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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 ... 191
1
PSX FFT Hacking / Re: Ability Requirement Hack 2 - Code it yourself!
« on: August 28, 2015, 01:56:43 PM »
You can name it whatever you want; it basically overrides any skillset you want.
But there also aren't multiple skillsets, so if you want many names, you'll have to code that yourself.

2
PSX FFT Hacking / Re: Ability Requirement Hack 2 - Code it yourself!
« on: August 28, 2015, 12:56:26 PM »
I figured it would be smarter to just put in the skills inside the skillsets, disable them for regular skillsets (Just in case the AI derps out) and add them to the bonus skillset.
I just tested in game to make sure, and the new abilities don't mess with the jump skillset at all.
And you'll have to wait until I release the damn thing again, because even though I got 25 downloads, no one reported it as broken as hell... I might have entirely fixed it yesterday, but I need more testing to make sure.
In the meantime, just removing the file.

3
and there isn't a way to allow an ability to be used based on the life you have
ARH2 says hi!

4
New Project Ideas / Re: Replace animated game sprites with 3d models?
« on: August 22, 2015, 11:36:56 PM »
Sadly, I don't believe there's a way. And with gomtuu gone... I don't see how the functionality could be added. :/

5
New Project Ideas / Re: Replace animated game sprites with 3d models?
« on: August 20, 2015, 06:07:40 AM »
A map can support up to 255 tiles (or was it 256? I have to be misremembering) and as many elevated tiles. You can just resize the map (1x256, 16x16, 256x1; anything really), there's a function for that in Ganesha. Just remember that what you use in textures, you have to sacrifice in polygons and vice-versa. So you should always pick first a map that has just the right amount of texture files you need, because no one really knows how to edit that stuff after the fact.

And that is some damn impressive work for a first timer. I just needed to point out the restrictions first before you end up working hours on a map and not have half the polygons load in-game.

Another warning: Tiles are 28x28 right? Never have a polygon larger than that; it creates some graphical glitches at the edge of said polygons.

You're really going to have to rework that palette though :p

6
Help! / Re: Ramza leaves my party!? why?
« on: August 18, 2015, 09:46:46 PM »

7
Help! / Re: Job and sprite related questions. (back up to 2 of 3 solved)
« on: August 18, 2015, 05:48:19 AM »
Ok, so why haven't you tried downloading yourself a new FFT Image yet?

Also, Elric's idea couldn't have worked, he's misremembering an issue where when making a ppf, you need to set your original ISO's last byte to something else than 00 (after manually expanding it to 552,701,184 bytes long). Otherwise, patching would not expand the FFT Image completely, because the patching program would be all like "hey, both those bytes are 00, so not need to patch anything there, right?". I've never heard of this issue happen outside of improperly made PPFs.

So really, on top of your file index breaking, shouldn't it be a dead giveaway that it's your FFT Image?

8
Help! / Re: Job and sprite related questions. (back up to 2 of 3 solved)
« on: August 17, 2015, 11:59:08 PM »
I meant after Shishi

Before shishi would be 541,312,800 bytes.

And hex editor.

9
Help! / Re: Job and sprite related questions. (back up to 2 of 3 solved)
« on: August 17, 2015, 05:54:38 PM »
How many bytes is your FFT Image?

It should be 552,701,184 bytes. If it isn't, you need to expand it.

10
Help! / Re: turning eboot into iso problem
« on: August 16, 2015, 06:52:28 AM »

11
New Project Ideas / Re: Replace animated game sprites with 3d models?
« on: August 15, 2015, 10:34:03 PM »
.

12
PSX FFT Hacking / Re: Ability Requirement Hack 2 - Code it yourself!
« on: August 09, 2015, 09:22:00 PM »
Honestly? Ask away. It will give me stuff to write for the tutorial.

13
Recruitment / Yes! We'd love your help, but...
« on: August 09, 2015, 10:43:45 AM »
I'm making this topic not because we have too many talented people available, but rather, the lack of dedicated and talented people applying.

As project leaders, we know we can do shit.
So when someone is proposing to help, which means a potential of countless hours of work lifted from our shoulders, it sounds awesome! Thank you! Except... the vast majority of people require us to babysit them only to see them quit after a few days. This happens very often and it is incredibly tiring.

I understand that some people have very valuable information that not many are knowledgeable about, but there are tutorials for almost anything. Please look up tutorials and get your hands dirty before saying you'll do anything for us! (spriting, eventing, ASM Hacks, etc.)
Unless you played with those things beforehand, you have no idea what you're in for.

So please, if you're only going to make us waste our time, just cut it short, try those tutorials and see for yourself how much work modding really is.
And if you do get past those tutorials and are still willing to help? Good! This proves you have dedication, and you are exactly the type of person we are looking for.
Our time is precious, we have busy lives, and modding is a heavy commitment. Consider the possibility that while trying to help us, you might slow us down. Show us that you're not all talk! Please!

Yes! We'd love your help, but...

→ → → Tutorial Link Index ← ← ←

14
PSX FFT Hacking / Re: Ability Requirement Hack 2 - Code it yourself!
« on: August 09, 2015, 10:17:08 AM »
Spreadsheet Tutorial Placeholder

15
PSX FFT Hacking / Ability Requirement Hack 2 - Code it yourself!
« on: August 09, 2015, 10:16:51 AM »
Ability Requirement Hack 2
The infamous ARH comes back, better than ever!
Upgraded from v1.1

Requires Excel 2007+


Code it yourself!
ARH2 removed all tables and you are pretty much forced to ASM in the requirements that you want. It is, however, as friendly as possible for coding that I could think/manage inside of Excel's limitations. Why did I do this? People kept requesting different things for the ARH, and ultimately, bending to everyone's needs would have created needlessly huge data tables, consuming absurd amounts of space when most people hardly use any of the ARH's capabilities. Now with all that junk gone, the ARH was trimmed down from the equivalent of 831 Kanji space lines, down to ~350 Kanji lines + 22 SCUS lines, including major upgrades.


A Bonus Abilities skillset
Its main new feature is a skillset innate to every unit in the game, the "Bonus" skillset, which can contain ANY regular action ability in the game (i.e. not chemist/draw out/charge type abilities). All you have to do is configure the requirements for those abilities.


Available AI abilities recalculated on new turns
Before, the only way these could be recalculated was if the unit used equip change or had a piece of equipment stolen/broken. Now, at the start of every turn, and during them, abilities recalculate their conditions, so that requirements of status based nature and the like aren't Player only abilities anymore.


Vanilla requirements are already coded in!
This probably isn't a consolation to many people, but Swordskills and Limit Breaks have their requirements already set up like they were in vanilla. If anything, at least it shows you how to code it yourself.


Some custom routines just for you~
Just use some very convenient routines that I made myself to very quickly determine if an ability will be enabled or not. I figured other routines were pointless due to how few lines they would actually require without much complexity involved.
Includes:
  • Count # of Skillset ID Equipped
  • Count # of R/S/M ID Equipped or Innate
  • Count # of Item ID Equipped
  • Get First Weapon's Type
  • Get Weapon(s)'s Elemental Attack
  • Get Item Types


A convenient spreadsheet
Of course, it isn't perfect, but you have options to save directly to your pSX quicksave to see the results of your coding LIVE, immediately.
You can also copy the xml's contents with a single click, on top of functionality like bookmarks to save your positions in code.

Many thanks to Chotokukyan!
Without his extensive notes on the wiki, who knows how many more frustrations I would've faced...
or if I would have even finished this hack!

Currently unavailable for download as important fixes are pending

17
Final Fantasy Tactics / Re: So, you're making a mod, and...
« on: August 05, 2015, 02:35:37 AM »
Not before you begin eventing. If you're going for a story mod, the events make the mod. For someone inexperienced that know what they're doing (i.e. me), an event takes anywhere from 2 to 15 hours depending on its complexity, so yeah, you kinda wanna get started on that. If you do plan to have new events, your FFTP and Taxtect progress amounts to next to nothing.

Also:
- Outlining is not making the damn event
- "Working on scripting" is also not making the damn event

18
Help! / Re: I couldnt find an answer to this Tactext error
« on: August 04, 2015, 11:04:22 AM »
Which version are you using? As a rule of thumb, if you are editing the PSX version you should be using .478.
It's also possible to add too much text to cause this error.

19
Help! / Re: Using ARH... Why won't ED170 display
« on: August 04, 2015, 04:57:02 AM »
What exception?

What's your OrgASM version?

20
That's what I would recommend, because that script is heavily broken. I would personally start over from scratch.

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