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Topics - FFMaster

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Non-FFT Modding / Xenogears Fast text version 1.1
« on: February 13, 2017, 06:57:54 AM »
Dramatically increases the text speed of all text in the game. Unfortunately, since the text is moving so quickly, things such as cameras can become broken and lock the game. The game has been speedrun from beginning to end multiple times so it's a very safe hack. Still, I suggest doing saves frequently just in case. These are the currently known locks:

Bledavik(Aveh) (when you enter the first time) - ending dialog too quick causes the lock - wait until they enter the base to finish the text. The last line is "Yes Sir" by Miang. There is no time loss in waiting before that, since they have to walk up to Margie's room.
Ethos HQ - camera panning causes the lock - Wait when Verlaine talks after Jessie appears for the camera to pan fully and stop. The last word in the message when this should be done is when Verlaine says "Bishop".
Zohar modifier scene - water ripples cause the lock - When Fei says "Alright, I'll defeat Deus... And save Elly" pause for about a second for the camera to pan out and for the water ripples to stop completely.

Here is a small example of the text speed:

Gameshark Code v1.1:
30034964 00FF
30034967 0034

Thank you to Cordellium ( for speedrunning with this code, as it also helped a ton to work out bugs and improve it!

PSX FFT Hacking / Deconstructing BATTLE.BIN
« on: October 18, 2014, 12:33:12 PM »

The goal of this project is to deconstruct the data table at 0x676a8, which is the entire backbone of BATTLE.BIN. Knowing which routines are loaded will improve speed and knowledge of hacking, meaning we can do even more wondrous things. FDC believes hacks such as being able to cancel Move commands will be easily achieved if this information is decoded.

These are my own notes that I put together in about 3 hours of breakpointing with Write command only. I only hope it's readable for those who need to understand.

0x960e4 change patterns
- this data location seems to be important for some reason. i personally suspect that this number tells
 which routine to load to make FFT battles function. Things such as music, menus and all that.

- This is the area which uses 0x960e4 to set r2 = predetermined location in a data table, which the game then jumps to.
The data table starts at 0x676a8

NOTES: It is currently unknown why 0x960e4 is loaded and saved as a word, instead of a byte.
   So far, all write spots have been observed to be single bytes.

0x8c36c - This happened after I accepted a team at Formation. Music had not started yet.
ori r2,r0,0x3a

0x71144 - This happened after music started. I believe the map had not been shown yet. Was in mid-rotation of map if i remember correctly. Please test.
ori r2,r0,0x27

0x70c44 - Pressed confirm while not highlighting any unit, also happens after completing move
ori r2,r0,0x03

0x713d0  - selecting the active unit.
ori r2,r0,0x04

0x71478 - every time you select a unit, and there are choices. For example, selecting one of your own non active units, or checking enemy unit status. Number does not change if you go deeper into the menus
ori r2,r0,0x04

0x715b8 - pressing select to read further information on an action command or status screen. Basically any time while the above is true
ori r2,r0,0x06

0x715f8 - Pressing Cancel on a unit to check how far they can move.
ori r2,r0,0x07

0x71678 - Pressing Triangle to bring up the AT, Unit list and Options. Does not change if you go deeper into the menus unless you select a unit in AT list.
ori r2,r0,0x08

0x716ec - pressing select while in the AT, Unit list and Options. Pressing Select while in Unit List does not change number.
ori r2,r0,0x09

0x71738 - Selecting a unit in the AT list.
ori r2,r0,0x0a

0x717e0 - Pressed "Move" Command
ori r2,r0,0x0c

0x718f4 - Pressed Circle to remove the reminder on how to move a unit, also after removing "Select within movable range" box
ori r2,r0,0x0d

0x7193c - "select within movable range" box appeared. selected tree (unpathable) as movement location. works for spaces outside of range as well
ori r2,r0,0x0f

0x71994 - selected a spot within legal distance (blue square)
ori r2,r0,0x10

0x71ac8 - blue squares disappeared, unit walks to location
ori r2,r0,0x11

0x71b60 - unit finishes walking to location "are you sure you want to move here?" box appears
ori r2,r0,0x12

0x72484 - begin choosing facing for Wait
ori r3,r0,0x13

0x725e8 - Choose Wait action, or Move/Act used up
ori r2,r0,0x14

0x71f30 - confirm move command
ori r2,r0,0x15

0x72b60 - chose "Attack" command
ori r2,r0,0x16

0x74518 - happens right before red boxes appear for targetting
ori r2,r0,0x17

0x74480 - choosing out of range target location
ori r2,r0,0x18

0x743d4 - choosing valid location (red box)
ori r2,r0,0x19

0x745bc - confirming location, "Executing action" box appears
ori r2,r0,0x1b

0x73ff4 - Execute action chosen
ori r2,r0,0x1c

0x74214 - ????happened during Mimic
ori r2,r0,0x1e

0x74b0b - Something about Mimic
sw r17,0x60e4(r1) r17 = 0x1d    //(My complete guess is that it's a right hand attack data store)

0x7418c - happens right after choosing Execute
ori r2,r0,0x1e

0x71c9c - happens right after confirming move command, attack command
ori r2,r0,0x25

0x72ae0 - also happens after confirming move command or attack command, happens after 0x71c9c
ori r2,r0,0x26

0x71144 - ???? happened for me before and after Mimic action
ori r2,r0,0x27

0x734d0 - finish Attack command, happened 3x in a row
ori r2,r0,0x28

0x73a78 - ???? Something about Mimic
sw r19,0x60e4(r1) r19 - 0x29

0x73a78 - also happens after executing command, happens after 0x7418c
sw r19,0x60e4(r1) - r19 = 0x29 at the time

0x73fc4 - happens after 0x73a78, unit status at bottom of screen almost completely disappeared. Means one of the previous menus was to hide the unit status
ori r2,r0,0x2a

0x73f74 - ???? Only during Mimic
ori r2,r0,0x2b

0x73bac - unit status compltely gone, unit is about to attack, this section will happen twice for 2 swords attacks
ori r2,r0,0x2c

0x72bf4 - happens right after 0x73bac, unit attacks, this section will happen twice for 2 swords attacks
ori r2,r0, 0x2d

0x732cc - attack finishes, this section will happen twice for 2 swords attacks
ori r2,r0,0x2e

0x72cec - unit stands straight, break happened twice in a row, goes back to 0x73bac for 2 swords
ori r2,r0,0x2f

FFT Arena / Compatibility image
« on: October 11, 2014, 12:20:58 AM »
Does anyone still have the compatibility image? The one in photobucket is gone and I don't have a saved version.

Recruitment / Image cleaning for FFT - The Lion War
« on: January 13, 2014, 10:12:17 PM »
For Elric's patch, if we want the video transition from the Holy Stone video to the title screen to be smooth, we need to clean out the part that says "THE WAR OF THE LIONS". Unfortunately, we will need to do this frame by frame. The entire transition is about 40ish frames, but I believe only the last 24 frames need to be edited.

Here are 3 sample frames, taken from the beginning, middle and end of the transition:

If you are willing to take up this daunting task, please download the attachment below and give it a crack. Please leave the images in BMP format. Message me or Elric if you have any questions.

FFT: Complete / FFT: Complete with opening video from PSP version
« on: June 19, 2013, 06:43:45 AM »
Just 1 video replaced, the one after the Square Enix logo. The video quality isn't great, and lags a bit. If someone can get a good recording of it for me to use, that would be great. However, if you like seeing the pretty tree thingies and clouds and stuff, as well as picture frames, this version of FFT: C is just for you!

Nothing else has been changed.

EDIT: Managed to make one that didn't lag and has much better quality.

PSX FFT Hacking / FFT Opening replaced [WITH TUTORIAL]
« on: June 18, 2013, 09:57:35 PM »
I've replaced the opening video right after it shows the Squaresoft logo. Enjoy.


This method is very messy, requires a fair bit of hard drive space, and is still currently being tested by me. Also requires use of cmd, so please be familiar with it. I will help people on IRC/this thread, but don't exoect a reply immediately. Most of the info is inside their manual, but can be annoying to understand.

Required programs:
A video encoder that will convert your video to bmp frames (I used Sony Vegas for this, I hear things like VirtualDub can do it as well)

NOTE: I am assuming everything is in the same folder as jpsxdec.

Step 1) Make your video and convert it to bmp frames. Please note that the video must be in 320x224. FFT plays videos at 14.985 frames/sec.

Step 2) You need to create an xml for the program to run. So open Notepad or whatever and type this:

<?xml version="1.0"?>
<str-replace version="0.1">

The bolded line is where your commands go. Also please note that there is no </xml> at the end, if you put it in, you WILL get fatal errors. The commands look like this:

<replace frame="10">newframe10.bmp</replace>

This means you are replacing frame 10 with newframe10.bmp. That's right. You must replace each frame separately. In the fmv after the Square logo, the full video is 1011 frames, so you will have to 1011 of those commands. It's up to you how you want to create that xml. I used Excel and created it within 3 mins.

Step 3) Now, we should run this thing. Open cmd and go to the folder where jpsxdec is located. Type this in:

java -jar jpsxdec.jar -f FINALFANTASYTACTICS.IMG -x index

You can replace FINALFANTASYTACTICS.IMG with your iso file name. I'm just using the default name for simplicity. I'm not 100% sure what files are accepted, but they should all work. After this command, a file called index should be created in the folder.

Step 4) Open jpsxdec.exe and then click on open index. Choose your newly created index file. Look for the video you want to replace and find the index. Note that it shouldn't be the index of the .str, but the one inside it. For example, mine was 2593. I will be using this number from now on.

Step 5) Back in cmd, type:

java -jar jpsxdec.jar -x index -i 2593 -play

If it works, then you should be able to play the movie, and therefore your index number was correct. This is more to check if everything is correct.

Step 6) Type this:

java -jar jpsxdec.jar -x index -i 2593 -replaceframes video.xml

video.xml is just a placeholder, rename it to what the file name of your xml is. BEWARE THAT THIS PROGRAM WILL REPLACE YOUR FRAMES AUTOMATICALLY WITHOUT WARNING MAKE A BACKUP. If it's working, it should spit our a billion numbers. Just wait until it's done. For me, it took less than a minute to replace the entire FFT opening sequence of 1000 frames.

Step 7) Test the video! TESTING IS IMPORTANT

And that's it. Once again, any problems should be said here, so I can work out what is wrong.

This program says it can also turn midis into music for FFT, but it says it's buggy, so I haven't tried it yet.

FFT Arena / 139 changes
« on: January 06, 2013, 01:33:37 AM »
In about a week, I'll start work on very 139. Compile a list of changes and bug fixes since I haven't been able to keep up to date. Scholar changes will not be needed. They are getting replaced by Druids and will have different stats and skills

 I know everyone has different ideas currently on things like spellguns and Oil, but let's try to work together

See you guys soon.

FFT Arena / Monk skillset overhaul concept
« on: October 19, 2012, 11:10:22 AM »

I thought about adding the Pokemon Elemental punches but decided against it. =)

Spin Fist - 2 AoE, 0 Vert, PA*9 damage(Basically, an AoE fist regular attack)
Repeating Fist - 1 Range, 0 Vert, 4 CT, 10 MP, PA*4 damage, hits 1-4 times(an actual repeating attack, we have a bunch already though i guess)
Wave Fist - 4 Range, 3 Vert, 3 MP, PA*8 damage(longer range and weaker than the melee attack)
Earth Slash - 6 Range, 1 Vert, 10 MP, linear, PA*6 damage(spell caster range attack, the idea is to attack casters, of course)
Secret Fist, Stigma Magic and Chakra will probably remain the same.

FFT Arena / Title splash vote time! (revote if you haven't)
« on: July 06, 2012, 09:57:54 AM »
Here are the options:

MiKeMiTchi 1

MiKeMiTchi 2

Taichii 1

Taichii 2

EDIT: Remade Poll. Revote please.

Recruitment / WANTED: Artist for FFT Arena Title Banner.
« on: June 12, 2012, 07:29:36 AM »
I want a title banner for FFT Arena title screen. The image below is extracted from the Arena ISO. Title does not need to be magnificent, but the best I can do is use Comic Sans or something and write "FFT ARENA" which is why this request exists.

The image is 320x240, but I can give an upsized version of the background to work with if needed. If a better background is possible, that would be appreciated.

Submission rules:
1) Pretty obvious, use .png format or some other lossless format(NOT JPG). Pretty sure it doesn't even need to be stated.
2) The submission doesn't need to be smaller than 320x240. In fact, I would like it if you gave multiple sizes. I can use them for the Master Guide and other things. Even if you only submit one size, I can upsize/downsize as needed.
3) Please use a transparent background.

NOTE: This title banner is not high priority, so even if you volunteer, I don't expect something to be done super quickly. Arena can survive without a decent title page I think =p

Non-FFT Modding / Pokemon World 8.0
« on: January 06, 2012, 10:28:23 PM »
Here is an update to an old map I used to work on. Unfortunately, the newest version I found was  a WIP of 7.3-7.4ish, so the features from 7.4 aren't implemented, such as new pokemon. However, I think it's worth losing those features temporarily for being able to use 6 Pokemon. If anyone wants to add/readd any features, I can do them given free time.

But for now, here is Pokemon World 8.0! Once you try out the new Pokemon Sending System, you will definitely love it over the old one. Trust me on this.

Link on epicwar.

FFT Arena / Final check for bugs before tournament
« on: December 30, 2011, 10:59:17 AM »
Current bugs fixed:

- Death proper X/Y values
- Raise 2 X fixed

If anything else pops up, tell me asap.

FFT Arena / Remove weather effects?
« on: November 14, 2011, 11:35:37 AM »
Right now, there is a little issue with weather I think. Basically, Rain > Fire, Thunderstom + Lightning spells = strong and night time screws Archers. Snow is restricted to a few maps, and isn't as big an impact.

Here are the map weathers, I think, other than sunny:

Should we remove the effects of weather and day/night completely? I personally see it as a random event which should be removed for balance. Fire gets bent over due to weather, while the other 2 will only receive benefits. It's why people only used Bolt 1/2/3 in a normal run after all.

If so, how do we remove it? I can't find it with my poor skills in ASM. I can slap on Any Weather for all units at worst, but that doesn't stop night time accuracy reduction for ranged attacks.

FFT Arena / Updating for 134 - shove everything here
« on: October 25, 2011, 11:31:47 PM »
Since I haven't been able to watch any matches for a while, that puts me completely out for having the final say for balance. Instead, I think the best method is for everyone to input what needs to be changed and work from there.

My only input would be to add a faith constant to both caster and target(s). The problem has been around since forever. The alternative would have team faith minimum. It's up in the air.

EDIT: I'm leaving this open until 8/11, which is when my exams are done, or 2 weeks.

EDIT2: Base version will be Raven's latest one.

FFT Arena / Bug cleaning and obvious imalance cleaning for 133
« on: September 23, 2011, 12:06:17 PM »
Here is a list of my stuff

- Haku Korosu properly renamed to Tsuzumazuku
- Magic Ward and a few other skills mimic bug fixed. Tell me if other skills aren't mimicing.
- Holy Spear now correctly has 50% proc
- Hidden Knife now correctly has +1 speed
- Green Beret fixed
- Echo Grass now correctly appears on Item skillset
- Mad Science now correctly appears on Lore skillset
- Dragon Spirit now correctly 300 JP
- Status proc for Geomancy and a few other skills fixed
- Blind fixed

- Chemist loses Move Find Item(worthless anyway)

- Bio 1/2/3 are now Dark elemental
- Dancer formulas changed to PA+X(debating on what X currently)

- Auto Potion
- Dual Cutters?
- Nerf H-Bag
- Remove initial: transparent from diamond helm
- Pumping Cursed Ring
- Paladin HP++
- Xif's Stat hack thingy
- Make flails not evadable and pump damage

If I missed any bugs or other obviously broken equipment/skills, then shout out here.

PSX FFT Hacking / @ those who made a patch which extends the ISO as well
« on: August 29, 2011, 02:20:43 AM »
I think you really should put a warning that patching it takes a long time. It would remove half of those questions about proper PPF patching and bad ISOs. Put it in BIG BOLD LETTERS LIKE THIS.

That is all.

FFT Arena / Problem Maps and Rearranging Maps
« on: August 26, 2011, 01:00:52 PM »
List all the problem maps you know and they will be fixed.

I want them in this layout(makes it easier for me)

Map Number
Why it is a problem(blocking, unbalanced map, height difference, etc)
How to fix(change starting positions, map editing, that's about it really =p)

This can also be a good point to start arranging maps in terms of Large/Medium/Small. Maybe we can use S5's base and work from there.

Help! / Map Editing Help Me Kokojo!
« on: August 26, 2011, 12:51:32 PM »

All I've done is raise the edges around the water by 1 height (+12 in Ganesha), shrunk the water by the same amount, and messed with the terrain editor to make the water 1h instead of 2. Did I miss something?

Assuming only Kokojo can help since he is the only map editor here...

FFT Arena / FFT Arena: Questionnaire Time Again! (For 131)
« on: July 28, 2011, 07:47:44 AM »
Had a bit of spare time so it appears a little earlier.

For the upcoming version 131, I want to see if people disagree with the direction this patch is going. I know a few changes have been gladly welcomed, while others have been met with a lot of hate. Plenty of people have discussed about different balancing concepts, and it all gets muddled up. So here is a place to tell me exactly what you want. I have a list of questions you can answer. If there are too many questions for you, then just answer as many as you want. So here goes:

1) Overall, what do you think of the general direction of balance? Would you change/add/remove any core mechanics in Arena?

2) What do you think of the number of equipment options available? Are there too many or too little?

3) What do you think of the number of skills available? Are there too many or too little?

4) List the classes/skillsets which you think are too powerful/weak, explain why and what you would do to remedy the situation.

5) List the equipment which you think are too powerful/weak, explain why and what you would do to remedy the situation.

6) Anything else that needs to be mentioned that doesn't fit here.

Spam / Hi guys, I dyed my hair and bleached my skin!
« on: July 20, 2011, 01:32:24 AM »
So, what do you think?

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