Final Fantasy Hacktics

Modding => Tutorials and Learning => Topic started by: RavenOfRazgriz on September 17, 2012, 07:00:39 pm

Title: Tutorial Requests
Post by: RavenOfRazgriz on September 17, 2012, 07:00:39 pm
If you notice a Tutorial is missing for something you're trying to do, post here and inquire about getting one made by people who know how to do it, or about making one yourself.  While I can't promise every request will be fulfilled, we won't know if there's something more we can be explaining via Tutorial if no one asks.
Title: Re: Tutorial Requests
Post by: Jon on September 21, 2012, 08:28:37 am
Controlling the World Map and the points of where Ramza can travel to (i.e. not from Gariland to Mandalia to Igros but something that we want). If possible, might as well include on how to change the overworld Ramza sprite.

and

Probably never gonna happen but worth mentioning, a tutorial on how to either import your own music files or change the already existing ones in FFT. Not sound effects, just music really.
Title: Re: Tutorial Requests
Post by: yagood on November 07, 2012, 08:31:25 am
would be very difficult to create a mmorpg tactics (Final Fantasy Tactics) using the same sprites of spells, characters, plots, etc. ..?

sorry if posted in wrong place*

sorry for my english, I'm Brazilian, and I used google translator
Title: Re: Tutorial Requests
Post by: jpleon on December 04, 2012, 10:12:39 am
Hi looking all the projects of fft, i would like to ask for a tutorial (a video one) about how to use the fftpatch and also how to change a job if it is possible

thx
Title: Re: Tutorial Requests
Post by: Ramza1 on February 12, 2013, 06:09:31 pm
I would like a tutorial on how to use the Lion Editor with a PSX emulator step by step. Thank you in advance
Title: Re: Tutorial Requests
Post by: Xifanie on February 13, 2013, 12:13:05 pm
You can't, Lion Editor is for WotL, for PSX memory cards, you can use FFTastic.
Title: Re: Tutorial Requests
Post by: Ramza1 on February 13, 2013, 03:41:52 pm
My mistake i meant FFTastic i can't find a tutorial or a save file from my emulator
Title: Re: Tutorial Requests
Post by: savantopus on February 21, 2013, 11:45:02 pm
@ Ramza, You are trying to save games on your emulator? Look here at the Download Utilities and insert the extracted plug-in inside the proper folder :) http://www.emulator-zone.com/doc.php/psx/psxplugins-tools.html
Title: Re: Tutorial Requests
Post by: zitimotley on October 10, 2013, 01:25:18 am
tutorial on how to put delita ch 2 in my party with all the correct sprite and battle formation screen.
Title: Re: Tutorial Requests
Post by: Lockeadon on December 21, 2013, 08:08:30 pm
id like a tutorial on how alma  (and the other workbook based editors) actually work(s) and how to use them properly. alma in particular, but i assume they all more less work the same way
Title: Re: Tutorial Requests
Post by: reyhan37 on July 16, 2015, 01:23:06 pm
I'm as n00b as n00b gets. Never mod'd anything before. Just started browsing through this site a few days ago. I've searched and searched and not foutnd a clear cut tutorial on how to create my own special character.

By special character I mean like Agrias or Mustadio, job class unique to them in place of squire and the character keeps their sprite when changing jobs.

I'm still figuring out spriting (been reading all the various tutorials and messing with Graphic Gale & Shi Shi), I've edited abilities and the skill set for one of the Dukes (empty set), but I don't know what to do after that. How do I connect all the pieces?

I wanted this unique to be a guest at the first Gariland battle and join me after.

Thanks!
Title: Re: Tutorial Requests
Post by: CONMAN on July 16, 2015, 02:06:11 pm
While this guide is a little date, I think this is what you want: http://ffhacktics.com/smf/index.php?topic=406.0  (http://ffhacktics.com/smf/index.php?topic=406.0) 
Title: Re: Tutorial Requests
Post by: reyhan37 on July 17, 2015, 01:58:19 am
Quote from: CONMAN on July 16, 2015, 02:06:11 pm
While this guide is a little date, I think this is what you want: http://ffhacktics.com/smf/index.php?topic=406.0  (http://ffhacktics.com/smf/index.php?topic=406.0)


Thank you so much! Exactly what I was looking for.

I suggest moderator should link Jon's Character Creation Tutorial.
Title: Re: Tutorial Requests
Post by: MisogiSatsu805 on November 16, 2015, 01:27:39 am
Hello everyone I would like to ask for a tutorial (a video one) about how Inserting custom character animations in actual. I know this site you gave if one of you put:

http://ffhacktics.com/tutorials.php?id=6

I asking this is the actual tutorial on how to edit EVTCHR.bin, I still failed no matter what I'm not kidding guys  :(.Anyways if anyone if not making a actual tutorial (Video Version) I appreciate and I know you/your can't promise to granted request.BTW I play PSP Version of FFT: WotL.

Anyway thank you for your time to read my post.
Title: Re: Tutorial Requests
Post by: theultrawolf on November 16, 2015, 02:09:18 am
Quote from: MisogiSatsu805 on November 16, 2015, 01:27:39 am
Hello everyone I would like to ask for a tutorial (a video one) about how Inserting custom character animations in actual. I know this site you gave if one of you put:

http://ffhacktics.com/tutorials.php?id=6

I asking this is the actual tutorial on how to edit EVTCHR.bin, I still failed no matter what I'm not kidding guys  :(.Anyways if anyone if not making a actual tutorial (Video Version) I appreciate and I know you/your can't promise to granted request.BTW I play PSP Version of FFT: WotL.

Anyway thank you for your time to read my post.



You no longer need to hex edit in order to edit EVTCHR.bin, follow this link:
http://ffhacktics.com/smf/index.php?topic=407.0
One of the downloads on this page is JP Tools, it contains a EVTCHR editor. You can use that instead of the other method.

But since you're playing WoTL, a good way to start would be actually knowing how to access the files in the WoTL iso; there's a program called CDMage B5, get it, open your WoTL iso with it, selecting the M2/2352 track, then navigate and find a file called fftpack.bin, extract that to your desktop/chosen destination by right clicking it, selecting Extract Files, and then setting your destination, you then have to decompress the files in the fftpack.bin file by accessing FFTPatcher, going over to the "PSP" drop-down menu, and opening "Utilities", there should be an option that says Extract fftpack.bin, you'll want to extract the files into a new folder, then you find a folder called EVENT within the files you unpacked, and EVTCHR.bin should be in there. Then you'll wanna open up the JP Tools, and from there you can access and manually edit the EVTCHR sprites. After you've done your edits, you'll want to go to the same menu (keep it all in ONE folder, don't bury the files in sub-folders) then select Rebuild fftpack.bin. Then you go back into CDMage, find and right click the fftpack.bin already in the ISO, then select Import File. Then you want to navigate to your newly rebuilt fftpack.bin and import that file. If a prompt appears asking if you want to overwrite, click Yes. If you follow these steps, everything should work fine for you.

Hope that helps!
Title: Re: Tutorial Requests
Post by: Lockeadon on November 25, 2015, 09:01:53 am
i would love a tutorial on how to manipulate status effects, i think they are mostly overlooked so having a tutorial on it would help more than just me
Title: Re: Tutorial Requests
Post by: Xifanie on November 25, 2015, 12:38:08 pm
How to manipulate status effects
Title: Re: Tutorial Requests
Post by: Lockeadon on November 25, 2015, 10:52:38 pm
i meant other than the extremely limited (and obvious) stuff you can do with status effects in patcher.
Title: Re: Tutorial Requests
Post by: theultrawolf on November 25, 2015, 11:48:11 pm
What are you looking to do with the status effects (other than changing duration and all that?)
If you're trying to change hard-coded effects, you're going to need to do a bit of ASM hacking.
Title: Re: Tutorial Requests
Post by: Lockeadon on September 03, 2016, 04:36:38 am
 (sorry for the late response, just saw this) more specifically, i wanted to make vampire status not take control from the player or restrict commands to bite. (still having trouble with that darn vampire) everything else is pretty much sorted in my patch except the darn vampire. still need to find how to drain ct too. im aware asm is required but have no clue where to look. of course, its possible someone else has done this already.
Title: Re: Tutorial Requests
Post by: Mrfuzzy on June 22, 2017, 05:54:08 am
AHHHHHH I'm new and I'm a n00b
I hate it but I know how intelligent and willing this community is please help me
I'm been a fft since forever but I've never done modding before
I'm trying to turn a fft patcher into a ppf so I can eventually patch the vanilla game and I'm stuck . Please anyone who can personally help me I would greatly appreciate
Also I'm here to make some friends
Btw I'm happy to have joined everyone here
Title: Re: Tutorial Requests
Post by: 3lric on June 22, 2017, 10:47:19 am
Look though this post

http://ffhacktics.com/smf/index.php?topic=9204.0

ISO Patching Tutorials is the section you want.
Title: Re: Tutorial Requests
Post by: Nyzer on June 22, 2017, 10:55:26 am
Quote from: Mrfuzzy on June 22, 2017, 05:54:08 am
I'm trying to turn a fft patcher into a ppf so I can eventually patch the vanilla game


(http://e.lvme.me/tq3zy2p.jpg)

FFTPatcher is a program you mod the game with. Download it, open it, select your ISO.

PPFs are for patching already completed mods.
Title: Re: Tutorial Requests
Post by: Mrfuzzy on June 22, 2017, 11:00:50 am
Okay so let's say I go into fft patcher and I start from scratch
After I'm done what exactly do I do???
How do I turn it into a bin so I can play it??
Title: Re: Tutorial Requests
Post by: Nyzer on June 22, 2017, 11:08:15 am
This.
Title: Re: Tutorial Requests
Post by: Mrfuzzy on June 22, 2017, 11:11:22 am
Okay so I tried to do that and after I select the fft vanilla bin file it tells me to find the " cd-tool.exe " idk what that is
Title: Re: Tutorial Requests
Post by: Nyzer on June 22, 2017, 11:15:15 am
https://www.google.ca/search?q=cd-tool.exe&oq=cd-tool.exe&aqs=chrome..69i57&sourceid=chrome&ie=UTF-8 (https://www.google.ca/search?q=cd-tool.exe&oq=cd-tool.exe&aqs=chrome..69i57&sourceid=chrome&ie=UTF-8)

http://ffhacktics.com/smf/index.php?topic=8444.0 (http://ffhacktics.com/smf/index.php?topic=8444.0)

Seems the link in that old topic doesn't work, but the advice should still be correct. You can find a fresh copy here. (http://ffhacktics.com/wiki/Tools)
Title: Re: Tutorial Requests
Post by: Xifanie on June 22, 2017, 11:20:01 am
Please use the latest version of the FFTPatcher suite and not the oldest...
Title: Re: Tutorial Requests
Post by: 3lric on June 22, 2017, 11:37:44 am
Please keep your posts on the forum, rather than PMs... PMs are for things that don't need to be posted here, where others can help you.
Title: Re: Tutorial Requests
Post by: Mrfuzzy on June 22, 2017, 11:40:16 am
Thanks everyone for the quick reply and the help
I have the newest version and so I'm testing it out
You guys just opened the door to new horizons for me thank you
Title: Re: Tutorial Requests
Post by: Nyzer on June 22, 2017, 12:03:35 pm
Quote from: Elric on June 22, 2017, 11:37:44 am
Please keep your posts on the forum, rather than PMs... PMs are for things that don't need to be posted here, where others can help you.


Not only that, but try to avoid PMing the mods about a few-hour old post, especially considering the time of day you made your posts at - or should I say time of night?

I get that you want to get started modding right away, but PMing for that purpose, at a time when most people in the same general time zone are likely asleep, is not going to earn anyone's respect.
Title: Re: Tutorial Requests
Post by: Mrfuzzy on June 22, 2017, 12:16:30 pm
Hahaha yeah I know it was pretty late
Sorry about that
I honestly didint really know how to go about asking for help
To be honest I didn't think anyone would reply at all
So my desperate method was not to annoy anyone
I really thought people rarely got on the site
Title: Re: Tutorial Requests
Post by: Blitzball Pro on June 22, 2017, 06:35:18 pm
I would like a tutorial on modifying or creating new R/S/M abilities. I assume outside of patcher it requires at least some basic ASM skills. Also I know it's possible in FFT patcher to make use of unused slots, for example some of the empty formula slots can be used for new formulas, and possibly unused ability slots etc. Anyways, is there a way to assign text to unused but present in game slots?
Title: Re: Tutorial Requests
Post by: Nyzer on June 23, 2017, 11:07:47 am
I'm pretty sure that RSM editing is exclusively done through ASM.
  http://ffhacktics.com/smf/index.php?topic=9204.0  (http://ffhacktics.com/smf/index.php?topic=9204.0)
Title: Re: Tutorial Requests
Post by: Daydreams5 on October 12, 2018, 03:17:12 pm
I'm trying to work on making these formulas (with very little knowledge on ASM, but an okay-ish level on C++, idk if it helps):

DMG = (Caster Lvl * Caster Faith * Caster MA / X) + Y  {Subject to M-Ev} ### trying this out as a way to balance magical damage, X and Y are values exactly like those in FFTPatcher
Heal1 = Same as above, but without M-evasion

Heal = [Heal 1]/2 + (tgt Max HP - tgt Cur HP)/5 ### heal for Z+20% missing HP (I'm still figuring out if the % healing should be MA/100)

DMG = (insert random Phys Dmg here) * (100 - TargetBrave/3)/100 {subject to P-Ev} ### Trying to use brave as means to reduce incoming phys damage

I saw that there's several blank slots in the FFTPatcher "Formulas" menu-thing and I thought "welp, How hard can it be?" I want turn the blanks into useful stuff - is it feasible with little ASM experience but lots of free time?

Also - I've seen Xif's, formerDC's, and Pokey's tutorials, but apparently none of them talk about including things into the game (I assume that's because it's an uber hard process, which scares me a bit, lol)

sidenote: This topic (http://ffhacktics.com/smf/index.php?topic=8841.0) is cool, but I also needed a few Healing shenanigans like those mentioned abovve to be completely happy with my patch... (I've basically looked at all of these (http://ffhacktics.com/smf/index.php?topic=9204.0 ), but couldn't really find how to insert new formulas, so.... here I am, lol)

sidenote2: i'd also like to know which up-to-date softwares you guys use for meddling with damage formulas

Thanks in advance :D Cheers!
Title: Re: Tutorial Requests
Post by: Pride on October 13, 2018, 03:53:46 pm
Well building new formulas isn't terrible difficult, and yes we can replace those blank formulas with new custom formulas. In terms of making what programs we use, I use Xifanie's Spreadsheet (http://ffhacktics.com/smf/index.php?topic=11594.msg224493) but we can just use a text editor like Notepad or Notepad++, FFTorgASM, and MassHexASM if you're not super familiar with excel or you don't have it. So first we need to a spot to place a this new hack. Allocated Space (http://ffhacktics.com/wiki/Allocated_space) has sections of BATTLE.bin that are being used or planned on being used by ASMers. If you don't plan on using a hack from one of these hackers we can take spot from there or take a spot in the kanji space that isn't being used. We'll borrow the start of Sentinal Blade's section (0xEA0E4) for this example. We'll add 0x67000 to this offset so we can get its proper place in RAM or 0x801510E4 (see Offset Conversion (http://ffhacktics.com/wiki/Offset_Conversion)).

Now that we have where the hack will go, we'll change the pointer found on the Formula Table (http://ffhacktics.com/wiki/Formula_Table). We'll change the pointer for Formula 18 at 0x0018F670 to E4101580. Remember we have to flip these bytes or you'll end up somewhere you don't want to be and just crash the game when you try to use an ability with this formula. As a note, we can move these pointers for formulas that we aren't going to use anyways and write new code; I'm just using formula 18 since you mentioned the blank ones but I could move the pointer to any of the others. Now, we might as well set up our new xml at this time too.


<?xml version="1.0" encoding="utf-8" ?>
<Patches>
  <Patch name="Formula 18 Edit">
    <Location file="BATTLE_BIN" offset="128670">      #Offset to table location; remember this is saving to the file and not RAM so we -0x67000 from the offset
      E4101580      #new pointer
    </Location>
    <Location file="BATTLE_BIN" offset="EA0E4">         #Offset to new formula routine
 
  </Location>
  </Patch>

</Patches>


Now that we have all our set up done, let's take a look at how formulas are set up. We can look at vanilla formulas to see how they normally go through the modifier routines and all that. Formula 31 (http://ffhacktics.com/wiki/31_Dmg_((PA%2BY)/2*PA)) or Formula 08 (http://ffhacktics.com/wiki/08_Dmg_F(MA*Y)) are good examples to see how the game normally processes these. Typically they'll go Evasion Routines -> Set Base XA & YA -> XA Modifiers -> XA */+ YA -> Elemental Half, Resist, and Immunity -> Faith -> Elemental Absorb -> Status. You can also do stuff like putting the dragon check (http://ffhacktics.com/wiki/Dragon_Check) or steals equipment (http://ffhacktics.com/wiki/Steal/Break/Might_Sword_Hard_Coding) at the start of the routine. Here's a list of some commonly used routines or if you want to look at most of the routines in BATTLE.BIN check here (http://ffhacktics.com/wiki/BATTLE.BIN).



01 80188510   Physical Evasion
02 801885b8 Magical Evasion   
03 80185a9c Base Weapon XA & YA   
04 80185c94 Store MA and Y
05 80185cc0 Base XA and YA for MA + Y / 2
06 80185d00 Store PA and PA + Y / 2
07 80185d40 Store MA and PA + Y / 2
08 80185d80 Store MA and X
09 80185dac Store PA and X
10 80185dd8 Store PA and WP
11 80185e04 Store PA and Y
12 80185e30 Store Speed and X
13 80185e5c Store PA and WP + Y
14 80185e94 Formula 64 or Jump Base XA / YA   
15 80186568 XA * YA
16 8018659c XA + YA
17 80187510 Store Accuracy from XA + YA
18 80185f80 Charge Calculation
19 80185fa4 Weapon Elemental Boost
20 80185ffc Ability Elemental Boost
21 80184964 Compat
22 80186054 Attack Up/Two Hands/Martial Arts
23 8018614c Attack Up/Martial Arts
24 80186204 Magic Attack Up
25 80186254 Attacker Berserk/Frog Check
26 801862cc Defense Up
27 8018631c Magic Defense Up
28 8018636c   Protect/Frog/Chicken/Sleeping/Charging
29 80186460   Shell/Frog/Chicken
30 801864f8   Critical Hit
31 80186ed0   Weather Effects
32 80186ff8   Elemental Effects (Oil, Float, Weak, etc)
33 801870fc   Absorb Element
34 80187eb4 Status Roll
35 80187150   Faith Calculation
36 80187f24   Status Ability Inflict
37 8018acdc   Cancel: Dead for Raise skills
38 80186624   Deal % (Y/100) HP Damage
39 80187350   Undead Reversal



Now lets make a simple PA * Y formula that uses Physical Evasion, Faith (?), and inflicts Status. Let's put in the basic frame work. You'll need this for most formulas and you shouldn't change it unless you know what you're doing.



addiu r29,r29,-0x0018
sw r31,0x0010(r29)


lw r31,0x0010(r29)
addiu r29,r29,0x0018
jr r31
nop



Now let's add in physical evasion and a check to make sure the attack hit



addiu r29,r29,-0x0018
sw r31,0x0010(r29)
jal 0x80188510            #Physical Evasion
nop                     
bne r2,r0,END            #Jump to end if attack was evaded
nop

END: lw r31,0x0010(r29)
addiu r29,r29,0x0018
jr r31
nop



The END is a tag to let FFTorgASM and MassHexASM know where you want this branch to go. Alright, now we can follow the little outline and add in the rest of the functions I wanted to put in.



addiu r29,r29,-0x0018
sw r31,0x0010(r29)
jal 0x80188510            #Physical Evasion
nop                     
bne r2,r0,END            #Jump to end if attack was evaded
nop
jal 0x80185e04            #Get PA & Y
nop
jal 0x80186568            #XA * YA or in this case PA * Y
nop
jal 0x80187150            #Calculate Faith
nop
jal 0x80187eb4            #Status Roll
nop
END: lw r31,0x0010(r29)
addiu r29,r29,0x0018
jr r31
nop



Hopefully you can follow exactly where I got these values off the list and why they are in the places that they are. We can compile this code in MassHexASM, take the hex values it outputs and add them to our xml but let's add in some other modifiers as well.



addiu r29,r29,-0x0018
sw r31,0x0010(r29)
jal 0x80188510            #Physical Evasion
nop                     
bne r2,r0,END            #Jump to end if attack was evaded
nop
jal 0x80185e04            #Get PA & Y
nop
jal 0x80185ffc            #Ability Elemental Strengthen Routine (XA Modifier)
nop
jal 0x80186204            #Magic Attack Up (XA Modifier)
nop
jal 0x801862cc            #Defense Up (XA Modifier)
nop
jal 0x80186568            #XA * YA or in this case PA * Y
nop
jal 0x80187150            #Calculate Faith
nop
jal 0x80187eb4            #Status Roll
nop
END: lw r31,0x0010(r29)
addiu r29,r29,0x0018
jr r31
nop



Well it takes Magic Attack Up and Defense Up but that's fine, it'll just be some wacky physical/magical hybrid attack. But we added elemental strengthen but not half/resist/immunity/absorb, and that's cause we cant just link to the absorb routine, we need to set up a check specifically for the immunity part.



addiu r29,r29,-0x0018
sw r31,0x0010(r29)
jal 0x80188510            #Physical Evasion
nop                     
bne r2,r0,END            #Jump to end if attack was evaded
nop
jal 0x80185e04            #Get PA & Y
nop
jal 0x80185ffc            #Ability Elemental Strenghten Routine
nop
jal 0x80186204            #Magic Attack Up
nop
jal 0x801862cc            #Defense Up
nop
jal 0x80186568            #XA * YA or in this case PA * Y
nop
jal 0x80186ff8            #Elemental Half/Resist/Immunity
nop
lui r2,0x8019
lw r2,0x2d90(r2)         #Load Defender's Data
nop                     
lbu r2,0x0000(r2)         #Load byte that stores if the attack will hit
nop
beq r2,r0,END            #Jump to end if attack was affected by Immunity
nop                     
jal 0x80187150            #Calculate Faith
nop
jal 0x801870fc            #Elemental Absorb
nop
jal 0x80187eb4            #Status Roll
nop
END: lw r31,0x0010(r29)
addiu r29,r29,0x0018
jr r31
nop



Okay now I'm happy with this code and we can put it into MassHexASM and get the output and place that into our xml and save that.



<?xml version="1.0" encoding="utf-8" ?>
<Patches>
  <Patch name="Formula 18 Edit">
    <Location file="BATTLE_BIN" offset="128670">
      E4101580      #new pointer
    </Location>
    <Location file="BATTLE_BIN" offset="EA0E4">
      E8FFBD27
      1000BFAF
      4421060C
      00000000
      1A004014
      00000000
      8117060C
      00000000
      FF17060C
      00000000
      8118060C
      00000000
      B318060C
      00000000
      5A19060C
      00000000
      FE1B060C
      00000000
      1980023C
      902D428C
      00000000
      00004290
      00000000
      07004010
      00000000
      541C060C
      00000000
      3F1C060C
      00000000
      AD1F060C
      00000000
      1000BF8F
      1800BD27
      0800E003
      00000000
  </Location>
  </Patch>
</Patches>



This would be good enough to change the formula entirely. For some of the stuff you want you would need to write new XA & YA storage routines, like in this example instead of jal 0x80185e04 you would do jal 0x80?????? to the new section where you write your code to store these values. Or you could write it inline with the rest of the code. Regardless I hope this information helps.
Title: Re: Tutorial Requests
Post by: dream2playfft on December 14, 2021, 08:30:46 am
Hello im completely new to emulators and was wondering if there was a tut for the lionwar 2.0 thankyou
Title: Re: Tutorial Requests
Post by: 3lric on December 14, 2021, 03:08:52 pm
Quote from: dream2playfft on December 14, 2021, 08:30:46 amHello im completely new to emulators and was wondering if there was a tut for the lionwar 2.0 thankyou

Literally in the readme in the download, yes. You need ppf-o-matic3 and a rom of FFT, thats literally it. Couldn't be any easier.
Title: Re: Tutorial Requests
Post by: Neonseraphim on April 24, 2023, 08:07:08 am
Hello fine people.

  I would love a good tutorial for Easy Event "Editor Super Perfect 2.1".  I really have no idea what I am doing and I just want to edit text for a few events here and there.  Every button I click on it throws an error.  I am trying to patch PSP WoTL.

  I really appreciate it as it is all I am missing from having my perfect game.  Thanks in advance. 
Title: Re: Tutorial Requests
Post by: whispered on July 29, 2023, 07:18:53 pm
Hey everyone! good evening!
I browsed the forum a little bit, searched on the internet as well, about FFT translation but I didn't find what I was looking for.
It's probably my bad that I didn't find it, honestly the infos within the forum is so scattered that we newbies can't find things and answers easily, somethings are probably within a "different" topic, I'll take a proper look when I find time for it.

My goal here is to learn how to translate the game and the mods, to make the mods available to my fellow Portuguese speakers.

So... It would be amazing if you could create a tutorial about that, not a complete guide (God bless you if it is possible  :lol: ) but just a start guide, like every tool you'll need, and proper practical examples using every tool (with images if possible) and the first steps that we'll need to do over and over again till everything is completed.

It will compile everything a person has to know, and get, to translate the game and the mods. I think it is like creating a translation section.

This will help everyone that wants to translate the game to other languages, or people like me that are willing to spend time to make a certain mod available to my friend that does not speak English.
Title: Re: Tutorial Requests
Post by: RetroTypes on July 30, 2023, 08:39:53 am
Quote from: whispered on July 29, 2023, 07:18:53 pmHey everyone! good evening!
I browsed the forum a little bit, searched on the internet as well, about FFT translation but I didn't find what I was looking for.
It's probably my bad that I didn't find it, honestly the infos within the forum is so scattered that we newbies can't find things and answers easily, somethings are probably within a "different" topic, I'll take a proper look when I find time for it.

My goal here is to learn how to translate the game and the mods, to make the mods available to my fellow Portuguese speakers.

So... It would be amazing if you could create a tutorial about that, not a complete guide (God bless you if it is possible  :lol: ) but just a start guide, like every tool you'll need, and proper practical examples using every tool (with images if possible) and the first steps that we'll need to do over and over again till everything is completed.

It will compile everything a person has to know, and get, to translate the game and the mods. I think it is like creating a translation section.

This will help everyone that wants to translate the game to other languages, or people like me that are willing to spend time to make a certain mod available to my friend that does not speak English.

Start with reading through my "where to start" guide (https://ffhacktics.com/smf/index.php?topic=12508.msg228258#msg228258) to get an idea of what the basic tools do. For a translation patch, you'll need a lot of the tools at our disposal, but the majority of the editing will be done with Tactext and EVSP, our text and dialogue tools, and an image editor for the text baked into icons and whatnot.

We've had a few people do translations already, including German and Hungarian I believe. If you want to get in touch with those authors, I'd recommend joining our Discord (https://discord.gg/xpXa8VEV2k) once you've got the basics down and need assistance with the smaller details. Note that this will be a HUGE undertaking, so make sure you're prepared for a year+ long adventure!
Title: Re: Tutorial Requests
Post by: Ramza_purist on March 25, 2024, 08:57:50 pm
Hi there. Modding noob here. Very interested in what I think would be a simple mod. At least I hope so.

Basically I want to make a mod/hack that caps character growth based on their level. So EXP and JP wouldn't be able to go up once the character hits a certain level. The max level should correlate to where the player is in the story. So if the next story-line battle has enemies with a max level of 3, then the character becomes capped at level 4 and can't gain JP either. I want to mod the PSX version as I hear it's more supported and easier to deal with.
Title: Re: Tutorial Requests
Post by: Nyzer on March 26, 2024, 01:07:24 am
There's already a hack that exists that caps max levels according to story progress.
Title: Re: Tutorial Requests
Post by: Ramza_purist on March 30, 2024, 11:02:28 pm
Quote from: Nyzer on March 26, 2024, 01:07:24 amThere's already a hack that exists that caps max levels according to story progress.

Do you have a link or know where I can find it?
Title: Re: Tutorial Requests
Post by: ComplexMessiah on April 01, 2024, 02:35:31 pm
I have several questions. First i would like to change a item into a materia blade. Second I would like to be able to add spells to arithmancy (clouds limits, divine ultima, quake, tornado, Midgardsormr Grand cross, unholy darkness.) Secondly i made a new skill set and when assigned to another job it automatically learns those skills. I wish for it to like a standard class.  Third, if possible i would like to remove the male requirement for bards. Also i need to add to the move find pool items above FF in hex.
Title: Re: Tutorial Requests
Post by: RetroTypes on April 04, 2024, 02:34:09 am
Quote from: Ramza_purist on March 30, 2024, 11:02:28 pmDo you have a link or know where I can find it?
It is included in the suite, under glain.xml in orgASM, called "Enforce Level Caps".

Quote from: ComplexMessiah on April 01, 2024, 02:35:31 pmI have several questions. First i would like to change a item into a materia blade. Second I would like to be able to add spells to arithmancy (clouds limits, divine ultima, quake, tornado, Midgardsormr Grand cross, unholy darkness.) Secondly i made a new skill set and when assigned to another job it automatically learns those skills. I wish for it to like a standard class.  Third, if possible i would like to remove the male requirement for bards. Also i need to add to the move find pool items above FF in hex.
Most of what you're trying to do is nearly impossible, unfortunately. Not sure what you mean by "changing an item into a materia blade" when that item already exists, unless you mean something like adding additional bonuses to it like ff7 did with adding materia to weapons, but if so that's in the "nearly impossible" category. Adding additional skillsets to Math skill is also super complicated, as it's pretty hardcoded, so that's probably out too. The auto-learned skills are because you have to make sure the unit has that skillset as its job's primary skillset, if a unit has a skillset equipped that they dont normally have access to, it defaults to treating every ability as learned. The bard class not being gender locked is a pretty complicated process, as it's checked in a LOT of places, but TLW's extra job hack might be your answer, as it allows the use of the female bard and male dancer data, so you'd be able to make a female bard that way. And finally, adding additional items will likely never happen for the psx version, as loading more than one byte for item IDs would have to be altered everywhere items are referenced, AND the data table for items would have to be expanded, which there isnt room for. If you want new items, you're gonna have to replace old ones.