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Topics - Vir

1
Hi, I'm trying to do approximately what Pride did here, but for PSP:

http://ffhacktics.com/smf/index.php?topic=8348

That is, make the final battle send Ramza back to the world map after (or instead of) the ending scenes. I think I can just check a box in ENTD/1B9 to let Alma join my party after Altima (not because I care to have her as a battle character, but hopefully I just rescued her!), but feel free to chime in if you know something about that. Once concern I'll have to see about is if a join screen would mess up the ending scenes there, necessitating I add Alma to the Delita/Ovelia finale (133 in ENTD I think) so she can join after that.

Please feel free to tell me about that.

So I have been trying to research Elric's advice:

QuoteYou would edit the last battle of the game in Attack.out GUI to be "Go to Worldmap" after that senario
You would also need to change the ADD/ZERO commands in that event to move you off of Murond as well as to remove the lines :D
It's all pretty painless


The first thing he says there looks plenty straightforward after minimal poking around. The second thing, about the ADD/ZERO commands, I've had more trouble with. I've got Elric's tutorial, the workbooks, the wiki, numerous topics, and the fine editing programs to hand here. I just haven't been able to connect the right dots.

In EasyVent, I have found the Ultima battle events as well as the funeral and Delita/Ovelia finale (012C in ATTACK.OUT). So ideally I might change 012C's After Event to "Go to World Map" and do an ADD/ZERO thing to move my world map position, if that's necessary once I've let the end events run? I have been able to decipher some of the event scripts, but not well to do this thing yet.

Thanks for your input. While I await replied, I'll be trying to figure out how to test experiments down this line without playing through the entire game.
2
Help! / PSP: weapon graphics in battle
June 18, 2015, 02:10:15 am
I've read the tutorial on converting weapons, done several searches, tested with the item palettes page. I see the very same question is pending an answer since 5/28 on the WotL board. So I decided to ask in here.

Can I change the in-battle weapon graphic?
3
I kept getting the same error messages we see all about the forums here:

"Object reference not set to an instance of an object" with TacText .457

And with .482, which I had been using these two weeks before trying to apply the patch, I'd get

"DTE for BOOT.BIN 5 failed."
"DTE for BOOT.BIN 7 failed."
"DTE for BOOT.BIN[some hex] failed."

I followed advice from various good posters:

used a new, unpatched ISO

resaved my .ffttext, closed, opened, tried again

deleted all kanji and other extraneous text I could find in every accessible file...

did all these same things in .457 which (for people who can't find it) I found here http://ffhacktics.com/smf/index.php?topic=7837.0

importing the original text from the clean ISO so I could watch that not patch either



The problem was unremitting through every variation of the above and probably some stuff I've forgotten these 18 hours: DTE error in .482, object reference error in .457. The only thing I did not try (in case anyone still working on the problem is interested in what all advice I can remember finding) is refilling all the cells I'd just cleared which worked for Barren here:

http://ffhacktics.com/smf/index.php?topic=6850.20


In my case none of this appeared to matter
http://ffhacktics.com/smf/index.php?topic=9601.0

I opened .457 (don't know if that mattered)

I imported the all text from a clean PSP ISO

I opened .482 and loaded my .ffttext

I copied all my changes from the .482 window into the corresponding .457 window cell by cell
Every two categories of cell I modified (ie, after copying over guns and knightswords) I patched the my FFTPatcher-modded ISO from the .457 window which was accessing it directly

At no time did I try again to let a .ffttext patch patch the iso

shima in the link above says that worked for him 9/10 times; I never had any error message saving it this way after several hours and probably ~15 saves

I didn't delete any kanji or extraneous text from this .457-imported ISO


So, in my case, it didn't matter if I saved to a clean ISO. It didn't matter that I added text without deleting any. The only thing that apparently mattered was that I didn't try to apply an .ffttext patch.

Two caveats:

I also tried running the programs as administrator. I don't know if I was still running as such when they eventually worked.

And lastly because it seems to me VERY IMPORTANT, if you use this method, remember NOT to close .457 before you're done testing or you may have to paste everything in again. (You might be able to load from your patched ISO, but why find out?) EDIT: I just tested this and it reverted to the same problem. Apparently you have to load a clean ISO in the first place, but it doesn't matter what you save to.
4
I tried to search this :)

If I make a custom class, can he do errands?

I don't know if existing special characters are hard-coded to be unable to do errands or if it checks whether you're a generic or what.

Edit: I'm using FFT Patcher (of course) for a PSP patch, if that matters.
5
Archives / Is 1.3 the only patch for WotL?
April 05, 2012, 11:29:33 pm
I would like to figure out what mods are available for WotL. I see I could go with 1.3, but I am trying to see what options I have all together.

I found a topic <http://ffhacktics.com/smf/index.php?topic=7744.0>; asking the same question, but I'm sorry to say I remain confused. I have seen people talk about "eboots" which I gather are like ISOs for PSP games(?). This suggests to me maybe I could get some of these attractive patches on my WotL. However, I have not been able to find out much about this, so perhaps I'm just confused.

Thanks for your input.