Please login or register.

Login with username, password and session length
Advanced search  


Don't be hasty to start your own mod; all our FFT modding projects are greatly understaffed. Find out how you can help in the Recruitment section.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Xifanie

Pages: [1] 2 3 ... 202
Hacking/Patching Tools / Re: FFT Patcher .478 Source Code
« on: October 23, 2016, 01:27:07 PM »
Actually, while we're on the subject of improving FFTPatcher...
Abilities 0x017E to 0x01A5 are missing the ability to edit their effect
The 0x0800 flag is "animate effect on item impact". I can't put it in a better way... it's used by chemist items and Ninja balls, yet just makes the game hang if you try to get it to work with anything that doesn't use an item.

Otherwise you already fixed the animation tab...

The "Monster Skills" tab says "Beastmaster" in the PSX version

On the "Move-Find Item" tab, looking at the code, the first flag 0x80 would be "Higher Elevation" not "No Activation"

Help! / Re: FFT-WOTL : Spell Quotes
« on: October 23, 2016, 04:09:10 AM »
Probably possible, but no one's ever done it.
So yeah, if you don't do it yourself, tough luck.

Hacking/Patching Tools / Re: FFT Patcher .478 Source Code
« on: October 22, 2016, 04:58:51 PM »
Actually, I think I prefer it that way. Less clutter. Good idea Glain!

Hacking/Patching Tools / Re: FFT Patcher .478 Source Code
« on: October 22, 2016, 07:48:51 AM »
One small issue with this new feature; FFTOrgASM tries to parse Settings.xml. Might want to have FFTPatcher parse it as xml while the extension isn't xml? Idunno.

Hacking/Patching Tools / Re: FFT Patcher .478 Source Code
« on: October 22, 2016, 01:44:02 AM »
Hell yeah Glain, you're the best! :D
That bothered me for years!

Recruitment / So you want to be a bugtester/betatester
« on: October 21, 2016, 12:04:19 AM »
What is a casual bugtester/betatester?
One in, usually, hundreds or thousands of people testing the game/software.
The sheer volume of testers allows to easily spot bugs even if testers really suck at their job: i.e. finding bugs and reporting them so that they can be fixed.
As a reward, people tend to get reduced subscription costs or even get the game/software for free.
Usually, they don't give two fucks about reporting bugs, and just want the early access, and well, the reward is always welcome.

What is a professional bugtester/betatester?
Someone who goes through a game or uses a software actively attempting to break it.
They, at the very least, have a basic understanding on how video game works. This is very important to know what to try to break. Trying to think about something the programmers missed.
They have to write very detailed reports on how the bug was achieved, if it could be reproduced and so on.
They are paid in money for their work (yes, it is work, pretty boring usually), and will likely keep the material they were testing.

Where do we stand?
Fixing bugs on the way, here and then, reported by people who feel like reporting them is far from an ideal solution, but it's all anyone on FFH ever had access to, because quite frankly, having one person being a casual bugtester and not reporting anything is really of no help. So far, as far as I am concerned, we've had less than a handful people apply for a position of bugtester for JotF (I doubt any other mod ever had that "luxury"), and 100% of them never reported back.
From our perspective, they're just a bunch of people who abused our trust and only wanted to play the mod before everyone else. We don't need them.
We can't afford to have a thousand betatesters; we might as well not even try to fix the damn game before releasing it and call a public release a "betatest". We just want our mods to be as bug-free as possible when first released. Modding consumes a lot of time and most people can't commit themselves to that. Like I said, we've never had a proper bugtester here on FFH, and having one would be so very welcomed! But if you're not... please don't waste our time and abuse our trust.

Thank you.

Hacking/Patching Tools / Re: FFT Patcher .478 Source Code
« on: October 19, 2016, 10:23:51 PM »
I'm not one who's really using FFTPatcher all that much, but I know that looking at a heavily altered mod's FFTP data, such as JotF, there's blue everywhere... it's pointless and irritating. In fact, I'm not even sure why the "blueing" is there to start with, and I kinda wish it were gone?

And a personal request: in the credits, edit this appropriately >_>; "ZodiacFFTM: For his awesome Excel spreadsheets on which this application was based"

Hacking/Patching Tools / Re: FFT Patcher .478 Source Code
« on: October 16, 2016, 07:37:52 PM »
The conflict checker was made by Choto. The encoder is what turns ASM into hex. If you look at Glain's xml file you'll see all his hacks are stored as ASM in it. He coded that feature entirely on his own as melonhead did not.

*checks out the new shishi*

EDIT: ALL the new features! I really love the ability to easily individually import/export EVTCHRs, BONUS.BINs, And the option to import individual UNIT.BIN frames is pretty awesome too. It all seems to work very well.   :mrgreen:
And I'm really REALLY happy that you separated the ITEM.BIN "Orbonne Monastery" from the maps list. We could never tell which one was which and that was really annoying. (And I do like that ITEM.BIN still has the Orbonne Monastery part since it's part of the same image, and that suits my purposes)

I'm surprised some old issues still persist though:
  • OPNTEX 12 is the wrong width
  • OPNBK4/OPNBK5/OPNBK6/OPNBK7 are all misaligned by a few bytes

Those improvements really kick ass though. We've been wanting for them for a long time. \o/

War of the Lions Hacking / Re: Two questions for WoTL hacking
« on: October 12, 2016, 07:24:56 PM »
I don't see why they would be a different format... WotL emulates the PSX version after all, with hardcoding on top of it. And yeah, these offsets are for the PSX version.

War of the Lions Hacking / Re: Two questions for WoTL hacking
« on: October 11, 2016, 09:56:15 PM »
It's EVGRP, not GRIP. :v

I shared the XML output from UWEntries. Basically, if you search for the strings of hex in each section and modify each section with the same values that you used just now with that first edit, you'll get the desired results. (Minus the "4A" on its own, obviously)
The section mentioned in Angel's post should be the very first one (<Location file="WORLD_WORLD_BIN" offset="ADE34">).

If you need any help with future chapters, I would more than love to assist you in any way I can.

Just dropping this here because Elric forgot to :p

Help! / Re: Changing Generic Skillset Associations
« on: October 08, 2016, 11:31:23 PM »
You can't just tell us to shut up after writing such a long reply yourself; that's being hypocrite. :/

You still haven't told me about the PSX version's horrible "mistranslations" in the story. Story events, which by the way, are pretty easy to edit in the PSX version to create a story. If you just want to edit the text and not the story progression, my compiler/decompiler should be able to do the job just fine (I don't know the specifics though)

Please don't use the "you can just change it through Tactext" argument... We can edit text in the PSX version too you know! And with FAR more ease.

Also, talking about your board games and your mod is pretty off-topic... I understand it's FOR your mod, but we didn't ask anything about it. I mean, I can't say I particularly care about vanilla mods (CCP was fun), but I really couldn't care less about rebalance mods... It's all anyone ever wants to make here. It's also the least amount of trouble and the least effort required. It's also has the least that you can appreciate; "OMG new sprites! OMG a new story! OMG new characters! OMG Synth Shop! etc." versus "rebalance~". Regardless, I always try to help as much as I can, because people do make this community, and I don't want this community to be based on a stupid clique of veteran members. We have obtained some nice/promising new users over the years, which would have run away if we weren't polite/nice enough. And you have to understand that we've been extremely weirded out by your excuse that "coding and making board games are mutually exclusive hobbies". Seriously, we still don't know why you're talking about board games. It's great that you have a hobby; we have one too. Feel free to create a topic about your board games in The Lounge section.

You talk about the great tools that we have, yet you don't even use them because you stick to the WotL version. I'm sorry to tell you that but you really have no idea what you're talking about or it's blind praise. This community revolves around more than just FFTPatcher and FFTactext.

You really have no idea what it's like for us. We try our best to help people accomplish what they want for their mods, but no one is going to be like "I'm going to do this for you" unless they really believe in your project. And even then, it hardly happens. You could've just accepted my answer and leave it at that, but the only reason this topic is still going is because YOU wanted to give us some lame excuse as to why you couldn't do it yourself and have someone else do it for you, while both doing it yourself or switching to the PSX version would have been acceptable to us. You don't want to do it? Fucking fine. Just don't make up some lame excuses. Everything we say is "take it or leave it". I'm sorry, I meant to say "I'm converted! WotL really is the best version! Let me make your hack for you now to repent for my years of prioritizing the PSX version! Then I'll make ALL the tools for WotL!".

So... what do people who only stay 2 months have to offer? More topics in the Help section? I've created this place. I've been here longer than anyone, and I don't have the slightest clue what you're talking about. We've had just about hundreds of people who had a very short stay, and I don't see what they contributed back. Which isn't so bad. But then there are the ones who are not appreciative on top of that who make you wonder why you're even trying to help people.

Help! / Re: Changing Generic Skillset Associations
« on: October 08, 2016, 05:15:05 PM »
The stylistic language is a huge one; probably the main one. I remember playing the original FFT back in 2002 and just plain not understanding huge chunks of the game because of mistranslations.
Well that's just darn cute. If you want that translation, Cheetah made FFT: Complete for PSX, you can just use that as a base so that's not a good excuse.
Mistranslated? What was mistranslated in the PSX version? No, seriously. Me and my wife looked at everything in Japanese vs PSX vs WotL, and WotL is the worst. Yes, there's "Two Swords" which doesn't perfectly describe the real use of the ability, but WotL didn't even TRY to translate some stuff properly at all. The Divine Sword skills: Shellbust Stab, Icewolf Bite and so on were translated perfectly on the PSX version (well as far as the limited character space allows), yet the WotL team decided: "Wow, fuck this. Just name them Rend Armor/Helm/Weapon/Accessory".
The only part that I'll accept that was mistranslated/sounded funny/weird were the spell quotes to some extent. What did WotL do with those? OUTRIGHT REMOVE THEM. LOL!
And you had trouble understanding what was said in the PSX version? Really? You're either stupid or you're lying. I'm not even a native English speaker and I never had trouble understanding the dialogue.

The polygons are also a lot smoother on the battle maps.
A personal choice, really. Native PSX resolution displays everything on the same level and it all blends very well. It's just less smooth if the camera is moving around. HOWEVER, since the PSP version uses a PSX emulator, you still have all the PSX jitter. So that doesn't exactly look very smooth either. So if you really care about this, you need to go with PGXP. That means using an emulator on a computer to play the PSX version.

Add on top of that extra storyline sequences (like Algus/Argath returning later in the game)
None of which are canon. This might be nitpicking, but Matsuno is a genius when it comes to writing stories. (Not when it comes to choosing a gaming company to develop his ideas though)

more abilities, 1.5 more classes (Onion Knight barely counts)
They use the same ability slots that the PSX version already had available.
The jobs are hardcoded like shit and you can't even remove the stupid 20 kills requirement for the dark knight.
The new items are also hardcoded all to hell.
Their sprites are quarter-assed (half-assed doesn't do them justice), and that includes all the other new sprites except maybe Balthier.

Funny thing, you haven't mentioned 16:9, which is the only advantage I'll accept for WotL over the PSX version along with cutscenes (and I really don't care about said cutscenes). The PSP just handles WotL 16:9 like shit though, everything is stretched and blurry like shit.

So, no, I'm sorry but I don't see how that makes WotL a good base for modding. At all.

Help! / Re: Changing Generic Skillset Associations
« on: October 08, 2016, 03:05:29 AM »
That's why I chose WotL as my base. The advantages of using it, like the story and translation, far outweigh the disadvantages.
Please, tell me more about those mysterious "advantages" you speak of!

Help! / Re: Changing Generic Skillset Associations
« on: October 06, 2016, 10:52:52 PM »
You could be the first WotL hacker! Be a hero!

RP Forum / Re: Survive! A Simple Zombie RPG.
« on: October 06, 2016, 10:22:02 AM »
It seems he's colour-blind and couldn't see the big red warning saying that he was about to necrobump.

Man I'm sorry for you Lockeadon, which colour do you actually see so we can adjust the website for you?

The Lounge / Re: Because our IRC server is fucking worthless...
« on: October 06, 2016, 03:22:04 AM »
Put a robe on him and a wizard hat.

The Lounge / Re: Because our IRC server is fucking worthless...
« on: October 06, 2016, 03:04:00 AM »
A video that better illustrates Mot getting infinite turns:

Help! / Re: FFT-WOTL : Melee & Rendezvous items patch to single player?
« on: October 06, 2016, 02:48:15 AM »
- You can't use them in ENTDs (Balthier's items are hardcoded)
- You can't add them to shops

Your options are pretty limited. Eternal's solution was to sacrifice original items to replace them with those.

Help! / Re: Changing Generic Skillset Associations
« on: October 04, 2016, 03:07:23 AM »
"Yes for PSX, no for WotL"
Well, more or less, but as far as you are concerned, yes. I was working on a hack for the PSX version (Steam Job Wheel), which was supposed to allow that sort of thing, but I never finished it. On the PSX version there's still my Skillset Behaviours spreadsheet which allow to manipulate skillsets to accomplish the same thing in the end. (Like how Journey of the Five moved the Charge skillset to Squires)

Pages: [1] 2 3 ... 202