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Messages - Xifanie

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That's because the game does not inherently support negative stat "bonuses". Me as well have others have attempted to do this, only to encounter a multitude of graphical glitches which really makes it not worth it.

We're talking about a lot of work to be able to accomplish something like this. Yes, it would be nice, but I don't feel it's worthwhile.

Help! / Re: Using ARH... Why won't ED170 display
« on: August 02, 2015, 08:28:36 AM »
There is no issue for me with that workbook. Which version of excel are you using? What do you mean by strings?

Help! / Re: Uploading error?
« on: August 01, 2015, 01:57:30 AM »
No, it was the server all along. I don't know what's the pingout time though, but after we moved servers, the php5.ini file was not transferred over, and had a max upload size of 2mb. I just changed it, and tested it; it works now.

You're just apparently the only person who tried to upload a file bigger than 2mb ever since we moved servers. :p

Sorry for the inconvenience

Event Editing / Re: WalkTo
« on: July 31, 2015, 12:05:53 PM »
You edited the text and you're not providing that text? Usually text not displayed means one of your lines is too long.

Also, the unit is totally there, it's just that you seem to have some previous SpriteMove going on here.
This should reset Wiegraf back onto his tile:

And I really recommend that you upgrade with the new config.ini after you're done with this event. You're missing out of a LOT of instructions that had a name figured out and structure discovered.

Event Editing / Re: WalkTo
« on: July 31, 2015, 07:25:06 AM »
Well, a lot could be going wrong. You could try helping us help you by mentioning which map you are using and show us a screenshot of that unit's ENTD entry with Unit ID 21.

PSX FFT Hacking / Re: The little asm hacking reference
« on: July 31, 2015, 07:21:52 AM »
~ Frameskipper v1.1 ~

Enable/Disable Frame skipping whenever you want! Tested on console: Biggest speedups by far coming from text display speed and effect speed (upwards ~300%), walking speed is barely any faster, JP/exp gain display is noticeably faster and AI is just as slow as it's ever been.
Use alongside my Cross Skip hack for extra skipness!

WARNING: Will cause graphical glitches seen in emulator when frame skipping is on. Right now FFTOrgASM has a bug where if you select the last option then select another, it will set that newer option to FFFF. Beware!

v1.1: Hopefully fixed loading screens and save screens between battles to force the frame skipping off.

You might have seen this before, I figured I'd make a new post given that I updated my last 3 hacks in standalone .xml; The Fur Shop, Bonus Gil, and this one.

PSX FFT Hacking / Re: The little asm hacking reference
« on: July 31, 2015, 03:51:41 AM »
~ Bonus Money = (Level+X)*Y ~

Doesn't get clearer than that

For example: (Level+4)*20
Level 1: 100 gil
Level 2: 120 gil
Level 3: 140 gil
Level 4: 160 gil and so on...

PSX FFT Hacking / Free SCUS space?
« on: July 29, 2015, 02:06:01 PM »
Ok, so basically I trimmed a routine from 1120 lines to 677... which took hours. Then I was curious to see which routine would call upon this one because I could never breakpoint the damn routine. Turns out only one routine does... and that one doesn't seem to have a reference.

The routine in question is at 0x8002705C.

I could not find 5c700280 (0x8002705C) in the entire ISO.
I could not find 179C000C (jal 0x8002705C) as a properly aligned word in the entire ISO.

Am I missing something? We're talking about a LOT of potential free space.

Of course, there are probably more like these, but I just gotta make sure I'm not wrong first.

PSX FFT Hacking / Re: What am I doing wrong with this Formula?
« on: July 26, 2015, 02:12:00 AM »
No, not on the forum.

On the wiki:

War of the Lions Hacking / Re: Change Sprites for iPhone iOS version
« on: July 24, 2015, 11:56:24 PM »
This still hasn't changed

How the hell did you give 2 spritesheets to -one- job?
Unless you gave Alicia and Lavian the same job instead of giving them a proper base job, which would be a horrible mistake. If it's not their base job, changing to chemist and all means that you can't go back to that job.

All I can guess is that you used jobs used by zodiac beast minions and such and forgot to edit their permanent/starting statuses

Help! / Re: PPSSPP Cwcheats... some working, most not?
« on: July 22, 2015, 01:23:46 PM »
The game originally only supports the 5 first palettes... I made a hack for the PSX version, but there is a pretty big issue concerning those extra palettes, especially the 6th one which randomly causes the game to freeze when a unit picking up a crystal/treasure from a palette 6 unit (I think the other two are fine though, minus graphical bugs). Without such a hack, I'm pretty sure all you can get is a pure black character.

New Project Ideas / Re: Replace animated game sprites with 3d models?
« on: July 19, 2015, 04:53:49 PM »
You really don't have ANY idea how difficult modding is, do you?

It's not about "just looking at some code". There's no code: it's compiled. It takes ages to make heads or tails out of it.
It is literally impossible for anyone who doesn't already know the game intimately to figure out anything about it modding wise. You have to know what you're searching for before you have any chance of finding it.

Another thing: Wishful thinking without hard work will never take you anywhere. If you expect someone to do everything for you, you're in for a roller-coaster ride that never goes uphill. I'm not saying this to discourage you, (actually discouraging people sometimes is good because they might attempt the impossible) but unless you're willing to jump head in and revise your expectations, you won't be getting anywhere.

Like that converting into spritesheets thing? Yeah, forget about that. It's actually quite amusing that you think your 3D models would look better than the original sprite art in that format. You also completely ignored the palette restriction and the resolution (which is 256x488 for a regular spritesheet).

Let me put it this way: To us, you are some random guy who's asking us to help you reach the moon when we don't even have a plane able to fly for more than 30 seconds yet, much less a space rocket. Actually, that analogy is bad because we know space travel is possible. Your original idea? That's debatable. Even if it would be possible it would be far too much work for what it's worth. The effort and time you put into making those 3D models? Multiply that by roughly 1000-10000 times and you'll have an idea of how much work you're asking others to put into that project of yours.

Help! / Re: FFT AI Documentation
« on: July 16, 2015, 11:39:03 PM »
Yeaaaaaaaaaaaaah, secondadvent would definitely be your man here. He's about the only one who studied FFT's AI, and did so very thoroughly. But his life situation is extremely hectic right now, and we don't have a clue when he will have access to Internet again (in fact we don't even know if he has electricity). Given this situation has been ongoing for many months, I'm afraid you will get very limited help.

All you can do is check out the wiki:
I forgot if secondadvent contributed to the wiki or not. But Chotokukyan documented more than a few AI routines, or at least what he understood of them.

Hope that helps, and sorry if it isn't much.

Help! / Re: Problem with ENTD flags. Allies not spawning.
« on: July 13, 2015, 11:04:16 PM »
in random battles, 5 spritesheet slots are allocated for your squad formation.
So because the game can only have 9 loaded at any time, that leaves 4 for the ENTD.
Doesn't matter if it's ally or enemy, it's a unit.

Random battles are special in the way that if you bring a male squire yourself, that doesn't change anything for the game. You won't get a free-pass at a generated unit in the ENTD.

Orbonne has 10-12 spritesheets total, but only 9 tops loaded at any time. The enemy units are removed (and so are their spritesheets) before loading Delita, Ovelia and the chocobo into memory and VRAM.

Help! / Re: Problem with ENTD flags. Allies not spawning.
« on: July 13, 2015, 08:57:22 PM »
My guess is that the game has already loaded 4 spritesheets, so it completely ignores your other units.

So in your case, it would normal to never see knights, because female archer + chocobo + male squire already adds up to 3 units. There's an always present goblin and red panther, but both have a randomly present red panther and goblin respectively that could spawn there instead. Your best bet would still be 2 goblins or 2 red panthers, and no matter what, that still brings you up to 4 spritesheets.
Occasionally, you'll be lucky with the spawns and actually get 2 goblins and no red panthers, or 2 red panthers and no goblins, allowing the archer to spawn (it goes from the top of the list to the bottom).

Hope that answered your question.

PSX FFT Hacking / Re: Synthesis Shop 1.00
« on: July 13, 2015, 08:06:53 PM »
Still got the poach routine to rewrite, which should be no big deal at all. Otherwise, only bugtesting and console testing left. \o/

New menus! Yes they're big, but I think it was really the best option to keep the hack as functional as possible, and as user-friendly as possible.
Sell Materials! Okay, I admit I didn't want people to be able to sell materials at first, but you can also force the selling price to 0 gil if you want. Or 1/2, 1/4th, 1/8th and so on.

PS: Buy/Sell Materials menu force you on the 5th inventory tab, and you can't leave it. No materials are found on page 1-4 anyway, so there's no reason for you to go there.

Spam / Re: When you start a new hack?
« on: July 11, 2015, 09:14:58 PM »
Apply my base hacks:
- Smart Encounters
- Cross Skip
- "Continue" as the default option on the title screen

Coincidentally, I mad all of those :v

Help! / Re: Vanilla FFT
« on: July 11, 2015, 08:50:33 PM »
Except "no mod" would be poor English. We'd have to use "unmodded" or "original". I just think it's a moot point at this point.

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