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Messages - Xifanie

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1
Event Editing / Re: Need help with making an event.
« on: July 24, 2017, 03:10:52 PM »
What are your battle conditionals?
Also you uploaded 19B twice.

2
ARH2 will only be available once Journey of the Five: Chapter 2 will be released, and it will be user-friendly for ASM hackers, but... completely useless for people who are not willing to learn to ASM. I went with that because just about everyone wants their own custom requirements for the ARH.

Are you sure you selected the whole xml data in his sheet? It ends at row 1118. So from A1 to A1118. You can just select cell A1, then press ctrl+shift+down to select it all. You're supposed to just paste it in an empty file as save as whatever.xml, then you should be able to apply it. If it still doesn't work, post here again and I'll look into it.

3
Help! / Re: Re: Tutorial Requests
« on: July 20, 2017, 10:43:42 AM »
Shishi can edit those now btw (.491+)

If you really want EVGRP, just use a different browser.

And you might want to edit the title of your post...

4
You can specify a status in my original sheet (v1.1), but I know in that case, the AI ignores the status requirements if you use auto-battle.

Messing around with Pokeytax's spreadsheet, it's not even possible to accomplish with his sheet. In fact, as far as I can tell, his entire Conditions section is broken (the xml code doesn't change no matter if I choose =/!=/>/</>=/<=/FLAGGED/NOT FLAGGED), and thus just makes it one huge downgrade compared to my spreadsheet. Oh, actually you can just select Status / FLAGGED and then type Regen under Value 2 for my above example. I don't know if the hack actually works, but the spreadsheet does compile that way at least.

You could also make it work properly if you waited for my ARH2 and coded it yourself through ASM.

Regardless, you would still have to ASM a formula that returns 0% to hit if the target doesn't have the required statuses.

5
Help! / Re: Weapon behavior
« on: July 20, 2017, 10:22:45 AM »
Well, you can dump your idea in the ASM Requests topic amongst the dozen other requests that were ignored and hope for the best, do it yourself, or forget about the idea entirely.

6
Help! / Re: Weapon behavior
« on: July 20, 2017, 03:58:07 AM »
He doesn't ASM and I'm pretty damn sure that's never been done before.

7
Help! / Re: AI Ability Learning
« on: July 18, 2017, 08:39:13 PM »
First ability to the last ability of each skillset, if the unit has enough JP left, attempt to learn at Learn % (and consume the JP is successful).
I made a hack that increases flexibility for that drastically; it allows you to learn in a certain order, even randomize some skills.
That hack will be made available after Journey of the Five: Chapter 2 is released... again, because I can't find anyone to test my hacks and not lie to me that they will test and report bugs, and they just end up not doing so.

8
You can use my FFTText Editor to overcome FFTTactext's limitations.
You can use my Skillsets Behaviours spreadsheet to adjust some special skillset menus back into regular ones, for example. (i.e. Item/Throw/Math Skill/etc.) But it does't sound like you need this. There are plenty of free skillsets available, after all.

Otherwise I don't know about any sort of limitations towards "unusable/glitchy jobs/skillsets/spritesheet slots", other than ID 00. If you asked about abilities, then that would be a different story, because lots of them are hardcoded.

9
Look for my palette hacks in FFTorgASM. Special (non-generic) jobs are forced to use the first palette and generic monsters are forced to use the palette assigned in their job. My hacks allows you to enable the extra palettes of special units, but you'll have to be careful, because for some reason, many special units throughout the story are set to palette 1 or 2 instead of 0, making them essentially pure black by default once you turn on my hack.

10
Help! / Re: Elemental Weakness vs Elemental Strengthen
« on: July 16, 2017, 05:18:47 AM »
Sounds like fdc fucked up hardcore. I have no idea what needed to be "fixed" when it comes to elemental, but even though the hack is in my xml, he basically did what he did to a bunch of my other hacks: completely rewrite them into something that doesn't do what they originally did, and put it in my xml. He somehow felt he was in charge of updating my hacks xml file without ever telling me or even ever asking me. He took terrible liberties using my name. He's an imposter and a terrible hacker.

Yes, they're supposed to stack. Strengthen is supposed to raise your effective MA from 11 to 13, for example.

11
Help! / Re: Problem with editing wldface.bin portraits
« on: July 09, 2017, 08:36:12 PM »
I guess you didn't get that Celdia's tutorial is now pretty pointless.

In GG, open the bmp of the sprite, crop to the portrait, rotate it.
Select All & Copy (ctrl+c) (if you choose to load from clipboard in the next step)
Click the down arrow button under the palette colours, choose Load Palette/File/Load From Clipboard (or from file)
Copy the portrait's palette row (9th row unless you want a different one) to the 1st palette row. Then select the 9th row in the first box, and the 1st row in the second box, uncheck Match Pixels with Colors.
All Frames/Color Depth, choose 4bpp, OK.
Unfortunately, that will likely fuck up your palette's order (which is important), so you'll have to reimport the palette from file, selecting the original sprite's file and copy the 9th row to the 1st row again, but this time with Match Pixels with Colors.
Save the bmp and import in Shishi.

12
Help! / Re: Problem with editing wldface.bin portraits
« on: July 09, 2017, 02:14:24 AM »

13
PSX FFT Hacking / Re: Pride's ASM Thread
« on: July 04, 2017, 06:08:49 AM »
I actually wanted to move both the world map conditionals and the event conditionals into kanji space (to allow JotF to use only one disc, but then I remembered that we still needed more sprite space), but I figured it would be too much trouble. How bad was it?

http://ffhacktics.com/wiki/World_Map_Instructions#.3F.3F.3F.3F:_Unused

According to my notes, 0x0016 uses 2 half-words... shouldn't you be better off with just one?

EDIT: I fucked up somewhere hardcore in that documentation... 0x0016 has no half-word allocated to it by default.

14
Event Editing / Re: How to make any other unit into guests units
« on: July 04, 2017, 05:59:40 AM »
I'm not sure why you're taking it personally because that is not the intent. It was more of an opportunity to post something funny than to make fun of you. It's not like Elric has a Master's degree in English or anything; I know some mistakes he just keeps repeating over and over, but he has also been making an effort to get better; so have I. Both our typed English has gotten loads better thanks to my wife, who is exceedingly good at English. I've had people laugh at how I spell things or how I pronounce them and I don't take it personally; I just laugh along. I used to pronounce 3rd (third) as "turd"! If that's not funny, I don't know what is. Well, I can just blame Quebec's education system for that.

If anything, I make fun of English for using 98% of the words they take from French (my native language), and change the definition drastically. For example, raisins in French are grapes, while in English, they are dried grapes. Just like an entrée in French is an appetizer, while in English it stands for the main course.

Trust me, if anyone here was trying to make fun of you, they wouldn't go so lightly.

15
Event Editing / Re: How to make any other unit into guests units
« on: July 03, 2017, 07:45:48 AM »
I have an incomplete ASM hack for that, but even if it was completed, it would not be very practical. I started it 5 years ago and didn't really think of an elegant solution. The only part of my hack that is working is to allow generic guests into the party. No way to remove them.

16
PSX FFT Hacking / Re: Altering Geomancy and Math Skill - Problems
« on: July 02, 2017, 06:53:40 AM »
You cannot set a generic's skillset to another. The calculator slot must always have the Math Skill skillset for example, because the game relies on the skillset ID to determine where the learnt abilities are stored in battle.

Make sure you also apply the Math Skill hacks in Assorted.xml.

17
We have a hack to enable it though.

18
Tutorials and Learning / Re: Tutorial Requests
« on: June 22, 2017, 03:20:01 PM »
Please use the latest version of the FFTPatcher suite and not the oldest...

19
DTE failed means you are using so much text in that section, that even with DTE compression it doesn't fit. But with the WotL version there might be something more to it than that. It's just that no one knows what.

Also, in general TacText works way better for the PSX version and no, it doesn't have the crystallization bug.

20
Hacking/Patching Tools / Re: FFT Hack Template Spreadsheet
« on: June 09, 2017, 11:18:10 PM »
Newly reported bugs:
  • Might get a run time error whenever the last MEMLOCATION uses hex instead of an op code when attempting to save

Bug Fixes:
  • Save to Savestate did not save anything to savestates anymore (thanks to Pride for the bug report)

Functions:
  • Re-introduced the "Concatenate Cells" function.

TO UPDATE MANUALLY:
  • Reimport SharedXifiSheets.bas

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