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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 - Timbo

Pages: [1] 2 3 ... 27
1
New Project Ideas / Re: FFT - The Lion War
« on: September 11, 2018, 05:48:19 PM »
Holy shit Xifanie. This project is going to be killer. Just, don't push it Elric, your health and the people who depend on you need to come first. There's no rush. Take care.

2
That's great. Thanks for the info.

3
Can we use your hack to reorder guest units too?

4
PSX FFT Hacking / Re: Choto's ASM Hacks and Effects
« on: September 08, 2018, 05:55:16 PM »
Actually Choto. At least 1 hack didn't make the cut. You made a hack that allows the AI to use skills in a certain skillset. Do you have a copy of that lying around?

5
PSX FFT Hacking / Re: ASM Requests
« on: September 02, 2018, 02:43:48 PM »
I'm looking for an old asm from a few years ago that I can't seem to find. It made it so that the berserker units could use skills from a specific skillset if it was equipped while under AI.  I have an idea to combine it with glain's new geomancy hack to create an earth themed berserker job.

The AI uses Geomancy well enough that I think such a marriage work well together.

Does anyone have a copy of this lying around?

6
Event Editing / Re: Bravestory Shenanigans
« on: August 24, 2018, 03:40:59 PM »
I did indeed, and man you're fast. I didn't even have time to delete my post... 😅

7
Event Editing / Re: Bravestory Shenanigans
« on: August 24, 2018, 03:38:32 PM »
I've decided, I'm going still want to do the WotL version. I love the idea of having a definitive base version of the game for others to work from and this is a great way for me to contribute.

Are you still intending to to release all of the files necessary for people to use TLW as a base patch?

8
New Project Ideas / Re: FFT - The Lion War
« on: August 15, 2018, 05:15:40 AM »
I'm not really crazy about the idea anymore. I'm kind of over the WotL dialogue. I offered to do it before because, at the time, I thought there was a genuine desire for it but now I'm not so sure. However, if there are enough people who want it, I would be happy to contribute my time to this as a service to the community.

Hell, I may end up doing it anyway just to encourage people away to move away from the psp version.

9
New Project Ideas / Re: FFT - The Lion War
« on: August 14, 2018, 04:24:57 PM »
Thanks Timbo. And sorry Nyzer. but im still releasing a version with Luso as well :P
Speaking of which, am I still reWotLizing the dialogue for that version or have you taken care of that at this point?

10
New Project Ideas / Re: FFT - The Lion War
« on: August 14, 2018, 12:47:51 PM »
I love the use of Ashley Riot over Luso. Increasing the interconnectedness of the Matsuno Ivalice trilogy was a brilliant move.

11
New Project Ideas / Re: FFT - The Lion War
« on: August 09, 2018, 10:02:52 PM »
That's incredible. I really appreciate all of the time and  effort put into this. Thank you for your hard work.

12
Ya, that's logical for sure. I should have been more specific, perhaps. My original question was based on the fact that the Pokeytax spreadsheet worked perfectly on any save. After I learn any move, they are learned for good.

I certainly understand that I will likely end up having to start with a fresh save, but either way before I do that I'd hope to learn how to turn off the job replacement feature.
Its listed as an optional element, but I can't seem to figure out how to actually do it.

After I figure that out, I'll start from scratch and work from the ground up.
Until then, I'd probably have to stick with Pokeytax's version to make sure I can control the variables I wish to control properly.

I haven't had time to test it, but if you scroll to the right to the Replaces Job field, rather than just choosing one of the existing jobs you can just delete the selection or in the case of creating a new RAD job, you can just leave it blank.

13
PSX FFT Hacking / Re: ASM Requests
« on: May 19, 2018, 11:43:40 PM »
You can black out the "Guest" text by editing the graphics with no problem. I would love to see the documentation for that code. Is it or even the code itself published somewhere?

14
PSX FFT Hacking / Re: ASM Requests
« on: May 19, 2018, 03:35:42 PM »
This one's for Xifanie. As a compliment to your Guests in Randoms and Ramza can join as a guest hacks, I would like to request for a hack to change guest slots from 17, 18, 19, and 20 to 1, 2, 3, and 4. I like the aesthetic of Ramza being up front and I think others would as well.

Btw I like this hack more than the Party Roster hack. The party Roster hack takes your guest units away from the formation screen entirely. The player experiences loses out on being able to customize units they can never keep in exchange for extra party slots.

Your hack lets you keep them in the formation which allows the player to hypothetically modify a guest character that is integral to the story throughout the adventure. Essentially, it creates up to four or five main characters and expands the roster size.

15
I know this is kind of late to the discussion, but I managed to edit this code to not require a r/s/m slot.  This is useful if you want to turn 0x12 into an actual skillset, still have jump, and not tie up a blank r/s/m slot for its use. Posting it here in case of a new user searching for this info.


Also managed to change Geomancy to do what I was asking about in this topic a while ago (using a single formula instead of multiple ability slots/a skillset).  I included both the standard (calculated from attacker slot) and reverse (calculated from target slot) versions, along with all other required code.  This code is long/can use some improvement, but here we go:


Emmy, this is Amazing. The Jump thing is super effing cool! Now all this needs is an ASM that makes Jump distance equal a character's Jump (movement) attribute. I swear there's probably already an one lurking around here somewhere. *Note, I'm not actually asking for this. You've done enough already.

Personally, I think the Geomancy/Reverse Geomancy thing is even cooler. I don't see a table linking tile type to spell effect though. My ASM knowledge while better is still pretty limited. I'm guessing that each ability with one of these formula can only have one graphic associated with it, am I right or am I blind? How difficult would it be to link a graphical effect and possibly ability name to each kind of tile to properly mimic geomancy? *Again, I'm not trying to beg here. I'm just legitimately curious and impressed.

16
Help! / Re: FFT psx version with dark knight?
« on: January 04, 2018, 01:55:13 PM »
A few years ago I was making such a version of the game, when Elric basically womped my idea by planning a similar (and superior) project called the Lion War.

His project, which was moving at blazing speed, forced me to rethink my own. There was a brief notion of my project using his a base.

There were some delays in TLW that fortunately gave me some time to actually reconsider my thoughts on the PSP version of the game. Frankly the war of the Lions script is not as good. It's hokey at times, poorly translated, it's full of major errors. However, it provides an iconic and meaningful experience. An experience that WoTL painfully over embellishes and cannot duplicate.

Furthermore, most of the additional scenes and character content actually take away from the story buy sullying it with additional marketing content that was popular at that time.

The onion Knight is cross promotional marketing for Final Fantasy III DS.

Luso and Balthier are cross-promotional marketing for Final Fantasy Tactics A2 and Final Fantasy XII: Revenant Wings. They really have no place in this story and unlike Cloud, the game doesn't even try to explain why they are there.

The Dark Knight is just overpowered, unbalanced, fanservice. The most significant thing about is how difficult it is to unlock it.

The new Delita scenes are buy large irrelevant. You get to play as his character during some new attitude battles with difficulty levels so low that they undermine it undermines the scenes' inclusion as battles rather than just cutscenes.

Off of the top of my head, the only new content of value is the expanded party roster size and this comes with a distorted and stretched out graphics, intense slowdowns, and terrible sound quality.

Save yourself the trouble walk away.

17
Help! / Re: Passive Weapon Leveling
« on: September 10, 2017, 08:59:25 PM »
Use the Synthesis Shop. Create a series of unique weapons called the Rusty Sword, Reforged Blade, Caliburn, Excalibur, and an unequipable piece of equipment called Spirit Stone. Start Arthur with the Rusty Sword or create an event where he pulls the sword from the stone or receives it from the Lady of the Lake. Then dole out spirit stones via
events, as move find items, or as specific battle rewards.

Using the synth shop Rusty Sword + a Spirit Stone gives you the Reforged Sword. The Reforged Sword + a Spirit Stone gives you the Caliburn, and so on.

18
Help! / Re: Monsters and Equipment? Possible?
« on: April 26, 2017, 04:38:16 PM »
I can't remember where the monster job bytes start in the table you can create 9 un-recruitable "human "special jobs for Mindflayers, Goblins, and Skeletons. I think it might be easier to create an ASM that locks a Human into it's base job than search through miles of what I'm guessing is largely undocumented code. I've started learning asm recently but I'm still very much a novice so I'm not qualified to help you.

19
PSX FFT Hacking / Re: "Quadratic" Ability Formulas
« on: April 21, 2017, 02:55:12 AM »
 Finally! I thought I was going crazy!

20
Completed Patches / Re: Name Fix Patch (Final Version's out.)
« on: April 05, 2017, 07:07:08 PM »
Here are my choices for the other controversial skill names. I'm sure they aren't all winners, but this is what I came up with:

Note: Again, I don't speak japanese and I'm not qualified to translate but I am qualified to localize a translation. Localization is important because language isn't simple and cultures can't always translate. When trying to choose between sword and blade or punch and strike  I go with whatever sounds best. I shoot for assonance and consonance whenever possible.



Spinning Fist
Pummeling Fist
Wave Fist
Earth Slash
Death Touch (Secret Hole Fist probably refers to punching the Death point in qigong internal healing also known as dim mak or Death Touch as it's referred to by westerners.
Purify (Stigma probably better translates to stoma which means opening so pore surgury is probably accurate, which is probably their phrase qigong healing but seriously it's not worth it. Purify or Purification if you want to be WotL is probably all you need)
Chakra
Revive

Pitfall
Torrent
Hell's Ivy
Engrave
Tremor
Wind Slash
Will-o'-the-Wisp (I believe the whole damn thing fits because of the whole demon thing and it referring to the same phenominon)
Bottomless Bog or Peat Bog
Sandstorm
Snowstorm
Gusty Wind
Lava Ball

Unwavering Blade (Stasis Sword is very iconic though and it works just fine)
Life-Severing Strike
orth Star Strike
Lightning Thust (stab is more iconic but its goofy sounding)
Holy Explosion (Holy Explosive Break sounds cool but I don't think it fits)

Shellbust Thrust (Armorbreak Thrust might fit but bust and thrust has assonance)
Starburst Strike
Hellscream Strike (scream and strike have consonance)
Biting Icewolf Break (or unchanged if you kept Stasis Sword)

Dark Holy (because Unholy, Unholy Darkness, Darkness, Profane, etc. all sound less cool and fail to capture the fact that this is a bizzaro version of the Holy spell, which if you ask me is the intention of the spell)
Magic Barrier or Barrier (Aegis as a spell is not very Final Fantasy)

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