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Use of ePSXe before 2.0 is highly discouraged. Mednafen/RetroArch is recommended for playing/testing, pSX is recommended for debugging.

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Messages - Xifanie

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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...

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.

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)

  • Re-introduced the "Concatenate Cells" function.

  • Reimport SharedXifiSheets.bas

Hacking/Patching Tools / Re: FFT Hack Template Spreadsheet
« on: June 09, 2017, 11:17:55 PM »
Mentioned it in chat but I'll post it here. I seem to get a run time error whenever the last memlocation uses hex instead of an op code when I try to save it. I think this was the reason I originally got a few run time errors when I was first using the sheet.

I'm unable to reproduce this :/
I'll be adding it to the bug list though.

PSX FFT Hacking / Re: ASM Requests
« on: June 06, 2017, 08:27:13 PM »
Well, if you can't figure that out yourself, explaining this to you would be a LOT more trouble than just doing it ourselves... and you can see yourself how many requests in this topic have been fulfilled.


But I'm sure Emmy would be happy to help you with that.

Help! / Re: Fort Zeakden Visual Bug
« on: June 05, 2017, 02:40:13 AM »
Actually, the game reserves a certain amount of slots for each team.

Let's say you can have up to 4 units in your 1-2 squads, 4 slots will be reserved for your squad units, and the 5 remaining will be used for ENTD units. It will never use more. Even if you only pick Ramza for the fight, you will still be limited to 5 ENTD spritesheet slots.

Also, in pSX you can just press F12 to take screenshots. They are added to the screenshots folder inside your pSX folder.

As someone whose mother tongue is French, I agree.
Yeah, it is a bit easy for people who have English as their first language (actually that's not true, as many will fail hard at the only language they know), but mutual understanding is extremely important, and if no steps are taken towards that goal, well, try as you might, but it won't happen. Maybe in 50 years we'll have computers with a powerful AI capable of translation properly when given a context, but as it stands, yes, a great amount of effort is required.

It is, whoever, not beneficial enough for me to learn another language besides French and English.

One simple way to see if translation tools are any good (they're not) is to translate from your language to English and back to  your language... by that point it should be clear that it just won't work. It's sad, but that's how it is.

PSX FFT Hacking / Re: Chemist with throw skill?
« on: May 31, 2017, 12:51:48 AM »
No, Item and Throw abilities work very differently.

PSX FFT Hacking / Re: New job with monster skills?
« on: May 29, 2017, 09:01:30 PM »
You cannot give the mime learnable abilities. It's either auto-mastered or you use a different job.
Choto made a hack that makes mime learn abilities in battle, just for that battle. Something like that.

Help! / Re: Item graphic extra slot
« on: May 26, 2017, 06:43:05 AM »
A3 and A4 should be fine, but I can't remember about B2.

If you check, there are a lot of icon duplicates just using a different palette. If you are that hurt for icon space, I suggest condensing your existing items into alternate palettes of the same icons. It's really not hard to save quite a few icon slots that way.

And the graphic isn't used, it is just replaced by other stuff in game. Like the "Orbonne Monastery" graphic is replaced by something that is completely different in battle but essential. I just can't remember what lol.

Help! / Re: Item graphic extra slot
« on: May 25, 2017, 04:36:28 PM »
Not really; all the graphical space you see being used is actually used.

JotF uses the "Orbonne Monastery" space at the top, of the file, but it uses a hack to reload the file every time the game heads back on the World Map... basically the "Orbonne Monastery" space is used in battle. We used that graphical space only on the world map for the Synthesis Shop materials.

PSX FFT Hacking / Re: ASM Hack Proposals (for modders and ASMers)
« on: May 22, 2017, 02:01:40 AM »
JP Sets

This hack would allow you to grant completely custom JP values (min-max) for every job given a specified "Job unlocked" job and level specified in FFTPatcher in the ENTD tab.
At the very least it should grant custom job levels for each job.

For example:
Jobs Unlocked Archer Level 255 could set Squire to lvl 5, Knight to lvl 2, Archer to lvl 7, Thief to lvl 4, Lancer to lvl 2.
Jobs Unlocked Unknown Level 0 could unlock all jobs at lvl 8

If proceeding with job levels only, the edit would be a simple override of the job levels normally copy/pasted from the SCUS.
In the case of JP, I think the job levels might have to be calculated first based on the JP range, then at the time of generating the JP amounts (Job level's JP + rand[0, 99]), override those with the new numbers.

Tutorials and Learning / Re: Any newbie dictionary?
« on: May 16, 2017, 11:35:25 PM »
Well, first thing you can do is start playing with FFTPatcher. Do you even have a project in mind or are you looking to help someone else with their project?

Hacking/Patching Tools / Re: FFT Hack Template Spreadsheet
« on: May 13, 2017, 11:55:26 PM »
Newly reported bugs:
  • Excel 2010 might crap out an annoying, but not spreadsheet breaking, 32bit ShellExecute function error (possibly only on W10)

Bug Fixes:
  • Opcode -> Hex and Hex -> Opcode returned results that didn't take into account the current Memory Address in the previous column
  • MEMVariables were not properly saved to ISO (thanks to Pride for the bug report)

Esthetic Changes:
  • Changes all "FFT Image" instances to "PSX Image" as this spreadsheet it means to support any game; not just FFT
  • Clear All Hacks now also hides the Hex Backup column

  • Added =LEAddress(), short for Little-Endian Address. Converts a Memory Address to a Little-Endian 4 bytes hex word. (Ex: =LEAddress("0x80164920") returns 20491680)
  • =LowerAddress() gained an optional second parameter where if true, it will convert the result to a negative number if applicable. (Ex: =LowerAddress("0x8014AB9C0", TRUE) returns -0x4640)
  • Removed the "Concatenate Cells" function because Pride showed me that =_xlfn.CONCAT() did the job way better. Apparently this was a mistake as Excel 2007/2010 do not support this function. I'll be reverting this in the next version.

  • Reimport SharedXifiSheets.bas
  • Import Game.bas
  • Reimport configuration.frm (this is extremely optional, all it does is change some strings, feel free to skip)

Event Editing / Event Branching Tutorial
« on: May 10, 2017, 07:06:01 PM »
Today we'll tackle branches and jumps, but we will not really use those names as while they correctly describe what the instructions do, we'll look at each individual instruction one by one.

All of these instructions have one single parameter, which is a ForwardTarget ID or a BackTarget ID.
Jumping Forward
Jumps to ForwardTarget if Variable 0x0000 is equal to 0. Otherwise simply keeps advancing.
Must be placed before ForwardTarget!
Jumps to ForwardTarget.
Must be placed before ForwardTarget!
Target Destination of JumpForwardIfNot/JumpForward.
Must be placed after JumpForwardIfNot/JumpForward!
Jumping Backward
Jumps back to BackTarget.
Must be placed after BackTarget!
Target Destination of JumpBack.
Must be placed before JumpBack!

Forward Targets and Back Targets are essentially the same thing, but they are limited to their current subset of event instructions. Thus ForwardTarget 0x00 and BackTarget 0x00 use different memory allocations and are separate. Only a Forward Instruction can use a Forward Target, and only a Back Instruction can use a Back Target
  • A ForwardTarget may only be placed after a Forward Instruction, and can be reused. This means that you may use ForwardTarget 0x00 as often as you want with simple instructions.
  • A BackTarget may only be placed before a Back Instruction and cannot be reused.

EQ() Equal
Variable 0x0000 = If ( Variable 0x0000 == Variable 0x0001 )
NEQ() Not Equal
Variable 0x0000 = If ( Variable 0x0000 != Variable 0x0001 )
LT() Less Than
Variable 0x0000 = If ( Variable 0x0000 < Variable 0x0001 )
GT() Greater Than
Variable 0x0000 = If ( Variable 0x0000 > Variable 0x0001 )
LTE() Less Than or Equal
Variable 0x0000 = If ( Variable 0x0000 <= Variable 0x0001 )
GTE() Greater Than or Equal
Variable 0x0000 = If ( Variable 0x0000 >= Variable 0x0001 )

Note that in each of these examples, I used Target 0xFF to make it easier to remember where the end of the conditions section is.
Player has at least 1 gold. (Aeris Flower Event)

Dialogue Selection (3 options)

Page Selection (8 options)

Loop a Yes/No option dialogue 5 times

PSX FFT Hacking / Re: Timutil replacement?
« on: May 06, 2017, 10:51:21 PM »

PSX FFT Hacking / Re: Pride's ASM Thread
« on: May 05, 2017, 04:30:10 PM »
This reaction rewrite spreadsheet is cool stuff.

Question: What does "Normal Attack (Hamedo)" do?

I planned to make the make the 999 HP/MP cap hack at some point, but I kinda forgot about it... so it's cool I don't have to. :p

Btw, you really want to avoid using the "F" column in the Code sheet for anything, because that column is reserved for the raw hex when you import a xml; it's there in case that the spreadsheet wrongly assumes that the data is an opcode instruction... that way, you can just manually copy/paste the hex data back. Otherwise, converting 4 bytes that are not actually an instruction to one can result into data loss. There is a function called "Clear Hex Backup" which clears that column and hides it.

Journey of the Five Ch.1 / Re: Chapter 2 Progress Log
« on: April 29, 2017, 12:23:50 AM »
You will get the ability "Scavenge" as long as you have a knife equipped, which allows you to poach dead monster bodies into Materials. Materials being items that can only be used to synth stuff. We are still in the process of deciding what monster will turn into what though... We have SO many materials and SO many crafting options in the synth shop, so it's a lengthy process.

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