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 1 
 on: Today at 02:26:06 PM 
Started by Mercilec - Last post by CONMAN
You should open your rom with fftpatcher.  Under the entd tab, you will find a list of battles.  When you highlight the guest units, you will see a box marked "control".  Check that box... Save/patch and you are good to go.

 2 
 on: Today at 12:26:46 PM 
Started by Mercilec - Last post by Mercilec
Hello, i wasnt sure where i should open this topic..

As the title says, im looking for a hack that doesnt have suicidal NPCs.
In games i like to have full control of whats going on in battle.

thx in advance.

 3 
 on: Today at 11:17:58 AM 
Started by Windows X - Last post by Windows X
Thank you. I've fixed my mod here. I'd be delighted to hear your thoughts about my project for further improvements. :)

http://ffhacktics.com/smf/index.php?topic=11872.0

 4 
 on: Today at 11:14:37 AM 
Started by Windows X - Last post by Windows X
Version 1.0.1 is now released with some fixes and corrections as below.

-Added Slowdown fix for USA by Nexus and EUR by Eternal
-Crystalization causing game crash is now fixed
-Defend/Counter Tackle innate abilities are added to Delita/Argath too
-Improved Cure/Cura healing efficiently a bit to scale better and reduce Curaga MP cost a little
-Increased Monk's physical attack a little but still nerfed with default's PA Growth
-Reduced Fire/Blizzard/Thunder CT by 1
-Reduced Meteor CT by 5
-Potions will heal at rate 30/70/160

http://www.mediafire.com/file/9r4b2d657ncqj61/FFT+WotL+-+Valeria+1.0.1+(PSP+USA).ppf
http://www.mediafire.com/file/ekfdhimb8mn2miy/FFT+WotL+-+Valeria+1.0.1+(PSP+EUR).ppf

I play my mods for a while and found something like Auto-Potion being too powerful so I reduced it back with respect to original's abilities design and scaling. Cure/Cura are boosted based on +6 +8 +10 similar to damage spells at +4 +6 +8. :)

 5 
 on: Today at 06:24:05 AM 
Started by lepiton - Last post by lepiton
Managed to find some data for unique jobs on romhacking.net posted by edea. Checked the Hex myself this doesn't seem right maybe he was using a different version of the game? The guy has been working on this for ages and has a lot of other hex editing posts so I'm assuming he knows what he is doing.

Update:Ok I am almost certain I've found the information he was referring to it starts at offset 053FFEA0(was going through all the unknowns in lennart's spreadsheet that more or less matched the number of player jobs + hidden jobs) in the NA version of the game and follows the structure described above. I haven't gotten around to testing this yet.(Haven't setup an emulator and I've been working on this for 3 days I need some sleep), but I've manually gone through the first 10 or so entries and they all match the values you would expect from humes. If that is some kind of coincidence then I am GONNA BE PISSED.

Post below.

Normally I would edit instead of double-post, but this felt bump-worthy: I found the data I was looking for!  It had to be manually traced, though; a trace logger would've saved a lot of headache on this one.

The requested data starts at offset $0540018c when looking at the ROM in a hex editor (I'm not sure how to put that in proper notation, apologies).  The space occupied is filled exactly; there's no room to add new Jobs unless someone manages to expand a DS ROM (not likely at this time), but the jobs that are already there can be manipulated pretty easily.  Note that the Job's Race byte (located elsewhere, in the $0522CAAB area) must be set to match the unit's, or the Job still won't show up on their list.

Each entry is 12 bytes long.
Code: [Select]

Byte 00: Order the job will appear in on any given unit's Job List should they qualify.
Byte 01: Actual Job ID.
Bytes 02-03: You can specify up to two unique sprites here; only units with those sprites will have the Job show up
     on their List, even if the unit otherwise belongs to the correct race.
Bytes 04-09: A-Ability mastery requirements from up to three different Jobs.
Bytes 0A-0B: Quest completion prerequisite.

 6 
 on: December 11, 2017, 03:43:35 PM 
Started by ffta707 - Last post by franswaa
I'm currently trying to put Turians into FFTA. Gonna slowly reskin this into mass effect, mark my words. Or don't, I might get lazy and quit.

 7 
 on: December 11, 2017, 03:32:26 PM 
Started by Eternal - Last post by franswaa
Jelli: Try grinding with quests like chocobo help. Another thing that can help out is reducing clan size below 6 and losing a fight- that results in you getting a quest to find a new unit posted by montblanc. Those are great ways to get stronger classes.

Dreamtrain, it's originally gladiator but was changed so it fits better with the bangaa theme.

 8 
 on: December 11, 2017, 02:06:10 PM 
Started by Windows X - Last post by Nyzer
No, it's the text patching. A known issue for WotL. You need to change the "unit turned into crystal/treasure" lines.

 9 
 on: December 11, 2017, 11:45:22 AM 
Started by Barren - Last post by Dokurider
Very topical team we have here today. 49% of insta killing units at a range is preeeetty good.


 10 
 on: December 11, 2017, 11:08:19 AM 
Started by lepiton - Last post by lepiton
Does anyone know where this is located in hex? I'm assuming it has a similar structure as ffta, and I've been looking for it for days its driving me nuts.

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