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March 19, 2024, 12:55:42 am

News:

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 - Fosil

1
PSX FFT Hacking / Re: ASM Requests
June 13, 2016, 07:06:28 pm
Ah, thank you, Emmy. I suppose there being multiple posts on the topic confused me.

So, I would like: Wall status = Bravery 100. (Like Faith)
2
PSX FFT Hacking / Re: ASM Requests
June 12, 2016, 10:27:05 pm
I thought that despite any attempts to fix Wall, AI still ignores those with it? As in, unknown hardcoding still plagues it? (Or am I not making sense of the post I saw where someone, I forget who, striked-through a clause about AI and Wall behavior after ASM-ing and it still not working right...)

And, I'm not sure how to edit the statuses themselves? ALMA can't do it?

Or it can, and I just derp? Like you say, you've done similar things... Looking over the ALMA editor again, I see nothing about status edits?

(And as far as "impromptu temporary support abilities" I meant, you can't make it so units temporarily gain a Support ability like say... 'Attack Up' or 'Short Charge' when tacked onto a Status effect with CT, right? (For example only.))

*Edit*
Is it ALMA Script? I see a sort of way ASM "If Wall flagged, reward with setting Modified Brave with a Value of 64 hex (100 dec)". Am I on the right track? I have no idea how to do it correctly, though. :(
3
PSX FFT Hacking / Re: ASM Requests
June 10, 2016, 08:37:34 pm
I've a request, if someone(s) would be so kind.

Change the 'Innocent'/'Atheist' status to a copy of the 'Faith' status but with Bravery. So, a 'Bravery' status that temporary sets Brave to 100.
Or, if someone has figured out how to make 'Blood Suck' status allow player control, tack this 100 Brave effect onto it, so I can keep Innocent?

It is something I've desired for a while now. And I failed trying to do it in a very convoluted way by using the ASM that sets Status X into using Wall's CT.  I used Blood Suck for this instance, and gave the Blood Suck skillset a 0 JP, 100% learn-chance support ability that increases Brave by 100 via ALMA attributes. (And although I removed Blood Suck from the skillset, AI still uses it.)

As you can imagine, with Blood Suck's hardcode limits, always AI control, and other limiting factors(?), it did not work.

I've seen that there is a way to fix AI behavior for Blood Suck, involving more ASM and "nops" which I'm not familiar with. Whether that would allow player control of the unit, or prevent AI use of Blood Suck ability, I do not know.

Finally, I figure units can't gain impromptu temporary Support abilities that alter stats mid battle?

TL;DR: Innocent/Atheist status replaced with Bravery=100 instead. OR a fully fixed Blood Suck status with this 100 Brave effect tacked on.
4
News / Re: *New* Index of Xifanie's Hacks & Tools
May 23, 2016, 09:35:03 am
(A small error: the FFTText Editor links to Camera Helper instead)
5
Ah hah! Derp. That completely explains it! I should have known, being I'm familiar with the similar tables for the statii. Thank you!

I have no further questions, at the moment!
6
I've a question, that I'm sure you can answer, as I'm delving into my own modifications:

When you say we can change the abilities that these ASM's index to--the 1 to 2 digit hex numbers you often bold or italicize--I still do not understand how it is done.

What I mean is, say for instance, we take your Meatbone Slash/Bonecrusher ASM...
<Patch name="MBS mimics range and animation of other attack">
<Description>Keeps its original effect (unevadable counter in amount of max hp), but uses several properties of attack indexed here.</Description>
  <Location file="BATTLE_BIN" offset="1172d4">
   33000534
   0A010634
  </Location>
</Patch>

Change the attack indexed here by changing the italics (a skillset that contains that attack) and bold (the attack you want to mimic).  Default here is Choco Ball.  Meatbone Slash will use the animation, range, radius, etc. of the attack indexed here instead of that of the standard attack.  Useful if you want to make MBS more useful on monsters/bosses, or if you want to prevent double attacking with it.


I understand that the '0A01' is the reverse hex pointing to the Chocoball ability. But as for the '33', I do not understand what "skillset of the attack" this is linking to. Skillset 33 links to 'Battle Skill' which does not contain anything related to Meatbone Slash or Chocoball, right?

Or, for example your 2x outgoing damage while in critical ASM, has 2 bits of hex that reference to one ability, Monster Talk/Beast Tongue, and I do not understand how those two separate hexes link to the one support skill.

Also! After explaining, could you pretty please edit your first-base post with your ASMs to include more bold and/or italic markings to indicate the hex we would change for our own ASM modifications? (Skillset/Ability/Number hex pointers)

Can you please shed some light on these? Again, thank you!
7
@squirrelpup: This also may be of help. The latest version has several XML files pertaining to your idea.
Though, it seems you may not be able to achieve your full wish, but you can certainly get part-way.


<Patch name="No spillover JP.">
    <Location file="BATTLE_BIN" offset="117980">
       00000000
    </Location>
</Patch>

<Patch name="EXP Gain = 0.">
    <Location file="BATTLE_BIN" offset="1178A4">
      E73860A0
      22005192
      00000000
      00000000
      00000000
      00000000
      00000000
      210042A2
    </Location>
</Patch>

<Patch name="JP Gain = 0.">
    <Location file="BATTLE_BIN" offset="117948">
       00000000
       00000000
    </Location>
</Patch>

<Patch name="Rewards Hack">
  <Description>This makes it so LVL/JP gain occurs at the end of any mission, and makes bonus gil from enemy levels 0. This hack also makes it so only enemies with KO statii will yield after battle trophies/gil. To be used with hacks that disallow random battles, JP/EXP Gain, Spillover JP.</Description>

  <Location file="BATTLE_BIN" offset="119E00">
21400000
21480000
21280000
21388000
1980063C
CC08C624
8301C390
0500C290
16006010
FF000B34
14006B10
30004230
03004014
80000A34
D6400508
00000000
04006A10
5800C294
60C50A34
24104A00
0A004010
6301C390
6401C290
04006010
64000A34
0000E3A0
0100E724
01000825
18004A00
12180000
21482301
0100A524
1500A228
E4FF4014
C001C624
21280001
1500A228
07004010
150088A0
2118A400
000060A0
0100A524
1500A22C
FCFF4014
01006324
180089AC
1C0080AC
0800E003
200080AC
  </Location>
  <Location file="BATTLE_BIN" offset="E9358">
0600C190
0300C390
20002130
0C002014
B6FF6324
1400612C
03002010
DC00C124
40180300
21082300
00002A94
28002B94
4B004A25
4B006B25
00002AA4
28002BA4
64000B34
9F030608
2100CBA0
  </Location>
</Patch>
8
Spriting / Re: Fosil's Sprites
December 07, 2015, 03:57:35 pm
The black-white mage does need some more facial coverage. As for my blue mage, I used to play Guild Wars, and several of the headpieces for a certain profession (Ritualist) I wanted to emulate. Yes, the inspiration was a Ahriman! I really dislike the traditional FF Blue Mage 'Scholar' look. I'd rather have my Blue Mages look like the very monsters they learn their abilities from.

But, he (or she?) needs more details on his body so its less male summoner-ish. I've thought of including red cloth that drapes down its back to simulate a 'tail'. And/or perhaps some sort of pattern/markings on his cloak?

I thank everyone for the input! Also, that video doesn't work, Valkirst?
9
Spriting / Fosil's Sprites
December 06, 2015, 03:19:30 pm
Been away for a while, but I still check in to lurk every so often. In some of my spare time, I also sprite. Here are a few things I've been working on. The Storm sprite I began has not really touched, as I ran into some issues with her modified cape and animations. But would still like to finish it.

The blue mage attached was spawned from a portrait sketch I did a while ago. I have not tested it in ShiShi for animations, etc, so its still very much a W.I.P... Not to mention it has some horrendously drawn frames for certain poses...

Then, I had the bright idea to redo all generic sprites, and perhaps even some specials, to mimic the Black Mage/Dark Knight look.

There are others I've began to 'Black-Mage-ify', but are not good enough to post examples. A few of the generic sprites are really easy to do this process with, such as Ninja/Lancer/male Mime/etc. While others would require a hat or something that would cast their face into shadows. Also, as a rule I follow, no skin can show. This opens up the possibility of these being non-human constructs (ala FF9's black mages). And without skin tones, the hair can really be any color and look great compared to normal 'caucasian' units.

Also, I began the portrait for the Blue Mage, but being it is entirely custom with no source material, it looks really terrible and isn't worth sharing at this point.

EDIT: I dunno what the deal is with the black pixels on his robe in the zoomed-in Blue Mage, too lazy to re-upload.
10
Spriting / Re: Heavy Metal X-Men Sprites
June 12, 2014, 10:10:51 pm
I think I'd like to help with the other X-Men/superhero sprites as well after I finish. No promises, though...
11
Spriting / Re: Heavy Metal X-Men Sprites
June 12, 2014, 07:20:31 pm
Thank you for the collaboration!

I took Lijj's effort a few steps further and smoothed out some things. Although in retrospect, It could be said I am stepping backwards, as I used her skin tones again in odd places. (Will making converting it to another palette harder.)
12
Spriting / Re: Heavy Metal X-Men Sprites
June 10, 2014, 03:49:46 pm
Just wanted to post an update. Progress is going slower than I would like. (Work and crap, meh.)

The palette it down to 15 colors, woo! If anyone has a suggestion as to another, if any, to add? Also, I might like to thin the gold band around the bottom of her cape. Thoughts?

After I finish it, I can see making a new 'Sorceress' job from this by altering her palette. (That may very well require the 16th color palette spot, depending how it goes.)
13
Spriting / Re: Heavy Metal X-Men Sprites
May 30, 2014, 12:46:38 pm
Yeah, I apologize for the unusable sprite sheet. It was just for show that time around.

I'm going to be leaving for the weekend, but this is what I've got so far. I hope the hair looks good, as I struggled getting it "right."

Also, the palette changed ever so lightly. The darkest red was replaced with a dark orange from the Bomb's palette. Yet, I still need to source some "true" (from other palettes) colors to replace the colors I made myself, if I'm to do it right.

Here is diagonal, front, and mid-walk/mid-cast/armless view. See you next week!
14
Spriting / Re: Heavy Metal X-Men Sprites
May 25, 2014, 07:11:42 pm
I apologize in advance. I just can't work on any other view until the palette and facing-view are well-done. But, I am happy with it, currently.

Keep in mind, her outer cape will be the dark blue like her costume as well. The red is just for the inner cape (and contrast). I'm really fond of Storm's X-Treme costume, so I feel it fits nicely.

Note: I've yet to work on anything else in the sheet since adjusting the palette. So, the sheet contains more than 16 colors.

For the base sprite, I used Balmafra/Balmafula. Hair is from Ajora. Borrowed colors from the following: Female Mime (white) Ovelia (red inner cape), Female Dark Knight (blues), Rapha/Marach (skin tones), and gold from Zelda.

Edit: Made changes to the front-facing. (Shifted breasts up, shifted chongo longo down, to give her more of a mid-section) And began a diagonal. Going to sleep now. Will update later!
15
Spriting / Re: Heavy Metal X-Men Sprites
May 25, 2014, 01:33:27 pm
I wanted to contribute to this. I have a full sprite sheet for her, but this is by far the best to show at the moment. (Have to head out for a few hours.)

(Edit: I don't mean for her eyes to be red. I hope to condense the palette a little to add a blue. Though I do have 14 colors, including black.)
16
So, in my trials of game design, I am currently stuck on how to create a well-balanced, yet interesting skill set for job classes.
I've skimmed the net for resources on how best to do this, but.. uh.. I have not seen much that was helpful.

My best resource for, as it turns out, Skill Tree design, came from the Diablo II Phrozen Keep forum, where a very knowledgeable user gave his input on skill design philosophy. (Link for those interested.) But, obviously, that is Diablo II, and this is Final Fantasy Tactics... I think the basic concepts generally still apply?

That aside, feel free to give example skill sets/jobs from any game or mod. (Diversity is great!)
But FFT-esque compatibles are ideal. :)

I suppose I should offer my favored skillset for "balance": The Squire's Basic Skill skillset. (FFT Arena especially.)
And, as far as skillset "flavor" goes, I would say: Samurai's Draw Out. In addition to how the skills originate in-game--(inspired by a real-world culture as well as drawing power from a weapon)--there is much it can do, and each skill has its uses. (Again, FFT Arena's incarnation is much better.)

Thanks in advance for those of you who participate!
17
The Lounge / Re: FFH Community Picture Gallery
August 10, 2012, 04:56:57 pm
Why not, I'll jump on this mug-hauling wagon... I wish I were the king of ice cream. :(

18
Spriting / Re: Tojoe's Sprites
July 31, 2012, 01:05:53 am
Back from vacation! Oh, how I wish I were still there!

* Concerning my portrait concepts, anyone can feel free to use them in their artistic endeavors. However, I should note I may have been inspired by Guild War's profession concepts.

So, here are some of the best portraits I spat out!
I withheld some of more meh ones in the name of attachment-whoring and such.

Attached below is a .zip file containing ALL of them as well.
19
Spriting / Re: Tojoe's Sprites
July 19, 2012, 11:17:38 pm
I added the white boot fabric to her sprite sheet. Any problems/errors?

* NOTICE: I will be away for a little over a week, starting tomorrow, so I wont be able to reply or update anything. I may, however, come back with more portrait concepts!  :D
20
Spriting / Re: Tojoe's Sprites
July 18, 2012, 01:01:26 pm
Morning update:
Her skin is un-jaundiced. (Replaced with a true FFT copied skin colour)
I breast-ified all of her sprite sheet now. (Previously wasn't.)
I also replaced the green that some of you did not like with the series of blues known as "Rapha-Sash/Slipper Blues"