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 on: Today at 06:10:12 PM 
Started by Elric - Last post by Squaresoft
Just doing my monthly stalking. I dream about this every night.
I have a question though:
Will the PSP Intro Movies be optional?. Since you are keeping the original translation, the original intro may help(some people?) to keep the Vanilla feeling.
Oh, the transition from the Intro Movie's dark colors once it ends--to the Tittle Screen's brown colors is "dramatic", except that it's going to be edited.

 on: Today at 01:00:07 PM 
Started by Celdia - Last post by chaosflarz
Thanks, i tried dlding the wentries spreadsheet, from : thread

1 question is that when i open the spreaadsheet it says to edit only the yellow highlighted TAB, which is per entry, but from what i know wildface and unit.bin values don't match for e.g a certain class can be 001 for unit.bin and 002 for wildface.bin.

2nd question is what does it mean to copy the XML tab into a .xml file? haven;t really use FFTORGASM before how do i actually convert the spreadsheet and patch it ?

EDIT** : hey thanks a bunch got it working already, didn't know patching with FForgasm could be tht easy.. btw is 08 and 09 the only untouched values to mod? is there other values which are safe to use?

 on: Today at 02:00:29 AM 
Started by Celdia - Last post by RavenCurow
You can use the UWentries spreadsheet to change which jobs corrispond to which entries in the unit and wldface bins then patch it with FFTorgASM

 on: April 18, 2018, 01:23:34 PM 
Started by Celdia - Last post by chaosflarz
Hi I have a question.

Tried doing this with the youtube guide but it doesnt seem to be working, i am pretty sure i editted with graphic gale correctly and save the correct files and CD mage it back into the ISO UNIT.BIN WILDFACE.BIN and WILDFACE4.bin

Attaching the screenshots of the result happening in my FFTEVGRP.

I am using a emulator on PC PSXE and i have tried to gameshark the values 3A ( CELIA unused class) to get into the new sprite class, upon turning on the ISO, the potrait and sprite still remains celia , while the shishi editor works changing my sprite when i enter into battle.

Any help and advice will be appreciated pls. Thanks!

EDIT*** I think i found the solution after googling and looking up other people tutorial, so apparently the SHISHI Editor 3A values is not the same and doesn't correspond with WILDFACE.BIN and UNIT.BIN 3A values, for e.g seeing how some1 editing a Summoner class on Sprite editor the value is 67 , and UNITBIN value is 20 and WILDFACE.BIN Value is 21, what i did was to edit all the 3A values since i thought they corresponded. If that's the case how do i tell which 3 sets of values/numbers would then work together?

 on: April 18, 2018, 08:34:09 AM 
Started by Heisho - Last post by Emmy
The way to make enemy monsters have equipment is to assign them a gender (male or female), and NOT monster.  They also must not be recruitable, or they'll function as human.  As it was said, I have tried to make monsters equip things legitimately, but the problem is with stupid checks all over the place in the code.  "branch if unit is a monster" followed by "branch if unit has no item equipped in x slot" (why would the first check be necessary if the 2nd check is made). 

 on: April 17, 2018, 01:40:09 PM 
Started by ffta707 - Last post by Blunderpusse
By the way, are you using Tile Molester or YYCHR (or wtv it's called) to make/edit the sprites? Going to test my spriting skills sooner or later.

 on: April 17, 2018, 01:36:37 PM 
Started by Blunderpusse - Last post by Blunderpusse
Thought the description in the a-ability editor was the actual description as well. Looking better now. Thanks. ;)

 on: April 17, 2018, 09:00:28 AM 
Started by Blunderpusse - Last post by trukxlig123
Using A-ability editor change description (above power) to "0". The actual ability description is in the job editor.

 on: April 17, 2018, 05:50:46 AM 
Started by Heisho - Last post by Heisho
Because special monsters are more "closer" to human characters having skillsets more like them. For example if you use a new skillset on regular monsters they will master all abilities by default, how ever if there is a learn by hit ability it won't display in the skillset screen (like Worker 8 or Byblos appears as "Master") when on special monsters does.

It's just a theory, even in WotL on some missions the Iron Giant has some items equipped, so I believe there is a way less complicated with special monsters than regular.

That and that picture I saw:

 on: April 17, 2018, 05:33:58 AM 
Started by ffta707 - Last post by franswaa
Not sure, for now I still need to get the working sprites. Worst comes to worse I'll just leave them as-is.

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