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Topics - ShadowSkyle

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Help! / Staff Lock Up on Attack
« on: June 03, 2012, 07:09:44 PM »
Alright, so not an hour into my initial playtest of my new mod, and I get a game crashing bug. Attacking with my Oak Staff locks up the game. (Tried on ePSXe and pSX emulators. Same result) The only thing I've edited about Oak Staff is that it can no longer be dual wielded. And just in case the attack is somehow tied in to abilities, I've edited the blank abilities 0165 - 016E under the abilities tab in FFTPatcher. ASMs being used are:

Random Unit Gear based on Story Progression
Jobs [3A,3B] use unit/wldface [08,09]
Weapon XA Rewrite (nothing edited, just selected for random formula)
Broken/Stolen Items Can Be Bought Back at Fur Shop
JP scroll glitch fix v1.2
No monster breeding
Soldier Office can rename any units (including humans and special characters)
Blade Grasp now only blocks weapons with ID W through W + X - 1 and weapons with ID Y through Y + Z - 1.
Secret Hunt ability isn't needed to enter Fur Shop
Removes permanent brave alteration. (Version 2.0)
Removes permanent faith alteration. (Version 2.0)
Instrument, Dictionary, and Cloth formulas become MA*WP
Cloth formula becomes... 'axe formula' (Note: Overrides changes done to Cloths in the "Instrument, Dictionary, and Cloth formulas become MA*WP" hack)

Update: Ruled out the possibility of it being related to 0165 - 016E. Returned them all to normal and the attack still locked up the game.

Update: Also ruled out that it has anything to do with dual wielding. Staff was returned to original specs and still did not work.

Update: Determined it is caused by an ASM hack. (Ran a clean ISO with only FFTPatcher changes. Attack worked fine. Locks up only when ASMs are applied) But I don't know which ASM it would be.

Update: Narrowed down to 2 ASMs...Time to find out which.

Update: Cloth formula becomes... 'axe formula' is the problem. Removed from my patch and all is well for now.

PSX FFT Hacking / Request: Undead Targeting Formulas
« on: May 28, 2012, 04:54:22 PM »
I need formulas 136 and 137 (Dragon Tame and Dragon Care) to target Undead flagged units instead of dragons. Creating a Necromancer class and trying to avoid having to use Seal Evil's speed-based formula for everything.

Help! / Necromancer Help
« on: May 28, 2012, 11:30:28 AM »
I've been toying around with a necromancer build, and as suggested in multiple places throughout this forum, I'm using Reis' Dragon-only formulas for some of the abilities. However, I'm not sure how to flag undead units as dragons, as suggested, and can't find any details on this...Could someone please explain how to accomplish this?

New Project Ideas / Community Mod
« on: May 20, 2012, 02:30:52 AM »
Hello, everyone! After playing around with the various FFT editors (a lot!) I have decided upon making a community based mod (yes, I'm aware this has been attempted/done before. Let's see what results this time around!) I've now completed 3 mods. The first was up for download for a while, but was very buggy and ultimately I decided to stop the patch as it got out of hand. Second patch was much smaller, and worked like a charm, but wasn't worth uploading. Third was much bigger, but was a more focused patch for myself. I used it to achieve a game I wanted, as well as to learn as much as I could about the editors. Now I'm ready to move on.

There will be a series of polls and contests to follow this patch, so make sure you keep your eyes open for the latest threads about this patch! At the moment, this is starting from a completely vanilla FFT, and nearly everything done to the mod will be through community voting and contests!!


Job Submissions
Difficulty Poll
Community Mod Jobs
Story Direction Poll
Initial Timeline Poll
Timeline Poll
Initial Main Character Poll
Original Plot Submissions
Initial Plot Poll
Revised Plot Submissions
Plot Poll

Help! / Gender Specific Jobs
« on: May 15, 2012, 09:04:04 AM »
Hello everyone. I am in the process of making a new patch when I came across this problem. I've set Bard/Dancer as early level classes, and branched off from there.

(Using the original classes for ease of understanding, and possibly because it might be a problem with the base class)

Calculator class requires Chemist Lvl 3/Dancer Lvl 3.
Male unit gets to Chemist Lvl 3.
Calculator job unlocks for him.
Female unit needs to wait until they also get Dancer Lvl 3.

Being that I DON'T want male units to have access to the Calculator class, this is a problem. Any solutions?

Edit: This is happening for all of my gender-specific jobs. Opposite gender is disregarding Bard/Dancer requirements.

The Lounge / Poll: Your Opinion Please
« on: April 26, 2012, 03:36:13 AM »
So, a certain element has been requested to me, and I want some opinions. The scenario: You're fighting a priest at a church. He's smugly sitting on the top of the church. You're first thought? I'm going to run up there an smack that stupid smirk off his face! Of course, as you start your ascent, he pulls out a gun and shoots you in the face.

So the question is, would you or would you not rather have this certain priest to have a gun, and why?

(This post is without spoilers as best as I can!)

Help! / Odd Chemists
« on: March 29, 2012, 06:03:59 AM »
Alright, so during the most recent playtest of my patch, some odd bugs are occurring. First, Alchemists (who have replaced the chemist class) can jump much higher than they should be able. They have a jump 4 set through FFT Patcher, but I've seen them clear a 5 jump in the Magic City Gariland battle. (Has repeated itself on other computers). Also, they seem to be able to throw potions through walls. Any thoughts?

*Added Note* I've changed nothing about the potion abilities except increasing the level required for enemies to have it (had them tossing X-Potions in Sand Rat Cellar battle!), and changing their cost in the store.

*Other Item Notes* Using FFTorgASM I limited the number of items allowed to be used in battle to 5. Also, made Phoenix Downs only do 1/4 damage to undead.

Help! / FFTacText help!
« on: March 19, 2012, 01:34:32 AM »
Alright, so I made a whole bunch of new jobs. Edited the Job names, job descriptions, skillset names, skillset descriptions, etc. As far as I can tell, everything in TacText is just the way I want. However, The skillset names in the game (When setting a character's skills) do not match what they should be. I still see Battle Skill, Charge, etc, even though they're not in my game anymore. Thoughts?

Help! / Posting My Patch
« on: March 12, 2012, 10:42:24 PM »
Hello. I've recently tried uploading my patch to a post in the forums several times now. None of which have worked. I press submit, the site takes a little while to load, then sends me to a blank start new topic screen. And my post never shows up on the forum. Anyone know the reasoning behind this? I'd really like to get my patch out for playtesting. (Tried posting in the Progressing Patches section, as well as the New Ideas section when the former did not work)

Help! / PPF Studio Help
« on: March 11, 2012, 12:56:56 AM »
Hello everyone. My patch is just about ready to disperse for playtesting, however, I'm having a problem with creating a patch for it. I'm using PPF Studio from the downloads section of this site. Although I've followed the instructions that came with the PPF Studio, I simply cannot get it to create a patch. Apparently my patched ISO is larger than the original, so it will not allow me to make the patch. (Yes, I've clicked the "resize file" box, but it just tell me that the filenamesize is larger than 8.3 (8.3 what, I haven't a clue). Any thoughts or better instructions on how to use this program?

Help! / New Soldier Cost
« on: March 10, 2012, 02:49:43 PM »
Not sure how or when this happened, but hiring a new soldier is costing more than it should (1850 for male instead of 1500. Unknown for female). Any ideas how to fix this?

Help! / Ramza has all jobs?
« on: March 10, 2012, 01:27:55 PM »
As I began my playtest for my new patch, I ran into a severe problem. Ramza has all jobs unlocked!? Not sure how this happened, or how to fix it. Tried searching around on the boards, but I can't find any help on this subject. Anyone have any ideas?

Help! / Need EVTCHR.bin Help
« on: March 10, 2012, 01:44:54 AM »
Posting this from my Works in Progress post (FFT: Revised) in hopes to increase my chances of getting some aid on this issue:

"Alright, so I've been away for a while. Working, playing some new games, etc. Finally got back to completing my project (or at least, getting it to a desired level of completion). Just about everything is finished now, aside from one thing. How do I go about editing the evtchrs so the graphics do not glitch when a normal character makes an action during an event?

EDIT: Found EvtchrView, but I really have no idea what I'm doing here. If someone could help me out, it would be much appreciated. I have changed all the sprites for my classes (but not of any major characters at this point). I understand that any time they make an event action (such as the knight in Orbonne Monastery that kneels), that the game calls upon the EVTCHR.bin file for that action. I need one of two things:
         1) An in-depth walkthrough of how to change the EVTCHR.bin file so that it uses the sprites and images already on the sprite sheet to perform the desired event action.
         2) Someone to be REALLY kind and knock this out for me. (Not expecting this one, but'd be nice!)"

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