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March 28, 2024, 06:34:26 pm

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


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Messages - AGodDangMoose

1
FFTA/FFTA2 Hacking / Re: Command List editor
May 10, 2018, 10:30:24 am
Oooh, how shiny.

Also, Lennarts notes contain enemy data. They can be found here
http://ffhacktics.com/smf/index.php?topic=9486.msg185776#msg185776
2
Ah, that actually does make sense. The clan trials likely have a pointer for what Priviledge is given after completions. It's almost bed time for me, but I'll see what I can do for you tomorrow.
3
Unfortunately, that information wasn't included in Lennart's notes. If it's been posted somewhere on the forums, I haven't seen it; but, if you have, feel free to link me and I can certainly whip up something. All I need are offsets, and I can probably figure out everything else from there.

And also here's a module for editing what equipment is in the bazaar, and it's Grade.
4
No problemo! My plan is to eventually make Nightmare modules for everything included in Lennarts notes. Hex editing is super easy, but Nightmare just makes it a lot more accessible, and after my time in the Fire Emblem hacking community, I could probably make them in my sleep. Expect more in the coming days.
5
I've made Nightmare modules for editing the Classes and Recruitable characters in FFTA2, using Lennarts notes, and information provided by Julian and Edea in the "Fixing Al-Cid" topic. Have fun!

Also, fun side note, if you put 0x21 in the Job Id slot for Keeper, it becomes a selectable class for all Nu Mou.
6
I'm highly impressed with what you've done here!  Especially considering I'd thought hacking this game to be sort of dead in the water for a while.  I can't wait until you've finished, and I also can't wait to see your hacking notes on this. 
7
Side bar, I'm so sorry I keep uploading different versions of this.  I keep running into things I missed the first time.

And probably not?  It sort of sits on the same area that the ability editor was; I don't know the location of the offsets, and so it will probably be made one day when I haven't slept in 36 hours, and looking at hex tables is the only thing keeping my eyes from falling out.

So, no solid plans on it, but there's a chance in the future.
8
I've uploaded the new editors, and (hopefully) fixed all the errors with the old ones.  Have fun~
9
Indeed! I got the spell usage data figured out. I'll post it when I get home.

I don't think it's terribly off topic. Yeah, I basically just started corrupting stuff in the general area of what I already had, since I figured all that data would probably be around the same area, then once I found something related, I tried to figure out where the data actually began.
10
This is what boredom and drive get me.
I've found all the weapon, item, and ability data.
This includes a byte which decides what spells go in what spell list. Once I figure out how it works, I'll post the modules, and you can edit it as you like.
11
Unfortunately, those spell types are the only ones programmed into the game. Anything past 0x0E just gives you no spells. If I could find the data of what spell types have access to what spells, I lost definitely would, but I have no idea where that data is.
12
I've uploaded it to mediafire, and changed to link.  I've also added in a few things I missed last minute
13
I've updated the original post with more up to date modules, as well as a new one.

Also, as stated above, if anyone has any other information regarding this game, like item, spell, or shop information, or anything I haven't already made an editor for, please let me know.  I'm very interested in making more modules for this,
14
Nightmare modules for Tactics Ogre The Knight of Lodis
Includes Character, Class, Formation, Weapon, and Ability Editors!

Download Here
https://www.mediafire.com/file/l1scqnz3qmg9u7s/TOTKOL Modules.7z

There were a lot of Unknown's in there that didn't seem to do anything, so I've only included relevant data that can actually be used.
A small note I forgot to add in there is that for Abilities, if there's a status effect with the spell, it seems to be tied to it's animation.  So, to have the effect you have to have the animation.

Have fun!