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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

Pages: [1] 2 3 ... 206
1
New Project Ideas / Re: What if.. Ramza was... A chick!
« on: February 26, 2017, 10:41:21 PM »
Well, to me it was always obvious that Boco was a chick...

2
Help! / Re: Elemental ability/Masshex weirdness
« on: February 21, 2017, 10:32:41 PM »
Did you just upload that picture twice? ...why? =_=

Also, Alt + PrintScreen for only the current window. Works even with dropbox.

And god it fucking sickens me that I pay $10 a month for an IRC server that we can administrate, moderate, have an unlimited amount of channels on, but apparently you're all on Discord or whatever. =_=
I only learned about it 2 weeks ago for the first time.

Or maybe it's FFHacktics chatting without that fucking bitch Xifanie?

3
Help! / Re: Elemental ability/Masshex weirdness
« on: February 21, 2017, 08:15:00 PM »
Code: [Select]
lui r1, 0x8016
addu r1, r1, r2
lui r1, 0x0001
addu r1, r1, r1
lbu r4, -0x19E8(r1)

no idea what this is, but it sure looks damn wrong

4
Completed Patches / Re: FFT: Emergence (PSP)
« on: February 19, 2017, 05:13:57 PM »
Yeah, there are awful bugs with innate reaction abilities, so do avoid them at any cost. I forgot if there is a functional fix for this on the PSX version, but even if there is, this is really something you want to avoid unless it has passive effects (Weapon Guard & Abandon, w/e their names are in WotL). I just mean you can ASM hack those to make them enabled without using a reaction ability slot, obviously that means that's still a no go for WotL.

6
Help! / Re: Getting started
« on: February 11, 2017, 04:59:32 AM »
I'm more frightened than before, because I realised it's so hard and complex.
You have to understand that this is the reason 99% people give up around here. Things seemed easier than they really were, and unable to face the new challenges, they just give up.

7
New Project Ideas / Re: What if.. Ramza was... A chick!
« on: February 10, 2017, 05:49:13 PM »
The guy visits once every 2 years, give him a break.

8
The Lounge / Re: FFT Bad Gameplay Habits
« on: February 07, 2017, 03:19:54 PM »
I can't leave them on; that or displayed Exp/JP. Drives me nuts! Too many extra button presses and too much time wasted.

9
The Lounge / Re: FFT Bad Gameplay Habits
« on: February 07, 2017, 01:21:51 PM »
We don't like discouraging any sort of play style. There is no "real gamer" way to play video games.

But if you cheat and then complain that some content is broken (when it was supposed to be inaccessible) or if you skip through the storyline events/cutscenes people put a lot of time and effort to make, we'll introduce you to Mr. Guillotine. :)

10
Spriting / Re: Mike's Recolor and graphics
« on: February 05, 2017, 01:02:00 PM »
Since ITEM.BIN is now in shishi, I don't see the point in a tutorial, no.

Btw, nice sprites.

11
Hacking/Patching Tools / Re: ISO Manager v1.00b
« on: February 05, 2017, 11:37:06 AM »
If you don't understand what this spreadsheet is for, I'm not quite sure why you're posting in this topic...

1) yes
2) Create a new file in the index of the right size in some free space, type that file name in the slot that you want in the "Table Sectors" sheet. Import the Effect file. Save Table Sectors to Image.

12
Hacking/Patching Tools / Re: FFT Patcher .478 Source Code
« on: February 02, 2017, 11:09:47 PM »
They don't.

It's probably checking:
[116B6C - 116B70] VS [116B70 - 116B78]

instead of:
[116B6C - 116B6F] VS [116B70 - 116B77].

Thus creating an imaginary conflict.

13
Help! / Re: Questions about existing ASM hacks
« on: January 28, 2017, 01:36:54 AM »
Level/Experience and Job Level/JP are completely independent. With the one exception that Level helps Job Level to increase JP gain per action.

Stats of a unit generated in battle is only based off the current job.
Say you encounter a lvl 50 Knight, it will have the same stats as if you raised a character from 1 to 50 with the Knight job alone.

...Does that answer your question? I'm not sure.

14
Help! / Re: Questions about existing ASM hacks
« on: January 28, 2017, 12:33:11 AM »
2) Yes

3) I don't think there's an ASM for it, but it would be really easy to make. Monster all have the same raw stats range; I don't know what you're talking about.

4) ...are you talking about levels or job levels? I'm confused.

15
Hacking/Patching Tools / Re: Special Snowflakes v1.01
« on: January 25, 2017, 10:32:00 PM »
Well, glad you got that working! I can see why improperly using my other hack would cause this to happen.

By the way, you can easily make them look like statues before the battle with ColorUnit() (greyscale option) and UnitAnim() x0002.

16
Event Editing / Re: ATTACKOUT questions
« on: January 25, 2017, 10:25:07 PM »
Is it possible to have certain status effects activate as part of an event?
BOTH links in my previous post answer that question. >_>

A unit reviving with 1HP wouldn't be a big deal if we could make them undead or have the reraise status upon revival, or something like that.
As far as permanent undead is concerned, you would need my other hack to accomplish that, as InflictStatus() only inflicts status as they would be in-battle, and cannot properly set a permanent status or a status immunity on its own.

17
Event Editing / Re: ATTACKOUT questions
« on: January 25, 2017, 07:55:43 PM »
Resurrecting people is not as hard as you'd think, Vanilla does it all the time.
However, this only revives them with 1HP. The only way to overcome this is to replace them with a new unit like you mentioned (which is a hardcoded function btw, so even after ASM hacking it, it only allows you to do this for 2 units), or doing some tricky stuff that even I am not sure I could succeed using my Event Instruction Upgrade hack.

Everyone has to be at specific locations when teleporting someone in or making them walk, because otherwise there is a chance that you'll have a unit teleport on top of another one (it's not pretty and extremely buggy), or the unit can't reach it's destination.

By the way, units in events all have 3 jump, infinite move, and no special walking abilities. Therefore, no, fly wouldn't help.

18
Hacking/Patching Tools / Re: Special Snowflakes v1.01
« on: January 24, 2017, 08:32:47 PM »
Maybe you'd care to try and see if you can reproduce the bug on a clean ISO?

19
Hacking/Patching Tools / Re: FFT Hack Template Spreadsheet
« on: January 24, 2017, 08:31:58 PM »
Posted a new version; should be fixed now.

To update manually, you only have to reimport the SharedXifiSheets module.

20
Event Editing / Re: ATTACKOUT questions
« on: January 24, 2017, 07:54:33 PM »
I'm also looking to have units appear mid battle once I have more confidence in my understanding of all of this.

I don't think you realize the severe limitations involved...
  • You cannot add units unless everyone is back to their specific locations;
  • *UNLESS you teleport the new unit onto an invincible corpse, statue or otherwise previously unwalkable tile
  • You cannot guarantee that a unit will walk freely on the map unless it is the only unit on the map (i.e. all the others have teleported out)
  • You cannot guarantee that a unit will walk freely on the map unless the map was designed to allow a 3 jump unit to walk anywhere

But making them appear with the other troops, in sync with the events, rather than just being there.

HERESY! Top quantitty vanilla rebalance mods has teh bestest standards and they has not been has evented in...

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