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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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 1 
 on: Today at 05:15:52 PM 
Started by Wiz - Last post by RJ Cid
Hello

After my issue with Celdia's Complete Patch (infinite loading screen when trying to initiate the Ch.4 sidequests), I played Parted Ways and ran into the same issue. I'm just curious if these patches were meant solely for ePSX instead of psx 1.13? Or maybe something's up with the original rom itself? I pulled from the same zip file as 1.3, but in another folder. Also, it won't allow me to have multiple FFT patched files or let me rename them once they're spliced.

I'm posting this because 1)I want to see if anyone else here has encountered this problem, 2)it's tough to play all the way through to Ch.4 to find out if it's fixed or not, and 3) I want to make certain that Jot5 runs smoothly once you guys are ready to release Ch.2.

Elric also posted some theories earlier about attack.out on the original files for CCP. I'm bringing this back up because it happened again with another patch. Thx guys!

 2 
 on: Today at 04:39:05 PM 
Started by Elric - Last post by Elric
Ill be at the doctor for a while, probably 4-6 hours. But i can get you that once im home and any other info you might need.

 3 
 on: Today at 04:08:34 PM 
Started by Elric - Last post by Glain
I went ahead and documented the routine that sets the 0x1fc variable here.  I actually think the check for the 0x10 flag on 0x800BC2F0 may just be checking for the Triangle button press, which is how you launch an event from the brave story.

If so, you'd think 0x1fc would always be getting set.  At this point I'd be interested to run through the code in a debugger, but I suppose I would need the PPF for that.

 4 
 on: Today at 11:42:49 AM 
Started by Shokat - Last post by Shokat


This is an attempt from a modder with little experience to continue the amazing work from Rfh in his discontinued mod. Feedback, criticism and help welcomed.

http://ffhacktics.com/smf/index.php?topic=11063.0

Things to do

1. Revise each skill to my taste, I consider some jobs are limited in options to fight against stronger enemies, also many skills don't make sense lore-wise, in my opinion. Plus, some skills have bugs like not doing the intended effect.

2. Balance the new jobs, revise animations again.

3. ... I don't know.

Changelog

-Duel Wield added back with the usual weapon. I would like to make the offhand weapon deal 0.5 damage but not sure if I can edit this.

-Arts of war and Thievery modified.

-Ninjutsu, Chivalry modified.

-Pugilism and Flair modified.

-

Jobs skillsets


Notes

-I found that modifier 2A for properties is x0.5 Current user's HP and it doesn't appear in my spreadsheet or Job Editor.

My questions

1. Is normal that fixed damage doesn't add as a bonus to physical attacks? I noticed it doesn't happen in my tests so because of that I'm editing not counting on it.

2. Is someone still updating the spreadsheets? I found new properties just by testing and they make a difference. I would love being able to change properties of Passives or Status.

3. Do someone know why MP costs aren't all of them multiples of five? It feels easier to control the pace of uses to balance the skills tbh. Anyway I'm not a clever person, if someone can explain I appreciate.

 5 
 on: Today at 03:27:44 AM 
Started by Barren - Last post by silentkaster



 6 
 on: Today at 01:27:32 AM 
Started by Elric - Last post by Xifanie
I tried changing variables 0x01FC and 0x01FD after the event started (in memory), and the vanilla event changed the story progression. Sooo, that definitely looks like the right thing to investigate.

Edit: 0x8008319C sets variable 0x01FC to 1. When 0x800BC2F0 = 0x00000010... aaaaaaaaaand that's where it gets hard to debug.

 7 
 on: Today at 01:13:19 AM 
Started by Elric - Last post by Elric
Thank you for the information. Unfortunately that's not the only issue either. For some reason most bravestory events that link to another event (attack.out go to next scenario, instead of go to worldmap) are not playing only the single event, but are rather linking up. 

Like viewing the first prayer scene from the game via bravestory, ends up playing the first battle from the game followed by the academy scene. This is after using the commands in my first post to skip the varibles in the events if a certain story progress has past.

 8 
 on: Today at 12:44:08 AM 
Started by Elric - Last post by Glain
I did some looking into this, and wanted to see what routine was handling the variable control commands.  Seems to be this one, which I've now documented on the Wiki.

The difference that I was able to see between seeing a storyline event normally and viewing it in the brave story is that the brave story version will set the 0x1FC variable to 1 before starting, which will block most variables from being updated, as can be seen in the documented routine.

I'm curious if the 0x1FC variable isn't being set when you see the problem.  It's the 0x10 flag on the byte at RAM address 0x8005794B.
When run normally, I see the value for that byte go from 0 to 0x20.
When run in the brave story, it goes 0 -> 0x10 -> 0x30.


I'm still not sure why the 0x1FC variable wouldn't be getting set, but this could perhaps be a starting point to figuring it out, if that's what it is...

 9 
 on: August 20, 2018, 11:04:24 PM 
Started by Eternal - Last post by Blue Mage Fanatic
If you plan on changing some more Jobs when you pick up this project once more, may I offer a suggestion?

Perhaps you could revamp Hunter or Fighter to a Job focused on dealing increased damage based on the number of Status Buffs or Ailments? It would give more reason to use Ailment Heavy Jobs, along with punishing Buff Heavy Foes.

 10 
 on: August 19, 2018, 11:08:31 PM 
Started by rrs_kai - Last post by vejeta
I too would love to play this, it would be greatly appreciated if anyone has the patch file to share. Thanks.

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