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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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Event Editing / Re: ATTACKOUT questions
« on: January 25, 2017, 07:55:43 PM »
Resurrecting people is not as hard as you'd think, Vanilla does it all the time.
However, this only revives them with 1HP. The only way to overcome this is to replace them with a new unit like you mentioned (which is a hardcoded function btw, so even after ASM hacking it, it only allows you to do this for 2 units), or doing some tricky stuff that even I am not sure I could succeed using my Event Instruction Upgrade hack.

Everyone has to be at specific locations when teleporting someone in or making them walk, because otherwise there is a chance that you'll have a unit teleport on top of another one (it's not pretty and extremely buggy), or the unit can't reach it's destination.

By the way, units in events all have 3 jump, infinite move, and no special walking abilities. Therefore, no, fly wouldn't help.

Hacking/Patching Tools / Re: Special Snowflakes v1.01
« on: January 24, 2017, 08:32:47 PM »
Maybe you'd care to try and see if you can reproduce the bug on a clean ISO?

Hacking/Patching Tools / Re: FFT Hack Template Spreadsheet
« on: January 24, 2017, 08:31:58 PM »
Posted a new version; should be fixed now.

To update manually, you only have to reimport the SharedXifiSheets module.

Event Editing / Re: ATTACKOUT questions
« on: January 24, 2017, 07:54:33 PM »
I'm also looking to have units appear mid battle once I have more confidence in my understanding of all of this.

I don't think you realize the severe limitations involved...
  • You cannot add units unless everyone is back to their specific locations;
  • *UNLESS you teleport the new unit onto an invincible corpse, statue or otherwise previously unwalkable tile
  • You cannot guarantee that a unit will walk freely on the map unless it is the only unit on the map (i.e. all the others have teleported out)
  • You cannot guarantee that a unit will walk freely on the map unless the map was designed to allow a 3 jump unit to walk anywhere

But making them appear with the other troops, in sync with the events, rather than just being there.

HERESY! Top quantitty vanilla rebalance mods has teh bestest standards and they has not been has evented in...

Hacking/Patching Tools / Re: Special Snowflakes v1.00
« on: January 23, 2017, 11:28:19 PM »
First I tried the xml, restarted the game, and it worked perfectly... the unit I set to "1" was petrified.
Then I saved to FFT Image + Savestate, and same result.

This is obviously not the settings you used for your test above; did you really test this hack/spreadsheet you gave me just now? If so, the only thing I could think of that is different is that we are testing different battles, but I don't see how that would affect my hack so strangely.

Hacking/Patching Tools / Re: Special Snowflakes v1.00
« on: January 23, 2017, 11:06:54 PM »
Could you share your spreadsheet for me to investigate?

Hacking/Patching Tools / Re: Special Snowflakes v1.00
« on: January 23, 2017, 09:32:51 PM »
It's funny that Jumza got it to work, because I can't at all right now... I'm getting all my stats and sprites corrupted for Snowflake 00. :/

The initial petrify did work for me, but it's possible that whatever is causing that bug for me is causing that bug for you? ¯\(°_o)/¯ Actually... probably not.

Either way, going to investigate.

EDIT: On Line 124 on the Code sheet, replace bgez with bgtz (you just have to unhide the sheet).

Alternatively, just download the new version and copy/paste into it.

Hacking/Patching Tools / Re: Special Snowflakes v1.00
« on: January 23, 2017, 07:21:59 PM »
No, the picture is just to help you choose which Unknown ENTD field you want to use. By default it is set to 169, and as you can see in FFTPatcher, that is the bottom-left field in the Unknown box. In THAT field, you want to type the ID of the Snowflake as you can see in the Snowflake spreadsheet, right next to the Description column.

Note: I'm allowing you to choose because it's possible 169 is actually used for something; I haven't really bothered testing that honestly... but I think it's unlikely.

Hacking/Patching Tools / Re: Special Snowflakes v1.00
« on: January 23, 2017, 10:55:42 AM »
And what are you asking about exactly?
Have you made yourself familiar with my hack template spreadsheet?
- If not, and you tried to, that would really be a question for my other topic and this one as I have MANY hacks using this template spreadsheet.
- If so, are you just asking how you need to fill the Data for an ID, type that ID in an ENTD and Save to XML/Savestate/Image?

Hacking/Patching Tools / Special Snowflakes v1.01
« on: January 23, 2017, 03:27:28 AM »
   Special Snowflakes   

Make any ENTD Unit have special properties, and set those properties to as many units as you want!

This spreadsheet uses my hack template spreadsheet, which you may have to make yourself familiar with before you can use it

List of Properties:
  • Red, Green and Blue colouration
  • Transparency ON/OFF/Default (Sunken State Transparency's visual effect)
  • Stretch (Display size of the sprite; ex: create huge chocobos and tiny goblins!)
  • HP, MP, SP, PA, MA and C-Ev. % (From 0% to 25500%, supports decimals)
  • +/- Move & Jump (-128 to +127)
  • Innate, Starting Statuses and Status Immunity
  • Innate Reaction/Support/Movement Abilities
  • Enable Absorb/Cancel/Half/Weak/Strengthen Elemental Properties
  • Disable Absorb/Cancel/Half/Weak Elemental Properties (ex: make a goblin lose its weakness to ice)

You can randomize between different sets of Snowflakes allowing you to generate a unit that, for example, will be either Swift (+10% speed, initial Haste), Brutal (+20% HP, +15% PA, -10% MA), Wise (+10% MP, +15% MA, -10% PA) or Polyvalent (+5% Speed, +5%PA, +5%MA).

All properties are applied BEFORE items and abilities, and thus, -127 Move on a unit with 7 Move (3 from its job, 1 from Germinas Boots, 3 from Move+3)  will drop that unit's Movement to 4; i.e. it only affects the job's stats.

Final Fantasy Tactics / Re: Please help with FFT android Save or edit
« on: January 22, 2017, 07:43:45 PM »
Is your phone rooted? If not, you're screwed... because there's no way to retrieve or save back the save data.
And by rooting your phone, it wipes the phone. So, yeah.

Help! / Re: Edit random Encounters
« on: January 19, 2017, 03:50:50 PM »
I'll just be posting this here as I spent a very long time writing that post and the topic creator couldn't be fucked to log back in, much less reply/thank me... hopefully this will be useful to at least one person who can appreciate the work I put into it:

Extending on that, if you to

"Rare" Encounters is a misnomer.
Each set of encounters is unlocked at a specific point in the game, usually more or less the same, based on Shop Progression. Let's take Fort Zeakden -> Fovoham Plains for example.
Looking at the image in the spoiler: before Ch2, the only encounter you can trigger is ENTD 011. After you do, you can trigger:
- 011 (25%)
- 012 (12.5%)
- 082 (12.5%)
- 013 (25%)
- 014 (25%)

Note that each enabled random battle has an equal chance of being triggered. For example, Igros Castle -> Mandalia Plains before Ch4 has 66.67% to trigger battle 09D (33.33% + 33.33%) and 33.33% chance to trigger battle 09E. Basically, the lowest chance a specific battle can be triggered is 12.5%.

People usually think that there is only one "rare" encounter per location, and that is, frankly, a load of crap.

The 04/0C/10/19 numbers you see are the shop progression, but in this case the max value, so basically, it means before the next shop progression, or in other words:
- 03 is Before you kill Miluda
- 04 is Before Ch2
- 0C is Before Ch4
- 0E is Before you kill Elmdor
- 10 is End-game
- 19 is End-game
...and so on.

New Project Ideas / Re: What if.. Ramza was... A chick!
« on: January 17, 2017, 03:06:09 AM »
Well, JotF has chicken Durbs, and also has a custom made portrait for it.

PSX FFT Hacking / Re: Valk's Effect Edits
« on: January 17, 2017, 01:20:34 AM »
Well, as I care about not being an ass, I will actually comment on the effects themselves.

I think it's a bad thing that you put music over the effects, because having an effect match the sound effect is very important; and I can't say the visual effect would match the sound for most of them. Given that, I think the notion of showing elemental properties to a punch without a matching sound feels... wrong.

However, my favourite one for Repeating Fist is the flaming one.

Chakram Aura and Thunder Fist look like they would belong as wave fist and they look really good too!

Help! / Re: Waterbreathing: Dummied Content (Solved)
« on: January 15, 2017, 10:26:56 PM »
What the hell is waterbreathing anyway? I mean, it's not like your characters can drown...
And what's that about 3h water? I never read about such a thing in the game.

I know about 3 water related abilities:
  • Walk on Water: Walk like a ninja on water
  • Move in Water: Max depth a unit will sink is 1h (see chocobos), and I don't know if there is a movement reduction for 1h deep water, but if so it cancels that too.
  • Move Underwater: Cancels the movement restriction (half Move) when swimming in 2h deep waters. Does not allow acting; just makes movement easier. I think this is a monster innate only ability?

I know 2 of the 3 names were accidentally reversed (like the Glacier and Blaze Gun names)

Well, I'll be darned, even the PSX version says up to 3h deep. Which makes you wonder if water movement in general is bugged... you can totally just stop in 2h deep water, and from that description, it might not have been intended. Either way, I don't care enough to hack in 3h deep waters to try.

Help! / Re: [Sprite] Oh how the mighty have fallen.
« on: January 13, 2017, 02:08:57 AM »
Yeah, see, it kinda helps to use portrait colours for portraits and sprite colours for sprites... don't mix them like you did. Portraits and sprites have access to 16 colours at a time each, not the full 256 colours palette.

Help! / Re: [Sprite] Oh how the mighty have fallen.
« on: January 12, 2017, 10:55:09 PM »

Pretty sure shishi can edit EVTCHRs now.

Site Submission / Re: Sprites
« on: January 09, 2017, 09:40:00 PM »
Except you didn't upload it as png... you renamed a bmp as png. It's easy to tell because your file is exactly as big as a bmp. You're supposed to "Save As..." and select the png format. The whole point is to save on disk space; so many people show off the progress of their sprites as bmp, which just eats up disk space and makes the website backup bigger. I have limited data per month, so I just try to have a reasonable filesize for backups, thus I ask people to be reasonable and use png instead.

And thank you Rfh. I don't know when I'll get around to it because first they need to go through quality control. I think Lijj used to do that, but he hasn't exactly been around much in the past few years.

Hacking/Patching Tools / Re: FFT Patcher .478 Source Code
« on: January 09, 2017, 06:15:21 PM »
They probably wouldn't press the button; just wishful thinking.

The xml files are fine AFAIK. I just don't know where DefaultHacks.xml came from; it wasn't there in .489.

Site Submission / Re: Sprites
« on: January 09, 2017, 06:13:46 PM »
It's not technically dead... people have just stopped spriting and the few that do never submit their sprites... like people just assume I'll browse their topics for them and add their sprite; idfk.

And yeah, unfortunately for their creators, people don't want to use low quality, incomplete sprites. That's why quality control was implemented. If you post your sprite in this topic knowing it is incomplete, I assume you'll never complete it.

If anything, this topic is a good place for people to submit their sprites and get proper credit for them. But like I said, hardly anyone bothers doing so.

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