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Messages - Mega_Tyrant

1
Completed Mods / Re: Patch testing for WotL!
March 01, 2012, 04:05:13 pm
Quote from: Archaemic on March 01, 2012, 03:04:55 pm
The patches go in the ms0:/livepatch folder (e.g. fftpsp goes there, so you get ms0:/livepatch/fftpsp/fast.live) and wherever you put the PRX is what you put in GAME.TXT (e.g. if you put the prx in ms0:/livepatch/livepatch.prx, you put in seplugins/GAME.TXT the line "ms0:/livepatch/livepatch.prx 1")

Hopefully that's clear, but I guess it can get a bit confusing. While the PRX doesn't have to be in any specific location (GAME.TXT just has to know where it is), the patches HAVE to go in ms0:/livepatch and the folder inside of ms0:/livepatch HAS to be fftpsp.


The folder has to be renamed to livepatch then I'll add that change to my tutorial
2
Completed Mods / Re: Patch testing for WotL!
March 01, 2012, 03:56:04 pm
I did a quick video tutorial for those having trouble installing it. Link will be up in a minute.

Edit: Link:  http://www.youtube.com/watch?v=y7stkSsobPM&feature=youtu.be
3
Completed Mods / Re: Patch testing for WotL!
March 01, 2012, 01:19:41 pm
I figured as much, it was named dist instead of livepatch so I left it as is and changed the plugin pathing in game.txt to match.
4
Completed Mods / Re: Patch testing for WotL!
February 29, 2012, 04:10:56 pm
Test System:  PSP-2000 CFW 5.50 Prometheus-4
Patching Version: LivePatch Beta 5

Test Results
Patches Enabled: fast.live, unstretch.live
Notes: no other plugins installed
Result:  screen is un-stretched, full-speed skills, no sound de-sync, saving is functional, volume controls functional, brightness functional, Home button functional, game doesn't crash on quit attempt.

Looks like Beta 5 is the version to use if you've got 5.50 Prometheus-4.  Barring any plugin conflicts the patch should be fully functional.  Again, thanks for the hard work.
5
Completed Mods / Re: Patch testing for WotL!
February 28, 2012, 04:47:17 pm
hmm, still crashing on a clean memory card.  I think I'll need to change my firmware to get better compatibility.
6
Completed Mods / Re: Patch testing for WotL!
February 28, 2012, 03:01:36 am
I'm fairly certain (well an educated guess anyway) that the reason may/is incompatibility with other installed and/or active plugins.  During my first few attempts (before test 1) the game crashed during launch when the SE splash screen came up, it was only after I disabled all my plugins that the game would boot at all to yield the test results.  Wish I could help but I don't know a thing about PSPLink or setting up remote access, plus work and school pretty much means I'm home, awake, and free maybe 2 hours a day.  There's a pretty good chance our time schedules don't match up.  Although tomorrow Ill format a memory stick and try to confirm my hunch.
7
Great work! I did a couple test runs of the opening battle and left the feedback on the other thread.
8
Completed Mods / Re: Patch testing for WotL!
February 27, 2012, 08:18:03 pm
Test System:  PSP-2000 CFW 5.50 Prometheus-4
Patching Version: LivePatch Beta

Test 1
Patches Enabled: fast.live, unstretch.live
Notes: All other plugins disabled
Result:  screen is un-stretched, full-speed skills, no sound de-sync, saving is functional, game doesn't crash on pressing "Home" but game crashes on quit attempt.

Test 2
Patches Enabled: fast.live
Notes: All other plugins disabled
Results: stretched, full-speed skills, no sound de-sync, saving is functional, game doesn't crash on pressing "Home" but game crashes on quit attempt.

Test 3
Patches Enabled: unstretch.live
Notes: All other plugins disabled
Results: un-stretched, slow skill animations, sound de-sync, saving is functional, game doesn't crash on pressing "Home" but game crashes on quit attempt.

Assessment: Looks like something is still causing the game to freeze and crash but it is from the short test I did fairly stable aside from trying to quit to the XMB.  BTW Thanks for the hard work, ingenious patching method utilized it is nice to not have to rip and patch a new ISO each time I want to change patches.  The gang here should look into this as perhaps a viable method of patching when creating patches; it makes patch testing much faster.  I wonder if it could be implemented into fftpatcher and the other tools on the site.
9
Completed Mods / Re: Patch testing for WotL!
February 27, 2012, 02:38:39 pm
Oddly enough while cleaning up for a party yesterday I found my PSP and hooked it up to the charger.  I'll try and test the patches later when I get home.
10
I took a look at your notes, even though I have zero coding experience or knowledge.  Impressive discovery on your part and good luck with your endeavor, If you succeed you will have fixed what SE managed to break for no good reason. So what clued you in the right direction in that post?  For the most part it's just us saying we don't know why it works but FUSA somehow managed to sorta fix the slowdown. :P

11
War of the Lions Hacking / Re: Recompilation
April 06, 2011, 07:28:14 am
here's a comparison video (not by me), It's pretty much exactly like that.  However the video doesn't show the sound desync very well (most annoying part imo).

http://www.youtube.com/watch?v=cNnyH-yS6lw

12
War of the Lions Hacking / Re: Recompilation
April 06, 2011, 12:36:14 am
I haven't played anything from UMD in quite a while, years to be honest, but typically anytime the game has to read data from the disc it takes longer due to having to spin the disc.  But WOTL isn't anywhere as bad as EK when it comes to constantly having to load data from the UMD.
13
War of the Lions Hacking / Re: Recompilation
April 05, 2011, 03:54:12 pm
As far as extra RAM goes I noticed no difference in animaion slowdown whether I play the game on my PSP-1000 or my PSP-2000.  i.e. they still both run at a snail's pace.

The extra RAM only seems to help when the game has to load large amounts of data, for example when playing Monster Hunter Freedom Unite switching between different areas occurs much faster on the PSP-2000/3000 than it does on the PSP-1000. Sometimes several seconds faster.  For WOTL where the animation effects are not exactly large files or massive amounts of files the extra ram has little effect if any at all.
14
No clue, maybe try contacting the authors.  They might be willing to provide insight into the routine that it goes through, IIRC fusa was originally designed to get the psp which output it's game in progressive mode to display on SDTV which were in interlaced mode.
15
War of the Lions Hacking / Re: Recompilation
February 28, 2011, 10:01:02 pm
I support this idea, if only to increase interest in the PSP version.  So many people have abandoned WOTL simply because there is so little that can be done to it.  It doesn't even have full shishi support.  If it were possible to remove the framerate limit, fix the issue with the spitesheets being joined on multiple characters so that ISO can be expanded to allow for more sprite inserts, and more information were available on the structure of its files so that the ARH, ALMA, and FFTorgASM could be applied, it's multiplayer mode could be made so much better.  WOTL has 2 advantages over basic FFT in having multiplayer and the expanded roster already.  However I do think that this may be more than the current staff of ASMers could handle.

If that post on FuSa SD removing the slowdown on WOTL is true, that might be a lead right there on how the get the framerate back to how it should be.
16
Also if by any chance the sprites you are trying to use include Alucard, Tifa, Tidus, or Reno I've already made some UNIT.BIN replacements for them for someone else a while back.  You can find them here:

http://ffhacktics.com/smf/index.php?topic=4986.20
17
I believe there is a tutorial somewhere on the forums on how to realign the arms so that you can change any sprite to be Type 1 or Type 2 you should locate that if it is an issue for you.

UNIT.BIN as well as WLDFACE.BIN (for changing the portraits) are stored within the fftpack.bin file.  Ah, good the post I made on gamefaqs is still there.  Here's the instructions I gave to thisisstupid and Materia on gamefaqs:

As far as spriting goes:

1. Insert sprite with Shishi. And patch the ISO with the new sprites if your using the older version

Note 1: The new version automatically patches when you import in the .spr file.

Note 2: You will have to use the older version of Shishi for some sprites because the spr file size is over the limit.

2. Export spritesheet as BMP.

3. Open BMP in Paint.

4. Change the image dimensions so that it's 24x40 pixels and make sure the only pose in the image is the right-front facing pose. Save Image.

5. Convert the BMP to 16 color BMP

Note 1: The steps here are different depending on the program you use. I use Adobe Photoshop but there's also GIMP or GraphicsGale.

Note 2: DO NOT USE PAINT!! IT WILL MESS UP YOUR IMAGE!!

6. Extract fftpack.bin from ISO with UMDGen.

7. Extract files in fftpack.bin with FFTPatcher.

8. OPEN UNIT.BIN with FFTEVGRP.

9. Replace the sprite your changing with the sprite from step 5 and click save.

10. Rebuild fftpack.bin with FFTPatcher

11. Insert new fftpack.bin back into ISO. Save as ISO format.

Then you can patch your game with FFTPatcher and text edit with Tactext. There's also inserting the Portrait which you'd do after step 9 using FFTEVGRP but the file worked on is the WLDFACE.BIN.

The result should be something like this: http://www.youtube.com/watch?v=zwF9BJGDSRM
18
If you want to use a sprite file that is larger than the PSP file size limit you have to use an earlier version of Shishi which you can get from here:

http://code.google.com/p/lioneditor/downloads/list

the version .352 is fairly stable and is what I use to bypass the size limit.

As far as formation sprites go, those are stored in UNIT.BIN.  You'll need to get FFTEVGRP to edit UNIT.BIN.
19
Help! / Re: Ability Animations?
July 01, 2010, 11:02:57 am
take a look at this

viewtopic.php?f=3&t=3656
20
Spriting / Re: Sprites that Fit the Psp FFT..?
June 27, 2010, 07:46:50 pm
The menu path is ISO -> PSP -> Import sprites from ISO.

Then select your ISO.  Shishi will import the sprites it can work with from your ISO.  Double-click the sprite you want to replace and it'll open up that spritesheet in a different window.  From that window's menus you can import the spr file you want to replace it with, once done close out of that window and repeat the process until you've got all the sprites you want inserted.  Then you'll have to patch in those sprites.  The menu path is the same as when you imported from the ISO except instead of selecting "Import sprites from ISO" select "Patch ISO with sprites" it'll automatically check everything you've changed so all you need to do is load up your ISO by clicking the box labeled "..." locate your ISO click "save" the click the "Ok" box and shishi will patch your ISO.

As far as making your game bug out. It depends.  It's a fairly stable version. You may or may not experience bugs. I've had instances of both cases.