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Messages - Timbo

21
PSX FFT Hacking / Re: ASM Requests
April 26, 2020, 05:24:29 pm
Quote from: Nyzer on April 26, 2020, 05:01:31 pmI know there's a hack to make broken equipment reappear at the Fur Shop, but I don't know how feasible it might be to make that work for the regular inventory.

Thanks Nyzer, I am aware of this hack. I've messed with it in the past. It's buggy. Iirc, pretty much everything that gets broken appears in the Fur Shop, enemy and ally gear alike and it might even make duplicates.

Again, this isn't really a problem that I'm looking to get solved. I'm just putting ideas out there.
22
PSX FFT Hacking / Re: ASM Requests
April 26, 2020, 12:39:57 pm
This is more of a suggestion than a request. I was just thinking about how equipment breaking sucks and often results in a full reset. What if, instead of breaking, gear just became unequipped instead? To give this more value Equip Change would have to be modified to a single item and to take a full turn if it doesn't all ready.

If I could do this hack I would've but it's more than just swapping a few bytes around. I definitely don't need this hack for anything but as a quality of life hack I think it's more than a good enough idea to put out there for others who may be interested in toying with idea.
23
Quote from: Xifanie on March 10, 2020, 01:11:43 pm@Timbo
Yes, it's been tested because we wanted to use it for TLW, but it's broken as hell, worse than that original one IIRC.

Sorry for getting anyone's hopes up. 😬
24
A while back a new user kind of showed up or of the blue and fiddled with a bunch of people's hacks. He claimed to have fixed this one in particular. I don't know if he or anyone else ever tested it or even looked it over.

This could be a solid lead or a wild goose chase. If you want to test it you'd pretty much have to pay though every event in the game and use units 16 - 20 in every battle.

You can find it here under PRE.xml

https://github.com/xjamxx/FFTPatcher/tree/master/FFTorgASM/XmlPatches
25
PSX FFT Hacking / Re: The Blue Mage
February 20, 2020, 12:27:26 pm
Quote from: old school on February 20, 2020, 10:08:27 am@Timbo I specifically call out the rebalancing. I do actually need to restructure the original post, though, so I'm open to recommendations on format. Not to point the finger, but did you miss it? Should I move it up in the post?

Looks like it.
26
PSX FFT Hacking / Re: The Blue Mage
February 15, 2020, 11:40:04 pm
Quote from: Elric on February 15, 2020, 06:17:30 pm
I mean, i dont remember it being too incredibly difficult to setup the Blue Mage in Jot5... most people seemed to really enjoy it

We didnt use any of Emmys ASMs, but we also had Pride, Xifanie, Choto, Glain and Pokeytax work on different parts of Jot5, so maybe something was made for this to accomodate that. Or maybe it was just the way Raven balanced it.


You know me, I have a flair for the dramatic. 😬 The average user however probably doesn't want to rebalance the MA is most of the monsters and their abilities to make them functional for a single job. Adding a Blue Mage works better as part of an overall patch. Jot5 is a perfect example of the kind of thing I'm talking about.

Also, ASM hacks are absolutely not necessary either for any of it.
27
PSX FFT Hacking / Re: The Blue Mage
January 28, 2020, 09:24:16 am
http://ffhacktics.com/smf/index.php?topic=11211.0

Some of Emmy's ASM might be of use here. The real problem behind introducing Blue Magic is that monster skills and monster stats aren't balanced for human's stat scaling. I'd you want to do a proper blue mage you'll want to rebalance monsters. There's an ASM that gives monsters the attack skill. Irc, it will also make it so Monsters use MP for their skills. If you do this, you'll need to shift their growth and you'll probably want to repurpose their basic physical attacks into something else because they'll become redundant.

I'm just warning that trying this is opening a whole can of worms.
28
That's neat. Too bad about the sound quality though. Pretty sure that can't be fixed.
29
As far as I can tell, this hack doesn't seem to do anything. I tried adjusting the sprite set and the name and I've toggled every combination of save formation, join formation, and join after event.

It is entirely possible that I am just stupid though. *Shrugs* Regardless of the outcome, thank you for taking the time to dig this up for me.
30
This is terrific! I'll be sure to check it out as soon as I am able. Thank you.
31
Quote from: Xifanie on December 18, 2019, 12:11:10 pmNah, I originally wrote a hack for that for KoI, and not only was it poorly programmed, I never got to the point where I made a hack that could remove generic guests (to get rid of Ramza's companions at the end of ch1).


This is exactly what I need for the hack I'm working on. You said it's poorly programmed but is it functional and would you mind sharing it with me?

My idea is to combine your "Guests in Randoms", "Ramza can join as a Guest", and this "unreleased guest hack" with another hack that removes the death timer from everything but Undead and rebalance the cost of Raise, Arise, and Revive. From there it's a simple matter of deleting the "Guest" text that appears in portraits. Having the units be unremovable would actually be a big benefit to me because I need them to stick around. Not having to worry about generics is also a great excuse to use you "Soldier's Office hack" to expand that to monsters as well.

The thing I'm tinkering around with right now is http://ffhacktics.com/wiki/Save_Unit_to_Party and http://ffhacktics.com/wiki/Find_Free_Party_Index. It seems pretty straightforward to move the guest unit slots from 16 - 20 up to 1 - 4. That said, I feel like there's a whole bunch of hardcoding in other routines and my ASM has thus far been limited to 65c816.
32
Quote from: Xifanie on August 03, 2015, 11:59:49 pm
~ Guests in Randoms & Unit Restrictions ~


Description
[indent=2]This allows you to bring guests into random battles. There is an option to make them uncontrollable in said random battles. This hack also allows guests to be selectable on the squad for any story battle as well, so you have to restrict them if they are already loaded from formation to avoid dupes (which of course the spreadsheet covers. This hack is (hopefully) bug-free in vanilla, as I already configured all guest restrictions. The restrictions don't only apply to guests; you can prevent any special character in your party to join the squad! (And you can force them inside the battle with Load Formation)[/indent


This feels like a dumb question but can we use this hack to add generic units as guests? If so, will they function normally and be able to go on propositions?
33
Literally, planning the same thing for my hack. Movement reduction for armor and speed reduction for weapons, although my numbers are far more conservative. Be careful with this though because it makes Monks even more OP for no investment. You might want to consider adding claws as monk weapons and getting rid of martial arts.

I know there's a hack that has claws. If you can figure out which one, you might be able to borrow assets from it. As far negative stats goes you'll need to implement an ASM made by Pride. Check the link below for the ASM.

http://ffhacktics.com/smf/index.php?topic=11708.0
34
Though I haven't tried it on the PSX, basic ASM isn't that hard on the SNES. Based on my very limited experience it doesn't seem like it would be too difficult to figure out. I'll be completely honest though, I'm not familiar with PSX assembly yet and I haven't even looked at FFT under the hood.

If I wasn't neck deep in my Secret of Mana hack I would probably try to run a trace and figure it out.
35
I didn't even realize this was a problem. I'm curious about this as well.
36
PSX FFT Hacking / Re: One Extra Job Hack (OEJ)
April 26, 2019, 12:17:41 am
Quote from: Elric on April 25, 2019, 07:25:14 pm
RAD has a bunch of bugs and also has load delay. Its not recommended for use generally.

I've been gone awhile, I thought Aqueous cleaned it up. Either way, this is more of a curiosity than anything I'm considering using.
37
PSX FFT Hacking / Re: One Extra Job Hack (OEJ)
April 25, 2019, 02:43:48 pm
This is pretty cool. Did you include Spillover JP and is it compatible with RAD?
38
Spriting / Re: We need MOAR Monsters
February 24, 2019, 04:50:17 am
Nice looking Garuda Conman.
39
Completed Mods / Re: Auto-SCC Patch
January 13, 2019, 12:10:31 pm
Quote from: Heisho on January 13, 2019, 03:39:08 am
Hello there!

Forgive the question, but are you going to release the level cap hack separately? That also would be cool.

Regards.



I was wondering about this as well.
40
I absolutely should thanks Nyzer.