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March 28, 2024, 07:06:53 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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Topics - drbretto

1
New Project Ideas / FFT: Ultimate Edition
July 26, 2013, 11:43:34 am
This is a proposal for a future project. A collaboration in which I'm willing to do as much legwork as is needed but I don't need to put my name on it. FFT:Ultimate made by the FFT enthusiast community.

There is a PSP emulator that is on the cusp of running FFT:WOTL at the same kind of speed rates as epsxe can run FFT (I was getting frame rates in the 220 range, but crashes on world map screen). I have been tracking their progress for a few weeks and asked the developers about the possibility of netplay, and they said it's a ways off but it absolutely is on their list of things to do. Netplay, and WOTL, would allow us to play rendezvous and melee battles over the internet without the need of convoluted save files and skype-based execution.

What I'm aiming to do is sort of combine the PvP balance of the Arena patch (with any necessary tweaks) with the difficulty and flair of 1.3, with my PvE tweaks for WOTL like the activation and placing of traps, redesigned poaching, etc. I believe this can be accomplished.

Basically, the plan is to have the already established Arena tweaks added directly to all generics, have all items deemed usable in Arena tweaked and balanced exclusively for PvP, throw in the 1.3 ENTD (with tweaks to counter the generics). Newer flair like sage job, etc, can easily be added back to the game for PvE only by adding in recruitable generics.

I can do the legwork. I've done it before with WOTL (my PPF is up to over 5 MB and there aren't a lot of sprite changes) so it's not like I'm just some guy who just discovered the site and is all like "hey guise! Let's make a patch!". This is legit and has a chance to be something pretty special. I don't need my name on it. I don't want anyone's name on the front. Just individual credits where credits are due on patch notes and FAQs.

This WOULD require a collaborative effort with ID. Please, please keep all old grudges out of the discussion. You are not dealing with Arch. You are dealing with me. I will be the mediator between the two parties if necessary.

It's a long way off, so we have a lot of time to plan. But let's make this happen. Who's in?
2
Spriting / Looking for Gau in all the wrong places.
February 06, 2013, 07:19:52 pm
Hey, FFH. It's been a while since the last update, but I'm replacing Luso for WOTL 1.3.1.3 (coming *soon* with some really nice new features, over at the devil's site if you want more details). It's not necessarily Gau, now, brown cow. But it is based on some kind of animalistic human. Like an intelligent. feral hunter. The skillset is called "instincts" and he does mighty roars that boost the party and goes into beast mode, but mainly, it's about the monster skills he can learn.

Anyway, I know a new sprite would not mesh well with the FMV preceding the rescue mission, but it has always been about gameplay over style. But that doesn't mean style isn't important and that's why I am here.

I am not looking for anyone to make something for me. I am just asking if anyone has something viable I could use. If not Gau himself, anything comparable. I'll even let you name him (or her for that matter, though he/she can't equip shirts so...).
3
War of the Lions Hacking / WOTL: ASM and R/S/M's
April 26, 2012, 02:29:20 pm
I was kind of hoping there would be renewed interest in WOTL hacking now that there's a slowdown fix. Has anyone been working on anything recently? (Or are these somehow changeable already).

I have no actual hacking experience and don't even know where to begin, but I'm willing to help out where I can. I learn fast :P
4
Help! / Altima 2 teleport crash
April 09, 2012, 09:50:40 pm
Maybe someone here can help me figure out what I did here.

When Altima 2 teleports, I'm told that the graphic ends up looking like the wrong animation and the game freezes. Anyone have any clue where I could even begin to look for what could be causing that?
5
Help! / Replacing the Onion Knight (WOTL)
April 02, 2012, 09:23:40 pm
Hackers unite!

I want to get rid of the onion knight's hard-coded sucktitude. I imagine this is as simple as changing a single value somewhere in ASM land but I have absolutely no idea how to go about this.

All I want to do is point it to a different job entirely so I can have complete control over what I want it to do. Currently, adding a skillset to the class has unpredictable results and you still can't equip any skills or anything with them.

They suck and I want to blow it up.
6
Help! / New jobs reverting to "villain" - WOTL
March 05, 2012, 12:36:20 pm
Two quick questions:

-I'm trying to create a special unit that joins the party. I've done this like 6 times with absolutely no problems. Now, no matter what I do, this new unit turns into a "villain" on the formation screen and I can't train any of the new abilities.

I've tried editing 4 different jobs and each time, the unit has the proper skillset in the battle where you recruit it, but as soon as you go to the formation screen to change, it reverts back to villain for the main job. Get back into a fight and it goes back to the right skillset, but you can't use it.

Anyone else ever run into this? The only thing I can think of is that it's a sprite issue because it's the only common factor.


Edit: Yup, it's the sprite. I guess I have to edit the sprite for the same job that I'm trying to edit?


Second question: Has anyone here ever had any luck editing the onion knight? I was trying to change the job altogether but it seems to be hard coded to be useless. I add a skillset and it's like only random abilities are available (not sure if it has something to do with the number of mastered jobs or something). Anyone know of a way to change that job to a normal, trainable job?
7
Help! / ISO rebuilding issues
February 16, 2012, 06:27:39 pm
Not too long ago, I extracted the ENTD files from a PSX ISO and imported them into an extracted PSP ISO and it worked with absolutely no problems.

Now, I was importing some sprites for the formation screens so I had to extract the WOTL ISO again. I edited it and repacked the fftpack file (which was the same size and was by all appearances successful) and when I rebuild the ISO, the file size is smaller.

If I open a WOTL ISO in powerISO, it shows as 399MB in windows explorer, but 379MB in powerISO, and that's the size it rebuilds it. When I thought I figured it out and re-did it with UMDgen, I get the exact same friggin thing.

I'll open the ISO in UMDgen, navigate to the psp_game directory, right-click and add the fftpack.bin file, overwrite the original and save as an uncompressed ISO, same thing. instead of 409056KB, the new file is 388772KB.

And it's not the fftpack.bin file because the unedited ISO shows up smaller right when you open it.

I'm missing something here.
8
Spriting / Couple Q's: Palettes and WOTL formation screen
February 16, 2012, 01:35:20 pm
'Sup FFH.

I was wondering if anyone can tell me how the palettes work for the sprites.

For example, If I wanted to create another color of a monster, can I just add a fourth palette rather than replace an existing sprite altogether?

And my second question I'm pretty sure I already know the answer to, but in WOTL, whenever I import a sprite, I still see the original in the formation screen. Is there a fix for that somewhere?
9
Help! / WOTL asm?
January 30, 2012, 01:18:08 pm
I know that you can't use the fftorgasm or whatever on a WOTL iso because the values are in different places and whatnot, but has anyone gone in and manually edited the values for making oil and float give fire and wind vulnerability?

And if so, if you could point me to a resource to figure out how to make that happen, I would be very appreciative. I would literally make you, personally, like my 5th or 6th best friend in the whole wide world. Just think about it, walking hand-in-hand in the park, whistling the tune of that "people, let me tell you 'bout my BEST friend" song...
10
Help! / FFT Patcher Animations Tab
January 23, 2012, 01:19:52 pm
Whatup FFHacktics.

I've got a few questions regarding the animations tab on the FFT patcher. I can see that it's where you can change the behavior of the animations for each given ability, and I can see that most of the time if you want something to behave similarly to another ability, you can just copy the checkmark pattern from the other ability, but does anyone have a nice little listing of what each checkmark actually does? Or even some of them?

Basically, what I'm trying to do right now is create an ability that is auto-targeted around the caster like a draw-out. But even when copying the checkmarks, it ends up centering the cast around one of the secondary targets. I tried using the checkmarks from some other similar abilities and I get the same thing. Anyone have any idea what I'm doing wrong?
11
I was wondering if there's an easy, cut and paste way to combine some of the features I like from different patches and put it into my own conglomeration. Something like a spreadsheet-form patcher?

Like let's say I wanted to take all of the class changes from one patch and apply it to the encounter changes in 1.3 for example. Or even just copying and pasting all of the, say, knight sword changes from one patch to another without having to go in and change each item individually? Is anything like that possible?

I'm looking for some new flavor and I like some of the other not-so-mainstream patches on the site, but I can't find one I like completely so I wanted to basically import my favorite features from other patches for the 1.3 encounters.

My gut says no and I'm gonna end up taking 1.3038 and giving every class innate JP up and boosting the invite chance percentage or something. I want at least one monster at all times in my main crew for flavor and the invite chance is ridiculously low. I'll just have to use will power to not use invite as a tactic for winning a battle. Plus I'm sick of the JP grind, so screw it, I'm boosting that too :P


Edit: NM. I'm just taking 1.3038 and giving everyone JP boost and treasure hunter, PA classes get poach and MA classes get beastmaster and every class gets one innate class-specific support ability. I'm calling it 1.3 cheap-ass type :P

Edit 2: haha, this is fun. I also gave dual wield guns (I know of the bug where the second weapon gets  gun range, I'll have to force myself not to abuse it) and changed the -brave archer ability to a WP+2 fire arrow to go with the oil shot.
12
Sorry if this is the wrong place, but it seems like the most obvious choice.

I hate to be a noob here, but I've been trying to get this thing going for 2 days now and I'm getting extreemly frustrated nd more confused by the minute.

Now, I purchased the game, this is not pirating, in case this board is sensitive to such things. I actually bought the game before I got the psp. I did, however choose to download the ISO rather than rip it, so if the solution is to rip manually, I can do that too.

I have the star wars slim psp and have gone through the crazy amount of steps necessary to get custom firmware 5.00 m33-4 via chickHEN. I was able to run the ISO exactly one time, non-modded. The non-modded version now gives me the "game cannot be started" error code, and before and after the one time it worked, the 1.3 patched version would go to a blank screen and shut down.

I'm seriously hoping to avoid shelling out cash for a pandora battery. Is there something I'm forgetting to do?

EDIT:

The search button, it's a miracle! For reference, in case someone else has the same problem, patch the ISO with the eruo ppf.