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Messages - Timbo

Pages: [1] 2 3 ... 26
1
PSX FFT Hacking / Re: ASM Requests
« on: May 19, 2018, 11:43:40 PM »
You can black out the "Guest" text by editing the graphics with no problem. I would love to see the documentation for that code. Is it or even the code itself published somewhere?

2
PSX FFT Hacking / Re: ASM Requests
« on: May 19, 2018, 03:35:42 PM »
This one's for Xifanie. As a compliment to your Guests in Randoms and Ramza can join as a guest hacks, I would like to request for a hack to change guest slots from 17, 18, 19, and 20 to 1, 2, 3, and 4. I like the aesthetic of Ramza being up front and I think others would as well.

Btw I like this hack more than the Party Roster hack. The party Roster hack takes your guest units away from the formation screen entirely. The player experiences loses out on being able to customize units they can never keep in exchange for extra party slots.

Your hack lets you keep them in the formation which allows the player to hypothetically modify a guest character that is integral to the story throughout the adventure. Essentially, it creates up to four or five main characters and expands the roster size.

3
I know this is kind of late to the discussion, but I managed to edit this code to not require a r/s/m slot.  This is useful if you want to turn 0x12 into an actual skillset, still have jump, and not tie up a blank r/s/m slot for its use. Posting it here in case of a new user searching for this info.


Also managed to change Geomancy to do what I was asking about in this topic a while ago (using a single formula instead of multiple ability slots/a skillset).  I included both the standard (calculated from attacker slot) and reverse (calculated from target slot) versions, along with all other required code.  This code is long/can use some improvement, but here we go:


Emmy, this is Amazing. The Jump thing is super effing cool! Now all this needs is an ASM that makes Jump distance equal a character's Jump (movement) attribute. I swear there's probably already an one lurking around here somewhere. *Note, I'm not actually asking for this. You've done enough already.

Personally, I think the Geomancy/Reverse Geomancy thing is even cooler. I don't see a table linking tile type to spell effect though. My ASM knowledge while better is still pretty limited. I'm guessing that each ability with one of these formula can only have one graphic associated with it, am I right or am I blind? How difficult would it be to link a graphical effect and possibly ability name to each kind of tile to properly mimic geomancy? *Again, I'm not trying to beg here. I'm just legitimately curious and impressed.

4
Help! / Re: FFT psx version with dark knight?
« on: January 04, 2018, 01:55:13 PM »
A few years ago I was making such a version of the game, when Elric basically womped my idea by planning a similar (and superior) project called the Lion War.

His project, which was moving at blazing speed, forced me to rethink my own. There was a brief notion of my project using his a base.

There were some delays in TLW that fortunately gave me some time to actually reconsider my thoughts on the PSP version of the game. Frankly the war of the Lions script is not as good. It's hokey at times, poorly translated, it's full of major errors. However, it provides an iconic and meaningful experience. An experience that WoTL painfully over embellishes and cannot duplicate.

Furthermore, most of the additional scenes and character content actually take away from the story buy sullying it with additional marketing content that was popular at that time.

The onion Knight is cross promotional marketing for Final Fantasy III DS.

Luso and Balthier are cross-promotional marketing for Final Fantasy Tactics A2 and Final Fantasy XII: Revenant Wings. They really have no place in this story and unlike Cloud, the game doesn't even try to explain why they are there.

The Dark Knight is just overpowered, unbalanced, fanservice. The most significant thing about is how difficult it is to unlock it.

The new Delita scenes are buy large irrelevant. You get to play as his character during some new attitude battles with difficulty levels so low that they undermine it undermines the scenes' inclusion as battles rather than just cutscenes.

Off of the top of my head, the only new content of value is the expanded party roster size and this comes with a distorted and stretched out graphics, intense slowdowns, and terrible sound quality.

Save yourself the trouble walk away.

5
Help! / Re: Passive Weapon Leveling
« on: September 10, 2017, 08:59:25 PM »
Use the Synthesis Shop. Create a series of unique weapons called the Rusty Sword, Reforged Blade, Caliburn, Excalibur, and an unequipable piece of equipment called Spirit Stone. Start Arthur with the Rusty Sword or create an event where he pulls the sword from the stone or receives it from the Lady of the Lake. Then dole out spirit stones via
events, as move find items, or as specific battle rewards.

Using the synth shop Rusty Sword + a Spirit Stone gives you the Reforged Sword. The Reforged Sword + a Spirit Stone gives you the Caliburn, and so on.

6
Help! / Re: Monsters and Equipment? Possible?
« on: April 26, 2017, 04:38:16 PM »
I can't remember where the monster job bytes start in the table you can create 9 un-recruitable "human "special jobs for Mindflayers, Goblins, and Skeletons. I think it might be easier to create an ASM that locks a Human into it's base job than search through miles of what I'm guessing is largely undocumented code. I've started learning asm recently but I'm still very much a novice so I'm not qualified to help you.

7
PSX FFT Hacking / Re: "Quadratic" Ability Formulas
« on: April 21, 2017, 02:55:12 AM »
 Finally! I thought I was going crazy!

8
Completed Patches / Re: Name Fix Patch (Final Version's out.)
« on: April 05, 2017, 07:07:08 PM »
Here are my choices for the other controversial skill names. I'm sure they aren't all winners, but this is what I came up with:

Note: Again, I don't speak japanese and I'm not qualified to translate but I am qualified to localize a translation. Localization is important because language isn't simple and cultures can't always translate. When trying to choose between sword and blade or punch and strike  I go with whatever sounds best. I shoot for assonance and consonance whenever possible.



Spinning Fist
Pummeling Fist
Wave Fist
Earth Slash
Death Touch (Secret Hole Fist probably refers to punching the Death point in qigong internal healing also known as dim mak or Death Touch as it's referred to by westerners.
Purify (Stigma probably better translates to stoma which means opening so pore surgury is probably accurate, which is probably their phrase qigong healing but seriously it's not worth it. Purify or Purification if you want to be WotL is probably all you need)
Chakra
Revive

Pitfall
Torrent
Hell's Ivy
Engrave
Tremor
Wind Slash
Will-o'-the-Wisp (I believe the whole damn thing fits because of the whole demon thing and it referring to the same phenominon)
Bottomless Bog or Peat Bog
Sandstorm
Snowstorm
Gusty Wind
Lava Ball

Unwavering Blade (Stasis Sword is very iconic though and it works just fine)
Life-Severing Strike
orth Star Strike
Lightning Thust (stab is more iconic but its goofy sounding)
Holy Explosion (Holy Explosive Break sounds cool but I don't think it fits)

Shellbust Thrust (Armorbreak Thrust might fit but bust and thrust has assonance)
Starburst Strike
Hellscream Strike (scream and strike have consonance)
Biting Icewolf Break (or unchanged if you kept Stasis Sword)

Dark Holy (because Unholy, Unholy Darkness, Darkness, Profane, etc. all sound less cool and fail to capture the fact that this is a bizzaro version of the Holy spell, which if you ask me is the intention of the spell)
Magic Barrier or Barrier (Aegis as a spell is not very Final Fantasy)

9
Completed Patches / Re: Name Fix Patch (Final Version's out.)
« on: April 05, 2017, 05:24:08 AM »
Here's what I would use:

Heavenly Thunder - Infernal Thunder
Ashura - Nether Ashura
Adamantine Blade - Nether Blade
Maelstrom - Nether Maelstrom
Celestial Void - Corporeal Void
Divinity - Impiety

The thing is that these abilities feel like they desperately need embellishment and localization, so phrases like "space storage" and "hydragon pit" sound like wonky nonsense. I went over this a dozen times before I finally just said fuck it and decided the best thing is a compromise between the literal, vanilla, and WotL translations.

10
Completed Patches / Re: Name Fix Patch (Final Version's out.)
« on: April 01, 2017, 05:11:16 AM »
Turns out I did find a couple of other things to mull over.  So this is coming after some testing on one matter, tomorrow probably:

Ability Names:
Nether Demon>Nether Angel (I'm probably killing a sacred cow here because of the mythology aspect, but it is opposite.)

Now, I don't actually speak Japanese but I know quite a bit about our mythology. Sky Demon Back is translated from 裏天魔鬼神 or ura tenma kishin. The bit we want to focus on 鬼神 or kishin comes up as Demon if you put it through google translator but that's pretty far from the whole story. If you break it down further 鬼 means Oni and 神 means Kami. An Oni is functionally similar to a demon but the concept is definitely not parallel and Kami are a kind of natural spirit which could be anything from a familial ancestor to a force of nature.

The point is that Nether Angel is definitely not equivalent. Nether Demon is definitely closer.

11
Spriting / Re: Mike's Recolor and graphics
« on: March 04, 2017, 04:57:46 AM »
These are fantastic!

12
Spriting / Re: Mike's Recolor and graphics
« on: February 15, 2017, 02:29:40 PM »
Here you go. These are two files included. The first is the specific icons that I think would be great additions to the game. The second is sheet of all of ffta2s icons. I'm sure you all ready have the latter but I've included it for posterity's sake.

13
Spriting / Re: Mike's Recolor and graphics
« on: February 14, 2017, 03:18:25 AM »
These are really great. Some of these are conversions from ffta2 right? Would you consider converting the crown, the cat-ear hood, and the maces? Can you copy them over directly or do they need to be resized and recolored first?

14
Help! / Re: Waterbreathing: Dummied Content (Solved)
« on: January 15, 2017, 11:19:49 PM »
What the hell is waterbreathing anyway? I mean, it's not like your characters can drown...
And what's that about 3h water? I never read about such a thing in the game.

I know about 3 water related abilities:
  • Walk on Water: Walk like a ninja on water
  • Move in Water: Max depth a unit will sink is 1h (see chocobos), and I don't know if there is a movement reduction for 1h deep water, but if so it cancels that too.
  • Move Underwater: Cancels the movement restriction (half Move) when swimming in 2h deep waters. Does not allow acting; just makes movement easier. I think this is a monster innate only ability?

I know 2 of the 3 names were accidentally reversed (like the Glacier and Blaze Gun names)

Well, I'll be darned, even the PSX version says up to 3h deep. Which makes you wonder if water movement in general is bugged... you can totally just stop in 2h deep water, and from that description, it might not have been intended. Either way, I don't care enough to hack in 3h deep waters to try.

Waterbreathing is the WotL name for Move Underwater.

15
Works in Progress / Re: Souls of Destiny January 4 2016
« on: December 28, 2016, 04:42:48 AM »
How would that help with gameplay testing in the slightest? That would make the testing incredibly inaccurate...

Great Question. Before I answer, let's see what CONMAN actually said.


Slowly replaying and fixing things as I go.  A fair chunk of time has just been playing and trying to grind some generics to test out stuff.

What do you suppose he's grinding out with his generics? Could it be JP to spend on the abilities he created? If that's the case, which, based on his statement, is a perfectly reasonable assumption, then my suggestion to just create a version with no cost abilities probably makes a lot of sense.

16
PSX FFT Hacking / Re: Emmy's ASM thread (better stuff for monsters!)
« on: December 17, 2016, 05:03:38 PM »
Works for all undead (innate/item/casting undead).  Overwrites items' effects if it has to do with Dark/Holy for undead, and Fire for oil; otherwise doesn't (so you can have an undead guy who's immune to ice for example).
You put a lot of thought into this hack. Very nice.

17
PSX FFT Hacking / Re: Emmy's ASM thread (better stuff for monsters!)
« on: December 17, 2016, 02:20:04 AM »
With your oil/undead hack work the same for innate undead creatures, regular units inflicted with Undead status, and units equipped with the Cursed Ring? Does it stack with other elemental weaknesses/immunities/absorptions or overwrite them?

18
Works in Progress / Re: Souls of Destiny January 4 2016
« on: December 17, 2016, 02:13:13 AM »
Rather than grinding things out, why but create a separate ISO where all skills cost 0 and are learnable by JP? You can test your events by giving Ramza a range 255 enemy only  255 auto murder attack.

19
PSX FFT Hacking / Re: DW's ASM Thread
« on: December 12, 2016, 02:24:04 AM »
If random fire is checked in the patcher, it makes the skill multi-hit with X or Y being the number of hits (X if math skill is not checked, Y if it is). So rather than hardcode the multi hit functionality to 2-3 formulas like vanilla does, you can use ANY formula as long as it doesn't use one of those variables.
That's great. I'm guessing that all the skills that do this still strike targets in an aoe randomly? Does Math Skill still work with this asm?

20
PSX FFT Hacking / Re: DW's ASM Thread
« on: December 11, 2016, 02:49:17 AM »
What exactly does the Multi-hit determined by random fire flag asm do? I'm confused.

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