage this doomed voyage? I've already replaced the calc sprites with Red Mage sprites, (male and female), edited the descriptions and names of the job and Truth. I'm more or less at a loss on what direction to take this now save starting from scratch, and I really, really don't want to do that.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Xifanie on August 19, 2013, 10:08:03 am
You need to use my generic skillset fix ASM hack. I think you basically change Math Skill to 05 in that hack, then in a FFTPatcher tab (sorry, can't check which one it is right now) you have to change the skillset type to default there too, and you're set, you'll be able to start editing it as you wish.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: ArkthePieKing on August 19, 2013, 03:18:17 pm
No, that's fine. I think...I have probably hit my first honest to goodness roadblock. ASM hacking is leaps and bounds over my head. I've read the tutorials, and I'm trying to follow along, but I just can't grip what they're saying. I did find your generic ability fix, but I have no idea how to apply it. This is really daunting.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: RavenOfRazgriz on August 19, 2013, 04:30:34 pm
You don't need the Generic Skillset Fix to replace Math Skill, just to set Math Skill to <Default> in the Actions Menu.  However, Math Skill does have hardcoded slowdown and immunity to Reflect, which you will need to apply these ASMs to remove:


<Patch name="Remove forced slowdown for Math Skill (Skillset ID 0x15)">
<Location file="BATTLE_BIN" offset="115F74">
00000000
</Location>
</Patch>

<Patch name="Math skill skillset gets reflected">
<Location file="BATTLE_BIN" offset="125ff4">
00000000
</Location>
</Patch>


You can apply ASMs with FFT OrgASM by putting them into .xml files with the proper format.  The format itself is a simple header, a <Patches> tag, the ASM hacks formatted the way I have the two here in the above spoiler, and a closing </Patches> tag at the end, which you can see by opening any of the .xml files packed with your copy of the FFTPatcher suite.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: ArkthePieKing on August 19, 2013, 04:59:59 pm
Oh man that just made things infinitely easier! However, I changed Math Skill to <Default> and patched it but it's still not operating correctly. When I opened it back in FFTPatcher, it was back to Mathmatics! Every time I try changing it it just goes back to that. I'm at quite the loss now.

But on the upside I did get those ASM hacks applied. That got me going. Thank you so much!

Edit: I thought I found the problem. I wasn't checking Action Menu when applying the patch, but even after checking that box it still doesn't seem to change Math Skill.

Edit2: Just tested this with Charge as well. It stays in aim. I can't seem to get any of the changes in the action menu to actually apply. Any idea what causes this? I haven't been able to find anyone else that has the same problem.

Edit3: Okay, apparently the changes go through on a clean ISO. This is getting to be very strange.

Edit4: Finally, FINALLY figured out what happened. Apparently if you have the calculator's skillset set as something else (In this case Truth), then FFTPatcher will just outright refuse to change the action command for anything, even Aim or Draw Out for some weird reason. Anyway I changed ti back to Math Skill and presto! It works again! That may be something worth documenting for the future.

Anyway everything works perfectly now. Thanks for the help!!!
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: JikuJikuJin on September 10, 2013, 05:46:36 am
I'm looking to make all ally guest characters controllable.
I think i have found the story levels in the ENTB list, but how do i know i won't flag any enemies as controllable? Is there a way to know if a character is supposed to be an enemy or an ally?

Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Jumza on September 10, 2013, 09:26:47 am
On the right side there's a box showing which team a unit is on, Blue is for you and guests, Red Green and Light Blue is enemies.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Chris on December 07, 2013, 02:50:29 pm
Hey Create this patch for me? >.< Thanks
http://imageshack.com/a/img35/5246/fa2n.png (http://imageshack.com/a/img35/5246/fa2n.png)
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: tithin on December 07, 2013, 07:20:13 pm
(http://i.imgur.com/iHF9E0L.gif)
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: EmmaNigma on December 07, 2013, 07:20:47 pm
Quote from: Chris on December 07, 2013, 02:50:29 pm
Hey Create this patch for me? >.< Thanks
http://imageshack.com/a/img35/5246/fa2n.png (http://imageshack.com/a/img35/5246/fa2n.png)


(http://i.imgur.com/iHF9E0L.gif)
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Krendall on January 24, 2014, 07:01:10 pm
I'm using v0.482 and even though I've loaded the PSX game into the patcher it still shows the WotL names.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: RavenOfRazgriz on January 24, 2014, 07:50:04 pm
Quote from: Krendall on January 24, 2014, 07:01:10 pm
I'm using v0.482 and even though I've loaded the PSX game into the patcher it still shows the WotL names.


That's just an error with the resources.zip file.  Get the Resources.zip from a .478 FFTPatcher and add it to your .482 FFTPatcher and it should work fine.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Krendall on January 24, 2014, 08:20:09 pm
Quote from: RavenOfRazgriz on January 24, 2014, 07:50:04 pm
That's just an error with the resources.zip file.  Get the Resources.zip from a .478 FFTPatcher and add it to your .482 FFTPatcher and it should work fine.

Just tried it and it didn't work.

EDIT: Is it possible to just rename the abilities myself?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: A Blood Red Fox on March 09, 2014, 08:36:10 am
I'm trying to change a spell's effect to increase a singe target's PA. Is "Effect" only the graphics for the ability? I changed the "effect" to "Battle Song", and the formula to the same one that spells like "Protect" use, but casting the spell in game gives a 00% chance of doing anything. I don't see any place to set the ability to raise PA or anything like that. Is this even possible using FFTPatcher?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Xifanie on March 09, 2014, 10:17:45 am
"Affected Stats" are hardcoded properties in formulas, just like steal/break equipment slots... the "easiest" way to change those is by ASM hacking the formula you wish to add it to. http://ffhacktics.com/wiki/Formulas

Otherwise, you're better off working off an ability that already grants +PA for your needs.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Dokurider on March 27, 2014, 03:05:37 pm
So the blank flag of Ability Flags 2 is Top Down Targeting?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Myrmidon on March 30, 2014, 05:02:53 pm
I've been meaning to ask this anyways, and it's technically relevant...

is there anywhere to find a listing of which skill slotshave hardcoding, and what that hardcoding is?  like how the "Steal" slots have the coding of targeting equipment, and how Negotiate redirects to the steal gil formula...
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: scbw1234 on July 07, 2014, 05:46:04 am
There is a layout problem that i found with FFTPATCHER.It seems that under WIN XP the layouts are messed up.

(http://i58.tinypic.com/fuqu6d.jpg)

(http://i57.tinypic.com/1zzyu9.jpg)

(http://i60.tinypic.com/21mra6b.jpg)

The first two image are from WIN XP,the third one are from WIN 7.

For XP,the scrolling capacity seems only limited to 8(like shown in innate slot from the second picture),While for WIN7 you could view much more with a single glimpse. Also as you can see in the second picture starting status tab,there is a left to right scrolling which all the status could not be seen in one screen but need to scroll,while in WIN7 there is no need to scroll with all the status presents in one glimpse.

And for the Patch ISO window from the first pic,in XP the buttom are some what missing or shown only half.

I wonder what cause such problem?It might not be much if you would only editing few stuff,but in a long run it really bothers me alot(since i have to stick to my destop which is XP)
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: lirmont on July 07, 2014, 09:55:59 am
The font is wide (i.e. change it in the theme to one that's less wide with less vertical spacing).
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Xifanie on July 07, 2014, 10:19:50 am
In W7: Under Control Panel / Display, my laptop defaulted to 125% zoom which caused that first bug to occur. Set it to 100% as it should be.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Angel on July 07, 2014, 10:24:54 am
Honest question: what is your native language set to in XP? That sort of thing occasionally happens if it's set to Japanese or Korean, though I'm not sure what causes this specifically. Font settings shouldn't matter inside the program window, but region settings can.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: scbw1234 on July 07, 2014, 07:07:53 pm
Quote from: lirmont on July 07, 2014, 09:55:59 am
The font is wide (i.e. change it in the theme to one that's less wide with less vertical spacing).


How do you change font setting WIN XP?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: scbw1234 on July 07, 2014, 07:08:58 pm
Quote from: Toshiko on July 07, 2014, 10:24:54 am
Honest question: what is your native language set to in XP? That sort of thing occasionally happens if it's set to Japanese or Korean, though I'm not sure what causes this specifically. Font settings shouldn't matter inside the program window, but region settings can.


Chinese :(
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: lirmont on July 07, 2014, 07:22:52 pm
(http://darkabstraction.com/showOff/ffhackticks/xp-theme.png)



Windows Forms applications provide programmers with the ability to auto-size their components. In other words, were all the components a size that fit your personal choice of desktop font? Probably. Ideally, these auto-size components (like the numeric up and down controls) could increase in size and decrease in size without having to worry about their actual placement on a form; Windows Forms is designed to do that. However, those components have to actually be inside of a container that lays them out properly (based on new heights and widths). Instead, if the component is just anchored to the form, you'll see components start to overlap (like in the screenshots you posted). That's a problem with the application, but, rather than re-do the layout, you can just change the font to fall back to what the application expected your font to look like.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: scbw1234 on July 08, 2014, 03:40:22 am
Quote from: lirmont on July 07, 2014, 07:22:52 pm
(http://darkabstraction.com/showOff/ffhackticks/xp-theme.png)


  • Open FFTPatcher to the window you're having trouble with.

  • Right-click somewhere empty on the desktop.

  • Select "Properties" from the context menu.

  • Select the "Appearance" tab.

  • Click the "Advanced" button.

  • Choose a different font and size until the program looks like you want it to (hit "OK" then "Apply"; NOTE: the program probably expects Tahoma 8pt).

  • Optional: Change the font back afterwards.



Windows Forms applications provide programmers with the ability to auto-size their components. In other words, were all the components a size that fit your personal choice of desktop font? Probably. Ideally, these auto-size components (like the numeric up and down controls) could increase in size and decrease in size without having to worry about their actual placement on a form; Windows Forms is designed to do that. However, those components have to actually be inside of a container that lays them out properly (based on new heights and widths). Instead, if the component is just anchored to the form, you'll see components start to overlap (like in the screenshots you posted). That's a problem with the application, but, rather than re-do the layout, you can just change the font to fall back to what the application expected your font to look like.



No matter what i do in the font option,i just can't get it right,could you show me your setting?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: lirmont on July 08, 2014, 09:42:58 am
This Version
(http://darkabstraction.com/showOff/ffhackticks/mingliu-patcher.png)

Here's a version of that program that doesn't turn visual styles on: download (http://darkabstraction.com/showOff/ffhackticks/FFTPatcher r483 rc2 (no styles).zip). There were also a couple of other things that weren't configured to have the font changed (the Patch ISO windows, for instance; also, the item heights of the ENTD unit list). This addresses those. As per the previous post, it looks for the font you set in the theme under "Message Box" (whereas the previous version didn't). The visual styles are turned off to prevent the blue buttons (which are large) from winding up on the numeric up/down controls.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: scbw1234 on July 09, 2014, 09:50:12 pm
I've tried 4.83,but the problem still occur.I guess its not the font problem then.

(http://i58.tinypic.com/s1kahl.jpg)
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: lirmont on July 09, 2014, 10:00:37 pm
The goal of the version I reconfigured wasn't to let you use the font you had (i.e. the problem font). The goal was to let you set Tahoma (i.e. the font it was designed for) in the theme so that it will look like it was designed to look. There are two problems: (1) the font and (2) the button size XP's button skins add to the really small, nearly absolutely positioned numeric up/down controls. The first issue causes overlaps like the "Effect:" over the combo box; this is the font's fault (i.e. temporarily switch to Tahoma in the theme). The second issue causes overlaps like when the numeric up/down controls would overlap each other (i.e. you could turn the theme to classic in XP which doesn't have those huge button skins, but the version I reconfigured turns that off just for the application).
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Timbo on July 10, 2014, 08:18:52 pm
I accidentally saved over my patch as a psp patch. Is there anyway to undo this?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: scbw1234 on July 16, 2014, 01:04:40 pm
Quote from: lirmont on July 09, 2014, 10:00:37 pm
The goal of the version I reconfigured wasn't to let you use the font you had (i.e. the problem font). The goal was to let you set Tahoma (i.e. the font it was designed for) in the theme so that it will look like it was designed to look. There are two problems: (1) the font and (2) the button size XP's button skins add to the really small, nearly absolutely positioned numeric up/down controls. The first issue causes overlaps like the "Effect:" over the combo box; this is the font's fault (i.e. temporarily switch to Tahoma in the theme). The second issue causes overlaps like when the numeric up/down controls would overlap each other (i.e. you could turn the theme to classic in XP which doesn't have those huge button skins, but the version I reconfigured turns that off just for the application).


Still no good.I change all the font to Tahoma,the layout is still messed up.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: lirmont on July 16, 2014, 08:16:33 pm
Okay, then please check the "Items" tab for me of this version: download (http://darkabstraction.com/showOff/ffhackticks/FFTPatcher%20r483%20rc2%20(layout).zip). It takes a lot of work to reorganize the layout into this format, but, if that tab is laid out how you expect (undo any changes you've done to the XP theme), I don't mind doing it for the rest of them. This version also benefits from the whole form's size, meaning you can see more options at any given time. Again, the "Items" tab is the only one I've done it for, and that took over an hour.

This is what it looks like:

(http://darkabstraction.com/showOff/ffhackticks/fftp-it-burns.png)
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: scbw1234 on July 21, 2014, 11:12:05 am
Hey lirmont,how ya doing.

(http://i62.tinypic.com/2hhgf41.jpg)


This is 483 from XP with window stretch to maximum.

(http://i60.tinypic.com/20jh4lh.jpg)


This is the original 482 from Win7.

You see,the real problem lies in the scroll down capacity shown above.For example when i click on "formula",in XP i could only see from 01 to 08,but in Win7 i could see from 01 to 1E.

And not just that,also from the shop avalibility tab,Win7 shows more vertically while in XP its shows in horizontal which if the windows is not maximized,you would need to scroll from left to right to see it all,like the pic thats shown in your reply
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: lirmont on July 21, 2014, 05:03:19 pm
The setting for how many drop down items to show can be overridden easily enough in the code. I'll start working on the rest of the layouts now.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: scbw1234 on July 22, 2014, 01:06:33 pm
Quote from: lirmont on July 21, 2014, 05:03:19 pm
The setting for how many drop down items to show can be overridden easily enough in the code. I'll start working on the rest of the layouts now.


Thank you lirmont!I really appreciate the hard work you put into this!
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: lirmont on July 23, 2014, 08:23:58 am
Alright, here it is (same link): download (http://darkabstraction.com/showOff/ffhackticks/FFTPatcher%20r483%20rc2%20(layout).zip).

It's not 100%, but I believe it will suit your purposes: (1) combo box drop downs use available space (sometimes less options are shown on purpose, though), (2) no controls overlap, and (3) the "Patch ISO" screens are sizable now. Things I know are still wrong: (1) doesn't handle big fonts, (2) controls near edges of parents sometimes get cut off (change to smaller font), and (3) animation tab takes a long time to load (but it looks nice).

Here is a screenshot:

(http://darkabstraction.com/showOff/ffhackticks/fftp-green.png)
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Touchet on September 12, 2014, 11:27:18 am
So I am following Elric's guide on how to make a story mod, http://ffhacktics.com/smf/index.php?topic=8229.0 (http://ffhacktics.com/smf/index.php?topic=8229.0), and he mentions
QuoteStep 16:  Go into your FFTP Folder and Open FFTP, Step 17: Once FFTP is open load your Vanilla Image file
.

When I open FFTP482, I'm not exactly sure how to open my image. I got to the 'PSX' tab and 'Open Patched ISO' but when I choose my vanilla image I get the error "An error of type System.IO.IOException occurred: IO error occurred.

Is there some other way I am supposed to open my image other than that? I don't see another option and this is preventing me from moving forward to learn all of this stuff.

Thanks in advance to anyone who has any information on this.

~Touchet
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Celdia on September 12, 2014, 12:08:36 pm
I'm not certain, but I think that error pops up when you're trying to open the ISO and it's already open in something like [like Shishi.]
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Touchet on September 12, 2014, 03:48:18 pm
Thank you Celdia, this was absolutely the problem. You rock!
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: JoeCool on January 02, 2015, 09:15:41 pm
Can somebody pls make a patch that works on psn version for vita =/
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Xifanie on January 02, 2015, 09:28:27 pm
You were already told that nobody here works on Vita hacking.
Also, this is not the right topic for your request, because it is in no way related to FFTP.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Murex on March 01, 2015, 01:18:54 pm
For some reason, some of the spear animations are off in combat, and I also see some interesting sprite sheets for weapons in my Sushi (at the bottom of the list). I was wondering if some of those Unknown, or second table fields in the item tab of FFTPatcher change the weapon look in combat or not.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: 3lric on March 01, 2015, 05:41:30 pm
The only ones that are unused are the voodoo doll thing. Its not accessible since it was never put in.

If the spear animations look wrong, then you changed something you shouldn't have :P
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Choto on March 01, 2015, 06:12:09 pm
No, the Unknown tabs are unknown... and the second table ID is... less unknown, but not quite what you're looking for.

However, fret not! To change the graphic and palette of in-battle weapon sprites, use on of Raven's workbooks which offers this functionality. Look in the important links thread to find his workbooks.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Zolias on April 03, 2015, 10:27:32 am
I'm not exactly sure if this is the right place to ask this, but it does involve at least something I've noticed while using the FFTP, and I'd rather ask than make a blunder.  Feel free to move it into the correct area if I AM asking in the wrong place.

Under the job tab, I've noticed Ramza's Squire sets have an automatic immunity to the Traitor status.  Obviously, being the main character, he should be immune to becoming an enemy, for obvious reasons.  My question is whether or not that, since his sprite doesn't change when he changes his jobs, if his immunities transfer to whatever job he has, or if it's just hard-coded into the game that he just cannot be an enemy at all?  I'm asking because he's the only unit in the game to be able to have his faith increased beyond 93 (I believe) without deserting. 

I'm wondering because I'm in the very, VERY early stages of an attempt to create my own hacked version, and I want to know if it's possible to be able to have the few 'special' (in my game's case, human) units be unable to desert, regardless of an enemy's attempt to inflict Traitor or their Faith totals like the main character, regardless of when you get them in the storyline.

Any answers, or possible ideas in this regard, would be highly appreciated.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Choto on April 03, 2015, 12:51:00 pm
for special units (any job that's not 0x4a - 0x5d) if you give them immunity to invite, they won't be able to be invited. However, i believe they will still desert if their brave/faith is high/low enough. I think I have a hack to remove units leaving because of faith/brave... but it would apply to all units.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Jumza on April 03, 2015, 01:10:24 pm
Quote from: Choto on April 03, 2015, 12:51:00 pm
for special units (any job that's not 0x4a - 0x5d) if you give them immunity to invite, they won't be able to be invited


Does this apply to all immunities? Or just immunity to invite?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Choto on April 03, 2015, 02:32:40 pm
It applies to all immunities... so you can make any job innately immune to any status.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Jumza on April 03, 2015, 05:55:56 pm
I think I may have misinterpreted what you said :P Whatever though.

Quote from: Choto on April 03, 2015, 12:51:00 pm
for special units (any job that's not 0x4a - 0x5d)


And I believe that even generic jobs can be made to be immune to invite.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Seph24 on July 08, 2015, 12:13:46 pm
Hi everyone! I've been wanting to do a patch for a while and have been playing around with FFTpatcher for a couple of days now and have some questions. It's worth noting before I ask that one of the main intents is to NOT have anyone on the main formation screen or manage any ability learning or equips at all (besides Ramza). I wanna know if:

1) When generating controllable guests in the ENTD section, is the chance of "randomly present" set to 50%? Can that be changed?
2) Can those guests (both always present and randomly) be made to appear in the formation screen before the fight somehow, so that you can choose from those who are generated and place them normally yourself?
3) How can you manage what specific abilities generated guests learn? I know I can set up main and secondary job skills, r/s/m and equips, but I don't know if I can make a Black Mage know specifically Fire 1 and 2 for example.
4) Having the Equip Innate all ASM activated, let's say I equip a randomly generated guest in a fight with a sword I bought. At the end of the fight, given that the guest doesn't join the party, will I lose that sword forever? Will it appear in the fur shop with the "buy back stolem/broken items" ASM? (don't think so, but still worth asking)

EDIT: In question 4 I already know for sure that you indeed lose the equips you give the guests during the fight with "Equip Change". I'll report later if I find out if they can be bought back or not (which is probably a no).

Also I wanted to add another question:
5) Can Ramza's starting position be set with FFT patcher so that he start where I palce him and disregards his position on the battle formation screen? Or maybe it can be done but only editing events?
I think that's all for now, thx in advance!
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Kaijyuu on July 18, 2015, 06:15:09 pm
Few questions:

1) What's the best way to ensure an enemy calculator has access to a lot of good spells (flare, holy, petrify, etc) without modifying the normal generic jobs in any player noticeable way? I don't want to mess with JP costs or requirements. (giving them access to dummy jobs or something is fine though)

2) I seem to recall hearing that I shouldn't use the Lucavi sprites for regular enemies. Some quick and not very thorough testing showed that they worked fine. Any pitfalls I might fall into, or is my memory shot?

3) I found a list of sprite numbers for most the generic jobs (basically what shishi says +1), but this doesn't include calculators, bards, dancers, or mimes. If I want to force one of those sprites for a unit, what numbers should I use?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: 3lric on July 18, 2015, 08:17:06 pm
To force a generic. Select either generic male, female, or monster as the spriteset. Then choose the job for the unit you want.

When using Zodiac Beasts in other slots make sure to set their SEQ and SHP accordingly (Arute, etc)

(This should've been it's own thread in the help section)
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Kaijyuu on July 19, 2015, 12:45:47 am
Moving to a thread then.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: nitwit on July 22, 2015, 12:37:33 am
Not sure if my version of FFTOrgasm is out of date, but I don't see this asm hack in it.

http://ffhacktics.com/smf/index.php?topic=10097.msg193564#msg193564
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Jumza on July 22, 2015, 09:02:32 am
Just copy Choto's Hamedo Fix Hack into an XML file in the same directory as your FFTOrgasm program and you can use it
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: reversebustersword on August 06, 2015, 09:41:42 pm
Hi, I'm trying to figure how to save changes to fftpatcher for fft wotl. I'm trying to get choasbringer. I'm in the beginning of ch.4

nvm, I figured it out
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: mcabel on October 19, 2015, 01:36:09 am
 
in FFT Patcher, in Ability tab, Is "chance to learn" % textbox is for your characters?
I know that if I have a black mage and someone hits me with fira I have a chance to learn it.

1-This text box has a %, so is this percent the chance I have to learn it when damaged in battle or is this for the chance an enemy has to learn it when randomly generating  ? (if it's not the % I have for learning an ability, how do I modify that?)

2- I'm aware there are spells like ultima that can also be learned, but work with the text box "learn on hit" which I assume is a different mechanic?

3-I notice there are other non spell abilities in this tab, besides some summons, ultima and other spells, does the vanilla game support learning abilities when hit?
Title: Re: Question regarding "chance to learn"
Post by: Jumza on November 01, 2015, 03:13:02 pm
Quote from: mcabel on October 19, 2015, 01:36:09 am

in FFT Patcher, in Ability tab, Is "chance to learn" % textbox is for your characters?
I know that if I have a black mage and someone hits me with fira I have a chance to learn it.

1-This text box has a %, so is this percent the chance I have to learn it when damaged in battle or is this for the chance an enemy has to learn it when randomly generating  ? (if it's not the % I have for learning an ability, how do I modify that?)

2- I'm aware there are spells like ultima that can also be learned, but work with the text box "learn on hit" which I assume is a different mechanic?

3-I notice there are other non spell abilities in this tab, besides some summons, ultima and other spells, does the vanilla game support learning abilities when hit?


First: You do not have a chance to learn Fira in vanilla when hit with it, you can tell because the box labeled 'Learn on Hit' would be checked. The % chance to learn is for enemy units, the game checks to see (for example, a black mage) if it has enough JP to learn the first skill in the skillset, Fire. If it does, it'll randomly be put into the skillset based on that percentage. You'll see about 90% of wizards have Fire because of it's low JP cost and 90% chance to learn.

I don't think that Learn on Hit chance is tied to Chance to learn. (Keyword being think :P)

Any ability with the box Learn on Hit checked will allow you to sometimes learn that ability when an enemy (or I think any AI controlled unit?) hits you with it. This will indeed work for more than summon magic and Ultima.

Hopefully that answers your questions!
Title: Re: Question regarding "chance to learn"
Post by: mcabel on November 01, 2015, 11:32:12 pm
Thanks for your reply

I might have misunderstood a faq I read somewhere or something~
Now it makes sense.
Title: Re: Question regarding "chance to learn"
Post by: Xifanie on November 02, 2015, 12:09:34 am
Let's say you have a 65% learn spell:
- Units generated have 65% chance to learn the spell (given enough JP)
- You'll have 65% chance to learn the spell being hit by it (with Learn on Hit)
- You'll have 65% chance to learn it when picking up the crystal of a unit who knew the spell.

So yes Jumza, same thing
Title: Re: Question regarding "chance to learn"
Post by: Jumza on November 02, 2015, 11:58:11 am
Thanks for clearing that up Xifanie :)
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Black Knight Egroj on December 31, 2015, 01:25:34 pm
Please , i have two small questions.
1-Does the ??? status multiplicates every unit status by 10?
2-Can FFpatcher edit the job level of any job for any unit on ENDT?If yes ,how?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Xifanie on December 31, 2015, 01:33:45 pm
1) 10x HP, 10x MP, 1x otherwise
2) No
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Black Knight Egroj on December 31, 2015, 03:50:59 pm
Ok , thank you very much xifanie.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Black Knight Egroj on January 04, 2016, 11:53:07 am
Another question please, how many types of sprites can i have in a battlefield at once?
I am asking this because i saw in a post that in order to give lavian ,alicia and rad new special jobs you will have to change fukes the chemist to an archer, otherwise the battle would not start.
Is there any other battlefield that have this limitation?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Xifanie on January 04, 2016, 12:06:19 pm
no limit for the types (TYPE1, TYPE2, MON, CYOKO, KANZEN, etc.), but you can only have 9 spritesheets loaded in the game at any given time. Being over the limit would only cause graphical glitches though, it would not prevent the battle from starting.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Black Knight Egroj on January 05, 2016, 08:03:46 am
Thank you again xifanie, you have no idea of how much you are helping me out.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: foofatron on January 19, 2016, 09:44:14 pm
How can I make an attack to go from person to person? I remember seeing a fire attack that would "spread" to clumped together people. Is there a way to do it with just fftpatcher?

If I want a spell to go in three lines away from the caster, like triple chain lightening, what would I check off in fftpatcher? (ai behavior) Linear attack. triple breath ; (bottom box) vertical fixed, linear attack, 3 directions. I haven't tested it yet but that is what I set the spell to have.

Also, is there a formula that does damage and guarantees a status effect?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Black Knight Egroj on January 20, 2016, 07:34:05 am
You will have to mark 3 directions , linear attack and adjust the area of effect .Also , i have a question, when i change an ability to "weapon strike" it does not "weapon strike" in game , am I missing somenthing?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: RedNax on August 27, 2016, 10:19:01 am
I want to make some items available in the shops. I can do it with the normal items, but I want to add the extra rare ones, like the chaosbringer. It doesn't give me the option to do that. What can I do?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Emmy on August 27, 2016, 12:14:47 pm
Uncheck "rare"
Choose a Shop availability (for example, Ch 4 Start) and a price for your item
Check off the towns that you want it to be sold in.

Here's an example of an item that was rare in vanilla that is not rare in my mod.  I changed item names in Patcher to match those in my mod, but this still gives you an idea of what to check:

(https://i.imgur.com/mjaacMW.jpg)
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: RedNax on August 27, 2016, 03:12:57 pm
My problem is on the PSP version of the game. I want to add the items on the left side, but it doesn't show me the cities or shops.

Here is want I mean.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Nyzer on August 27, 2016, 07:18:38 pm
The PSP exclusive items were crudely tacked on in a completely separate item databank that was never made available to anything the Patcher can affect. All you can do with them is change their stats, names, and descriptions.

Saying that WotL is mod-unfriendly compared to the PSX version is, frankly, putting it lightly.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: RedNax on August 27, 2016, 11:16:57 pm
Thanks, man.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: BleuVII on September 19, 2016, 09:19:07 pm
Hi guys, I'm trying to create an ability in order to beef up the archer class a bit. Ideally, what I'd like to have is:
"Do weapon damage and have a 33% chance of adding poison." I couldn't find a formula to do that, so I tried just modeling it after Mustadio's snipes. In the screenshot, I'm on my third attempt, simply modeling it after poison but making it an attack based on the weapon's range. All 3 attempts have ended in the same behavior:
1. The turn window cannot be displayed because the desired effect is too far in the future.
2. Nothing happens, but it counts as an attack attempted.
3. If the battle goes on long enough, the game crashes.

The answer may very well be "Don't try to mod WotL", but I've been able to do everything else I've tried except this, so I think it may just be my inexperience. What am I doing wrong?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: BleuVII on September 19, 2016, 11:02:57 pm
I think I may have found an answer to both of my questions.
1. It kept crashing because I had corrupted the ISO with an earlier version. I will be starting over tomorrow with a clean ISO.
2. Eye Gouge is the ability that I need to copy. It uses formula 50: "Hit(MA+X)% Status PE".
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Blandation on October 10, 2016, 06:07:50 pm
Hello, wanted to thank the contributors here, long time user of some of the tools here for the original FFT.  Now I'm moving onto PSP stuff.

My issue is that if I apply the slowdown patch + the patch I created with the editor, the game will crash when Delita in the first battle takes a turn (haven't tested elsewhere).  I've used a fresh game and tried both patches separately and they will definitely work alone, just not together.   Any ideas?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: BleuVII on October 10, 2016, 09:03:46 pm
Did you edit anything on the Animations tab? If so, you need to patch in this order:
1. Start with a raw ISO (no slowdown patch)
2. Apply your FFTPatcher patch
3. THEN apply the slowdown PPF.

For me, I only had one animation edited, so I just removed the edit and accepted my fate that that one ability just wouldn't look perfect. (I had been trying to add the animation of the character swinging their sword to cast the spell.)
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Blandation on October 13, 2016, 12:09:27 am
I realized editing Luso's skillset caused Delita as an AI to freeze.   Might have been because I didn't add enough abilities and made the AI go wonky since they share similar skills even though they're technically not in the same table?  lolIdunno.   I just left my move/find item % and shop edits in for now.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: BleuVII on October 13, 2016, 11:49:29 pm
Quote from: Blandation on October 13, 2016, 12:09:27 am
I realized editing Luso's skillset caused Delita as an AI to freeze.   Might have been because I didn't add enough abilities and made the AI go wonky since they share similar skills even though they're technically not in the same table?  lolIdunno.   I just left my move/find item % and shop edits in for now.


Hmmm... I've edited Luso to oblivion (made him a Blue Mage), and Delita's AI has no trouble, either in Chapter 1 or the others. I don't know that editing Luso is the culprit. Have you done any other more-than-normal hacking, particularly with the ability animations? (If you hack ability animations, then the animation slowdown removal corrupts a lot of abilities.)
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Nyzer on October 14, 2016, 12:11:37 pm
I think we'd need more specifics to find out what the issue is. I haven't had any problems like that and I've been able to play with Animations decently well.

That said, it doesn't matter what "table" their skills are in. There's only one Shout, only one Tailwind, only one Chant, etc. If you kept all of Luso's original skills, and edited several of those, then you also edited several of Ramza and Delita's by proxy. (And regular Squires.)
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Blandation on October 15, 2016, 07:31:31 pm
I did not edit any animations.  Only Luso's skillset.  Problem is, I did not add the same amount of abilities that he normally has (qty) that is known to cause the AI to act odd.     For example, if I edit Algus' skillset and only give him one ability, he won't function properly or potentially cause a crash because the game will probably try to cycle through something that isn't there anymore.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: 3lric on October 15, 2016, 09:23:34 pm
Quote from: Blandation on October 15, 2016, 07:31:31 pm
Problem is, I did not add the same amount of abilities that he normally has (qty) that is known to cause the AI to act odd.     For example, if I edit Algus' skillset and only give him one ability, he won't function properly or potentially cause a crash because the game will probably try to cycle through something that isn't there anymore.


That doesn't even make sense. And since when was that known to cause AI issues?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Blandation on October 23, 2016, 09:56:32 pm
I don't know, ask my game why it crashed until I changed it back, lol.   I saw it posted somewhere too about having less QTY of skills for guest characters, it may have even been here.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: 3lric on October 24, 2016, 12:45:07 am
ooookay... Please show this picture to your copy of FFT and get back to me.

(http://ecx.images-amazon.com/images/I/41U38lJvIYL._SY300_.jpg)

Thank you
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Chronosplit on March 08, 2017, 03:14:45 pm
This question isn't quite the normal thing for this topic, but would anyone happen to have any info about running the FFTPatcher suite in Wine?  Is there anything I need to do in Winetricks to get these to run?  I'm guessing at least dotnet40.

After managing to get Oblige for doom working in Wineskin, I figured I should give it a shot.

EDIT: I'm still working on this, but Winetricks needed seem to be dotnet20, dotnet40, and core fonts for TactText.  After that you just extract the RAR (OSX users might need something like The Unarchiver), put everything into a folder and move it in, point Wine to the tool you need to use, and bang (sort of, still getting a couple of issues... may be dotnet40's fault).

EDIT 2: Turns out this doesn't need dotnet40 to run only FFTactText.  This fixes the above bugs.  Also yes, this does confirm that the issue is a bug with Wine's implementation of .NET 4.0.

EDIT 3: Nope, I was wrong.  Turns out the only thing in the world that needs dotnet40 is FFTOrgASM!  So only your ASM patching can't be done.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Prometheus-BR on November 28, 2017, 06:00:29 pm
Hi, what  is the fastest way to check/test/watch firsthand changes made with FFTpatcher and other tools such as FFTactext, ASMhacks, Shishi Sprite Editor, etc?

Im modding on the FFTpacther formulas, elements, effects etc, and wish to know whats is the fastest way to see the differences I made to geomancy, draw-out, holy sword, and others.


It would be totally dreamy if the FFTpatcher had a feature, a button for testing where you input the caster and target info, like in FFTastic or FFTarena, and it showed how the modded ability worked in an small test arena.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Nyzer on November 28, 2017, 09:08:43 pm
The fastest way is to apply your changes to a savestate or the ISO, then load the game.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Mrfuzzy on July 14, 2018, 12:59:19 am
Okay I have a question
how can I have an item attribute added, I tried testing an item like the dagger, added regen to the item, patched the iso tested it, but it did not work
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Jumza on July 14, 2018, 01:14:53 am
Make sure that on the item that you want to add this attribute to (select the specific item in the Items tab), you go to the box marked Item Attributes and you put the correct number there. 0 is the default, with no attributes, the one you've modified is 01. Keep in mind the Item Attribute number is not the same as the Item number, so modifying 01 for Item Attributes does not automatically change the Item at the 01 index.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Mrfuzzy on July 14, 2018, 01:39:27 am
jumza my man. thank you. youre a helpful kupo
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Mrfuzzy on July 14, 2018, 01:46:58 am
another quick question
if I want the story line battle enemies to be at the same level as my party, do I have to manually switch each enemy character option to match mine
for example goblin from sweegy woods battle
instead of random level, do I switch it to party level ?
and do I have to do every enemy manually for all the story battles?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Jumza on July 14, 2018, 01:56:20 am
Yeah, unfortunately there isn't really a better way right now that I know of. It can be tedious but at least you only have to go through it all once! (Remember to save!)
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Mrfuzzy on July 14, 2018, 02:24:29 am
okay yeah ill just go ahead and do that, but I do have to change it to party level and not party level random right? I want it to be balanced with the level of my party
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Jumza on July 14, 2018, 08:28:27 am
It depends on what you want, both of those options means that the level will be around the party level. Party Level Random just means that it will randomly modify the Party Level number by some small number like +2, +1, 0.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Mrfuzzy on July 18, 2018, 10:09:57 am
Is there a reliable source to download cd mage?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: 3lric on July 18, 2018, 10:29:20 am
I already told you where to get CDMage yesterday......

In case you didnt read the title, this thread is for troubleshooting fftp... not getting locations to other programs
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: 3lric on August 27, 2018, 12:17:39 am
In .492, under other images, if you go down to Dragon on Unit.bin, it doesn't give the 4th palette which is used for Reis in dragon form.

Normal EVGRP doesnt have this either, it can currently only be seen in the Japanese version of EVGRP which is in the japanese programs set.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: pro00798 on October 28, 2018, 12:38:09 pm
guys, when i'm try to apply patch, and then "file is not recognized wolt ISO image" What is my problem ? How can i solve it ?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Nyzer on October 28, 2018, 01:13:47 pm
Does it actually say "wolt"?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Glain on October 28, 2018, 09:12:31 pm
Quote from: Elric on August 27, 2018, 12:17:39 am
In .492, under other images, if you go down to Dragon on Unit.bin, it doesn't give the 4th palette which is used for Reis in dragon form.

Normal EVGRP doesnt have this either, it can currently only be seen in the Japanese version of EVGRP which is in the japanese programs set.


Didn't notice this somehow.  The 4th palette is stored way out of order in the file, making this cumbersome to deal with.  I added another entry "Holy Dragon" two entries down from Dragon that points to the same graphic but with the purple palette.  Here's an EXE with the update.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: pro00798 on October 28, 2018, 09:48:40 pm
Quote from: Nyzer on October 28, 2018, 01:13:47 pm
Does it actually say "wolt"?

nope, i'm just shortcut it  :mrgreen:
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Nyzer on October 29, 2018, 02:16:45 am
It can help a little, or a lot, if we know what the exact error message is.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: pro00798 on October 29, 2018, 10:08:38 am
problem here
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Nyzer on October 29, 2018, 08:27:35 pm
Whatever your file is that you're trying to apply your patch to isn't a recognizable ISO of the PSP version of WotL. Acquire a fresh US PSP ISO and try again with it instead.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: pro00798 on October 30, 2018, 06:30:10 am
Quote from: Nyzer on October 29, 2018, 08:27:35 pm
Whatever your file is that you're trying to apply your patch to isn't a recognizable ISO of the PSP version of WotL. Acquire a fresh US PSP ISO and try again with it instead.

each fresh iso can apply 1 patch or 2 more ?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Nyzer on October 30, 2018, 08:18:38 pm
You can patch the same ISO over & over with Patcher... IF it's a good ISO to start with.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Reddy on December 27, 2018, 02:40:39 am
I'm having some issues remaking skills, I'm trying to make a skill like Divine Ruination in the Rend Power slot, I checked everything that Divine Ruination have, still when my character cast the skill, the damage is dealt two times, first on the sword slash animation then after the skill animation, is it a known bug or I can't hard edit skills like that?

Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Nyzer on December 27, 2018, 11:24:42 am
I know it's a display (the damage isn't actually done twice) bug that affects some skills in Jot5 Ch. 1. But I don't think it should apply here... do you have everything matching in the Animations tab, too?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Reddy on December 27, 2018, 01:30:38 pm
Yes, both has the same values, I will try to find another unused skill on my patch and try to change it, maybe its just how the power break Works. Ill post the results.

Edit 1: when I use no animations it will display only the first hit on the weapon strike.
Edit 2: I assume the problem is that every skill has a unchangeable animation, I tried with "plunder gil",  after copying every single atributes from "Divine Ruination" the animation still shows the little "dash" of steal skills, but this time there was no double damage display.
Edit 3: Works well with "shout", my problem is solve (kinda).

I'm editing the WoTL PAL iso, idk if that's the problem.


BTW do you mind telling me how the reaction skills work? If i set "Parry" as Innate and equip another skill that triggers with physical atacks, both will be calculed? 
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Raijinili on December 28, 2018, 06:57:56 pm
The Steal and Rend skills are at least somewhat hardcoded. Maybe they're also hardcoded in animation.

Innate reactions overrides set reactions. More info: http://ffhacktics.com/smf/index.php?topic=1288.0
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Nyzer on December 28, 2018, 08:02:21 pm
Don't set Parry to Innate. Doesn't work like that.

What ends up happening with an innate Reaction is it gets slapped on, unequipping your equipped reaction, as soon as you enter a battle.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Reddy on December 30, 2018, 01:52:57 am
I see how it Works, thanks yall.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Pesmerga313 on January 03, 2019, 02:08:23 am
This may be a dumb question but when editing battles in the ENTD tab of FFTP, how do you get the changes made to actually apply to the game? Every other tab I've messed around with seems to work just fine so far, so I'm probably missing something obvious but I've been tinkering with it for days now and can't seem to make anything happen with it. I'm currently attempting to make changes to the PSP version, if that makes a difference.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Nyzer on January 03, 2019, 02:25:11 am
Gonna have to be a lot more specific.

The best guess I can give you right now is that you're modding the wrong ENTD.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Pesmerga313 on January 03, 2019, 02:52:24 pm
Sorry about that. After posting this, I went back to tinkering around and just as I was about to call it a night, I figured it out. I was editing the correct ENTDs but this entire time, I was "patching" my game using exclusively CWCheats, not realizing that there were 'Patch ISO...' and 'Patch War of the Lions ISO...' options in the PSX and PSP dropdown menus, respectively. Seems that while just about every other tab can be patched with both CWCheat and the dropdown menu, ENTD can *only* be patched in the dropdown menu.

In case you were still curious as to what I was trying to do specifically, I was trying to adjust the enemy levels in story battles to prevent myself from becoming OP too early. Then I ran into the issue where if I left each enemy's gear as <Random>, if would generate level-appropriate gear for them, making them significantly more powerful than my team. That means I'm gonna have to go in and adjust each individual enemy's individual pieces of gear (except where it's already done) in order to keep Treasure Hunter (Move-Find Item) and shops relevant. On top of that, I was going to adjust the shops' inventories so that they updated one event later than normal, meaning I'm gonna have to adjust each individual item, too. I'm willing to do it all but man, it's gonna be a while. Lol!
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Nizea on February 14, 2019, 04:26:32 pm
Greetings, all.

I've read some things about animations in this thread, but it all seems to be about difficulties with the results of editing animations.  By contrast, when I select the animations tab in 4.92, I get no checkboxes at all. This does not occur using the same images in 4.83. I've tried several of my patched US-NTSC .BIN images, a clean .BIN, and the read-only .IMG I keep as a default reference.

Has anyone else run into this, or have some idea of where the problem may lie?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Nyzer on February 14, 2019, 10:36:50 pm
Quote from: RavenOfRazgriz on January 23, 2012, 03:07:40 pm
You don't want to use the Checkboxes.  Why Melonhead even has those there, I have no fucking idea.


Probably deliberately removed.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Nizea on February 15, 2019, 10:41:43 am
Ah, okay.  Thanks, Nyzer.

I did find the checkboxes convenient, but I can do it manually.  Indeed, I typically do a bit of both.
Or I could just reopen in 4.83 for animations tweaking...
Time will tell!
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Glain on February 15, 2019, 04:53:13 pm
The three values in the Animation tab are really just numbers, corresponding to certain IDs.  They don't represent a set of flags, so editing each bit individually makes no sense, and you can just edit the numbers directly in the textboxes.  The checkboxes were removed for that reason.

I'm pretty sure one of those numbers (the third?) is the ID of the quote that sometimes comes up when you use the corresponding ability, with 0 meaning no quote.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Xifanie on February 16, 2019, 07:41:08 am
They never should have been flags in the first place. Those are 3x 1 byte values.

I can't even begin to fathom why you'd want to use checkboxes, it's like trying to screw in a screw using a hammer. No one's going to stop you if that's what you want to do to thoughl it's not like the end values are different.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Nyzer on February 16, 2019, 01:09:13 pm
Also, while we're on the subject, the post I quoted is my go-to when choosing ability or event animations.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Nizea on February 16, 2019, 02:56:07 pm
Yeah -- thanks, guys!  I get it.   :)

I understand that the checkboxes aren't actually flags, and I can see why one might want to remove them.  I would likely have done the same for sake of a smoother, less potentially misleading UI.  When I said I found them convenitent, I really just meant keystroke-saving convenient. I found it handy to be able to scroll between abilities and make changes I knew to be a couple bits difference without having to deal with keys.

Maybe I'm just the only one lazy enough to see it that way!  :roll:
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Claid on May 25, 2019, 02:12:20 am
Hello! I noticed this thread, and I was wondering if it is possible to change an ability such that it breaks equipment using FFTPatcher? Similar to the knight's Armor Break.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Nyzer on May 25, 2019, 02:56:50 am
The abilities that target equipment have hardcoding that Patcher can't affect.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Zozma on June 09, 2019, 09:59:39 pm
I have a question about assigning animations to a skill with the "Animations" tab, not sure where to ask it
A long time ago I had made Barret's sprite, aim his Gun-Arm for the "defend" animation
the plan was to use this animation for his skills to make it look like he was using his built-in gun arm

But I cant find an instance of this animation in FFT patcher, does anyone know the animation? example "07 00 00" is used for sword skills
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Nyzer on June 09, 2019, 11:37:07 pm
Follow my quote link a few posts up. Raven provides a list in that topic.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Zozma on June 12, 2019, 11:57:36 pm
Thank you for pointing me in the right direction, the animation works perfectly!
(try it with a skill effect like "dispose")
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Nyzer on June 13, 2019, 12:31:42 am
Come to think of it, you'd probably do better to set Barret's crouching animation (0022 IIRC) to having the gun arm out. We already use that stance as the general aggressive/wary stance in Jot5, and it'll look more appropriate than using it as his defending stance.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: ForestMagi on April 21, 2020, 06:39:47 am
Sorry to pester everyone with this, but I'm having an issue with my items being loaded in a weird order in shops; specifically, the items (Potion through Phoenix Down) are listed in the opposite order as they're listed in FFTPatcher (that is, they start with Phoenix Down at the top and end with Potion at the bottom). I don't think it's just a naming issue, as they have the proper sprites and names in the shop and the Item skill is using the correct item. All other items in the shop (Weapons, Armor, and Accessories) are all listed in FFTPatcher order, and they are showing in FFTPatcher's "Shop Inventories" tab in the correct order, so I'm not sure what I might have done to mess this up.

I tried to search for a fix for this, but came up with nothing, so apologies if there's a simple answer and I'm just being dumb and/or failing at using the search function.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Raijinili on April 26, 2020, 02:00:50 am
It's not an FFTPatcher question. Probably should've just made a new topic.

I suspect it has nothing to do with the patch.
1. Try to load the save with a clean ISO.
2. Try a new game on the patched ISO.

If you still think it's the patch, here are the next steps:
- Look at what ASM hacks you're using.
- Look at FFTPatcher's Items tab and see if there are any changes there.

But the first test should solve your issue, and eventually you'll figure out that shop items are sorted by type and then by price (descending), even in Vanilla.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: ForestMagi on April 27, 2020, 03:39:02 am
Oh, so I was being SUPER dumb. (My words, not yours.) I didn't even think to check how vanilla sorted them before thinking something had gone wrong; they're in the correct order based on that criteria. Sorry for wasting your time, I should have checked that first, but thank you for telling me. I'll be more diligent about testing in future. :)
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Galebolg on September 12, 2020, 04:55:24 pm
I'm trying to add certain characters through ENTD but when I check the join after event box, nothing happens, like after Zieke Falls, I have Ovilia tring to join but she does as a guest but not playable character. Any help on how to add them?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: 3lric on September 12, 2020, 08:57:40 pm
Quote from: Galebolg on September 12, 2020, 04:55:24 pmI'm trying to add certain characters through ENTD but when I check the join after event box, nothing happens, like after Zieke Falls, I have Ovilia tring to join but she does as a guest but not playable character. Any help on how to add them?

This is not the right place for this as it is not a bug, but rather a lack of understanding on how events work... An event has to have a specific set of commands at the end of it for a unit to even be able to join up. In the future make a new thread in the help section...
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: darkskyx on December 25, 2020, 10:14:11 pm
Maybe this is not an error, but when I try to add more actions/skills than usual weird things happen in the ISO with this tool. How do I know I'm at the "right skills sets" or "right actions" for basic Jobs? Because I know there is a limit... I know it's a very dumb question. Maybe this tool could include a way to know that for dumbs like me.
Also, I don't know also what some "unknown" means (or those blank spaces are for), but I'm not touching that.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Ramza Stan on February 28, 2021, 05:37:26 pm
Apologies if this is the wrong spot, as this is an FFTacText question (But it was included in the "FFTPatcher Suite so I thought it might fall under the same umbrella) but I am having one issue with FFTacText that I wasn't able to find anything on.  Simply, my changes didn't do anything.  I changed various ability names and such, cleared out the Japanese text because I was getting a DTE error, and then finally the text patch was successful.  Then I went and booted up my save file and... none of the names were changed.  I imported my ISO to the text editor and it shows the changes as applied, yet the changes are not reflected in-game.  The file I loaded was right at the start of the Gariland battle, IDK if that means anything, I don't see how it would though as the data for the old names shouldn't even be there anymore?

What I'm doing is a modded version of FFT 1.3, I took 1.3 and made some tweaks, saved it as a separate patch, and patched it to a fresh ISO, and did the exact same thing for the text.  Just in case that matters for anything.

EDIT: Um, nevermind, I'm just dumb.  I patched the text to the backup of my mod in another folder, not the one I'm actually running with my emulator...
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: CloudsOverFF on March 02, 2021, 03:39:21 pm
I think I'm asking on the right place. Playing PSX ISO
I am trying to make custom weapons. I made a gun using graphic 2d, pallette 5 I think. It looks right in the inventory, and it functions exactly as I made it to, however, the in-battle graphic when the character actually uses it has the appearance of the longbow when fired. Not sure how to make it actually look like a gun-- any thoughts?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Ansehelm on March 02, 2021, 05:27:06 pm
Quote from: CloudsOverFF on March 02, 2021, 03:39:21 pmI think I'm asking on the right place. Playing PSX ISO
I am trying to make custom weapons. I made a gun using graphic 2d, pallette 5 I think. It looks right in the inventory, and it functions exactly as I made it to, however, the in-battle graphic when the character actually uses it has the appearance of the longbow when fired. Not sure how to make it actually look like a gun-- any thoughts?

In the future I might recommend posting this in the general "help" questions section (after searching the forums for similar questions), since this doesn't have anything to do with fftpatcher (although I understand why you might think it does).  In-battle graphics need to be changed with Raven's Weapon Battle Sprites spreadsheet, and applied as an ASM.

I asked this question once upon a time:
https://ffhacktics.com/smf/index.php?topic=11728
Title: Flagging Bombs as Throw Items for Chemist
Post by: Mustardio on June 19, 2021, 06:47:51 pm
Anyone have any suggestions on how to flag bombs as items for chemist throw item use?

I was messing around with FFTPatcher and can't seem to get it to work.

I've tried

Abilities -> 0189 Bomb -> Item
Items -> 7D/7E/7F Flameburst / Snowmelt / Spark Bombs -> Item Type -> None or Bomb
Skill Sets -> 06 Items -> 0189 Bomb in one of the empty slots
Jobs -> 4B Chemist -> Innate -> 0189 Bomb

I'm beginning to think its not possible. Alternatively does anyone know how I can convert one of the lesser used items into a bomb-like item and keep remedies as all-purposes status cure.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: nitwit on June 19, 2021, 07:19:20 pm
Quote from: Mustardio on June 19, 2021, 06:47:51 pmAnyone have any suggestions on how to flag bombs as items for chemist throw item use?

I was messing around with FFTPatcher and can't seem to get it to work.

I've tried

Abilities -> 0189 Bomb -> Item
Items -> 7D/7E/7F Flameburst / Snowmelt / Spark Bombs -> Item Type -> None or Bomb
Skill Sets -> 06 Items -> 0189 Bomb in one of the empty slots
Jobs -> 4B Chemist -> Innate -> 0189 Bomb

I'm beginning to think its not possible.
Items and Throw are hardcoded to use their respective items and item types (or perhaps item ID ranges). You need to find where they're hardcoded. If anyone knows it will be on the wiki, search "item hardcoding" and "throw hardcoding".

I do know that in the lower portion of the ability tab in FFTPatcher, every ability from 0x170 Potion on down is part of the same table. You can see this by editing Phoenix Down "Item Use" and Shuriken "Throwing" in the Abilities tab of FFTPatcher, then looking at the gameshark code tab. The addresses of the gameshark codes (which are just RAM addresses with a prefix) are almost right next to each other... almost, because there are two unused entries in that table for Items 0xFE and 0xFF.

While every item from 0x170 Potion on down is part of the same table, the number of bits per entry and of course the programmed context of each entry varies. You need to find the code that determines the context and modify it

QuoteAlternatively does anyone know how I can convert one of the lesser used items into a bomb-like item and keep remedies as all-purposes status cure.
You could try giving items different formulas and see what happens with different Z values. If that doesn't work, then you can change items to inflict statuses rather than cure them in the Items tab, then change the animation effect in the Abilities tab. Mosfungus bomb inflicts poison and so on.

If you do this, let us know what works and what doesn't.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Isilud on October 08, 2021, 03:38:31 pm
Hello all,

I am very new to using these tools and I just have a few questions regarding .fftpatch file created using FFTPatcher. I am modding the War of the Lions version.

1. Is it possible to convert the .fftpatch file created to a .ppf file and if so how?
2. Can I merge .ppf and .fftpatch files together. I want to use a .ppf slowdown removal patch and combine it with my edits in my .fftpatch file.
3. To use the CWCheats section of FFTPatcher do I need to do any thing special or can I just add in the cheats and all will be applied to my saved .fftpatch file?

I should mention that nitwit helped me a bit in another thread I created, but I realized some things after that discussion and figured this may be a better place to ask these questions.

What I have been doing so far is applying the .ppf slowdown removal patch to a fresh .iso, then apply my .fftpatch to that .iso and I would like to just add that slowdown patch into my .fftpatch file to kind of streamline my testing a bit more.

Sorry if these questions have been asked elsewhere, but I was unable to find them if so.

Thanks for hearing me out regardless.

(My mods are mainly convenience, QoL, and personal tweaks I have always wanted to see. At some point I want to mod Rad/Ladd and make him the ultimate character since he is kinda just there and should have been cooler since he stays with Ramza and does not leave when Gaffy does)
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: nitwit on October 09, 2021, 07:38:10 am
Quote from: Isilud on October 08, 2021, 03:38:31 pmHello all,

I am very new to using these tools and I just have a few questions regarding .fftpatch file created using FFTPatcher. I am modding the War of the Lions version.

1. Is it possible to convert the .fftpatch file created to a .ppf file and if so how?
2. Can I merge .ppf and .fftpatch files together. I want to use a .ppf slowdown removal patch and combine it with my edits in my .fftpatch file.
A FFTPatch is a collection of tables (a bunch of bytes in various files), and I'm pretty sure that whatever values in those tables overwrite existing tables in the game whenever you patch. This occurs whether you change anything or not.

On the other hand, I think a PPF is sort of like a binary diff file. A PPF creator compares the original file and the modified file, notes differences between them, what those differences are, where they are located, and it stores this info in the PPF file.

Then the PPF applier reads the PPF, navigates to the locations where changes are to be made, makes the changes, and that's it.

So while a FFTPatch is more exhaustive where it does patch, it's limited in what it can patch; whereas a PPF has no limits but it only patches what you changed between the original and the modified version, and ignores all other addresses in the file.

If you want to recover your changes from your patch that was garbled, your best bet is to just upload it along with your version of FFTPatcher, and pray that someone can figure out what went wrong with it.

Otherwise you're stuck trying to apply your changes by copying all the table files in the *.fftpatch file to various game files using a hex editor, then importing them back into the game. And that's on the PS1 version, where we have CD Mage and other tools to import/export game files from a disc image. I don't know what you'd use on a PSP rom, maybe you could try CD Mage.

Even if you did, you'd still need to look at the source code of FFTPatcher on github to figure out where in the PSP game files the tables are found. This file seems like it's it, but it would take me a few hours or several cups of coffee and probably 5 minutes of curse words to figure it out.
https://github.com/Glain/FFTPatcher/blob/master/PatcherLib/ISOPatching/PspIso.cs

Given that everyone here has a life, job, and several FFT mods to work on, it's not feasible for us to recover your changes. If we do it once, then we'll have to do it again. Granted, we could make a spreadsheets to recreate FFTPatcher, and python scripts to rip your changes from a *.fftpatch and write them to game files, but I wouldn't hold my breath for someone to do it even though that would automate much of the "you screwed up by not backing up your work, do xyz to recover" heartache fixing.

Remember to back up your work next time, probably at the end of the day and keep 4 to 10 backups that you increment through like auto-saves in Skyrim. Or just zip them up, label them with the date, and delete the oldest one when you do. It's not like terabyte sized hard drives are expensive these days, so you do you.

For now, upload your patch and your version of FFTPatcher and hope for the best. Put them in a folder, right click on that folder, choose to send them to a zip file, give it an appropriate name, and upload it in reply to this post.

Quote from: Isilud on October 08, 2021, 03:38:31 pm3. To use the CWCheats section of FFTPatcher do I need to do any thing special or can I just add in the cheats and all will be applied to my saved .fftpatch file?
These are just the PSP equivalent of gameshark codes. If you want to mess around with gameshark codes for some reason, or you need to debug something (gameshark codes are RAM addresses with some extra stuff tacked on) then they're useful, but they persist only on your system when you enter them in (I hope you aren't entering them manually).

Quote from: Isilud on October 08, 2021, 03:38:31 pmWhat I have been doing so far is applying the .ppf slowdown removal patch to a fresh .iso, then apply my .fftpatch to that .iso and I would like to just add that slowdown patch into my .fftpatch file to kind of streamline my testing a bit more.
FFTPatcher couldn't integrate the slowdown removal fix, since FFTPatcher edits tables for items and skills and whatnot, while the slowdown removal fix is probably code somewhere else.

Actually, shouldn't the slowdown removal fix be a FFTorgASM hack somewhere? Has anyone ported it over there yet? I think I've seen it in there, but there's less activity on modding the PSP version so maybe not.

Anyways, FFTPatcher allows you to open a patched ISO under the PSX and PSP headers, so you could use an ISO to store your changes instead of a *.fftpatch. You should pick one and use the other as a backup method. This is also best for debugging and testing as there are fewer steps.

Moreover, once you apply the slowdown removal ppf to the ISO, and apply your *.fftpatch, and you're finished with your work, then you just make a PPF with your final version against the vanilla rom/iso and you're good to go.

If you haven't already, you should go through all the menu options in the various tools and see what they do. And on our end someone should write a readme for FFTPatcher and her sister tools.

Quote from: Isilud on October 08, 2021, 03:38:31 pmSorry if these questions have been asked elsewhere, but I was unable to find them if so.
That indicates an opportunity to improve our documentation, and I speak for everyone when I say thank you for searching first.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Isilud on October 09, 2021, 11:03:44 am
Thank you again nitwit, your responses are very informative and extremely helpful.

I should make clear that I have not screwed anything up in regards to my edits/patches and after working in technical operations for a bit, I have 100% learned a lesson or 2 the hard way about backing up original data (like enabling monitoring on every. single. production. application... smh).

This was me merely trying to understand more about what I can accomplish with these tools and I would never want someone to have to fix my mistakes, because if I fix them myself I can only be teaching myself more.

I was trying to find out if the CWCheats section was editable and could be applied to the patch once saved, mainly for multipliers and testing, but it seems I am unable to edit these and this tab seems too just show my edits in other tables, but I may be way off here.

I will continue to poke around through more of the documentation and try my best to refrain from wasting other's time on questions that have most likely been answered before.

FWIW, I may have only just recently joined as a member of this site, but I have been a big fan of the work done here for quite some time and I can only thank everyone here for breathing new life into my favorite game and making it a constantly evolving experience.

Also, if any can help me find the slowdown removal as a FFTorgASM hack, I would be super grateful. I am likely overlooking its location.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: bee on April 22, 2022, 02:48:33 pm
Hello! I was wondering if this tool would be usable with a .pbp file, or if I should look elsewhere? I've done modding for old S/NES games before, but I am pretty new to disc-based games, and am still sorting out some stuff that's prolly fundamental to y'all. Thanks for the help.

**Edit** nevermind! i got it sorted out, thanks!
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Galebolg on June 24, 2022, 09:47:18 pm
FFTPatcher gives me an error that says "The file has been externally altered so the file is no longer valid" when I tried to open it. Deleted the folder and redownloaded it various times and the same error is displayed. What do I do to fix this error?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Kokojo on June 25, 2022, 12:46:37 am
Quote from: Galebolg on June 24, 2022, 09:47:18 pmFFTPatcher gives me an error that says "The file has been externally altered so the file is no longer valid" when I tried to open it. Deleted the folder and redownloaded it various times and the same error is displayed. What do I do to fix this error?
What are you trying to open, exactly?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Galebolg on July 01, 2022, 05:26:33 pm
Quote from: Kokojo on June 25, 2022, 12:46:37 amWhat are you trying to open, exactly?

I got the program to open. All good.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Ramza108 on October 16, 2022, 07:45:05 am
Hello!  FFT is one of the best games EVER and I'm ecstatic at the thought of playing The Lion War hack with all of its cool features. 

I have a problem though.  I am a mac user and I'm not sure of any legitimate way to patch load this file with the psx copy.  It appears there are few options for patching the file reliably...  Are there any resources that might prove helpful here?  Thanks for all your hard work!
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Jumza on October 16, 2022, 10:19:57 pm
Quote from: Ramza108 on October 16, 2022, 07:45:05 amHello!  FFT is one of the best games EVER and I'm ecstatic at the thought of playing The Lion War hack with all of its cool features. 

I have a problem though.  I am a mac user and I'm not sure of any legitimate way to patch load this file with the psx copy.  It appears there are few options for patching the file reliably...  Are there any resources that might prove helpful here?  Thanks for all your hard work!

Hey! The Lion War can be applied to a vanilla image of FFT using a program like PPF-O-Matic (not in the FFTPatcher Suite), but I'm not sure it will work on a mac. There are online options though, trying searching for and using Rom Patcher JS. Good luck!
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Ramza108 on October 17, 2022, 12:29:26 am
Quote from: Jumza on October 16, 2022, 10:19:57 pmHey! The Lion War can be applied to a vanilla image of FFT using a program like PPF-O-Matic (not in the FFTPatcher Suite), but I'm not sure it will work on a mac. There are online options though, trying searching for and using Rom Patcher JS. Good luck!

Thank you.  My god I got it to work!  Tried a different ppf patcher.  You have no idea how excited i am! 
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Eldrethor on October 27, 2022, 04:44:21 pm
Hi, first time poster here!

I'm using FFTPatcher 0.494 and FFTactext 0.494 on my PS1 build of TLW v2.021, and I'm trying to change one of the Bio 2 spells (specifically 00CF) into a new sword skill.

I copied and pasted Night Sword's data into that spot, added an Inflict status, JP cost, damage formula 2D (standard sword skill damage formula), and assigned it to Chapter 4 Ramza's skill set. The problem is that while the skill works correctly, it's executing a casting animation (looks like 01-2C-00) instead of a strike, even though it's set to Blastar Punch with default settings 07-00-00, and Weapon Strike is enabled.

I also tried reassigning the animation to Holy Explosion, and tried assigning it the Circle animation (12F) modified to 07-00-00. In both instances, Ramza still executed a casting animation.

I've tried searching the forum for anything related to "Weapon Strike", but I'm coming up empty. Any thoughts?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Jumza on October 27, 2022, 11:09:40 pm
Hey Eldrethor, I tried recreating your issue to the best of my ability (though I was not building on a TLW base) but was unable to! Setting 0Cf's animation to 07 00 00 and then having the settings I have in the picture I've attached made my unit do a weapon strike. Maybe try matching some of these flags one at a time on yours until you see what makes the change? Or maybe double check everything you have set, it's possible that you thought you made a change that you didn't actually patch.