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March 29, 2024, 03:48:38 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 - Reikan

1
I'm curious to see the outcome of this. Not because i'm interested in using the sprite, but I like to see how people are evolving in their learning. I'm learning myself and I can get a few things from topics like this.

Keep it up :)
2
Quote from: Valkirst on November 19, 2018, 10:27:57 pm
Hey Reikan I like what you're doing with your sprite. I just wanted to show you some examples of long hair for the portrait you're working on.  I think this Sephiroth portrait, in particular, might serve your purposes.


Sorry for late reply and thanks for adding to the topic.

I feel like my biggest issue with my sprite is that I felt the portrait was looking too different from the other generic sprites. Now I realise that is because the base palette was changed, so no more blonde characters mean something different in the job wheel. Taking in the account the examples you gave, I feel like the palette went wrong too - Even though those are colors in the same pattern of FFT, they aren't harmonic to the point they add in a portrait way. It's just shades of the same colour and I'll have to find a way around it.

About the structure - I'd like to leave the 2 hair locks (is this how it's called? english is my 2nd language) because they're shown in the battle sprite aswell, weaving and separating from the rest of the hair. I guess the structure is in the right way, but I can't find a way to make them harmonic.

I only saw your post today (been busy lately - surprisingly), so i'll be touching the portrait to update here as soon as I have free time.
3
Quote from: xjamxx on November 07, 2018, 11:10:22 am
I would really help that you post the code you are working on whenever you ask something...


I edited my post with the code I used (with my changes already done)

Quote from: xjamxx on November 07, 2018, 11:10:22 am
I think it may be hard to understand but i am trying to teach you how to do things by yourself in this process...


It's not that hard to understand and I really like your approach. I don't like bothering people and I hope to contribute with my own ASM ideas somewhere in the future, so your tips are welcome.

I've faced another problem: Having 2 skillsets automatically linking to other ones (Time Magic + Throw / Sing-Dance + Item) can give the player a giant combination of actions in-battle. You can only have 5 actions (Attack, Action 2 /3 /4 /5) without having display issues, so I'll scrap this idea and go with Pride's initial code (Support skill "X" links to Skillset "Y").

I just need to find a "safe place" to have a Support skill linking to Throw, and another one to Item. I'll look into your tips and see what I can do.
4
Hello. I don't want to bump an old topic, but there is nowhere else I can ask about this.

I'm trying to slightly edit and use Emmy's formula to link some skillsets to each other. What I did was basically swap numbers following Pride's logic line, but it only seems to work when I apply 1 ASM at a time. My issue is:

- I want both Sing and Dance skillsets to link with Item (I'm planning to dump both classes and mirror them into one, ending gender-based classes and also having a proper skillset with Item. Kinda like Alchemist is on FFTA)
- I want Time Magic to link with Throw (I want the Ninja to have a skillset, still keeping Throw)


So, whenever Sing was linked to Item, both Dance and Time Magic stopped linking with their secondary skillsets. It worked the other way around for everything I mentioned on this comment.

Any lights on what might be causing this issue? I'm new to ASM and I know almost nothing about it.

@Edit:

I'm basically mimicking codes so I'm quite sure they are having conflicts and one is overwriting the other.

This is an example of what I did to make the game link Time Magic to Throw. I don't know anything about ASM and I used logic to change numbers here. It works, but if I try to do again with the others it overwrites the previous ASM.
<Patch name="Time Magic grants access to Throw">
    <Description>Grants access to Throw (0x14) if unit has skillset 0x0C.  Original code by Pride.</Description>
    <Location file="BATTLE_BIN" offset="e9994">
      0C000934
      0300A910
      14000234
      0300E914
      00000000
      000002A2
      01001026
      FF000234
      000002A2
      0800E003
      00000000
    </Location>
    <Location file="BATTLE_BIN" offset="e99c0">
      E8FFBD27
      1000BFAF
      0C004392
      13004592
      0C000934
      03006910
      00000000
      0500A914
      00000000
      21302002
      7E69060C
      14000534
      0C004392
      1000BF8F
      1800BD27
      0800E003
      00000000
    </Location>
    <Location file="BATTLE_BIN" offset="11a4f0">
      6542050C
      00000000
    </Location>
    <Location file="BATTLE_BIN" offset="13347c">
      7042050C
      00000000
    </Location>
  </Patch>
5
PSX FFT Hacking / Re: ASM Requests
November 01, 2018, 12:21:08 am
Hello.

I want a formula to build a Faith-based melee spellcaster (Kinda like Beowulf except with some damaging skills instead of pure CC). My suggestion is to take slot 18 and make a formula like:

DMG_F(PA*(WP+Y))  Hit_F(PA+X)%

(This way, both the DMG and chance of hit would be dependant on Faith, a thing that no PA/WP formulas have as far as I know)


I know nothing about ASM but I have free time to learn, if anyone wants to give me some light.

Thanks in advance.  :mrgreen:
6
Hey Xif. Thanks for the input.

Honestly that hair isn't really hard to edit. I have plenty of free time and I like doing some pixel work. I'll be working to change the hair palette, it will also be easier to deal with the Palette #2 (Which is, currently, exactly the same as #1, and I gotta change that). As I said, it ended like that because it was a simple work of frankeinspriting, I had some ideas on how to go on but you guys are far better than me and some tips would greatly develop my learning process.

My attention was entirely on the sprite looking fluid/usable in the game, so I paid attention on every frame to check if things had consistency. I'll edit the topic when I update the sprite.
7
The hair on portrait was almost entirely me adding hair to the Oracle portrait. I used Graphics Gale and it was quite a tedious job.

I'll touch it later. Thanks for the input, much appreciated.
8
Hello. It's my first post and first topic here  ;)

I've been lurking around for around a month and learning stuff for a project I have in mind. Since I don't like bothering regulars, I decided to follow some guides and try my luck with Spriting.

My first sprite will be used to replace the Oracle generic sprite (I'm planning to turn the class into a personal Warlock). I took Elmdor's sprite, changed palette to fit Oracle 2nd palette (Blue), then removed anything that wasn't head-related. Then, I swapped the Oracle original head for the new one.

I know that posting this won't add much to the forums because it was a simple work, but I wanted to share my happiness for being able to "create" (even though it was just frankeinspriting...) a new, funcional sprite. If you are reading this and you're new to spriting: Asking around for a sprite usually doesn't give you good results, so it would be a nice idea to spend some time learning. It pays off :)

I'm sorry if the post broke any rules and/or annoyed you guys. Also, any thoughts/tips are welcome and needed.

PS: English is not my main language so i'm doing my best here not to type wrong stuff, please don't mind any typos.

PSĀ²: I don't think anyone is going to use this because it isn't really great, but feel free to use it. I'd like if you gave me credits, though.

Edit: Worked on the smurf aspect. Now the hair is separated from the clothes and we can further edit it with more details.