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Messages - Xifanie

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Help! / Re: Is it possible to hack an ISO and load an existing save file?
« on: November 27, 2016, 01:10:53 AM »
The only way to disallow a modified FFT ISO to load vanilla saves (i.e. a new set of saves) is to change the Save IDs.
Here's the list:
  • BASCUS-94221FFTO
  • BASCUS-94221FFTN
  • BASCUS-94221FFTM
  • BASCUS-94221FFTL
  • BASCUS-94221FFTK
  • BASCUS-94221FFTJ
  • BASCUS-94221FFTI
  • BASCUS-94221FFTH
  • BASCUS-94221FFTG
  • BASCUS-94221FFTF
  • BASCUS-94221FFTE
  • BASCUS-94221FFTD
  • BASCUS-94221FFTC
  • BASCUS-94221FFTB
  • BASCUS-94221FFTA

Let me guess: you didn't do that. Other than that, of course, there would be edits that would corrupt the game so much it would be a miracle for you to actually get this result.

Just look better at your memory card settings in your emulator next time.

Tutorials and Learning / ASM Hacking Myths
« on: November 22, 2016, 06:32:58 PM »
ASM hacking is hard
It usually is. It is exceptionally rare that it will be easy, but with our existing documentation, it can make things a lot easier (especially for ability formulas).

For some people, ASM Hacking is more than hard... it's trying to reach the moon.

ASM hacking is like programming
It depends on what you're trying to accomplish, but generally speaking, no. Many hacks only change one or two bytes. That is literally a quarter/half or one instruction. That's not coding; it's altering existing compiled code. Most of the time, you will be figuring out which register is used for what, how you can access different values, and which routines holds the preferable code to alter for your needs.

Most hacks, especially simple ones, tend to be 0.5-5% coding. Bigger ones, like my Ability Requirement Hack v2, Soldier Office Upgrade, Synth Shop and so on, are about 60% coding.

I can understand how a video game works by asking others about it
To some extent, you can. In terms of ASM hacking, you need the logic to be able to figure this shit out yourself. If you can't, you will struggle immensely and waste everyone's valuable time trying to teach you something that cannot be taught.

Do you think I'm being harsh? The reality is that ASM hacking involves a lot of debugging. Let's put it this way:
  • Understanding how video games work is like trying to get out of a rainforest having a GPS on hand. It's still going to suck, but you have some hope.
  • Not understanding how video games work is like trying to get out of a rainforest with a map drawn by a child. You'll wish you were dead.

But I know I can figure this out!
You would need more than just your average level of motivation.
You would need unbreakable dedication.
You will pull all your hairs out in the process.

And even then, I can't guarantee you'll make it.

If I don't make my hacks, who will?
Likely no one. I know this is a tough one, because ASM Hacking is excessively draining and not many people can do it.
However, just because you have little hope of accomplishing anything yourself in terms of ASM Hacking...
It does not give you the right you complain about your lack of ASM Hacks.
It does not give you the right to assume that someone is going to ASM for you when all you do are FFTPatcher and FFTTactext edits. (Seriously, ASM Hackers are very rare; even if you event, the chances are slim)
It does not give you the right to complain about WotL's lack of ASM hacks.

Be thankful for the hacks that already exist.
Be thankful for future hacks (or in the making).

Final Thoughts
I personally favour making hacks that benefits a lot of people; not just a single project. That is why me and others do not take requests. No one wants to make a hack for some random guy who has no idea what he's doing with questionable motivation, while only he could have a use for that hack.

Help! / Re: Questions regarding Skills, Ailments and Monsters
« on: November 22, 2016, 02:46:18 PM »
I'm confused whether you're asking if those things are possible to code, or if they were already coded, thus "possible for a non-hacker". If it is the latter, then it just isn't possible for any of your questions.

1. If I want to tie a status boosting effect to the terrain when moving over it, can it be done?
Yes, it would be possible... I would guess by adding the extra PA before the Attack Up checks...

2. If I want to tie an ability, which might be reaction or movement or support, that randomly checks if my character is suffering a set of ailments to pick one and cure it, can it be done?
It's possible, but I personally lack the knowledge on how exactly statuses are cured/added... it's more than just the stuff you can find in Battle Stats, AFAIK.

3. The DEFEND and CHANGE EQUIP commands are added to the main set of actions of a character when equipped as support. Is it possible making CHARGE, JUMP or THROW work the same way?
Given the nature, I would guess this wouldn't be too hard to code.

4. Is it possible adding a new character animation tied to a certain skill?
You'd have to add the animations in TYPE1/TYPE2.SEQ, and even then, we're already pretty much maxed on space for these files... the SEQ files are loaded right next to each other, there really is no room to add anything unless you're ready to sacrifice another animation. That's why we weren't able to add an animation for Link's whirlwind blade.

5. Regarding STEAL command, can you set equipment values to whether they are more or less hard to steal?
I don't think it would be too hard to code it to load the target's item for a given slot and lookup its steal rate in a table.

6. Regarding editing a spell effect, I read somewhere that you guys still didn't figure it out how to make the screen or character flash. When editing a new spell sprite/animation, can we add a white squire and cover the screen with it by tweaking transparent settings with time lapse to simulate a screen flashing? I know this is a basic conception, but as I don't know much of freedom one can do, doesn't hurt asking, I guess.
This question is very confusing, unless you yourself, were confused when writing it so you didn't write it coherently to start with... I'm just going to have to assume "No, not possible".

1. As Elric explained to me, when adding a monster family, you change a monster which has 3 variants through color pallet. What I want to know is when you add a monster family in the place of another character, for example, Zalmo's slot, if that monster will have pallet parameters too, or if Zalmo is coded as a non-pallet unit, thus not allowing a whole monster family being set, only a single monster?
...I think it will work? You could test that yourself. I know the whole egg reproduction thing won't work, at least.

2. Is it possible making monsters equip items? Something akin to how default Reis base-job defines her.
Possible? Yes. Done? Nope. I think there are 2 things preventing this: The monster gender, and the Job Range (Mime to Tiamat)... meaning this latter portion has already been hacked and only needs to be adapted.

3. I gather that monster skill occupies a Skill slot, am I wrong? Is it possible using that skill slot to be used into a job ability set and vice versa (migrate a job related skill to become ONLY a monster skill)?
That question doesn't make sense.

1. Can we add a new ailment/buff? I mean, adding an effect completely, and not just erasing one to add another in its stead.
Nope. Unless you're willing to spend the next 10 years on this.

2. Regarding FROG, when you use frog on your enemy, your enemy still has the default movement (which means that a frog red chocobo will still move about the whole scenery). I want to know if when frog is applied, can you set a default movement to, say, 3 and jump to 6 and raise its evading numbers? Mainly is that I want to convey by adding frog ailment: it won't go too far when moving, still will be able to jump high and be harder to spot and hit.
That sounds like a lot of trouble for what it's worth, tbh. Possible, but troublesome.

3. Regarding SLEEP, STOP, DON'T ACT, can you make STEAL command 100% successful on a target inflicted by those ailments? I just think so strange the sleeping guy dancing about to evade thievery, or you missing the action on a completely paralyzed foe. And this would feel about my 5th question on the Skill section above, because even if your foe cannot move, some items are harder to simply steal. Of course, we can imply all this at the impossibility of stealing sleeping and stopped units, I just wanted to know if it's possible making stopped and sleeping targets easier to steal from at % odds of success.
That still requires hacking the formula, but yes it's possible.

It's hardcoded. Not only that, but they're hardcoded to be the same value.
Sooooo, unless you want to put your hand into ASM, forget it.

Event Editing / Notepad++ Event Syntax Highlighting
« on: November 20, 2016, 11:53:28 PM »

How to add it:
  • Download the attached file
  • In Notepad++, Select Language/Define your language...
  • Then click the Import button near the top left and choose FFT_Events_UDL.xml

How to use it:
  • Select Language then FFT Events at the very bottom

How to make it auto-load with defined file types:
  • In Language/Define your language... there is an Ext. box. You can just type the extension there. I already added evt, so ideally you should name your event files *.evt
  • You could always set it to .txt, but I don't recommend it unless you plan to use notepad++ exclusively for FFT events

Warning: If you only ever use event.txt and want to use event.evt instead, you'll have to edit your event compiler's CONFIG.INI accordingly.

Help! / Re: I want to defeat all enemies!
« on: November 18, 2016, 10:05:45 PM »
That would mean you changed




With that alone, you shouldn't have experienced what you did.

The battle started right up with no text or the winning conditions was just ramza's turn.
You done fucked up. And if I'm correct, you shouldn't even be getting any event whatsoever (no camera movement, for example), just the battle immediately starting. If not, I have no idea what you did. What am I saying? I have no idea what you did either way.

Start over, and test thing one at a time... this isn't really a case where we can help you debug what you did. Sorry. :/

Event Editing / Re: How to make a Story Mod (WIP Tutorial)
« on: November 17, 2016, 12:45:38 PM »
You should be able to just use the latest shishi for this... it has every BONUS.BIN conditions on their own that you can individually extract and reimport.

I think it's possible there was a bad squad formation, that made Ramza disappear because he would've tried to spawn on a invalid time? I don't think JotF changed random battle squad tiles though...

Either way, you don't have to start a new game (unless something really broken happened). You will need to use this gameshark code: 30057F74 0000. That's all. If you overwrote his slot with a different character (#01), you wouldn't be able to recover him though.

Spam / Re: Watch more Rick and Morty!!
« on: November 15, 2016, 11:59:52 AM »
Well I guess we're all too dumb to appreciate it!

Spam / Re: Watch more Rick and Morty!!
« on: November 14, 2016, 09:25:57 PM »
Moving this to spam because well, that's all it is.

I'm not going to stop you from posting, but given that no one actually seems to care (I think you posting 8 times in a row in the past 3 weeks proves my point), I don't know why you still do. It's your call I guess. ¯\(°_o)/¯

Btw this topic is extremely taxing to browse on a laptop with all those youtube embeds

Help! / Re: Is it possible to add more encounters?
« on: November 07, 2016, 02:59:14 PM »
All the random encounter data is tied to a range of location IDs; all towns are grouped together, and all random encounter locations are grouped together. Turning a town into a random battle location, or a random battle location into a town would be far too much trouble (considering a very experienced ASM hacker). Even turning locations such as Fort Zeakden into a town is pretty ugly because you need to "emulate" the shop inventory of another existing town.

I've never wondered about the songs... this is weird because this data is not part of the random battle data table. It's possible there is another table somewhere that specifies which song to use per location.

Journey of the Five Ch.1 / Re: Journey of the Five FAQ + Q/A.
« on: November 06, 2016, 02:53:13 PM »
I made this a few months ago:

Journey of the Five Ch.1 / Re: Journey of the Five FAQ + Q/A.
« on: November 06, 2016, 05:14:32 AM »
Cloud + 4xCut + Mega All = Dead Emerald Weapon. :P
What's the point of that combination? I forgot if Slash-All has a restricted number of uses (through Mega-All), but either way, it's 4x-Cut OR Slash-All, so I don't see the point of using both?

Very good point; added. At the top at that, because that's a pretty big deal.
I wasn't quite sure what to call it, but that's what I went with. ¯\(°_o)/¯

Help! / Re: What determines Speechcraft/Talk Skill Abilities?
« on: November 03, 2016, 03:36:45 AM »
Is it more hardcoding?
It baffles me that you are still asking this. Yes, yes, yes, yes, yes and yes to your next 20 questions.

Jesus, just get used to the fact that you can't make a proper mod on WotL already.

(for those not familiar: he is completely unwilling to learn to ASM for WotL, insists to mod WotL, and this is his 4th question about hardcoded stuff that has no tool for WotL)

Non-FFT Modding / Re: FFIX Thunder Slash Fix
« on: November 03, 2016, 12:00:38 AM »
No, the PC released didn't fix it; it was mentioned in the same exact topic on Steam I read about the whole "status accuracy" thing being linked with 0% hit rate VS "weapon accuracy" (which overrides said 0%). It also mentioned the ability being pretty powerful, so this does sound accurate.

Still, nice to have a patch for it!

Help! / Re: "Item Type" Icon Graphics
« on: November 02, 2016, 03:46:10 AM »

Help! / Re: It's all coming back to me...
« on: October 30, 2016, 07:33:13 PM »
Lots of words coming from a man who has no clue what he's talking about. I was barely awake when I started reading this topic, and I thought that by coding, you obviously meant ASM. How the hell can you tell anything from a game's coding from edit fields, checkboxes and dropbown boxes? What the fuck makes you say FFTPatcher data was "disorganized"?

I'm trying to understand the purpose of this topic. All I've seen you do is throw a bunch of dumb excuses as to why you gave up modding FFT. Stop lying to yourself.

It wasn't because of your OCD,
It wasn't because of the game's coding,
It was because you were either lazy or didn't give a damn.

Hopefully that has changed, otherwise the story will just repeat itself.

Journey of the Five Ch.1 / Re: Can't wait :_:
« on: October 29, 2016, 04:34:33 PM »
Mr. Guru, you see, this is a forum for humans. And there is no doubt that you are, in fact, a towel.

Hacking/Patching Tools / Re: ISO Manager v1.00b
« on: October 28, 2016, 09:48:14 PM »
What is CHARMAP?

"Index and Properties ⇒ Sheet" ignores conflicts because it will overwrite the index anyway... I just tested it.

"The BATTLE\99.SPR, File Path" I also get on a Shishi restructured ISO. I'm looking into it.

EDIT: The "File Path" thing is caused by Shishi restructuration not allowing enough sectors. You need to change the total number of sectors to 234992 in the Properties sheet.

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