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Tutorials  (Read 20852 times)
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French Maid
Xifanie (Webmistress) [Posts: 4398]
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  • [May 27, 2008, 09:04:47 PM]
Tutorials
« on: May 27, 2008, 09:04:47 PM »
- Attach as a text file (.txt) or just post the following information

Quote from: "Format"
Tutorial Name
Systems: PSX, PSP or ALL
Author name

HTML (auto line breaks)
Quote from: "GOOD Example"
Replacing Sprites in the Formation Screens
PSX
Lydyn

Opened Sprite Editor
Sprite Editor: File -> Open: UNIT.BIN

      Note: Shishi's Sprite Editor comes with the latest version of FFT Patcher and when opening the UNIT.BIN file, simply type "UNIT.BIN" (without quotes) in the text field when it asks you which file you want to open and then click open.


Sprite Editor: Palette -> Save: .PAL File (1_1.PAL)
Sprite Editor: File -> Open: .SPR File
Sprite Editor: Palette -> Save: .PAL File (1_2.PAL)
Sprite Editor: File -> Export: .BMP File (1_2.BMP)
[...]
Quote from: "BAD Example"
Applying a patch
Lydyn
PSX

First get CD Mage Beta- http://ftp.uevora.pt/pub/Mirrors/CDmage ... 02-1B5.rar

Use it to open your image file (.img) and extract the SCUS_942.21 and BATTLE.BIN files (BATTLE.BIN is used only when you change the GFX, or graphics image, of an ability, change the Font section of the FFT Patcher, or change around the Monster Skills.) and remember where you extract them too! Then open up the FFT Patcher and go up top and find the patch SCUS_942.21 and patch BATTLE.BIN options. Patch the appropiate files.
[...]
« Last Edit: September 12, 2009, 10:54:51 PM by Xifanie »
    • Modding version: PSX
  • <R999> My target market is not FFT mod players
    <Raijinili> remember that? it was awful
    Xeno3
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    • [November 14, 2008, 01:46:11 AM]
    (No subject)
    « Reply #1 on: November 14, 2008, 01:46:11 AM »
    importing a bmp into shishi sprite editor
    shishi
    Xeno3

    Open Shishi sprite editor
    Shishi: File -> Open: .SPR file
    Shishi: File -> Export
    Shishi: Export -> Save .BMP(1-1.BMP)
    Exit Shishi

    Open image editor
    Image editor: File -> Open: .BMP(1-1.BMP)
    Image editor: *
    Image editor: Open your custom sprite
    Image editor: Match the colors from your custom sprite with 1-1.BMP
    Image editor: Close your custom sprite
    Image editor: File -> Save

    Open Shishi sprite editor
    Shishi: File -> Open: .SPR file
    Shishi: File -> Import
    Shishi: Import -> .BMP(1-1.BMP)
    Shishi: File -> Save
    Exit Shishi

    * here is where it depends on what image editor your using this step differs greatly from image editor to image editor. but the point is to find out how to open the color palette to be able to see all the colors that are being used by the .BMP files.

    Well that's my tutorial if I left anything out or if it needs improvements please let me know so I can correct them.
    « Last Edit: November 14, 2008, 02:53:59 AM by Xeno3 »
    French Maid
    Xifanie (Webmistress) [Posts: 4398]
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    • [November 14, 2008, 02:30:28 AM]
    (No subject)
    « Reply #2 on: November 14, 2008, 02:30:28 AM »
    I'm not even sure what this is.
    « Last Edit: December 31, 1969, 11:00:00 PM by Xifanie »
    • Modding version: PSX
  • <R999> My target market is not FFT mod players
    <Raijinili> remember that? it was awful
    Xeno3
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    • [November 14, 2008, 02:54:39 AM]
    (No subject)
    « Reply #3 on: November 14, 2008, 02:54:39 AM »
    >_< it's a tutorial on how to import bmp files into shishi, well I thought this would be a good tut as I basically had to ask zozma to hold my hand through the process, so to help out future noobs like me, I thought I'd make a tutorial.
    « Last Edit: December 31, 1969, 11:00:00 PM by Xeno3 »
    Vanya [Posts: 3958]
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    • [January 08, 2009, 09:56:21 PM]
    (No subject)
    « Reply #4 on: January 08, 2009, 09:56:21 PM »
    Editing Effect File Graphics:
    All
    Vanya

    here's a step-by-step explanation of how to do this.

    1) Open your effect file in TileMolester. (it can be downloaded from Romhacking.net or Zophar's Domain.)

    2) Click on the view menu. Go to the Codec option and click on "8bpp linear".

    3) Next click on the view menu again and go to the mode option. Now click on "2-Dimensional". Now if you scroll down the image you'll be able to make out the form of the raw image in the effect file.

    4) This is the most complicated part. now you have to figure out where the palette is located for the file that you opened.

    First let me explain the rules for locating the palette as read from the Final Fantasy Tactics Investigative Project.

    http://web.archive.org/web/20070124055559/http://www.m-l.org/~greerga/fft/

    If the effect file is larger than 70KB (71,680B)...
    -the last 64KB (65,536B) of the file is a raw image 256x256 pixels.
    -the palette is 1028B before the start of the raw image.
    -the offset for the palette = the size of the file in bytes minus 66,564 bytes.
    -NOTE to view the image correctly for files of this size you have to expand the width of the canvas to 32 instead of 16.

    If the effect file is larger than 34KB (34816B) but smaller than 70KB...
    -the last 32KB (32,768B) of the file is a raw image 128x256 pixels.
    -the palette is 1028B before the start of the raw image.
    -the offset for the palette = the size of the file in bytes minus 33,796 bytes.

    If the effect file is smaller than 34KB (34816B)...
    -the last 15,872B of the file is a raw image 128 pixels wide.
    -the palette is 512B before the start of the raw image.
    -the offset for the palette = the size of the file in bytes minus 16KB (16384B).

    As an example take E161.BIN (Wish)
    I'm editing it to make it look less like Esuna.

    Size: 51,336B
    Palette offset: 51,336B - 33,796B = 17,540B

    5) Import the palette from the file. Click on the Palette menu and go to the "Import From..." option. Click on "This File...". This will open the "Import internal Palette" dialogue. In the box marked "Offset" type in the location we got for the palette. In this cast it's '17540'. Where it says "Size" always type 512 because it always used a 256-color palette with 2 bytes for each entry. then click OK and you're ready to edit!! =)

    6) Make your changes. Save or Save As... You now have a brand spankin' new effect!! Woohoo!!!!!!! =)

    Be warned the program is kinda finicky when undoing stuff so be careful and save often. Also, you can open multiple files to copy over stuff! =)
    « Last Edit: December 31, 1969, 11:00:00 PM by Vanya »
    • Modding version: Other/Unknown
  • ¯\(°_0)/¯
    Llednar
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    • [February 02, 2009, 10:08:37 PM]
    (No subject)
    « Reply #5 on: February 02, 2009, 10:08:37 PM »
    Starting up Lioneditor
    PSP
    Llednar

    I am a beginner and had trouble doing this, so I decided it would be wise to put a step-by-step tutorial on how to do this.  Also I think you need to have Custom Firmware, but this is assuming you already have it.

    1.  First go to the FFhacktics home page, click on miscellanious donwloads, then scroll down to the bottom to FFTpatcher.  This brings up a google page.

    2.  Next save both the most recent FFPatcher (for later) and save the lioneditor, preferably in a place they can be found easily.

    3.  Extract the files from each zipped folder.

    4.  Double-click the Lioneditor.exe in the Lioneditor Folder.

    5.  If you computer asks you if you want to run it hit Run.

    6.  Connect your psp via a Usb cord to your computor, and go to settings (on the psp), go up to connect to USB, hit it, and wait for the computor to read the PSP
    7.  Next click the button on the top right corner of the lioneditor.

    8.  Check the different removable disk drives until you find your psp.

    9.  Highlight the drive and hit OK

    10.  Now go back to the PSP and turn it off.  Hold R as you turn it back on so it brings up the recovery menu.  Go to plugins and enable the savehook plugin that should be there.  Go to FFT: WOTL and Load a save file as if you were just playing an average game.

    11. Save your game once your file is up.  The save should take a few moments longer than usual.  This is because the save hook in the Lioneditor is attaching itself to your game as result of your save.

    12.  Go back to the PSP main menu and redo the USB connection.
    Go to the button on the top left that has a file with a memory stick in front of it.

    13.  Hit it, and select the removable disk drive that your PSP is hooked up too.

    14.  The Lioneditor will open your first save file on the memory stick, but using a drop down menu in the center top of the screen, you can select other save files.

    15.  Edit to your hearts content! :D

    Lioneditor allows you to pick any character in your party and custimize it.  For example, I have a level 45 female ninja,
    I can change it from a ninja sprite to clentienne
    because I selected a character with a unique job, the generic squire job is replaced with clentienne's sorceror.
    I change the gender from female to male
    I change the job to sorceror.  I give it black magick secondary abilities, magick counter reaction command, MP shield, and Fly.
    I give him a zeus mace, lordly robe, celebrants miter, and magepower gloves.
    I give him 700 hp, 400 MP, and make him level 99.  
    Now I am playing as an Uber Clentienne.

    PM me or just tell me if there are any issues.  Or ask someone else...  Happy Editing!
    « Last Edit: February 04, 2009, 01:48:44 PM by Llednar »
    French Maid
    Xifanie (Webmistress) [Posts: 4398]
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    • [February 03, 2009, 02:12:29 AM]
    (No subject)
    « Reply #6 on: February 03, 2009, 02:12:29 AM »
    Added:
    - importing a bmp into shishi sprite editor
    - Editing Effect File Graphics
    - Starting up Lioneditor
    « Last Edit: December 31, 1969, 11:00:00 PM by Xifanie »
    • Modding version: PSX
  • <R999> My target market is not FFT mod players
    <Raijinili> remember that? it was awful
    SentinalBlade [Posts: 1505]
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    • [February 03, 2009, 02:20:20 AM]
    (No subject)
    « Reply #7 on: February 03, 2009, 02:20:20 AM »
    Zodiac Xeno3's tutorial is from last year...novemeber...of last year...

    its outdated now xD
    « Last Edit: December 31, 1969, 11:00:00 PM by SentinalBlade »
    Xeno3
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    • [March 17, 2009, 03:32:09 AM]
    (No subject)
    « Reply #8 on: March 17, 2009, 03:32:09 AM »
    how sad that it was only added a year later >_< but if you can  feel free to update it SentinalBlade ^_~
    « Last Edit: December 31, 1969, 11:00:00 PM by Xeno3 »
    ☯☯☯☯
    FFMaster [Posts: 2499]
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    • [April 04, 2009, 07:41:53 AM]
    (No subject)
    « Reply #9 on: April 04, 2009, 07:41:53 AM »
    FFTastic and World Debug
    Useful for people wanting to test out their patch in a controlled enviroment.

    Requires - All can be found here - http://www.ffhacktics.com/forum/download.php?id=2348
    MemcardRex0.2b
    FFTastic1.44
    fftstatsv14.xls
    PEC 2.5

    ~Converting save file to a format that FFTastic accepts~
    Open MemcardRex
    MemcardRex: File -> Open: save file (normally .mcr file)
    MemcardRex: File -> Save as -> .gme file
    Exit MemcardRex

    ~Editing units~
    Open FFTastic
    FFTastic: File -> Open: .gme file
    FFTastic: Edit units (you must use fftstatsv14.xls to calculate raw stats)
    FFTastic: File -> Save
    Exit FFTastic

    ***NOTE: Do NOT remove Ramza. Doing so can cause major bugs in the game, such as freezing***
    You need to convert the .gme back to .mcr to be able to use it.

    ~World Debug~
    Open PEC
    PEC: File -> User Database
    PEC: Add Cheat
       World debug
       D0198090 0000
       80198090 0006
    PEC: Tick "World Debug"
    PEC: Click "OK"

    Open ePSXe
    ePSXe: Config -> Video -> Set video plugin to "psx emulation cheater 2.5"
    ePSXe: Configure plugin
    ePSXe: Run FFT
    ePSXe: Load save file
    PEC: Click "Send Cheats to Plugin"
    ePSXe: Move Cursor to "Move" option. It should now point at a blank area
    ePSXe: Hit Confirm (normally Circle). Choose a map between 001-116 (the rest are very glitchy)
    « Last Edit: December 31, 1969, 11:00:00 PM by FFMaster »
    ☢ CAUTION CAUTION ☢ CAUTION CAUTION ☢
    Smitson [Posts: 791]
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    • [May 20, 2009, 12:57:31 AM]
    (No subject)
    « Reply #10 on: May 20, 2009, 12:57:31 AM »
    Is there an event editing one around anywhere?
    « Last Edit: December 31, 1969, 11:00:00 PM by Smitson »
    French Maid
    Xifanie (Webmistress) [Posts: 4398]
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    • [May 20, 2009, 01:02:24 AM]
    (No subject)
    « Reply #11 on: May 20, 2009, 01:02:24 AM »
    No. personally I don't see the need for one. Just read the readme, use the Event Instructions page on the site and ask any questions to fellow such as I, Cheetah, Zozma, Kokojo or Lasting_Dawn.
    « Last Edit: December 31, 1969, 11:00:00 PM by Xifanie »
    • Modding version: PSX
  • <R999> My target market is not FFT mod players
    <Raijinili> remember that? it was awful
    mav [Posts: 2610]
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    • [September 12, 2009, 10:11:35 PM]
    (No subject)
    « Reply #12 on: September 12, 2009, 10:11:35 PM »
    How To Fix Portraits in GraphicsGale
    ALL
    Mav
    « Last Edit: December 31, 1969, 11:00:00 PM by mav »
    French Maid
    Xifanie (Webmistress) [Posts: 4398]
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    • [September 12, 2009, 10:54:09 PM]
    (No subject)
    « Reply #13 on: September 12, 2009, 10:54:09 PM »
    Added:
    - How To Fix Portraits in GraphicsGale

    Removed:
    - importing a bmp into shishi sprite editor
    « Last Edit: December 31, 1969, 11:00:00 PM by Xifanie »
    • Modding version: PSX
  • <R999> My target market is not FFT mod players
    <Raijinili> remember that? it was awful
    Learning to Event Edit! ^_^
    Jon [Posts: 1546]
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    • [December 14, 2009, 06:32:14 PM]
    (No subject)
    « Reply #14 on: December 14, 2009, 06:32:14 PM »
    Ummm-is my guide okay??

    « Last Edit: December 31, 1969, 11:00:00 PM by Jon »
    There ain't no gettin' offa this train we on!
    Beginner/Events
    MasterGrand [Posts: 247]
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    • [April 23, 2010, 12:14:09 PM]
    Re: Tutorials
    « Reply #15 on: April 23, 2010, 12:14:09 PM »
    can you please upload PalSuite3 here  because i search but i can't find it,  i'm really tired for search ):

    Thanks advance

    Let's be together !!
    The Kindly Shopkeeper
    Lijj [Posts: 2039]
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    • [April 30, 2010, 10:16:59 PM]
    Let's make a walking example GIF
    « Reply #16 on: April 30, 2010, 10:16:59 PM »
    Concise GIF Making tutorial

    You'll need: Shi-shi's(r04 always recommended), Magnifixer, and Photoshop.      Get those here:       viewtopic.php?f=13&t=5084 {Not Photoshop}
    ╔SET UP~
    Open Shishi's and load your BMP go to frame 9; we'll make a front walking example. Set Magnifixer to the desired magnification. Now move mouse over the frame viewer in Shi-shi's and hit Control F to set it in place. {It's usually set to follow the arrow on mouse} Control F selects from 'Fixed Location' or 'Follow Cursor'
    Now when you scroll frames they should also be viewable in Magnifixer's Window..
    ╔STEP 1~
    Now hit Prt Scr Click into Photoshop and hit Control-N (new) and Control-V (paste) and capture frame 9. Click back into Shi-shi's Scroll to frame 10 and hit Prt Scr again then click back into Photoshop and hit Control-V again. Repeat this until all 5 frames have been posted.


    ╔STEP 2~
    Delete the Background layer. It should look like this:
    Now invert the layer order so they are 1-5 top to bottom {disregard the fact mine will be 0-4 instead of 1-5} then right click on layer 4 (2nd from the bottom) and select Duplicate Layer ... move it to the bottom (after layer five), then Duplicate Layer 3 and put it at the bottom. And lastly Duplicate Layer 2 and put it at the bottom. Make sure all frames are visible and select the top frame; it should look like this:
    ╔STEP 3~
    Naow crop it using M (marquee select tool) and Image/Crop


    ╔STEP 4~
    In the Animation window click on the arrow in the corner and select make frames from layers. Select all frames in the Animation window to set the speed(use shift select then change all frames at once).


    ╔STEP 5~
    Now Save for Web and Devices Under File And Save it as a GIF. You're done.
    ЛИЖЪ
    « Last Edit: May 29, 2011, 07:42:35 AM by Lijj »
    • Modding version: PSX
  • The Kindly Shopkeeper
    Lijj [Posts: 2039]
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    • [May 02, 2010, 10:22:24 PM]
    Re: Tutorials
    « Reply #17 on: May 02, 2010, 10:22:24 PM »
    Example of what just happened:
    « Last Edit: October 02, 2010, 01:11:51 AM by Lijj »
    • Modding version: PSX
  • Bad code, beware! The NOPs are coming to eat you!
    formerdeathcorps [Posts: 1322]
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    • [May 18, 2010, 11:59:52 PM]
    Re: Tutorials
    « Reply #18 on: May 18, 2010, 11:59:52 PM »
    Troubleshooting Downloaded Programs

    TacText

    Good Practices:
    Save often.
    Before you patch anything, save.
    Once you have a non-glitched TacText file, never use reimport ISO to override the file you have established.  Also, patch anything to a clean ISO with TacText (even a seemingly blank, newly generated TacText file)!

    The DTE for "XXXXX.YYY" has failed.  The ISO was not modified.
    Causes:
    Your ISO is unclean, has already been patched by FFTacText, or you applied a PPF from a hack that applied TacText.
    Solutions:
    Try to patch the text to a clean ISO.  If it doesn't work, go to the file that doesn't work for you, click on the restore ISO button, and reference your clean ISO.  Files that commonly do this are JOBS.LZW, BATTLE.BIN, ATTACK.OUT, SPELL.MES, and WLDHELP.LZW.  Once you click the restore ISO button, all the information in the file will be restored back to the PSX defaults, which you'll have to manually change.
    Note, by importing FFT-C, and by applying the above method, you can insert WoTL text into the PSX version.

    Object Reference not set to an object.
    Causes:
    You added so much extra information you exceeded the maximum size of a given file.
    Solutions:
    Delete things you aren't using.  Seriously, the game has a lot of "no messages" or "none" or "empty", which you can delete.  Plus, if you won't be using something, you can certainly delete it as well (like Japanese text).

    2 character replacement ("on" by "in" as in Summoner => Summiner)
    Causes:
    You applied your patch while your emulator was running or you imported an older version of the same file with CD Mage.
    Solutions:
    Do not panic.  Do not re-import from your patched ISO.  Close your emulator and CD Mage and apply your TacText again.  To safeguard against this, make sure you always upload your latest copies of all files modified by TacText to your computer's filesystem (so you don't import old versions with CD Mage).  Note, patching with FFTPatcher while the emulator is open will have the same effect.

    Patcher

    IO Error Occurred.
    Causes:
    You have ShiShi or CD Mage open.
    Solutions:
    Close ShiShi or CD Mage.

    102 is not a valid value for 457 on PSP.
    Causes:
    ShiShi 457 does not patch the PSP version because it increments to 102%.
    Solutions:
    Use an earlier version or use 466, which fixed it.

    Long Stream of error text (object not referenced, .lua files cannot be opened...)
    Causes:
    Varied.  Usually because you don't have .NET framework 2.0, you tried to patch a PSX patch to PSP or vice-versa, or you tried to patch an old .Patcher file (pre-457) on the most recent version of the Patcher.
    Solutions:
    Install the latest .NET framework (you have to install them all in sequential order) and just pay attention to PSX/PSP/version differences.

    PSP Version freezes after patched by Patcher.
    Causes:
    Varied.  It's known that crystals with skills not belonging to the original class mess up the game.  Other known ENTD and event problems are known.
    Solutions:
    No good workaround.

    Unit classes either don't know/know more moves than they have learned or have inexplicable slowdowns on spells.
    Causes:
    This one is difficult to explain, but it's known that you shouldn't try to modify the throw, jump, item, mimic, draw out, geomancy skillsets of either you or the AI controlled units.
    Solutions:
    If you really want to know, see my explanation here: viewtopic.php?f=8&t=4868.

    Changes made WORLD.BIN or to bar propositions don't work.
    Causes:
    Incorrect coding in version 457/466.
    Solutions:
    None outside of hex editing.

    Can't set bomb class to have one of the "small bomb" attacks.
    Causes:
    The code can't properly differentiate between the three skills.
    Solutions:
    None outside of hex editing.

    Weapon sprites, if modified, do not appear correctly in battle.
    Causes:
    Patcher does not modify that area in BATTLE.BIN
    Solutions:
    Outside of hex editing, none.

    Enemies won't load my custom colors.
    Causes:
    The game hard-code checks each battle.
    Solutions:
    Zodiac's ASM hack can be found here: http://zodiac.ffhacktics.com.  Apply with orgASM after editing Zodiac's xml file in 457 to include it.

    Not all units show up in the battle I hacked, or like very glitchy.
    Causes:
    You had more than 9 sprites in one battle scene or more than 11 units assigned to the enemy.
    Solution:
    No known workaround for the sprite maximum.  The second can be fixed by with the same hack by Zodiac as above.

    orgASM

    Certain hacks don't do what they say.
    Causes:
    See viewtopic.php?f=8&t=1785&start=760.
    Solutions:
    See viewtopic.php?f=8&t=5132.

    PSP will not load my hack!  Neither will my real PSX machine.
    Causes:
    You applied an ASM hack that used a jump command.
    Solutions:
    Get a clean ISO and apply each of the steps manually.

    ShiShi

    Cannot import sprite; IO error.
    Causes:
    Emulator or CD Mage is open.
    Solutions:
    Close CD Mage or your emulator.

    Cannot import sprite; massive string of text.
    Causes:
    Varied.  You either tried import a non-FFT ISO/BIN/CUE, you didn't install NET 2.0 for 457 or 3.5 for 478/466, or you tried to change the first dragon BMP (same problem as small bomb).
    Solutions:
    Make sure you import a FFT ISO/BIN.  Install up to NET 3.5 (remember to install sequentially).  To load better-looking dragons, just modify the second dragon BMP and fix references in FFTPatcher.

    Cannot import sprite on PSP; incorrect sprite size.
    Causes:
    457's ShiShi won't do this.  The same will occur on PSX if you use an earlier version of ShiShi for PSX sprites.
    Solutions:
    478/466's fusion might.  Earlier versions (352) will.

    Cannot dump all non-sprites.
    Causes:
    % bar refuses to budge from incorrect coding.
    Solutions:
    None so far, but I'm working on it.

    Game text loaded by images (like Alazam text) looks separated along a line when compared to the actual game.
    Causes:
    Just the way ShiShi displays it.  No real problem.
    Solutions:
    N/A, but be aware of this when changing such text GIFs.

    pSXfin

    Cuebin/read out of limit errors keep popping up when events load.
    Causes:
    Your ISO was expanded ShiShi (version 457+).  This has no effect, though.
    Solutions:
    N/A

    I cannot see my debugger.
    Causes:
    You do not have pSXrel downloaded or you have settings that made the debugger appear with size 0.
    Solutions:
    Download pSXrel.  In pSX.ini, you must have all stuff referencing pSXrel deleted.

    PPF-O-Matic

    The specially modified sprites in this hack are gone!
    Causes:
    You patched a PPF file from a ShiShi 457+ expanded ISO onto a "clean" ISO that had not had such expansion.
    Solutions:
    Delete the messed up ISO and apply your PPF over an ISO that is completely clean except expansion by ShiShi 457+ or Zodiac's 700 MB size expansion hack.

    My real pSX won't load my file.
    Causes:
    Your PPF is for a ShiShi 457+ expanded ISO.
    Solutions:
    Use an earlier version of ShiShi that doesn't automatically expand the ISO.

    ePSXe

    Quote
    There are some bugs like black world map, abilities display problem (every line in each page is full of abilities eventhough it should't, for example a reaction page is full of action abilities after the correct reaction ones)
    Causes:
    You have the wrong plug-ins.
    Solutions:
    You need the plug-ins from here: http://www.pbernert.com/html/gpu.htm#OPENGL.

    Ganesha

    Cannot open program.
    Causes:
    Varied.  You either didn't install NET 3.5, or you tried to load a faulty map file.
    Solutions:
    Make sure you load only the complete maps (the ones Zodiac installed uploaded on the main page).  Be sure to also Install up to NET 3.5 (remember to install sequentially if you didn't install 2.0 and 3.0).

    My modified map looks wrong in the actual game.
    Causes:
    Polygons not originally in the game won't be added correctly.
    Solutions:
    None known, but gomtuu is working on it.

    EDIT: I'd rather this be a sticky in the Help Forum.

    The destruction of the will is the rape of the mind.
    The dogmas of every era are nothing but the fantasies of those in power; their dreams are our waking nightmares.
    Learning to Event Edit! ^_^
    Jon [Posts: 1546]
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    • [September 03, 2010, 11:38:06 AM]
    Re: Tutorials
    « Reply #19 on: September 03, 2010, 11:38:06 AM »
    Tutorial Name: Character Creation Tutorial
    Systems: PSX (and maybe PSP, untested)
    Author name: Jon

    (Also a side note: I am extremely thorough, I played up to the part when you first encounter Velius and Simon DOES remain the same! His sprite remains unaltered, making the guide flawless.)

    There ain't no gettin' offa this train we on!
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