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Messages - MagiusRerecros

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1
Completed Patches / Re: WotL Slowdown Removal Patch
« on: September 17, 2012, 11:39:33 PM »
So, I'm running 6.60 PRO-B10 (permanent) on my PSP 1000. I've got the prx file in ms0:/livepatch and the fast.live at ms0:/livepatch/fftpsp . The plugin is enabled, and it shows up in my plugins list in the recovery menu, but it still doesn't seem to be working (i.e. skills such as Shadowblade are still being lagged). Any thoughts? Or did I just miss something?

EDIT: Herpaderp. My plugin in game.txt was pointing to ms0:/seplugins/livepatch/livepatch.prx instead of ms0:/livepatch/livepatch.prx. Issue fixed, works great! :D

2
Spriting / Re: First Sprite: Nojgaard
« on: August 05, 2011, 12:08:33 AM »
I do like the sprite, and the portrait, but to me it just looks like one of the sides of his face (on the portrait) is very very, almost unnaturally, straight. Personally, I feel that it could do with a bit more of a curve somewhere down that line, but that's just my opinion.

3
Help! / Re: Any hope for patching/modifying FFT: WotL (PSP)?
« on: August 04, 2011, 07:34:35 PM »
The entire FFTPatcher suite works with WotL, iirc, it's just that the individual hacks within FFTorgASM are not compatible with with the psp version for various reasons.

4
Spriting / Re: First Sprite: Morrissey
« on: August 01, 2011, 10:52:46 PM »
its probably just me... but... does he remind anyone else of Capt. Malcolm Reynolds?
No. Not even a little bit. It's definitely just you.

5
Help! / Re: Noob question concerning unit.bin
« on: July 29, 2011, 04:21:57 PM »
If you have the PSP version, then there's some other stuff you have to do. Namely, rather than extracting unit.bin, you have to extract fftpack.bin, and then extract the files out of that using fftpatcher. Then you can modify unit.bin and wrldface.bin using fftevgrp, then you use fftpatcher to rebuild fftpack.bin, and throw that back in the iso.

6
PSX FFT Hacking / Re: RAD 3: 35 jobs.
« on: July 25, 2011, 05:42:42 AM »
Pedantic: ostentatious in one's learning; overly concerned with minute details or formalisms, especially in teaching.

7
PSX FFT Hacking / Re: RAD 3: 35 jobs.
« on: July 23, 2011, 04:54:39 PM »
I'm using Excel.

8
Help! / Re: New to Sprite Creation
« on: July 23, 2011, 04:53:28 AM »
I believe that the UNIT.BIN and WLDFACE.BIN files for the PSP version are located in fftpack.bin, which you can pull out of the iso with cdmage (I think...). Then you can extract the files from fftpack.bin using FFTPatcher, modify what you need to modify, and throw the modified files back into fftpack.bin with FFTPatcher, before throwing fftpack.bin back into the iso with cdmage.

Also, off topic, I'm glad that at this particular point in time Lijj has 999 posts :P

9
PSX FFT Hacking / Re: RAD 3: 35 jobs.
« on: July 23, 2011, 04:46:14 AM »
I don't see anything in the Job Wheel tab that should break anything, but I saw a bunch of cells in the Sprites tab that just ssay "04040404" that I don't remember being there in other .xls files that I've seen... Unless I just hadn't noticed them before? Also, when I look at the xml tab, there are a bunch of cells that just say "#N/A", with an error message that says "A value is not available to the formula or function." And yes, I do have the Analysis Toolpak with Excel.

10
PSX FFT Hacking / Re: RAD 3: 35 jobs.
« on: July 22, 2011, 07:14:28 PM »
It should work if it is actually a save file from a virtual memory card (.mcr, .gme, etc.)... But it will not work if it's a save state. I'm not entirely certain what causes this, because you'd think that it would have to load the data from the modified iso every time you make a change to your characters, or even more frequently than that, but it does not. Are you certain that your characters are meeting all of the requirements of the jobs you want to unlock? Keep in mind that it is not possible to have a level in both bard and dancer (at least, not with the way that pokeytax coded his hack), and the majority of extra jobs in the RAD 3 spreadsheet have a requirement of 1 in both of them by default for that specific purpose. If you didn't remove the required level of bard and/or dancer, the job will never appear.

11
Spriting / Re: Official Sprite Contest Vote!
« on: July 22, 2011, 03:35:41 AM »
As much as I enjoy Almabot 9001 (it's over 9000!!!), and the Lap Dancer Alma, for me it's pretty much a contest between Shiekma and Alma Aran.... But I think Ima have to go with Alma Aran.

12
PSX FFT Hacking / Re: RAD 3: 35 jobs.
« on: July 22, 2011, 03:30:44 AM »
Did you try patching a vanilla (unpatched) iso with the WotLOL.ppf file that pokeytax posted (using PPF-O-Matic, available from the downloads page), and then level some jobs up to level 5 to unlock the special jobs?

Also, when you said that you patched your iso, and nothing happened, did you make sure to apply the RAD 3 hack to your iso through FFTorgASM by checking the box next to RAD 3, clicking Patch ISO... and selecting the iso you want to patch? Do keep in mind that the special jobs won't show up in your job wheel until you unlock them. Like pokeytax says in his first post of the thread, if a character doesn't meet the requirements for the job, that job won't show up anywhere for that character. Once you meet the requirements, the job will show up in the job wheel, but before that, it doesn't show up all greyed out like it does when one character has unlocked a job but another one hasn't.

13
PSX FFT Hacking / Re: RAD 3: Horsechat (also job wheel remodel)
« on: July 20, 2011, 10:34:14 PM »
does does this mean that once i do all that i'll have access to all the jobs on my fft iso?
i'm just interested in playing with characters that have access to special jobs that for example only npcs/special charactres have access to, or am i going about the wrong place for that?
i appreciate your help though i'm still a bit in the dark - just want to know if this is the correct place to do that

The last time I checked, there was a sort of "upper limit" on the amount of jobs you can add to the job wheel before your game starts freezing. I don't know if anything has been done about that yet, however. But yes, if you want generic characters to be able to access jobs that are normally reserved for npc's or special characters without sacrificing the original jobs, this is the hack you need. Like pokeytax said, the spreadsheet comes already configured to add the jobs Princess (Ovelia), Dark Knight (Gafgarion), and Astrologist (Olan) to the job wheel. Meaning, of course, that once you apply this hack, you can give the job to anybody who meets the job's requirements, including generics, Ramza, and other special characters. Obviously, the point of the spreadsheet is to expand the hack beyond just Princess/Dark Knight/Astrologist, and you could, for example, add Lune Knight (Dycedarg) or Arc Knight (Zalbag) to you job arsenal.

14
Spam / Re: NARUTO IS ALLOWED ON FFH!!!
« on: July 20, 2011, 10:25:57 PM »

15
PSX FFT Hacking / Re: RAD 3: Horsechat (also job wheel remodel)
« on: July 20, 2011, 04:31:28 PM »
You'll need the FFTPatcher suite, which you can get from FFH's downloads page, and the RAD 3 spreadsheet file, which you can get from this thread. The spreadsheet itself is fairly simple to use; things get more complicated when you're looking in to giving jobs requirements beyond just have this many levels in this other job, however. You can use FFTPatcher as a reference to determine the hex value of the jobs you want access to, which will then go in the spreadsheet. Modifying the job level-based requirements of the job you want to add is self-explanatory. If you want the class to be male-only, make sure the job requires 1 level of bard, and leave dancer blank. Conversely, if you want the job to be female-only, it needs to require 1 level of dancer, and no bard. If you don't want the job to be accessed at all, just make the job require 1 level of both bard and dancer. If it's going to be accessible regardless of gender, then it shouldn't require bard or dancer.

When determining what sprites the job should use, it might be helpful to have Shishi's and/or FFTEVGRP open so that you know what the sprites look like. Other than that, you can just do some experimenting to find the various nuances of the spreadsheet and what it allows.

Once you're all done filling out the spreadsheet, you should open the "XML" tab and copy everything within that tab into notepad, and then save the file (in .xml format) in the same folder as FFTorgASM (which comes in the FFTPatcher suite). You should now be able to apply your RAD 3 hack to your FFT iso through FFTorgASM.

16
Spriting / Re: FF VI Terra
« on: July 18, 2011, 10:11:25 PM »
Her head looks like a kidney bean...

17
Spriting / Re: Official Sprite Competition: Alma Gets a Job
« on: July 13, 2011, 04:43:35 PM »
This is awesome enough to deserve a full sprite, methinks.

18
Help! / Re: DTE for BOOT.BIN 5 failed. The ISO has NOT been modified.
« on: July 10, 2011, 06:00:37 AM »
Yeah, the problems are usually due to the files containing too much text. Et's suggestion seems to work a fair amount of the time (most notably when FFT:C is involved, as RandMuadDib mentioned), but otherwise shortening various strings, or eliminating useless ones seem to work for me.

19
Spriting / Re: Official Sprite Competition: Alma Gets a Job
« on: July 09, 2011, 09:51:29 PM »
I said so in chat but I'll say as here as well, I think Diil's entry is better than mine by a wide margin.

Not to diminish Celdia's work by any means, but this is still probably true.

20
Spriting / Re: We need a Yuri Lowell sprite =)
« on: July 09, 2011, 12:22:10 AM »
A quick google search reveals that Yuri Lowell from the video game Tales of Vesperia.

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