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Messages - bizenboat

1
RP Forum / D&D with FFT Maps in Tabletop Simulator
August 28, 2020, 11:32:33 am
Hi!

Would anyone like to play D&D in Ivalice with FFT battle maps? I've exported all the map models and textures, fixed cosmetic issues, finished the non-playable maps so they're usable from all angles, and made a few more detailed changes and alternate maps. I wrote a more detailed explanation of what I did, but apparently it got lost to the forum gods. I'm planning a campaign in the same world but a different story/timeline. Let me know on here or discord if you're interested. I'm not sure when it would start or what day of the week yet.







2
The Lounge / Re: Map exploration...
August 11, 2020, 08:37:15 pm
I'm a little late to the party, but I'm also super interested in porting maps into Blender for a project and I'm really impressed with the basic models, not to mention the detailed versions of Orbonne and Dorter. I tried sending a message to Satchmo but don't know if he's around anymore... anyway, I will take a look at this myself but just wanted to leave a message here in case Satchmo comes around and can save me a ton of time and frustration.
3
Hacking/Patching Tools / Re: Battle Graphic Editor
November 15, 2019, 09:34:45 am
Oops. Apparently Raven already did this  :oops:
4
Help! / Re: Palette Editing/Indexes
November 14, 2019, 11:48:48 pm
I do appreciate the responses. I shouldn't have led with mentioning WEP1 because I just had a general question about palettes. I can edit all of the palettes and graphics of WEP1 just fine in GraphicsGale or GIMP, or PE for that matter. I just wanted an easy way to switch the displayed image between palette X and palette Y.

I think the problem was that I didn't really understand how sprites/palettes work. The BMP has 256 colors in the palette but PE and Shishi know to look at them in groups of 16 to recolor the image. GG and GIMP don't do that.

So it's just a matter of replacing the colors in the BMP (which is only using the first 16 colors) with the colors from other rows. Nyzer, thanks for the instructions on doing that in GG!

Another way to just see all the pretty colors is to open it up in Shishi and use Magnifier or some other zoom tool. It does display all 16 palettes, I guess I'm just getting too old to see what's going on in that tiny window.
5
Hacking/Patching Tools / Battle Graphic Editor
November 12, 2019, 04:58:41 pm
Hi,

I made a simple spreadsheet for editing battle graphics and generating the ASM XML.

Thanks to the people who found the information here: http://ffhacktics.com/smf/index.php?topic=6636.20

Shields aren't documented there but they can be edited in the same way and are in my spreadsheet.
6
Help! / Re: Palette Editing/Indexes
November 12, 2019, 03:30:16 pm
It looks like it uses all 16 palettes to me. http://ffhacktics.com/wiki/Item_Graphics

Regardless, my question is important to me either way. How would I see the 2nd palette in GIMP or GraphicsGale?

If that's not possible, is the source code for Palette Editor available?

Thanks

7
Help! / Re: Palette Editing/Indexes
November 12, 2019, 12:02:21 pm
I'm not sure what you mean by that, WEP1 is used for battle graphics. Anyway, my question is just about viewing a palette.

A sprite sheet has 16 distinct palettes. Each palette has 16 colors. When I load the file I see the spritesheet colored using the first palette. How can I see what the graphic looks like using the 10th palette?
8
Help! / Palette Editing/Indexes
November 12, 2019, 01:42:42 am
This feels like a stupid question, but I couldn't find the answer anywhere... or maybe I'm just not using the right words.

I'm trying to view/edit the colors in one of the palettes of WEP1. How the heck do you view the image using different palettes/index?

In (Zodiac's?) Palette Editor I can see sprites with the first 8 different palettes, but I can't see palettes 9-16. In GraphicsGale or GIMP, I can see all the colors in the palette window but I can't see what the image looks like with anything other than the first palette/index. What am I missing?
9
PSX FFT Hacking / Re: ASM Requests
November 12, 2019, 01:27:04 am
That's true, but it's good to know about the move command. I haven't seen that command documented anywhere for r3000 or psx codes, but it works, so that's cool!

I ended up getting rid of the reaction % check so this will happen every time, and I moved the "skip if 0" to after the math. Not sure if this would be of use to anyone else but here's the patch I'm using anyway. Thanks again for the help!

<Patch name="Absorb Used MP -> Limit Bar">
    <Location file="BATTLE_BIN" offset="125F74" mode="ASM">
lui r3,0x8019
lw r3,0x2d90(r3) <!-- action -->
addiu r29,r29,0xffe0
sw r31,0x0018(r29)
sw r16,0x0010(r29)
sw r17,0x0014(r29)
lhu r17,0x0004(r3) <!-- hp damage -->
        nop
addu r16,r4,r0
lui r4,0x8019
lw r4,0x2d98(r4) <!-- defender -->
nop
lhu r2,0x002a(r4) <!-- max hp -->
nop
sll r17,r17,0x04 <!-- dmg*16 -->
div r17,r2 <!-- dmg*16/max hp -->
mflo r17
beq r17,r0,0x0018cfd0 <!-- skip if =0 -->
    </Location>
    <Location file="BATTLE_BIN" offset="125FC4" mode="ASM">
move r2,r17
    </Location>
</Patch>
10
PSX FFT Hacking / Re: ASM Requests
November 08, 2019, 10:06:18 am
Thank you Glain!! I didn't know that "move" was an option, I thought lhu/lbu were the same as move. Awesome! I mostly just removed the branch for debugging purposes and to clear up more room while I was testing things. If I need more room I might remove the chance to react branch because I want this to happen all the time anyway.

OK, this is absorbing the full damage and now I can just play around with calculations.... Thanks again!
11
PSX FFT Hacking / Re: ASM Requests
November 07, 2019, 01:41:35 am
Hi!

I'm new here and trying a little FF7 project to learn more about ASM and events. I've made some progress but could use some guidance if anyone has the time.

Right now I'm trying to modify Absorb Used MP to absorb MP based on the amount of damage done. I was hoping to use MP as a proxy for the limit bar. Ideally it could absorb (dmg/max hp*20) MP, but anything related to the damage would be nice. I don't know what math can be done with ASM.

I'm using the documentation here http://ffhacktics.com/wiki/Face_Up_and_Absorb_Used_MP_usability and comparing to http://ffhacktics.com/wiki/Damage_Split_Usability since that uses damage.

I haven't been successful in understanding the debugger and hex yet but here is what I have right now in ASM mode.

<Patch name="Absorb Used MP -> Limit Bar">
    <Location file="BATTLE_BIN" offset="125F74" mode="ASM">
   lui r3,0x8019
   lw r3,0x2d90(r3)
   addiu r29,r29,0xffe0
   sw r31,0x0018(r29)
   sw r16,0x0010(r29)
   sw r17,0x0014(r29)
   lhu r17,0x0004(r3)
        nop
   nop
   </Location>
</Patch>


This does absorb some MP when hit by some abilities, but it's not an amount that makes sense to me. One ability absorbs 2 MP, another absorbs 255 MP... doesn't seem tied to damage or mp used so I don't know what I did wrong. Any pointers would be appreciated!

Thanks
12
Help! / Re: Necromancer Job
October 21, 2019, 08:45:25 pm
Nevermind, I figured it out. To inflict Undead, X = 27, Y = 16

The table I needed was here: http://ffhacktics.com/wiki/Battle_Stats

For X:
0x01A7/0x1b - Attack's Status Infliction 1
0x01a8/0x1c - Attack's Status Infliction 2

0x1b = 27 in decimal. 0x1c = 28 in decimal. And so on. Those are the the "status groups" Emmy was talking about. X = the value in decimal.


For Y:
Status Infliction 1 (0x1b/27):
0x80 -
0x40 - Crystal
0x20 - Dead
0x10 - Undead
0x08 - Charging
0x04 - Jump
0x02 - Defending
0x01 - Performing

Undead is 0x10 here, which is 16 in decimal. So Y = 16.
You could inflict multiple statuses using bitwise math, but I think that only works if they're in the same status group? Someone please correct me if I'm wrong. For example, in status group 2, you can cause Darkness, Confusion, and Silence by using 0x20 + 0x10 + 0x08 = 0x38 = 56 in decimal.

I don't think I can cause Undead and Charm at the same time, which is what I wanted to do, but this is good enough for me!


Thanks for the help, me.




13
Help! / Re: Necromancer Job
October 21, 2019, 08:00:27 pm
Hello!

I'm finally getting into modding this game, and I'm trying to do the same thing as the OP here. I'm trying to use Emmy's patch, but I'm having trouble understanding the usage.

I applied the patch. I can get the spell to animate twice, and the raise / cancel dead part works. I can't figure out how how to use X and Y to cause a second status though. Can anyone translate for me?

"X and Y correspond to the status inflicted on the 2nd hit of the move. X = 27 for status group 1, 28 for status group 2, etc. Y = the statuses on the byte you want to be able to inflict on hit 2."

What is status group 1 and status group 2? What does "the statuses on the byte" mean? Can I cause more than one status with this patch? I can't find documentation that makes this clear to me. Also, I can't use letters in the X and Y fields so that implies I don't need to enter hex... unless I need to bypass FFTPatcher.