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Messages - Xifanie

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PSX FFT Hacking / Re: Emmy's ASM thread (better stuff for monsters!)
« on: April 28, 2016, 07:48:45 AM »
It's actually very easy; you have all the variables there.
You can just create a table with a byte for every job, and add the job ID to the start of the table.
You have the address of the unit in r4, so just, for example (assuming you shift your code after the table):
lbu r2, 0x0003(r4) //Load the job ID
lui r1, 0x8015
addu r1, r1, r2
lbu r2, 0x2140(r1)
...and bam, you got your custom M-Ev for that job ID.

Hopefully you can find me in chat when you'll look into this if you need any help.

It would also be nice to display the value properly on the status screen, but I couldn't fault you for giving up/not bothering, since the game kinda forces that display value to be 0.

New Project Ideas / Re: Jobs and Etc. Ideas Proposal Thread
« on: April 26, 2016, 06:13:25 PM »
I'm sorry, but this is just not going to work...
The ASM hack required for this kind of idea would be huge (since XIV has just about 100 statuses with durations). And yeah, let's not get started on combos, which would be doable if you completed the first part and used my ARH2 (Ability Requirement Hack v2, works solely by ASM hacking), but still a lot of trouble. Not only that but you'll be limited to 16 action abilities per job (and that is really stretching it, you'd run out of ability space way too fast with this many per job)

Unless your dedication and skills are that of every other member of FFH combined (if not more), I'd suggest scrapping your project or toning it down (at lot) to make your expectations more realistic.

Edit: If you want to make it work without ASM hacks, you can... but it won't be anything close to XIV.

PSX FFT Hacking / Re: Status Effect Text
« on: April 26, 2016, 07:13:57 AM »
Nice job!
And no, I care; it's refreshing to see someone else than me discover stuff again. :p

PSX FFT Hacking / Re: JP never going down bug, FFT+
« on: April 20, 2016, 11:59:15 AM »
Dome won't fix it, and we archived FFT+ because of that. Sorry, either you learn ASM and fix it yourself or it will never happen.

Journey of the Five Ch.1 / Re: Re-Release Info and Changes
« on: April 19, 2016, 06:28:04 PM »
I'll admit, right now I'm not exactly in a good position to work fast... in fact, I haven't been in years. I'm, whoever, the one with the highest workload besides Elric on the project. But it's also lots of coding, ASM hacking and so on... making me the only person able to work on these things. I'm not proud to say I am slowing the project down, but I am.

My wife and I have a very tight financial situation, and it's been this way for years. Her job hardly pays anything, she hardly gets any hours. Even if she has 7 years of experience in management, a few in IT, and some more in customer service, yet she won't get hired by anyone, much less in her field (seriously, fuck this economy). She's a very hard worker, always giving her all at work and really deserves a better job than this... Having her work more hours on a better job would allow me to reduce my stress levels and dedicate far more time to working on the project. So please, if you could offer my wife a better job... that'd be great. (Current location: U.S. Pennsylvania, willing to relocate)

The Lounge / Re: FFT remake?
« on: April 07, 2016, 10:53:23 PM »
Well, no one said it was even going to be made. It's all speculation, SE never claimed they were interested in remaking Tactics if you read the articles. It's just "wishful" thinking... and I don't want none of that shit. There's no way they could reproduce this game without making it worse.

Completed Patches / Re: Name Fix Patch (Current Version: 2.0a)
« on: April 01, 2016, 12:28:24 AM »
I like the effort put into this, and am fine/like most of the choices.
I will point out a few issues I've noticed, though:

Thunder Bracelet>Bolt Breath
You renamed Bolt 1/2/3/4 to Thunder/ra/ga/ja but Translated back to Bolt for this ability? Seems really off.

Definitely highly against this... It is obviously a powered up Ultima spell... the hell's an alpha? beta? gamma?

Blastar Punch>Comet Strike
You also have to consider that nothing about the ability's animation looks like a comet... I would've preffered something more along the lines of "Starry Strike" or something.

Deathspell 2>Dispelna
This is actually an Esuna type spell, not Dispel. It cures Stops + Blood Suck, which Esuna doesn't, but also doesn't cure Darkness or Berserk, which Esuna does.

Two Swords>Double Sword (I know that Dual Weild is actually the term in most games, but this pairs better with Doublehand.)
It really shouldn't specify "Sword"... as you can have two punch, two swords, two flails and so on... doesn't matter if there is more consistency where there shouldn't be.

I don't know if your patch covers those or not, as you didn't really mention them:
Move in Water/Walk on Water are reversed in the original PSX translation, basically.
1F6 : Move in Water / Waterwalking
1F7 : Walk on Water / Swim
1F9 : Move undrwater / Waterbreathing

Also... Frog + Toadga? I know Frog + Toad 2 was wrong too, but might as well correct it properly.

Event Editing / Re: Event scripts?
« on: March 31, 2016, 07:11:52 AM »
I actually asked Elric like, 3 weeks ago what that was. He said that's the ID associated with event conditionals, and it sure seems to make a lot of sense to me. Just go for the first unused ID in the event conditionals spreadsheet, put your conditions there, use that ID in the GUI, and you should be home free.

Help! / Re: Help! Editing FRAME.BIN
« on: March 28, 2016, 10:45:59 PM »
Nah, you have to use bmp. You can convert it to bmp, but remember that it's a 4bit image with 16 palettes, just like spritesheets. So, colour 0x67 becomes 0x7, colour 0x3A becomes 0xA and so on. I'm not quite sure how to convert a 8bit back to 4bit properly that way, so you might be better off editing a 4bit version that is using the palette you want (well, that the item you're editing is using).

1BF : Weapon Guard
1C0 : Finger Guard
1C1 : Abandon
1C2 : Catch

The way FFT usually does it, is take the first ID, make it negative, and addiu that to the current ID.
So in this case, if there is hardcoding for those (and in this format), I would guess it would be something like:
addiu r2, r2, 0xFE41 (-0x01BF)
sltiu r2, r2, 0x0004
...but I couldn't find anything of the sort in any of the code. So, unfortunately, chances are that the Ability ID is checked for other ranges first by subtracting and using sltiu, then subtractrating again for every new check based on the previously calculated value. :/ No real way to search for that.
I forgot if it's possible or not that it would do something like -0x1C3 then branch if the value is negative or not... but I would guess in this case it would be extremely unlikely anyway.

Are you sure it's an exception? From my point of view, there could be the possibility that these abilities are not included in the range that affects the other abilities you mentioned. I really don't know anything about that ability stuff, just throwing that out there.

Help! / Re: Help! Editing FRAME.BIN
« on: March 27, 2016, 09:07:09 PM »
I can confirm it correctly works with a Windows XP Virtual Machine on Windows 7.... yeah it's a shame, but it's the only way that I know to properly convert those damn files.

Help! / Re: FFTEVGRP - Access greyed out palette options?
« on: March 25, 2016, 10:53:21 PM »
The palette space is limited just like the sprite space... Reorganizing the palettes is possible, but it would require some hex editing and lots of "knowing what you're doing". But that would also mean you'd have to sacrifice a palette somewhere else because I'm pretty sure 100% of the palette space in vanilla is used.

It would also be completely incompatible with FFTEVGRP as far as I can tell.

New Project Ideas / Re: Replace animated game sprites with 3d models?
« on: March 22, 2016, 02:59:15 AM »
Props to your previous edits (they're great, could just use some texture improvements). But having a full ceiling makes a map completely impractical for battles... you would never be able to rotate the camera to see what's going on, where you're walking, what you're attacking...

As far as testing is concerned, you would need to use a spreadsheet I haven't finished to move/resize files around the ISO if the filesize is greater than the original amount of sectors allocated, or by doing it yourself through hex editing and creating a new file with cdprog. You could then use the World Debug.
If your number of polygons on the new map would be about the same or slightly higher, you should still be able to import it into an unaltered ISO.

PSX FFT Hacking / Re: ASM Questions
« on: March 22, 2016, 12:27:53 AM »
Actually, both regular skillsets and the bonus skillset skills have custom, different requirements event. With the ARH2 you can give Fire the "Flame Rod equipped" requirement for the bonus skillset, while keeping the regular skillset one perfectly intact... just like you can a skill permanently available to a special character no matter the job, or have Holy Sword Skills require a sword (just like in vanilla) while giving access to all Holy Sword skills when Excalibur is equipped.

I'll PM you the spreadsheet because it might not be ready for public release (since 22 people downloaded my sheet, and none reported it was, in fact, not working), but I left a bunch of notes to describe what sections does what... it's all in ASM format. So, yeah.

PSX FFT Hacking / Re: ASM Questions
« on: March 21, 2016, 11:56:53 PM »
Well, how I coded the bonus skillset for the ARH2 was making an exception for a unique skillset (Bonus Skillset), and have it parse every single ability in the game (0x000-0x16F); if the conditions matched, it would add the ability to the list of available skills (I don't know if you've seen/found that yet), if not, it would just try the next ability.

I could potentially share my spreadsheet, but it's a big hack and it might not be simple to find what you're looking for... how I work is that I take a lot of temporary notes that I just discard permanently because well, I'm done with them. In fact I'm not sure if my hack itself writes to the available abilities or just transfers the ability ID... it's been too long. ¯\(°_o)/¯

PSX FFT Hacking / Re: ASM Questions
« on: March 21, 2016, 07:41:40 PM »
Really not sure what to say... it's hard to suggest anything not knowing exactly what you're trying to code.
I have personally worked with that section a month ago (I think, or will have to eventually), and there would at least always be the address for the learned abilities of the currently affected unit in an active register.

Help! / Re: A simple first question in my first post
« on: March 20, 2016, 10:43:55 PM »
A) If you are truly playing the Japanese version, ability quote boxes go away on their own... in fact, you can't even make it faster by pressing circle.
B) There is an option called "8 Show effect message". IIRC, this is the one that if you turn off, it makes all ability quotes go away as well.

Well, I misunderstood your post...

There used to be something I made called "SPELL.MES fix" (SPELL.MES being the file holding the ability quotes) which I took down because some text bugs were reported. Mind you, this was done through hex editing 8 years ago, but I still didn't want people to keep using it. I decided to say: "screw it" and start working on a new one; a version with improved English, with proper spell names and all the Japanese delays and auto-close. My wife and I are working on it, but there is some really bad English in there, so I can't say how soon we'll be able to release it.

Event Editing / Re: CD Mage unable to open UMD ISO?
« on: March 13, 2016, 11:00:46 PM »
I don't personally know what is involved with WotL, but no, any programs to alter regular CD images are not going to work with UMDs.

War of the Lions Hacking / Re: Dark Knight and Onion Knight FFTEVGRP
« on: March 12, 2016, 05:08:02 PM »

Help! / Re: Wtf did I break this time? :(
« on: March 10, 2016, 03:32:31 AM »
Well, right off the bat, my only theory is that it bugs because it's missing a setup event...

And you might want to wait a few weeks, because I got a spreadsheet in the works (that I will hopefully finish) that will make restructuring all that stuff way easier.

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