Since I saw the new mod to speed up the PSP version of FFT I decided to try making a patch for it, however, I have run into a wall with this.
Everytime I try patching anything for the PSP version I get an error.
"DTE for BOOT.BIN 5 failed. The ISO has NOT been modified."
I have tried this a number of different ways. Used totally unpatched ISO, tried .fftext file with changes and without changes. Imported it directly from clean ISO and tried patching same ISO with no changes and I still get this error. This is the only problem I have before I get started. If anyone can help me out it would be much appreciated.
So I read through the Unit.bin topic and decided to try my hand at modifying my original patch again. I tried inserting a new sprite over job 3A (unused Celia) and added the corresponding portrait and unit .bmp to wldface and unit.bin. I also made the required change in the Attackout file. Then I followed the instructions and hex edited over that job "3A" at the offsets listed in Vanya's post , which is 8D -> 08, as well as change the ENTD in the patcher to have name, job, sprite 3A appear as one of the starting cadets that join you.
Well everything seemed to be working ok except the character is not being shown properly in the formation. The portrait is still of Celia and the sprite looks like a Bard with the wrong palette. The only thing I didn't change was in this area:
So I have been working on my _________ Patch which I posted a while back in the patch section because as it turns out I can now play it on my PSP without it slowing down then freezing. So I have most of the kinks working but now I'm at a loss.
In Chapter 4 when you can begin the subquest where there is the cutscene with Mustadio and you can start the section with Worker 8, that cutscene freezes at the now loading screen. I didn't change any of the event instructions or anything in the ENTD for that scene and have no idea how to fix this. I would appreciate any help. Thanks!
Edit: so the issue was playing the game on the PSP not the patch itself. When I transferred the save to my computer and used an emulator to play my patch it worked just fine. Seems like the cutscenes involving that room for the sidequests don't work on the PSP.
So basically I'm looking to make a basic patch that consolidates a lot of in the information in the game, such as the duplicates in item attributes, status change, skill sets, etc. I'm doing this as a basis to rework the patch I was working on a long time ago but to also have something basic to have lots of space to work in.
Anyway, my question has to do with removing all duplicates of characters that appear in the events. For example in an event with Gafgarion when he switches sides, I would change the Gafgarion to Unit ID 11 and when I decompile each even I would change all x17 --> x11. I'm just wondering if this should basically work for every duplicate of characters and if so, are there any more areas I need to worry about.
Like is the area where Gafgarion is removed from you party in the data I can access with the Event decompiler or would that be located somewhere else?
Title is self-explanatory, I'm looking to know everything that can be done on the PSP version so far as I am looking to making a patch with the PSP version.
Back when I messed around with the PSP version, we couldn't text edit any names with FFTactext, we couldn't hex edit anything, and we didn't have access to putting any of the new items in the main game.
I'm fairly sure the text editing was fixed but I'm pretty sure the hex editing and the new items still can't be put into the main game.
I was wondering if there was anything I'm missing that has changed from back when I edited the PSP version.
One other question, does the game still crash when cloud's sprite is changed?
I don't know if this is the right place to post this, but I've converted my psx patch version of FFT to a eboot to play it on my psp. The only thing is that story battles tend to slow down and then end up freezing, and it does that consistently.
I was wondering if anyone else that transferred a patched psx version to play on their psp ever had this issue. Coincidentally it only really seems to happy in story battles with guests.
Well here is my patch. The patch is pretty simple. No event edits, just some new abilities and changes, some new jobs with changes to current skillsets, item/equip changes, random battle changes and crapload of text edits. I have no name for it because it didn't really have set vision just things I wanted to change with input from my brother and it is what it is now.
Spoilers for most of the changes are below.
New Jobs - Archer changed to Ranger Innate: Secret Hunt, Move-Find Item
Leg Aim Arm Aim Cupid - chance to add: charm Tranquilizer - chance to add: sleep Venom Shot - chance to add: poison
- Calculator changed to Necromancer with new sprites Innate: Float, Undead Immune: Dead, Blood Suck, Death Sentence
Death Drain Life Osmose Dark Holy Manipulate - Add: Invite to Undead Decay - Add: Undead, Poison, Slow
Absorb Used Mp Damage Split Float
- Basic Skill
Added: First Aid - heals HP 1 target Desperation - does increased damage to target 50% to self Gained EXP-UP Equip Change
Removed: Equip Axe Monster Skill Defend
Changed: Potion - 50 hp Hi-Potion - 100 hp X-Potion - 200 hp Ether - 30 mp Hi Ether - 70 mp Antidote changed to Venom adds: poison Eye Drop changed to Black Ink adds: blind Echo Grass changed to Silencer adds: silence
Removed: Equip Change Maintenance
- Battle Skill
Added: Guard - adds: defending and regen to surrounding units Speed Ruin Magic Ruin Power Ruin Mind Ruin Shock Caution Defense Up
Removed: Speed Break Mind Break Magic Break Power Break Head Break Armor Break Weapon Break Shield Break Weapon Guard
- Charge --> Hunting (changes in New Jobs section)
- Punch Art
Added: Blade Grasp Attack Up
Removed: Move HP-Up Hamedo
- White Magic
Added: Wish Distribute Move-HP Up
- Black Magic
Added: Catastrophe - Ultimate Black magic
Removed: Frog Death Poison
- Time Magic
Removed: MP Switch Float
- Summon Magic (no changes)
Added: Quick Attack - attack with a chance to add: slow Speed Save Concentrate Maintenance
Removed: Caution Catch Secret Hunt
- Talk Skill
Added: Monster Skill
- Ying-Yang Magic
Added: Poison Frog Charge - adds mp to self MA Save Face Up
Removed: Drain Life Osmose Absorb Used MP Defense Up Any Weather
Other skillsets have changed but I will leave you to learn the changes for any unique skillsets.
Items & Equipment
Many changes have been made to weapons especially. - No more Innate Haste or Reraise items - Weapon damage, stats, attributes have been balanced so no set of weapons totally outclasses others - Rare, Ultimate weapons have added bonuses across all weapon classes to make them more unique than their counter parts - Knives all add speed - Knight Swords all are forced 2 hands and toned down damage - Axes always add their respective status change and are no longer random damage any more - Flails do consistent damage - Guns have increased range - Crossbows have all increased in weapon power - Bows have a slight increase in range - Harps all add a status change 100% of the time - Some books have added attributes or add a status change - All bags cast some sort of spell or ability - There are many other changes but they can be seen through playing the game or the text edits
ENTD Changes - All random battles have either been changed slightly or drastically, with a few battles not changed at all (maybe 5-10) in terms of enemies, equipment they use - All story battles have enemies your party level so overleveling is discouraged and there have been similar changes to enemies, equipment and war trophies - All guests don't appear in your party anymore and just appear in the battle with the exception of Beowulf
Status Effects - Poison stays on until removed - Berserk stays on for a limited amount of time - Don't Move, Don't Act, Slow all last as long as Haste does
Monsters - Across the bored monsters have new skills, innate abilities and reaction abilities - Poachable Items have changed - Stronger versions of monsters will appear more frequently
Miscellaneous Changes - Counter Flood works on many more things - Equip Sword: Equip sword and knight sword - Equip Bow: Equip bow and cross bow - Equip Knife --> Equip Katana: Equip Katana and Ninja Sword - Requires Sword: Requires Sword, Katana, Ninja Sword, Knight Sword - Job Requirements and JP Required have been changed - Brave and Faith changing is intact where Brave up and Face Up are the only ways to increase them but no way to decrease them - Faith of target no longer affects damage and accuracy of spells making spells much more powerful - Blade grasp only works against swords and knight swords - CT has been reduced across the bored for Magic with changes to damage multipliers and MP accordingly - JP scroll glitch removed - All Characters names can be changed and unique characters can go on propositions - Chance to get rare items from poaching has increased - You start out with 10000 gil now - Broken/Stolen Items can be bought back at Fur Shop - All Draw Out skills have a 10% chance of breaking - Defending reduces damage by 25% - Float weak against wind and oil weak against fire - Mighty sword can hit monsters - Sword skills can be evaded and have mp costs - Undead only receive 25% damage from Pheonix Downs - Innate Weapon Guard for all - Global Class Evasion - Gained XP is divided by 2 - 2 new unique characters added as Cadets in Ch 1 with unique skillsets - There have been many more changes, in terms of innate status/abilities for jobs and changes to abilities not mentioned here as well
I would like to thank melonhead for a great set of programs, zodiac for a site with a community dedicated to hacking one of the greatest games ever made.
Special thanks goes to Razele for his great asm hacks, as well as everyone who helped me figure out the issues I was having with animations and inserting my new sprites. I'd also like to thank the community as a whole because some of your sprites and ideas inspired changes to this patch.
I hope whomever plays it enjoys it and please provide feedback.
One last thing, the Sephiroth and Vincent sprites from FF7 are both Type 2 sprites so if you want to change that on the custom sprites page Zodiac this is just a heads up as they are mislabled at the moment.
Edit: Updated attachment with new .ppf file. Anyone who started this patch earlier will need to start over because of the changes I've made to the shops as well as one of the characters you get in the 1st chapter.
- Added Defend Innate All - Undead randomly reraise after dying but never change to crystals or treasure
- "Zack" sprite character does enemy gaffy's actions in the two fights you fight him in after he turns on you so don't use that character in those fights.
- Ranger, Deadly Sniper, both have moves that show damage or status 2x instead of once.
- Deadly Sniper portrait doesn't show the black colors in formation or battle formation.
- "Zack" sprite works fine while gaffy is on your team. - Head Shot works properly now.
Ok I finished a patch I made and I'm having some issues and I'm not sure what to do.
First off I made a few new moves for Archer and cloned/copied the exact same settings in the patcher for "Leg Aim" and only changed the status and X value. The move seems to work fine but there is no animation at all. For reference the animation I chose was "FFFF" which should be the attack animation but its not working.
I did something similar with other abilities but added weapon strike and the character never uses the weapon.
I'm wondering if things are just hardcoded to work with certain abilities, is there a glitch, I just don't know what I'm missing.
I was wondering if it was possible for a bow or gun to also use a magic animation, like the glacier/blaze/blast gun, after firing the weapon for other magics. In essence to a weapons strike with ranged weapons like it is done for the sword skills.
So after hours of testing and reading topics I was finally able to import 3 sprites into Unit.bin and 1 portrait over Cloud's portrait in WLDFACE.bin.
Now however I'm having issues inserting two other portraits of Calculator Male and Calculator Female in WLDFACE.bin. I keep getting an error that the files are not 16-bit.bmp but I used the same process to insert these portraits as the Cloud portrait.
Attached are the two portraits I'm using and I'm hoping someone can tell me what I'm doing wrong or what's wrong with the files. Also for reference I'm using GIMP and Paint to edit the files.
I changed Rad into a Red Mage and saved the sprite over Gaff's guest version. However when I end up in the battle to save Ovelia where Gaff changes sides, both Gaff and my Red Mage leave my party. Short of totally revamping and using a different sprite to use for my Red Mage is there any way to fix this with the ENTD editor?
Is it possible to add story battles at this time? If it isn't possible to make a brand new one, is it possible to alter one of the events and have a battle before or after the event is supposed to happen?
I figured it might be a good idea to put in any detailed issues in terms of patching for the PSP version in one topic. This way the PSP users here can help test melonhead's programs extensively too.
Anyway I started messing around with the PSP version again after a long time today and used the Text Editor. I already know there were some issues with it but I wanted to test it somewhat.
So basically I changed all instances saying "Fell Sword" to "Dark Sword" (Gaffgarion's job/skillset) and also changed Ramza's Ch2/Ch3 job to say "Merc" in all instances. Everything works fine except there aren't any changes to any of the job names. All job/skillset descriptions work though.
I will test it a little bit more to see how ability names/descriptions work out to see how that is working as well.