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Messages - Xifanie

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lessen: This is perfectly normal behaviour. There's nothing wrong on your end: i.e. this is a bug with the mod itself.

Help! / Re: Making new monsters with breeding mechanics.
« on: April 03, 2018, 02:06:07 PM »
The game only allows the generic monster graphic IDs to reproduce, and it's coded in a way that it multiplies the ID of the graphic by 3, and the next 3 jobs will be a possible outcome as an egg. Basically it's in no way flexible, and that doesn't even take into account the palette or sprite limitations of UNIT.BIN which would be a real goddamn pain to work past. Monsters have 1-3 palettes available in UNIT.BIN and you can't just increase it just like that; it's all hardcoded and a tight fit.

Help! / Re: Multi attack animations
« on: April 01, 2018, 11:07:00 AM »
You're mistaken. It's not a "left hand" punching animation; it would be a punching animation no matter what, because the game simply resets the weapon swing animation to default (i.e. punch) after the first attack.

I'm going to have to check with my team if an ASM to fix this is available.

How can you edit effects in war of the lions ?
Just as you would on the PSX version. Extract, edit, reimport.
Just replace the cdmage/cdprog portion of my tutorial with whatever you need to do to extract/import files with WotL:

Choto made a tool to edit effects (to some extent), and it supposedly allows converting single target effects to multi-targets, but he never explained how. I know he has converted a bunch himself, and several were used for JotF, but I forgot where he posted them.

Hacking/Patching Tools / Re: ISO Manager v1.00b
« on: March 29, 2018, 06:43:03 PM »
You're welcome. I didn't reply to your question/bug because I was extremely confused by your problem and just had no idea of what could be happening...
It is also a fair amount of stuff to mess with and learn, but once you understand how it works, my spreadsheet can be quite useful.

And you had to expand because of Shishi moving all the sprite files and resizing them. Shishi simply doesn't do it "properly" as far as the CD file index is concerned.

To my knowledge/poor memory, it hasn't been done... I tried looking a bit at the code and I just can't figure out for the life of me how to make it retain the Ability AoE and vertical tolerance.

I know the subject came up in the past at least, but I can't find the other topics. ¯\(°_o)/¯

Well, if we look at this page:

15E isn't listed, but according to the code documentation (, it stands for the Monster Graphic. A really easily solution if you just want any monster, is instead to target the Monster gender. Which, as far as battle stats are concerned, is 0x0006, with flag 0x20 for Monster.

All we need to do is load that byte instead of the monster graphic, and check if the flag is set:
Code: [Select]
lbu r2, 0x0006(r2)        Load Target's Gender
andi r2, r2, 0x0020       Gender = Monster

I also made a xml with the code since the hack was so simple, although I think I just wasted my time because I think JotF already has such a hack lol.

To anyone out there interested in ASM hacking, it's just that simple with code documentation, so why not give it a try?

PS: I didn't test it but I'd be really surprised if it didn't work.

Yeah, it seems to only hit units with the Monster Skill ability equipped, which... I don't see the point of such an ability?

You also didn't say what you wanted though.

That's your only option

By ASM hacking, yes. You'd have to edit this code to affect the formulas checking if the target is a dragon:
  • 5A Dragon: Hit(100)%
  • 5B Dragon: Heal_(Y)% 100% Add Status
  • 5C Dragon: +Brave_(X) +PA/MA/SP(Y)
  • 5D Dragon: Set_Quick

I thought someone made a hack to change the Dragon requirement to Monster, but I couldn't find it.

Otherwise you'd have to edit existing formulas or create your own if you wanted something more than that.

Help! / Re: Questions about save suport to reaction?
« on: March 26, 2018, 09:46:35 PM »
You could use FFTPatcher to generate GameShark codes to give her main job innate support abilities.

PSX FFT Hacking / Re: Final Fantasy Tactics PvP
« on: March 26, 2018, 09:40:38 PM »
That doesn't make any sense. I already stated Arena is used as a base.

Wow, that is just sad.

Listen, you can either listen to my advice, or be miserable the rest of your life. It's your call if you want to wake up or not. I'm not your boss, and it's your life.

You're going to be fucking wasting your life away if you try to pay back student loans being a dishwasher.

You got replaced because you were very replaceable.
Your current job also has you easily replaceable.

So, how do you make yourself not easily replaceable? You need a skill that is rare, and high in demand. Something that is up to date, not information that you learn in college that immediately puts you 5 years behind in terms of knowledge compared to people who learn how to code using just Google.

The moment you graduated, your knowledge was already was outdated. That's how school curriculums work; they don't change very fast. Now if you only try get a new programming job in 4 years, what's going to happen? Why would anyone hire you? You're not special, you're not up to date, you're fucking nothing.

You need to find a skill you perform well at and stick to it. Use Google; no one in the history of the world ever had access to so much information, and most of it is FREE. I don't care if it's programming or not. Is programming really for you? Is it the only thing you can remotely excel at? Is it worth all the trouble? You have to ask yourself these questions.

Because with your current plan, your life situation will NOT improve. That would be a total fucking delusion. Most Americans don't even have 10k in savings to retire, hell, something like 28% don't even have a single dollar saved for retirement.
And our generation will have it FAR worse. If you don't have plans to excel, yeah, then just get replaced by indians and robots and complain how people should go into prison even though you were so fucking replaceable in the first place. That's gonna help. You can bitch all you want, but it doesn't change the fact that your life is your own responsibility. The sooner you accept that, the sooner you can move on and start improving your life.

I might have sounded harsh, but you need to wake the fuck up.

You just proved my point. Betting would give you an incentive to actually do something with the information.
You even suggesting that shows you were not planning to do a goddamn thing in the first place. Also your failure to mention anything that you've done with your countless pointless questions.

Oh, and just to prove further my point, this is something I figured out in less than a minute by myself when I wanted to figure out how to move files in FFT.
Oh, and just to prove further my point, I made a fucking tool that allows creating and moving PSX ISO files. You would know the answer already if you gave half a shit.

FFH has a lot of people who don't really do much, and only work on their own personal projects, and I'm still fine helping them. You? Eeeeeeeeeeeeeehhhhhhhh...

If I answer this one, will you finally stop asking questions out of pure curiosity? Because we both know you won't be using this information. Just like your last 10 questions.

PSX FFT Hacking / Re: Final Fantasy Tactics PvP
« on: March 23, 2018, 10:21:26 PM »
I'm not familiar with Arena. How can you tell that it's using Arena as the base?
...if you don't care about Arena, why do you care about knowing this?

I believe it's just screen-sharing software that allows remote inputs.
Well, that would explain the horrible lag/skips that we see in the video.

PSX FFT Hacking / Re: Final Fantasy Tactics PvP
« on: March 22, 2018, 07:00:41 AM »
It would probably be easier to just try to get into contact with the person who made the video, to be honest.

PSX FFT Hacking / Re: Final Fantasy Tactics PvP
« on: March 21, 2018, 10:21:49 PM »
The second video you posted is WotL.

The first video you posted is on ePSXe, using a modified version of FFT: Arena. I made the original mod, but unfortunately, I did not keep any of the source material. Thus, to my knowledge, that's all there was to work from.
However, judging from that video, it looks like someone was able to reverse some parts into vanilla after all. But to my knowledge, this was never published/shared on FFHacktics... so I don't know what to tell you...

I never personally saw the appeal of waiting 5 minutes for the other player to make their move, so I never considered making the manual PvP version of Arena myself... plus all the downsides of not really being able to use your own save data's characters. And you can see how I've never been a fan of chess or other strategy board games. But back then I also wasn't very empathic, so it was easy for me to completely dismiss the idea thinking no one would care.

If you're not familiar with FFT:Arena, you basically use an Excel spreadsheet to generate memory cards with 8 units; 4 for the first team, 4 for the 2nd team, then, with the Deep Dungeon, you pick the map you want to fight on.

And the last piece of the puzzle is just a plugin that allows playing simultaneously. No idea what it is though. Of course, you're supposed to let the other player control their own units, even though all characters are controlled with Controller #1.

Well, I can't really do it for you... huge financial stress these days, so gotta focus on trying to build a business.

But we do have ASM tutorials (albeit not any extensive ones)

More directly related to what you're trying to accomplish:
You can find the character that you want to breakpoint by either adding 0x67000 to the BATTLE.BIN address (squad, battle/event) or 0xE0000 to the WORLD.BIN address (formation, world map).
In my case, I tried to breakpoint a character printing in a pre-battle scene, so BATTLE.BIN with 0x67000 it is.
I wanted to breakpoint the letter "a", in this case.

0x000FF0FC (BATTLE.BIN's character length's table address) + 0x00067000 (Memory Offset) + 0x24 (letter "a") = 0x00166120
By setting a breakpoint with my pSX emulator before the characters printed in the dialogue box, I was able to eventually stumble upon the routine which sets the next character's printing X position.

lbu r2, 0x60FC(r1) loads the character's pixel length into r2, and addu r23, r2, r23 adds that value to the current character's printing X position.

Hope this helps

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