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Don't be hasty to start your own mod; all our FFT modding projects are greatly understaffed. Find out how you can help in the Recruitment section.

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 1 
 on: Today at 04:36:28 PM 
Started by Mime - Last post by Xifanie
Not really; all the graphical space you see being used is actually used.

JotF uses the "Orbonne Monastery" space at the top, of the file, but it uses a hack to reload the file every time the game heads back on the World Map... basically the "Orbonne Monastery" space is used in battle. We used that graphical space only on the world map for the Synthesis Shop materials.

 2 
 on: Today at 04:23:49 PM 
Started by Mime - Last post by Mime
I am trying to make use of the hiragana section but ended up finding Ramza's chapter 1 portrait.
It came in partially like puzzle from top to bottom A4-B3-C2-D1 and it will refer to the palette assigned to that particular item (palette is currently set to 0).

Are there known way(s) to increase the current item graphic slot without glitch?

 3 
 on: Today at 12:12:28 PM 
Started by raics - Last post by raics
I've always been immensely interested in modding TO PSP. What resources did you use for this project? Great job!
Thanks, it was just a decent hex editor that allowed pasting excel tables so I could do the changes where I can keep track of them.

 4 
 on: Today at 04:31:25 AM 
Started by Pride - Last post by Pride
One hack was stealth added requested by Raven and the second adds some quality of life for Charge that I didn't see anywhere... -shrugs- At least you might be less inclined to remove Charge completely and save the ability space. Also fixed a bug in another asm.

Enemies can now randomly spawn with PA Save, MA Save, and Speed Save.
  • Removes an (intended?) bug that removed PA Save, MA Save, and Speed Save from being randomly selected on enemies.

Charge gains unique status effects.
  • Charge can have an assigned status inflict ID, overwritting the weapons status effect (IE Poison Shot inflicts Poison).
  • Use the Patcher to determine what Status ID to use under the "Inflict Status" tab.

 5 
 on: Today at 02:36:36 AM 
Started by Barren - Last post by Barren
Welcome to my Final Fantasy 5 sessions! 2 times per week I'll be streaming Final Fantasy 5 so I hope you all enjoy!

Also, I apologize for no desktop audio in the video, I had friends over and I was asked to switch the audio to headphones and I didn't count on there being no sound at all. Will have the issue fixed by next part.

Barren Plays Final Fantasy 5 - Session #1

 6 
 on: May 24, 2017, 10:06:03 PM 
Started by raics - Last post by Eternal
I've always been immensely interested in modding TO PSP. What resources did you use for this project? Great job!

 7 
 on: May 24, 2017, 10:50:06 AM 
Started by raics - Last post by raics
I've been working on a mod for the game for some time and it got to the point where I can release something to the people to play with, It's mostly done except for some tedious stuff and additional tweaks so it should work fine.

You can get it here: http://www.moddb.com/mods/one-vision1

If anyone else would like to give it a shot I'd be happy to help, of course.

 8 
 on: May 24, 2017, 05:08:46 AM 
Started by silentkaster - Last post by snovlo
Hi Guys
This is post will be my team submission and

i will add more team


The Team
*New*

 9 
 on: May 23, 2017, 07:38:35 PM 
Started by silentkaster - Last post by Argy
Updated a few teams and got rid of a couple!!






 10 
 on: May 22, 2017, 02:01:40 AM 
Started by Xifanie - Last post by Xifanie
JP Sets

This hack would allow you to grant completely custom JP values (min-max) for every job given a specified "Job unlocked" job and level specified in FFTPatcher in the ENTD tab.
At the very least it should grant custom job levels for each job.

For example:
Jobs Unlocked Archer Level 255 could set Squire to lvl 5, Knight to lvl 2, Archer to lvl 7, Thief to lvl 4, Lancer to lvl 2.
Jobs Unlocked Unknown Level 0 could unlock all jobs at lvl 8

If proceeding with job levels only, the edit would be a simple override of the job levels normally copy/pasted from the SCUS.
In the case of JP, I think the job levels might have to be calculated first based on the JP range, then at the time of generating the JP amounts (Job level's JP + rand[0, 99]), override those with the new numbers.

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