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Messages - Kourama

321
PSX FFT Hacking /
February 21, 2008, 03:38:46 am
I like this one.

322
Spriting /
February 21, 2008, 03:23:05 am
QuoteTo be fair, it's heavily FFXI inspired.

Yeah it does remind me of FFXI, brought back some memories back when I played FFXI.
323
Hacking/Patching Tools /
February 10, 2008, 10:54:41 pm
I spent all day trying to figure out the problem with decrypting the PSP version through FFTPatcher but no luck.  

From looking up a few things having to do with ASP.NET applications and .NET Framework, it looks like its probably an issue with authorization to write the file like you thought melonhead. I hope I can figure it out soon but all the stuff I looked through is pretty much new to me.

On a lighter note nice new update. I like the fact that you put the formulas in after I suggested it, thanks. Either way though I can still play around with the PSX version and maybe found out more of the unknowns that are still around.
324
Spriting /
February 10, 2008, 10:44:24 pm
I'm looking forward to test out this program soon.

I'm going to start working on Luso's sprite and rework it so it doesn't look so bad and see what kind of improvements I can make.
325
Hacking/Patching Tools /
February 09, 2008, 06:27:06 pm


Using US version
(418,871,296 bytes)

This ISO is a freshly ripped ISO from my UMD.
326
Hacking/Patching Tools /
February 09, 2008, 04:14:12 pm
I hate asking for help but I'm at a loss when it comes to patching the PSP version of the game.

I tried decrypting the War of the Lions ISO with FFT Patcher but I keep getting an error saying that it was unable to decrypt it. So I looked at the forums here and read through NeXaR's posts.

According to his posts extracting Boot.bin, renaming it to Eboot.bin, then copying it over the Eboot.bin maybe it would help decrypting the file in FFT Patcher but then I received an error saying that it didn't recognize the iso as a War of the Lions iso.

Anyone, melonhead or otherwise have any tips or advice to fix this?
327
Hacking/Patching Tools /
February 09, 2008, 12:25:25 pm
Nice update! As always great stuff melon.

Quick question though, in the next update is there anyway that you can have Formula's for each skill shown. For example Asura's formula is Damage = MA * 8 (04C).

So when you look at the screen with the abilities, Formula for Asura would say "(04C) Damage = MA * X" And X would be whatever it is you already have on your program which would be 8 in this case.

It would make it a lot easier to mess around with the current formulas until a way to change the individual formulas is found.
328
Spriting /
February 09, 2008, 10:57:00 am
How about a mask that covers her mouth? like in the Ninja Sprite.
329
PSX FFT Hacking /
January 24, 2008, 01:43:39 am
If you really want to make the monster move stronger change the "X" or "Y" of the move.

For example Ice Soul's damage formula is MA * 2.  2 is the "Y" value in the formula so if you increase "Y" you will ended up with more damage.

All the formulas are in Aerostar's BMG FAQ in the following link:

http://www.gamefaqs.com/console/psx/file/197339/3876
330
The Lounge /
January 23, 2008, 04:06:20 pm
Yep I've been getting it a lot too. Started yesterday.
331
Archives /
January 19, 2008, 07:12:45 pm
Also if you want to have several monsters come out randomly in the same spot (kind of like the pig/malboro/ahriman in that swamp fight with Mustadio) make sure all of enemies you put there have the same 0x8? and the same X/Y values.
332
Hacking/Patching Tools /
January 17, 2008, 02:30:37 pm
You can't even touch that file for the PSP version of the game. The only changes you can make are to the battles (ENTD Editor) everything else is changed through CWCheat.
333
Archives /
January 17, 2008, 02:27:36 pm
The problem with his abilities is that you need to change his action menu (for his specific skill set A6 or whichever you chose) to monster so that it can work properly. I'm pretty sure its set to default on your patch.

As for the faulty Agrias. I had the same problem before when changing around battles in the PSX version of the game. The character works like its supposed to but just looks glitched (attack animations work fine though). I couldn't figure out a fix for this but Karlsten suggested that maybe I erased a random byte. Never figured out the problem though.
334
Hacking/Patching Tools /
January 16, 2008, 09:53:14 am
I haven't used melonhead's program for the PSX version yet but when using zodiac's excel sheets you had to patch that SCUS file before you imported it over the original file already on the game.

I'm pretty sure that is probably still the case with melonhead's version so thats probably your problem right there.
335
Spriting /
January 12, 2008, 11:12:28 am
She isn't used in any story battles and doesn't even have her own skill set. I'm pretty sure that she has all the necessary sprites to do all of the animations possible by a regular generic character.
336
Hacking/Patching Tools /
January 08, 2008, 04:42:52 pm
Below is a value list with some of what I've recorded and information I found posted by others in a more organized list (mostly posted by Zodiac). The list is for some of the more ambiguous values.

Unknown stands for the Unknown section in the ENDT Editor. Also although I found the number (15) for Onion Knight there may be another one since the game classifies Lv 1-7 Onion Knight differently from Lv 8 Onion Knight.

Let me know if you have any questions on what is detailed below or if there is anything that I could add.

Unknown 1/Unknown 2 (going from left to right)

Job Levels

First Number = Job   Second Number = Job Level

00 Base Job
01 Chemist
02 Knight
03 Archer
04 Monk
05 White Mage
06 Black Mage
07 Time Mage
08 Summoner
09 Thief
0A Mediator
0B Oracle
0C Geomancer
0D Lancer
0E Samurai
0F Ninja
10 Calculator
11 Bard
12 Dancer
13 Mime
15 Onion Knight
?? Dark Knight

Unknown 7

Corresponds to matching sprite set/name of unique story characters with a few exceptions - pretty much any character that has generic male/female/sprite doesn't use this formula and uses what is detailed below.

(example: 01 = CH1 Ramza Sprite & Name)

All others start and increase from 80,81,82,83,..89,9A.. for story battles

Monsters that end up in the same space have the same number from above and the same (X,Y) Coordinate

Regular Random Battles are all classified as "FF"

Levels

0 = Highest
1 to 99 = Fixed Level
100 to 255 = x - 100 + Highest (so 110 = 10 levels above Highest)
except 254 = Highest - [1..5]

All other Values

1-100 of respective paramaters
254 = random

Bravery (00-100) Faith (00-100)
Day (1-31) Depending on Month
337
Hacking/Patching Tools /
January 08, 2008, 12:20:48 am
Thanks for the info I got it now.
338
Hacking/Patching Tools /
January 07, 2008, 11:42:54 pm
I'm having trouble running fftpspext.exe

When I initially run the program I get a message saying that the program could not be run because the program could not locate the file "cygwin1.dll"

So I take the file it could not locate and move it into the same folder as fftpspext.exe and run the file. Instead of giving me the original message, the program opens for a split second and then closes. Can anyone point me in the right direction to fix this problem so that I can properly use this program?
339
Archives /
January 07, 2008, 10:09:31 pm
Why not give Bards and innate status ability like Regen or Reraise? Sure their stats don't get a huge boost but they are much studier characters.
340
Archives /
January 07, 2008, 09:54:41 pm
Summary of general way of making enemies stronger

Monsters - Higher HP, Possibly other higher stats depending on the monster, Have most monsters have 2-3 skills normally

Humans Characters - Equal or Higher levels than your strongest character, Higher Job levels, Random Equipment/Abilities based on level of strongest character, more battles with enemies with the more "powerful" jobs, take "rare" status off of more items

As for bosses I think that has to be a more detailed/specialized discussion.

Does anyone know if Samurais can only use Masamune and Chirijiaden abilities if both of the weapons aren't "rare"?