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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 ... 198
Journey of the Five Ch.1 / Re: Chapter 2 Progress Log
« on: May 30, 2016, 09:20:05 PM »
Players can divulge any information they want to each other; it just won't be us doing it. We don't want to ruin anyone's experience.
I don't know if wikia has a function for spoilers, you might want to use that if you want. But anyone using a wiki should be ready to expose themselves to spoilers.

PSX FFT Hacking / Re: Xif's Fixes (ASM Hacks & Spreadsheets)
« on: May 30, 2016, 12:28:24 PM »
I'm pretty proud of that one, it works flawlessly except for about 3 events in vanilla. All that happens is that the game is "paused" and you need to release Cross and press it again. It always catches me off guard. I always hated pointlessly button mashing though, and this was also to help me through real console testing.

I wish I could say my Frameskipper is as stable, but unfortunately, while I haven't had any issues in vanilla with it, it makes JotF freeze very early (even when the frameskipping function is not activated). I'm really going to have to go back on this one eventually, but I'm just drowning in FFT hacking work lol.

PSX FFT Hacking / Re: Xif's Fixes (ASM Hacks & Spreadsheets)
« on: May 29, 2016, 09:52:39 PM »
I'm amazed at your level of intelligence. As for me, aside from mowing my lawn, I spent my whole weekend bumblefucking through ALREADY MADE EASY TO USE TOOLS to click a few checkboxes and my damn head is about to explode :lol: I feel like a caveman here, well most places actually :lol:
Hey don't feel bad. I'll definitely take the compliment; but smarts ain't everything. I can't exactly get a job, so I don't have that going for me. If you do, well, I'm already envious.

Thanks again for helping me find the smart encounters hack / making all the wonderful tools and hacks that you do and much thanks to Elric for cleaning up the thread.
He really did a great job. I really couldn't have blamed anyone's googling skills, because my hacks were just all over the place and even I had some trouble finding them sometimes.

PSX FFT Hacking / Re: Xif's Fixes (ASM Hacks & Spreadsheets)
« on: May 26, 2016, 11:54:17 PM »
I'm always happy to see my hacks get some use. And I absolutely know the frustrations of that 30% encounter rate, that always triggers when you don't want it to, and never does when you want it to.

The Lounge / Re: I used to post here a lot back in the day
« on: May 25, 2016, 07:43:37 PM »
Hey there best buddy

PSX FFT Hacking / Re: Xif's Fixes (ASM Hacks & Spreadsheets)
« on: May 23, 2016, 03:27:28 PM »
Since Elric was nice enough to reorganize my topic, and also add some hacks I made for JotF, here they are, just so you know which they are. Enjoy!
You can find those hacks in the first post in Xifanie.xml.

Equip Change Fix
Allows changing your Right Hand/Left Hand equipments without consuming your Act.

Formula 59 becomes Phoenix
Applies Heal_(Y)% Hit_F(MA+X)% NE to downed allies within effected area while still applying Dmg_F(MA*Z) ME NS to enemies within the same area.

Incremental Jump Range
Instead of choosing the highest value of the learned jump ability for the horizontal/vertical ranges, instead they are added all together,
meaning no one skill is ever going to be useless; it will always count towards your total horizontal/vertical range.
You could have Horizontal +2, Horizontal +1, Horizontal + 1, together would be the equivalent of Horizontal +4.

Propositions Hack 2.1
Proposition Hack v2 with Gil Cost and the ability to abandon marks. By Xifanie (a bit of help from Pride's original hack)

Rumors use proposition space
Rumors use proposition completion notes slots based on town ID

News / Re: *New* Index of Xifanie's Hacks & Tools
« on: May 23, 2016, 12:51:43 PM »
A big big thanks to Elric for all the work he put into this, because every time I looked at my topic I cringed at how disorganized it was... and he made it so much better! He put everything in there, even added hacks I forgot to even publicly release (I'm looking at you, Jump hack).

Very appreciated, and I'm sure everyone here appreciates too! (Seriously my topic was a clusterfuck)

Event Editing / Re: Attackout squads
« on: May 21, 2016, 01:56:04 PM »
Yeah, unfortunately, this is one of the 3-4 big spreadsheets I'm working on ATM, and real-life gets in the way. A lot. And that could get a lot worse.
So if everything in our lives magically starts getting unbelievably better, you could expect a release in a few months. Otherwise, many months or more. I mean, I hate breaking the bad news like that, but having other people show enthusiasm about what I make is also a good part why I keep going. Especially in hard times like these.

Event Editing / Re: Attackout squads
« on: May 20, 2016, 06:34:20 PM »
Actually, 0x000-0x0FE are used by the world map debug map/battle option... so if you don't mind sacrificing those, that's 254 more right there (since 0x000 is technically null)
0x100-0x1FF are meant for story battles
0x200-0x2FF are meant for random battles. (yes, starts at 0x200, they are hardcoded to be in that range)

With my event reorganizer, it will pretty much be no issue whatsoever coming up with "free" squad slots, because it would be done automatically. You just edit the squad that's there; bam. Done.

Event Editing / Re: Deep dungeon
« on: May 20, 2016, 12:28:07 PM »
1.  Is anything known about the Worldmap commands for Deep Dungeon yet?  Particularly the "1E" in the lines that all look similar to this: 01005C0000001E0000005B000500

Here are the DD instructions (using my event reorganizer [in the works]):













Load Random Battle ID xAA
Load Event/Scenario/ATTACK.OUT ID xBBBB
Set Variable 0x0068 from 0 to xCCCC - 1 (i.e. 0 to 4 by default; this is the variable that is used in events to tell which is the "right" panel to find the next floor)

I'm guessing the Load Random Battle ID portion only works if the Event's ENTD is set to 000. Because the Elidibs battle uses Random Battle ID x0009, but has its own ENTD set instead of 000.

Random Battles (from my event reorganizer again)

2.  Do you happen to have the vanilla events that correspond to the DD battle start on the new config?  I have the old config versions. This for example Terminate:
As you can see in the instructions above, 5B, 5F, 61, 63, 65, 67, 69, 6B, 6D, 72... but no, I don't have it with the new config. If I finish the event reorganizer's event decompiler/compiler, that won't really be an issue though. If you're capable enough with a hex editor, I can teach you how to force the decompiler to not ignore those events. (I know it shouldn't in the first place... it's a bug and I lost the source code)

3.  Are the variables between 0x00AD and 0x01A3 used in any way? How about any of the ones marked "???"?
No idea, but I guess the chances are pretty low. I updated the variables page with all the new info I found using my event reorganizer...
The only thing I can think of off-hand that my event reorganizer doesn't read is the variables being edited by text (like reading a rumor at the bar can activate a variable).
As for "???", I was just guessing they might be used for something.

4.  Has anything been figured out about what triggers the Deep Dungeon battles to be random?
If you look at the screenshot above, it's the DDEntry instruction that forces this (which I'm guessing is 1E00 in the old crappy format).
It will randomly select from the 8 ENTDs listed per row. Obviously, my event reorganizer assumes that you are using DDEntry with the appropriate Random Battle slot ID, but I think that's fine? :p

If you want to actually edit those, the Random Battles spreadsheet in the tools section should do the trick; just compare the values in the screenshot and you'll quickly find what to edit.

PSX FFT Hacking / Re: Hack for controlled random battles
« on: May 14, 2016, 10:08:21 PM »
Hey no problem... sorry for not making a better list of hacks...
I kinda wish someone did that for me. But around here, if you don't do it, no one will. So it just never happened.

But I'm pretty sure this hack is inside the newest FFTP package (thanks to Choto for the update and updating the hack list).

Journey of the Five Ch.1 / Re: Chapter 2 Progress Log
« on: May 12, 2016, 09:42:21 AM »
Only with a PSX eboot, not WotL. But yes, we are planning to make it work on consoles (which it doesn't right now).

Hacking/Patching Tools / FFTPatcher Helper
« on: May 09, 2016, 10:26:22 PM »
What does this do?
It rips data from your FFT Image... then will give you loads of useful information:
  • Which Effects are tied to which Ability, and a list of those that aren't
  • Where Abilities are used (Skillset, Job Innate R/S/M, Weapon strike, Ability cast) and a list of the unused ones
  • Where Inflict Statuses are used (Abilities, Weapon strikes), and a list of those which aren't used on top of pointing out every duplicate entry
  • Which Item Attributes are tied to which Item, and a list of those which aren't used on top of pointing out every duplicate entry

You need my FFTText Editor to be able to import text into this spreadsheet.

How to use
  • Click Load FFTText, then select your "FFTText Editor.xlsm"
  • Patch your .fftpatch to your FFT Image
  • Click import and select said FFT Image

PSX FFT Hacking / Re: Auto-Battle Innate on Certain Characters?
« on: May 07, 2016, 06:15:32 PM »
9 spritesheets means:
- Male/Female do NOT count as one;
- You can use as many palettes as you want without increasing the count;
- You CAN'T have more enemy spritesheets by assuming the player will bring a character through the squad screen, that has the same spritesheet you gave to the enemies.

Really, just take 9, subtract the max amount of characters you can bring into that battle, and that's how many enemy spritesheets you can have.

You'd have to edit event conditions to make Unit ID X on death triggering a game over.

Tutorials and Learning / Re: Editing Effects' Palette and Graphic
« on: May 07, 2016, 09:26:52 AM »
Added the section: Reducing colors while maximizing quality (optional) which I feel is very important for any artist dealing with TIM files to know.

Tutorials and Learning / Re: Editing Effects' Palette and Graphic
« on: May 07, 2016, 06:13:23 AM »
Alright, added the section on how to make 4bpp BMPs with Photoshop and GraphicsGale... and I just found out yesterday that Photoshop easily beats GraphicsGale at that. Well, the only way it could cause real issues in GraphicsGale AFAIK is when you have 2 colors with the same RBG values being used. Because GraphicsGale reconstructs the graphical/palette data in the process, it would set both colors as the first one... meaning this could cause trouble for alternate palettes. We're still talking about a very rare case scenario, but it's worth mentioning.

I can't believe I neglected to add that section... oops. >>;

Tutorials and Learning / Editing Effects' Palette and Graphic
« on: May 06, 2016, 05:38:41 PM »
Why this tutorial?
To show people how change the graphics and palettes of Effect files (ability graphic animations)


For every user:
  • An image editing program such as GraphicsGale or Photoshop (or even MSPaint if you are that masochist)
  • CDMage or cdprog
  • HxD (or any Hex Editor of your choice)

For 32bit Windows users:

For 64bit Windows users:


Getting started
Visit This page contains very important information used through this tutorial. Also, make sure you grab the .BMP version of the Effect file you want to edit.

Editing the file
Just change the colors and graphics as you want... unless you know what you're doing, do not change the dimensions, and if the wiki page states that the Effect file is "4bpp Multi-CLUT", do not use any color other than the first 16. Feel free to edit the colors; but don't use them in the graphical area.

For the sake of this tutorial, we will be using this "Bloody Sword" edit I made:

Reducing colors while maximizing quality (optional)
* This is a lot more for 8bpp effect files than 4bpp; since you only have 16 colors per palette, chances are, using this method won't change a damn thing, in fact, it could become a hindrance

What it comes down to, is the TIM files that will be generated for 8bpp effects are in fact 15bpp + 1 byte for the transparency channel, but indexed. 15bpp means 5 bits per color. So instead of the usual 0 to 255 Red, you'll have 0 to 31 Red. Or, if you prefer, 0-8-16-24-32-and so on... i.e. in increments of ~8. Unfortunately, the best way, by far, to achieve this, is using Photoshop. So, if you don't have Photoshop, sorry because I don't know how any other way to do this.

Assuming you were working with a .psd (and you should), save your file as a BMP, but select 16bit (which is really the 15bpp I mentioned earlier).

Next, open that BMP in Photoshop. Then, we want to reduce it to 8bpp, so head over to "Image"/"Mode"/"Indexed Color"

Make sure "Preserve Exact Colors" is checked! Otherwise, new colors will be generated, and there WILL be conflict, making similar colors becoming the same when creating a TIM out of it, and you WILL lose quality. Otherwise, just adjust the Dither and its % as you wish.

Just save as a 8 bit BMP and you're good to go!

Creating a 4bpp BMP (optional)
* This section is only necessary for Effect files that have a "4bpp Multi-CLUT" color depth, and only if the Graphic was altered.

Creating a TIM file
WARNING: If your Effect file's color depth is "4bpp Multi-CLUT", and you want to import a new graphic, you will need to create a 4bpp TIM file. However, if you edited the colors beyond the first 16 (i.e. the other palettes) and want to import those changes, you will need to create a 8bpp TIM file. Obviously if you want both new palettes and new graphics, you will need to create the two; a 4bpp and a 8bpp TIM.

Simply use TIM Utility with the right settings as displayed below. You can preview your file using the "Preview..." button; if it doesn't display properly, something's wrong. If everything looks good, close the Preview window and click "Convert...".
4bpp: For 4bpp files (Graphic)
8bpp: For 8bpp files and 4bpp files (Palette)
Translucent except black
Transparent for black
Write Type: TIM

Importing the new Palette (optional)
* If your Effect file's color depth is "4bpp Multi-CLUT", use the 8bpp TIM file that you created for these steps. If you only edited the first 16 colors, you can instead use the 4bpp TIM file with the range 0x 14 to 0x 33.
  • Open your TIM file and the E???.BIN file in HxD
  • In the TIM file, select 0x 14 to 0x 213 (Use "Select Block..." [ctrl+e] to help)
  • Copy (ctrl+c)
  • In the BIN file, Goto (ctrl+g) to the "Palette Offset" specific on the wiki page for that Effect
  • Paste Write (ctrl+b)

Importing the new Graphic (optional)
* If your Effect file's color depth is "4bpp Multi-CLUT", use the 4bpp TIM file that you created for these steps
  • Open your TIM file and the E???.BIN file in HxD
    • 8bpp: In the TIM file, select from 0x 220 all the way to the end of the file (Use "Select Block..." [ctrl+e] to help)
    • 4bpp: In the TIM file, select from 0x 40 all the way to the end of the file (Use "Select Block..." [ctrl+e] to help)
  • Copy (ctrl+c)
  • In the BIN file, Goto (ctrl+g) to the "Graphic Offset" specific on the wiki page for that Effect
  • Paste Write (ctrl+b)

Finishing steps
  • Save your edited BIN file
  • Import it using CDMage/cdprog
  • You is done!

Advanced hacking notes
Let's say your file changed filesize... Normally you'd use the wiki, where I was nice enough to compile a list of all the offsets for you guys, but here is how it is actually calculated:

  • Graphic Start: File Size - ( Image Width × Image Height ÷ 2 )
  • Palette Start: Graphic Start - 0x204
  • Graphic Start: File Size - ( Image Width × Image Height )
  • Palette Start: Graphic Start - 0x404

PSX FFT Hacking / Re: Emmy's ASM thread (better stuff for monsters!)
« on: April 28, 2016, 07:48:45 AM »
It's actually very easy; you have all the variables there.
You can just create a table with a byte for every job, and add the job ID to the start of the table.
You have the address of the unit in r4, so just, for example (assuming you shift your code after the table):
lbu r2, 0x0003(r4) //Load the job ID
lui r1, 0x8015
addu r1, r1, r2
lbu r2, 0x2140(r1)
...and bam, you got your custom M-Ev for that job ID.

Hopefully you can find me in chat when you'll look into this if you need any help.

It would also be nice to display the value properly on the status screen, but I couldn't fault you for giving up/not bothering, since the game kinda forces that display value to be 0.

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