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Use of ePSXe before 2.0 is highly discouraged. Mednafen/RetroArch is recommended for playing/testing, pSX is recommended for debugging.

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Messages - Nyzer

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Help! / Re: Help! Shishi editor not updating sprite!
« on: June 07, 2018, 04:24:46 AM »
I dunno, did you have a .png and .bmp with the same name or something?

Journey of the Five Ch.1 / Re: Can't wait :_:
« on: June 04, 2018, 08:43:50 PM »
We're still progressing, just slowly.

I personally switched jobs - went from 5-7 hours a day to a minimum of 10+ and more unpaid time away from home. So progress is at a crawl on my end.

Real life just has to come first. And I know that's the case for many of the others, too.

What troubleshooting have you done? It's pretty basic knowledge that modding a game, then loading a save file from the unmodded version can will often cause issues.

Have you tried starting a new game yet?

PSX FFT Hacking / Re: ASM Requests
« on: May 21, 2018, 07:43:51 PM »
I would love to see the documentation for that code. Is it or even the code itself published somewhere?

Choto set up the Unit Dismissal Hack, which is in my copy of FFTOrgASM right now (and so probably yours too). There's also a "Jot5 Game Over Hack" in the staff board that is probably the one that causes a game over if they crystallize (though I can't guarantee it).

Have you considered setting up a special Job that can equip Fell Swords, and sprinkling a few of those around random battles?

PSX FFT Hacking / Re: ASM Requests
« on: May 19, 2018, 05:19:09 PM »
There's already a way to make units vital the same way Ramza is - game over if they die, can't be dismissed - and it's used in Jot5. You can't get rid of any of the Five.

Having the game's main characters stuck with the "Guest" label throughout the game would just look incredibly weird.

I do agree that it kinda sucks to lose out on the Guest customization in order to expand the roster, but I don't think your solution is a real improvement.

New Project Ideas / Re: Jobs and Etc. Ideas Proposal Thread
« on: May 12, 2018, 10:06:01 PM »
Those are incredibly vague descriptions, not coherent Job concepts.

New Project Ideas / Re: Jobs and Etc. Ideas Proposal Thread
« on: May 12, 2018, 04:03:36 AM »
Well, while I do love the Red Mage (and the Scholar is kind of partway there) the Bard's location in the job tree is so deep that it really doesn't seem like it'd be worth it.

You might be better off merging both concepts, changing the Elementalist from Geomancer 2.0 into something a bit more broad.
A single-panel, stronger Holy heal that only works if the target is debuffed (but also cures those debuffs); a linear, weaker but AoE Water heal; a Dark drain; a weak Frost attack that has a chance to inflict multiple effects (slow, immobilize, doom); an instant Lightning attack; a quick, very weak Wind attack that cancels casting; a strong Fire attack; a very-wide-range Earth attack centered on the caster that will also hit allies in range (i.e. kind of hard to use without damaging your own units too). Maybe take one or two of those and turn them into weapon/PA type skills if you want the job to reach a little further into RM territory.

It'd be a kind of gimmicky job that maybe emulates the Monk a bit too much, but it'd still be an interesting new niche to run with. Geomancer 2.0 and a very late game Scholar... aren't interesting, I'm afraid.

Your Commander concept does a better job at being its own thing, though I'd think that maybe using the Chakra formula is a bit too much (change it to just an MP restoration skill?) and that its stat buffs shouldn't be able to be used on the caster (to support the idea of unity on the field rather than just one super strong tanky destroyer).

Help! / Re: New Game+ and early Deep Dungeon (?)
« on: May 12, 2018, 03:37:47 AM »
To some extent.

I'm pretty sure it's possible to undo map routes and loop the chain of story events back to the beginning. However, you would lose a ton of character progression if you were to try to remove all the party members, since IIRC there's no built in way to store all their data when they're not in the party.

It might be possible to set things up so that the various special characters don't rejoin the party if they're already in the party from a previous time loop, but you'd probably have to remove the Guest character feature and set things up so that battles that feature them automatically field them from your party if they're already in your party. This seems like a design that I'm fairly confident would be possible, but would require a lot of dedicated work.

... It would probably be a lot easier to just make extra post-game chapters or add a lot more content to the previous chapters to make the game itself longer.

New Project Ideas / Re: Jobs and Etc. Ideas Proposal Thread
« on: May 06, 2018, 06:06:06 PM »
The problem with a job like that is... well, it's never going to be used. You can have both pros and cons to a skillset, but the pros need to actually be worth it, especially compared to what other jobs offer. Why would anyone choose a single target Regen/Sleep when they can just cast Regen, hit multiple targets, and not cripple their own forces to do it? Never mind that Regen is NOT a good tradeoff for Sleep - full HP restoration might be, but not Regen.

Help! / Re: all units transparent
« on: May 05, 2018, 11:56:40 PM »
Still not specific enough.

When you say they're transparent, does that mean the status that turns enemies invisible?

Have you done anything to the equipment to allow the invisible status?

Which battles does this occur in?

Have you gone over the sprite limit in battles?

Have you set up a bunch of Erased enemies in events that you've never shown?

I'm just gonna say this - if I were you, I would very strongly avoid changing established character names where possible. In some cases, it makes sense (changing "Butz" to "Bartz", for obvious reasons), but in general it should be avoided. We don't need a third possible name for Delita's sister.

The Lucavi demons are an interesting option. Their original PSX names don't match with what later became the standard, but you could certainly argue that they're supposed to be derivative - that they're corrupted versions of the true spirits.

While I certainly prefer some PSP names over the PSX ones, I honestly believe that none of them should have been changed at all. It doesn't add anything, and just serves to annoy the people who were used to the originals.

Help! / Re: Issues with getting abilities to work on Ninja.
« on: April 22, 2018, 12:28:56 AM »
That'll cause other bugs IIRC.

Help! / Re: Enemy Monsters equip items
« on: April 17, 2018, 12:43:32 AM »
I believe I remember reading a post from her that said there were so many checks on Monsters that forcibly deequip them that it was functionally impossible. She was saying she'd found and disabled like a dozen or two of them and it was STILL not working.

FFT has been playable on PC for a very long time through PSX/PSP emulators.

I guess it's one more option - and if the idea of using mouse controls instead of keyboard appeals to you, an interesting one - but considering that this is a site dedicated to modding FFT and the mobile versions are the least mod-friendly I dunno if you'll see a lot of interest for it here.

Help! / Re: Making new monsters with breeding mechanics.
« on: April 03, 2018, 01:17:37 PM »
I don't think anyone has ever come up with a hack for that. People usually turn breeding off, not on.

I think I also read of a tool that can allow the sort of alteration that sets those animations up to repeat properly? I'm pretty sure one of the Jot5 animations has been altered like that. Could be wrong though.

I put together a chart for that sort of thing while I was designing Jot5 skills. Repeating Fist, indeed, is not one of the ones that will appear properly.

The best workaround would probably be to use ASM to tie the ability to "Requires Bow" and just set it to a range of 5. It's not going to be as perfect, but it'll at least give an archer-specific AoE at a basic archer range.

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