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Messages - Xifanie

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You can use those just fine. They wouldn't be listed if you couldn't.

PSX events are 0x2000 bytes long while the PSP events are 0x2800 bytes long. Unfortunately, the event compiler doesn't stop at those values, and may overwrite following events if you're not careful. You can, whoever, see how large an event is at compilation time. There is an option in the compiler's CONFIG.INI with a popup setting; just set it to 1.

Code: [Select]
If you need more space with an event, you need to create an event condition to load another slot when the end of your current even slot has been reached.

For example:
Code: [Select]
At the end of your first event slot

Code: [Select]
0001 007F 0001 | 0019 ????
or in reverse order for the spreadsheet:
Where ???? is the event slot

But that's unlikely you'll even need that considering you'd need to create a lengthy event with a lot of text in the first place to require that.

My FFT Hack Template spreadsheet can show you where free space is. Just be careful to try to not have your hack conflict with others. Both my spreadsheet and FFTOrgASM can detect conflicts, although the latter is a bit buggy at the moment in that regard.
Otherwise, you can have a general idea of what space is available here:

A PSX CD can hold up to 650mb of data, divided into sectors of 2048 bytes each. The PSX's RAM is limited to 2mb. You can't just expand a file or something to put in more code for your hacks. FFT already uses just about that entire 2mb nearly all the time.

There is no free space between jobs/skillset/ability/whatever tables, I have no idea what you're talking about. Just about everything in FFTPatcher except for the ENTD data is all compacted at the same location in the SCUS; there is no room. In fact, there is even a 4 byte overlap over the items table. The developers just got lucky it didn't create any bug.

Help! / Re: Assign abilities to Mime class ?
« on: August 30, 2017, 10:04:02 PM »
You can't. The mime job doesn't have assigned "learned" ability flags.
Just about the only thing you can do is use Choto's Mime Redesign hack which allows Mimes to temporarily learn abilities in battle (if another party member uses it, IIRC).

PSX FFT Hacking / Re: Question about ARH capabilities
« on: August 30, 2017, 05:59:03 AM »
Not with ARH1. The easiest way I think would be to create a hack that checks for the unit's team, return 0% hit if not the blue team, and 0% if the blue team but no item in inventory. With ARH2 that would be coded pretty quickly.

Spritesets aren't linked to jobs directly, correct? No they're not, but as far as what you're asking, they are
What I don't understand is the method that allows one spriteset to change jobs, and use that job's sprites.
My instinct is that its hardcoded to the 0x80 and 0x81 spritesets (generic male and female respectively), but I'm not certain on that. Only generic Males/Females will use gender and job specific spritesheets

Celia and Lede seem to have a pair of unused spritesets, which strikes me as a bit odd.
In theory I could use those spritesets, change the actual image to that of KnightF with a custom portrait, and change Alicia and Lavian's spriteset index, but not their job, to those spritesets, and that would give them unique portraits, right? Except that you can't decide to make Knight their special job. It has to replace the Squire job. Which means you would have 2 knights with them.
But it would also mean they're permanently locked into looking like a knight, yes? (I can attempt all of this of course, but I'm just checking that I'm thinking in the right direction) Yes

More direct version of that question: I don't have to give a unit a non-generic job to allow it to use a unique spriteset? Yes you do

You want to edit the Unit ID and Portrait ID fields with Raven's tool:

It's only one custom portrait per scenario. Also, you cannot have a unit with a special portrait retain their special portrait once they join your party.

You want to check WLDFACE.BIN in Shishi to know which ID to use. You have to take that decimal number, subtract 1, then convert to hex.

Help! / Re: Assistance for a new(b) hacker
« on: August 27, 2017, 08:48:33 PM »
why does it have such a long name? It's supposed to just be "FFT File List.txt", or in your case, because you're a weirdo who doesn't enable extensions being displayed in directories, "FFT File List"

Help! / Re: Assistance for a new(b) hacker
« on: August 27, 2017, 06:36:15 AM »
It's just supposed to be in the same folder as your the FFT Hack Template spreadsheet.

Help! / Re: Assistance for a new(b) hacker
« on: August 23, 2017, 10:31:23 PM »
If you're serious about ASM Hacking, you better get used to my FFT Hack Template spreadsheet and drop MassHex

Help! / Re: Assistance for a new(b) hacker
« on: August 23, 2017, 07:51:10 PM »
Since no one has really replied to this topic yet, I'll just say this: I have no fucking clue how to approach what you want to accomplish.

I've made a lot of pretty complicated hacks, and I believe in this case, it's mostly a different thought pattern that doesn't make it as easy for me to imagine it, but that's still a really fucking tough first attempt at an ASM hack.

Surely there must be an easier hack you wish to make.

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 »

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