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Messages - Nyzer

721
Honestly, I don't like the idea of disguising the various numbers as something else. FFT fans will know what most of the numbers are subbing in for pretty well as is, but might not remember all of the rest at a glance.
722
Whoa, I am NOT a good source for identifying what is and is not possible with ASM. That was a suggestion that seemed simpler than what they originally came up with, but that's all.
723
PSX FFT Hacking / Re: Novice ASM hack: Useful monsters
January 07, 2020, 11:58:40 pm
Interesting. Last I'd heard, Emmy was really struggling with making equipment work on monsters.

And expanding the job wheel in any way is a nightmarish, bug-laden slog.
724
PSX FFT Hacking / Re: Any ASM tutors available?
January 02, 2020, 12:19:34 am
Quotefrankly I'm insulted that you don't think i'm even worth enough your time to say "no"


What would that accomplish, man?

It's not surprising that basically no one with this skill is interested in kicking off a discussion about why they aren't interested.

But if you really want to know why, I can give you a bit of insight. AFAIK, ASM is the single hardest skill to learn for modding FFT, and you're specifically looking to do something considered so challenging and (perhaps more importantly) so time-consuming that not even the top modders of FFH have been willing to dive into so thoroughly.

And as many people can testify, they've had a lot of poor luck even managing to help tutor people to competently edit events. And while there can certainly be a lot of complexity to that, the basic stuff isn't hard at all. Having a newly added character talk and move briefly during the event they join the party in is something that can be done in 20 minutes by someone who knows how - you'd spend more time downloading the tools and reading the tutorial. So how many mods have done this?

Watching people give up when they realize something is harder than Patcher work has been a common waste of time here.

If you want, you can try to keep acting entitled to the right to get help with something people don't actually want to help work on, or even fully understand in the first place, but it's not gonna get you the results you're after.

Or you can do like Glain said, and ask specific questions. "Please help me do this one thing" comes across as less of a time sink than "please help me do all the things related to that entire process".
725
Help! / Re: Mixing different ability sets.
December 28, 2019, 11:51:41 pm
It won't work. I don't know specifically what will happen in each instance, but I know that giving dragoons extra skills in addition to Jump requires an ASM hack to give them a bonus action skillset for those skills.
726
Yeah, there's almost not even any documentation for the PSP version.
727
Help! / Re: HISTORY TRANSLATION PROGRAM
December 18, 2019, 11:27:19 pm
Event editing. Check out RavenofRazgriz's EVSP 2.0 for that.
728
War of the Lions Hacking / Re: ENTD issues
December 14, 2019, 02:11:38 pm
I never had a problem with a personal patch for making characters join.

But you need to be way more specific about what you're doing. Like, is this other character an enemy? Because that's something I've never tried. Just copy exactly what you see another permanent joining character in another event doing.
729
The Lion War / Re: The Lion War - FAQs
December 14, 2019, 02:09:25 pm
I'm pretty sure the new Dark Knight skills just point at the regular Weapon Damage formula, but don't quote me on that. AFAIK there shouldn't be a problem with changing their formula, as their weapon requirements ought to be dependent on their ability slots rather than their formula.

I'm sure that another hack to change any further weapon requirements would cause a conflicting error, as, given Ashley Riot's moveset, I expect the ARH hack from Jot5 is involved. It would be best to make any further adjustments in that, and I'm sure there's a spreadsheet for that. I just haven't tinkered myself.

Elric would definitely know more about these points than I would though :P
730
Custom made as in completely handmade, dude. There's no tool that does it for you. You have to open up an image editing program and draw that shit pixel by pixel, more or less.

The estimated cost of paying someone experienced to sprite a new FFT monster is upwards of a thousand bucks, last I checked. It's not something done easily or quickly.
731
Sprites have different size/color/animation frame requirements when they're not from the same games. Hell, they often do even when they are. So no.
732
Yeah, that's a known issue in the PSX version too. In TLW, that was fixed by moving those special animations to the Math Skill slots instead. I guess Square came up with a different sort of fix for WotL.

I'm pretty sure there are other skills that do have duplicate animations in the base game, such as the Monk and Goblin both having a Spin Fist sorta deal, or the way Reis has her own copies of the various Breath attacks IIRC - you could potentially move those around to take advantage of this hardcoded duplicate animation setup, if you wanted to add some extra animations.
733
Ashley uses an ASM hack for the various weapon requirements on his skills. So that's not something you can do on the PSP, unless you make up a new ASM hack for it yourself.
734
Help! / Re: Battle Event Editing
November 22, 2019, 02:22:13 pm
Check out the event commands at http://ffhacktics.com/wiki/Event_Instructions - it shows which ones are upgrades and which aren't.
735
Help! / Re: Battle Event Editing
November 22, 2019, 01:04:54 pm
1) SET is only available with the upgrade, but other commands such as ZERO and ADD are just available normally.
736
The Lion War / Re: The Lion War 1.03 - DOWNLOAD HERE!
November 20, 2019, 09:52:59 am
Aside from the Ashley Riot battle, yes.
737
Help! / Re: Palette Editing/Indexes
November 14, 2019, 11:04:18 pm
I honestly couldn't tell you basically anything about editing anything to do with the weapon graphic image file.

That said, I did miss the mention that you could see the palettes themselves but not the way they looked in GG - I didn't even consider that idea because I considered it fairly obvious, but I suppose you wouldn't have thought of poking around in GG since poking around in Shishi just made matters more confusing, not less, with its inability to display palettes 9-16 properly. Sort of not seeing the forest for the trees, which I did, too, by focusing on your mentions of trouble with Shishi itself.

Plus, doing this in GG would also require you to click a checkbox as you go or else it would be wildly inaccurate.

The image is only using the first palette - the first 16 colors. FFT imposes the next 16 colors, slot for slot, over the image when its palette is set to the next one. If you want to see what another palette looks like in practice, you need to import it overtop of the first palette. GG has an arrow near the colors, click it and you'll see options to Save/Load Palette or Color or whichever. Choose to Load the palette from the same file, turn OFF the checkbox option to Match Colors With Palette, drag over the 16 colors you want, and click them into place.
738
Help! / Re: Palette Editing/Indexes
November 12, 2019, 03:17:48 pm
I'm saying I don't know if Square did anything with those palettes in the first place.
739
Help! / Re: Palette Editing/Indexes
November 12, 2019, 10:59:40 am
I don't know if those are even used in game. Normal sprites save those palettes for portraits only, after all.
740
You can't just get enemy exclusive jobs, not without bugs at least. Formation sprites, for whatever reason, don't draw directly from the regular spritesheet, and the number of potential Formation sprites is much smaller than the number of jobs. Most of those enemy exclusive jobs/characters would show up as Ramza sprites in the Formation screen.

You also can't just expand the job wheel beyond what's already there, so you wouldn't be able to let Ramza change into all these different jobs either. Every character gets their one special base job and all the generic jobs.

The Patcher & Tactext can be used to edit characters' special jobs, changing them into the jobs you like. So you could, for example, turn Rapha and Malak into Arc Knights and give them Zalbaag's skills instead. This would, by far, be the easiest thing to accomplish.

You can get a ton of gil relatively easily at the start of the game via event editing. ADD(x002C,xFFFF) would add 65535 to Variable 2C, which is your War Funds. I don't think the PSP version can add more than four hex digits at a time, so FFFF/65535 is the max gil you can add at once, but you can then use MULT to multiply your current total gil. Probably wouldn't be a good idea to go over the max amount of gil (whatever that is) since I assume there's the risk of it overflowing to negative numbers.

There's no easy way to just mod 9999 JP. That's more the domain of Gamesharking/save editing, and there's no event command for awarding JP so it can't be done that way either. That said, you can give a unit 9999 JP in a single job when the game first spawns them, using the Patcher: set Job level 8 to require 9999 JP (which would affect every single job in the game), and set the character's first appearance to have level 8 in a job. You can only do this with a single job, though, as the game is only set to let you specify one job's progression, and it will of course affect anything that depends on that character having Job Level 8, such as the Dark Knight, so it would be best to nerf such job requirements.

There ought to be a way to mod units to count as having 20 kills, or, even better, to get rid of the 20 kill requirement. However, I'm pretty sure that would require hex editing/ASM hacking the proper variables/checks, and to the best of my knowledge no one has ever tried to trace where and how the 20 kills are stored and called upon. You're most likely completely out of luck here; the best you could do would be to make a skill that the AI can't use that inflicts Crystal, since this would probably count as a full kill without having to do the three-turn wait.