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Messages - Elric

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1
New Project Ideas / Re: FFT - The Lion War
« on: Today at 06:02:44 AM »
Still here. Just waiting on Choto to finish up the DK hack.

2
Call of Power: Chapter 1 to 3 / Re: In love with Gospel's sprite...
« on: September 18, 2018, 04:54:02 AM »
Whoa, yeah there is definitely something up with the CoP image.

Try this, as im guessing its how he made it. Try to open a clean image in shishi and restructure it, and then patch the ppf to that image after that and see if you can open it in shishi then, though that might make the sprites derp.

3
Call of Power: Chapter 1 to 3 / Re: In love with Gospel's sprite...
« on: September 18, 2018, 02:59:21 AM »
Open the iso you patched to, in a hex editor and go to the last byte and change it to 1. Then save and try to open it in shishi.

Kokojo didnt make his patch properly and I had this issue in the past as well as i believe that is how i fixed it but i could be wrong. If you cant get it to work let me know and I'll see what i can dig up. I worked on CoP a bit with Kokojo so i have most of the CoP resources on one of my drives somewhere.

5
PSX FFT Hacking / Re: ASM Requests
« on: September 14, 2018, 03:41:51 PM »
Also there is a weird behaviour with the angle, bird view is only for map and not toons...

If you looked at a spritesheet for FFT, you'd see why this angle wont work

6
Hacking/Patching Tools / Re: FFT Patcher .478 Source Code
« on: September 14, 2018, 12:51:45 PM »
As for the bonus.bin thing, i found it weird as well, but during my last playthru, i noticed that it didnt say "this game is complete" as it should, and instead says "this battle is complete" am i mistaken that it should be at the end of the altima battle and not the DD?

I watched some LPs that show that is should show on the Altima battle, but on the old winningconditions.bmp file i had from Xif, it shows the same way it does in shishi, so I'm going to assume I derped something in the displayed conditions at the end of the altima battle and that this has nothing to do with shishi

7
Hacking/Patching Tools / Re: FFT Patcher .478 Source Code
« on: September 14, 2018, 04:32:28 AM »
Thank you!

8
Hacking/Patching Tools / Re: FFT Patcher .478 Source Code
« on: September 13, 2018, 02:20:41 PM »
I'm not git savy.

Anyway, there appears to be another issue. In the Bonus.bin, in shishi, in Number 2, for Elidibs, it has the "This Game is Complete!" instead of "This Battle is Complete!" I'm 99% certain that the former is supposed to be on the Altima one, not Elidibs.

Edit: Another issue. Map 120 doesn't show up in the list for the other images in shishi. In previous versions it was called "(Garbled name) -- Sloped Checkboard" which came after Checkboard Wall Waterland. In the newer shishi, Checkboard Wall Waterland is the last one displayed to edit. This is an issue since we use a ASM for TLW to copy another map onto this location so that we can have it show a different name due to how one of the battles in TLW was done.

9
PSX FFT Hacking / Re: ASM Requests
« on: September 12, 2018, 08:52:16 PM »
Every single event in the game is in test.evt.


10
PSX FFT Hacking / Re: ASM Requests
« on: September 12, 2018, 08:28:09 PM »
i began modding by differential file comparison, it will take some time.

The idea of free rotation (we have some sort of step rotation around z axis, but not for x or y axis) and zoom, would be awesome, but i aim lower. The game has two states for zoom and angle, i was willing to have a asm patch that allow me to change those values, ex: close would be 100% and 30º, far would be 50% (33?) and (60º) plus setting initial values, cuz after 30 fights, is a pain to adjust camera manually in every battle...

OLD (i can delete it but if any want to see whole process):

UPDATE 3:
Well, i edited all event files (EVT_ 010 to 012) in test.evt for the first battle with Delita still camera reset in combat mode, so its clear that battle events are not there or at least they aren't sorted with text events. Now i don't have any clue where to look...
Video:

Each event condition, like when someone talks mid battle, would have its own camera, yes. And yes, battles are in with the text only events. I've made over 250 custom events, and the camera is present in all of them, but you'd need to edit it in every battle event as well as their conditional events

11
PSX FFT Hacking / Re: ASM Requests
« on: September 12, 2018, 04:17:04 AM »
The starting camera for battles is controlled by events. Controller input is not.

Yes there is about 500 files. Welcome to FFT modding

12
New Project Ideas / Re: FFT - The Lion War
« on: September 11, 2018, 04:47:53 PM »
Yes that's what it means.

It will be included in TLW, but I will likely add it to her ASM thread soon as well.

13
New Project Ideas / Re: FFT - The Lion War
« on: September 11, 2018, 04:59:36 AM »
Sorry to hear. Get well soon, man. :(

Thanks man. It gets rough sometimes. A bit personal that no one probably wants to know, but I have Crohns disease and Ulcerative colitis, so when I get sick, it just makes those even worse, but I do what I can.

@Heisho, I looked into those 4 abilities. I see what you mean now. They are indeed movement for Altima 1 and 2, as well as 1 of the 4 being used in one of her events as well, as you can see from the documentation I just did here:

ABILITY - 0028 | EFFECT - 02B Summon Demon (Not used in Events)
ABILITY - 00B8 | EFFECT - 0C0 Summon Angel (Used in Event - Graveyard of Airships (Victory))
ABILITY - 00DB | EFFECT - 0E7 Teleport 3: Send (Not used in Events)
ABILITY - 00DC | EFFECT - 0E8 Teleport 3: Arrive (Not used in Events)

Now, the thing is, these are hardcoded to Altima's movement. An interesting thing to note though, is that you can move an effect like this, that isn't actually an attack or anything, to an ability that doesn't use an effect. This allows you to use the effect in an event while retaining the normal ability as well in battle. This is done for quite a few effects in Jot5, for eventing purposes.

The issue with these 4 specific abilities though, is that they are hardcoded to be used for Altima/Altima 2 movement. Unfortunately, I am not an ASMer, so even if I were to move the 4 effects to a safe spot, like say, the Jump abilities (since they are also hardcoded and no one changes them) I have no idea how to re-point that hardcoding to the new ability slot to call the effect from.

I've PMed someone about this, and also mentioned it on IRC, so maybe someone can make a ASM for this some day and open up those 4 addition slots for normal ability use in a vanilla mod. It would be nice to have them for Dark Knight, since Dokurider made a cone AOE that would work to recreate one of the DK abilities from WotL, but until such an ASM is made, there isn't a whole lot that we can do about those 4 slots unfortunately.

EDIT: to answer your other question

Balthier uses slot:

02D for Barrage and everything else he has is vanilla

Ashley Riot uses the following slots, sort of like Dante in Jot5, but controlled by a lite version of ARH:

165 Shadowweave
166 Wyrm Scorn
167 Vile Scar
168 Cherry Ronde
169 Iron Ripper
16A Ignis Wheel
16B Ruination
16C Scythe Wind
16D Brimstone Hall
16E Sanctus Flare

14
New Project Ideas / Re: FFT - The Lion War
« on: September 11, 2018, 01:58:29 AM »
Thank you for all the work you have done throughout the years!

It's my pleasure.

Have been talking to Choto for the last few hours, Dark Knight is pretty much confirmed to be working now. Once he finishes that up, I will get the ASM put into the game and do some playtesting.

There are some things though... Everything in this patch has been along the lines of WotL, however, since the Dark Knight will be in (and Onion Knight won't) and since we also won't be using the exact same skills as the WotL Dark Knight due to space restrictions, I'm going to take a few liberties.
- Dark Knight will likely have requirements of Job Level 8 in both Knight and Wizard to unlock.
- Skillset will have the skills from Gafgarion and a few more.

The good news is that Choto says he can make the ASM able to be customized for the job unlock requirements, since obviously due to the way this is done, it won't be just a FFTP edit, but it should still be simple enough. This will allow people who are using this as a base patch, to change the unlock requirements, or even change it to a different new generic job, with different requirements if they choose to do so.

@Heisho, I haven't looked into those skills yet, but I will in a bit. However, you should know that you can attach effects (like the altima teleport) to moves that don't use an effect, like jump or math skills, which allows them to be called for effects in an event, but still have normal function in battle, without effect. I'm not 100% sure how the Altima Teleport works, but something like this should be possible in theory. We've done a bunch of this for Jot5, so that we didn't use skill slots specifically for an event effect without being able to use the skill slot in battle as well. I hope i explained that in a way that is understandable, I'm quite sick right now and haven't gotten much sleep the last few days.

More info in a bit.

15
New Project Ideas / Re: FFT - The Lion War
« on: September 10, 2018, 07:28:45 PM »
Ill have to check later on when i can check the fftp file. Ill let you know when i do. We are also trying to get Dark Knight in as well, using male data from dancer and female data from bard. Choto is working on a ASM for this so we will see.

16
New Project Ideas / Re: FFT - The Lion War
« on: September 10, 2018, 10:55:40 AM »
Hey there Elric!

Could it be possible to know how many ability slots are Balthier and Ashley going to use? I know this might top secret but I only want to know the amount of slots needed since I'm interested in using this as a base for my future project and perhaps a rearrange of ability might be needed.

If the info is secret I'll wait until release.

Thanks in advance.

Regards.

We used the remaining slots to create Balthier and Ashley, just as WotL did to create Dark Knight and Balthier.

There will be a seperate version that adds Luso instead of Ashley, so youll get some extra skill space there though. If you choose to go that route

17
News / Auto-SCC Patch Release!
« on: September 09, 2018, 04:15:31 PM »
If you are a fan of SCC challenges, be sure to check out the new Auto-SCC patch by Glain.

This completely removes any hassle from having to unlock whatever class you are doing your playthrough as and also eliminates any need to self impose limits in said playthrough!

Be sure to give feedback and thank Glain for the work he did to make this patch possible!

18
Completed Patches / Re: Auto-SCC Patch
« on: September 09, 2018, 04:09:40 PM »
Moving this to completed patches.

19
PSX FFT Hacking / Re: Choto's ASM Hacks and Effects
« on: September 08, 2018, 07:41:18 PM »
Fixed OP as of 2015, Choto will have to fill in any blanks on hacks that may have been added after that, such as the alternate death hack.

20
Help! / Re: How to check the exact HP value if a unit has ??? flag?
« on: September 08, 2018, 07:20:58 PM »
How to acquire the normal stats for ??? flagged unit?

I don't understand your question

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