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Messages - Xifanie

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PSX FFT Hacking / Re: Soldier Office Upgrade
« on: Today at 12:04:20 PM »
Fixed; please redownload whoever downloaded it in the first place.

PSX FFT Hacking / Re: Soldier Office Upgrade
« on: September 29, 2014, 05:09:56 PM »
Help Information

Specified amount of gil that the player is spending to acquire a unit, be it a male/female recruit or a monster. It cannot go below the cheapest unit and cannot go above the Maximum Price. Using L1/L2/R1/R2, the player can edit this value to determine how much they are willing to spend.
L1: Current Price - 1 second digit*
R1: Current Price + 1 second digit*
L2: Divide current Price by 10
R2: Multiply current Price by 10
*The second digit represents the 2nd number from the left in a number. In 17000, that second number would be 7, which represents the thousands. When the price is increased, it would be increased by 1000. Ex: 17000, 18000, 19000, 20000, 21000, [...], 98000, 99000, 100000, 110000, 120000, [...], 980000, 990000, 1000000, 1100000, etc.

Bonus Points
They are used to calculate all the non-standard bonus parameters of a unit. Let's say you pay 100,000 gil for a unit with a Base cost of 25,000 gil and a cost of 100 gil per bonus point.
100,000 - 25,000 = 75,000
75,000 / 100 = 750 Bonus Points

At their full potential, each parameter will be able to reach at most about 750 points. It can go a bit beyond that because of how the hack was designed in order to balance things out, but it wouldn't be by much. This is only possible with parameters that are partly or fully randomized so that the total amount of points used on a unit remains the same to have as little waste as possible. So even though parameters can be random, you still get what you're paying for!

How much you get for your bonus points is specified in the Configuration Sheet.

Derandomization will affect certain stats to help push them towards their natural limit. It cannot go over 100%.
Let's generate a monster, which will have stat derandomization and brave derandomization allowed.

5000/20000 Stat derandomization, or 25%
10000/25000 Brave derandomization, or 40%

Stat Ranges:
Brave: 40-70
HP: 35-38
MP: 8-9
SP: 5
PA: 5-6
MA: 5-6

Now here's our monster:
53 Brave
36 HP
8.2 MP
5 SP
5.4 PA
5.7 MA

Now, it is simply calculated by applying the maximum randomized stat, minus the current stat, multiplying that by the derandomization amount, and adding back the originally generated stat:

70 - 53 = 17 17 * 40% = 6 (6.8) 53 + 6 = 59 Brave
38 - 36 = 2 2 * 25% = 0.5 36 + 0.5 = 36.5 HP
9 - 8.2 = 0.8 0.8 * 25% = 0.2 8.2 + 0.2 = 8.4 MP
5 = 5 SP 5 = 5 SP 5 = 5 SP
6 - 5.4 = 0.6 0.6 * 0.25 = 0.15 5.4 + 0.15 = 5.55 PA
6- 5.7 = 0.3 0.3 * 0.25 = 0.075 5.7 + 0.075 = 5.775 MA

Stat Bonuses
Stat Bonuses are available for HP/MP/SP/PA/MA. They are based on the Job's Stat Bonuses on the Units sheet, as well as the Stat Bonus Multiplier on the Configuration Sheet.
This is the Formula, which applies to each individual stat:
√(X Bonus Points) * X Bonus / 15 * X Bonus Multiplier

Let's try it with 160,000 bonus points for HP Bonus, 9/15 HP Bonus, and 300 HP Bonus Multiplier:
√(125000) * 9 / 15 * 300
353 * 180

63540 is the equivalent of 3.88HP bonus per level at level 1... For a unit generated with 32HP, we're talking about 35.88/32 = 112.12% HP. For those that don't know, that means 112% at level 1 all the way through to level 99.

Randomization Adjustment
This only affects non-Passive parameters.
Essentially what this does it make sure your bonus points don't go to waste because you're being unlucky, or get a huge amount of points from being lucky. You'll never get more or less for your money.

Let's take 5 non-Passive parameters with 30000 bonus points:
Parameter A: 32/63 guaranteed, 23504 points  (15238 guaranteed, 8266 randomized)
Parameter B: 16/63 guaranteed, 8506 points (7619 guaranteed, 887 randomized)
Parameter C: 0/63 guaranteed, 28390 points (0 guaranteed, 28390 randomized)
Parameter D: 63/63 guaranteed, 30000 points (30000 guaranteed, 0 randomized)
Parameter E: 0/63 guaranteed, 4573 points (0 guaranteed, 4573 randomized)
Total randomized points: 42116/97142

This number is the total amount of random points that could possibly be generated by all parameters, divided by 2. Essentially, it is a target average of 50%.
Random Adjustment: 97142 / 2 = 48571

Let's "adjust" our randomization numbers:
Parameter A randomization: 8266 * 48571 / 42116 = 9532
Parameter B randomization: 887 * 48571 / 42116 = 1022
Parameter C randomization: 28390 * 48571 / 42116 = 32741
Parameter D randomization: 0 * 48571 / 42116 = 0
Parameter E randomization: 4573 * 48571 / 42116 = 5273
Total randomization: 48568/48571

Now let's recalculate the points adding the new randomization numbers:
New Parameter A points: 15238 + 9532 = 24770
New Parameter B points: 7619 + 1022 = 8641
New Parameter C points: 0 + 32741 = 32741
New Parameter D points: 30000 + 0 = 30000
New Parameter E points: 0 + 5273 = 5273

As you can see, there is one parameter with over 30000 points. This can happen, and while more or less uncommon, shouldn't be much higher than your number of bonus points.

Units Sheet
Base Cost
Can range from 100 to 6,553,500 only in increments of 100.
Since this hack only increases the price with 2 non-zero digits (see Price), I really recommend that you keep it the same way for the base price.

Cost per Bonus point
Can range from 1 to 65535.
This will determine the amount of bonus points you will get for any gil exceeding the Base Cost. Even if you pay only the Base Cost, you still get a free bonus point, yay! See Bonus Points for more information about how it is calculated.

Determines under which category a unit can be generated, as well as which gender said unit will be assigned.
Male: lists under Male Recruit
Female: lists under Female Recruit
Monster: lists under Tamed Monster

Job Unlock
Determines which job will be unlocked. It is highly recommended to not change this setting for human generics.
For example, if you have a Cleric with Time Mage as the Job Unlock, under vanilla circumstances this Cleric will gain 100JP for her Chemist and Wizard jobs which will allow her to unlock Time Mage. This process does not cost any bonus points, and the extra cost is assumed to be included into the Base Cost.

Derandomization (See Derandomization)
Stat Derandomization
Allows derandomizing HP/MP/SP/PA/MA for the given unit.

Brave Derandomization
Allows derandomizing Brave for the given unit.

Faith Derandomization
Allows derandomizing Faith for the given unit.

Allow Serpentarius
Allows given unit to be potentially generated with a Serpentarius/Ophiuchus zodiac sign.

Stat Bonuses (See Stat Bonuses)
Values from 0 to 15.
Applies to HP/MP/SP/PA/MA.
15/15 will receive 3 times as many extra stat points than 5/15. 0 means the unit can't receive a stat bonus.

Shop Availability
Determines when the unit can be potentially randomly generated. If this value is greater than or equal to the Shop Availability variable (0x006F), then the unit will be available.

Town Availability
Determines in which towns/castles the unit can be potentially randomly generated.

Configuration Sheet
*On this sheet, cells in grey are not editable and only meant to be used as reference!
To generate a new unit with little effort, select an empty cell and press "delete" on your keyboard.

Parameters (See Stat Bonuses)
True or False.
Disable this parameter completely. If it shows that you cannot disable a parameter and you want to, simply remove all its instances in the Units Sheet.

True or False.
The randomized amount of this parameter will not affect other parameters in any way. (see Randomization Adjustment)

# Points for Full Potential
Determines how many points are needed to reach 100% of the potential of the parameter. If the generated value for the parameter is half this value, only 50% of the potential of this parameter will take effect. It cannot go beyond 100%.

Guaranteed Amount
Let's say your unit is generated with 10000 bonus points. Your parameter is set to 16/63 guaranteed amount. This means that 16/63 out of 10000 will be static (2539), and 47/63 out of 10000 will be randomized. In this case you will end up with a generated value between 2539 and 10000.
0/63 means the value is completely randomized; you could potentially end up with 0 generated points even if you have 5,000,000 bonus points... or 5 million points.
63/63 means that no randomization takes place whatsoever. The generated points will be equal to your bonus points.

% Equivalent
You cannot edit this value. It is simply there to give you an idea of how much your guaranteed value is worth /100 instead of /63.

Brave/Faith ranges
These are of course not limited to 0% and 100%. The more Brave/Faith cap points you have, the closer you will get to the new Brave/Faith ranges.
Brave & Faith
Value from 0 to 100.
This determines the generated Brave/Faith ranges with 0% Brave/Faith cap points.

New Brave & New Faith
Value from 0 to 100.
This determines the generated Brave/Faith ranges with 100% Brave/Faith cap points.

Stat Bonus Multipliers (See Stat Bonuses)
Values from 0 to 65535.

Bonus JP
Values from 0 to 65535.
Can generate up to 65535 JP per job, which after spending JP, will be at most 9999JP. You could have a job with 23000 JP, 8000 lost through buying abilities, and then it would drop to 9999 JP upon leaving the shop.
Main Job JP
Divided by 100.
For example, if you have 10000 Main Job Bonus JP points with this value set as 50;
10000 * 50 / 100 = 5000 points will be added to this unit's Unlock Job.
There is a checkbox to use as an exception for Unique jobs though:
Special Units' Main Job Bonus JP goes to the Base Job and not the Unlock Job
[ :v/: ] : Calculated JP goes to the Base Job; Holy Knight if Holy Knight, Dragoner if Dragoner, etc.
[ ---] : Calculated JP goes to the Unlock Job, which could be the base job depending on what you set it to.

Distributable JP
Divided by 100.
For example, if you have 10000 Distributable Bonus JP points with this value set as 150;
10000 * 150 / 100 = at least 15000 points will be gradually distributed among unlocked jobs, with many cycles allowing even a Squire to unlock Mime if enough points are available.

If the unit is allowed to generate a Serpentarius zodiac sign, it will be under one of these three conditions:
0/12th OR 1/13th
Serpentarius may only appear 1/13th of the time, and ONLY if you have at least the Serpentarius Full Potential.

0/12th to 1/13th
Serpentarius will appear at most 1/13th of the time, otherwise it can still appear the more Serpentarius points you have.

0/12th to infinite
The more Serpentarius parameter points you have, the more likely you are to end up with the zodiac sign. If you have 4 times the amount of points for Serpentarius Full Potential, you will have 4/16th chance of generating a Serpentarius zodiac sign.

# JP Spending Cycles
Value from 0 to 255.
If set to 0, no ability will be purchased. Otherwise, it will go through every unlocked job X times trying to spend JP on random abilities, and attempt to learn based on their Learn % if there are enough JP available.
Bypass "Cannot learn with JP"
[ :v/: ] : Abilities that are flagged with "Cannot learn with JP" in FFTPatcher will become purchasable with JP. In vanilla, we're talking about Zodiac and Ultima, but remember that by default those abilities are set to cost 9999JP by default; you won't get a vanilla Summoner with Zodiac for cheap.

Last cycle: 1%+ = 100% learn
[ :v/: ] : Some abilities have a low learn %, and thus even with many cycles and enough JP to buy the skill, it might still be ignored... unless you check this box, which will ensure that if the skill isn't 0% learn, it will become 100% learn on the last JP Spending Cycle.

Here you can create your own formula to calculate how many bonus points are required for each level (2 to 99; Level 1 always costs 0 points), or simply enter a static number for each of them.
Compensated Amount
You cannot edit this value; it is the value that will be stored and used by the hack, recalculated to ensure that the amount of points for level 99 is the same as the amount of points for full potential for Level: 1 to 99. Basically what this means is that if your full potential is 50,000 and in your formula column level 99 requires 200,000, it will divide all values from level 2 to 99 to 1/4th of the value in the formula column.

Max Level = Max Party Level
[ :v/: ] : Let's say your party has units of levels 56, 61, 47 and 49. 61 is the highest level. The hack will take the amount of points required for level 62 and reduce it by one to give you the best chances of getting level 61, if you still have some randomization set for the Level: 1 to 99 parameter. On the other hand, if you have 63/63 guaranteed, you will simply always get level 61 units.
WARNING : This option might not behave properly if you don't have Level: 1 to 99 set to Passive!

Max Price
The player will not be able to set the price higher than this value. It should never be set under the Base Cost of any purchasable unit, or above 99,000,000.
You should also always keep all the digits except the first two as zeros. (see Price)

PSX FFT Hacking / Soldier Office Upgrade
« on: September 29, 2014, 05:09:19 PM »

Soldier Office Upgrade 1.01
~works on console~

Microsoft Excel 2007 or equivalent

This hack allows you to set a price in the Soldier Office, and a unit will be generated given variables specified in the provided spreadsheet. It is highly customizable, and has been tested on console. There are 2 main sheets which will be explained in detail to give you a better idea of how to configure the spreadsheet for your ideal Soldier Office. You can find the download link at the bottom of this post.

FFTactext Edits

Release Information
1.01 (2014/09/30)
- Reversed buttons to increase the price with R1/R2 and decrease it with L1/L2
1.00 (2014/09/29)
- Initial release
Known Bugs
- You might end up with a Chemist with Throw item equipped, Ninja with Two Swords equipped and the like. There are no plans to fix this.

Yes, but you should also replace the last byte of your clean ISO to something else than 00.

Hacking/Patching Tools / Re: FFTA2 Editor Help
« on: September 28, 2014, 11:54:28 AM »
I think you mean "anybody yes", and not "anybody no".
Because I do "no", but I doubt that helps you.

PSX FFT Hacking / Re: pSX 1.13 Bug
« on: September 27, 2014, 04:24:36 AM »
If ANYTHING is listed inside the breakpoint window, you are in breakpoint mode.
Even if it never ends up breaking on something, it will "corrupt" all slti/sltiu into unsigned.

PSX FFT Hacking / pSX 1.13 Bug
« on: September 26, 2014, 01:35:49 PM »
So, I was debugging my hack this morning, and noticed something REALLY strange going on. I had half-words stored as 0xFFFF when breakpointing, and barely above 0 otherwise.

After 2 hours of trying to figure it out, I finally realized this:

The immediate in slti/sltiu is SIGNED in non-breakpoint mode (normal), and UNSIGNED in breakpoint mode.

I was checking if a value was less than 0xFFFF and setting it to 0xFFFF if it wasn't. At least, that was until I remembered that it would actually check if the value was under -0x0001. So in breakpoint mode everything was running as I wrongly expected.

If something isn't working as expected when breakpointing, that might be why.

Help! / Re: Question : What is Config.ini
« on: September 24, 2014, 01:59:40 AM »
It holds the configuration settings for the event compiler/decompiler... you can just open it yourself and see the instruction and text data, among things.

Spam / Re: Books you like
« on: September 24, 2014, 01:19:18 AM »
Do not trust this guy! He won't even tell us about his books!

PSX FFT Hacking / Re: ASM Hack Proposals
« on: September 23, 2014, 03:38:15 PM »
I do appreciate the comments a lot. Still, I sure hope is that my hack will be used. :p

Choto, speaking of special units, you gave me an idea. I literally have 5 bits left in unit data, and that's exactly what I need to add a generic job unlock.

For Example:
Dragoner unlocks Lancer
Berserker unlocks Monk
Holy Knight unlocks Knight
Sorcerer unlocks calculator

I'm guessing the Base job should still get the bonus for the lvl1-8 bonus though.

PSX FFT Hacking / Re: ASM Hack Proposals
« on: September 23, 2014, 03:19:22 PM »
The idea of this new hack is to pay to have a superior warrior. Or you can just configure it to pay to have a normal warrior; but the extra gil that you pay has to be used for something. Sadly when it comes to that, I'm not really allowing just static costs for very regular lvl1/party level units without any bonus anywhere. Deal with it. With this engine I couldn't even implement that easily anyway.

Of course it depends from mod to mod, but in vanilla you can just use Invitation and call it a day; and that's free (on top of getting all their equipment too).

Special units are included, they're just below generic monsters, because I'm sure people will want to mostly allow generics. If you didn't see my previous screenshots, I included an Ultima Demon recruit, as well as Apanda and other things.

And it's currently using Store Availability. It used to be Story Progression, but it didn't fit quite as well. Since well, it is a store.

News / Re: Forum Reorganization
« on: September 23, 2014, 02:56:04 PM »
Reorganized some more today~ this should be final. fantasy tactics

Final Fantasy Tactics / Re: What fonts does FFT use?
« on: September 23, 2014, 02:40:15 PM »
It's called Final Fantasy Tactics Font, and you can find it here:

PSX FFT Hacking / Re: ASM Hack Proposals
« on: September 23, 2014, 11:12:18 AM »
All done coding.
Now, I'll be taking feedback one last time before testing on console and releasing help notes.

Here are the potentially final editable spreadsheets. Just to give you an overall idea:

Disabled: The function will not be used. If you cannot disable it on the config sheet, that means you can just manually disable it for all units anyway.
Passive: Does not consume points that could otherwise be used by other Active attributes. Ex: Let's say Brave Derandomization is Passive; a unit with Brave Derandomization will not gain more Active stat bonuses than someone else without it.
Derandomization: Helps push a stat towards its natural random limit. Ex: A unit with Faith Derandomization has a greater chance of reaching 70/70 Faith than one without.

And some screenshots of Bonus stats in action:

PSX FFT Hacking / Re: ASM Hack Proposals
« on: September 22, 2014, 07:49:35 PM »
Now, I don't even see how you could easily edit the Reflect status to do that and be worthwhile.
I don't know about you guys, but I fucking love the ninja tricks the AI pulls with reflect. It's astounding.

The AI will just be like: "Well, the spell is going to bounce back on me and hurt me; guess I won't do that then!" Unless you code the AI to be stupid about it, which sounds like a lot of work.

And the reaction just adding the reflect status? My gosh that's boring.

Then again I don't mess with formulas/reactions and I'm sure someone like Choto could enlighten us more on the subject.

PSX FFT Hacking / Re: ASM Hack Proposals
« on: September 21, 2014, 02:27:14 AM »
Updated the main post with the Reflect hack idea~

And I don't think I could personally do it. I never touched reaction abilities before, know other people have, so I'd honestly rather leave that to them.

PSX FFT Hacking / Re: ASM Hack Proposals
« on: September 19, 2014, 07:14:50 PM »
I have a suggestion for monster recruitment.

You should only be able to recruit monsters in towns/cities around where those monsters usually appear.

Example: Cities/towns around Zeklaus Desert should only be able to recruit bombs/bull demons, Lake Poescas should only be able to recruit behemoths/undeads.

Also, when the deep dungeon is unlocked, then you should be able to recruit, Apandas, Ultima Demons, etc.
That's nice and all,  but that's your idea. It's kinda pointless to give any such suggestion here, because I'm making the tool for modders, I'm not building some unflexible crap. (You should be able to tell from my screenshots)
I also really doesn't help that story mods might use this; then down the drain goes your suggestion.

Don't mean to double post, but just thought of something.

How about taking one of the unused movement abilities and making an ability that when equipped lights up the deep dungeon.
Actually, you did mean to double post. Otherwise you would've used the edit button.

That's the only thing this can make me think of:

Story mods tend to completely get rid of the deep dungeon because the map darkness is such a fucking boring feature. I'd rather just have the maps start up lit rather than using my Unit's Ki/Chi in their feet to light up the room. I can't even tell what your idea was since you didn't even give the ability a name to understand why it would be doing that.

PSX FFT Hacking / Re: Choto's ASM Hacks and Effects
« on: September 19, 2014, 02:53:17 PM »
I think this is kinda what my topic is for? :v
ASM Hack Proposals

PSX FFT Hacking / Re: ASM Hack Proposals
« on: September 19, 2014, 02:52:17 PM »
  • Text for the new opening dialogue
  • Text on no recruit currently available
  • Text for the new menu
  • Gradual Bonus JP distribution

Said scripts have not been available for 7 years according to wayback machine, which barely backed any pages at all:

Googling text on those pages pretty much results in nothing, so I'm guessing this information doesn't exist on the internet anymore...
I know how to rip all the japanese script and convert it to readable japanese characters, but it would be quite a bit of trouble.

If you want translation practice, there's always the sound novels which have never been translated to fit into the game.

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