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Messages - Xifanie

Pages: [1] 2 3 ... 224
2
Spriting / Re: Need help with sprite
« on: July 28, 2019, 02:46:04 AM »
Yeah it would be way better if we figured out how you can run the newer version. What error are you getting?

3
Spriting / Re: Need help with sprite
« on: July 28, 2019, 02:30:09 AM »
What version of Shishi are you using?

4
Spriting / Re: Need help with sprite
« on: July 27, 2019, 07:00:42 PM »
It does? I haven't tried importing it, but I can't really see a major problem at first glance. I do see however that you're using the sprite's palette (1st row) for the portrait. The portrait's palette for Palette #1 is located the 9th row, where all your weird colours are. You have access to 16 (15 + background) unique colours for the sprite and as many for the portrait itself.

5
Help! / Re: Excising FMV to Save Space (PSX Version)
« on: July 26, 2019, 12:03:16 AM »
I actually made a hack for JotF to use the audio of another FMV and not use the video itself since it wasn't fitting with the new title screen... It would need some editing for public release.

Edit: This will should work fine. I don't know if the last line is required or not. I don't have time to test either.

6
Wow, my bad o.o

7
Each formula has its own function. They usually call for the same subroutines if they calculate some of the same things, but each formula routine is independent and can be altered as you want.

8
Well, I decided to download the zip files to get back my .GNS file edits from the good old days... and what do I find in that zip file? No GNS edit. Only mesh file edits. I did not create that. Someone from Arena didn't bother asking me what my edits were and instead just created new ones for the newer arena. MY edits handle what Nyzer tried to accomplish perfectly fine. Arena's doesn't.

It's pretty simple, I just made all states load the last mesh file, i.e. the one used with map state 0x04

9
PSX FFT Hacking / Re: Get Jp Up
« on: July 15, 2019, 05:32:38 PM »
Just remember that this will make the incentive even greater for players to equip the skill, as if most players weren't equipping it most of the game... sacrificing tactical advantage for faster growth. I just think it's better to raise the base JP earned and get rid of Gained JP Up altogether and let players use whatever support skills, but that's just me... I also don't remember if someone made such a hack. Probably!

10
Hacking/Patching Tools / Re: FFTEVGRP download link?
« on: July 08, 2019, 06:45:25 PM »
That is true, listen to High Elric, not half-asleep me.

11
Hacking/Patching Tools / Re: FFTEVGRP download link?
« on: July 04, 2019, 06:02:01 AM »
What's wrong with the one in the Tools section?

http://ffhacktics.com/wiki/Tools

12
Spriting / Re: Need help getting FFT Maps for a Fan-Made Game
« on: June 01, 2019, 12:12:08 AM »
http://ffhacktics.com/wiki/Tools

map2gl can browse maps while Ganesha can edit them.
I'm guessing you just want the textures, and Ganesha can allow you to browse them, though I can't remember if in colour or greyscale.

Does that help?

13
Help! / Re: Counter loop or infinite counter?
« on: May 30, 2019, 11:04:30 PM »
Not easily, but while it is a core mechanic in Disgaea, are you sure it would translate well in Tactics?

14
New Project Ideas / Re: Cursor memory, instant training and shop.
« on: May 25, 2019, 09:27:41 PM »
Cursor memory sounds like a fantastic idea and I'd give it a shot if I had the time... I do think what games need first and foremost are Quality of Life adjustments. I've already made several QoL hacks and I'm surprised I haven't thought about this one.

15
The files are so small they'd have to be loaded all at once. The PSX loads by sectors, so in groups of 2048 bytes at a time into RAM. Dynamic loading is more for XA / CD audio tracks.

Sorry, I have no idea what the space allocation is for songs. It's same to assume it's at least the size of biggest song filesize, rounded up by 2048. Of course your biggest hurdle would actually be creating a new song; everything else sounds pretty trivial to me. To keep things simple, I'd vote for you to just overwrite one of the Sound Novel songs; I don't personally enjoy any of them tbh.

16
Headers? Some table with variable row length have pointer tables. Text is particularly infamous for this. World and Event Conditionals also have varying lengths and use pointer tables. This is not something that would ever be the case with tables for file access though.

The bad news is that the SCUS has very limited free space.
The good news is that, AFAIK, BATTLE.BIN and WORLD.BIN are always loaded... you can create a routine to check the new table on either file (in kanji space) based on which one is loaded, making it necessary to store the table in both files. I've done this for many of my hacks in the past... it's just the title screen that worries me, the song COULD be loaded before WORLD.BIN.

There's probably only one routine that looks at that table to load the files, so that would be pretty uninvolved. Quite a bit more to move it on two files as I suggested.

And for that last one I'm talking about files shown by your file explorer in Windows/Mac/whatever. That's a CD-ROM file index. The PSX doesn't need it at all (you can wipe it all, and your OS will think the disc is empty and the game will work just fine), but the programs we use, but with CD Mage/cdprog, they make it easier to import files into the correct sectors.

17
Usually, to add more of something, you just expand the table. Though in this case I'm sure you'd have to move it.
It's fairly straightforward in that those file tables are usually just the file sector offset and the file size.

Though you kinda have to edit the ISO to add files to the index to make important new files easier rather than import them directly to sectors.

The SCUS is the main PSX executable, it's specified in the ISO itself at a precise location along with its file size. It's loaded once and can't really be unloaded.

18
Help! / Re: Gender Byte
« on: May 21, 2019, 05:08:01 PM »
You're looking at the graphical section. I'm not even sure why there's a graphical section; it should be its own page.

19
Oh wow, sorry, totally missed the mark and sent you the wrong way. :/

20
I'm pretty sure it's a skillset thing and I've heard about it in the past...

Considering that both these skillsets have the same Action Menu type, it's possible my Skillset Behaviours hack is required to fix it, though I can't guarantee it will.

http://ffhacktics.com/smf/index.php?topic=953.0#post_p3

Basically you'd take Holy Sword and give it Black Magic behaviour or something. It should change the menu to work the same. I don't know if this will break the 'sword equipped' requirement to access the menu though.

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