Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - RandMuadDib

Pages: [1]
The Lounge / Gamespot's Bullshitter's guide to final fantasy
« on: February 03, 2012, 11:10:49 PM »
Thought this was interesting. While showing a clip of FFT in the second part (which went up today) i noticed something odd... there was a white chocobo. After pausing, i realized there was also a tonberry. Someone was playing a hacked version of FFT for the bullshitter's guide to final fantasy on gamestop.
the FFT clip begins at 7minutes 30 seconds.

Bugs and Suggestions / Main Page Sprites
« on: August 09, 2011, 12:48:21 PM »
While a preview for the default sprites (similar to what we have for custom sprites) would be nice, that is not why i'm making this thread.

The Hydra is mislabeled as Type2, when it should be MON.

Edit: Also, Zalera is typo'd as "Zarela"

The Lounge / Balk Fenzol and the unused Lucavi
« on: May 23, 2011, 01:54:37 AM »
Also Known As Barich Fendsor in the WotL Translation.
He seems like he'd make a great additional lucavi, especially since he supposedly was resurrected by a Holy Stone (according to the FFTimeline,

Unfortunately, i cannot find which stone he held, and so cannot determine which lucavi to associate him with. According to the FFWiki, Balk's zodiac sign is Saggitarius, which is the stone carried by Meliadoul. The patcher also has his birthday set to Dec. 6th, which confirms him as a saggitarius. This in turn, would make him the Lucavi Shemhazai.

What do you think, should i take saggitarius away from meliadoul, or should i give balk a different stone and birth date to match, or is there somewhere that i have not been able to find that says which stone revived balk?

Spriting / Monster Attack Animations
« on: May 22, 2011, 06:24:36 AM »
Alright well i'm going through and cataloging all of the animations for monsters based on the middle byte in the FFTPatcher in the animations tab. At first it was going quite quickly as most of the early ones are useless. After a few dozen they decided to become more complex and its slowed down quite a bit. So far i've managed to catalog animations xx 00 xx through xx 5F xx, front and back. Once i get done (maybe another week, depending on when i start playing LA Noire) I'll get my notes legible and consistent and post them. Right now i have many abbreviations for the similar things, and the walking frames (which show up more often than i'd like in the attack animations) will need a consistent numbering system. I will also have to post a diagram of which frames are which, so my chaos reveals a proper pattern.

Wish me luck on the rest of my endeavor.

The Lounge / Disgaea 4 Discussion - May contain spoilers
« on: May 20, 2011, 03:13:06 AM »
Disgaea 4: A Promise Unforgotten released yesterday!

I would like to get some opinions here. First I would like to say that zalbag is one of my favorite characters in fft, and as the thread name implies I would like to add him as a playable character, preferably without destroying his role in the story. I have thought about having him join up instead of adramelech killing him, and having vormav bring back balbanes or teta as a zombie instead, but that I feel is too late in the game to be useful. I have also considered adding him at the beginning of chapter 2, but then he would be absent for his part in ch 4.

If you were to add zalbag to the pary, when would you do it and how would you change the story to make it fit?

Help! / Event Editing/compiler
« on: May 16, 2011, 05:03:30 PM »
I'm trying to test some sprites in game using the first battle at orbonne monastary. I find that the conversation inside the monastary takes too long, though, and need to learn how to edit events anyway. So i tried to take out the conversation by deleting the WaitForInstruction(x01, x00) lines. Inside the monastary whizzed by, but then when the game tried to go outside to start the battle, i just got a dark screen with some weird glitch running across the top of the screen. I assume i did something wrong, but have no idea what. Can anyone help?


Help! / Initial raw stats
« on: May 16, 2011, 05:16:34 AM »
The battle mechanics guide nicely states where the raw stats for any given character are located in the ram. Does anyone know where the initial stats are located? The place where the game references when it creates a new character? I would like to lower the initial raw speed down to 73728 for male and female humans. (73728 is the average of 65536 and 81920, the RMA and RPA for humans)


Spriting / Flan Sprite
« on: March 16, 2011, 01:46:09 AM »
Okay, i know smash was working on a pretty badass flan sprite about a year ago. I was wondering if anyone has a more complete spritesheet than this:

If so, could you post it, because i'd like to try an finish it. I will start by saying that i suck at spriting, mainly because i haven't really done anything. So if anyone wants to try and finish it instead of me, please do.

Help! / Casting Time and Speed Growth [Now with balancing]
« on: March 15, 2011, 06:55:47 AM »
Alright i know a lot of you guys try to reduce speed growth to zero in your patches. I was wondering why. personally i plan on (once FDC's formula hack is complete) use speed as almost a third damage type, having it grow similarly to MA and PA instead of slower like it does in vanilla. As long as everyone had comparable growths (with some obvious exceptions like lancer, thief, and ninja), what would the problem be?

The only thing i could come up with are skills requiring casting time. Those are based on clockticks and not speed, so in late game even casting a level 1 spell would take forever, making both players and AI greatly favor fast actions. I did find a hack a while back that allowed spells (and other slow abilities) to have their casting times reduced based on speed, though i forget where i found it.

So, what do you think? are there other balance issues with a higher all-around speed growth that i am not seeing?

Also, if anyone knows where that casting time reduced by speed stat ASM hack was, could you point me to it? I tried searching for it again and i couldn't find it.

Help! / ability and ai help (aggression, provoke)
« on: March 03, 2011, 08:35:44 AM »
Hey there, looking to kick lancer on its butt and turn it into a true tanking class. Those who have played MMOs or FFXIII know that controlling aggression (or aggro) is an important part of any tank's repertoire. I was wondering if anyone had any ideas for doing something like that in FFT, preferably without needing to rewrite the AI.

I have a few ideas, well two, so far.
The first is an ability to give all allies the "defend" status, without giving it to the user. Since i'm planning on using the Defend innate all hack anyway, this doesn't seem like a terrible idea, just a not very good one. It still seems a little overpowered, though it should help to draw aggression because i believe the AI would rather attack a character that isnt defending.

The second is similar, but with wall instead. The AI won't target people with Wall, and if i can figure out a way (i.e. find a hack) that doesnt make them immune to damage, that would be significantly better. (I just realized that the wall spell does not actually give the wall status, so i had to test it quick).

Any ideas that would make the AI target a character less or target the tank more would be greatly appreciated.

Help! / Backwards arrows
« on: February 28, 2011, 06:57:16 AM »
Okay so i'm trying to build an arrow storm or bulletstorm ability that performs a random-fire within an area and acts like a song or dance (i.e. goes off repeatedly throughout the battle). I've got most of the mechanics worked out (random fire, range 5 radius 2, weapon strike, persevere, etc) but i have one problem. When i use the bow, the arrow's trajectory is backwards. As in, comes from the opposite side of the target from the attacker. Any ideas?

The target panel in this screenshot is the panel directly to the right of the corpse.

Hacking/Patching Tools / a little help with the item tab in FFTPatcher
« on: February 20, 2011, 06:47:20 AM »
Okay so i've been at this a while now, have made a few successful personal patches so i kinda know what i'm doing. But tonight i just noticed that there is an entry for objects in the 'items' tab called Second Table, which contains a number in hex. It seems to start at 1 for dagger and then continues to increment by one until it gets to the last bomb, at which point it starts back over at 0 for escutcheon. Again it increases until it drops down to 0 at the first hat.

Does anyone know what this is for or what it affects? i thought it might be the position when viewing in your inventory in the game, but that doesnt make sense because both the shuriken and the balls/bombs fall under weapons with this value while in the game they're registered as regular items (like potion, phoenix down, etc.)

Any ideas?

Help! / Replacing Throw <weapon> abilities
« on: October 23, 2010, 06:51:31 AM »
Hey there. In my personal patch i'm working on, i'm trying to replace the ninja with a different class. I understand that there's some special hardcoding that doesnt let the "Throw" skillset be used with normal abilities without Zodiac's hack. I also recently discovered that you cannot combine "throw" abilities in the same skillset as normal abilities. While this is unfortunate, its not what concerns me.

Since i'm not planning on using the 'throw' abilities at all, i want to replace them all with new, normal, abilities. Mainly because this will open up 12 new abilities for me to make use of, which i can then use to populate the class that's replacing ninja. Unfortunately, even if i switch the 'throw' to 'normal' in FFTPatcher, i don't have access to the rest of the information normally contained within a normal ability. (I.E. formula, range, area, elements, effect, etc). Is there a way to completely transform the 'throw' abilities into new, usable, 'normal' ones?


PSX FFT Hacking / Shishi restructuring problems
« on: October 03, 2010, 07:27:00 AM »
I wish to make a modded game using the PSX version as a base, but convert it to an EBOOT for play on the psp for mobility. Unfortunately, it seems that if i use shishi's to restructure the iso, the game freezes when loading a battle. The game works just fine on an emulator.

I've seen that people have had a similar problem when using ASM hacking, though that seemed to be a problem with the hack itself being incorrect.

Has anybody experienced this problem themselves, or have any suggestions? Thanks.

EDIT: Turns out the issue was not shishis, but instead the program I was using to convert my iso into an EBOOT. If you have a similar problem, do a search for some EBOOT converters other than the one you normally use. Try a few out. Different converters seem to work for different people.

Help! / Unit.bin for WotL
« on: July 14, 2010, 04:47:11 AM »
Okay so here's some things i've noticed recently while attempting to make use of the extra portraits on unit.bin for the psp. Luso, Balthier, Onion Knight and Dark knight are not in unit.bin. Also, World.Bin is all zeros after 0xAC290, so the information from the Unit.Bin thread in the Sprites forum doesnt work for reassigning pointers to unit.bin (which starts at address 0xADE34 according to that thread).

I did, however, using a search function, find a list of values that coincides with the unit.bin values. They started at 0xA0CBC for job 0, 0xA0CBD for ch1 ramza, etc. After attempting to modify these values, however, the formation sprites did not change (they still pointed to their default unit.bin locations).

Has anybody had a similar problem, or has anyone attempted to change these pointers on WotL so we can use a few of the extra jobs for special characters? Any theories, feedback, or experience would be helpful.

Edit: After writing the initial post i also attempted to do the same thing with ATTACK.OUT so that the battle setup sprites would also be correct. Again they were not. I found the list of values presented at the beginning of the UNIT.BIN thread, but they were not in the same spot. These started at 0x17186 for ch1 ramza. I am beginning to get frustrated and hope someone can help.

Help! / Replacing Gaffgarion and Agrias
« on: July 09, 2010, 07:42:08 AM »
So i condensed down gaffy and agrias to one sprite each and replaced the sprites that i had freed up. I also made sure to have all of the ENTD occurrences of them be their sprites and not the ones i replaced. It worked great for the opening battle and all of chapter one.

But then i got to chapter two. i knew something was fishy right away when my replaced sprites (tifa and sephiroth) were talking instead of the intended agrias and gaffgarion. Then i got to the zeirchelle falls battle. Saving beforehand, i ran through the battle twice. The first time i used tifa and sephiroth. Again, they were reciting the lines that were supposed to be for gaffgarion and agrias. But then when i defeated the real gaffgarion, both sephiroth and gaffgarion teleported away. After the battle, sephiroth was no longer in my party (neither was the guest gaffgarion). After reloading, i went through the battle using generics instead of tifa and sephiroth. The proper characters recited their lines properly, but sephiroth was still missing from my party upon completing this battle.

Does this happen to everyone who replaces their characters? is there away around it? perhaps i missed something in the ENTD? or would this be something i'd have to fix with asm hacking? I could live without sephiroth but i really like my tifa character (I made new abilities for her and everything, beat rush, dolphin blow, meteor strike and final heaven). I don't want her to disappear when agrias leaves my party with ovelia. Should i just replace a different sprite instead of agrias? Any help, suggestions, or insight would be greatly appreciated.

EDIT: I continued on the story until the point where agrias leaves the party. Agrias stayed in my party and tifa left. Perhaps this information may help. I also just checked my patch, ETND has agrias 1E meeting with draclau, ovelia, and mustadio, but my tifa is (former Agrias) 34. 34 is the job/sprite that disappeared from my party.

Spriting / RandMuadDibs Sprites - Cactite
« on: July 05, 2010, 04:44:32 AM »
So yeah. Here's my first attempt at a sprite, using MasterGrand's Young Ramza Noble as a base, and then getting the cape from Vanya's Alternate Aliste, and messing with the palette a bit, fixing the cape and scarf. I know its not perfect but hopefully its good enough for someone?

P.S. i dont know if there's a specific format i'm supposed to follow so i'm just going to post a preview and the full sprite.

Edit: Oh yeah i didnt change the portrait from the original Young Noble Ramza. I liked it and i'm lazy.

Help! / Celia and Lede sprites 39 and 3A
« on: July 05, 2010, 12:56:44 AM »
Alright i've scoured the forums as best i could, but have been unable to find a conclusive answer to the usability of these sprite/job slots. These are the celia/lede sprites marked as (Never Used) in FFTPatcher. I attempted to use them to get tifa and sephiroth into my game, and got some fail. I made sure that tifa was sprite and job 39 and sephiroth was sprite and job 3A, but the sephiroth job had the tifa sprite and the tifa job had a squire sprite...

I don't know if i did something wrong or if these slots are simply unusable. After consolidating agrias and gaffgarion down to one sprite/job each, i replaced the newly open sprites with tifa and sephiroth and they seem to work perfectly (although some of the story events use the new sprites as well, i think i missed some when consolidating in the ENTD).

Any help would be appreciated, there are a few more characters i wouldnt mind getting but i think i've run out of sprites to consolidate.


Help! / Sprite attack Animation messed up
« on: June 27, 2010, 07:22:47 AM »
Hi there everyone. I "finished" my first attempt at making a sprite instead of just using some of the ones found here. I got it looking decent in Shishi's, all the animations in there looked good to me (i checked up to 78 i think). Then i loaded it into my game,it was going well until the first time i attacked, and the sprite freaked out. Moving, charging, casting all look fine, but i dont know why the attack animation is screwed up. I built the sprite from the Young Noble Ramza and Alternate Aliste sprites, and i haven't acquired permission from their spriters to post, so if you would like to help let me know and i'll send it to you.

Thanks in advance!

Pages: [1]