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April 26, 2024, 11:42:09 am

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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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Topics - Wasabi

1
Hi everyone,

For the past couple of days I've been mulling over on how to customize the formation screen and in-battle sprites for the War of the Lions (PSP) version of FFT. I've asked help from RavenofRazgriz and fdc here on the forums via IRC, but, call me a neophyte, I absolutely have no idea what I'm doing or what I have at my disposal that is relevant to my efforts.

So far I have these programs downloaded and installed:

FFTPatcher v.0.478
Shishi Sprite Editor v.0478
FFTactext v.0478
FFTOrgASM v.0478
MagicISO
WinHex
GraphicsGale

From what I've read around the forums, the obvious answer is that it's currently not possible to port custom sprites because the spritesheets here on FFH are relatively too big for Shishi to read. Also, from my [inexperienced] efforts, finding the BATTLE.BIN and anything relevant to sprite modding under MagicISO and WinHex is just a bit too difficult for me to comprehend on my own.

I've read Jon's and Celdia's tutorials on how to mod sprites, and I really do want to make this into a reality. Probably not by my hand, but hopefully from someone that has more experience in these matters. Hopefully more efforts in customizing the WotL version in terms of spriting can be put into action, but as of right now I'm exhausted in trying to find ways in doing this myself (in working on this and my own stress IRL).

Thanks for reading! Any help at all will be appreciated.
2
Hi everyone,

I need some small advice for patching the PSP version with FFTPatcher v.457. Nothing extraneous, really, but I wish to understand some portions of this program better so that I can narrow down the reason why my patched iso crashes during battle (the mechanics work fine and all the edits I've made went through, it's just that if you attempt to grind or prolong a battle to a certain extent the game crashes).

And to be sure, my iso is clean. I always rip a fresh iso straight out of my UMD with my PSP. And I've experimented with two different versions of FFTPatcher and still experience the same type of crash, so the problem lies in what modifications I've made in my patch (no ASM hacks have been applied as well).

So, here's just a general list of the tabs that I've modified. This is the list that I found when you're about to select the ISO you're going to patch with your patch file. Maybe someone can relate to me which areas are the most sensitive when it comes to my problem (game crashing/freezing during battle):

Quote
  • Abilities
  • Ability Effects
  • Items
  • Item Attributes
  • Jobs
  • Skillsets
  • Monster Skills
  • ENTD1, 2, 4, 5.ENT

Also, along with the "ENTD#.ENT" flags that have been marked, there's one called "Decrypt EBOOT.BIN" that's also been checked. What could this be exactly?

And, in the case of modified skillsets and monster skills, if the abilities have been switched around from one class to another, or if monsters have human abilities (ie. Goblins with "Pummel/Repeating Fist"), would that glitch the game if they happen to turn into crystals in battle? Just a thought.

Thanks for reading this topic, and I hope you can help me out in finding the reason why my patch crashes during battle. :)

edit: I apologize if I'm posting this topic in the wrong section, but I thought this might enlighten some people as to what these registries were in the PSP version, since it is slightly unfamiliar territory in comparison to its PSX predecessor.
3
Help! / FFt patching and game freezing
September 24, 2009, 03:31:08 pm
I've been messing with FFTPatcher v0.457 for some time now, and I've finally managed to finish a patch that pleases me. I've even spent a day or two with FFTactext to accomodate these changes. :wink: But, as I go and patch my ISO (FFT:WotL; PSP), I get a message like this:

Quote"Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately.

Value of '102' is not valid for 'Value.' 'Value' should be between 'minimum' and 'maximum.'
Parameter name: Value"

At first, I didn't think much of it and clicked continue, but as I go to play the game I've noticed some weird bugs in Chapter One, such as Zalbag's sword swing on a Corpse Brigade sprite glitching in the slash animation (you baraely even see the sword), or the game freezing if I prolong a battle for far too long. I had wait a minute or so before I could hard reset for Mileuda 1 and Fort Zeakden. What could the problem be exactly? Is there anything that I did wrong in my patch to cause this?
4
Hacking/Patching Tools / "Effect" under the Ability tab
September 22, 2009, 03:37:07 am
Hi everyone. This is an absurd question, but can someone tell me what "0E1 Very Quick Bloody Strike" and "0E2 Very Quick Strike" do/show exactly? It could be because I'm burning the midnight oil away (or that my memory is really fuzzy) but I just can't seem to recall where in the game these effects are shown. I was thinking of using these effects for 25% extra attack on a weapon, but have no real clue what they are.

Also, are there any visual differences between "02B Summon Demon," "0C0 Summon Angel" and "1E6 Summon Ultimate"? I have a small understanding where they might be encoded (Archaeodaemon / Ultima Daemon / Altima "beaming" entrances), but it could definitely help me a great deal if someone can confirm that these are so.

And if there's a detailed list somewhere that describes what (and at which incidence) each effect is shown, that can cut my troubles half-fold. :)
5
I've been doing extensive alterations on a patch for WotL, but my main concern is with one edit that I've made for generic Summoners, and a rehaul of Luso's "Huntcraft" that accomodates all 16 ability slots with monster skills that can only be learned Blue-Mage-style.

For generic summoners, my concern is that I swapped "Salamander" for "Midgar Sworm" and have clicked on all of the appropriate tabs to make the change, and even given Midgar Sworm a JP cost, percentage to learn upon hit (clicking the appropriate tab as well), CT count and MP cost (whereas removing these aspects for Salamander in exchange). I also exchanged the third "unknown" tab under the same window that lists "Learn with JP," "Action?," and "Learn on Hit" for both spells. I've heard that several skillsets in FFT are pretty case-sensitive when it comes to their skills, and I believe that Summoner was one of the aforementioned classes that were mentioned when I skimmed through the forums. So I was wondering... will there be any adverse effects in my patch fully utilizing the swapped Salamander spell for Midgar Sworm? Maybe a glitch or a missing visual effect (like the orbs circulating after charge) for the Midgar Sworm spell?

As for Luso's Huntcraft, I've fully rehauled and edited the skillset to have all ability slots have monster skills learned upon hit, with each specific skill edited in the same manner as "Ultima" - save the percentage to learn upon hit for each monster skill at around 70%. My concern here is the animation: will Luso be inactive when he performs his monster skills? And if so, is there a way for me to configure them appropriately?

I'm still a little new to FFTPatcher, but I've spent a little more than a week toying with the program. I have yet to test and experiment anything major like sprite editing for FFT:WotL (the version I'm currently patching at the moment).

Oh, and one final question, although it isn't anything major: Is it possible to give a weapon with a 25% chance to inflict Midgar Sworm? It's just something that came to mind when I was sifting through the "Abilities" tab under "Items" for spell effects.