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Messages - Xifanie

Pages: [1] 2 3 ... 209
2
Help! / Re: Item graphic extra slot
« on: May 26, 2017, 06:43:05 AM »
A3 and A4 should be fine, but I can't remember about B2.

If you check, there are a lot of icon duplicates just using a different palette. If you are that hurt for icon space, I suggest condensing your existing items into alternate palettes of the same icons. It's really not hard to save quite a few icon slots that way.

And the graphic isn't used, it is just replaced by other stuff in game. Like the "Orbonne Monastery" graphic is replaced by something that is completely different in battle but essential. I just can't remember what lol.

3
Help! / Re: Item graphic extra slot
« on: May 25, 2017, 04:36:28 PM »
Not really; all the graphical space you see being used is actually used.

JotF uses the "Orbonne Monastery" space at the top, of the file, but it uses a hack to reload the file every time the game heads back on the World Map... basically the "Orbonne Monastery" space is used in battle. We used that graphical space only on the world map for the Synthesis Shop materials.

4
PSX FFT Hacking / Re: ASM Hack Proposals (for modders and ASMers)
« on: May 22, 2017, 02:01:40 AM »
JP Sets

This hack would allow you to grant completely custom JP values (min-max) for every job given a specified "Job unlocked" job and level specified in FFTPatcher in the ENTD tab.
At the very least it should grant custom job levels for each job.

For example:
Jobs Unlocked Archer Level 255 could set Squire to lvl 5, Knight to lvl 2, Archer to lvl 7, Thief to lvl 4, Lancer to lvl 2.
Jobs Unlocked Unknown Level 0 could unlock all jobs at lvl 8

If proceeding with job levels only, the edit would be a simple override of the job levels normally copy/pasted from the SCUS.
In the case of JP, I think the job levels might have to be calculated first based on the JP range, then at the time of generating the JP amounts (Job level's JP + rand[0, 99]), override those with the new numbers.

6
Tutorials and Learning / Re: Any newbie dictionary?
« on: May 16, 2017, 11:35:25 PM »
Well, first thing you can do is start playing with FFTPatcher. Do you even have a project in mind or are you looking to help someone else with their project?

7
Hacking/Patching Tools / Re: FFT Hack Template Spreadsheet
« on: May 13, 2017, 11:55:26 PM »
Newly reported bugs:
  • Excel 2010 might crap out an annoying, but not spreadsheet breaking, 32bit ShellExecute function error (possibly only on W10)

Bug Fixes:
  • Opcode -> Hex and Hex -> Opcode returned results that didn't take into account the current Memory Address in the previous column
  • MEMVariables were not properly saved to ISO (thanks to Pride for the bug report)

Esthetic Changes:
  • Changes all "FFT Image" instances to "PSX Image" as this spreadsheet it means to support any game; not just FFT
  • Clear All Hacks now also hides the Hex Backup column

Functions:
  • Added =LEAddress(), short for Little-Endian Address. Converts a Memory Address to a Little-Endian 4 bytes hex word. (Ex: =LEAddress("0x80164920") returns 20491680)
  • =LowerAddress() gained an optional second parameter where if true, it will convert the result to a negative number if applicable. (Ex: =LowerAddress("0x8014AB9C0", TRUE) returns -0x4640)
  • Removed the "Concatenate Cells" function because Pride showed me that =_xlfn.CONCAT() did the job way better. Apparently this was a mistake as Excel 2007/2010 do not support this function. I'll be reverting this in the next version.

TO UPDATE MANUALLY:
  • Reimport SharedXifiSheets.bas
  • Import Game.bas
  • Reimport configuration.frm (this is extremely optional, all it does is change some strings, feel free to skip)

8
Event Editing / Event Branching Tutorial
« on: May 10, 2017, 07:06:01 PM »
Today we'll tackle branches and jumps, but we will not really use those names as while they correctly describe what the instructions do, we'll look at each individual instruction one by one.

All of these instructions have one single parameter, which is a ForwardTarget ID or a BackTarget ID.
Jumping Forward
JumpForwardIfNot(xJF)
Jumps to ForwardTarget if Variable 0x0000 is equal to 0. Otherwise simply keeps advancing.
Must be placed before ForwardTarget!
JumpForward(xJF)
Jumps to ForwardTarget.
Must be placed before ForwardTarget!
ForwardTarget(xJF)
Target Destination of JumpForwardIfNot/JumpForward.
Must be placed after JumpForwardIfNot/JumpForward!
Jumping Backward
JumpBack(xJB)
Jumps back to BackTarget.
Must be placed after BackTarget!
BackTarget(xJB)
Target Destination of JumpBack.
Must be placed before JumpBack!

Targets
Forward Targets and Back Targets are essentially the same thing, but they are limited to their current subset of event instructions. Thus ForwardTarget 0x00 and BackTarget 0x00 use different memory allocations and are separate. Only a Forward Instruction can use a Forward Target, and only a Back Instruction can use a Back Target
  • A ForwardTarget may only be placed after a Forward Instruction, and can be reused. This means that you may use ForwardTarget 0x00 as often as you want with simple instructions.
  • A BackTarget may only be placed before a Back Instruction and cannot be reused.

Conditions
EQ() Equal
Variable 0x0000 = If ( Variable 0x0000 == Variable 0x0001 )
NEQ() Not Equal
Variable 0x0000 = If ( Variable 0x0000 != Variable 0x0001 )
LT() Less Than
Variable 0x0000 = If ( Variable 0x0000 < Variable 0x0001 )
GT() Greater Than
Variable 0x0000 = If ( Variable 0x0000 > Variable 0x0001 )
LTE() Less Than or Equal
Variable 0x0000 = If ( Variable 0x0000 <= Variable 0x0001 )
GTE() Greater Than or Equal
Variable 0x0000 = If ( Variable 0x0000 >= Variable 0x0001 )

Examples:
Note that in each of these examples, I used Target 0xFF to make it easier to remember where the end of the conditions section is.
Player has at least 1 gold. (Aeris Flower Event)

Dialogue Selection (3 options)

Page Selection (8 options)

Loop a Yes/No option dialogue 5 times

9
PSX FFT Hacking / Re: Timutil replacement?
« on: May 06, 2017, 10:51:21 PM »

10
PSX FFT Hacking / Re: Pride's ASM Thread
« on: May 05, 2017, 04:30:10 PM »
This reaction rewrite spreadsheet is cool stuff.

Question: What does "Normal Attack (Hamedo)" do?

I planned to make the make the 999 HP/MP cap hack at some point, but I kinda forgot about it... so it's cool I don't have to. :p

Btw, you really want to avoid using the "F" column in the Code sheet for anything, because that column is reserved for the raw hex when you import a xml; it's there in case that the spreadsheet wrongly assumes that the data is an opcode instruction... that way, you can just manually copy/paste the hex data back. Otherwise, converting 4 bytes that are not actually an instruction to one can result into data loss. There is a function called "Clear Hex Backup" which clears that column and hides it.

11
Journey of the Five Ch.1 / Re: Chapter 2 Progress Log
« on: April 29, 2017, 12:23:50 AM »
You will get the ability "Scavenge" as long as you have a knife equipped, which allows you to poach dead monster bodies into Materials. Materials being items that can only be used to synth stuff. We are still in the process of deciding what monster will turn into what though... We have SO many materials and SO many crafting options in the synth shop, so it's a lengthy process.

12
Help! / Re: Throw Stone - Stone graphic
« on: April 28, 2017, 04:12:02 PM »
Accumulate and Throw Stone's effect are not present in any effect file and are hardcoded to their respective ability slots. I can't say I have any idea where either of those graphics is located. I'd be surprised if anyone did, tbh.

13
Event Editing / Re: Dialogue Lingering
« on: April 24, 2017, 07:13:51 PM »
But I do appreciate the comments. I will take another stab at re-writing the event from dialogue 5 and beyond - that might solve the issue. If not I will move on and come back to it in my second draft with the newest editor.
(╯°□°)╯︵ ┻━┻


Are you a troll? Because I feel like I'm we are ALL being trolled.


Did I ever mention that FFH isn't a community dedicated to Software-Induced Post-Traumatic Stress Disorder support? No? Because I never felt the need to. I feel I need to, now.
You're insulting the precious time I spent updating my configuration file, along with hours and hours of testing to document event instructions better, on top of the many hours that Raven spent to upgrade his tools.

I think Guru hit it on the head - I am really intimidated at this point to switch to the newest version.
Ah yes, nevermind that we've been telling you to upgrade since the beginning.

14
Hacking/Patching Tools / Re: FFT Hack Template Spreadsheet
« on: April 23, 2017, 07:05:44 AM »
New version.

For an unknown reason, the Auto Replace function was not working properly at the moment of saving. I fixed it, but I have no idea why it didn't work yet does now. I just tried to move the procedure that fetched the Auto Replace table's data further down in the code, and it magically started working again.

I have no idea.

VBA sucks.

To update manually, you only have to reimport the SharedXifiSheets module.

16
Help! / Re: Random Unit JP
« on: April 22, 2017, 02:24:00 AM »
...No. I always release my hacks hoping that they are bug free. There's usually a little something that I miss that a end-user finds out. I also test my hacks thoroughly. Unfortunately, that's not always enough and I've had to face this fact several times.

If I already knew the bugs I'd fix them instead of asking for bugtesting. This hack was completed about 18 months ago just waiting for JotF ch1 re-release bugtesting to make sure it worked properly.

17
Help! / Re: Random Unit JP
« on: April 21, 2017, 10:57:30 PM »
i never said i was ditching the hack >_>
Well, you said you had plenty of time to test, and you hadn't replied in 3 days, and did mention you found a solution that didn't require my hack... not much was pointing to you still planning to test the hack, so I kinda had to ask. :p

There is no conflict, my hack simply uses FFTPatcher's Learn % as part of its formula to generate a new one based on that and the minimum level & job level for each ability. With its default settings, 50% = 50%, 10% = 10%, 100% = 100% and so on.

18
PSX FFT Hacking / "Quadratic" Ability Formulas
« on: April 20, 2017, 10:25:58 PM »
I understand that most people here didn't take higher levels of math in high school, but it is really embarrassing to have seen this mistake become such a huge phenomenon.
I don't know who is the first person to have ever said that fist/truth/untruth/tiamat formulas were "quadratic" on GameFaqs, but because of this idiot, now just too many people use the word erroneously.

It doesn't take long to see how wrong it is to use the term quadratic in this case: https://en.wikipedia.org/wiki/Quadratic_formula
Just look at the charts; quadratic formulas increase, decrease and increase again or decrease, increase and decrease again. I've done this shit in high school.

FFT formulas are one way: they're exponential.

Just figure I'd toss that out there as someone who paid attention to "advanced" math classes in high school and graduated. :)

19
Help! / Re: Random Unit JP
« on: April 20, 2017, 05:41:52 AM »
So... does that mean you won't be testing my hack then?

20
And don't update your CONFIG.INI.
Actually, just be sure you don't get EVSP 2.0! It's great for eventing. You don't want that.

(trying reverse psychology since everything else failed)

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