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Messages - Xifanie

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I don't know if DTE compression is applied to any and all sections if there is not enough space, but if it isn't, it's possible it could be because of a non-DTE section that you have added too much text to.

No one really knows why, but you cannot patch an ISO if you loaded the text from a non-ISO through Tactext. It's possible that you copied whatever corrupts those .ffttext files into your own. I don't know. You really should just try to pinpoint the issue like I told you in your other topic if you don't want to start over.

Well, the original .ffttext file that you created to use with my editor, was it from vanilla or from a modified ISO from some mod?

Are you loading your modified text from your ISO or from a .ffttext file?

I'd just like to point out that both:
- That your mod is the "The Proper Way to play FFT"
- Your modifications follows the "spirit of vanilla"

Are both extremely arrogant claims that can only be applied to the raw, unmodified game. Your mod is a mod, it's not the original game; don't kid yourself. You'll never reach the audience that the original game had.

PSX FFT Hacking / Re: Question about ARH capabilities
« on: August 16, 2017, 11:00:34 AM »
No, 2 isn't available yet indeed, because nearly everyone here are jackasses who don't bother reporting bugs, so now people have to wait until JotF ch1 re-release to get access to my 6 latest hacks so they will actually be tested by 1-2 people who actually do test and report shit. :p
I don't enjoy releasing hacks that are buggy to the public, so that really leaves me with no alternative.

But that doesn't really matter unless you're willing to learn ASM anyway.

PSX FFT Hacking / Re: Question about ARH capabilities
« on: August 16, 2017, 05:05:25 AM »
Which version? 1 or 2?
Because that would be easily doable with ARH2 with a bit of ASM knowledge and experience, but ARH1 wasn't made to handle such nitpicky requests. That's why I made ARH2, which is ASM only. Because people just kept asking for their own specific requests that don't apply to anyone else.

Help! / Re: Is there a way to export and import TRAP properly?
« on: August 15, 2017, 04:45:29 AM »
Golem is EFFECT\E069.BIN
You can replace it with cdmage or cdprog.

I fixed the wiki pages concerning this version issue, hopefully I'll remember to update these pages from now on.

Help! / Re: FFT WRLD FACE.bin, Portrait help!!!
« on: August 13, 2017, 04:13:37 PM »

...what part of the site?

Help! / Re: FFTacText error when loading a file
« on: August 10, 2017, 02:05:55 AM »
...I think you misunderstood my post. I gave you a way to figure out the problem by elimination.

Help! / Re: FFTacText error when loading a file
« on: August 10, 2017, 12:33:46 AM »
Settings Page. It's been there from the very first version.

Help! / Re: Symbols in FFtactext
« on: August 10, 2017, 12:32:00 AM »
He was talking about my FFTText Editor.

Help! / Re: FFTacText error when loading a file
« on: August 09, 2017, 09:54:39 PM »
FFTPatcher.TextEditor.InvalidStringException should be caused by well, an invalid string. I'm guessing you already used the invalid string detection feature in my spreadsheet, so I'm going to suggest eliminating files to save to the .ffttext file, half by half. So if the first half of the files patch fine, you know the problem is in the second half. Keep going like that until you identify the culprit file. After that, well, it's mostly a matter of trying to figure out which string in that file is causing the problem... personally I'd just wipe one section by one or something. Of course after making a backup.

PSX FFT Hacking / Re: ASM Requests
« on: August 08, 2017, 04:07:16 AM »
Why not just 0% hit if not monster? That sounds like it would be a simple formula hack to make... in your case it sounds like you want more of a flag though. That would be way harder to implement.

Help! / Re: Symbols in FFtactext
« on: August 07, 2017, 12:07:19 AM »
Um, that you should really be using my FFTText Editor? Because it will take you 50x less time to edit your text for your mod.
It requires Microsoft Excel, but for the amount of time it saves you, it is really worthwhile to... acquire it in some way or another if you don't already have it.

And do avoid double-posting within 24 hours.

Help! / Re: Symbols in FFtactext
« on: August 06, 2017, 11:13:17 PM »
A space is 4 pixels wide, and {SP} is 2 pixels wide. It is used as a shorter space in vanilla especially to "align" text in the brave story section.

The Lounge / Re: Can we skip the politics with 1.3 already?
« on: August 06, 2017, 05:51:30 AM »
Completely agreed.

And that is the very definition of poor design.

The Lounge / Re: Can we skip the politics with 1.3 already?
« on: July 30, 2017, 03:07:23 AM »
Actually the admins here are friends with most of the staff at ID, so your so-called "divide" between our communities is non-existant. It looks like the problem is just you.

1.3 is not hosted here, it's not our project and Voldemort refuses to give credit where it is due. For the record, philsov worked on 1.1 and 1.2 literally 2 weeks before Voldemort asked to take over and philsov was like: "hmm, I have a fanboy. Sure!". So I'm pretty damn sure what remains of 1.2 in 1.3 is 1 or 2 bytes (if any), as even the original idea has been lost to time.
1.3 is an absolutely terrible base mod. The new sprites are disgusting, the battles promote a single setup to beat each battle (especially in ch4), and even on emuparadise, the original version is rated 3.2/5 versus 4.8/5 for the "content" version. And the content is crap, because just about the only new content there is is some new ugly-ass sprites.

So, why do we need to be able to talk about 1.3 again?

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