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Messages - Blunderpusse

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Any update is welcome (and thank you for that  :cool:)!

On a sorta side note:
I remember someone asking about making a job exclusive to Marche. For some "unknown" reason, I decided to try and do just that. So Marche's character ID is 02, so, if you go to jobAbilityTable.event, you can make a new "ALIGN 4" thingy for Marche.

(this thingy)
isCharacter (0x02)

If you open AIO and go to the "New Formation Editor", opening the "Special Character" dropdown list, you can get the order of special characters, starting at "Error" (0x00, as my powers of deduction tell me XD). If, by any chance, you want to give Montblanc a job of his own, his ID matches 0x08 (only tested it with Marche, though, but I predict it checks out).

Don't know why I haven't tried before...

PSX FFT Hacking / [Question] Monster Breeding
« on: September 19, 2019, 10:07:01 PM »
I have question regarding the monster "breeding" in FFT. Each monster class/species is grouped in threes. Imagine that, for whatever reason, I want Goblins to hatch from chocobo eggs as well: how would I do that?

Thanks in advance.

If you are using my EA stuff, you can do this instead:
PUSH; ORG $6CA066; BYTE 0x0B; POP //change 0x0B to your desired ID

(Possibly) Silly question:
Will the othe EA hacks have any sort of conflict with this? I tried building the ROM file with the "fixed animations", "quick start", "jp learn", etc, but Marche still comes with the "Combat Combo/Move+1" ability mastered.

On another note:
In the "jobAbilityTable.event", the second pointer is used to determine extra conditions for unlocking jobs. However, imagine I want to change the base unlocking conditions/requirements. How would I do that (through EA)? According to RHDN's Data Crystal, job requirement data starts at 0x5231A4 and its data is 0x4 bytes long.

Thanks in advance.

FFTA/FFTA2 Hacking / Re: Unwanted sprite change using AIO Editor
« on: August 25, 2019, 08:04:45 PM »
Is there a way to change even scenes?

Probably there is, but I can't help you with that. Only modding I know is via editors like AIO. :s

FFTA/FFTA2 Hacking / Re: Unwanted sprite change using AIO Editor
« on: August 24, 2019, 11:49:01 PM »
the most complicated thing i touched was the race editor with huma white mage, black mage and archer.

That would've only mess up the ability lists. Have you applied any patch/mod to your ROM before editting with AIO?

FFTA/FFTA2 Hacking / Re: Unwanted sprite change using AIO Editor
« on: August 24, 2019, 09:28:31 PM »
would change those classes with tile molester cause any side effect?

To my knowledge, that would've only happen if you changed any compressed graphic.

FFTA/FFTA2 Hacking / Re: Unwanted sprite change using AIO Editor
« on: August 24, 2019, 09:03:28 PM »
Did you, per chance, change any of the values shown on the screenshot?

PS. I think providing ROM files of any sort is against the rules. :p

Thanks. :)

(And yes, I was talking about the EA :P)

Here's something I've been meaning to ask. How do you edit action abilities with these engine hacks? Imagine I want to make "Cure" cost 4 MP and require 300 AP to be learnt. How would I do that using your editor?

I think Fran's sprite has a tiny error. I think there are some misaligned pixels during the casting/channeling motion.

The Spellblade looks proper neat on GBA palettes. :)

Proper nice. :)

Speaking of moving abilities. How doable is it to make an ability usable only when the caster is standing on a certain terrain type (simulating the Geomancer job)?

Remember, if you have any features you would like to see in (or changed), let me know, there's several things I want to touch up, like how JP is earned in combat, any suggestion you drop here will be considered when I add new stuff.

Now that you mention it, what about setting special characters (such as Montblanc and Ritz) go on dispatch missions? And even Marche (it could skip the required days just as if he had been arrested).

Hi! Thank you for your work so far. However, I seem to have run into a bit of a silly problem: I can't seem to find the readme file. :s

When you say data animation, are you referring to battle motions? For example, by default, the Sage sprite doesn't have a motion for ranged attack weapons. But by fiddling with data animation, you can make that sprite have said motion (like, making the rom use graphics the sprite already has)?

Thank you.

I have some question on the sprites, though.
1 - Are you ripping the sprites from the ROM itself or from Spriters Resource?
2 - Which software are you using to edit them?
3 - What are the specs for the spritesheets for when I want to insert custom animations on the ROM (ex. width, height, number of rows/columns, etc.)?

With all the college assignments, I can totally wait.

Btw, with the job/ability assign rework you can add the job wheel to special characters like Ezel. Does it work the other way around, like, giving special job ONLY to Marche or Ritz? (I apologize if the answer is obvious and failed to understand it :p).

That is so awesome. So basically, imagine I assign the "Morph" command to a Blue Mage (for example), that Blue Mage could also morph into monsters without glitching the graphics?

That's certainly a nice feature. Makes it a bit more like Tactics Ogre and even the original FF Tactics.

The progress you're showing restores all my faith in Humanity. And seeing that you've been able to put a gria sprite in FFTA, makes me wanna learn spriting so I can make my own custom sprites (and share them, obviously XD).

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