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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 - Lennart

1
FFTA/FFTA2 Hacking / FFTA2 Tools (Updated 2013/02/16)
January 27, 2013, 01:44:40 pm
IMPORTANT:
Version 0.1.2 fixes two major issues with the editor. If you've already used either editor, the safest way to ensure there are no bugs in your patch is to redo everything from scratch. I sincerely apologize for this major inconvenience (although I'm also pretty sure this only applies to one person...) but I don't say I didn't warn you! I don't believe there are any more bugs since I've done a more thorough test this time.


Below are some basic tools for the US version of Final Fantasy Tactics A2: Grimoire of the Rift written in Java. Anything they do can be easily done in a hex editor but it makes things a little easier to navigate and more intuitive.

These tools are currently in alpha/beta/something phase and any bug reports will be much appreciated. If you know what a certain unknown or blank happens to be, then by all means tell me and I'll update it as soon as possible. I recommend extracting zips to their own folder and putting the ROM you want to edit in there too (keep a clean version somewhere else as backup).

Job Editor



http://www.mediafire.com/download.php?7br53q0fnqf92pg (0.1.2)

This tool can't edit names.

Ability Editor



http://www.mediafire.com/download.php?q97o8x7uv094vmt (0.1.2)

This tool can't edit what abilities belong in a certain set (e.g. Arts of War), what animations it has, AP required and where it is learnt from.

Important things to note:
Required equipment is left in hex because I don't know how it works. Consider looking for an existing ability (eg. Shield Bash) and use it's value for the same requirements.
Fixed damage is the fixed bonus added to a unit's offensive stat during damage/heal calculation. It is sometimes ignored if the ability has a property with certain modifiers.
Target type, range and radius affect eachother. Certain combinations will result in unpredictable results. Consider looking for an existing ability with desirable properties and copying it's values.
Height difference is how much higher/lower a unit can be from the target's height and still be hit by the AoE. Note that this only really applies to abilities like Black Magick or Summoning Magick.
AP Slots is where an ability's current AP is stored in a unit's data of a certain race. While the game may read from the same memory, if a unit has maxed AP in one address and is Hume, it will have mastered a different ability than if it were a Bangaa.
The Blue Magick Index is (what I assume) to be which AP index to max out if a unit with Learn is hit by the applying ability. Also note that Blue Magick abilities all have two copies, one for the player and one for monsters.
The check boxes on page 2 are probably heavily tied with laws as well as granting certain properties, determining whether or not this ability breaks certain laws.


The missing features will be implemented in separate tools. However, since only one or two people have shown interest in FFTA2 at all, how much interest I show towards producing tools or hacks is just as meagre. Even if I could finish everything in a matter of days, I probably won't. Besides, what I achieve is shit compared to what someone smarter could do in seconds.

2
Help! / FFTA2 Editor 0.6 and String Format (Solved)
December 23, 2012, 01:56:08 pm
This topic has achieved nothing and I've already figured out most of everything to do with strings in FFTA2 by myself.

Feel free to delete or 'sage' in internet terms.
3
Hi all! I'm here to start a balance/difficulty hack for FFTA2. I'm calling this the Grimoire of the Abyss because that's what I assume Illua's grimoire to be called.

These are the current major goals of the project:

Balance/change classes and encourage more 'strategy'.
Remove game breakers and major issues.
Make the game harder. Technically, if we do the above, this is directly implied.

Of course this is all vague since I'm not really sure what a 'better' FFTA2 would entail. This is where all of you come in. Without a doubt, I have not played this game enough to know absolutely everything. I've actually played FFTA for at least twice as long as this game. Anyway, point is, I need suggestions on what changes should be made to the game in order to 'improve' it. This is all very subjective of course but what good is it if we don't try? Besides, everyone loves to have a little banter about what they want. I'm not against a few drastic changes either. I think they can make any game you're bored of replaying suddenly crazy interesting.

Here is what I have figured out how to change:
Text
Jobs
Special Characters (except eg. where Adelle gets Heritor class)
Commands (eg. Arts of War)
Abilities
Equipment
Bazaar
Recruited Units (even vanillas)
Engagements (Enemies, guests, law, max party size, spawn tiles...everything)
Auction Hall Prizes (trash to regional grand prizes)

Darthatron was so kind as to do some assembly hacking and make all units start with max MP and give me control of how much MP is gained per turn naturally.

What I need help with:
Some unknown values (probably trivial) in the data.

Emphasis on CHANGE. Adding completely new data/concepts is currently impossible (like if you wanted a skill that flips the map upside down).
That being said, you have a lot of freedom, especially with abilities. You could make a skill inflict Petrify in a line across the map with 99% accuracy, taking from existing moves. With some further research (by that I mean naming indexes in a table), even monster abilities and effects can be changed/used.

As for stats, I can't change the 999 cap, the annoying quarter issue, variance (minimum +-10%, maximum +-100%), how everyone has at the very minimum 50 base speed, maximum 149 speed and the 99 level cap (ie. if you speed reset you'll have at least 148 speed no matter what). But everything else can be changed, like base stats, unequipped bonuses, growths and equipment stats. Even things like evade and jump can be changed easily.

Anyway enough technical mumbo jumbo. Now for some old fashioned theorytarding.

What everyone needs to do is follow a simple format:
  • Present an issue and explain why it's a problem.

  • Suggest a feasible solution based on what is possible.


As a treat to players who might not appreciate all the fine tuning going on, I will definitely be replacing Al-Cid with Illua, who will serve as the 'broken' character. A kind of reward for beating the game, let's just say. Or maybe her abilities can actually be balanced without destroying her concept, who knows. But I personally think having a pretty much entire roster is enough reason to play FFTA2 again.

If people actually want to work on this with me, I'll be happy to put up the hacking notes somewhere. From what I gather, most people are perfectly comfortable with just chipping in ideas, which is perfectly fine.