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A reason to hack FFT and not WotL

Started by Vanya, August 16, 2008, 11:41:00 pm

Vanya

August 16, 2008, 11:41:00 pm Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Just hacked up my psp with custom firmware and popsloader. I was surprised to find that when I ran the original FFT (converted to PSP format) it runs like a charm! No slowdown during effect animations or ever really.
  • Modding version: Other/Unknown
¯\(°_0)/¯

SentinalBlade

August 17, 2008, 12:27:27 am #1 Last Edit: December 31, 1969, 07:00:00 pm by SentinalBlade
Reason to hack PSP over PSX: MULITPLAYER

Vanya

August 17, 2008, 12:37:24 am #2 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Bah! You kids and your new fangled play mechanics and networking!
  • Modding version: Other/Unknown
¯\(°_0)/¯

Kenshin72

August 17, 2008, 01:18:13 am #3 Last Edit: December 31, 1969, 07:00:00 pm by Kenshin72
Quote from: "Vanya"Just hacked up my psp with custom firmware and popsloader. I was surprised to find that when I ran the original FFT (converted to PSP format) it runs like a charm! No slowdown during effect animations or ever really.

Reason I switched. Plus text editing!

Vanya

August 17, 2008, 10:36:56 am #4 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Makes me wonder what kind a convoluted programming they did at Square to get it to run without using Sony's PSX emulation.
  • Modding version: Other/Unknown
¯\(°_0)/¯

trickstardude7

August 17, 2008, 03:41:10 pm #5 Last Edit: December 31, 1969, 07:00:00 pm by trickstardude7
if you hacked the war of the lions game and went to multiplayer wouldnt that freeze or something unless the other person has the same modifications?

Vanya

August 17, 2008, 04:24:42 pm #6 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
No clue. I would assume so.
  • Modding version: Other/Unknown
¯\(°_0)/¯

Kenshin72

August 17, 2008, 04:53:46 pm #7 Last Edit: December 31, 1969, 07:00:00 pm by Kenshin72
My bro and I played my patch on multiplayer but we had the same iso.

Archael

August 17, 2008, 05:36:21 pm #8 Last Edit: December 31, 1969, 07:00:00 pm by Archael
I dont think it freezes even if both players have different ISO

it'll be very weird though

SentinalBlade

August 17, 2008, 08:53:37 pm #9 Last Edit: December 31, 1969, 07:00:00 pm by SentinalBlade
IT essentially runs just fine. the problem being that the origonal version will not have the things that the hacked one does. say you are playing with the miluda sprite over a female knight on one ISO and not on the other. the iso without the sprite will simply see a female knight. same with classes, text edits, but not abilities. if my Witch of the Coven class has abilities in her skillset on one iso, the non-patched iso will see them, regardless. It plays very awkward, like say a 1.3 iso is "hosting" the multiplayer. the 1.0 iso will have the CT changes/mp costs for enemies on the 1.3 iso... but it will not be so for the players. it will remain the origonal mp costs, whereas the enemies will continue to cast faster, further, and more htan likely hard. a great example is spin punch. Let a 1.3 hosted enemy  spin punch it will have the verticals increased. but should a 1.0 player use it while in a 1.3 hosted game, it will have the awful vertical of 0... i hope that clarifies some things :)

Kourama

August 17, 2008, 10:48:07 pm #10 Last Edit: December 31, 1969, 07:00:00 pm by Kourama
Quote from: "trickstardude7"if you hacked the war of the lions game and went to multiplayer wouldnt that freeze or something unless the other person has the same modifications?

It would freeze if the same ability had two different animations and properties in each players' respective iso.

SentinalBlade

August 18, 2008, 05:24:47 pm #11 Last Edit: December 31, 1969, 07:00:00 pm by SentinalBlade
I do not believe so kourama. i have tested it with my brother, and why it may freeze over xlink, it does not in direct ad-hoc...

Kourama

August 20, 2008, 07:41:53 pm #12 Last Edit: December 31, 1969, 07:00:00 pm by Kourama
Quote from: "SentinalBlade"I do not believe so kourama. i have tested it with my brother, and why it may freeze over xlink, it does not in direct ad-hoc...

That's wierd when I played with my cousin through Ad-Hoc the AI was about to use an ability and just kept "thinking" and never went. Then again I only tried it out once a long time ago, so it may just be a fluke.

SentinalBlade

August 20, 2008, 07:49:28 pm #13 Last Edit: December 31, 1969, 07:00:00 pm by SentinalBlade
I see, i did have that problem..but after about 6 minutes they went. It seems the psp has trouble doing so. even on a psx eboot. take SoR for example. go into battle nad use the Auto battle system...they take around 2 minutes each to just move.

The problem i see is that this is debug mode in psx version on the psp im talking about. so i could face myself or have the AI full out on eachother.

The psp multiplayer system is just a debug mode basically. actually that is what it is based on and why it was removed alltogether, without debate(as said by hiroshi yamata) All psp multiplayer is, is a debug mode with a second player. its very simple to engineer, even for me, given i would have the debug mode as a base. Unforutunatly, FFT:WOTL was not as effeciently programmed as it shouldve been, and has some serious lag at points with AI. even in an unmodded ISO, balthier(zodiac brave story multiplayer mission) took 4 minutes to take his turn one day. we were close to reseting