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March 19, 2024, 07:42:25 am

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Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


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Messages - Korangar7776

1
Completed Mods / Re: Patch testing for WotL!
February 29, 2012, 07:08:39 pm
Yeah, this last version 5 worked for me and it wont crash even on sleep mode now.
Thank you very much for this :D
2
Completed Mods / Re: Patch testing for WotL!
February 28, 2012, 04:12:31 am
Hello and thanks for the patch.
I tested both and they worked, though some crash still happens.
I used the livepatch 4, but the crash happened when I went into sleep mode(using home-->exit didnt crash though)
Using 6.60 LME-1.6 btw
3

I know you can add these items directly to your save with a save editor, but I am curious if its there a way to get them by just patching the ISO?
I been trying with FFTpatcher, but it only allows the original version items.
The rest of the items(Tynar Rouges or Multiplayer stuff) dont have the "shop availability" tab in them x;
So, is there other way to patch it, or am I forced to save edit them?
4
Help! / Re: New to Sprite Creation
July 26, 2011, 11:48:35 am
Hello.
I had the same problem before, about not being able to to see the content of of fftpack.bin
I read these steps in some other post, but I am not sure if they will work for the PSX version(they should though).
What I did was to extract the whole fftpack.bin file first from the ISO.
I had to use UMDgen to extract it because I didnt know how to use CDmage, but it should be possible with CDmage.
Also, make sure you make a new folder(name doesnt matter), as you will need it later.

After you got the fftpack.bin file, you want to see its content, and to do so you will need to use FFTpatcher for that.
In case you dont know, FFTpatcher is used to patch the ISO itself changing general values like growth multipliers from classes of what items will a shop sell and such.
But aside of that, it got a nice utility(which is what you need right now) to uncompress the fftpack.bin file.

Okay, so when you get your FFTpatcher, open it up and you will see a lot of tabs.
The first row of tabs should be something like:  [File] [PSX]  [PSP]  [About...]
Click on PSP--->Utilities--->extract fftpack.bin
After you click on extract, it will make you locate the fftpack.bin file, and just after that, it will ask you where do you want to save it.
Save it in the newly made folder I told you to make before.
After the extract is finished, you should have around 13 files in your newly made folder.
The files you wanted(UNIT.bin and WLDFACE.bin) are located in Event folder.

Now if you followed the tutorial posted before, you should know how to change the formation sprites/portraits with FFTEVGRP.
Remember that you are using an extracted version of the fftpack.bin file, so after you are done editing to your heart's content save all changes, and is time to compress it in the ISO again.
Open FFTpatcher again, and go PSP--->utilities---->rebuild fftpack.bin
You want to rebuild the whole New Folder you made at the begining, since thats is where you just edited the WLDFACE and UNIT files, so click on that folder and then yes.
After that, it will ask you where do you want to save it and to give it a name.
I dont know if the name matters, but I always name it fftpack just to be safe.
After the rebuild is done, you should have your edited fftpack.bin, so is time to put it into the ISO.
Open your ISO with any program that you use(again, I had to use UMDgen cause I dont know any other) and locate the fftpack.bin file, then replace it with the one you just build.
After that, save it as a new ISO.
This new ISO is now carrying the edited fftpack.bin so when you play with it and go into formation screen, all the changes you made with your sprites and portraits should show up. 
Sorry if the steps sound long, but I asure they arent too bad and you will get used to it.
I know I did after having to edit things I didnt liked over and over xD
5
Help! / Re: Requesting Help with portraits.
July 11, 2011, 09:16:18 am
Yeah the portrait ends up as that because the spritesheet for shishi ask me to do an 8 bits(256 colours I think) bmp.
Is there a way.
Using a 4 bits spritesheet makes me get an error ;x
6
Help! / Re: Requesting Help with portraits.
July 11, 2011, 01:09:03 am
Now I found another problem.
I managed to make the portrait show in the battle formation and roster, but not in actual battles.
I used Shishi for that part, but when I import my edited bmp, the portrait is all black.
This gets fixed if I uncheck the "always use corresponding palete" but everytime I close Shishi, the option gets checked again.
Not only that, but if I let that option on, all the original sprites will look messy.
Any advice would be appreciated s;
7
Help! / Re: Requesting Help with portraits.
July 10, 2011, 09:56:59 pm
Well I feel dumb.
Turns out you can draw/paint within GraphicGale too, so all I have to do is redraw my portrait again in there xD
8
Help! / Requesting Help with portraits.
July 10, 2011, 08:05:05 pm
Hello all.
Just yesterday I decided to start editing sprites and stuff, so I am still a newbie here.
So far, I only managed to swap already existing sprites and portraits in both battle and roster, which was my main goal.
But now I decided I want to make my own portrait(no sprites yet) and I am clueless.

With the little I understood, I tried to simply edit an already existing saved wldface file I extracted from the ISO, and I was happy with it.
I used Sai Paint to edit my extracted wldface file which was 4 bits(or something, I am not sure what this means), but then when I opened it on GraphicGale its a 24 bits(needles too say, FFTEVGRP would not let me import said file :()
I also tried making a new image from GraphicGale  with 32 x48 x 4 bits things, but when I copy and paste my edited image, the colours are all messy.

If anyone could give me an advice on how to create my own portrait, I would be very grateful.