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Messages - Xifanie

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1
News / Re: FFT Version field added
« on: September 16, 2016, 11:15:58 PM »
Okay, so this whole custom field thing is weird, and everyone needs to update their profile in order for the setting to show in posts. I couldn't make heads or tails as to why it always displays on a user's profile page (it display the default option if you never chose one), but only in posts if the setting exists for that user (it doesn't unless you update your profile).

You can see it in my post right now. Everyone will be set to Other/Unknown until they choose either PSX or WotL on their profile page.

Thank you for updating your profile!

2
Help! / Re: Learning abilities in a set order.
« on: September 16, 2016, 09:13:11 PM »
:P Don't take it personal, I've been wanting to figure out a solution to this for years. I just happened to think of something today, that's all.

3
News / FFT Version field added
« on: September 16, 2016, 03:35:11 PM »
We often assumed that if you were not mentioning that you were planning to mod WotL, that you wanted to mod the PSX version. Unfortunately, nearly every user would just assume that we magically knew they wanted to mod WotL, and it led to huge wastes of time, frustrations and so on. We don't exactly want to reply to 90% of topics by asking which version they want to mod either.

So, I decided to add a field on your profile; just follow this link and you will see it at the very bottom: http://ffhacktics.com/smf/index.php?action=profile;area=forumprofile
You only need to change it if you are using the WotL version (every existing account has been defaulted to the PSX version). This will allow us to know which version of the game you want to edit without having to nag you about it. Unfortunately, this likely won't work with old users because too many will not bother to edit that field even if they do use WotL. Thankfully, we more or less know who's using which version over time.

As for new users, they will be forced to choose one or the other, but it would still be nice to mention it in your help posts, because I still haven't figured out how to make the option appear in forum posts.

If you want to see which version someone else is using, you can do so by viewing their profile — it will be displayed at the bottom, above their signature.

4
Help! / Re: Learning abilities in a set order.
« on: September 15, 2016, 09:22:26 PM »
Learning abilities in order would require an ASM hack... it would be fairly tedious to code for the player, but quite a bit more trouble to code it for event/battle-generated units since there would need to be code to learn a skillset in a specific order unless you just have your skillsets nicely ordered and every "requirement" ability would need to be above the ones that require it.

You can set a bunch of different requirements, including equipment types, for abilities, just like Holy Sword or Limit would require with my Ability Requirement Hack (I advise against 1.32; use 1.2). My ARH2 is going to be a lot more flexible and powerful, but it will require ASM hacking, something I'm guessing it out of your league (at the very least for now).

5
Help! / Re: Need formulas or spreadsheets to calculate stat gains and damage
« on: September 08, 2016, 07:42:46 PM »
There's a patch for that.  Several of them.

6
PSX FFT Hacking / Re: ASM Requests
« on: September 06, 2016, 06:45:49 AM »
Is it possible to make it so that Guests cannot change classes or gear?
You could probably force the game to read slot 17-20 as monster types (only when checking their ability/item menus though), but that would still be a bit of trouble to code.

7
Help! / Re: How are exit tiles chosen in the Deep Dungeon?
« on: September 06, 2016, 06:36:25 AM »

8
Help! / Re: PSX / PSP Version confusion
« on: August 24, 2016, 01:33:36 AM »
Long story short, the creator of the mod used to be so proud to call his difficulty mod a community mod here on FFHacktics... he publicly harassed one of our members so much that ~8 of our members personally PMed me to tell me to do something about it. I gave him a one week ban to which he retaliated with "let's lie out of my ass about the situation to everyone to lure them to my new website and try to delete as many forum posts as I can from FFHacktics", so, obviously, it had to become a permanent ban. Today the mod is hosted elsewhere, and it's gotten so much worse than it ever was. Most of the members here are not very familiar with the mod, especially the newer versions, as it is not hosted here anymore. The author also removed all previously existing credits from users here on FFH, and insists that he and only he made the mod.

So yeah:
  • People won't get support here, as it is hosted and developed somewhere else now
  • It's a relic of the past
  • It just really sucks now (that is even disregarding my hate towards difficulty mods; the best version [by like, everyone's opinion] was released few months before the whole thing happened)

9
Help! / Re: Mods on iphone version
« on: August 18, 2016, 05:29:36 PM »
Nope, nothing for iphone, carry on. (Except Lios if what you want is a save editor)

If you want to see what complicated excel spreadsheets are, you can look at some that I made:
There are also many others that are in development on my laptop or that are just for personal use. I've taken excel to its limits so many times, it's not even funny.

10
Help! / Re: Adding characters
« on: August 17, 2016, 08:17:07 AM »
Any battle can only have up to 16 units, it can be 11 monks + 5 of the player's units (this is an actual random battle in vanilla).
Any battle can only have up to 9 sprites loaded at any given time. It's just not possible to alter this for random battles. For story battles, vanilla pulls out a trick a few times, like at Orbonne (first battle) where it unloads the sprites of your opponents in order to load in Delita, Ovelia and the Chocobo.

In random battles, as soon as the ENTD has 4 sprites loaded (5 are reserved for the player; 9 total), it will completely ignore units that does not match one of those 4 sprites, and not even try to generate them. In story battle, you'll just have a nice graphical glitch; the sprite won't be loaded, but the unit will exist and will be functional.

AFAIK, "Always Present" means the unit will always be created if the game can afford to load a new sprite, or if it is already loaded. "Randomly Present" has ~50% chance of creating the unit or not. If it fails to, it gives a chance for the next unit at the same location to draw.

Sprites are different looking unit graphics. Male and Female Priests look different, they use different sprites. Chocobo, Black Chocobo, Red Chocobo do not look different, they're just different colours (i.e. a different palette). They still share the same sprite.

For example, let's take this ENTD (let's just assume they all have different X/Y coordinates):
Goblin  Random 
Chocobo  Always 
Squidlarkin  Random 
Red Panther  Always 
Blue Dragon  Random 
Bomb  Random 
Black Chocobo  Random 
Red Chocobo  Random 
Female Priest  Always 

Legend:
Failed to randomly create
Successfully created
Unable to create because 4 sprites were already loaded


It could generate:
Goblin  Random  1st sprite
Chocobo  Always  2nd sprite
Squidlarkin  Random 
Red Panther  Always  3rd sprite
Blue Dragon  Random 
Bomb  Random 
Black Chocobo  Random  2nd sprite
Red Chocobo  Random  2nd sprite
Female Priest  Always  4th sprite

Or even:
Goblin  Random 
Chocobo  Always  1st sprite
Squidlarkin  Random  2nd sprite
Red Panther  Always  3rd sprite
Blue Dragon  Random  4th sprite
Bomb  Random 
Black Chocobo  Random  1st sprite
Red Chocobo  Random 
Female Priest  Always 

Or still:
Goblin  Random 
Chocobo  Always 
Squidlarkin  Random 
Red Panther  Always 
Blue Dragon  Random 
Bomb  Random 
Black Chocobo  Random 
Red Chocobo  Random 
Female Priest  Always 


As for the whole undead thing... you can't really make them undead. It's possible, but it's extremely complicated. What you can do though, is either creating a custom job with the permanent undead status (that's what vanilla did), or equip a Cursed Ring and give that unit Maintenance.

If you really want all those units available at the same time, you could only use 4 "Sprite Sets" total, and they would all need to be special character sprites, since you can't select generic male/female/monster sprites under the Sprite Set dropdown.

11
No, you cannot have the effects of any R/S/M twice; they're all set to ON or OFF

12
Well, it would be an extremely simple ASM hack to make, but it would still be an ASM hack... in WotL. I don't hack WotL, so even if I made a hack for the PSX version, I couldn't guarantee its compatibility in WotL.

I really wish the game would just let you see when the action would resolve... just like it does for every other action in the game. :/

This seems to be the routine in question (PSX): http://ffhacktics.com/wiki/Jump
From what I see, it would be a simple matter of replacing
00195ad0: sb r2,0x0001(r16) with sb r0,0x0001(r16)

This should make the jump action take place immediately. You would still be unable to Move after the action, though.

13
War of the Lions Hacking / Re: [Question] Regarding Wotl Audio
« on: August 08, 2016, 07:12:56 AM »
We don't even have a way to edit sounds on PSX as it is. So if it is normal that the sounds effects are corrupted even after the slowdown fix is applied, I'm afraid you're out of options. I think like the slowdown, it would be a hardcoded glitch, and not a simple matter of reimporting sound files from the PSX version.

14
Spriting / Re: Question about Sprites and how they fit together
« on: July 27, 2016, 01:54:26 AM »
Shishi will show you all the animations you want and highlight each part that it uses with a yellow rectangle... that's how you know. Making a FFT sprite is about viewing the animations in Shishi to make sure it looks good, and edit the sprite bmp itself in the sprite editing program of your choice.

15
Help! / Re: Can't Open ISO in psxfin help me
« on: July 15, 2016, 04:20:47 PM »
This is what the inside of a proper .cue file looks like... just change the filename accordingly.

Code: [Select]
FILE "FINAL_FANTASY_TACTICS_US.BIN" BINARY
   TRACK 01 MODE2/2352
      INDEX 01 00:00:00

17
War of the Lions Hacking / Re: Serious WOTL text hack
« on: July 10, 2016, 06:08:35 PM »
what for?

18
Journey of the Five Ch.1 / Re: Who is the Cloaked Stranger
« on: July 08, 2016, 11:08:31 PM »

19
Help! / Re: Linux alternatives to CD Mage or cdprog?
« on: July 08, 2016, 03:59:52 PM »
...you know that M2/2352 CDs are all stored the same way whether they're .ISO, .BIN./.cue and .IMG, right? Just renaming your FFT Image file to .iso should do the trick. If it doesn't, that's one hell of a picky program.

EDIT: You can just mount a .BIN and rip an .ISO if it doesn't work

20
PSX FFT Hacking / Re: ASM Requests
« on: July 08, 2016, 03:50:21 PM »
http://ffhacktics.com/smf/index.php?topic=8051.0

But hey, it doesn't work. All I have to say to fdc is:


Because it's an enormous endeavor of astronomical proportions, and with how easy it is with Chotokukyan and SecondAdvent's documentation on the wiki to create custom formulas, I just don't see a point to doing so.

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