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Messages - Xifanie

Pages: [1] 2 3 ... 216
1
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.

2
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

3
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.

4
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.

5
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)

6
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.

7
Help! / Re: Wacky proposition bugs.
« on: April 23, 2018, 02:15:26 PM »
Test without some hacks, especially if they are strongly related to the bug in question.

We don't know every bug of every hack, because our community is so small and many hacks get used by a single digit amount of people... so basically, you just have to figure it out yourself.

8
Nope.

9
Help! / Re: Issues with getting abilities to work on Ninja.
« on: April 22, 2018, 12:33:17 AM »
You could just use one of the empty skill sets. You can change which skillset Ninja uses in the jobs tab. Then you can name it in FFTactext.
That only works for WotL. On the PSX version, learnt abilities are based on skillset ID, so if you pick another skillset, in battle it's going to try to read Total Chemist JP as that's skillset's learnt abilities or something.

As to how to solve this problem, change Throw's action menu to normal, use my Skillset Behaviours spreadsheet to change Throw to Basic Skill behaviour or something, and as for the ability names that pop up well, I don't know if a hack was ever made for it or gone public.

10
PSX FFT Hacking / Re: Soldier Office Upgrade
« on: April 13, 2018, 06:27:54 PM »
I made this thing so long ago, and tested it myself on console, plus there are others who have confirmed it worked... so, there has to be a reason why it's freezing, and I'm not sure why. I do know that you really should make the text edits.

As far as the DTE issue is concerned, this confuses me because I never had this issue. Try to trim some text in that section a bit?

And FFTOrgASM saying there's a problem with my hack is just a false alert. It would be parsing the data you generated with the spreadsheet as opcodes, and it shouldn't do that since those bytes were never meant to be opcodes.

11
I'm not sure how that works then, because I've only ever gotten DTE errors with too much text. But no one knows how Tactext works so...

12
Have you ever patched your ISO through Tactext, then later on, imported the text from that text-patched ISO, edited, and tried to patch again, causing this error to pop up? Or getting an error trying to load a .ffttext file that was created from a modified ISO's text data?
(Sorry, kinda forgot what triggers the bug since I never experienced it myself.)

Are you using my FFTText Editor?

What version of Tactext are you using?

13
lessen: This is perfectly normal behaviour. There's nothing wrong on your end: i.e. this is a bug with the mod itself.

14
Help! / Re: Making new monsters with breeding mechanics.
« on: April 03, 2018, 02:06:07 PM »
The game only allows the generic monster graphic IDs to reproduce, and it's coded in a way that it multiplies the ID of the graphic by 3, and the next 3 jobs will be a possible outcome as an egg. Basically it's in no way flexible, and that doesn't even take into account the palette or sprite limitations of UNIT.BIN which would be a real goddamn pain to work past. Monsters have 1-3 palettes available in UNIT.BIN and you can't just increase it just like that; it's all hardcoded and a tight fit.

15
Help! / Re: Multi attack animations
« on: April 01, 2018, 11:07:00 AM »
You're mistaken. It's not a "left hand" punching animation; it would be a punching animation no matter what, because the game simply resets the weapon swing animation to default (i.e. punch) after the first attack.

I'm going to have to check with my team if an ASM to fix this is available.

16
How can you edit effects in war of the lions ?
Just as you would on the PSX version. Extract, edit, reimport.
Just replace the cdmage/cdprog portion of my tutorial with whatever you need to do to extract/import files with WotL: http://ffhacktics.com/smf/index.php?topic=11353.0

17
Choto made a tool to edit effects (to some extent), and it supposedly allows converting single target effects to multi-targets, but he never explained how. I know he has converted a bunch himself, and several were used for JotF, but I forgot where he posted them.

18
Hacking/Patching Tools / Re: ISO Manager v1.00b
« on: March 29, 2018, 06:43:03 PM »
You're welcome. I didn't reply to your question/bug because I was extremely confused by your problem and just had no idea of what could be happening...
It is also a fair amount of stuff to mess with and learn, but once you understand how it works, my spreadsheet can be quite useful.

And you had to expand because of Shishi moving all the sprite files and resizing them. Shishi simply doesn't do it "properly" as far as the CD file index is concerned.

19
To my knowledge/poor memory, it hasn't been done... I tried looking a bit at the code and I just can't figure out for the life of me how to make it retain the Ability AoE and vertical tolerance.

I know the subject came up in the past at least, but I can't find the other topics. ¯\(°_o)/¯

20
Well, if we look at this page: http://ffhacktics.com/wiki/Battle_Stats

15E isn't listed, but according to the code documentation (http://ffhacktics.com/wiki/Dragon_Check), it stands for the Monster Graphic. A really easily solution if you just want any monster, is instead to target the Monster gender. Which, as far as battle stats are concerned, is 0x0006, with flag 0x20 for Monster.

All we need to do is load that byte instead of the monster graphic, and check if the flag is set:
Code: [Select]
lbu r2, 0x0006(r2)        Load Target's Gender
nop
andi r2, r2, 0x0020       Gender = Monster
nop

I also made a xml with the code since the hack was so simple, although I think I just wasted my time because I think JotF already has such a hack lol.

To anyone out there interested in ASM hacking, it's just that simple with code documentation, so why not give it a try?

PS: I didn't test it but I'd be really surprised if it didn't work.

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