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FFT Bug/Glitch Discussions  (Read 22118 times)
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Cheetah [Posts: 3654]
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  • [May 19, 2010, 09:02:54 AM]
Re: FFT Bug/Glitch Discussions
« Reply #20 on: May 19, 2010, 09:02:54 AM »
Thanks, this could definitely be handy at some point. At the very least I have always wanted this for my personal use.

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Pickle Girl Fanboy [Posts: 1482]
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  • [June 15, 2010, 05:04:58 PM]
Re: FFT Bug/Glitch Discussions
« Reply #21 on: June 15, 2010, 05:04:58 PM »
I'm using this as a base for a patch, and it bothers me to no end that I can give a class an inherent r/s/m and they will still equip it.  it's the reverse of the Chemist->Throw Item, Monk->Martial Arts, Mediator->Monster Talk, and Ninja->Two Hands problems.  Wouldn't it make more sense for the game to check the inherents when allowing r/s/m abilities to be equipped, rather than hard-coding them to each class?
Fenrir90 [Posts: 40]
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  • [July 09, 2010, 05:55:27 AM]
Re: FFT Bug/Glitch Discussions
« Reply #22 on: July 09, 2010, 05:55:27 AM »
"Editing some files so that if a special character was hacked into the party that they would show up correctly in the formation and battle preparation screens."

I would like to see this.

Also, what about the duplicate characters such as Mustadio and Rafa, just to name a few. Could they be merge into one character? Since this patch will be used as a base, it would free up some sprites for those that wants to add new characters.

Edit: Delita's profile picture does not update after he becomes an Arc Knight, it still shows his Holy Knight picture instead of his Arc Knight picture.

Also, Ajora's profile does not always appear in some playthru, while in others it appears. I don't know what causes this.
Vanya [Posts: 3958]
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  • [July 09, 2010, 06:07:12 PM]
Re: FFT Bug/Glitch Discussions
« Reply #23 on: July 09, 2010, 06:07:12 PM »
My part in the project is to condense all the duplicate characters and prepare all the character slots for use as new special units.

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    topopox [Posts: 3]
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    • [July 20, 2010, 11:07:59 PM]
    Re: FFT Bug/Glitch Discussions
    « Reply #24 on: July 20, 2010, 11:07:59 PM »
    Hi there, this is my first post, I've loved your work by doing the transition of the whole script of the PSP Version to the PSX Version.

    Here's the Thing, For some reason after I patched the .50 version of this mod the FMV's have no sound at all.
    I know that most of them aren't important, but I think it deserves to get a look on it.
    SilvasRuin [Posts: 1405]
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    • [August 20, 2010, 05:17:02 AM]
    Re: FFT Bug/Glitch Discussions
    « Reply #25 on: August 20, 2010, 05:17:02 AM »
    What FMVs are there other than the intro?  I don't recall any in the PSX version.
    Cheetah [Posts: 3654]
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    • [August 20, 2010, 01:42:20 PM]
    Re: FFT Bug/Glitch Discussions
    « Reply #26 on: August 20, 2010, 01:42:20 PM »
    The ending, and there are several videos previewing the game like a history of Ivalice and the jobs.

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    Fenrir90 [Posts: 40]
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    • [August 26, 2010, 05:04:23 PM]
    Re: FFT Bug/Glitch Discussions
    « Reply #27 on: August 26, 2010, 05:04:23 PM »
    There is something that I always found odd is when a unit has 2 weapons equipped in both hands (like Ninja), would it be possible to make the sprite used the right hand and left hand when attacking and not the same hand when the unit attacks with the weapons.
    Cheetah [Posts: 3654]
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    • [August 26, 2010, 05:20:50 PM]
    Re: FFT Bug/Glitch Discussions
    « Reply #28 on: August 26, 2010, 05:20:50 PM »
    Hmmm...this is a very interesting idea.

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    Vanya [Posts: 3958]
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    • [August 26, 2010, 06:00:27 PM]
    Re: FFT Bug/Glitch Discussions
    « Reply #29 on: August 26, 2010, 06:00:27 PM »
    I don't think that's a glitch, but rather a design choice because of the limited amount of video memory available.
    Also, isn't that beyond our abilities at the moment?

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    Cheetah [Posts: 3654]
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    • [August 26, 2010, 06:32:24 PM]
    Re: FFT Bug/Glitch Discussions
    « Reply #30 on: August 26, 2010, 06:32:24 PM »
    Well in my opinion this isn't feasible at anytime because it would involve new arm animations for every sprite. I thought that there were attack animations for all weapons for right and left handed strikes, but that is not the case. I just went through all the animations for shishi and there are some for lefties, mostly punching and grabbing motions, but no sword strikes or anything else really. If it was just a matter of changing existing frames and animations maybe, but that is not the case.

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    Fenrir90 [Posts: 40]
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    • [August 27, 2010, 10:36:25 PM]
    Re: FFT Bug/Glitch Discussions
    « Reply #31 on: August 27, 2010, 10:36:25 PM »
    Really Cheetah, I thought I saw a left handed strike once. Well, you guys know more than me when it comes to the more technique stuff. Thanks for making me aware of it.
    slivers7
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    • [September 17, 2010, 01:08:31 PM]
    Re: FFT Bug/Glitch Discussions
    « Reply #32 on: September 17, 2010, 01:08:31 PM »
    Uh, I'd like to know if there's any way to correct the extra diagonal box lines in the "Grand Cross" move description (also the same when checked in-battle):

    Cheetah [Posts: 3654]
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    • [September 17, 2010, 04:13:02 PM]
    Re: FFT Bug/Glitch Discussions
    « Reply #33 on: September 17, 2010, 04:13:02 PM »
    The Text is just too long in one of the lines. These will be fixed in the next release, which I am actually starting to work on again.

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    Vanya [Posts: 3958]
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    • [September 23, 2010, 02:34:48 AM]
    Re: FFT Bug/Glitch Discussions
    « Reply #34 on: September 23, 2010, 02:34:48 AM »
    Here's something I found while studying monster stats for a Blue Mage re-balancing hack.
    In the PSX version you know that the Bomb type monsters use the wrong versions of their attacks.
    The Bomb uses the blue version instead of the red version.
    They corrected this in the PSP version, as should be done for this patch as well, but I noticed one important thing they didn't fix.
    The Red version of the skill uses the basic monster magic formula (4E), but the blue and black versions use a physical attack formula (31).
    This looks like an obvious mistake, but the question remaining is which formula is the correct one for the Small Bomb/Bomblet skills to use?
    Given that Flame Attack and Spark use formula 4E it would make sense for the blue and black Small Bomb/Bomblet skills to use it, too.
    However, the bomb types' Bite uses a physical formula and the nature of the Small Bomb/Bomblet skill would indicate that it should also be physical in nature.
    I'm leaning towards it being physical. What do you guys think?
    « Last Edit: September 23, 2010, 10:56:39 PM by Vanya »
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    Cheetah [Posts: 3654]
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    • [September 23, 2010, 05:31:25 PM]
    Re: FFT Bug/Glitch Discussions
    « Reply #35 on: September 23, 2010, 05:31:25 PM »
    Man this is quite the find Vanya. Battle mechanics are unfortunately not my specialty at all, I would like to hear thoughts from others.

    PS: I'm making some changes to the first post of this thread representing current progress.

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    Vanya [Posts: 3958]
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    • [September 23, 2010, 07:33:04 PM]
    Re: FFT Bug/Glitch Discussions
    « Reply #36 on: September 23, 2010, 07:33:04 PM »
    If you like I can type up some stat info to give an idea how the two different formulas affect the power output of Small Bomb.

    Quote
    Up for Debate:
    - Editing some files so that if a special character was hacked into the party that they would show up correctly in the formation and battle preparation screens.

    I wouldn't call this a bug or a glitch. These characters were not intended to be used by the player in the first place.

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    Cheetah [Posts: 3654]
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    • [September 23, 2010, 07:37:55 PM]
    Re: FFT Bug/Glitch Discussions
    « Reply #37 on: September 23, 2010, 07:37:55 PM »
    Move info and stats on these equation choices would be great Vanya. I wonder why the bombs got so wonky. You said it was the same way in FFT JP too right?

    Yeah, I haven't started a thread for general improvements yet though.

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    Vanya [Posts: 3958]
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    • [September 23, 2010, 10:38:43 PM]
    Re: FFT Bug/Glitch Discussions
    « Reply #38 on: September 23, 2010, 10:38:43 PM »
    Bomb?Grenade/Explosive stats:

    PA Growth = 39/39/39
    PA Multiplier = 100/85/116
    MA Growth = 7/7/7
    MA Multiplier = 93/94/96

    Blue & Black Small Bomb/Bomblet use formula 31: Dmg_((PA+Y)/2*PA); Y  = 0.
    Red Small Bomb/Bomblet uses formula 4E: Dmg_(MA*Y); Y = 4.

    if PA & MA are 10.

    for blue & black: Dmg = (10+0)/2*10 = 5*10 = 50
    for red: Dmg = 10*4 = 40

    if PA & MA are 25.

    for blue & black: Dmg = (25+0)/2*10 = 12.5*25 = 312.5
    for red: Dmg = 25*4 = 100

    As you can see, damage for the blue & black versions are considerably stronger.
    However, given the considerably lower PA growth, it seems it would take a lot longer for the blue/black versions to become more damaging.
    I think the programmers entered the wrong formulas when they added the two variant Small Bomb abilities and they should have used the MA formula instead of the PA one.

    UPDATE: I was trying to correct the Bomb using the wrong version of Bomblet, but for some reason the Patcher won't take the change. I tried different versions and tested it against a PSP patch, and it seems that if you try to change that particular skill on the bomb skillset in the PSX version it will always revert back to the default value. Is this a glitch in the patcher? I'm gonna try to change it manually and see what happens.

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    Cheetah [Posts: 3654]
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    • [September 23, 2010, 11:08:42 PM]
    Re: FFT Bug/Glitch Discussions
    « Reply #39 on: September 23, 2010, 11:08:42 PM »
    Keep good notes Vanya so that we can make it an FFTorgasm patch if needed.

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