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Please use .png instead of .bmp when uploading unfinished sprites to the forum!

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 1 
 on: Today at 10:14:28 AM 
Started by Valkirst - Last post by Taichii
>.<

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

neeeeecro bump 8D
hey bro been a while! xD
on the bright side, perhaps we can get new ideas from them that we can also implement on the patches on here..
i use a translator app to understand the mechanics of the game cause i cant wait for global release lemme know if you need help on fb hehehe. also i missed you guys :D

 2 
 on: Today at 10:11:08 AM 
Started by Mrfuzzy - Last post by Taichii
saving my lapis for that collab haha thancred collab atm is just an experimental stage so that they wont fk up when they release fft collab <3 collab will arive in less than 2 weeks for now farm some lapis X)

 3 
 on: Today at 12:57:17 AM 
Started by Leonarth - Last post by Leonarth
Yeah, all you said is correct.

The issue with giving Marche a new job is just that you would need to be using JP learning with the 1bit abilities option, because otherwise there's just no room to save more learnt abilities for Hume characters.

Another option would be to just give Marche a mix of abilities from different Hume jobs, or remove some abilities from some Hume jobs to repurpose them and add them to Marche's new custom job.

You also need to repoint the data for the race's abilities if you want to add more of them, but that applies to all races.

Hume is the race with the most abilities so vanilla isn't prepared to save more than that, other races have less abilities so you could add new ones to other races without the 1bit abilities option as long as you don't make them have more abilities than Humes have in vanilla.

TLDR: You can't give any race more abilities than vanilla Humes have unless you use the 1bit abilities option.

Edit: I'm fixing some other issues I had noted down, the issue with Red Mage reported by Gokajern (Viera Red Mage not gaining AP) should now be fixed, although as far as I can tell this was only visual.

 4 
 on: Today at 12:26:28 AM 
Started by Leonarth - Last post by Blunderpusse
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)
ALIGN 4
isMarche:
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...

 5 
 on: November 16, 2019, 01:01:26 AM 
Started by bizenboat - Last post by Elric
Yup, i mentioned that in my reply to you yesterday

 6 
 on: November 16, 2019, 12:35:56 AM 
Started by Leonarth - Last post by Leonarth
Haven't posted in a while. I have an announcement to make, not a huge one but still an important one.

I just fixed a pretty nasty bug related to reading new animations, if you had tried to build your own patch using my buildfile (found in github) and it randomly didn't work, this was likely to be the cause.

Even if you hadn't encountered this issue (with the game freezing seemingly at random) you should still update, not many files changed so it shouldn't be a hard process.

 7 
 on: November 15, 2019, 01:34:45 PM 
Started by bizenboat - Last post by bizenboat
Oops. Apparently Raven already did this  :oops:

 8 
 on: November 15, 2019, 04:54:16 AM 
Started by bizenboat - Last post by Elric
GG actually can do that. I did it a lot for effect files and EVTCHR. I cant remember exactly the option you need to press. Ill look next time im at my laptop

 9 
 on: November 15, 2019, 03:48:48 AM 
Started by bizenboat - Last post by bizenboat
I do appreciate the responses. I shouldn't have led with mentioning WEP1 because I just had a general question about palettes. I can edit all of the palettes and graphics of WEP1 just fine in GraphicsGale or GIMP, or PE for that matter. I just wanted an easy way to switch the displayed image between palette X and palette Y.

I think the problem was that I didn't really understand how sprites/palettes work. The BMP has 256 colors in the palette but PE and Shishi know to look at them in groups of 16 to recolor the image. GG and GIMP don't do that.

So it's just a matter of replacing the colors in the BMP (which is only using the first 16 colors) with the colors from other rows. Nyzer, thanks for the instructions on doing that in GG!

Another way to just see all the pretty colors is to open it up in Shishi and use Magnifier or some other zoom tool. It does display all 16 palettes, I guess I'm just getting too old to see what's going on in that tiny window.

 10 
 on: November 15, 2019, 03:04:18 AM 
Started by bizenboat - Last post by Nyzer
I honestly couldn't tell you basically anything about editing anything to do with the weapon graphic image file.

That said, I did miss the mention that you could see the palettes themselves but not the way they looked in GG - I didn't even consider that idea because I considered it fairly obvious, but I suppose you wouldn't have thought of poking around in GG since poking around in Shishi just made matters more confusing, not less, with its inability to display palettes 9-16 properly. Sort of not seeing the forest for the trees, which I did, too, by focusing on your mentions of trouble with Shishi itself.

Plus, doing this in GG would also require you to click a checkbox as you go or else it would be wildly inaccurate.

The image is only using the first palette - the first 16 colors. FFT imposes the next 16 colors, slot for slot, over the image when its palette is set to the next one. If you want to see what another palette looks like in practice, you need to import it overtop of the first palette. GG has an arrow near the colors, click it and you'll see options to Save/Load Palette or Color or whichever. Choose to Load the palette from the same file, turn OFF the checkbox option to Match Colors With Palette, drag over the 16 colors you want, and click them into place.

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