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March 29, 2024, 03:34:17 am

News:

Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


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Messages - Kourama

341
Hacking/Patching Tools /
January 07, 2008, 09:18:24 pm
Thanks for the info, I'll try it out later today and see how that goes. Hopefully I don't have any technical difficulties.

Is changing the ENDT Editor so that the new items can be equippable possible or is that a dead end? I'm just wondering because I'm interested in finalizing a patch and wondering if the last possible update for the ENDT Editor would be the addition of the new events.
342
Hacking/Patching Tools /
January 07, 2008, 08:54:08 pm
If you are using the PSX version just import the new ENTD fles over the ones already in the PSX version of the game. I'm not sure how to do it for the PSP version though.
343
Old Project Ideas /
January 07, 2008, 08:51:46 pm
A good idea would be to just give Draw Out the Geomancy formula lower the K value and give Samurai higher MA multipliers and extremely low MP growth/multipliers. That would make Samurai best at using the Draw Out abilities then you could boost the prices of katanas (which was already suggested) and you have a more balanced skill set I think.
344
Hacking/Patching Tools /
January 07, 2008, 08:02:18 pm
You are understanding Balthier being a Monk incorrectly. What those numbers (04/06) mean is that he has the Monk job open and that the Monk job has enough JP to be level 6. This also means that all the requirements for having Monk open are available on Balthier already as well.

So once you recurit Balthier he should at least have lvl 2 Squire, lvl 3 Knight and lvl 6 Monk.

As for Balthier's equipment, he does have both Ras Algethi and Mirage Vest equipped. Considering that it should also have that as his equipment as well. My guess is that the ENTD editor is missing the bytes that contain the new equipment which is why they aren't currently being shown on your program.

Quick question though, how exactly do you implement the ENTD changes into the PSP version of the game? If it has to do with the Cywin program is there anyway you can give me step by step instructions to inputting it into the game? Because I haven't been able to figure it out yet.
345
Hacking/Patching Tools /
January 07, 2008, 06:36:14 pm
254 makes the enemies the same level as the strongest person in your party.
346
Hacking/Patching Tools /
January 07, 2008, 02:46:03 pm
In case this is news to anyone, the "job/job level"  that was in the original ENTD editor are the first 2 values in the Unknown box. Below are the values for each of the original jobs (copied and pasted from Zodiac on another topic)

00 Base Job
01 Chemist
02 Knight
03 Archer
04 Monk
05 White Mage
06 Black Mage
07 Time Mage
08 Summoner
09 Thief
0A Mediator
0B Oracle
0C Geomancer
0D Lancer
0E Samurai
0F Ninja
10 Calculator
11 Bard
12 Dancer
13 Mime

I'm guessing Onion Knight/Dark Knight would be 14/15 respectively but I stilll need to test it out.
347
Hacking/Patching Tools /
January 07, 2008, 02:15:05 pm
If you wish to change and "empty" skill set Karsen it is totally possible. Keep in mind though that if you do it will show up as a blank skill set in-game.

So basically maybe you use one blank space to for a totally new skill set that you want to give to Dragoon. When you change into dragoon, the name of their skill will be blank but you would still be able to learn and use all of the moves from that skill set properly.

My suggestion is to use one of the repeat skill sets, like Holy Magic, Holy Sword, Mighty Sword, All Magic, Battle Skill.. there are a bunch of them. That way when you implement that new skill set, it will have a name.

QuoteI'm still trying to track down where on the UMD the new battles are stored and confirm that the ENTD files are where I think they are.

I found four files on the UMD that are identical to ENTD1-4.ENT from the Playstation version, but I haven't confirmed that changing those files actually changes stuff in game.

Sounds like you are right on track. I look forward to what you find out with those ENTD files although from my recollection there are about 9 new battles and maybe 4 new events that show new parts of the story. Hopefully it isn't too difficult to add in the new files to the editor.
348
Hacking/Patching Tools /
January 07, 2008, 08:00:22 am
The update for the patcher is great so far. I still need a lot more time with the ENTD Editor but so far its great. There are two things that are missing.

Although its great that I can change the events on the PSP version all of the new battles aren't in the ENTD editor and I'm not referring to the multiplayer battles. Stemming from that it I can't equip any enemy with any of the new items. Now I could see where the issue would appear after my question about  making new items poachable but the new battle where you recruit Balthier would answer several questions since Balthier has 2 of the new items equip.

Other than that it seems to be working as well as the original ENTD Editor. Thanks for the update.
349
Hacking/Patching Tools /
January 06, 2008, 11:08:06 pm
You can change the skills in the Math Skills skill set but then you also have to change the Action Menu listing from Math Skills to Default.

If you want to make some changes based solely on the current Math Skill set though it seems you are out of luck then. Items, Geomancy, Jump, Draw Out, Throw, and Charge are pretty much set and the only changes you can make are in the same boat as Math Skills. Change the skills in the skill set and then change the Action Menu listing to Default.

Its too bad too because I would love to have Lancer with more than just Jump as its sole ability.

Edit: As for Mime I haven't even tried playing around with Mime. I know innate abilities and stat growth/mulitpliers can be messed around with easily but maybe I'll mess around with it and see what can be possible with it.
350
Hacking/Patching Tools /
January 03, 2008, 09:51:49 pm
I wouldn't mind creating my own patch for the PSP version but I'm going to wait until the event editor before I do that.
351
Archives /
January 02, 2008, 08:54:08 pm
I'm so used to putting RL for real life from playing FFXI.
352
Hacking/Patching Tools /
January 02, 2008, 04:58:41 pm
Thanks for the info it explains most of my questions and you are probably right about the random item thing. In the PSP version none of the multiplayer items show up anywhere other than as rewards in the mulitplayer battles so it makes sense that random enemies wouldn't have them equipped.

Hopefully there can be some kind of change done on the poachable items if not I'm going to have to wait for the next update that adds the ENT editor so that I can play around with everything a little more. Meanwhile I will test out my patch and make sure everything is working properly.
353
Archives /
January 02, 2008, 04:53:02 pm
lol Real Life
354
Archives /
January 02, 2008, 12:56:41 pm
Well I've been busy with RL with the holidays. Also now that I have melonhead's new program I've kind of given up on the PSX version but I can still send you my patch if you want maybe it can help you answer some questions. Let me know.
355
Hacking/Patching Tools /
January 02, 2008, 12:53:23 pm
I have to say this is an awesome program. Being able to play around with the PSP version is a dream come true. A couple of questions though.

- It may because I'm not used to using CWCheat but it seems that each Set of Codes can only be up to 30 lines, so is there anyway that the program can output the codes in sets of 30?

- As I was trying to mess around with Poachable Items, I attempted to put some of the new items as poachable items but they aren't on the drop down list. I'm guessing the coding in the game doesn't let the items become obtainable other than mulitplayer but I was wondering if there was a fix for this.

- I changed certain items into buyable items (like the Ivory Pole) but it didn't show up in any of the places I visited as buyable, unfortunately I'm not sure what I did wrong.

- Last thing is that although I changed certain new items so that they aren't rare and gave them an enemy level none of the enemies seemed to ever have any of the new items equipped. I'm sure all the issues I'm having with the new items are related but is there something I can do to fix this?

Anyway other than the above questions every other changed I've done has turned out great and I'm looking forward to the ENT editor.
356
Archives /
December 26, 2007, 06:12:17 pm
Dark Whisper works just fine on my patch, so maybe there is another issue.
357
Archives /
December 21, 2007, 08:31:15 am
I didn't change any character positions just some jobs and I made sure not to change jobs for any character that had an extra motion.

Although I did change the knight in the fight you get Agrias back in to a bard and when he whistled he changed back to knight to do it.

The problems I was having was in that battle I put Mustadio in and his sprite was glitched although his character still worked exactly the way it was supposed to.

Some battles also have some of the characters glitched even with no changes yet they still work. The wierdest thing has to be when some battles had a crystal instead of a character, although when that happened I still hadn't tried adjusting anything in story battles.
358
Archives /
December 20, 2007, 01:51:39 am
Well I've messed around and made my own patch. So far biggest change that has made the game harder has been putting all story battle characters the same level as I am.

Add on to that, I've boosted all the weapons, and I've given every generic job innate abilities. Knights are huge pain since I let them equip spears, they have defense up and concentrate.

I've also added status changes to many of the monsters attacks as well as changed formulas. All the "soul" attacks have a chance of doing a status change.

Thunder Soul - Don't Act
Wind Soul - Confuse
Aqua Soul - Frog
Ice Soul - Sleep

I've also changed the formula for the ghost moves and all the "touch" moves are 100% accurate.

Archers have also been changed. Bows do more damage and have greater range, they have innate concentrate and I did away with Charge. Instead now they have Leg Aim, Arm Aim, Seal Evil and Yell.

Mustadio was changed so that he has the same abilities as before but now he has all the steal abilities as well with a speed boost (this idea is pretty much from Balthier in the PSP Version.)

Theres several other changes but the game is much harder at least for me it is. Random battles can still be on the easier side but I need to do a lot more tweaking to make everything better.

By the way I've run into glitched sprites in my story battles on my version yet when I check my spreadsheet there doesn't seem to be anything wrong. Any idea what the problem might be?
359
Spriting /
December 10, 2007, 02:02:21 pm
If you want upload the version you want to fix and I'll see if I can help out.
360
Archives /
December 10, 2007, 08:17:18 am
The Blue Mage skill set looks pretty good and I'm happy that you chose to make Blue Mage like I did. I also noticed that you left out learning any abilities from the birds, can't blame you though since they don't have any great skills that you would be able to learn.

Also from my experience playing FFT with my Blue Mage a lot of the moves are somewhat glitchy and most of the moves have the sprite lose an arm and have a dagger attacking around him going along with the animation. Not really that big of a deal to me but the biggest problem I've found is with the AOE moves.

Mimic Titan, Self Destruct and Giga Flare all slow down considerably when they do damage to enemies. Right after the animation is done the camera centers on each enemy slowly then shows that damage for each enemy 1 at a time. Not really sure if that is something that needs a lot of time to fix just thought it would be something good be aware of early on.