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Messages - Xifanie

Pages: [1] 2 3 ... 218
1
PSX FFT Hacking / Re: ASM Requests
« on: September 12, 2018, 12:20:08 PM »
I personally haven't tested the camera instruction theory, but I think it wouldn't be enough and it would get reset after an ability's effect plays. You probably need to also toggle the flag controlling the angle state, otherwise "I'm at 30 degrees, but this flag says I'm not, so I better switch to 30 degrees".

My take would be a bit silly, scanning all the event instructions until EventEnd(), and overriding the very last camera instruction. Whoever, this would be far from perfect and you would need to somehow detect if an event is a battle. DarkScreen() is usually a good indicator of battles, but it's also used to make characters join. Thus, I think that DisplayConditions() in an event is the best indicator of a battle... either that or March(), but if you're going to force the camera to adjust, it's probably better to do it during a DarkScreen().

...and you'd also have to somehow make it compatible with your event skip hack.

2
New Project Ideas / Re: FFT - The Lion War
« on: September 11, 2018, 02:53:40 PM »
For the record, I made a patch for the Altima teleports this morning, so no one else needs to attempt this.

It was pretty easy, I just searched for AAAAFF34 in winhex
AAAA = Ability ID
FF = FF (set as wildcard, because it could've been ori r2, r0 / ori r5, r0, who knows)
34 = "ori" opcode

They were all more or less in the same location. It did take me several minutes to reach the Altima fights to test these out though.

3
Help! / Re: How to check the exact HP value if a unit has ??? flag?
« on: September 08, 2018, 09:05:38 PM »
The game will only display the last 3 digits, whether you remove the ??? display, or if you make a non-??? unit able to break the HP/MP cap. No one has ever made a hack to fix this problem. The damage displayed over a unit is also limited to 3 digits.

I'm just going to clarify that only HP and MP are multiplied by 10, other stats are unaffected.

4
Generics joining as guests is too specific of a hack that won't see any practical use without the ability to have said guests in any battle. i.e. the way I originally developed the hack was a bit ugly; it meant to go by roster ID, and I never made a hack to allowed removing those units either. It was a hack I developed for a specific project, and without any extension, all you will be able to do is complain about how it just screws up the game on its own. There's a good reason for the removal of any of my hacks. Some were just not doing what they were meant to do, others were transformed into a more convenient spreadsheet form. I can't speak for others though, but I would guess the same.

5
Help! / Re: What does "Random Fire" Flag do?
« on: September 08, 2018, 04:25:02 PM »
IIRC it would just hit all the targets within the area, but since these effects were not coded for AoE, it will only display the effect on one target, and only display damage for that one, while still affecting all the targets in the AoE.

6
Help! / Re: What does "Random Fire" Flag do?
« on: September 08, 2018, 03:06:04 PM »
No, it's not part of the Truth/Un-truth formula, you need the flag for those abilities and any other that you wish to apply the behaviour to, force a randomly selected tile to be the target of the ability.

7
Help! / Re: multi-hitting
« on: September 02, 2018, 01:40:44 PM »
A .psv file is a pSX emulator savestate. You won't be able to use that to patch your ISO.

You can just get his editor/spreadsheet here instead:
http://ffhacktics.com/smf/index.php?topic=8507.0

8
No, they're not accurate.

I do have an adapter that allows me to record audio from my PSX to my computer, but it would still take a lot of time to rip everything, to the point that I feel this solution is a bit absurd... recording every song and every sound effect in the game? Ouch. We don't even know where the regular, non-ability sound effects are stored. Could you even make a wav file loop?


9
Help! / Re: What are the effects of "load delay"?
« on: August 28, 2018, 01:29:56 PM »
It means the hack was poorly coded and is unlikely to work for the following:
- PSX console and eboot: Almost guaranteed to freeze the game
- More accurate emulators such as Mednafen + Beetle PSX, PCSX-R: Almost guaranteed to freeze as well
- Less accurate emulators such as pSX: Might still work
- Fairly inaccurate emulators such as ePSXe older than v2.0: The hack could have very well been designed with this emulator and makes it very unlikely to work with any other emulator.

10
PSX FFT Hacking / Re: Level Capping
« on: August 27, 2018, 01:23:10 AM »
There's an ASM hack for that. I've never personally used it, but it's in there somewhere in FFTOrgASM.

11
Event Editing / Re: Bravestory Shenanigans
« on: August 21, 2018, 01:27:32 AM »
I tried changing variables 0x01FC and 0x01FD after the event started (in memory), and the vanilla event changed the story progression. Sooo, that definitely looks like the right thing to investigate.

Edit: 0x8008319C sets variable 0x01FC to 1. When 0x800BC2F0 = 0x00000010... aaaaaaaaaand that's where it gets hard to debug.

12
Help! / Re: Equip Two Different Weapons.
« on: August 13, 2018, 02:46:51 AM »
What do you mean? We can't just guess what you have in mind

13
Help! / Re: Help coding new stealing/breaking routine
« on: August 13, 2018, 12:39:19 AM »
I'm not sure I can help (I'm ASM dyslexic, making me really bad at helping people with it), but your code looks really messy.

You can just use r1 for lui... just once:
Code: [Select]
lui r1,0x8019   
lw r2,0x2d98(r1)   Load Defender's Stats
lw r4,0x2d90(r1)   Load Current Action Data Pointer
lbu r3,0x001a(r2)   Load Defender's Headgear
j 0x0000025c           Jump to store item
nop   
lw r2,0x2d98(r1)   Load Defender's Stats
nop   
lbu r3,0x001b(r2)   Load Defender's Armor

But you should also just free up some registers by temporarily moving them in the stack instead of reloading again.

Is the multi-hit necessary though? That sounds like it could cause problems

14
Help! / Re: Unit's ids
« on: August 11, 2018, 02:37:48 AM »
There are two in the event:
UnitAnim(x00,x02,x00,x16) <-- This is not the right format, and all it would do is target all enemy teams and make the units disappear, leaving just a shadow.
UnitAnim(x34,x00,x0004,x00)

15
Help! / Re: Unit's ids
« on: August 11, 2018, 02:21:49 AM »
I'm guessing all the UnitAnims in that event are improperly formatted and not just one. If you still get the error after verifying everything, post your event script in a spoiler.

16
Help! / Re: Unit's ids
« on: August 10, 2018, 10:18:13 PM »
You're trying to use the old format with the newer versions of the tools. The tutorial hasn't been edited yet to reflect that, sorry.

You'll want to look at this:
http://ffhacktics.com/wiki/Event_Instruction_11

You can check the wiki about the proper structure of each instruction and in-depth details:
http://ffhacktics.com/wiki/Event_Instructions

PS: You should be able to just copy the text of an error dialog box by pressing ctrl+c to copy it.
PPS: If that fails, you can use Alt+Printscreen to only screenshot the currently selected window and not your entire monitor.

17
Help! / Re: Transforming Algus and disappearing Ramza
« on: August 10, 2018, 09:33:12 PM »
I have encountered this bug like... 8-10 years ago, I unfortunately can't remember what causes it, but I think it has to do with Load/Save to Formation? IIRC it only happened after battles with guests. I don't know. >_<

18
Help! / Re: Unit's ids
« on: August 10, 2018, 09:26:55 PM »
Unit IDs are pretty much always the unit's main job ID or "Sprite" ID in FFTPatcher, unless the unit is generic or a ghost unit, then it starts with 0x80 and goes up. I don't know if that helps.

19
He's from Japan (according to his IP). He wants to pay to have a character sprite made for him.

20
Its cause can be fairly confusing. You can tell us what worked for you after you figure it out

https://www.google.com/search?q=%22object+reference+not+set+to+an+instance+of+an+object%22+site%3Affhacktics.com

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