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Do not use ePSXe (PC)! Instead use any other emulator. For the purposes of FFT, pSX works wonderfully well!

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Messages - Xifanie

Pages: [1] 2 3 ... 197
1
Completed Patches / Re: FFT+ Crashing in pSX, Cannot purchase skills
« on: February 07, 2016, 12:56:14 AM »
Because it won't be fixed. Dome just doesn't care. It doesn't matter which emulator you use, the patch is still broken. This is exactly why it was archived.

2
PSX FFT Hacking / Re: Relating to job requirements.
« on: February 04, 2016, 09:34:43 AM »
I'm not going to make my own topic yet, but I'm just asking before releasing an incomplete hack. >>
I forgot for a week about the JP gain routine, and since that hack needs to alter a lot of stuff, I figured I'd ask if anyone can think of something else that would need to be altered... I'm posting my progress at the same time

Legend:
No progress
In progress
Completed (AFAIK)

  • Job wheel displayed jobs, removed jobs, job levels and job descriptions
  • Formation status screen displayed jobs & removed jobs
  • Formation status screen displayed JP & learn(ed) flags (includes learning new abilities)
  • Formation screen setting proper Skillset/R/S/M of altered job wheel
  • ENTD Generated units with custom job levels all around (job level 0 means the job is flagged as not unlocked and won't set skillset/R/S/M of that job or learn anything from them)
  • Battle status screen displayed jobs & removed jobs
  • Battle status screen displayed JP & learned flags
  • Battle skillsets using the proper "ability learned" flags; "Mastered" for skillsets that don't match any of that unit's jobs' skillsets
  • AI using the proper skills
  • Unit List status screen displayed jobs & removed jobs
  • Unit List status screen displayed JP & learned flags
  • JP Gain (and spillover JP)
  • BUG: Mime's replacement is not automatically mastered on the world map
  • BUG: Mime does not appear replaced in the unit's status (both field and Unit List)

3
PSX FFT Hacking / Re: Relating to job requirements.
« on: January 31, 2016, 11:02:11 PM »
I haven't worked on it in 2 days, but I also haven't hit a wall. What the hack currently does: allow forbidding any job, and replace any generic job for a special job.
AFAIK, I'm completely done with the world map portion, and edited the ENTD unit generation routine to forbid unlocking skills/skillsets/jobs based on another hack... which is kinda necessary at this point.

Since the hack allows forbidding jobs, I have to make sure ENTD units will meet the same restrictions. Therefore, I created a hack that allows setting all the job levels using the "unknown" job in FFTPatcher. For example, you could create a unit with lvl 2 squire, lvl 2 chemist, lvl 8 knight, lvl 2 wizard, lvl 7 time mage, while setting monk and priest to lvl 0 so that the unit doesn't equip skillsets/R/S/M related to those jobs.

What's left? "Special" job skillsets in battle. Normally it checks if the skillset matches the first, base job's skillset, and will use the base job's skill unlocked flags. So I have to make it scan through all the possible jobs and compare skillsets. It shouldn't be that hard but still gotta do it. I think I'll be done after that? Hopefully AI won't mess with me.

4
The Lounge / Re: Ramza in Dissidia
« on: January 29, 2016, 03:54:27 PM »
ugh yeah gotta agree with xifanie on that...
Actually, that was an inside joke. I just find it funny he looks exactly like a very feminine flat-chested woman... when he's supposed to be a guy. And way moreso than he did in FFT.

It looks like he's using Heaven's Cloud or something.
Looks very much like Chirijiraden to me.

5
The Lounge / Re: Ramza in Dissidia
« on: January 29, 2016, 02:29:18 PM »
So not manly! :mad:

6
Final Fantasy Tactics / Re: Alpha Build
« on: January 25, 2016, 06:31:59 AM »
Well he obviously made an image already. Who would be dumb enough to spend $1000 on a game then play it, using the CD itself being almost 20yo and risk having it explode during gameplay?

7
Final Fantasy Tactics / Re: Alpha Build
« on: January 25, 2016, 01:18:59 AM »
Idunno Borman, why come here in the first place if you're not going to support modding?
It just sounds like "Look at me, I have something that you'd want to probe at!" then rub it in our faces.

Just my 2 cents.

8
Event Editing / Re: Guru's long road to eventing
« on: January 24, 2016, 12:49:51 PM »
I recommend that you use OBS from now on for recording. With a game capture, you don't even need to resize the window to make the recording bigger. It might need a bit more fine turning (because obviously your computer is pretty weak to ouput such a low framerate), but if you're going to record events, I highly recommend it.

I understand that English is not your native language, so you'll probably want someone to proof your text before any kind of official release of your mod.

As far as eventing goes, you're successfully used a couple basic instructions. Congrats! Like Elric said, my camera helper would greatly help you out to handle the camera if you have Microsoft Excel. Without it, well, good luck. :/

If you want to fine-tune your event, I have the following suggestions:
  • I know it sounds crazy to you right now, but some camera movement to introduce the event would be a nice touch
  • For the two dialog boxes, remove the arrows, and show the thief's box while Ramza's is still there (one aligned at the top, the other at the bottom, and close the first one with ChangeDialog; see vanilla events, they do it all the time)
  • After jumping off the roof, Delita should face Ramza
  • If you're going to have a dialog box appear for someone walking, remove the arrow
  • You should avoid dialog boxes overlapping characters as much as possible
  • I honestly forgot what's the best way to deal with Delita walking because he used an effect, Elric can input more on this... Either a WaitForInstruction, or just using a GhostUnit to act as a catalyst IIRC
  • Use Camera instructions made with my Camera Helper to focus on Cloud/Ramza's locations before Lightning Stabbing them
  • Fade out at the end of the event

9
PSX FFT Hacking / Re: Relating to job requirements.
« on: January 24, 2016, 05:19:56 AM »
RAD3? ...Why? RAD3 is just meant to be "fun". It's extremely broken and not stable for a proper mod in any way, so I really don't understand the point of building the hack around that...

And this is what I accomplish when I lack documentation. Someone has to figure shit out to write documentation. I figure shit out if I don't have documentation. Problem solved.

(This version is buggy, it just doesn't remember which current job is set on the job wheel, so I obviously need a new approach, but it's otherwise working and it wasn't all that much trouble)

10
PSX FFT Hacking / Re: Relating to job requirements.
« on: January 23, 2016, 01:48:07 AM »
I'm really curious about looking into this...
Balthier's special job could replace Thief
Holy/Dark/Divine Knight could replace Knight
Astrologist could replace Calculator

And it wouldn't be "squire be gone" all the time anymore. Plus who doesn't want Agrias with Accumulate early game?
I can already foresee annoying difficulties for such a hack, but I think it would be worthwhile to make.

Replacing the whole job tree for different sets of characters would be a whole other thing though, 100 times as much work, and you'd be too limited in terms of sprites anyway (UNIT.BIN doesn't allow many characters, generics alone take half the space).


11
Help! / Re: Fft Orgasm/FFtactext/Kanji Nopper
« on: January 22, 2016, 04:10:57 AM »
You do not want to EVER write hacks to the 1 byte characters (0x00 to 0xCF)... the japanese ones are overwritten by tactext to create commonly used character combinations, like "th", to save space furthermore and allow more text per section. I thought Raven fixed that in the latest version of his nopper. :/

Where font data starts/ends, you can see for yourself which characters would be important to keep:
http://ffhacktics.com/wiki/Font

Where we are supposed to use our hacks:
http://ffhacktics.com/wiki/Allocated_space

Your best friend:
Choto's conflict checker (Although I think he incorporated that one in the newest version of FFTOrgASM)

Hope this helps

12
Hacking/Patching Tools / Re: FFTText Editor (last update 2016/01/06)
« on: January 07, 2016, 01:52:00 AM »
v1.01
  • Added "Scan for Invalid Chars" function, which searches in all FFTText cells for characters that would prevent a .ffttext file from working properly
  • Added the "Convert Characters" section in the "Settings" page. It automatically converts characters when importing/exporting files to ensure ease of use and proper .ffttext/resources.zip formats.
  • Changed Formula 0x64 to "Dmg_(PA * WP); if using Spear (PA * 3/2 * WP); if weaponless (PA * Brave /100 * WP)"
Note to self: Change scan for invalid chars icon to a magnifying glass

Download me

13
Call of Power: Chapter 1 to 3 / Re: CoP Progress Log, Suggestions & Bugs
« on: January 06, 2016, 03:59:34 PM »
That bug happens because, either the victory screen is not showing at all, or the portion of the victory that saves the battle changes back to WORLD is not present. Fix? Copy/paste everything in a DarkScreen() from a regular vanilla victory event.
It's not just the items; it's the JP, the experience, the levels, the perma death... all those as if they never happened.

14
Hacking/Patching Tools / Re: FFTText Editor (last update 2015/12/31)
« on: January 06, 2016, 02:45:25 AM »
Oh... I completely forgot. The Microsoft Office suite has an option enabled by default where it will convert characters... for example "..." will be converted into a single character (unicode). I think that's the most likely reason you're getting that error.

I'm pretty sure it's under Excel Options/Proofing/Autocorrect Options, type "..." and remove that entry.
But you'll still have to replace all instances of that unicode character into "...".
I forgot if there's another common character like this... tell me how that works out. x.x

15
Promoting the website/community itself wouldn't do us much good... there are far more people interested in playing mods than creating them (It is SO hard to get ANY help for modding no matter the amount of interest; it's depressing).

Unlike Jumza, I will go against doing walkthroughs/playthroughs... what I would instead suggest are promotional videos. Because, after all, you're a video editor and not a let's player.

Journey of the Five
The team has been speaking about it for some time though, and it would be wonderful to have a promotional video at least for the re-release, if not the chapter 2 release. We already have some very good ideas of what to show, but none of us has any worthwhile experience in video editing... It would normally fall on my hands, the do-it-all of FFH and JotF. But if you could take that off from my list, that would be great! I'm a perfectionist and inexperienced, so it would take me a ridiculous amount of time by myself. If you are interested and Elric agrees, we can fill you in on the details and give you a workable patch before the official release so that you can do your magic. Obviously, that's not right now, but hopefully not in too long either.

Any other playable mod
I can't speak for many mods as I'm really focused on JotF; I just try to help where I can. I know some things can be really bad for publicity (like emulator-only because of bad ASM hacks), and some catastrophic (ASM hacks breaking the entire game). The former happens to nearly every mod, sadly, and the latter still happens to a too great number of mods (see FFT+).

In the end, I would say go for the mods you want to promote the most... but it will likely require you a full playthrough's recording at the very least regardless. :p

16
no limit for the types (TYPE1, TYPE2, MON, CYOKO, KANZEN, etc.), but you can only have 9 spritesheets loaded in the game at any given time. Being over the limit would only cause graphical glitches though, it would not prevent the battle from starting.

17
You can't change the skillset of a generic job; you have to use the existing Dance/Sing skillsets and edit the skills in those.

18
Hacking/Patching Tools / Re: FFTText Editor (last update 2015/12/31)
« on: January 01, 2016, 12:10:12 AM »
This tutorial is still in construction 'n stuff

Introduction
The first thing you want to do, is open the Add-Ins ribbon (tab if you prefer, but I will be using the term ribbon as it is the official name used by Microsoft Excel). If you are on the FFTText sheet (or if you switch to it), this Custom Toolbar will appear:


Edit Selection
Opens the "Edit" sheet with the current selection.
Edit All
Opens the "Edit" sheet with every entry of the current section from the first to the last non-blank one.
Import .ffttext
Imports a .ffttext file generated by FFTTactext.
Export .ffttext
Exports a .ffttext file generated by the spreadsheet ready for immediate patching to a FFT Image using FFTTactext.
Clear Sheet
Wipes a sheet of its .ffttext contents.
Resources.zip
Generates or Updates an existing Resources.zip with the information data of the spreadsheet.

Now, if you are instead in the Edit sheet, you will see different options:


Save Edits
Straightforward, saves the Edit sheet's changes back into the FFTText sheet.
Exit without saving
Back to the FFTText sheet.
Add Pages
Append a number of pages at the end of the current entry. *
Delete Pages
Removes a number of pages at the end of the current entry. *
Notepad Emulator
I created a tool that is essentially a super notepad to help you out with your line lengths and such. Give it a try, you'll love it!
Show/Hide End of Line
Sometimes you need to pad at the end of the line with spaces to give the text proper formatting. You can choose to show/hide a character to see where the line actually ends.

* About Pages:
A page is a given number of lines. For example, quotes are 3 lines. If the section only contains unit quotes (be it spell quotes, removal quotes, proposition quotes), I set the workbook to assume the page length is 3 lines. So unless you have all sorts of data inside the same section, a page should be as long as the number of lines the game would normally allow. 3 lines for unit dialogues, 4 for help/check boxes, 10 lines for brave story/propositions, etc.


Legend
PSX/PSP Resources.zip text
QuickEdit: The text present under these columns is used in multiple sections.
Japanese... stuff.: ¯\(°_o)/¯ Just delete it.
Copied Resources: Fetches information from a QuickEdit column. There should never be a need to edit those.
Copied Section: Fetches information from a QuickEdit column. There should never be a need to edit those.
Empty Section: Contains literally nothing. You might be able to use these sections with ASM hacks for your needs.
References: They are purely used as references and never exported into .ffttext files or resources.zip.
Any other color: I just tried to mix and match to have sections of the same "type" the same colour.

Editing
Only ever use zoom multiples of 100% in the Edit sheet! Otherwise, the Altima Font will not be proportionate with the column width, and you won't be able to tell how close/far to the line limit you will be with that visual reference. There's always the numbers, but I really recommend using these zoom values only.

19
Hacking/Patching Tools / FFTText Editor (last update 2016/01/06)
« on: January 01, 2016, 12:09:22 AM »
FFTText Editor v1.00

Easily locate text, in this convenient, neatly ordered editor!

See live what your text looks like in game, along with line lengths! (minus font colours)

Lots of settings!

What is this?
This tool allows to conveniently edit a .ffttext file generated by FFTacText, then generate a new one to load in FFTacText and easily + quickly generate/update your resources.zip. It is used by many of my tools to directly fetch text data for my hacks so that you know what is what without typing everything yourself.

Requirements
  • Microsoft Windows
  • Excel 2007 or higher (with macros enabled)

Instructions
  • Extract Altima_8.ttf from FFT_Font.zip to C:\Windows\Fonts
  • Open FFTText Editor.xlsm
  • Check out the tutorial in the next post

Download

20
1) 10x HP, 10x MP, 1x otherwise
2) No

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