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April 26, 2024, 04:23:47 am

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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 - Nyzer

821
Help! / Re: Invite Everyone
October 21, 2017, 11:20:50 am
We don't support 1.3 here, but in short, Immortal flags are most likely set to prevent Invite from working in there. Not that it's a hard fix to make if it can still be edited with the Patcher.
822
Quote from: Ildon on October 19, 2017, 09:27:22 pm
So it boils down to if you want to create a story mod or a combat rebalance mod.


Well, no. Don't forget that one of Xifanie's points was "Can write a new story (Missing tools for WotL)".

Event editing, like the Patcher/Tactext/Shishi work, is actually fairly comparable between the two versions. However, you're still generally more limited when working with the PSP version instead of the PSX one. I'd say that you're less limited when it comes to story mods vs combat rebalance mods in WotL, but you're still limited for it.

As for how useful "enemy variance" is... well... the ability to use multiple palettes of the same sprite and to apply custom secondaries & RSM greatly makes up for that issue. Fighting a bunch of Dragoons might be boring, but you can color-code those Dragoons and set up their skillsets so that the red one is the melee attacker, the blue one is the tankier type, the yellow one is the healer, the green one the mage, the black one the bard. You can even make them recurring enemies, and despite being palette-swapped generics, the player will still easily recognize them, individually, the moment the event loads.

Let's not even get into the casual dismissal of "ASM Hacks" as simple "combat rebalancing", when they offer so much more.

WotL is adequate for smaller projects or if you're absolutely dead-set on the max character limit of 24 (which, personally, I think is absurd considering the fact that WotL is nowhere near a big enough game for the player to get good use out of all those characters). Even if your focus is purely on a story mod within the WotL limits, I'd still rather see things like being able to put elements on all skills, keeping Guests playable in random battles (can you imagine how much potential this would have for a Ch. 1 story mod?), the expanded  Soldier Office, and so on.

However, these advantages are not comparable to what the PSX version has to offer, especially when the PSX has simple workarounds for half of them.

And I'm saying this as someone who has only modded WotL for his personal projects. I've never played the PSX version of FFT. But I am keenly aware of what limits the PSP version has compared to its predecessor on FFH, and the few, minor advantages are not worth it.

If your project is so big as to take advantage of the expanded 16 sprite/24 formation limits, it's big enough to feel the loss of what could have been done on the PSX version instead.
823
.... Isn't that just the game?
824
Help! / Re: editing sprites
October 15, 2017, 11:01:31 am
Your other topic wasn't deleted. I can still see it by searching your post history. Unless this is the third topic you've made on the subject, not the second...

If no one has made software to import/export spritesheets for those files, or uploaded rips of the sprites anywhere - both of which are rather likely possibilities - then you have no choice but to rip those sprites frame by frame yourself. Screenshot them and erase all around them. It's tedious work, but you've already been looking for answers in vain for a month, and it'll be quicker than that at least.
825
Help! / Re: Finding the game file for FFT ios
October 11, 2017, 08:46:30 am
Start with the Patcher to get an idea of what you can do. I think the general list of what can be done with the PSP version is this -

Patcher work
Slightly restricted Shishi work, changing battle & formation sprites
Event editing (check out EVSP)
Slightly restricted Tactext work
ATTACK.OUT editing

There aren't tutorials for the really basic stuff. Occasionally a specific question will come up for the Patcher, but most of it is really obvious from the start, or can be answered much more quickly with a quick forum search or simply testing it yourself rather than waiting for an answer.
826
Help! / Re: Finding the game file for FFT ios
October 10, 2017, 06:42:51 pm
Google for both - that'll point you in the right direction. We don't distribute games here. Few forums do. But neither games nor emulators are hard to find.
827
Help! / Re: Finding the game file for FFT ios
October 09, 2017, 08:33:46 pm
With a jailbroken Apple phone, you might as well just run an emulator with the PSX or PSP versions; the mobile ports get very little support here due to lack of interest by the folks who have the expertise.

The guy who made the LiOS editor hasn't even been to the site in four years. It's quite possible that what worked back in 2013 no longer works now.
828
QuoteThat post was not supposed to say "insanely derpy" mod. It originally said something else... I am guessing someone changed that.


It's an auto correction on the FFH forums.
829
Help! / Re: Random Encounter/ Story battle editing
October 04, 2017, 09:42:03 pm
There's no tutorial on this, because it's incredibly obvious in the Patcher. Go to the ENTD tab and have a look. Everything you mentioned here can be changed in seconds.
830
Spriting / Re: Managing sprite file size...
October 03, 2017, 09:20:19 pm
For the sake of anyone who might come searching with a similar problem later, mind explaining what the workaround was?
831
Help! / Re: How can I have Loffrey on my team?
October 03, 2017, 09:14:22 pm
The golden rule to starting out on FFH is to open up the Patcher and look around at everything to get an idea of what you can do. If you look in the ENTD for each individual battle in the game, you'll see that units can be flagged to Join After Event. Now, that won't be a perfect resolution - their Formation sprites won't be correct, and there'll be no story explanation for why these characters just suddenly joined.

The second golden rule is this:

832
Event Editing / Re: Disapearing event
October 03, 2017, 12:28:56 pm
No, the last edit was in 2014. Learning the basics with an older version of the config won't hinder you at all, so further editing the six-year-old tutorial has been on the back burner compared to further work on Jot5/TLW, let alone real-life things like raising his kid. :P

But that's why his tutorial notes at the start that there's a new config file that he hasn't yet changed the tutorial for, as well as directly linking you to the compatible version of EVSP.
833
Event Editing / Re: Disapearing event
October 03, 2017, 11:31:20 am
I'm just now noticing that your EVSP folder is all about version 2.0. That might be the issue - because Elric's event tutorial uses an older set of commands, not all of which are properly formatted for the newest config.
834
Event Editing / Re: Disapearing event
October 03, 2017, 12:15:04 am
I'm at a loss, then. Best I could recommend would be to move up to the newest tools, start from scratch, and see if that clears up. Some of the event commands will be different from Elric's tutorial, but both the newest EVSP & the wiki will explain everything.
835
Event Editing / Re: Disapearing event
October 02, 2017, 10:04:47 pm
Hmm. Yeah, that looks like it's all being done properly. It's possible the ISO itself is bad... you might have accidentally done something with an earlier patching attempt that screwed it up somehow. I know I've seen a fair few issues while working on events due to that. Have you tried working from a fresh copy of FFT?
836
Event Editing / Re: Disapearing event
October 01, 2017, 11:51:21 pm
We have a button that embeds Youtube videos. That's fine.

While you're at it, go back and edit your massively oversized post. Put spoiler tags in it so it doesn't blow out the page by default.
837
Event Editing / Re: Disapearing event
October 01, 2017, 10:54:20 pm
Dude.

Learn to crop pictures and put too-large ones in spoiler tags.

And that's a screenshot of 000 set to Tutorial (1). Did you also set 001 to it? Are you sure you saved and then imported the right file?
838
Spriting / Re: Managing sprite file size...
September 27, 2017, 11:20:41 am
Looks like it will show if you have a signature or edit your post. That's... an odd way for it to go.  :|
839
Spriting / Re: Managing sprite file size...
September 26, 2017, 11:42:53 am
This is why you should be setting your profile to show your modding preference - sprite size isn't an issue in the PSX version, which is the version most people are familiar with and most tools work best with. As a general rule of thumb, if you want WotL help you should specify that you're modding WotL.
840
Event Editing / Re: Disapearing event
September 24, 2017, 11:22:57 am
Then you didn't edit, save, and import the ATTACK.OUT file.

However, that changes the map of the event right from the start, not partway through. I'm not sure why you thought it would change at the end of the event, and your phrasing of saying the game was skipping the event really threw me off.