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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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Messages - Xifanie

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We can on PSX, don't know if you want to try to make it work for WotL.

Thing is, that also makes you run into the issue of Mac/Linux users being unable to use FFTPatcher

PSX FFT Hacking / Re: Soldier Office Upgrade
« on: February 01, 2018, 09:04:27 AM »
Open you SCUS_942.21 with a hex editor, select bytes from 0x4F000 to the end of the file, copy (as a block), paste in the spreadsheet.

Help! / Re: Will custom second skillset in ENTD stick after event?
« on: January 26, 2018, 10:28:26 AM »
Depends what you mean by "sticking". It will be there after battle, but if you manually change it after that to Item/Summon/whatever, that original special skillset will be gone forever.

PSX FFT Hacking / Re: Rebalanced Knight Swords
« on: January 26, 2018, 12:05:22 AM »
The only AI bug I know with Holy Swordskills is that AI assumes that they are all going to be holy elemental -only- (despite lightning stab also being flagged lightning elemental), which allows you to wear a chameleon robe against Wiegraf and have him never attempt to use Lightning Stab against you. So I don't know what you mean when you say it causes the AI to think the ability is weapon element, unless the bug is somehow reversed for magical attacks.

But yeah, I guess the weapon element override bug has to do with a combination of Weapon Strike + Physical.

PSX FFT Hacking / Re: Rebalanced Knight Swords
« on: January 25, 2018, 08:57:41 AM »
Did you turn them into spells?
Because if you still have weapon strike checked (i.e. the only way to have the sword swinging animation), the element of the ability will be ignored and it will instead apply the 1st equipped weapon's element (if any).

And only one target can knocked back per ability use... that or something worse, like really bad glitches where units can end up on invalid tiles, or a unit flying off forever, softlocking the game. You might want to make sure it works fine.

Help! / Re: Max number of abilities per character
« on: January 09, 2018, 08:03:48 PM »
According to my notes, you can have up to 36 active abilities working fine for the player in an extra skillset, but only 15 for the AI... though since you're not using the ARH2 anyway, that hack won't even affect AI, so yeah, 36 abilities would easily cover the 16 of any extra skillset.

Help! / Re: Having trouble starting up FFTorgASM
« on: December 27, 2017, 05:20:36 PM »
It might just be that your .NET version is too old on your first computer

Help! / Re: Trying to gimmick the ENTD sprite limit vs Emulators
« on: December 24, 2017, 02:44:50 AM »
More than likely you applied a buggy ASM hack or there is a conflict between two of them.

Spriting / Re: No good at making Sprites Can someone help?
« on: December 03, 2017, 03:21:31 AM »
Usually people have a huge misconception on how much time it takes to make a FFT sprite and how much a good spriter would cost... i.e. over $100 USD.

With that said, we don't exactly have much in terms of active high quality spriters on the forum anymore as you can see, unfortunately.

Roll a dice, if it hits 2 or 4, force yourself into a random battle... or reset. The ultimate video/tabletop game crossover experience,

Help! / Re: Is there a way to export and import TRAP properly?
« on: November 17, 2017, 05:27:03 AM »
I'm honestly not quite sure how the transparency works... I know some tools can enable it, black as transparent, but not for bmp files. Shishi would need to be updated to fix that bug. Pretty much the only way to fix this would be through hex editing, and I personally don't know what changes would have to be made. If you're adventurous, you could try comparing the hex data of the file on the ISO before and after the bmp was imported.

Help! / Re: "No known abilities can be used with Arithmeticks" help!
« on: November 15, 2017, 07:10:08 PM »
You also need to change the skillset's behavior, and I made a spreadsheet for that, but it's for the PSX version... I don't think there's a way to accomplish this for WotL, sorry. Nyzer only has half the solution; it won't work without the other half. You'll probably get abilities that have 0% chance of doing nothing.

Help! / Re: Summoner Ability - Golem glitch
« on: November 13, 2017, 01:28:58 AM »
Well, that's heavily debatable because:
A) Golem's HP is calculated from the caster's max HP and nothing else
B) Golem's effect will affect new units and stop affecting units depending on their allegiance.

So, no matter which, you could interpret both targeting all allies and not doing so as a "glitch".

Help! / Re: Summoner Ability - Golem glitch
« on: November 12, 2017, 02:40:05 PM »
Wait, what's the glitch now?

Help! / Re: Question about Blood Suck
« on: November 12, 2017, 03:41:53 AM »
I'm honestly not sure if you need to do more than that... you have to take into consideration the Blood Suck AI though. It might not play as you want. It would only work well with a melee attack.

Help! / Re: Question about Blood Suck
« on: November 11, 2017, 08:27:19 PM »
My bad, no, you were doing it correctly.
It's just that for some reason there is ASM that writes to that address...,_frog,_berserk_abilities)

Code: [Select]
00199d74: 340200c8 ori r2,r0,0x00c8That should be your blood suck ability

Help! / Re: Question about Blood Suck
« on: November 05, 2017, 12:35:52 AM »
It's hardcoded and my spreadsheet covers that, but it's not available to the public, so instead you can edit
0x801A0B34 memory address in BATTLE.BIN (very bottom of the page)

It just means there are too many sprites on the map. i.e. it's going to happen 100% of the time on all emulators + console until the mod creator fixes it.

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