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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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 1 
 on: Today at 08:53:08 AM 
Started by AGodDangMoose - Last post by nitwit
Unfortunately, those spell types are the only ones programmed into the game. Anything past 0x0E just gives you no spells. If I could find the data of what spell types have access to what spells, I lost definitely would, but I have no idea where that data is.
So it's not a bit field (combination of bits in a single byte) that gives you access to various spell categories, but an entire byte?  That suggests there's a table somewhere.

Ah, I see you found the rest.  Very good job!

 2 
 on: Today at 06:08:40 AM 
Started by AGodDangMoose - Last post by AGodDangMoose
Indeed! I got the spell usage data figured out. I'll post it when I get home.

I don't think it's terribly off topic. Yeah, I basically just started corrupting stuff in the general area of what I already had, since I figured all that data would probably be around the same area, then once I found something related, I tried to figure out where the data actually began.

 3 
 on: Today at 05:23:18 AM 
Started by Barren - Last post by Heroebal

 4 
 on: Today at 05:14:35 AM 
Started by Gaignun - Last post by Gaignun
Version 1.08 is released for compatibility with FFTA 1.42.

 5 
 on: Today at 12:34:37 AM 
Started by AGodDangMoose - Last post by Blunderpusse
That's great! Congrats! Guess we'll be able to easily to change some unfair MP costs now XD.

Though, I've got to ask: how did you find the data? Did you try "playing" with random bytes through hex editing or something like that (my programming knowledge is very limited, hence the question)?

PS. Sorry if I'm getting off topic.

 6 
 on: September 24, 2017, 11:56:32 PM 
Started by AGodDangMoose - Last post by AGodDangMoose
This is what boredom and drive get me.
I've found all the weapon, item, and ability data.
This includes a byte which decides what spells go in what spell list. Once I figure out how it works, I'll post the modules, and you can edit it as you like.

 7 
 on: September 24, 2017, 03:42:01 PM 
Started by AGodDangMoose - Last post by AGodDangMoose
Unfortunately, those spell types are the only ones programmed into the game. Anything past 0x0E just gives you no spells. If I could find the data of what spell types have access to what spells, I lost definitely would, but I have no idea where that data is.

 8 
 on: September 24, 2017, 03:22:57 PM 
Started by Ramza Beolve - Last post by Nyzer
Then you didn't edit, save, and import the ATTACK.OUT file.

However, that changes the map of the event right from the start, not partway through. I'm not sure why you thought it would change at the end of the event, and your phrasing of saying the game was skipping the event really threw me off.

 9 
 on: September 24, 2017, 03:04:36 PM 
Started by Lionheart537 - Last post by dotchan
Suggestions for Bard and Dancer (can be implemented individually or in any combination):

  • Remove gender restrictions.  Fabulous male dancers based on FFV Bartz FTW.
  • Slow down Sing/Dance, either by basing it on class speed or simply lengthening the number of CTs it takes for Song/Dance to go off.
  • Make Wiznaibus and Witch Hunt evadable.
  • Lower the healing power of Angel Song and Life Song.
  • Taking damage cancels Sing/Dance.

 10 
 on: September 24, 2017, 07:51:48 AM 
Started by Ramza Beolve - Last post by Ramza Beolve
When i go to change it to the basic toutorial map is what i meant i can alter the original lines and camera angles of orborne monestary but it wont let me change it to the tutorial

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