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Messages - Xifanie

Pages: [1] 2 3 ... 179
Help! / Re: Reducing Battle Party Size in Random Encounters
« on: September 17, 2014, 09:58:44 PM »
Just edit the ATTACK.OUT random battle squads, which are from 0x0201 to 0x0246.

If you're using my editor, just manually select and edit them all, then switch back to the original squad of that scenario. Your edits will still be saved.

News / Forum Reorganization
« on: September 17, 2014, 03:25:50 PM »
This is something I should have done some time ago, but oh well, now it is finally done:
  • Merged Works in Progress with Progressing Patches;
  • Made New Project Ideas its own section;
  • Merged Hacking with Final Fantasy Tactics Hacking;
  • Moved Hacking/Patching Tools under Hacking;
  • Moved and renamed Non-FFT Mods as Non-FFT Modding to its own section under Modding;
  • Created Final Fantasy Tactics under General for general FFT talk.

General / MOVED: Help! ASM hacking of Tactics Ogre for PSP
« on: September 17, 2014, 03:03:14 PM »

Final Fantasy Tactics / Need topics moved to this section? Ask away!
« on: September 17, 2014, 02:58:58 PM »
I created this section because people usually can't decide whether to post in General or Spam for FFT stuff...

A lot of people sadly have the misconception that General is for non-FFT stuff and thus FFT stuff should go in spam, where people won't take the topic seriously.

So if I missed anything, just link your topic here and I'll move it for you.


New Project Ideas / Re: FFT - The Lion War
« on: September 17, 2014, 03:04:50 AM »
The other hold-up is Barrage's formula that needs to be fixed. It just freezes the game right now.

Hacking / Re: Choto's ASM Hacks and Effects
« on: September 17, 2014, 02:07:39 AM »
That's pretty awesome, I love the idea. It's mostly the only way it can work; well if we wanted it FFVI style, you could have one ability slot per ally on the field, but I'd just keep it the way it is.
I just wish compatibility was better than it is... stupid skillset types.

Hacking / Re: ASM Hack Proposals
« on: September 16, 2014, 09:04:32 AM »
  • Automatic JP spending with randomized learning order (This way you might get Fire 2 but not Fire), and of course you can just disable it if you want the player to have full control over which skills are learned
  • Automatic ability learning is based on the ability's % to learn, so with 1 cycle you'll barely learn any abilities, while with say 10 cycles, you're nearly guaranteed to spend your JP til the last drop.
  • Option to bypass "Cannot learn with JP"
  • Equip some randomly available secondary skillset/reaction/support/movement

Now, I have another question to ask:
How do you people feel I should implement the bonus JP to jobs globally? It would be excessively tedious to code all options, so I'm looking into what people would prefer.

  • Add a static amount to all jobs, even those not unlocked, ex: +500JP all jobs
  • Add a random amount to all jobs, even those not unlocked, ex: +0 to 1000JP all jobs
  • Only add JP to jobs that are currently unlocked
  • Gradually add JP to unlocked jobs, so that if one ends up being unlocked, it could receive bonus JP too

Hacking / Re: ASM Hack Proposals
« on: September 14, 2014, 09:39:11 PM »
  • Look at the screenshots I provided.
  • Uh, that's coded. That's like the easiest fucking thing to code.
  • Implementing equipment costs would negatively affect other things like stats, JP, Level, since I can't give the stuff for free, and I'm sure people don't want that. Plus, which equipment would be available would vary greatly from a modder to another.
  • Stop asking questions about a hack you're not even going to use.
  • Stop making such pointlessly long posts.
  • Stop starting all your posts with parenthesis (no seriously, that's a retarded tic of yours).

Hacking / Re: ASM Hack Proposals
« on: September 14, 2014, 07:26:44 PM »
I 100% agree with Jack, I have no idea how I could contribute at all, and I don't want to make 20 different posts saying good job in the same thread :P

But I would like to say Great job! I'm really excited to use this :) I'm glad you're making so much progress so quickly.

Well, guess what: You can!
People being interested in what I do is a huge motivator boost for me, even though sometimes it just becomes hopeless... but having made it that far, I'm positive I'll complete it. I also figured out exactly how to code a very efficient square root formula too.

If I've been making progress quickly, it's going to slow down quite a bit now. The only times I work on that stuff are during my insomnia hours and when Toshiko is at work. Today I can't even work on the stuff because I used my brain to the point of total exhaustion yesterday, and during the night, my subconscious was like: "Let's do more brain intensive stuff!". So yeah, I'm still going to need more rest.

Hacking / Re: ASM Hack Proposals
« on: September 14, 2014, 01:33:28 PM »
Both because of spritesheet limitations and the position of units on the map: No, not nearly possible.

Hacking / Re: ASM Hack Proposals
« on: September 14, 2014, 09:12:02 AM »
I was just wondering why can't the Mimic imitate abilities from unique classes, like Agrias and Mustadio.
Because you didn't check mimic for those abilities.

As for the Trasure/Jewel Hunter, I have some opinions:
1. I know ASM on the PSP is still an uncharted territory, but if it is done someday, it would be a good idea to rename the abilities Treasure/Jewel Extractor for the PSP version, as Move - Find Item was renamed to Treasure Hunter.
2. I can imagine a way which this ability would work. It would turn a target immediately into a chest/crystal without having to get past the countdown. Thing is, for the ability to work, a killing blow would be demanded. This is good when you want to farm crystals in order to learn abilities, or when you just want to loot things from your enemies. This could even be combined with Xif's Smart Treasure idea in order to increase its usefulness.
Look, first: Treasure/Jewel Extractor? Holy mother of Ajora D:
You go ahead an go think about renaming stuff when you manage to convert hacks to WotL, and everything is personal! It's not like I'd force anyone to use some names. I am forced for the Synthesis Shop and Soldier Office Upgrade hacks because the main menus aren't listed as editable fields by Tactext.
Instant crystal/treasure abilities work, yes. But that's broken as shit. Unless you don't give the slightest fuck about balance, stay away from that option.

You should do some more research before suggesting things and understand there's a reason I proposed/coded some things. I've made some of the biggest hacks on FFH and it's something I've been doing for over 7 years now.

Until you convert a hack for WotL use, I want you to stay clear of this topic and avoid any mention of WotL. Those questions are pointless to answer right now, as they will likely be forever. Your suggestions are honestly a thorn to me right now. Not only are they nothing anybody would care about, but makes me feel like I'm wasting my time. Like ok, I already get little to none feedback on proposed hacks for the PSX version, and then you come and talk about plans for PSP? Fuck off. Either try some useful discussion or don't post in this topic.

Hacking / Re: ASM Hack Proposals
« on: September 14, 2014, 02:29:25 AM »
  • Main randomization routine
  • Improved Brave/Faith caps
  • Brave/Faith derandomizing
  • Levels and regular stat leveling up (includes max level = party level option)
  • Job levels unlock and job level boost for current job
  • Enabling Serpentarius randomly popping up (3 different options)

Hacking / Re: ASM Hack Proposals
« on: September 12, 2014, 03:02:38 AM »
Yay! Super customizable spreadsheet that will scare everyone away with a built-in simulator!

Thanks to it, I found out I really need to code some square root function or something for the bonus stats, otherwise you can get HUGE bonuses when you put in enough money... then again it could be fixed by limiting the max price enough.

Hacking / Re: ASM Hack Proposals
« on: September 11, 2014, 09:42:51 AM »
Got the main routine working, just showing off some monsters. Humans work too right now, with all equipment removed (if you want equipment, go buy it yourself).

Spam / Re: So that's where the Good Compats were based on...
« on: September 10, 2014, 08:24:03 PM »
* burns with passion for Toshiko * ♥

Hacking / Re: ASM Hack Proposals
« on: September 10, 2014, 06:40:40 AM »
Alright, I could really use some input right now.

So here's how things are set up right now (fully coded and working):
R1: Price = Price x 10
L1: Price = Price / 10
R2: Price = Price + 1 second digit *
L2: Price = Price - 1 second digit *

*For example the second digit in 67,000 are the thousands, so:
67,000 + 1,000 = 68,000
67,000 - 1,000 = 66,000
Likewise, in 1,000,000 the second digit are the hundred of thousands, so:
1,000,000 + 100,000 = 1,100,000
But to go up the same way as we go down, it will be considered a number with one less digit for subtracting (only for numbers starting with 1 followed by zeros)
1,000,000 - 10,000 = 990,000.

Of course you can hold the button and it will spam one way or the other... there is also a pause before it starts doing so, so that you can perform single button push without increasing/decreasing more than 1 unit at a time.

Male, Female, Monster all have their respective Price counters.
They will all cap at 500,000 because I decided that would be the max.
Male/Female will not go below 1000 because Squire/Chemist are the cheapest at 1000 gil.
Monster will not go below 3000 because Squire/Chemist are the cheapest at 3000 gil.

  • Should there be only one counter? As it stands, you can set your Monster price to 50,000, but Male/Female will still be at 1,000.
  • Should there be one counter for both Male/Female and a separate one for Monsters? I think this makes the most sense but it might still be a bit annoying when shopping Monsters and Humans at the same time?
  • Should I change the button configuration to something else more natural, and if so what? The number width is increasing toward the left, while the increase button are on the right side of the controller.

Hacking / Re: ASM Hack Proposals
« on: September 09, 2014, 10:00:08 PM »

I haven't changed the text yet, but basically the options are:
  • Male
  • Female
  • Monster
  • Change Name
  • Leave Store

Hacking / Re: ASM Hack Proposals
« on: September 09, 2014, 03:07:29 AM »
I think you heavily misunderstand how I plan to make the hack work: You'll get what you pay for.
  • Higher level means lower stats and less JP
  • Higher stats mean lower level and less JP
  • More JP means lower level and lower stats

As you can see, a unit with a lower level will be better in the long run, but you can bet that you'll have soon enough earned the money to afford a unit with the extra stats and such. It really depends on how you want to go at it.

Points will be generated from the amount you pay, and will all be used; there won't be a significant loss.
Pay the base price, and you'll get a lvl 1 unit, with 0 extra JP, lvl 1 job, 40-70 brave/faith range, etc.
Pay a lot, and you'll see significant boosts across the board. What is more worth it and what is less depends on what you're looking for.

The major things that will still be more-or-less random will be raw stats and brave/faith, which can be "derandomized" based on how much you pay.
For example, let's say a Monster is generated with 35.2 HP (random range from 35 to 38) if you pay enough to get 25000 points, while full derandomization costs 50000, you'll wind up with 38-35.2 * 25000/50000 + 35.2 =  36.6 HP.
Basically, the more you pay, the less random your stats will be. That's only if you enable the feature for that particular unit.

Also, it looks like someone stupidly just copy/pasted the Battle Stats over World stats. Not only is there no load/save formation in the world map, but activating ??? stats in the soldier office pretty much resulted in nothing different. So yeah. Good luck with that. :x

Hacking / Re: ASM Hack Proposals
« on: September 08, 2014, 06:32:01 PM »
Added Vaan/Toshiko's proposal.

well this turned into a monolith, glad to see it's not me turning a hack into something crazyfuckbig for once :P

I think this is the routine to edit:

I'm sure we could make use of this routine: : 0005d8fc - 0005da0c: Level Unit to Specific Level

I figured we'd steal the ENTD routines where if you set the units unlocked job, it will unlock give you the job levels of all the prerequisites. If we edit the Out of Battle Unit Generation, it should show what job the unit is. Could use the ??? stats flag to mask stats for randomization. I guess bonus JP would have to be added to whatever job the unit is.. i don't see how you could pick how much jp goes into which job.

Shouldn't level just be based on party level? I understand the randomization gambling, but i feel like that much should be static.

I'm not really worried about the code aside from the player input and display stuff, but you seem to be cracking that open.
Have you even seen the sheer size of my Event Instruction Upgrade hack? Or my Synthesis Shop for that matter? Not to mention the ARH... They aren't the smallest of hacks you know.

Thanks for the routine, I'll have to look into that.

How do you plan on using ??? stats on the world map? Was that function even coded in WORLD.BIN/WLDCORE.BIN? If it was, it wasn't just a flag that you can activate through the unit's world stats. I'm not particularly fond of this idea, and definitely wouldn't dwell into trying to implement it unless you find it yourself tbh.

Unless you can figure out another way to implement it, buying units based on party level is broken like hell. You could grind a single unit to say, level 50, then buy 4 other units for 1000-3000-5000 gil each at level 50, and just decimate your way through story battles. Very very strong cheap disposables.

Hacking / Re: ASM Hack Proposals
« on: September 08, 2014, 03:34:01 AM »
1. Is there a way to make an inherent cap to the stats you can buy in the Soldier Office? Or could you theoretically buy a max level regardless of your own level to as long as you've got the Gil to spend?
I was planning to just have it completely based on the money you spend.

2. Do the price for classes have to be set to default to ones you're providing there universally? Or were you merely giving an example set of prices for classes based off vanilla usefulness for particular units? ...Actually, a better question with regards to this would be: Are those prices you listed, for the human units at least, directly costed for the amount of Job Levels needed to unlock them, i.e. the more complex the job, the more expensive it automatically is regardless of actual worth?
see below

3. Does Zodiac sign factor into the cost? Or is that still randomly generated? I can't imagine there would be easy to price it anyway given most unit's Zodiacs are randomly generated save for special characters.
I was just planning to have Serpentarius unlockable if enough money is proposed.

4. Finally, is there anyway to (easily) indicate what "soldiers" might be available at which Soldier Office or do we essentially have to guess and explore as with (changes to) Item Inventory? I'm perfectly fine either; just asking for the sake of clarity.
Nope, gonna have to check wikis and stuff.
Either way, this is looks quite good. I'm glad I was also wrong about the display issue potentially being a pain in the ass. Great job.

More Progress, no actual code, but meh, I'm not all that worried.
Just hoping I can get feedback as to how I should change to stuff if necessary. I know there are not a lot of notes, but it's not really worth it right now.

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