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Messages - Xifanie

Pages: 1 [2] 3 4 ... 214
Help! / Re: PSX Game freezes upon completing proposition?
« on: October 06, 2017, 06:51:59 PM »
Was the unit already undergoing a proposition in the save?

Help! / Re: Direction diferences
« on: October 06, 2017, 05:19:39 AM »

Maybe you should stop second guessing yourself so much?

Help! / Re: Job Editing
« on: October 05, 2017, 06:30:01 PM »
you're correct

Help! / Re: Random Encounter/ Story battle editing
« on: October 05, 2017, 12:02:36 AM »
Have you ever looked at the tabs? This shouldn't exactly be hard to figure out on your own...

Help! / Re: Random Encounter/ Story battle editing
« on: October 04, 2017, 12:00:37 AM »
There isn't one AFAIK

Hacking/Patching Tools / Re: FFTText Editor (last update 2016/01/06)
« on: October 03, 2017, 06:18:33 AM »
They're essential. For example, item names are used in different files and different sections whether you're on the formation screen, or on the squad screen, or the battle rewards screen and so on. So they should be identical.

Hacking/Patching Tools / Re: FFTText Editor (last update 2016/01/06)
« on: October 03, 2017, 02:38:54 AM »

But how many people who use my spreadsheets do you think actually pay for Microsoft Office? ¬_¬

Help! / Re: Help Please!
« on: September 28, 2017, 02:06:06 AM »

Also, we don't know which version you're modding; you might want to specify that on your profile.

And the Exp and JP gain use formulas, not static values.

Spriting / Re: Managing sprite file size...
« on: September 27, 2017, 02:27:10 PM »
Well, you could cut out a substantial amount of the lower section of the spritesheet (less to compress = smaller filesize), or if you're going with a white chocobo, you could just create a job with the chocobo sprite ID with the 4th palette. Of course I don't know how that would look for the UNIT.BIN sprite and WLDFACE.BIN portrait other than ugly glitchy looking palettes at least. This might only work with another generic monster job though, which would cause issues with the whole breeding monsters thing unless you replaced like, archaic/ultima demon I guess.

Spriting / Re: Managing sprite file size...
« on: September 27, 2017, 03:07:52 AM »
See, that doesn't make any sense because the palette and the first 256x256 of a sprite are not compressed. Only rows 257 to 488 are.

Help! / Re: How do I speed up skill animation?
« on: September 20, 2017, 02:28:00 PM »
You can't. The only way to achieve that is speeding up the whole game with my frame skipper or your emulator's turbo function.

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
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!

Going with your current format, I'd probably go with something like (with let's say Gariland):
IF Var 0x006D == 0x0000 && Var 0x006E == 0x0001 THEN Text 0x0000
IF Var 0x022F == 0x0000 && Var 0x006E == 0x0001 THEN DrawPath 0x06 - 0x18
IF Var 0x0218 == 0x0000 && Var 0x006E == 0x0001 THEN DrawLocation 0x18
IF Var 0x022D == 0x0000 && Var 0x006E == 0x0001 THEN DrawPath 0x18 - 0x02
IF Var 0x0202 == 0x0000 && Var 0x006E == 0x0001 THEN DrawLocation 0x02
IF Var 0x006E == 0x0001 THEN LoadEvent 0x000D (0x0002)

Even better would be with variable, paths, and location name customization:
IF Var "Call Worldmap Message" == 0x0000 && Var "Storyline Progression" == 0x0001 THEN Text 0x0000
IF Var "Gariland <-> Mandalia Path" == 0x0000 && Var "Storyline Progression" == 0x0001 THEN DrawPath "Gariland" -> "Mandalia Plains"
IF Var "Mandalia Plains" == 0x0000 && Var "Storyline Progression" == 0x0001 THEN DrawLocation "Mandalia Plains"
IF Var "Igros Castle - Mandalia Plains" == 0x0000 && Var "Storyline Progression" == 0x0001 THEN DrawPath "Mandalia Plains" -> "Igros Castle"
IF Var "Igros Castle" == 0x0000 && Var "Storyline Progression" == 0x0001 THEN DrawLocation "Igros Castle"
IF Var "Storyline Progression" == 0x0001 THEN LoadEvent 0x000D (0x0002)

Although at that point it might be better to have one per line:
Var "Call Worldmap Message" == 0x0000
Var "Storyline Progression" == 0x0001
Text 0x0000
Var "Gariland <-> Mandalia Path" == 0x0000
Var "Storyline Progression" == 0x0001
DrawPath "Gariland" -> "Mandalia Plains"
IF Var "Mandalia Plains" == 0x0000
Var "Storyline Progression" == 0x0001
DrawLocation "Mandalia Plains"
Var "Igros Castle - Mandalia Plains" == 0x0000
Var "Storyline Progression" == 0x0001
DrawPath "Mandalia Plains" -> "Igros Castle"
Var "Igros Castle" == 0x0000
Var "Storyline Progression" == 0x0001
DrawLocation "Igros Castle"
Var "Storyline Progression" == 0x0001
LoadEvent 0x000D (0x0002)

Of course, with the option to edit sets or individual lines.

The Lounge / Re: FFXIV: Return to Ivalice
« on: September 04, 2017, 10:54:06 PM »
call me when ff14 doesnt have a sub fee

I know how you feel Bonesy, we haven't played in over 2 years because it's so goddamn expensive. They don't even offer reasonable price for Canadians like Steam does (nearly always 110% USD price), instead they charge exchange rate prices (124% + 4% conversion), and it used to be more like 132% + 4% two years ago. We had only been playing for 3 months and they were asking us to buy Heavensward at 40 bucks each, so $80 USD, on top of the $15 for each of us every month... it just got way too expensive. Not having bought Heavensward, we lost all our friends because no one had interest in non-expansion stuff... so we lost our reason to play.

Hacking/Patching Tools / Re: FFTText Editor (last update 2016/01/06)
« on: September 02, 2017, 07:37:31 PM »
No... the Altima thing is the only thing you should have to install.
I have no idea what could cause that to happen, and I only have Excel 2007 so I can't quite test 2016, sorry. :/

This is very confusing to me because it sounds like a problem allowing VBA to run, but you get the Add-Ins buttons (which does require VBA for them to appear), so I really have no clue. I don't know if anyone else with Excel 2016 successfully or unsuccessfully used this spreadsheet before.


Basically, you have to reverse every half-word because I never really made a proper tool for this stuff. The spreadsheets I made "work", but they're still a pain in the ass to use... I've just never found the time/energy to complete a better tool for the small amount of people who do make story mods.

You're probably better off going with Raven's workbooks instead of mine. Like, I think mine doesn't calculate the space used or something.
Just know that you're going to have to make space somewhere if you want to add more conditions. There are several redundant conditions, for example story progress = X and Y is in your party, even though they're a guest and it's not possible for them to not be in your party at that point.

This is a lot to learn, so I would suggest that you slow down a bit unless you want to burn out lol.

What I'm less clear on is how to remove the existing Beowulf/Reis triggers (that is, what starts them being processed) and replace them with what I want.
I spent most of the day trying to find some thread about it or some variable on the wiki, but I didn't turn up anything that gave me the last piece of the puzzle.
0x00A7 - 0x00A8 - 0x00A9 - 0x00AC
Unless that's not what you're asking
So you should be able to easily find the conditionals tied to those, say by searching for "0100A7000100".

Yes, event slots of the same scenario have to be in sequential order. Not sure why. And only up to 10 slots.

Pretty sure you can just use Reveal(), ColorScreen(), Reveal() without needing to split it into 2 events... the only way you'd need 2 slots is if your event is way too long or if there is a battle in-between. Events don't fade out on their own.

Not sure why you'd use BlueRemoveUnit() over RemoveUnit().

And yeah, this is stuff that belongs more in the Event Editing section.

You can use those just fine. They wouldn't be listed if you couldn't.

PSX events are 0x2000 bytes long while the PSP events are 0x2800 bytes long. Unfortunately, the event compiler doesn't stop at those values, and may overwrite following events if you're not careful. You can, whoever, see how large an event is at compilation time. There is an option in the compiler's CONFIG.INI with a popup setting; just set it to 1.

Code: [Select]
If you need more space with an event, you need to create an event condition to load another slot when the end of your current even slot has been reached.

For example:
Code: [Select]
At the end of your first event slot

Code: [Select]
0001 007F 0001 | 0019 ????
or in reverse order for the spreadsheet:
Where ???? is the event slot

But that's unlikely you'll even need that considering you'd need to create a lengthy event with a lot of text in the first place to require that.

My FFT Hack Template spreadsheet can show you where free space is. Just be careful to try to not have your hack conflict with others. Both my spreadsheet and FFTOrgASM can detect conflicts, although the latter is a bit buggy at the moment in that regard.
Otherwise, you can have a general idea of what space is available here:

A PSX CD can hold up to 650mb of data, divided into sectors of 2048 bytes each. The PSX's RAM is limited to 2mb. You can't just expand a file or something to put in more code for your hacks. FFT already uses just about that entire 2mb nearly all the time.

There is no free space between jobs/skillset/ability/whatever tables, I have no idea what you're talking about. Just about everything in FFTPatcher except for the ENTD data is all compacted at the same location in the SCUS; there is no room. In fact, there is even a 4 byte overlap over the items table. The developers just got lucky it didn't create any bug.

Help! / Re: Assign abilities to Mime class ?
« on: August 30, 2017, 10:04:02 PM »
You can't. The mime job doesn't have assigned "learned" ability flags.
Just about the only thing you can do is use Choto's Mime Redesign hack which allows Mimes to temporarily learn abilities in battle (if another party member uses it, IIRC).

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