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Use of ePSXe before 2.0 is highly discouraged. Mednafen/RetroArch is recommended for playing/testing, pSX is recommended for debugging.

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Messages - Elric

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Recruitment / Re: So I can use a hand with... everything X.X
« on: September 20, 2017, 02:53:32 PM »
Post was made over a year and a half ago.

If you can't read tutorials you'll learn nothing.

The Lounge / Re: TacticalRPG Engine
« on: September 18, 2017, 11:17:09 PM »
Lookin good at always man, keep it up!

Help! / Re: Never used FFTPatcher Before - Questions
« on: September 14, 2017, 02:12:07 PM »
You can make anyone join whenever, but in order to make it not look retarded, and actually properly change it, you'd need to edit some worldmap and attack.out conditions. Neither of which are done via FFTP. FFTP is the baby steps portion of getting into FFT modding :P

Help! / Re: Passive Weapon Leveling
« on: September 09, 2017, 10:04:54 PM »
True it is mainly due to his sprites, but his skill sets also change according to chapter. The reason I mentioned it was that in Chapter 2 he can learn a new skill he could not learn in chapter 1, in his Guts skillset: Cheer Up. And once again in chapter 4 he gains 2 extra Guts skills: Scream and Ultima.

That's why I mentioned abilities

News / Re: Help save RHDN and Data Crystal
« on: September 09, 2017, 08:33:48 PM »
Sorry about the late reply.  Here's what I got from some anons, since you asked.  It's around other places now I think so I don't really think it's going to exasperate anything (I don't want to explode it any farther either), I can't really say what else is out there:

(Given this is imgur, the first link might be taken down.  Let me know if this is the case and I'll attach the file or something.  The second one has quotes from staff but not screenshots.)

Wow, that admin of RHDN is kinda a chode. Glad I don't use that site :P

Help! / Re: Passive Weapon Leveling
« on: September 09, 2017, 06:38:11 PM »
My gut tells me you need multiple copies of the sword with different strengths and you need to manually replace it somehow at varying points in the story.
The reason I say this is because its how Ramza works. They controlled how strong he could be at any given point in time by having multiple copies of him and simply replacing the old Ramza with a new one each chapter.

I mean, in theory you could alter the stats of the weapon somehow with ASM hacks, but it would likely get pretty hairy pretty quick, as you'd have write a routine and link it to an event condition or map instruction, and in that routine you'd have to locate the Excalibur stats (assuming they're even in memory and not just read direct from disc each time) and alter them somehow...

Another option might be possible by formula hacking and making Arthur the only one who can equip it. The skill formula would probably need to be ASM hacked still, and would likely need to be something like Excalibur PWR = (Excalibur Base PWR / 50) * Character's Level
If you could manage that it would give the sword its regular 21 Pwr at level 50, and that would continue to increase damage by one point roughly every 3 levels or so.

But I haven't formula hacked at all so I can't tell you where to start looking for that.

Ramza is a special case, the main reason he works that way is to make his sprite change and give him a couple more abilities, AFAIK his stats don't actually change in regards to this.

Spriting / Re: I made Ike, but I need help with the edits and colors.
« on: September 09, 2017, 06:14:44 PM »
I just loaded in Jot5's Cloud into Shishi and examined the frames when the camera rotated around the character....The same thing applies to this Cloud like my Ike.

So I guess leave it?

That's what he just explained to you.

New Project Ideas / Re: FFT - The Lion War
« on: September 09, 2017, 06:04:13 PM »
First I would like to thank the people that are currently working on this project as well as those that have in the past. 

From what I gathered from skimming over the posts this will be a patch adding nigh all of the best from the psp release to the original psx version.  (Aside from Luso being changed to a much better character imho.)

I'm guessing that the psx version simply cannot handle more than base + 4 roster size due to hard coded limitations and needing space for temporary guests.  Max of three in Ch.2 if I remember correctly.  However, that does mean that poaching your party is still much less tedious in Ch.4 than in base game.  =D 

Also, once this is out you say that it's fair game for modding?  Because I look forward to porting my mod over to the psx version if that is the case.  I figure it might take a quarter of the time to redo it. 

One concern that I have is whether there will be space to add even one unique class in addition to the extra content that has been added...

No, we had to move stuff around just to fix the extra people we added. So you'd have to move or change some stuff.

Don't know what you're talking about, I'm looking at this page and only see ~230 Ramza frames in there:

This is super easy for someone extremely dedicated, with artistic talent and lots of time to spare!


Spriting / Re: I made Ike, but I need help with the edits and colors.
« on: September 07, 2017, 03:24:41 PM »
Thanks for the critique. I lowered down most of the colors (also incorporated your schemes) and this is how he looks now. I figured that this Ike is closer to the Fates version. I'll use that as a reference rather than the other Ike pictures I see online.

Tell me if I made any improvements....Honestly, I think this version looks better than the one I did first time.

EDIT: I realized that the red and blue is WAY to vivid again (got too carried away...), so I'll tone it up(?) or down. I'll experiment.

EDIT 2: Fixed it and this is now the proper version. For some reason, the program didn't register the blue and red properly so I went back.

What program are you using? And you really need to be using Vanilla colors. Make a list of the colors you need, then export vanilla sprites from shishi that has said colors, then use those colors in your sprite... Currently very few of the colors actually match the vanilla sprites so itll stand out like a sore thumb in game.

somewhat bored with sprite ramza maybe for some people agree with my question
if you do not mind i want to sprite ramza in replace with the others

You can't just change the Ramza sprite in a non story mod. Most EVTCHR rely on the sprite and it will look wonky as hell in most cutscenes

Good job, I'll test this out in a bit.

The Lounge / Re: FFXIV: Return to Ivalice
« on: September 05, 2017, 12:49:52 AM »
Yeah, i wish sub fees would go the way of the dodo. At least I might be getting a better comp soon so I can go play TERA or Neverwinter or something.

Neverwinter is good, but it's not very mmorpg like. It's more like massive multiplayer baldurs gate. I play it on ps4

The Lounge / Re: FFXIV: Return to Ivalice
« on: September 04, 2017, 07:32:33 PM »
Triple Triad is already in the game

As for the FFT stuff, I don't care that much as honestly id really expect it to piss off FFT fans more than anything since obviously there is no way to make any of the areas look like the small maps we had in FFT, so instead you'll probably see, generic flatland area, generic swamp area, generic volcano, generic desert and a couple towns names after the FFT towns  (with WotL names) while actually looking nothing like them.

New Project Ideas / Re: Patch Ideas Proposal Thread
« on: September 03, 2017, 04:56:56 AM »
Since I already recommended that FFV be remade in the FFT engine, here's some more isometric turn-based RPGs that would make for interesting remakes:

  • Chocobo Mystery Dungeon
  • Farland Saga/Farland Odyssey
  • Final Fantasy III
  • Hoshigami: Ruining Blue Earth (and its "sequel" Stella Deus: The Gate of Eternity)
  • Phantom Brave (really, any Nippon Ichi SRPG would be fascinating to see remade, but PB is the only game that already uses action economy as part of its gameplay mechanics)
  • Pokemon Mystery Dungeon
  • Seiken Densetsu 3

...those are the ones that I have at least a passing knowledge of, if not played.  I'm sure there are plenty more that could be done.

One of these things is not like the others..

(how is Seiken Densetsu 3 a isometric turn based RPG?)

Help! / Re: Hi, I'm new but more importantly...
« on: September 02, 2017, 06:43:51 PM »
Depends what you are ultimately trying to do.

There are also other topics already for this on the forum, do some searching.

Spriting / Re: Lion's Bizarre Spriting Adventure
« on: September 02, 2017, 02:00:35 AM »
Thanks Elric  :) Yes the palette looks horrid in the version i downloaded as a base. My only guess is someone must have changed the color depth or some tomfoolery made Gg condense the colors in that bizzare order. Either way when I'm finished it'll all be nice and neat, easy to customize. I had an idea to possibly add another shade to the dress so my palette may change a little if that ends up looking better. The goal for this project is to be my first submission to the site (with signatures of the others who did the initial work of course).

The submissions haven't been updated in years, can't remember the reason, but there was a reason. But I'm sure someone will find use for it one way or another, I'll probably use it in a EVTCHR, cuz Link

Spriting / Re: Lion's Bizarre Spriting Adventure
« on: September 01, 2017, 10:09:46 PM »
Okay so update on that unfinished sprite i was talking about. Started working on it yesterday and i don't have too much but I'll share it anyway. The sprite i'm fixing/finishing was started by Rfh and the last update I'm using as a base is in this post. A hearty thanks to everyone involved in doing the hard work for this sprite!

At first glance It isn't too far from completion and looking in Shishi the animations look really spot on! (to me anyway) So I'm a bit sad I won't have serious body proportion or positioning work to do. What it does sorely need is a severe palette reorganization, fixing many wierd design choices like eye/highlight color mixed in skin, skin color mixed with wings and clothes, the chest region being...well just bizarrely colored, a lack of any dark shading color, unfinished portrait, the list goes on. So I'm cracking my fingers to fix all these.

I'm liking these 2 new palettes (1 and 3. palette 2 is a touch up of the original but I'll change it). I finished the top row and then some. Here are the results vs the original.

Not much i know, but how's it looking so far?

Looks good to me so far, though I'm wondering wtf happened to the palette on the original version (on the left) that palette color order looks like it went thru a meat grinder, and I'm fairly certain it wasn't that jacked up last time i looked at it

Huh. Always thought that was Xifanie's work. Whoops!

If you were on IRC, you could probably confirm one way or another

At this point, I don't think there's much you can help with without being a very experienced FFT modder. The simple stuff is more or less all done, many of the events for Ch. 2 are done and I just did one of the Chapter 3 Mark events last week. It's the really complicated stuff like the synth system that needs to be done now. Though I'm sure Elric will quickly step in and correct me if I'm wrong here!

The problem with JP Boost was that it became the default, go-to Support until some time after your units reached their Job of choice and got their Support of choice. Plus, JotF is supposed to be a longer game than FFT; in FFT you needed JP Boost just to reach the end of a Job tree before the game ended (aside from excessive grinding), and that certainly won't be a problem here. That said, Xifanie has tweaked the JP gain formula for the re-release, so when that's out things should go more smoothly for you.

As for the lack of spears and status equipment, well, like you said, it is Chapter 1. You probably won't be seeing Dragoons unless you've been grinding excessively. The frog battle is an optional event for a reason, too! :P

Pretty sure it was Pride who did the new JP/EXP formulas, atleast initially. I know Xif did one for Gil though

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