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Messages - Xifanie

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Help! / Re: A little help with ARH 1.32
« on: September 30, 2018, 12:37:01 AM »
I don't know if those strings will be available, but the max entry # for any section is 1024.
No, Tactext doesn't allow you to go past that with its GUI, but you can go beyond that if you edit the .ffttext file, or even better, use my FFTText Editor.

But whatever you planned sounds pretty complicated and doesn't sound possible to me... at least not super-sleep-deprived me.

Help! / Re: A little help with ARH 1.32
« on: September 30, 2018, 12:01:37 AM »
I don't think those work. I forgot who added those...
Regardless the last version that I made, for version 1, was 1.1.
ARH2 is far more flexible, but you also need to be able to ASM, and I canceled its release (just like 10 other of my tools), because no one bug reports.
What's funny is that even mentioning this, the 2 people that I dared give a try to (as in: "I'll give you my tool if you bug report"), never exactly reported anything... just like everyone else. 8D

Elric is, on his own, responsible for 95% of all the bug reports I've ever received for any tool, and only the tools he was personally using. Thanks best buddy.

Spriting / Re: Howdy! I want to get started, but not really sure how.
« on: September 27, 2018, 09:19:51 PM »
Well, you definitely won't be able to sprite with SAI. 8D
Most people just go with GraphicsGale, and very few Photoshop/GIMP.

I can't really teach much, I mean, Yeah the portrait you see is one I made myself, but essentially:
- Palettes are 16 colours each. Sprites and Portraits have their own palette.

1st row => #0 Sprite palette
2nd row => #1 Sprite palette
3rd row => #2 Sprite palette
4th row => #3 Sprite palette
5th row => #4 Sprite palette
6th row => #5 Sprite palette
7th row => #6 Sprite palette
8th row => #7 Sprite palette
9th row => #0 Portrait palette
10th row => #1 Portrait palette
11th row => #2 Portrait palette
12th row => #3 Portrait palette
13th row => #4 Portrait palette
14th row => #5 Portrait palette
15th row => #6 Portrait palette
16th row => #7 Portrait palette

- You should always try to use colours that already exist in another FFT sprite or portrait. The colour scheme of FFT is not highly saturated like, say, FFTA.
- The first colour of every sprite should be null/black and used as the background (transparency)
- The first colour of every portrait should be the beige that you can find of slightly different tones in different portraits.
- Use Shishi to see the edges of each section of a spritesheet to make sure you don't go over and verify that the animation is smooth

Hacking/Patching Tools / Re: FFT Hack Template Spreadsheet
« on: September 27, 2018, 11:49:29 AM »
...really? I guess what matters is a 32bit version of Excel then. I've been sticking to 2007 to maximize the compatibility of my spreadsheets >>;

Unfortunately, this also means that I cannot test. But I did find this to try:

Hacking/Patching Tools / Re: FFT Hack Template Spreadsheet
« on: September 27, 2018, 01:18:46 AM »
I think it's a Windows 10 only issue, Windows 10 64-bit only, potentially?

I'm not sure how to make it work, tbh. I just copy/pasted that code back in the day. :v

I do have W10 on my desktop, but what I really lack is the time to look into this to fix it.

PSX FFT Hacking / Re: Calculator replacement
« on: September 27, 2018, 01:14:34 AM »
Oh right, what Nyzer said. Sorry, too tired.

PSX FFT Hacking / Re: Calculator replacement
« on: September 27, 2018, 12:05:00 AM »
Pretty sure you just need to change the skillset action menu (Action Menu tab) to normal and apply the Math Skill reflect and the Math Skill slowdown ASM fixes.

Help! / Re: Zodiac Compatibility Modify?
« on: September 24, 2018, 11:02:49 AM »
Have you tried looking at the routine on the wiki?

Help! / Re: About Xifanie Maximum Levelup Hack in FFTP suite
« on: September 24, 2018, 03:18:50 AM »
I guess it never existed; I can't find it either.

But the hack was still incomplete and thus impractical regardless.

Well, this is confusing to me because:
Blank cells don't have a type assigned to then, just a null value
If a blank cell prevents text from overlapping, it has a value of "" / null string / empty string, but still returns as blank.
My workbook should be returning an empty string in either case though, but I admit it's possible that's not the case.

I'll investigate, but worst case scenario I could add a button to automate pasting a null string for everything, which would be useful visually speaking anyway.

Help! / Re: About Xifanie Maximum Levelup Hack in FFTP suite
« on: September 22, 2018, 11:55:25 PM »
What exactly does my 10 year old hack that I spend 15 minutes making back when I had an extremely poor diet that gave me serious memory problems? Yeah, I'm afraid my memory fails me. Plus why would you care? Like I said there's a better hack out there.

Help! / Re: help with mods
« on: September 22, 2018, 11:30:11 AM »
Any changes to the SCUS are permanent, and you need to hard reset the game for changes to take effect. SCUS changes include:
- Everything in FFTPatcher except for the ENTD tab
- Nothing in FFTTactText

Files are loaded dynamically, so you can normally just load a save to make many files refresh, or enter/leave a battle and so on.
No idea about your memory card problem, but A) This is not an emulator forum B) You didn't even mention the emulator you used, making helping you pretty much impossible.

Help! / Re: About Xifanie Maximum Levelup Hack in FFTP suite
« on: September 22, 2018, 11:25:03 AM »
Because there's a better hack. I never completed mine, it still allowed units to be generated above that level. I forgot who made the new hack... Choto I think?

Find my hack called "Incremental Jump Range", apply it, and change all Jump skills to something like:
- Horizontal & Vertical Jump +1
- Horizontal Jump +1
- Horizontal Jump +2
- Horizontal Jump +3
- Vertical Jump +1
- Vertical Jump +2
- Vertical Jump +3

With my hack, they'll be cumulative, not "the highest one wins". Oh and make them different skills, I'm pretty sure if you learn Jump + 1 twice it will still be +1, just make sure they're 2 different abilities for the cumulative effect to work.

PSX FFT Hacking / Re: ASM Requests
« on: September 12, 2018, 12:20:08 PM »
I personally haven't tested the camera instruction theory, but I think it wouldn't be enough and it would get reset after an ability's effect plays. You probably need to also toggle the flag controlling the angle state, otherwise "I'm at 30 degrees, but this flag says I'm not, so I better switch to 30 degrees".

My take would be a bit silly, scanning all the event instructions until EventEnd(), and overriding the very last camera instruction. Whoever, this would be far from perfect and you would need to somehow detect if an event is a battle. DarkScreen() is usually a good indicator of battles, but it's also used to make characters join. Thus, I think that DisplayConditions() in an event is the best indicator of a battle... either that or March(), but if you're going to force the camera to adjust, it's probably better to do it during a DarkScreen().

...and you'd also have to somehow make it compatible with your event skip hack.

New Project Ideas / Re: FFT - The Lion War
« on: September 11, 2018, 02:53:40 PM »
For the record, I made a patch for the Altima teleports this morning, so no one else needs to attempt this.

It was pretty easy, I just searched for AAAAFF34 in winhex
AAAA = Ability ID
FF = FF (set as wildcard, because it could've been ori r2, r0 / ori r5, r0, who knows)
34 = "ori" opcode

They were all more or less in the same location. It did take me several minutes to reach the Altima fights to test these out though.

Help! / Re: How to check the exact HP value if a unit has ??? flag?
« on: September 08, 2018, 09:05:38 PM »
The game will only display the last 3 digits, whether you remove the ??? display, or if you make a non-??? unit able to break the HP/MP cap. No one has ever made a hack to fix this problem. The damage displayed over a unit is also limited to 3 digits.

I'm just going to clarify that only HP and MP are multiplied by 10, other stats are unaffected.

Generics joining as guests is too specific of a hack that won't see any practical use without the ability to have said guests in any battle. i.e. the way I originally developed the hack was a bit ugly; it meant to go by roster ID, and I never made a hack to allowed removing those units either. It was a hack I developed for a specific project, and without any extension, all you will be able to do is complain about how it just screws up the game on its own. There's a good reason for the removal of any of my hacks. Some were just not doing what they were meant to do, others were transformed into a more convenient spreadsheet form. I can't speak for others though, but I would guess the same.

Help! / Re: What does "Random Fire" Flag do?
« on: September 08, 2018, 04:25:02 PM »
IIRC it would just hit all the targets within the area, but since these effects were not coded for AoE, it will only display the effect on one target, and only display damage for that one, while still affecting all the targets in the AoE.

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