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Messages - Xifanie

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41
Nope.

You should really look into a modchipped PSX or PSX emulators if you want to play the game modded... GS Codes can't permanently alter your saves for anything in the modding department.

42
Event Editing / Re: First attempt at event editing.
« on: April 07, 2017, 11:06:10 PM »
replace this:
Code: [Select]
{63}(rC9)
Camera(+00560,-00048,+00560,+00302,+03584,+00000,+04096,+00001)
Camera(+00560,-00048,+00560,+00302,+03584,+00000,+04096,+00128)
{4D}(r78)
Camera(+00560,-00048,+00560,+00302,+03584,+00000,+04096,+00128)

with this:
Code: [Select]
Camera(+00560,-00048,+00560,+00302,+03584,+00000,+04096,+00001)
Reveal(060)
Listen to meeeeeeeeeeee.

also, x defines a hexadecimal number. And stuff like "//Message x15" is just a comment, it's just to help you. The compiler ignores comments... thus you can't jump from message ID x0009 to 0x0010, because you're missing x000A, x000B, x000C, x000D, x000E, x000F in between.

43
Event Editing / Re: First attempt at event editing.
« on: April 07, 2017, 12:39:03 AM »
...Actually, I was asking where you got that old CONFIG.INI.

And Raven says that in ~a week he will have added squads to his program, so keep your fingers crossed. 8D

44
The Lounge / Re: so if you want to chat with me
« on: April 07, 2017, 12:29:15 AM »
Omg, I just got burned by Guru. D:

Go eat a shipwreck of dicks.

45
Event Editing / Re: First attempt at event editing.
« on: April 06, 2017, 10:38:42 PM »
They're not called "missions", you FFTA bastard. ¬_¬

Also, I understand that Elric's tutorial is outdated, but I am growing tired of repeating myself so many times on this (not your fault, though):

replace this:
Code: [Select]
{63}(rC9)
Camera(+00560,-00048,+00560,+00302,+03584,+00000,+04096,+00001)
Camera(+00560,-00048,+00560,+00302,+03584,+00000,+04096,+00128)
{4D}(r78)
Camera(+00560,-00048,+00560,+00302,+03584,+00000,+04096,+00128)

with this:
Code: [Select]
Camera(+00560,-00048,+00560,+00302,+03584,+00000,+04096,+00001)
Reveal(060)

If you can't compile it, it's because you didn't upgrade to the latest config.ini like you were told to. Seriously, what did you download to get that old-ass version? I've updated my files years ago. Please tell me, because we should NOT have to be telling people to upgrade.

To add squads, you need to use my ATTACK.OUT editor or Raven's (hopefully now it allows to alter squads; I haven't checked it out yet though) and give the corresponding slot a squad or two. To make the event trigger from the world map, you need to use the world conditionals spreadsheet... but I'm pretty sure all of this is covered in the tutorial, so I suggest you just keep reading.

46
Event Editing / Re: First attempt at event editing.
« on: April 06, 2017, 02:50:25 AM »
Do not use Unit 02 for Nightstar. Those single digit unit numbers are reserved for party members, and trying to use them will often screw your event up. You want to use the 80s & 90s, typically, with 80s being for enemies.
Actually, you should never use a Unit ID different from the unit's Main ID. Otherwise, I'm pretty sure it checks for the Main ID before it does the Unit ID, and you WILL get a conflict someday, so just get used to assigning a Unit ID that is identical to that unit's Main ID. For EVERYTHING ELSE (generic human/monsters, EVTCHR only units), 0x80-0xFF are always safe to use. It's just that vanilla uses 0x80 and goes up from there.

It might be slightly difficult to set up a Petrified unit, though. She'd need to take two job slots on her own - one with permanent Petrify and one without. Teta/Tietra, for example, is automatically and permanently dead IIRC.
Bitch please. http://ffhacktics.com/smf/index.php?topic=11619.0
Well, won't work for WotL.

47
The Lounge / Re: so if you want to chat with me
« on: April 06, 2017, 02:12:46 AM »
...Do you really think anyone would add you? There is not a single person that added me on Skype from FFH unless they got to know me well through IRC... that is why I removed my Skype information from my profile a year ago. And yes, it'd been there for 9 years.

With an IRC channel, well, everyone's there. Asking to trade the convenience of being able to speak to a lot FFHers all at once for a one-on-one conversation with a guy that hasn't been on FFH for 2 years and has a very small post count (thus less people will know you and what you post)? Don't kid yourself. :/

48
The Lounge / Re: so if you want to chat with me
« on: April 05, 2017, 05:00:58 AM »
Maybe try a different IRC client?

49
The Lounge / Re: so if you want to chat with me
« on: April 04, 2017, 10:42:24 PM »
How does IRC "hate" you?

50
Help! / Re: how to make andchange sprites
« on: April 03, 2017, 07:24:25 PM »
This is an article I think you should read: http://slash7.com/2006/12/22/vampires/

51
Help! / Re: Altering existing dialogue.
« on: April 02, 2017, 05:41:09 PM »
It still requires event editing; the text data is part of the event.

52
Help! / Re: Please help new to this
« on: April 01, 2017, 04:54:17 PM »
http://ffhacktics.com/smf/index.php?topic=2588.0

http://ffhacktics.com/wiki/Event_Instruction_58

They're custom sprites. Either remove them all, redraw them all, or just leave them as is. Most people choose the last option.

53
Tutorials and Learning / Re: Data Structures in SCUS_942.21
« on: April 01, 2017, 02:20:05 AM »
Not everything is in order, unfortunately, but overall it tends to be. You have to be careful because some checkboxes were reversed. It was easier for the creator of FFTPatcher (melonhead) to come up with a flag name after reversing the value... so, true is false and false is true. A horrible practice you'll have to watch out for. I can't remember offhand which is which, and I don't know if Glain fixed those, but I wouldn't think so.

54
Help! / Re: Making jobs
« on: April 01, 2017, 01:54:13 AM »
You can only have 9 spritesheets loaded in a map at a time, otherwise that graphical glitch occurs. The unit will still work perfectly fine though.

And you need to use Shishi and edit UNIT.BIN and WLDFACE.BIN to import the proper sprite and portrait for that character.

55
Tutorials and Learning / Re: Data Structures in SCUS_942.21
« on: April 01, 2017, 12:57:14 AM »
I don't exactly have any good news. I'm the one who created those spreadsheets, and they are extremely outdated, as they were last updated 10 years ago... you don't want them.

I am the one who created the World Stats and Battle Stats

I can only suggest to edit things in FFTPatcher and see the resulting Gameshark Code... remove the 3/8 header, and you have yourself a memory address for the SCUS (subtract 0xF800 if you want the file offset). However, that will not work for the ENTD tab, as ENTDs slots are loaded dynamically and thus not part of the SCUS.

You could still make some changes, save/export, and see which bytes changed in a hex editor... no, it's not practical, but I have no other solution to offer than to just look at the source code of FFTPatcher.


Either way, I can probably help you out, because I know about all the data structures in the SCUS covered by FFTPatcher (except the propositions).
I also know that the last 4 bytes of the item table overlap with the beginning of another table (Inflict Statuses IIRC?).

Also, you might be thinking of a simple data structure, but that would require more coding. For example, FFTPatcher should really auto-calculate Inflict Statuses and Item Stats, fuse the duplicates together, and automatically assign an ID that the user should not even be able to see... i.e. those tabs should not even exist and they should be part of the Abilities and Items tabs. Of course, those tables have a limited number of rows, but if this was all automatically calculated, it would not be that easy to reach the max. I had to make a spreadsheet to compensate for that missing feature.

You might want to drop in chat to discuss with more ease.

56
Help! / Re: Making jobs
« on: March 31, 2017, 07:36:06 PM »
You're going to have to be a little more specific than that...

57
Hacking/Patching Tools / Re: FFTText Editor (last update 2016/01/06)
« on: March 30, 2017, 07:46:26 PM »
Are you trying to use it for WotL? Because I've been told I've gone at it all wrong since FFTactext uses completely different Section Names for WotL vs PSX, meaning my spreadsheet is just not going to work for WotL.

58
Help! / Re: I broke Auto-Potion - oops...
« on: March 29, 2017, 02:40:29 PM »
Just try backtracking to figure out what caused it.

Normally, it's something people forget to tell us and that we can't guess.
But I've also never seen anyone attempt the sort of thing you're doing right now.

59
Help! / Re: I broke Auto-Potion - oops...
« on: March 29, 2017, 01:39:06 PM »
Not really... you don't need to have the abilities learned, but Auto-Potion DOES use those abilities when firing based on which potions you have available.

If you have Potions (0xF0), it will use the Potion ability (0x170),
else if you have Hi-Potions (0xF1), it will use the Hi-Potion ability (0x171),
else if you have X-Potions (0xF2), it will use the X-Potion ability (0x172).

I am, however, not aware if removing the abilities from the skillset could cause this but I don't see how or why it would even do that.

60
New Project Ideas / Re: FFT custom AI scripting concept
« on: March 27, 2017, 05:50:52 AM »
(For complete automation, there needs to be a hack to make "Crystal" automatically pick "Heal HP/MP", but I'm also ignoring that for now.)
...I made that, for Arena, too.

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