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Messages - Xifanie

Pages: [1] 2 3 ... 223
PSX FFT Hacking / Re: Get Jp Up
« on: July 15, 2019, 05:32:38 PM »
Just remember that this will make the incentive even greater for players to equip the skill, as if most players weren't equipping it most of the game... sacrificing tactical advantage for faster growth. I just think it's better to raise the base JP earned and get rid of Gained JP Up altogether and let players use whatever support skills, but that's just me... I also don't remember if someone made such a hack. Probably!

Hacking/Patching Tools / Re: FFTEVGRP download link?
« on: July 08, 2019, 06:45:25 PM »
That is true, listen to High Elric, not half-asleep me.

Hacking/Patching Tools / Re: FFTEVGRP download link?
« on: July 04, 2019, 06:02:01 AM »
What's wrong with the one in the Tools section?

Spriting / Re: Need help getting FFT Maps for a Fan-Made Game
« on: June 01, 2019, 12:12:08 AM »

map2gl can browse maps while Ganesha can edit them.
I'm guessing you just want the textures, and Ganesha can allow you to browse them, though I can't remember if in colour or greyscale.

Does that help?

Help! / Re: Counter loop or infinite counter?
« on: May 30, 2019, 11:04:30 PM »
Not easily, but while it is a core mechanic in Disgaea, are you sure it would translate well in Tactics?

New Project Ideas / Re: Cursor memory, instant training and shop.
« on: May 25, 2019, 09:27:41 PM »
Cursor memory sounds like a fantastic idea and I'd give it a shot if I had the time... I do think what games need first and foremost are Quality of Life adjustments. I've already made several QoL hacks and I'm surprised I haven't thought about this one.

The files are so small they'd have to be loaded all at once. The PSX loads by sectors, so in groups of 2048 bytes at a time into RAM. Dynamic loading is more for XA / CD audio tracks.

Sorry, I have no idea what the space allocation is for songs. It's same to assume it's at least the size of biggest song filesize, rounded up by 2048. Of course your biggest hurdle would actually be creating a new song; everything else sounds pretty trivial to me. To keep things simple, I'd vote for you to just overwrite one of the Sound Novel songs; I don't personally enjoy any of them tbh.

Headers? Some table with variable row length have pointer tables. Text is particularly infamous for this. World and Event Conditionals also have varying lengths and use pointer tables. This is not something that would ever be the case with tables for file access though.

The bad news is that the SCUS has very limited free space.
The good news is that, AFAIK, BATTLE.BIN and WORLD.BIN are always loaded... you can create a routine to check the new table on either file (in kanji space) based on which one is loaded, making it necessary to store the table in both files. I've done this for many of my hacks in the past... it's just the title screen that worries me, the song COULD be loaded before WORLD.BIN.

There's probably only one routine that looks at that table to load the files, so that would be pretty uninvolved. Quite a bit more to move it on two files as I suggested.

And for that last one I'm talking about files shown by your file explorer in Windows/Mac/whatever. That's a CD-ROM file index. The PSX doesn't need it at all (you can wipe it all, and your OS will think the disc is empty and the game will work just fine), but the programs we use, but with CD Mage/cdprog, they make it easier to import files into the correct sectors.

Usually, to add more of something, you just expand the table. Though in this case I'm sure you'd have to move it.
It's fairly straightforward in that those file tables are usually just the file sector offset and the file size.

Though you kinda have to edit the ISO to add files to the index to make important new files easier rather than import them directly to sectors.

The SCUS is the main PSX executable, it's specified in the ISO itself at a precise location along with its file size. It's loaded once and can't really be unloaded.

Help! / Re: Gender Byte
« on: May 21, 2019, 05:08:01 PM »
You're looking at the graphical section. I'm not even sure why there's a graphical section; it should be its own page.

Oh wow, sorry, totally missed the mark and sent you the wrong way. :/

I'm pretty sure it's a skillset thing and I've heard about it in the past...

Considering that both these skillsets have the same Action Menu type, it's possible my Skillset Behaviours hack is required to fix it, though I can't guarantee it will.

Basically you'd take Holy Sword and give it Black Magic behaviour or something. It should change the menu to work the same. I don't know if this will break the 'sword equipped' requirement to access the menu though.

Help! / Re: Loading Text in TacText Shows Nonsensical wording.
« on: May 16, 2019, 11:43:57 PM »
I'm sure it has to do with compression. Tactext turns some of the 1 byte Japanese characters into common combinations of letters, such as "th", because it still fits within the 10 pixel width limit, and thus saves a reasonable amount of space.

But I never heard of Tactext failing to retrieved the character data that it itself saved to the ISO like this (nor do I know where it is located).

Regardless, you should only have so many combinations of letters to replace-all in the .ffttext file that you save after ripping your ISO... then never load your text from your ISO again to be safe. We can't stress this enough; nearly all major issues with Tactext are caused by loading patched text from the ISO.

Well, hopefully someone who tried the hack can tell you how stable/unstable it is, or you can just test it out thoroughly yourself.

Though I'm confused why you would care about formation sprites when using a hack like that. Regardless, the best you could manage, comparing to vanilla, is about 5 extra special human jobs and 2 monsters, IIRC. Going by the number of unused formation sprites, that is. It's not possible to expand the file because the PSX has very limited VRAM; there would be nowhere to load the extra sprites unless you did something major like cutting the world map's resolution in half.

RAD is more of a fun "let's break the game" hack rather than a functional one for a normal gameplay. It would require heavily modifications to work on real hardware and actually be useable in a serious mod. UNIT.BIN still has a bunch of unused human sprites you can use for special characters at least. Converting human to/from monster sprites would be possible, but I wouldn't try that unless you really needed extra monster/human sprites in formation.

More generic units? Choto made a hack to use the Bard's female slot and the Dancer's male slot to create a new properly functioning job, but that's all that can be added. There are so many routines that call for unit data that would need to be altered to add new generic jobs that I don't think we could realistically expect a working hack in anything shorter than hundreds of man-hours from someone better at ASM hacking than FFH ever had.

Event Editing / Re: Make enemies start battle riding Chocobos
« on: April 29, 2019, 12:46:25 AM »
I can't remember which is the random battle intro event, but basically you want to set some units with specific Unit IDs only used in specific battles and use WalkTo to make those units walk on to a tile occupied by a chocobo. If the unit with the specified unit ID is not present, the instruction just won't do anything, so you still can easily have 100+ chocobo knights in all random battles combined.

I can't say if WarpUnit works, but I know WalkTo does.

Help! / Re: Mapa desbloqueado a al 100%
« on: April 23, 2019, 12:28:59 AM »
If I understood correctly... I've never heard of such a patch and I run this place.

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