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March 28, 2024, 11:39:18 am

News:

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 - Cerabow

1
Completed Mods / Re: [PSX] FFT Cerabow's Mod
May 31, 2021, 01:18:00 pm
This update has been a longtime coming, but isn't a particularly flashy update, other than adding in Glain's unit bench hack.

New update available - 0.13.2668
(use link in OP)

Key highlights:
  • Memcard ID updated - Saves from previous versions ARE NOT COMPATIBLE. This will hopefully be the only time I need to do this
  • Minor bugfixes
  • Minor balance adjustments
  • Added Glain's unit bench hack
  • Added Glain's "Save between battles after formation screen" hack
  • Mednafen support!

For a full list of changes, check the website in the OP.
2
Completed Mods / Re: [PSX] FFT Cerabow's Mod
December 22, 2020, 04:04:52 pm
New update available - 0.12.2643
(use link in OP)

Malak got a slight rework, Beowulf gained some utility, elemental weakness is not as potent, and end-chapter slow text image duration is faster to match the sped up text.
Also many various bugfixes, balance adjustments, and tweaks.

Full list of changes on the mod website in OP.
3
PSX FFT Hacking / Re: cant save/load
December 16, 2020, 11:06:06 pm
Definitely sounds like an emulator issue. Specifically, I think you are missing a playstation bios for the emulator. This is typically required for proper memory card usage and not having one in the proper location for the emulator will cause various memory card issues.
4
Completed Mods / Re: [PSX] FFT Cerabow's Mod
December 15, 2020, 10:33:12 pm
Quote from: Forgera on December 14, 2020, 01:22:40 amRandom question. Do yo include new jobs??

The game is mostly vanilla. However many jobs are changed and rebalanced. There are two jobs which have been completely replaced: Mediator and Calculator.
5
Completed Mods / Re: [PSX] FFT Cerabow's Mod
November 15, 2020, 12:07:30 pm
Negative. The Dark Knight is not available to generics like in WotL (PSP) or TLW (PSX).
6
Completed Mods / Re: [PSX] FFT Cerabow's Mod
August 28, 2020, 06:52:13 pm
New update available - 0.11.2600
(use link in OP)

Biggest highlight is adding in Xifanie's Soldier Office Upgrade hack, making the Soldier Office useful!
Also various bugfixes, balance adjustments, and tweaks.
7
Completed Mods / Re: [PSX] FFT Cerabow's Mod
May 02, 2020, 05:18:18 pm
Quote from: Aiolon on May 01, 2020, 12:46:07 pmThis has caught my eye. I have tried making this work and i have failed every time. there are NO defensive values in this game. Zodiac compatibility plays a very important role as a mechanic. So much that a large part of the game balance is affected by it.
I am really interested to see how you worked it out.

Believe it or not, I found Zodiac compatibility to cause excess randomization of damage (and other things) on numerous occasions, allowing for unusually high damage output if min-maxed. Removing it gets rid of the artificial "randomizing" of buffs/damage/healing and allows you a stronger foundation in building a decent team and promotes changing up strategies rather than being locked into a particular setup because of your zodiac signs.

Also, Protect/Shell/Regen and Defense Up / Magic Defend Up are defensive components that should not be ignored.
8
Completed Mods / Re: [PSX] FFT Cerabow's Mod
April 30, 2020, 05:48:03 pm
Quote from: Bonesy on April 29, 2020, 12:10:45 amI am interested but it not working in Mednafen is kind of a pain for me right now. Anyone able to poke around and figure out why?

So I don't know definitively what causes it to not work with Mednafen. It's likely one of the ASM hacks I use, but I don't know for certain. I haven't had much time or a huge desire to delve into what might be causing it yet. But since there's so many emulation options out there, I wasn't worrying too much about it yet.
9
Mod Reviews / [PSX] FFT Cerabow's Mod
April 28, 2020, 09:51:19 pm
Cerabow's Mod
  • Minor Character/Content Additions
  • Rebalance/Overhaul
  • Quality of Life Tweaks
  • Slightly Harder Difficulty
  • Easter Eggs

A rebalance patch for the PS1 FFT which buffs underpowered skills, nerfs overpowered skills, and aims to create a more balanced, interesting, and slightly more challenging experience. Thousands of changes have been made across the entire game.


10
Completed Mods / [PSX] FFT Cerabow's Mod
April 28, 2020, 09:40:07 pm
The Link
Website: http://fft.cerabow.net
Download link is available at the above site and will change with new versions.

The Info
A rebalance patch for the PS1 FFT which buffs underpowered skills, nerfs overpowered skills, and aims to create a more balanced, interesting, and slightly more challenging experience. The mod takes inspiration from several other projects and weaves in a number of different core balancing concepts.

FFT Cerabow's Mod includes a rebalancing of the entire game, including buffing underpowered skills, nerfing overpowered skills, and many other changes. The mod is not designed to be a difficulty hack, but instead fixes numerous issues with the original and opens the door to a variety of new strategies. Overall, units have more HP, deal less damage, and it's uncommon for 1-hit kills to occur. The enemy AI has access to far more skills than they did in vanilla, so just because you petrified half their team doesn't mean they won't remove it and then hit you back with it. Various strategies which were overshadowed by broken skills in vanilla are now very viable in the game now. Bosses which previously had laughably low HP now challenge your ability to setup a party for an enduring fight. Healing and MP restoration are nearly a requirement now in some form, and status effects can easily swing the tide in anyone's favor. Grinding for skills is not nearly as necessary, as the JP cost of skills have been drastically reduced, with many basic skills only costing 20 JP, and the strongest abilities in the game costing a maximum of 500 JP. The in-game help text has also been updated drastically to provide the player with as much information as possible, including hinting at whether an ability is physical or magical, or if it uses Faith at all.

In general, there are WAY too many tiny changes across the entire game to specifically mention. Some big highlights are:
  • Reduced JP costs
  • +1 movement to all
  • Increased HP and MP values
  • Lowered damage values
  • Reduced the chance for one-hit KOs (still possible but very uncommon)
  • Removed Zodiac Compatibility
  • Standardized unit stat growth
  • War Trophies, Move-find Items, and Poaching items don't suck
  • Multiple Quality of Life hacks added courtesy of the amazing people on this site

Several "challenge" runs have been completed with the mod, including 4/5 magic class focus (only one unit using "physical" job classes), 100% physical classes only (and item), Squire and Chemist only plus Agrias, and more. Challenges like Archer Solo Single Class Challenge (SSCC) are likely impossible with the mod or are at the very least not fun.

This mod has been in development on and off since 2009. Between July 2018 and December 2019 it underwent extensive closed-beta testing. Closed beta testers had their names added to the FFT random name pool. They might show up in battles and try to kill you! It is currently in open-beta as of January 2020.

The Contributors (Whether they know it or not)
I did not make this mod by myself, but I compiled it alone. Below is a list of everyone who made something I used from the FFHacktics website and I want to do my best to give credit where it is due.

I want to specifically call out Xifanie, Elric, and Celdia for their help with some of my questions!

Thanks to Zozma for making the Beatrix sprite. (according to the FFhacktics website)
Thanks to Kuraudo Sutoraifu for making the Cloud Advent Children sprite. (according to the FFhacktics website)
Thanks to Wiz for digging out the WotL DK sprites and making the video I followed for adding unit palettes.

------------------------------------------

Thanks to everyone who made and/or documented ASM hacks including:
Xifanie
  Soldier Office Upgrade hack
  Smart Encounters
  Incremental Jump Range
  move-find is player only
  Cross Skip (super speed text)
  Set title screen default to Continue
  Remove permanent brave alteration
  Remove permanent faith alteration
  Elemental Fix (v3) OIL fix / float takes increased wind dmg
  Remove forced slowdown for Math Skill
Pokeytax
  CT Save documentation
Razele
  Death Sentence - Ignore Cancel:Dead
  AI attacks transparent
  JP scroll glitch fix
  Special Characters can do propositions
  Soldier office can rename any units
  Secret Hunt ability isn't needed to enter Fur Shop
  Require sword - require weapons --- allow katana for sword skills
  Undead units ignore Phoenix Down
Glain
  Random Unit Gear based on story progression
  Random Unit Gear more selective
  Fix Reraise Graphic Width
  Disable paging on JP confirm menu
  Switch unit roster numbers in Formation (L1/R1)
  Equipment duplication glitch fixes
  Instant abilities flash red with insufficient MP
  Crits always deal bonus damage (even if just a tiny bit)
  Inherent RSM Limitation Hack (makes it so you can't equip supports which are innate i.e. chemist throw item)
  Save between battles after formation screen
  Unit bench hack
Pride
  Weapon Range and others Disable Movement
Choto
  No Zodiac Compatibility
nates1984
  Weapon XA Rewrite (weapon formula rewrites)
Emmy
  Documentation for Auto-Protect/Auto-Shell/Auto-Haste
FFTMaster
  Abandon multiplier change
dw6561
  Abandon multiplier change

------------------------------------------

Thanks to everyone who made the easy-to-use tools to help mod FFT!
Xifanie
melonhead
Glain
Ganon
RavenOfRazgriz
Starbee
Paradox
TWoeMS
Mr 273
victoraldecoa

Thanks to all my testers for helping me polish the hack and fix issues!

Thanks to anyone else I may have missed!
11
News / Re: Welcome to Our New Server!
March 06, 2020, 08:49:15 am
Thanks @Xifanie for all your hard work keeping the lights on!

 :welcome:
12
Tiny detail is tiny. That absolutely corrected the problem both with the file size not matching exactly.

And I just loaded the Worker8 scene without issues!

Thanks a bunch both Xif and Elric! Sharing your breadth of knowledge is always SUPER appreciated!
Could someone update Xif's original post here: http://ffhacktics.com/smf/index.php?topic=7457.0 with a note at the bottom, specifically mentioning to update the 01 bit and that it is not mentioned in the video?

Problem Solved
When manually expanding the vanilla ISO to match file sizes, the very last HEX bit should be changed to 01, not 00 (like all the rest of the padded values).
13
1. Yes, I extracted both copies from the same rar. I typically only use the one base image. I would expect things to break horribly when generating the PPF if I used different ISOs. But I should be able to APPLY the PPF to any vanilla ISO correct? I've tested this and this is generally true.

2. Sure. The sizes (not size on disk) are:
Vanilla 00 padded ISO: 552 701 184
Vanilla Shishi expanded: 552 701 184

oh. well that's interesting...
Patched ISO: 552 701 179

So I tried another quick experiment and applied one of my older patches to a vanilla ISO using a totally separate set of ISOs, the ones which I have been using this whole time before I found this issue, and it showed the same anomaly:
Vanilla 00 padded ISO: 552 701 184
Shishi expanded mod ISO: 552 701 184
Patched ISO: 552 701 179

What could cause the patched ISO to be 5 bytes smaller? (I'm hoping I'm just being dumb about something and it's an easy fix.)

Should I maybe try using the PPF Full Distibution zip on the Tools page? It looks like it has PPF-o-matic, but also some other tools that might work?
14
I'm using PPF-Studio 1.01b and ppf-o-matic3, both Windows versions and to my knowledge the latest versions (at least on the site they are).

And good to know about the errors.
15
So I've been banging my head on this for a little while and tried multiple things from multiple directions and still can't seem to make headway, so I must be doing something wrong or its a known issue.

Context
I've been working on a mod for a while now and a new bug that I hadn't seen before.
I slowly eliminated all of my patch content, Attack.OUT / TEST.OUT modifications, ASM hacks, FFTPatcher data, FFTactext data... and both individually and combined I can make a working PPF that doesn't bug out/hardlock. I was able to narrow it down to Shishi seemingly being the cause when using a PPF.

I've manually expanded a vanilla game image to create a PPF per Xif's wonderful tutorial here: http://ffhacktics.com/smf/index.php?topic=7457.0 . I use the manually expanded game image as my Original File in PPF Studio and the Patched File is nothing more than the same vanilla game image file pre Xif expansion, only I opened it and restructured it via Shishi's for more sprite room.

So for my troubleshooting, when making a PPF I use...
Vanilla base image: manually expanded via HEX to match file size of patched image
Patched base image: vanilla image restructured using Shishi
The images are not modified in any other way.

Problem
For some reason, in pSX 1.13 (I haven't been able to replicate this in other emulators or even in pSX until recently), when any event loads with Worker 8, the game just says "Now Loading..." indefinitely. I can easily replicate this with any late-game save file by simply loading the Brave Story event "Steel ball found!" Alternatively if you go to the Nelveska Temple fight, after the Squad screen and the map name displays, the game just hardlocks at a black screen.

Note that if I open the Shishi expanded game image in pSX, the scenes will load and work properly.
However, regardless of which game image I use (shishi expanded or PPFed), I do see a number of errors in the psxfin console:
cuebin: read sector out of range (234992, max=234992)
cuebin: read sector out of range (235024, max=234992)
cuebin: read sector out of range (235056, max=234992)
cuebin: read sector out of range (235088, max=234992)
cuebin: read sector out of range (235120, max=234992)
cuebin: read sector out of range (235152, max=234992)
cuebin: read sector out of range (235184, max=234992)
cuebin: read sector out of range (235216, max=234992)
cuebin: read sector out of range (235248, max=234992)
cuebin: read sector out of range (235280, max=234992)
cuebin: read sector out of range (235312, max=234992)
cuebin: read sector out of range (235344, max=234992)
cuebin: read sector out of range (235376, max=234992)
cuebin: read sector out of range (235408, max=234992)
cuebin: read sector out of range (235440, max=234992)

I have seen these errors before and they have typically been benign, but maybe I should be worried about them? For reference the true vanilla image does not show these errors during that particular scene.

Has anyone else experienced this sort of behavior? I'm at a loss for what I could be doing wrong. I've tried multiple vanilla game image bases in different "formats" (because I know it's all the same data, but i wanted to try) and can't seem to get a patch to not lock up the pSX emulator now. I even tried an older version of Shishi (483, currently using 492). I did a little searching on the forums, but couldn't find any results, but my search-fu might be lacking.

I hope this paints a clear enough picture. Any help or guidance is appreciated!
16
The Lion War / Re: The Lion War 1.01 - DOWNLOAD HERE!
October 04, 2019, 07:47:59 pm
I just want to say thank you everyone for all your hard work and efforts. I know this was a ton of work and took SO MUCH of everyone's free time. I really appreciate the efforts and strides made to bring this to completion as far as it could be within the hardware limits.

*cracks knuckles*

Now lets see if I can break it so it can be further polished.  :D
17
In your post under the EVSP1.91 thread, you linked to the fixed event scripts via dropbox:

https://www.dropbox.com/s/68xq85dny2n23e8/EVSP%20Corrected%20Victory%20Events.rar?dl=0
18
Just a note Elric, probably since its from 2014, your dropbox link throws a 404.
19
Quote from: Elric on September 28, 2018, 08:45:43 am
I know there was also similar issues in the beginning of the balk battle at the desert as well as the olan post battle event at goland.


This exactly. Balk poisoned the party and it just locked. Olan's first words were from near the end of their conversation and ultimately lead to a lock. I had a similar issue with Balk2 where him and Ramza talked mid-battle, but Ramza was saying Balk's lines, and vice versa. I've fixed all of these thus far by myself, but I was able to dig up your post on the EVSP1.91 thread for myself and anyone that was interested:

http://ffhacktics.com/smf/index.php?topic=7706.msg195159#msg195159

Thanks again Elric! I'll be sure to update them. I'm betting Nelveska is going to break on me now too. :) Hopefully the edits I made are in-line with your changes.
20
So I'm having an issue with the vanilla events since I started tweaking them slightly for quality of life changes. I'm making a balance mod, which started off as "yay using the FFTPatcher" and has evolved into making sprite edits, adjusting events and more.

I think that info gave me exactly what I needed to correct the Goland events (and maybe make my own battle series later).

Actually I just made those updates and added this code to the victory event for goland 3rd floor right before EventEnd() and it properly took me to the second floor battle!
ZERO(x0055)
ADD(x0055,x01D7) //Formation, then load 1D7 Scenario from ATTACK.OUT
CallFunction(x06) //Save Prompt after event


I'll likely need to update the remaining battles in the Goland series and ensure the "Reis Rescued" variable is properly set after the event where Beowulf joins you permanently, but this should address my current issue!

I'm still not sure why the events are getting messed up though. When I look at the script exports for Vanilla PSX event directory w/ Raven's Super Perfect editor, all the events I'm having issues with need correcting there. I even exported all the EVT data from my own vanilla copy and they're identical. Not sure if I'm just missing something here. To try to give more context, here's the Finath River story battle victory script for Vanilla PSX, which I previously never touched.


343 - Finath River (Victory)
Offset(x002AE000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.
//Text(x000000CF)
//Remove the previous line if you wish text to compile directly after instructions.

Camera(+00616,-00412,+00616,+00430,+00512,+00000,+04096,+00001)
WaitForInstruction(x04,x00)
{73}(r102700FC102710271027102700FC)
Camera(+10000,-01024,+10000,+10000,+10000,+10000,-01024,+00001)
WaitForInstruction(x04,x00)
{63}(rE9)
Camera(+00616,-00412,+00616,+00302,+02560,+00000,+04096,+00320)
Reveal(030)
WaitForInstruction(x04,x00)
Wait(00060)
EventSpeed(x02)
CameraFusionStart()
{73}(r1027102710278000000210271027)
Camera(+10000,+10000,+10000,+00128,+00512,+10000,+10000,+00048)
{73}(r1027102710277FFF060210271027)
Camera(+10000,+10000,+10000,-00129,+00518,+10000,+10000,+00096)
CameraFusionEnd()
DarkScreen(x00,x01,012,064,x00,004)
WaitForInstruction(x36,x00)
DisplayConditions(x08,060)
WaitForInstruction(x38,x00)
WaitForInstruction(x04,x00)
{63}(rCA)
Camera(+00616,-00412,+00616,+00302,+03584,+00000,+04096,+00008)
DisplayConditions(x00,060)
WaitForInstruction(x38,x00)
RemoveDarkScreen()
WaitForInstruction(x36,x00)
EventSpeed(x01)
{63}(r18)
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01


It's displaying the battle conditions again during the victory, not displaying gil / war trophies, camera effect isn't working as intended, and not properly advancing the story flag or map color. This is one of the battles I had to fix.



Thanks for the nudge in the right direction Elric! And to Xifanie for the formation code guide! And you again for re-posting her work!