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Messages - Xifanie

Pages: [1] 2 3 ... 217
1
Help! / Re: SHISHISPRITE
« on: Today at 10:46:11 AM »
You have to realize that if you are constantly asking how to accomplish the most simple of things on a computer, you won't get better at it. We are a video game modding community; we're talking about people altering code and developing tools, requiring a very high level of computer skills in general — not a Computer Science 101 class.

You need to learn to develop a sense of intuition towards how programs work. After all, most programs usually have exactly the function you're looking for, if you're willing to spend 5-30 seconds searching for it.

We realize that FFT Modding is probably the only reason you will touch a computer at all for the next 10 years, but we are also not paid to teach you computer basics (we're not paid at all). To say the least: this is a lot more than what we bargained for.

Speaking of computer basics, to screenshot a window by itself and not your whole desktop, use Alt+Printscreen instead of Printscreen on its own.

2
Help! / Re: SHISHISPRITE
« on: Today at 12:40:12 AM »
That tutorial is extremely outdated.
As for changing formation sprites, just Image + export/import just like you would regular sprites

And you really don't need to take screenshots of everything. Just link to the page.

3
Help! / Re: SHISHISPRITE
« on: July 22, 2018, 08:13:36 PM »
I'm not sure what that tutorial is about, but you don't need CDMage for any sprite anymore. Shishi can pretty much import/export them all.

4
Help! / Re: SHISHISPRITE
« on: July 22, 2018, 01:40:15 PM »
To add to what Elric said, pretty much no one ever does that because of the amount of work involved: spriting is hard, and take a lot of time. You can remove all the custom animation calls, but it will kill the atmosphere of some events.

5
No... you can't make this with just the patcher at all. The closest thing that I've made was an ASM hack that allowed poaching corpses, so it is possible. But this hack won't be of any use to you.

6
Help! / Re: SHISHISPRITE
« on: July 18, 2018, 08:54:07 PM »
The download link is in the versions column. The next one to the right.

7
Event Editing / Re: UnitAnim problem
« on: July 13, 2018, 11:44:46 AM »
//Message x08
UnitAnim(x01x01x06x00x00){font:08}Gafgarion{br}
{font:00}Is this going to be alright,{br}
Zack?{br}
This is an urgent issue for us.{end}
Aaayup.

Also, how the hell do people always manage to find that old-ass version of the CONFIG.INI? =___=
lunar, where did you download the event editor from?

8
Help! / Re: Disabling Eggs for only one monster type?
« on: July 05, 2018, 01:46:53 PM »
IIRC The code includes a range of job IDs from Chocobo to Tiamat. Unless you want to only eliminate eggs for chocobos or hydras, this would involve creating an exception in the code or somesuch, which would require more space than the routine normally provides (i.e. extend to Kanji space).

If you were looking for a non-ASM solution, then other than what you've mentioned, no, not possible.

9
Event Editing / Re: Editing Existing Event Text?
« on: June 30, 2018, 08:52:27 PM »
Event text is completely separate from everything else in the game. In fact, event text is part of the event data (event code + text), which is limited to 8192 bytes. If you need more than that, you're going to need to learn a lot more because it involves dynamically loading a new event slot (and only one can be loaded at any time).

So, I'm not quite sure what you were asking, but I hope I answered your question?

10
Help! / Re: Help! Shishi editor not updating sprite!
« on: June 06, 2018, 10:11:53 AM »
Is your ISO read-only?

11
PSX FFT Hacking / Re: ASM Requests
« on: May 31, 2018, 03:50:33 AM »
A jal opcode jumps to a certain address and overwrites r31 with the return address, and usually returns to that address with jr r31. That means, inside that routine, any other jal calls will overwrite r31... thus it needs to be temporarily stored somewhere, and reloaded before the routine ends, so it can return where it was meant to. That's where the stack (r29) comes into play. You push it by several bytes to have some space to store variables temporarily, so the routine can feel free to use those registers (as you can just reload them before the routine ends), since there are only 31 regular usable registers. So no, you absolutely can't get rid of them.

12
Interesting, I had the last instruction wrong. I thought it was only usable with Allied units. TIL!

13
Huh, and here I thought I already made such an article... but I can't find any. :v

14
Here are all the conditions for that scenario:

Var=(x01FD,x0001)
LoadEvent(x00B5)

Var=(x007D,x0000)
Var=(x0080,x0000)
Present(x1E)
UnitHP%<=(x1E,00060)
UnitHP>=(x1E,00001)
Present(x11)
UnitHP>=(x11,00001)
ActiveTurn(x1E)
LoadEvent(x00B6)

(I'm guessing this is the one you're speaking about)

Var=(x007E,x0000)
Var=(x0080,x0000)
Present(x11)
UnitHP>=(x11,00001)
ActiveTurn(x11)
UnitHP>=(x02,00001)
LoadEvent(x00B7)

Var=(x007E,x0001)
Var=(x007F,x0000)
Var=(x0080,x0000)
Present(x11)
UnitHP>=(x11,00001)
ActiveTurn(x02)
UnitHP>=(x02,00001)
LoadEvent(x00B8)

Var=(x007F,x0001)
Var=(x0080,x0000)
Var=(x0081,x0000)
Present(x11)
UnitHP>=(x11,00001)
ActiveTurn(x11)
UnitHP>=(x02,00001)
LoadEvent(x00B9)

Var=(x007E,x0001)
Var=(x0080,x0000)
Var=(x0082,x0000)
Present(x1E)
UnitHP>=(x1E,00001)
Present(x11)
UnitHP>=(x11,00001)
ActiveTurn(x1E)
UnitHP>=(x02,00001)
LoadEvent(x00BA)

Var=(x0080,x0000)
Present(x11)
UnitHP%<=(x11,00020)
LoadEvent(x00BB)

Var=(x0080,x0000)
Victory()
LoadEvent(x00BC)



Basically, if Agrias is alive and has at most 60% HP, while Gafgarion is alive and it's Agrias' turn, the event will play if it's Agrias' turn (if it hasn't played already)
I'm guessing you were missing the Agrias HP requirement.

15
Help! / Re: Alazlam's Speech
« on: May 15, 2018, 01:35:00 AM »
http://ffhacktics.com/wiki/New_Game_Introduction

I wrote this a long long time ago, and Elric was the first one to use it (that I know of) for JotF.

16
Help! / Re: all units transparent
« on: May 06, 2018, 12:15:17 AM »
I think the most likely culprit is that you use a FFT Image different from what everyone else uses. Unfortunately, no tool is flexible when it comes to that, so I just recommend creating your own image.

http://ffhacktics.com/smf/index.php?topic=10119.0

17
Help! / Re: Event 029 (Family Meeting) Dialog Issues...
« on: May 05, 2018, 08:15:30 PM »
Did you test it again? Because dialog box sizes are based on future ChangeDialogs as well; the game scans for those to determine the max width needed, so if x0022 is too wide, x0022 being a ChangeDialog of x0020, then yeah, when x0020 tries to draw it won't work and just freeze the game.

18
Help! / Re: Event 029 (Family Meeting) Dialog Issues...
« on: May 05, 2018, 06:39:28 PM »
...I'm not sure what the question is, but if it wasn't clear enough, lines can only be so long, and yes, "the expectations of others, {Ramza}." is way too lengthy. To be safe, have {Ramza} on its own line.

19
Help! / Re: cdmage/test.evt step causing game to freeze
« on: May 03, 2018, 12:37:41 AM »
CONMAN is correct, you're missing text strings.

ChangeDialog goes all the way to x000E, but your last message is x0008... you're missing 6 messages.
Code: [Select]
ChangeDialog(x02,x000E,x00,x00)

20
Hacking/Patching Tools / Re: FFT Patcher .478 Source Code
« on: April 25, 2018, 09:49:59 AM »
I mean, you're not wrong, but you're also not right...

In PSX games and thus FFT, floating points do not exist. So 99/100 (or 0.99) is 0.

I know that the faith formula is wrong in that regard, but from a mathematical perspective, your "correct" formula is the same thing as mine... Maybe you forgot about the priority of operations that you learned in school? Exponents come before nearly much anything else.

The issue is that I never based the formulas off actual code. Someone would really need to go through all the documented code and properly document all the ability/weapon formulas, but no one has ever done it in the 10 years FFH has existed, so I doubt it will ever happen.

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