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July 01, 2025, 07:17:32 pm

News:

Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


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91
News / Re: FFT The Ivalice Chronicles...
Last post by SirAdder - June 17, 2025, 11:23:25 pm
So the definitive version of FFT is basically the PS1 FFT Remixed Mod or the more 'vanilla' PS1 FFT Lion War Mod.

For the PSP version, I personally like the Unreal mod. Doesn't change too much of the core gameplay compared to the others.
92
News / Re: FFT The Ivalice Chronicles...
Last post by zend - June 17, 2025, 09:33:31 pm
I think I will play the modded versions too. The remaster is just a reskin.
93
Help! / More questions
Last post by zend - June 17, 2025, 09:25:20 pm
1. If I set the multiplayer items as non rare will the enemies use them?
2. If I give some job to equip something example i give thief to equip crossbow, will the enemies use them too?
3. If I repatch the game, the save file will still compatible with previous patch?
4. I set some of the assassin abilities to be learnable with jp, will the assassins still learn it when I fight them?
5 Same thing but it's about lucavi skills. Is lucavi count as monster? So they will learn all abilities they have even they have jp cost?
94
News / Re: FFT The Ivalice Chronicles...
Last post by SnakekillerX - June 17, 2025, 06:30:05 pm
What a disappointment.  I really just wanted to be able to play the multiplayer modes over Steam.
No WotL, no buy.
95
FFT TLW ReMixed / Re: FFT The Lion War ReMixed v...
Last post by Nyzer - June 17, 2025, 03:58:11 pm
Yeah, I forgot to change the title screen back when I made that version. At the time, I had plans to keep releasing some smaller updates here and there for the next few months, so a version 1.1.12 was going to come out a couple weeks later.

Unfortunately, that assumption was based off the idea that April-September are typically the lighter months at my job. I was anticipating a lot of free time to work on the mod. What happened was the exact opposite - work ramped up at that point and didn't really stop. I had also just started diving into big ASM hacks like Improved Level Scaling and Doublecast that really ate up the limited free time I had to work on the game.

I think I was a month and a half out from 1.1.11.401 when I realized that I wouldn't be able to work on the mod like I had been back in 2023 and even early 2024 anymore. I took that version and quickly undid all the .401 extras I could think of, then released 1.1.11 to replace the Algus Fools mod instead of 1.1.12 as I'd intended.
96
FFT TLW ReMixed / Re: FFT The Lion War ReMixed v...
Last post by lethal13 - June 17, 2025, 11:03:01 am
Hi

Sorry I feel like an idiot, I've downloaded the 1.1.11 patch in the OP (the one right at the end without the 401 designation) and its still coming up with the "Algus Fools" message on the title screen.

Is that supposed to be happening?

Any Help is appreciated!
97
The Lion War / Re: The Lion War 2.031 - DOWNL...
Last post by Garm - June 17, 2025, 04:43:08 am
First of all, this is an awesome mod! Thanks so much for your hard work.

I want to add some QoL stuff, like being able to rename humans in the Soldier's Office, defaulting to Continue instead of New Game and being able to choose when to have random encounters, meaning only when you click on the green node you will get an encounter instead of being random each time you pass by.

I've seen these features in other mods and I love the gameplay of this one. I know there was a QoL patch/resource pack floating around and I downloaded it. But, I have to apply that patch which also adds a lot of other stuff and I read in that thread that it can break stuff. I only want to add those three features.

I have the resource pack, and I read that I need to use something called FFTorgASM. I found it on the tools list but its under the "deprecated" list.

Is this still the best way to go about it? And, if so, what exactly do I need to do here?


EDIT: I found this post and it helped me do what I need. Thanks to Xifanie for creating the ASM witchcraft for the QoL and to Scott2bereal for posting the wisdom he found in that thread.

https://ffhacktics.com/smf/index.php?topic=12947.msg231797#msg231797
98
Help! / Re: questions about battle mus...
Last post by Nyzer - June 17, 2025, 03:41:44 am
... no? The game has a tiny four byte data table with four track IDs. When a random battle is run, the code that sets up stuff like the chosen ENTD and weather also runs an RNG check and gets a result of 0-3, then chooses the matching ID slot to be the track for the random battle.

The random battle EVENT does very little, and has nothing to do with the music. In theory, if you wanted, you could set all of the random music tracks to 0x00 (again, via ASM hacking), apply the Event Instruction Upgrade Hack (through ASM), and then modify the random battle event to run a Random event command to pick which one of however many music tracks you wanted to have playing, using the custom PlayTrack command.
99
Help! / Re: questions about battle mus...
Last post by zend - June 17, 2025, 02:31:51 am
So, the music is tied to the events of the game, right? We just can't set some music to specific random battles because it is "Random Battle" event.
100
Help! / Re: questions about battle mus...
Last post by Nyzer - June 17, 2025, 02:02:23 am
There are only four music track IDs available for random battles. An ASM hack could theoretically change them to any other four tracks in the game you might want to use.

In-game music swaps to more than the four tracks? Not without something like the Preparation Menu featured in Call of Power and ReMixed.
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