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Use of ePSXe before 2.0 is highly discouraged. Mednafen/RetroArch is recommended for playing/testing, pSX is recommended for debugging.

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 on: February 20, 2019, 09:14:51 PM 
Started by yamish - Last post by yamish
I want to implement this gem of pure loveliness, and what I can see in the file is pretty intuitive for the most part.

I'm seeing nothing related to the scavenging routine mentioned in Xif's ASM thread. I do notice that there are supposed to be 5 sheets in the workbook, but I have three tabs: sheets 1, 2, and 5...or Synth Requirements, Text, and xml.

I am using OpenOffice Calc. I'm aware that Calc doesn't have support for all VBA in Excel.

Is this the root of my issue? And if so, any advice on freeware to get beyond this limitation? I'm not opposed to needing to use multiple applications and tedium to get this done. My experience with code is with object oriented languages, so while I understand that ASM is (appears to be?) just moving memory around, I have no idea how to build this myself.

 on: February 20, 2019, 06:51:59 PM 
Started by Xifanie - Last post by yamish
Not sure if it's been done, but has anybody done any work with tying things to the proposition ranks.

While currently eventing is beyond me, the ability to set an event to trigger at a location after reaching treasure hunter 3 etc could open up some side story arcs.

Trying to outwit a rival treasure hunter comes to mind, or a battle map that opens up after a max rank adventurer discovers its location under Goug with some good stealing or move/find item prospects.

Just an idea to add something to the props

 on: February 20, 2019, 05:33:35 PM 
Started by Zantetsuken - Last post by Zantetsuken

I'm having some weird glitch.

I used the generic skillset spreadsheet fix ASM hack to change the Draw Out skillset behavior to the same as basic skill (05), changed it to default in the patcher, set all samurai skills to use weapon strike and changed the animation to 07 00 00 on the animations tab.

Everything works perfectly, except that enemies use the punch animation instead of the weapon with all samurai skills, also this occurs with allies if i set them to Auto battle.

Also tried the ASM hack: Ability Animation 07 00 00 will always swing weapon, but it didn't work for the AI.

Is it a known issue? Is there a way to fix this? Thanks in advance

 on: February 20, 2019, 11:04:16 AM 
Started by silentkaster - Last post by Barren
Due to the errors I've made for matches 23 & 24 of the tournament I redid the matches and uploaded the original ones as well. The re uploaded ones will be the official matches while the original streamed matches will be posted here. In short I accidentally used Coppola's old version of his tournament team and for Andante his Mystic Knights were missing a couple of their skills. I apologize in advance for my mistake but thankfully this didn't drastically alter the course of the tournament.

FFT Arena 1.42c "Twins" Tournament Season 1 Match 23 (Archived)

FFT Arena 1.42c "Twins" Tournament Season 1 Match 24 (Archived)

 on: February 20, 2019, 05:23:19 AM 
Started by CONMAN - Last post by Vanya
Sweet! Always happy to see something I made be useful to others. :D
That Lucavi concept is awesome. Can't wait to see it progress. :)
And the Dragon Lord came out great, too.

 on: February 19, 2019, 03:56:19 AM 
Started by CONMAN - Last post by Elric

 on: February 18, 2019, 08:37:48 AM 
Started by Shokat - Last post by FFHackticsnoob
Hit a brick wall at Gilmunto...Any sort of back attack is a oneshot, which is manageable but ranged omni-directional oneshots from the dragons are less so.

 on: February 17, 2019, 06:34:28 AM 
Started by Glain - Last post by Glain
How does this affect the actual battles? For example, in that particular instance, is Agrias a Geomancer during the actual Bariaus Valley fight or is she forced that way after?

She's a Holy Knight during the battle, and is then locked into the chosen SCC class afterwards.  The general rule is that Guests will be the same as usual until they join you.  I also didn't want that battle in particular to be a lot more difficult if you had chosen a less sturdy class.

Strange change for the Rubber Shoes. It's not terribly important but it does change the fight At the Gate of Lionel Castle. Why change it?

For that reason.  The Rubber Shoes make you immune to damage from everybody in that battle except Gafgarion (and maybe the summoner?).  I don't think it was intended for Rubber Shoes to break the battle that badly, because the enemy units in the Lionel Gate battle are actually assigned to have random equipment, and it just so happens the game can only select the lightning weapons because of the unit levels.

The "crits always do bonus damage" business is also a little strange to me. I'm for quality of life changes but anything that shakes the foundation of the game, even if it's only a little, makes the challenge slightly different from the original. Of course, if that was your goal, this is a solid patch through and through, and may be worth a try one day.

I understand that point of view, but I think of "crits that aren't really crits" as a bug that should be fixed.  It's strange for the visual and audio effects of a crit to happen but for no bonus damage to be dealt, and I don't see why that would be desirable behavior in any circumstance.

 on: February 16, 2019, 08:18:49 PM 
Started by Bladegrasp1997 - Last post by Bladegrasp1997
New Update

 on: February 16, 2019, 06:56:07 PM 
Started by RavenOfRazgriz - Last post by Nizea
Yeah -- thanks, guys!  I get it.   :)

I understand that the checkboxes aren't actually flags, and I can see why one might want to remove them.  I would likely have done the same for sake of a smoother, less potentially misleading UI.  When I said I found them convenitent, I really just meant keystroke-saving convenient. I found it handy to be able to scroll between abilities and make changes I knew to be a couple bits difference without having to deal with keys.

Maybe I'm just the only one lazy enough to see it that way!  :roll:

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