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Messages - Xifanie

Pages: 1 2 [3] 4 5 ... 214
41
PSX FFT Hacking / Re: Question about ARH capabilities
« on: August 30, 2017, 05:59:03 AM »
Not with ARH1. The easiest way I think would be to create a hack that checks for the unit's team, return 0% hit if not the blue team, and 0% if the blue team but no item in inventory. With ARH2 that would be coded pretty quickly.

42
Spritesets aren't linked to jobs directly, correct? No they're not, but as far as what you're asking, they are
What I don't understand is the method that allows one spriteset to change jobs, and use that job's sprites.
My instinct is that its hardcoded to the 0x80 and 0x81 spritesets (generic male and female respectively), but I'm not certain on that. Only generic Males/Females will use gender and job specific spritesheets

Celia and Lede seem to have a pair of unused spritesets, which strikes me as a bit odd.
In theory I could use those spritesets, change the actual image to that of KnightF with a custom portrait, and change Alicia and Lavian's spriteset index, but not their job, to those spritesets, and that would give them unique portraits, right? Except that you can't decide to make Knight their special job. It has to replace the Squire job. Which means you would have 2 knights with them.
But it would also mean they're permanently locked into looking like a knight, yes? (I can attempt all of this of course, but I'm just checking that I'm thinking in the right direction) Yes

More direct version of that question: I don't have to give a unit a non-generic job to allow it to use a unique spriteset? Yes you do

43
You want to edit the Unit ID and Portrait ID fields with Raven's tool:
http://ffhacktics.com/smf/index.php?topic=9749.0

It's only one custom portrait per scenario. Also, you cannot have a unit with a special portrait retain their special portrait once they join your party.

You want to check WLDFACE.BIN in Shishi to know which ID to use. You have to take that decimal number, subtract 1, then convert to hex.

44
Help! / Re: Assistance for a new(b) hacker
« on: August 27, 2017, 08:48:33 PM »
why does it have such a long name? It's supposed to just be "FFT File List.txt", or in your case, because you're a weirdo who doesn't enable extensions being displayed in directories, "FFT File List"

45
Help! / Re: Assistance for a new(b) hacker
« on: August 27, 2017, 06:36:15 AM »
It's just supposed to be in the same folder as your the FFT Hack Template spreadsheet.

46
Help! / Re: Assistance for a new(b) hacker
« on: August 23, 2017, 10:31:23 PM »
If you're serious about ASM Hacking, you better get used to my FFT Hack Template spreadsheet and drop MassHex

47
Help! / Re: Assistance for a new(b) hacker
« on: August 23, 2017, 07:51:10 PM »
Since no one has really replied to this topic yet, I'll just say this: I have no fucking clue how to approach what you want to accomplish.

I've made a lot of pretty complicated hacks, and I believe in this case, it's mostly a different thought pattern that doesn't make it as easy for me to imagine it, but that's still a really fucking tough first attempt at an ASM hack.

Surely there must be an easier hack you wish to make.

48
I don't know if DTE compression is applied to any and all sections if there is not enough space, but if it isn't, it's possible it could be because of a non-DTE section that you have added too much text to.

49
No one really knows why, but you cannot patch an ISO if you loaded the text from a non-ISO through Tactext. It's possible that you copied whatever corrupts those .ffttext files into your own. I don't know. You really should just try to pinpoint the issue like I told you in your other topic if you don't want to start over.

50
Well, the original .ffttext file that you created to use with my editor, was it from vanilla or from a modified ISO from some mod?

51
Are you loading your modified text from your ISO or from a .ffttext file?

52
I'd just like to point out that both:
- That your mod is the "The Proper Way to play FFT"
- Your modifications follows the "spirit of vanilla"

Are both extremely arrogant claims that can only be applied to the raw, unmodified game. Your mod is a mod, it's not the original game; don't kid yourself. You'll never reach the audience that the original game had.

53
PSX FFT Hacking / Re: Question about ARH capabilities
« on: August 16, 2017, 11:00:34 AM »
No, 2 isn't available yet indeed, because nearly everyone here are jackasses who don't bother reporting bugs, so now people have to wait until JotF ch1 re-release to get access to my 6 latest hacks so they will actually be tested by 1-2 people who actually do test and report shit. :p
I don't enjoy releasing hacks that are buggy to the public, so that really leaves me with no alternative.

But that doesn't really matter unless you're willing to learn ASM anyway.

54
PSX FFT Hacking / Re: Question about ARH capabilities
« on: August 16, 2017, 05:05:25 AM »
Which version? 1 or 2?
Because that would be easily doable with ARH2 with a bit of ASM knowledge and experience, but ARH1 wasn't made to handle such nitpicky requests. That's why I made ARH2, which is ASM only. Because people just kept asking for their own specific requests that don't apply to anyone else.

55
Help! / Re: Is there a way to export and import TRAP properly?
« on: August 15, 2017, 04:45:29 AM »
Golem is EFFECT\E069.BIN
You can replace it with cdmage or cdprog.

56
I fixed the wiki pages concerning this version issue, hopefully I'll remember to update these pages from now on.

57
Help! / Re: FFT WRLD FACE.bin, Portrait help!!!
« on: August 13, 2017, 04:13:37 PM »

58
...what part of the site?

59
Help! / Re: FFTacText error when loading a file
« on: August 10, 2017, 02:05:55 AM »
...I think you misunderstood my post. I gave you a way to figure out the problem by elimination.

60
Help! / Re: FFTacText error when loading a file
« on: August 10, 2017, 12:33:46 AM »
Settings Page. It's been there from the very first version.

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