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Messages - nitwit

Pages: [1] 2 3 ... 12
1
Help! / Re: Breakpoints in pSX
« on: November 11, 2017, 10:35:30 PM »
I think mednafen uses the unreleased 1.14 source code, you could poke through that.  It doesn't have a debugger though, so I doubt it would produce anything useful.

2
Unfortunately, those spell types are the only ones programmed into the game. Anything past 0x0E just gives you no spells. If I could find the data of what spell types have access to what spells, I lost definitely would, but I have no idea where that data is.
So it's not a bit field (combination of bits in a single byte) that gives you access to various spell categories, but an entire byte?  That suggests there's a table somewhere.

Ah, I see you found the rest.  Very good job!

3
Can you upload that to mediafire or mega?  I don't want to give you my gmail address.

4
News / Re: Help save RHDN and Data Crystal
« on: September 08, 2017, 03:28:00 PM »
Mocking someone for their poor decision making skills isn't drama, it's humiliation.  Given that we can't challenge people to a fistfight on the internet (well we can, but nothing will come of it) this is the only way to police anti-social behavior.

If someone hits you, hit back.  If someone displays anti-social behavior, send some their way.  In this way they learn to stop being antisocial.  If you bully someone hard enough for being useless, you don't need to ban them; they'll leave or they'll stop being antisocial.

That's not to say that you should go around bullying people for no reason.  If someone hasn't done something seriously wrong there's no reason to go off on them.  If someone responds to open requests for them to change their behavior then that person shouldn't be bullied.  The degree of mockery should be proportional to the antisocial behavior.

What is drama is someone showing up out of nowhere and trying to police others thoughts by claiming it's circlejerking.  It serves no purpose other than telling people that they can't let off steam, which leads to tension in a community that leads to more sniping and butthurt.

You get what you incentivize.  Provide incentives for the behavior you want in your community.  If you want people to police their language so much that it's no longer fun to do whatever your community does, by all means shut down everything that's offensive.  I'm sure your forums will be great when it's you and half a dozen other people that all think alike.

RHDN is plainly experiencing a money-grab right now, and the horrifyingly offensive people at BHDN are right that it's self-inflicted and that it will destroy RHDN.  It's probably not possible to save RHDN, but there are a lot of talented folks there.  Maybe we can capitalize on this and poach some of them that are interested in TRPGs and FFT?  If nothing else airing our opinions of the admin's horrible behavior will show that he can't get away with it.

That said, if Xif, the webhost, or the admin needs cash I would be totally ok with her posting a link to her paypal, bitcoin, or monero address.  This may bring some heat on FFH from SE, but that's my only real concern.  Xif et al. have done and continue to do good things for FFH.  No reason there shouldn't be a means to compensate them if someone wants to.  Same deal with ads (though I'm not turning off my adblocker).

If RHDN is so concerned about trolls, they should flag troll accounts instead of banning them and charge them ten cents per post.  Find a way to make your enemies serve you, instead of wasting energy policing dissidents.

5
News / Re: Help save RHDN and Data Crystal
« on: September 06, 2017, 06:14:39 PM »
Let's see...

-No talk about exact money numbers of what site costs go per month/year, or how much a site design job would cost.  Just clean 500 dollar increments, with the thousand one not really offering anything new.  Looks shady already.
-No comments or questions about the Patreon are allowed.  The linked thread is locked saying that none are necessary, and the thread with conversation about the new site layout was locked.  There have supposedly been reports that if you mention the Patreon you should expect your thread getting silently nuked.  Hmm...
-Most of the perks are content we had full use of before (in fact these were barred for days beforehand with no explanation given).  One part of existing forum content just happens to be where you usually report bugs, meaning preferential treatment to those who have paid.
-Staff didn't even know about this until it was sprung on them, multiple sources confirm this.
-No one asked the community to lend a helping hand to the site, which as mentioned before is full of NEETs who would be glad to help out the last big central group for their hobby.  There were opportunities many times to bring it up, we were just talking about site features and site members even have answered Help Wanted Ad posts related to site updating.

My crap radar's all over the place.  This is by far and away the worst handled Patreon I've ever laid eyes on, and to be frank if it isn't a scam it has a really bad way of showing it isn't.  I wish it wasn't this bad because I use the archives, but I can't on good conscience support this.  In fact I backed up my junk to MEGA in response to it.
Can you post any chatlogs of the bolded portion?

Can you imagine the horror the mods experienced, in light of them shutting down all dissenting opinions for the past 6 or so years?   :lol: The backstabbing, the purges, the constant drama and anxiety that someone is spreading rumors behind your back; and then your own admin sells you out for rent money.  It's glorious.

I have a theory that rom hacking sites attract a critical mass of autistes, who enact their fantasy Sanic Hegehog Naruto-style running self-inserts before destroying all sense of community.  They're not capable of meaningful human interaction, so they latch onto anything that gives them a sense of belonging.  They react poorly to those who just want to have fun, like the Bad(der/est) Hacks crew... mockery is an attack on their identity, their in-group.  Criticism of the latest FF6 translation holy war is an existential threat when your self-esteem depends on autistically interpreting a foreign language according to your chinese comic book porn collection.

Nightcrawler may be exposing himself to a C&D, if some game companies get wind that he's soliciting donations for hosting game mods.

6
I think that the Dragon, Behemoth, and Worker 7/8 classes all have move in excess of 128.

7
Okay fixed the status part, originally messed up one of the storage pointers so it'll store the status properly now. Also added in your original question. Just be careful with adding in too many negative stats of the same kind (like 4 items of different types with -1 jump) since I don't have /any/ room to add in protection against this.



You use the 1st unknown as another attribute id, so like 18 would grant 2 PA (based on vanilla's original attribute).

Edit: Since I was assuming I should clarify, you need to use 255 - 128 to put a negative stat on a unit. 255 = -1, 254 = -2, etc.

http://ffhacktics.com/wiki/Transfer_Job%27s_Data_to_Unit%27s_Data

Code: [Select]
0005b684: a202003a sb r2,0x003a(r16) Store Unit's Move
0005b688: 92220018 lbu r2,0x0018(r17) Load Job's Jump
0005b68c: 00000000 nop
0005b690: 3042007f andi r2,r2,0x007f Cap Jump at 127 (0x80 flags stepping stone)
0005b694: a202003b sb r2,0x003b(r16) Store Unit's Jump
0005b698: 92220018 lbu r2,0x0018(r17) Load Job's Jump
0005b69c: 00000000 nop
0005b6a0: 30420080 andi r2,r2,0x0080 Get Stepping stone Flag
0005b6a4: 10400004 beq r2,r0,0x 0005b6b8 Branch if Unit isn't a stepping stone
0005b6a8: 00000000 nop
0005b6ac: 96020048 lhu r2,0x0048(r16) Load Unit's Y Coordinate + Flags
0005b6b0: 08016db1 j 0x 0005b6c4
0005b6b4: 34424000 ori r2,r2,0x4000 Enable Stepping Stone
0005b6b8: 96020048 lhu r2,0x0048(r16) Load Unit's Y Coordinate + Flags
0005b6bc: 00000000 nop
0005b6c0: 3042bfff andi r2,r2,0xbfff Disable Stepping Stone
0005b6c4: a6020048 sh r2,0x0048(r16) Store Unit's Y Coordinate + Flags
Did you remember to rewrite this so something other than 128 is the stepping stone bit?

8
PSX FFT Hacking / Re: Playable Zodiac Monsters.
« on: August 22, 2017, 01:24:30 AM »
The ??? stats only applies to ENTD settings, I don't think it persists after battle.  I think this is what multiplies their HP by ten too.

Many Zodiac monsters don't have correct formation screen sprites.  Someone will be along shortly to explain if it can be fixed and how.

I'm not sure about a per battle limit on Zodiac monsters, but there is a limit on how many different sprites you can have in a battle.  Palette swaps don't count, IIRC.

9
New Project Ideas / Re: FFT:LHW (Lionheart War)
« on: August 17, 2017, 06:45:28 AM »
Throw Weapon and Throw Item ranges are not linked.  Throw Item range is hardcoded to 3, but I think it's found.

Here are some routines for Throw Weapon:
http://ffhacktics.com/wiki/Throw_Determination_Routine
http://ffhacktics.com/wiki/Throw

This routine is almost certainly jal to from the Throw Item routine, just a matter of searching for a "0c016a21 jal 0x0005a884". 
http://ffhacktics.com/wiki/Get_Item_Data_Pointer

Open up BATTLE.OUT and locate every instance of "0c016a21".  The endianness may differ, I'm not sure.  One of them may be the Throw Item routine.

Personal messages are fine, but edit your post to include everything you find out from looking through routines.

10
PSX FFT Hacking / Re: ASM Hack Proposals (for modders and ASMers)
« on: August 17, 2017, 12:14:26 AM »
My bad, that's how item drops are rolled (horribly inefficiently) in another game I play.

Here's a proposal for an ASM hack: turn unused Jump abilities into other effects that affect the Jump skill.  Effects such as increased damage, increased accuracy, normal damage boost applies to more weapon types, and change the Jump CT formula so it performs slightly faster.

Do you think it would be useful?

Xifanie already improved the Jump skillset.
http://ffhacktics.com/smf/index.php?topic=953.0

Quote
Incremental Jump Range

Instead of choosing the highest value of the learned jump ability for the horizontal/vertical ranges, instead they are added all together,
meaning no one skill is ever going to be useless; it will always count towards your total horizontal/vertical range.
You could have Horizontal +2, Horizontal +1, Horizontal + 1, together would be the equivalent of Horizontal +4.

My other proposal is that Charge/Aim skillset increases accuracy by Power * 2 and keeps the damage boost.  The more you charge, the more accurate and damaging it is.

They seem like good ways to improve the existing skillsets without much effort.

11
New Project Ideas / Re: FFT:LHW (Lionheart War)
« on: August 17, 2017, 12:02:59 AM »
Alchemist

Throw Weapon and Items makes Alchemist OP.  Throw Weapon range is based on Move, by the way.

If you want to make Throw Weapon useful, differentiate the throwing star and bomb items.

Alternately, maybe limit the thrown weapons to stars and bombs, put them in a skillset that autolearns everything, and attach that skillset to the standard Ninja skillset.

There's a hack that changes the amount of HP/MP healed by potions and ethers to the given amount or a percentage, whichever is greater.  If stats are kept low you won't need it, but some people like it.

Knight

I'm making the knockback ability deal no damage if I can, keeping it on the Squire abilities.  I think that the damage routine (the jal - jump and link) is used in other formulas, check where the address pops up in routine locations.



12
Spriting / Re: Lion's Bizarre Spriting Adventure
« on: August 11, 2017, 09:37:33 PM »
Handsome undead, just because you don't see it in vanilla... other than the always dreamy Gafgarion.

http://orig11.deviantart.net/1156/f/2009/341/7/a/gafgarion_by_akira_h.jpg


13
I usually end up at level 65 by end-game.  There are some hacks to make the AI use equipment better.  Recommended if you're going the equipment upgrade route.

The crossbow second attack is IIRC setting it to randomly proc Attack.  See the Holy Lance for more details.  Though I think Holy Lance procs Holy 100%?

14
Auto-Poison with Poison Heal is OP unless you're undead and the AI behaves right.

The +Speed item is a bad example for my mod.  A better one would be something that halves all elements or gives you a permanent buff, but makes you "Always: Death Sentence" and "Immune: Undead, Reraise".  You automatically reduce the effectiveness of a large number of attacks (or you act faster if the buff is haste), but you will die once every 3 turns, you can't use one effective buff, and the Undead tactic is closed to you.

All Squires have Yell and SP modification has a strict upper limit.  No dice for +2 SP.

The most "Emmy" of all items would be the Nihopalaoa from FFXII.  Late game accessory that adds an entirely new set of tactics.

15
Help! / Re: FFTacText error when loading a file
« on: August 09, 2017, 08:52:12 PM »
Can you upload the original and modified file in a zipped folder?

16
I'd suggest that if you have an absorb on a non-unique piece of equipment, you should also give it at least one flaw. Such as at least a weakness (preferably, not set up in a way so that you have things like Absorb: Fire/Weak: Ice on a helmet and Absorb: Ice/Weak: Fire on a chestplate), reduced stats (heavy armor with less HP than cloth of the same shop level), an initial/innate negative status, etc.

Of course, there are other ways to handle that balance. But as a quick go-to idea for someone planning to set up common encounters with elemental equipment, that'd be my first suggestion.

That's a good idea, especially the bolded portion.

Remember that non-standard AOEs - Tri-Direction, Linear, Self-AOE, etc. - when combined with CTs behave a bit unintuitively since they set themselves down on the panel you target even if you move away from it, unless you lock down units from being able to use Move after Charging an ability.  (There are some existing ASMs you can probably modify to create this effect, if you want it.)

The enemy likes to move and then act.  I've never seen them hit a decent target and run away.  Enforcing this may give the player less of an advantage.


Focusing on making abilities not be palette-swaps via different AOE shapes can easily lead you into going down an AOE-checklist that ends up making your skillsets being too similar.  Costs / Procs / Size of AOE (in contrast to shape) / constant value / evadability / targeting intelligence are all more than adequate to combine in different ways to keep abilities feeling distinct.  (They can also serve secondary roles, such as giving elements unique properties that bleed between skillsets and provide structural direction for teams that use Absorb to make those elements cornerstones of their party synergy, and to generally give them flavor.)
The only real difference between the two spells for the 7 elements a Wizard will get is that one is weak to mid-powered and one is powerful.  I do have a checklist, but the number of items on the checklist doesn't evenly fit with the checklist: there will be some overlap, but they won't all be palette swaps.

This may result in a calculator (who only gets the weaker tier) having just one way to cast a spell of each element, which is reasonable given that it's a calculator.

The elemental theming idea is good, and I can see it being useful for the Wizard, Summoner, swordskills, and monster abilities.  Do you have any advice for themes?

There's nothing wrong with having utility effects that you give to multiple items in different slots, especially if they stack without redundancy, such as stat modifiers.  Some people put a weird stigma on the items being "simple", but some people don't enjoy sitting around tinkering with things like absorption setups, optimal anti-status, etc. in the pre-battle.  Those players are served well by having utility effects they can slap on that will generally be "good" even if they're not the "best" choice in any one fight, so they can focus on the parts of the game they actually enjoy and succeed by getting proficient at those to close the gap.

A team that's prepared for debuffs, healing, and death could use the simple gear that provides better HP and MP but no other effects.  I'm glad you caught that.

AI-proofing the equipment newb-proofs it too.

You could say that my goal is to increase over-all equipment optimality not by adding great new equipment choices but by removing bad equipment choices.  Improvement via negativia is usually the most robust solution.

The AI views adding debuffs as dealing a certain % HP damage and healing those debuffs as healing a certain % HP damage - with buffs obviously working the same but in reverse - so this method won't work well for the AI and will lead to them making poor decisions that result in them losing more games than they win.  The Poison + Haste Chemist ability from Celdia's' Complete Patch is an example of this - originally intended as an early-game Haste item with a drawback, due to how the AI views status, it will almost exclusively throw these at enemy units unless it can cure Slow by using it on an ally, which leads to hilarity as the player sweeps them.  What you're proposing isn't exactly the same but will ultimately have similar outcomes as they cure statuses by inflicting other statuses that are worse in that specific situation or just choose to never use those abilities despite wasting their JP on them.

That's a good point, and unfortunate too.  I wanted to limit some debuffs by forcing them into categories, where each debuff in a given category cancels all others in the same.

It should work if a character doesn't already have a debuff that would be canceled or there are targets within range that lack a debuff, but it can backfire.  If the HP value of each debuff doesn't accurately reflect its utility, then as you say the AI could make things worse.

I think I'll drop that idea, which was itself an evolution of the poison-cancels-regen idea.

Building explicit cycles is really just a way to both simplify class design and help ensure the emergent phenomena come out in ways that are intuitive for the player.  Ultimately you don't want the player slapping three abilities in a row like they're managing their cooldowns on League of Legends, but having obvious ability combos (which can be emphasized by putting the skills next to each other in the skillset) gives the initial push that will make them look for more and eventually develop their own.  This is important if the player is someone who's found your mod after playing Vanilla and got through it by going LOLandu, since it ensures you have a built-in learning curve of sort that allows them to form better habits and understand the push-and-pull of a more involved battle without feeling punished or put against a difficulty brick wall.

I want the overall difficulty to be much higher, but I want a steady progression.  Chapter 1 should be challenging for a newbie, but Chapter 4 sidequests should be impossible if you rely only on sword skills.

Removing things that detract from the difficulty and fun are usually easy and have an immediate effect.

  • Nerf Orlandu and company.
  • Remove ability for AI to make bad equipment choices.
  • Weaken overpowered abilities: x^2 unarmed damage, Math Skill supremacy.
  • Keep roughly the same damage/healing/stat proportions, but reduce magnitude.  This includes Move and Jump.
  • Limit previously nigh-unlimited stat buffing and debuffing.
  • Make it almost impossible to grind for experience, JP, and especially stats.

Removing bad things is always good because you'll rarely get side effects if you remove something.  Complications arise from interactions - fewer bad things, fewer interactions.

If a program is malfunctioning, you don't add new things to it until it stops.  You eliminate things until it starts to work, cutting the problem area in half each iteration until you isolate the cause.

I'm more cautious when I modify things, and downright paranoid when I add new mechanics.  I'm not just adding that thing, I'm adding all the interactions that thing will have with everything else.

My list of modifications is much shorter, and many are designs to reduce the scope and size of existing mechanics.  The ones that lean towards additive (Weapon Guard innate, Magic C-Ev) are arguably simplifications, in that they streamline existing mechanics.

I can't think of a single thing that I'm actually adding to the game that doesn't previously exist in some form.

I've never understood why people like to build flaws into their gear.  It just makes a player more likely to read it and go "I never want to use that" unless they've scouted the upcoming battle and know the weakness won't be relevant and the strength will be.  Obviously, this inclination can be overcome if the item is obviously very above-average, but a simple absorption item shouldn't be that if you've been following good design rules.  In fact, I'd argue the exact opposite of what you're saying here - built-in, obvious weaknesses should be reserved for rare items with cool, complex, and/or high-power effects where the weakness serves to further emphasize the item's flavor as well ensure it doesn't become completely brainless.  Eg, an item that gives +2 Speed, Always: Poison, Immune: Regen, Critical is easy to define as a high-power item in most mods, and in this way we've given it two drawbacks - Auto-Poison and an immunity to its mirror, Regen.  Not only does this have gameplay value in directly punishing the higher turn volume, but it has flavor value in that it implies the unit becomes reckless and that is the source of the Speed being gained, even without supplying a name or description for that item - and is even further enforced by that immunity to Critical, which otherwise only exists for the AI's sake.

A nitpick; immunity to Critical nerfs certain very powerful reactions.  With the other drawbacks it's not worth two casts of Yell.

The point of armor having a weakness in this case is to balance the elemental absorbs, to play off the lack of non-elemental magic, and to add a large degree of randomness to the game.  I want two or three elemental weapons for the larger weapon groups, and one or none for the smaller ones.

This is a trick.  I'm giving the player just enough rope to hang himself.  Everyone will eventually get into a fight that they can't win due to poor equipment choices AND not bringing a healer to revive someone with a means to deal damage, and maybe one that they can't lose either.

Yes, it is mean.  But it's less mean than what FFT does, and it only affects one battle.  Compare it to how you can potentially ruin a generic by spending too many levels in the wrong class, or mods where gaining two or three levels too early makes the rest of the game unwinnable.

Granted the same thing can happen to the AI, but it's a long shot because the AI equipment will mostly be random and there aren't any items that protect against all things of any category.  You'll probably get one battle where every enemy has a water elemental weapon, and you just happened to field a water-absorping team (however you'll have significant debuff openings for part of your team if you do this).  It's astronomically unlikely given that some classes won't have access to an elemental weapon and all classes will have a non-Attack means of dealing damage, but it could happen.

Obviously I can't allow Equip Change in this mod.

If I have only two classes of armor - warrior and non-warrior/mage - then I can do more with equipment.  Nine pieces of equipment (one without an item attribute but better protection) per head/body slot and two categories per slot means 32 item attributes.  Reasonable, I think.

The fluff for non-warrior equipment boosting MP so much could be that metal equipment doesn't hold Mana enchantments as effectively as non-metal.  I need to change the multipliers too.

Code: [Select]
hp mp
warrior 20n 10n
mage 12n 18n

n=5
hp mp
warrior 100 50
mage 60 90

Item attributes also have an value of n, but I haven't put any thought into specifics.  This is how I'll calculate the exact stats of equipment.  What's above are the baselines.

Edit

Level 1 to 99 stats are compressed.

level 1 to 99 modded SP, PA, and MA are equivalent to level 8 to level 40 vanilla.  HP is slightly different.

I have to do this due to armor restrictions, but I like it too.  Doesn't make much sense that you would get 3 or 4 times as strong or smart as you progress.

Plus the chapter 2 and 3 fights are some of the best memories I have of FFT.

17
If you will only ever have 1 elemental absorb on a head or body slot, then best case scenario you can absorb two elements.  This is reasonable, I think.

The palette swaps comment is a valid critique.  I'll draw up 4 or 5 templates for each tier and split them among the spells.  Here are some ideas.

1. Elemental blast - rage extends in 4 cardinal directions, effect hits target and those adjacent to it like a Wizard spell.  If it hits a target before that point it stops and executes there.  Stopped by obstacles, line of sight.

2. Elemental ray - same as above, but AoE is the same as the range and it affects all targets.  Is not stopped by obstacles, but has a limited vertical tolerance.  Varying AoE width.

3. Standard 4 tile Wizard spell.

4. All targets around self, but not self.  AoE equals range, can't select targets, doesn't effect self.

5. Something else.

Something like this (very WIP):
Code: [Select]
Fireball LoS ball of fire
Firestorm Fire erupts all around caster

Call Lightning Standard Wizard Spell
Bolt LoS  bolt

Blizzard
Icicle

Downburst Standard Wizard spell
Whirlwind Wide AoE, 4 cardinal directions

Crush Standard Wizard Spell
Quake

Riptide
Flood

??? Something dark elemental.
??? Something dark elemental.



Autistic Debuff Rambling




While I'm not explicitly trying to make cycles, I am trying to make simple mechanics that produce emergent phenomena.  If you can't get in a good hit, you can force the enemy to waste their resources until they make a mistake.  I don't want any one debuff to be game-ending if you didn't pack a chemist, priest, or calculator, but I do want you to suffer if you aren't prepared.


18
Raven, what's your opinion on improving synergy between skillsets and equipment?  My elemental mage could do healing on a limited basis if elemental absorbs are less rare.  I want to make status immunities common on equipment, which wouldn't work so well with tight coupling among skills in a skillset as you describe.


19
How so?

In searching ancient posts I noticed that Raven tends towards highly emotional responses to criticism or even just honest questions.  In my experience people that are extremely aggressive on the internet are usually overcompensating for a lack of something in real life.

I used to be like that when I was a teenager, but now that I have a job, a wife, a kid on the way, and an extended social support network that I must maintain I don't get so worked up about anything.  If he wants advice on how to get these things I'm happy to share it.  We all go through growing pains and phases; being angry on the internet is one of them.

20
...And that's exactly the problem.  You didn't actually understand a word I just said.

Do you know where I said "give them all a large degree of role flexibility"?  I'll give you a hint: Nowhere.

There are ways to make skillsets not have narrow functionality without going down your Monk Skillset Checklist of Damage, Healing, Status, Revival, Anti-Status.  The first sentence of my post - designing with a gameplay objective in mind for each unit - is a guideline in how to do that.  That essentially means being able to look at a class, ask "Why does it have this skill?", and being able to answer it based on the other tools available to that class and without a meta-reason such as "The Oracle is the status class so it gets statuses."

Conflating "don't design too narrowly" with "make every class literally have Punch Art-tier or Summon-tier flexibility so the player never uses other classes" is a really foolish misunderstanding that betrays an under-utilization of many aspects of the game.
On the same tack, where did I say "The Oracle is the status class so it gets statuses"?

IIRC my argument is that debuffs are mostly useless for damaging classes because they have better options, but a primarily debuffing class is best served by more options for debuffing.  Giving a debuffing class pure, non-situational offensive options means you have fewer reasons to use debuffs.

One sign of maturity is the ability to accept other people's criticisms of your ideas without taking it personally.  Someone who has a lot going on rarely has the time to get offended.

If you need advice, I'm always here.

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