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Messages - FFMaster

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Non-FFT Modding / Re: Xenogears Fast text version 1.1
« on: February 14, 2017, 10:27:00 PM »
Updated patch to work on battle text. Added PPF patches.

Non-FFT Modding / Re: Xenogears Fast text
« on: February 13, 2017, 10:04:25 PM »
Added a PPF after a ton of pain. Stupid encrypted ISOs.

EDIT: Created the patch for disc 2. Please don't mix up the patches.

EDIT2: Removed PPFs due to bugs. Please use the gameshark codes for now.

Non-FFT Modding / Xenogears Fast text version 1.1
« on: February 13, 2017, 06:57:54 AM »
Dramatically increases the text speed of all text in the game. Unfortunately, since the text is moving so quickly, things such as cameras can become broken and lock the game. The game has been speedrun from beginning to end multiple times so it's a very safe hack. Still, I suggest doing saves frequently just in case. These are the currently known locks:

Bledavik(Aveh) (when you enter the first time) - ending dialog too quick causes the lock - wait until they enter the base to finish the text. The last line is "Yes Sir" by Miang. There is no time loss in waiting before that, since they have to walk up to Margie's room.
Ethos HQ - camera panning causes the lock - Wait when Verlaine talks after Jessie appears for the camera to pan fully and stop. The last word in the message when this should be done is when Verlaine says "Bishop".
Zohar modifier scene - water ripples cause the lock - When Fei says "Alright, I'll defeat Deus... And save Elly" pause for about a second for the camera to pan out and for the water ripples to stop completely.

Here is a small example of the text speed:

Gameshark Code v1.1:
30034964 00FF
30034967 0034

Thank you to Cordellium ( for speedrunning with this code, as it also helped a ton to work out bugs and improve it!

Help! / Re: Cancelling charging
« on: July 10, 2015, 01:29:48 PM »
I think you have to change the Action Menu for Charge to <Default>. You can find it in FFTPatcher under "Action Menus".

Help! / Re: Cancelling chargin
« on: July 10, 2015, 10:53:16 AM »
Some formulas can't add or remove status. They are noted with "NS" at the end of the formula. Make sure you aren't using one of those.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: July 04, 2015, 04:23:30 AM »
OK, I'm back with a nice long break. I haven't been able to keep up with the balance changes at all for the year, and have only skimmed the past few pages, but it looks like I might finally have to make a decision on where to take Scholar. Here are a few random thoughts:

- Wizard has no more space for spells, so cannot be given the Bio spells unless we lose something like say... Water or things like Frog/Death/Flare/Poison.

- Priest has always had problems with Protect/Shell. I've tried multiple things before. The current easiest way is to use the Raise formula, which will heal a % amount and add status. Rewriting the Cure spells to accept status may be possible, depending on how friendly the game is.

- I'm sure most people saw Time Mages bonus speed as more of a liability than a help, since 9 base speed means you will be more likely to act first, rather than last, like you want a mage to. I have no ideas on how to keep the class unique while fitting the theme of a time mage. Any suggestions will be appreciated.

- I like the change to Jump. Along with that, there were some Spear changes in the background, as everyone knows.
Gungnir - Spear that ignores evasion
Ethereal Spear - Spear that deals only MP damage

- I really dislike Daggers adding speed. This stat was a major problem in early versions of Arena, among other things. The weapon just became used because it added 1 speed, and other skills were cast instead, making all daggers look the same except the ones with other benefits (evasion, PA, MA)

- The new reaction to give P-EV/M-EV to casting/performing characters sounds good. I can definitely make it, or attach it to another reacion (most likely Awareness) as well.

- As far as Defend support goes, for 139 I spent about a week trying to make it not use up an action. Needless to say, I failed miserably. Which is why it's there, pretty much acting as a noob trap.

- I can definitely add new weapons and stuff, like a staff made solely for Time Mages, or whatever archetype is needed.

FFT Arena / Re: Arena Team Battle
« on: November 21, 2014, 07:18:08 AM »
This is going to cause so much rage, but we need more players.

FFT Arena / Re: Arena battle videos and discussion
« on: November 20, 2014, 10:18:50 AM »
Some information regarding Shieldrender and friends.

- Shieldrender (Shield Break) works fine, mechanics wise. If a unit has a shield though, it gets broken with no animation played. Otherwise, the 2nd hit animation is played.

- Bow Gun (Armor Break) is bugged. On an armored unit, the animation will not be played, but works fine. If the unit has no armor, no animation is played, and no bonus damage is dealt. In other words, a regular hit.

FFT Arena / Re: Arena battle videos and discussion
« on: November 16, 2014, 06:18:31 AM »
Chakra Band should have the immunity. I will add it in 140, along with sword/spear changes.

The Lounge / Re: Wark!
« on: November 14, 2014, 09:43:21 PM »
Wark wark kweh wark warrk warrrrk kweh kweeeeh wark. Waaaaark wark kweh wark warrrrrrk warrrrk. Wark wark kweh wark warrrk kweh waaaarrk.

FFT Arena / Re: Arena battle videos and discussion
« on: November 14, 2014, 11:37:53 AM »
A few clarifications on Mimes since this is the most active thread and will be seen the most.

- Mimes cannot equip Bags
- A few people are confused when the Mime refuses to Mimic something. From what I have seen, this is probably because of height differences. For example, the 1 panel Chakra has a height tolerance of 0. If a Mime tries to Mimic it but the panel in front is not the same height as the Mime, nothing will happen. If there are any other issues, please feel free to point them out.
- Mimes can equip weapons, as long as they have the required secondary. Same with Shields. For example, a Defender wielding Mime with Awareness and Equip Heavy Blade, similar to the old Thief builds except this time, they have some armor to go with it.

I've been overall annoyed at the problems with Mime. I can't believe I didn't test them charging a spell at all. I was tempted to give them non-charge, but that would be stupid. I'll try to fix the charging bugs, but I highly doubt that it will be possible for someone of my level.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: November 05, 2014, 10:24:17 PM »
Chaos Blade was already close to being untouched even before the other Knight Sword buffs. Paladin just has way too many options to care about a single Chaos Blade, especially when most Paladins are doing Grand Cross/Southern Cross spam anyway.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: November 04, 2014, 08:52:00 AM »
Berserk is 50% bonus PA, rounded down. Also note that they can use reactions properly, unlike in vanilla.

Once again, I will say that Phoenix Blade was changed because it made many battles 30 minute stallfests with the Phoenix Blade users getting no ground most of the time. I personally don't believe it was unbalanced, maybe a bit on the stronger end for sure with the right setups, but not outright OP like spellguns.

As a general rule, I try not to balance things based on "fun" or lack of it, and believe said "fun" will be derived from a well balanced game. However, I truly believe Phoenix Blade crossed way beyond my threshold of tolerance. When I would sometimes start falling asleep watching Arena videos, something is wrong.

If there is a way to bring back the idea of Phoenix Blade back but not be completely borked, we can give it another attempt. For now though, let's just leave it in the hole to rot.

FFT Arena / Re: Arena battle videos and discussion
« on: October 23, 2014, 10:41:36 AM »

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: October 23, 2014, 07:37:41 AM »
Yes, you are allowed to have as many Mimes as you want, as long as it fits the rules. There is no restrictions on base class. You can make a team with 4 Monks if you wanted to, as long as it follows the rules for Skillsets/Items.

FFT Arena / Re: Arena battle videos and discussion
« on: October 22, 2014, 12:38:56 AM »
The game checks for the base class. If anything is done by Job 5D (Mime), it is ignored by Mimic, or as Reks said, it would cause an infinite loop. In fact, by disabling the check, it would likely cause the Mime to Mimic itself forever. Don't even need a 2nd one.

PSX FFT Hacking / Deconstructing BATTLE.BIN
« on: October 18, 2014, 12:33:12 PM »

The goal of this project is to deconstruct the data table at 0x676a8, which is the entire backbone of BATTLE.BIN. Knowing which routines are loaded will improve speed and knowledge of hacking, meaning we can do even more wondrous things. FDC believes hacks such as being able to cancel Move commands will be easily achieved if this information is decoded.

These are my own notes that I put together in about 3 hours of breakpointing with Write command only. I only hope it's readable for those who need to understand.

0x960e4 change patterns
- this data location seems to be important for some reason. i personally suspect that this number tells
 which routine to load to make FFT battles function. Things such as music, menus and all that.

- This is the area which uses 0x960e4 to set r2 = predetermined location in a data table, which the game then jumps to.
The data table starts at 0x676a8

NOTES: It is currently unknown why 0x960e4 is loaded and saved as a word, instead of a byte.
   So far, all write spots have been observed to be single bytes.

0x8c36c - This happened after I accepted a team at Formation. Music had not started yet.
ori r2,r0,0x3a

0x71144 - This happened after music started. I believe the map had not been shown yet. Was in mid-rotation of map if i remember correctly. Please test.
ori r2,r0,0x27

0x70c44 - Pressed confirm while not highlighting any unit, also happens after completing move
ori r2,r0,0x03

0x713d0  - selecting the active unit.
ori r2,r0,0x04

0x71478 - every time you select a unit, and there are choices. For example, selecting one of your own non active units, or checking enemy unit status. Number does not change if you go deeper into the menus
ori r2,r0,0x04

0x715b8 - pressing select to read further information on an action command or status screen. Basically any time while the above is true
ori r2,r0,0x06

0x715f8 - Pressing Cancel on a unit to check how far they can move.
ori r2,r0,0x07

0x71678 - Pressing Triangle to bring up the AT, Unit list and Options. Does not change if you go deeper into the menus unless you select a unit in AT list.
ori r2,r0,0x08

0x716ec - pressing select while in the AT, Unit list and Options. Pressing Select while in Unit List does not change number.
ori r2,r0,0x09

0x71738 - Selecting a unit in the AT list.
ori r2,r0,0x0a

0x717e0 - Pressed "Move" Command
ori r2,r0,0x0c

0x718f4 - Pressed Circle to remove the reminder on how to move a unit, also after removing "Select within movable range" box
ori r2,r0,0x0d

0x7193c - "select within movable range" box appeared. selected tree (unpathable) as movement location. works for spaces outside of range as well
ori r2,r0,0x0f

0x71994 - selected a spot within legal distance (blue square)
ori r2,r0,0x10

0x71ac8 - blue squares disappeared, unit walks to location
ori r2,r0,0x11

0x71b60 - unit finishes walking to location "are you sure you want to move here?" box appears
ori r2,r0,0x12

0x72484 - begin choosing facing for Wait
ori r3,r0,0x13

0x725e8 - Choose Wait action, or Move/Act used up
ori r2,r0,0x14

0x71f30 - confirm move command
ori r2,r0,0x15

0x72b60 - chose "Attack" command
ori r2,r0,0x16

0x74518 - happens right before red boxes appear for targetting
ori r2,r0,0x17

0x74480 - choosing out of range target location
ori r2,r0,0x18

0x743d4 - choosing valid location (red box)
ori r2,r0,0x19

0x745bc - confirming location, "Executing action" box appears
ori r2,r0,0x1b

0x73ff4 - Execute action chosen
ori r2,r0,0x1c

0x74214 - ????happened during Mimic
ori r2,r0,0x1e

0x74b0b - Something about Mimic
sw r17,0x60e4(r1) r17 = 0x1d    //(My complete guess is that it's a right hand attack data store)

0x7418c - happens right after choosing Execute
ori r2,r0,0x1e

0x71c9c - happens right after confirming move command, attack command
ori r2,r0,0x25

0x72ae0 - also happens after confirming move command or attack command, happens after 0x71c9c
ori r2,r0,0x26

0x71144 - ???? happened for me before and after Mimic action
ori r2,r0,0x27

0x734d0 - finish Attack command, happened 3x in a row
ori r2,r0,0x28

0x73a78 - ???? Something about Mimic
sw r19,0x60e4(r1) r19 - 0x29

0x73a78 - also happens after executing command, happens after 0x7418c
sw r19,0x60e4(r1) - r19 = 0x29 at the time

0x73fc4 - happens after 0x73a78, unit status at bottom of screen almost completely disappeared. Means one of the previous menus was to hide the unit status
ori r2,r0,0x2a

0x73f74 - ???? Only during Mimic
ori r2,r0,0x2b

0x73bac - unit status compltely gone, unit is about to attack, this section will happen twice for 2 swords attacks
ori r2,r0,0x2c

0x72bf4 - happens right after 0x73bac, unit attacks, this section will happen twice for 2 swords attacks
ori r2,r0, 0x2d

0x732cc - attack finishes, this section will happen twice for 2 swords attacks
ori r2,r0,0x2e

0x72cec - unit stands straight, break happened twice in a row, goes back to 0x73bac for 2 swords
ori r2,r0,0x2f

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: October 17, 2014, 06:28:33 AM »
Phoenix Blade was changed mainly because of how stupidly long all matches with them took. 30 minutes per battle of the same loop over and over is not something anyone here really wants.

The Lounge / Re: FFH Community Picture Gallery
« on: October 13, 2014, 12:56:03 AM »
It's the Asian gene at work.

FFT Arena / Re: FFT Arena Beta 139c
« on: October 12, 2014, 12:30:28 AM »
Arena 139c uploaded. Only bug fixes, but important ones.

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