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Messages - Elric

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1
Help! / Re: Help changing some sprites
« on: April 19, 2019, 11:31:43 PM »
Open the sprite in Palette Editor by Xif. Found in the tools section. To fix weird port issue which happens when exporting from shishi

2
PSX FFT Hacking / Re: One Extra Job Hack (OEJ) WIP
« on: April 18, 2019, 08:09:35 AM »
Ill probably just wait for choto to finish the TLW version, its completely customizable

3
PSX FFT Hacking / Re: One Extra Job Hack (OEJ) WIP
« on: April 18, 2019, 06:14:13 AM »
So this is tied to chemist job requirements?

4
PSX FFT Hacking / Re: One Extra Job Hack (OEJ) WIP
« on: April 17, 2019, 07:15:04 PM »
We already have this hack well into development o_O

5
Completed Patches / Re: FFT: Emergence (PSP)
« on: April 17, 2019, 07:13:46 PM »
BS means Bravestory

6
Completed Patches / Re: FFT: Emergence (PSP)
« on: April 17, 2019, 05:32:10 AM »
Quote
RANDOM SCENES
00A, 021, 02E - Equipment reconciliation on Monks, Soldiers, and Archers. It is unknown if these scenes are used in the final game.

If you are using the newest FFTP, all the ENTDs are properly named, so it should be easy to tell. I spent a long time updating those names for everyone goddammit :|

7
New Project Ideas / Re: FFT - The Lion War
« on: April 17, 2019, 02:06:17 AM »
Just a update since its been a bit. Choto is still working on the DK hack. It does work currently, but there is still some bugs like JP/EXP overflow and portrait issues in some places, but rest assured, the project is not forgotten lol, once that hack is finished we will begin beta testing.

8
Boobies

9
Hacking/Patching Tools / Re: Up-to-date download link for map2gl
« on: April 12, 2019, 02:45:27 AM »
I'm trying to extract some map assets & textures from the original FFT CD. As I understand, the map2gl utility should be able to do this. I was only able to find a live download link for map2gl on one site, https://www.romhacking.net/utilities/536/. The executable from this link is able to run and view maps, but doesn't have the export option. This thread (http://ffhacktics.com/smf/index.php?topic=6809.msg143936#msg143936) seems to suggest that a kind user here added the export feature in a later update, but all links I can find to that update are dead.

Does anyone know if the updated map2gl with export functionality has a live download link anywhere? Thanks!

You would need to PM Lirmont. That link has been dead for years. I have it stored somewhere on a drive on my end, but I have about 500-700 backups of FFT stuff, (wish i was kidding but im not, i backup everyday that i do a thing) so me finding it anytime soon is slim to none.

10
:(

Being pushy or needy does not grant motivation or free time IRL to work on things. He will finish when he finishes

11
Help! / Re: Battle Event Editing
« on: April 03, 2019, 04:00:42 AM »
Load the sprite in palette editor by Xif, to get rid of the reverse colors in the portrait

12
(Deis)

13
Lol, more like 70%

So this happened...

Did I overdo the uhh... "physics"

Well, its up to you, but I just wanted to say that when Jot5 re-release comes out the new Lamia will come with it (also new wizards). They are already complete, we just arent making them public until the re-release


14
Help! / Re: Battle Event Editing
« on: March 22, 2019, 01:28:23 AM »
Events are easy, ive made over 200 of em :P

You just gotta want it (and have a lot of motivation)

15
Help! / Re: Battle Event Editing
« on: March 21, 2019, 05:52:56 AM »
The more you look thru the bits of the game code, the more you will find weird things that don't make much sense.

There is a ton of redundancies in the worldmap conditions as well, but i don't know that anyone has ever bothered to trim it and remove any redundant coding yet. Kinda doubt it since like, all of 5 people even touch that sheet, lol.

16
Help! / Re: Battle Event Editing
« on: March 21, 2019, 05:02:45 AM »
Ah okay that makes sense on that one.  Is variable 08 the standard way to check to see if the battle is over/still happening or unique to this instance/event?  I didn't see any reference to that on the variable reference, maybe its just out of date.

You are misunderstanding. The variable in that event is 80, not 08. 80 was intended to be used for something, but ended up not being utilized in game.

This quote from Cheetahs tutorial might make more sense for you

Quote
Example 1: Normal

Orbonne Monastery
ENTD: 183

01 00 FD 01 01 00 19 00 04 00

Orbonne Battle (Gafgarion and Agrias chat)
01 00 7F 00 00 00 01 00 80 00 00 00 04 00 17 00 04 00 34 00 0B 00 17 00 05 00 17 00 01 00 05 00 34 00 01 00 19 00 05 00

Orbonne Battle (Abducting the Princess)
01 00 80 00 00 00 16 00 19 00 06 00

First Line: Checks that boolean "FD 01" is present and runs even script "04 00". This is the standard opening of every event or battle.

Second Line: Checks that booleans "7F 00" and "80 00" are not present. This is because part of the event that is run with this activates boolean "7F 00" so that this Event Conditional will not trigger multiple times. It checks that "80 00" hasn't been run because that is the end of the battle, preventing this script to be run after the end of the battle had occurred. The game then checks to see that units "17" and "34" are present, checks that it is unit "17" turn, and that units "17" and "34" are both alive. Then runs event "05 00", which happens to contain the boolean "7F 00" so that it will be considered present.

Third Line: Checks to make sure boolean "80 00" is not present. Checks to see that all enemies are dead. Runs event script "06 00".

This ^ is very old info, so when we pair it with what we have on the wiki, we know that:

Quote
0x0080    0x8005791C    0x01       Orbonne: Gafgarion's Turn (unused)
Mandalia: Victory (unused)

So i apologize for mispeaking, it wasn't for the end of the battle (except for mandalia, which it was also unused at)

As to why it would be used in any other event, i cannot say for certain, however it could be that they intended to have more types of things that could be checked for, that were never implemented, or it could just be a bit of junk code that was never removed.

17
Help! / Re: Battle Event Editing
« on: March 21, 2019, 04:48:17 AM »
Variable 7D is the temp variable that is used in the event itself, to make sure that it doesnt repeat, as mentioned.

Variable 08 is end of battle.

in that case those would be two very different things,
<--(Ignore this derp, dunno what i was talking about here) however you broke it down wrong. The bytes are reversed, not the hex in the bytes themselves

Example: 0123 would be 2301, not 3210.

So it's not Variable 08, but rather Variable 80. Which was intended to be used for 2 things and was never actually utilized in game.

EDIT: Hold for more info

0100     7D00     0000     0100     8000     0000     0400     2400     0500     2400     0100     0400     2A00    0500     2A00     0100     0B00     2A00     1900     C001     
IF     VARI 7D     ==00     IF     VARI 80     ==00     UNIT PRESENT ->     ID=24     UNIT ALIVE ->     ID=24     IF     UNIT PRESENT ->     ID=2A    UNIT ALIVE ->     ID=2A     IF     UNIT TURN ->    ID=2A     RUN EVENT ->     01C0     

18
Help! / Re: Battle Event Editing
« on: March 20, 2019, 10:28:50 PM »
Okay thanks for the information guys, I didn't realize attack.out dealt with mid battle conditions as well as other things.  Looks like I will need to reserve a new event and edit the attack.out to point to it after setting up a condition.  Thanks for the hex tutorial Elric should be helpful, though I've done this thing before its just been a while so its a good refresher.  I'll give it a try and let you know how it goes.

It wasnt really a hex tutorial. It was a mini tutorial on how some of the commands work and letting you know its in reverse hex bytes. Knowing how to hex edit doesnt immediately mean you know what our commands are, lol.

Youre welcome either way though

19
Help! / Re: Battle Event Editing
« on: March 19, 2019, 01:14:58 AM »
You need to edit the attack.out event conditions spreadsheet and then apply that data to your attack.out file (either via hex edit or using orgASM). You can find the conditions sheet in ravens old tutorial, or in his workbooks. I prefer the former, but thats just me.

I wrote a short tutorial on editing worldmap flow, but the idea is pretty much the same.

Ive done extensive work with event conditions, so if you have more questions, dont hesistate to ask. Though i cant always promise a prompt response (dont ask in PM though, its better if its public so other people can get an answer about it too)


EXAMPLE:

This here is the Undead Algus battle, from WotL that we ported to TLW

0100FD01010019000601
01007E0000000400A500040003000500A50001000500030001000B00A50019000701
01007F0000000400A500040003000500A50001000500030001000800A500190019000801
0600A500000019000901

So lets break this down, taking into account that these are in reverse hex bytes, we will break these down into 4 numbers each to keep it simple

The first condition:
this one is pretty straight forward, standard event call
0100        FD01        0100        1900        0601       
IFVariable 01FD= 1Run Event ->0106


The second condition:
this one is full of untrimmed WotL Fuckery, but a good example to learn from I guess
0100        7E00        0000        0400        A500        0400        0300        0500        A500        0100        0500        0300        0100        0B00        A500        1900        0701       
IFVariable 007E= 0Unit is Present ->00A5Unit is Present ->0003Unit is Alive ->00A5TRUEUnit is Alive ->0003TRUEUnits Turn ->00A5Run Event ->0107

So in this one, if variable 7E is 0, and both (00A5) Algus and (0003) Ramza are present and Alive, then event number 107 will play on Algus' next turn. At the end of that event, variable 7E is changed to 1 (in the event itself, via a event command), which makes it so the event doesn't simply replay on an infinite loop.


The third condition:
this one is full of more untrimmed WotL Fuckery, but still good example to learn from I guess
0100        7F00        0000        0400        A500        0400        0300        0500        A500        0100        0500        0300        0100        0800        A500        1900        1900        0801       
IFVariable 007F= 0Unit is Present ->00A5Unit is Present ->0003Unit is Alive ->00A5TRUEUnit is Alive ->0003TRUEUnits Health ->00A5Less than 25%     Run Event ->0108

So in this one, if variable 7F is 0, and both (00A5) Algus and (0003) Ramza are present and Alive, but Algus' health is below 25%, then event number 108 will play. At the end of that event, variable 7F is changed to 1 (in the event itself, via a event command), which makes it so the event doesn't simply replay on an infinite loop.

Keep in mind that Percent values are in hex, we use 19 here, because 19 in hex is 25 in decimal.


The fourth/last condition:
another one that is pretty straight forward, standard closing event for a boss

0600        A500        0000        1900        0901       
Unit is Dead ->00A50000Run Event ->0109


I hope this makes sense. I haven't used tables on the forum in quite some time, so this took longer to explain than i thought it would lol

EDIT: I also wanted to add, the reason I said these are sort of an untrimmed WotL fuckery type is mess is because we really don't need to check that both Ramza and Algus are present in the above strings, we know they are, because Algus is set via ENTD with his 00A5 ID (for TLW) and Ramza is required in the battle and in chapter 4 where this event takes place, he has his 0003 ID, so even checking for those two things is a bit redundant, but I just took the commands as they were and posted them for breakdown, since it also helps if you ever have a character who could potentially have a bonus scene in a battle based on whether or not they are present, like Agrias does at Golgorand if she is in the battle.

20
The Lounge / Re: FFBE: War of the Visions
« on: March 17, 2019, 06:17:01 AM »
>.<

Them renewing interest (internally) isn't good for sites that mod their games. Gives them more reason to C&D

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