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Messages - Nyzer

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Spriting / Re: Shishi import problem
« on: July 17, 2019, 01:48:18 PM »
At times like this, you have to stop and compare against existing images.

Portraits use palettes 9-16. They do not use the sprite's colors. You need to set up palette 9 for the portrait.

Spriting / Re: Black background on sprites menu party?
« on: July 17, 2019, 04:23:26 AM »
Your background color has failed its transparency check, for whatever reason. Gun to the head, it's because instead of using the right color for your background (the first color in the 16 color palette?) you set a different color to the background color and didn't notice.

New Project Ideas / Re: My War of the Lions remaster *shrug*
« on: July 16, 2019, 07:17:05 PM »
No idea. Try padding to the lower size first and then upping it after if necessary.

New Project Ideas / Re: My War of the Lions remaster *shrug*
« on: July 16, 2019, 04:27:21 AM »
It doesn't sound like the problem is all that difficult to overcome. You just have to pad the original ISO with 00 bytes until you hit the right size, from what I'm reading. Not sure why you wouldn't be able to get a hex editor on your laptop, unless it wasn't your laptop, or something. But if that's a requirement for your patch to work... well, there's no other way around it.

I guess you could upload the Patcher/Tactext files and sprites instead and just get other people to apply them all? But that's super inconvenient.

There's nothing else to be done, though. We don't even privately provide the ISOs directly to each other within closed modding groups for testing purposes (as I should know, having been recently shamed for this); it's definitely not going to be allowed in a public post.

PSX FFT Hacking / Re: Get Jp Up
« on: July 16, 2019, 12:48:20 AM »
There's just too much emphasis on that skill instead of other supports. You end up using it basically until you've mastered your preferred jobs... it's just boring.

PSX FFT Hacking / Re: Get Jp Up
« on: July 15, 2019, 09:45:27 PM »
Yeah, especially with early jobs being pretty lackluster, Gained JP Up is just too good to equip anything else until something like mid Ch. 3. I wouldn't really agree with boosting its effects.

Easier just to raise JP gains across the board. Or slash costs.

New Project Ideas / Re: New and Confused
« on: July 13, 2019, 06:28:22 PM »
My questions start with -

1. Is this possible? Meaning, can the game be reworked to allow me to introduce a new character in a different starting location and then progress the story around his journey?

Yes, it is. To some degree, however, this may only be possible on the PSX version. I don't know if different locations/different paths are possible on PSP, but at the very least you could use different characters and a different story, they'd just have to follow the same world map progression.

2. How are skills remade? I tried to play around with the program tools to delete old skills to make new ones (I'm more versed in RPG Maker where you can do this more easily) but couldn't? So I would really appreciate help with this.

I have no idea what you mean by saying you couldn't. You can just change (most of) the skills to do whatever you like. The only thing you can't just do in the Patcher is rename them, and you just need to mess around with the Resources to do that (in the Patcher) and Tactext (in the game itself).

3. I wanted to have new main characters (5 total with the rest being recruit-able monsters), so is it possible to remove the soldier shop from various towns?

I think this requires some ASM hacks, which would have to be done on the PSX.

4. As with above, because I want only 5 main characters, can I give them specific classes which only they can utilize? Or would it be better not to fool around with this too much? I.e. Th MC would have the squire class - which would give him access to knight and other heavy armor/weapon classes, but the other characters would be semi-locked to other specific classes.

This would also require some ASM hacks. There are ways to lock out generic jobs so that other characters can't naturally progress to them, such as making their access locked behind themselves, but there's one problem with this - JP spillover. For every 4 JP a unit earns, all other units on the field earn 1 JP for that job. So if the jobs you used to lock progression for each character were available in any way, on any character, you/your players could very definitely end up unlocking these other jobs unintentionally.

Special jobs, such as Agrias' Holy Knight, count as the unit's base job, and are given the same unlocking potential as the Squire on a generic. So you can't just use special jobs to gate off jobs between different characters, either.

5. Can I add more new monsters into the game or is the game hard-locked to prevent new additions? And I don't mean making exchanges, I wanted to add werewolf, adamantoise, Iron Giants, and so on.

You'll run into sprite limits, but there's nothing stopping you from setting up new Jobs with Monster-type skillsets, specific sprites, and changing sprite palettes and skillsets to emulate different monster races within separate species. But they will not function all the same way the regular monsters do - breeding, Poach, and Beastmaster, for example, will not work the way they do with other monster jobs. And I'm not sure if the skillset will display the same way. I actually haven't messed around too much with this, so I'm not 100% on what can and cannot be done, but I am very sure that a decent amount of typical monster functionality is tied to the specific job slots those monsters have.


One last thing to say:

Making an entirely new story, jobs, characters etc. is a very difficult and time consuming prospect. Consider that it's been six years since Journey of the Five released Chapter 1 and we're still not ready to release Chapter 2 yet - admittedly, a lot of this is due to changing a good number of things about the mod, as opposed to just cranking out all the next story events and moving on, but on the other hand, this has been a project with a large number of people actively developing several different parts of it for some time. Call of Power is closer to what you're thinking, and it's had a lot of hiatuses, too.

As user-friendly as many of the tools are, making a new story from scratch for an FFT mod is still much more time-consuming than doing the same in RPG Maker.

I would honestly warn you away from trying to do this, because the odds are overwhelmingly high that you will not even come close to finishing it.

If you're really serious about trying to buckle down and make something, then I'd suggest to start with something much smaller, something that other projects might be able to pick up and use as well. For example, one big gap in the FFT storyline is, how did Ramza go from "disillusioned noble turning his back on his family name" to "apprentice to a legendary mercenary on a job guarding the princess"? Put together a standalone Chapter 1.5 using several existing characters and jobs, and introduce a single unique character/job. Chapter 1 only has ten story battles, and however many other non-battle events.

Going with a short story that only features ten battles before it's over is a really achievable goal, and even though you might think "oh well that's not that many", at this point you have no idea what kind of effort it takes to put together something functional. Especially if you want to make events that are as impressive as what can be seen in the Jot5 intro.

And there's nothing stopping you from rolling a lot of the story you'd planned into this concept. You wouldn't be able to go ahead with the multi-job progression for your chosen five characters, but you could - for example - have (at least some of) them be a mercenary group in Ivalice temporarily working with Gafgarion and Ramza before they move on (to their own story?). That one-year gap is a completely blank slate. You could do literally anything with it. At the end of it all, you'd be in a much better position to decide whether you wanted to go ahead and make a full new game out of the concept, or if you're satisfied with just having made a nice little expansion to FFT, but the level of dedication to that kind of mod is beyond what you'd really like to do.

Burnout and motivation are major problems on a free fan project you're not getting paid for. There have been a lot of times I've just not worked on Jot5 stuff because I've had a new game to play (or hell, an old one to replay), or because I've been busy with work. An event I've been working on for months has, at times, frustrated me to the point of just leaving it alone for a month or so because it's not doing what I want it to do - it's a rather complicated event, of a kind that has never been done before, and there's a lot of trial and error and scrapped ideas with it. One or two of my events in particular, I really want to show off and get general feedback on, but I can't really do so because of spoilers. If the base of this mod wasn't so amazingly strong, and if I didn't get as much freedom to come up with ideas as I do (which is amazing, considering I wasn't at all involved in the original concept or Chapter 1 in any way), I can almost guarantee I'd have walked away a long time ago.

You do not want to get in over your head. At least if you make a small FFT expansion, it becomes a concept others can include in their mods, or that you can tie into other mods, and so it doesn't end up as a big concept with months of work put into it before being archived forever.

Take a look at this topic, as well.

PSX FFT Hacking / Re: MIDI to SMD v0.5: FFT Music Converter
« on: July 13, 2019, 01:18:42 AM »

And... nope. Loading the VALKYRIES map gives me the same look - darkened sprites, and the map light itself is set low (just not to zero like normal).

And I checked the ATTACK.OUT state. I did have it set to Second State already - and setting it to First State left it dark, no matter how bright the map was.

I did try the maps on both states before Ganeshaing the light up IIRC, but not after. I'll try that on its own and if that doesn't work out I'll import the maps you've got. Thanks!

Tutorials and Learning / Making Deep Dungeon maps visible normally
« on: July 11, 2019, 04:53:30 AM »
This has been done before, but at the time I asked, nobody quite remembered how to do it. There was never a topic or post made describing how to do it, either. So I figured I'd post this in case anyone wants to know in the future. Or even if anyone else wants to know right now!

You'll need Ganesha, CDMage, and the ATTACK.OUT editor. You can find them in the Tools section of the Wiki. I'd post a direct link, but then it might end up dead someday and we already have too many cases of people following dead/outdated links, so just make good use of that Ctrl+F.

Use the ATTACK.OUT Editor to set all your events using a DD map to "Second State".

Download Ganesha and install it.

Open your ISO in CDMage, left click Maps to load it, then right click Maps and choose Extract Files. Put them wherever you like.

Go to the FFH Maps page to find out which number the map in question happens to be. In this case I'm editing the VALKYRIES map, so it's #110.

The map will start out rotating. (Not that you'll be able to see it at this point.) Right click it and press "L" on the keyboard to bring up the lighting effects. Click "Ambient Light" and drag the bars up from 0.

Press S to save your work. Look at the Ganesha console to see which files were affected.

Import those files back into the ISO through CDMage.

Unfortunately, any characters on screen are still deeply shadowed at this point. And so far, I don't know how to fix that properly. This is best seen if we set the Ambient Lighting to full 255 for every color -

But we do have some decent options here. One thing we can do is to just set the ambient light fairly low, enough for the map to still be usable, but not enough that it makes the characters look weird. Here's what it looks like at a level of 81 per color.

And if you're not using the map for a battle event, you can brighten it even further, and use a bit of ColorUnit in your event to bring the characters up accordingly. Here's what it looks like when I use 121 for Ambient Light, and +003 for ColorUnit.

Edit: Actually, it might not be that good for events either:

23:15   Xifanie   and unitcolor resets when you use moveto
23:15   Elric   omgnyzernameyourspoilertagswtf
23:15   Nyzer_Laptop   but i was lazy
23:15   Nyzer_Laptop   also, it resets on walkto??

Unfortunately, ColorUnit isn't very good at restoring color that's been this darkened. If we start coloring the units any brighter, they start to grey out and just approach pure white all over. Here's what it looks like when they're set to +8...

And here's a comparison to Snake's sprite right from his spritesheet, to show how fucked up his shading has become.

I'll update this topic if I learn more, but for now, we can at least turn the DD maps from unusable dark ones into usable dark ones.

New Project Ideas / Re: My War of the Lions remaster *shrug*
« on: July 06, 2019, 07:37:31 PM »
Have you looked at any other patches? The .ppfs are just attached to the post.

FFTA/FFTA2 Hacking / Re: The Shrike Patch: Optimizing for fun
« on: July 05, 2019, 03:38:23 AM »
I reimagined the Tinker. It now hands out AOE buffs and debuffs in a big area instead of its original design. I actually think the OG Tinker is pretty interesting from a purely theoretical standpoint, but uh... did anybody actually use them?

Nope. They're not even good for attempting to debuff enemies while your units are equipped with status protection, because even then, casting on your own team is just a wasted turn. There's no reason to do that as opposed to just using single-target debuffs. At least there's no risk of shooting yourself in the dick with them.

It's kind of interesting how, despite the way FFT features more jobs per unit and has a much tougher time with balance in general, there aren't any skillsets as bad as the Tinker's.

I've come across a few error messages like this when I miss or mistype something, and I figured I'd document the ones I remember for future use or for anyone else who might use this tool.

Conversion from string " " to type 'Integer' is not valid.

I get this when I try to save a new event with no Offset and the first command is Pause(). It doesn't give me this same error when I save an existing event.

Conversion from string "Input " to type 'Double' is not valid.

As mentioned in my last post here, this happens when I put a z instead of an x somewhere.

I'll add more to this if I come across any more unclear errors in the future.

Of course not! You've been working this entire time on it...


But seriously, don't worry about it. Sometimes you just need to walk away for a bit. I know I got stonewalled on the Jot5 mining event for a while, but I'm back to hammering away at it here and there again.

Spriting / Re: I m having trouble with the Sprite editor .
« on: June 18, 2019, 04:29:09 AM »
Change the type BEFORE importing.

I think I like the right one a bit more because it looks more in motion than the first one.

But what about something in between? A trail of sparks - smaller ones loosely following a larger one?

PSX FFT Hacking / Re: ASM Requests
« on: June 15, 2019, 11:22:07 PM »
Spells and summons are functionally the same. IDK how hard it would be to duplicate Counter Tackle and change the reaction trigger to Critical instead of Counter though.

That's exactly what I was thinking of!  :mrgreen:

PSX FFT Hacking / Re: MIDI to SMD v0.5: FFT Music Converter
« on: June 14, 2019, 11:46:52 PM »
I think the only real lack of interest is due to the hit-or-miss complications of the music import tool. I know I'd personally love to see some new/remixed tracks in Jot5 (not that it'd be my call, especially considering that it would involve replacing existing tracks AFAIK).

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