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FFT Patcher .478 Source Code  (Read 76613 times)
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Choto [Posts: 823]
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  • [July 12, 2014, 12:19:08 AM]
Re: FFT Patcher .478 Source Code
« Reply #220 on: July 12, 2014, 12:19:08 AM »
Thanks much for doing that Glain. I may not get to it for a little while though. Summer job is keeping me busy and the fall looks even busier. But once I get through with the JoT5 hacks i'll move to this!
Choto [Posts: 823]
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  • [July 27, 2014, 04:15:52 PM]
Re: FFT Patcher .478 Source Code
« Reply #221 on: July 27, 2014, 04:15:52 PM »
Ok Glain, I was doing some work with the effects editor and I wound up having to update to visual studio 2013 anyway, so now I just need to find out how to connect to git and I should be good to go. I read into it a little bit but again, time is not on my side. Hopefully I'll be able to do this soon and we can get to work :)

Note to self/Glain: Make a note about not being able to switch the skillset of generic human jobs. Rufio said it breaks stuff.
« Last Edit: September 30, 2014, 09:33:02 PM by Choto »
Choto [Posts: 823]
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  • [November 16, 2014, 03:21:06 PM]
Re: FFT Patcher .478 Source Code
« Reply #222 on: November 16, 2014, 03:21:06 PM »
Triple post like a boss.

Glain! I managed to connect to GIT finally. I uploaded a commented change to the beginning of FFTPatcher -->Editors-->AllAbilitiesEditor

So I guess now it's just... make your changes and make sure they work before pushing to the repository? Anything else I should be aware of?
Glain [Posts: 523]
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  • [November 29, 2014, 12:58:13 AM]
Re: FFT Patcher .478 Source Code
« Reply #223 on: November 29, 2014, 12:58:13 AM »
Looks like I successfully got your changes.  I went into the git shell and just ran "git pull" from my local FFTP project directory and it got your change.  I'm not sure how to do a pull from visual studio... it looks like you can commit from there though.

From what I can tell, "pull" is supposed to get the latest changes from the repository and merge them into your local workspace.  So I'd say that when you're ready to make changes to the repository, do a pull to make sure you have the latest version of everything, and resolve any conflicts that may arise (there probably won't be any most of the time, but when two users edit the same file it can get a bit interesting) before doing the commit.

I think that's about it.
French Maid
Xifanie (Webmistress) [Posts: 4468]
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  • [December 13, 2014, 03:56:37 PM]
Re: FFT Patcher .478 Source Code
« Reply #224 on: December 13, 2014, 03:56:37 PM »
Does this thing even read FileList.txt?

I tried adding new files to it:
0001685 , >:\EVENT\UNIT2.BIN
0001717 , >:\EVENT\UNIT3.BIN
0001749 , >:\EVENT\WLDFACE2.BIN
0001813 , >:\EVENT\WLDFACE3.BIN

Saved, imported the file back... and nothing. FFTOrgASM was completely ignoring the new settings. I also tried changing the offset of an existing file, and the data was still written at the old offset.

I tried editing Jobs.xml and imported that; it worked just fine.

I really wish I could add my own files... this would save me a lot of trouble. Then again I guess I can write past an file up to my new files. Not the best, but could work.

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    Glain [Posts: 523]
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    • [December 14, 2014, 02:55:56 AM]
    Re: FFT Patcher .478 Source Code
    « Reply #225 on: December 14, 2014, 02:55:56 AM »
    It doesn't look like anything in FFTP actually reads FileList.txt, no.  I did find a constant in the code for it (in Resources.cs), but nothing seems to reference the constant.
    FFTorgASM seems to translate what's in the File attribute of the <Location> tag by parsing the value to a constant in the Sectors enum:

    Code: [Select]
    sector = (PsxIso.Sectors)Enum.Parse( typeof( PsxIso.Sectors ), fileAttribute.InnerText )

    If we wanted new files to be recognized, I suppose we'd have to modify the Sectors enum, or change the code to look at the text file (if it couldn't find the file in the enum?).  I actually wasn't even aware that the text file existed.

    And yeah, I doubt anything would stop you from just writing past the end of a file into another file, although it seems the positions of sectors in the ISO may change based on the ISO type... (see IsoPatch.cs)
    Grond [Posts: 18]
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    • [May 15, 2015, 01:17:00 AM]
    Re: FFT Patcher .478 Source Code
    « Reply #226 on: May 15, 2015, 01:17:00 AM »
    Posting these two patches in here as requested.
    Code: [Select]
    <Patch name="Half of MP multiplies MP cost by XX / 128">
    <Description>Make sure to fill in both X values for the drop-down box below
    (with the same value; one affects displayed MP cost and the other affects actual MP cost).

    90% is X = 74
    83% is X = 6B
    80% is X = 67
    75% is X = 60
    70% is X = 5A
    66% is X = 56
    60% is X = 4D
    50% is X = 40 (default)
    40% is X = 34
    33% is X = 2B
    30% is X = 27
    25% is X = 20
    20% is X = 1A
    17% is X = 16
    10% is X = 0D
    If you want the multiplier to be greater than 100%, add 0x80 to the above number.</Description>
    <Location file="BATTLE_BIN" offset="f2f90">
    f800a88f
    0d009190
    05000011
    </Location>
    <Variable name="X" file="BATTLE_BIN" offset="f2f9c"/>
    <Location file="BATTLE_BIN" offset="f2f9d">
      000234
    19005100
    00000000
    12100000
    c2890200
    92060608
    00000000
    </Location>
    <Location file="BATTLE_BIN" offset="f3000">
    80004230
    06004010
    00000000
    </Location>
    <Variable name="X" file="BATTLE_BIN" offset="f300c"/>
    <Location file="BATTLE_BIN" offset="f300d">
      000234
    00000000
    19004400
    12100000
    c2210200
    dcf60508
    00000000
    </Location>
    <Location file="BATTLE_BIN" offset="116b60">
    00680508
    00000000
    00000000
    00000000
    </Location>
    <Location file="BATTLE_BIN" offset="11aa34">
    e4670508
    00000000
    00000000
    00000000
    00000000
    </Location>
    </Patch>

    Code: [Select]
    <Patch name="Short Charge multiplies ability CT by XX / 128">
    <Description>Make sure to fill in both X values for the drop-down box below
    (with the same value; one affects displayed CT and the other affects actual CT).

    90% is X = 74
    83% is X = 6B
    80% is X = 67
    75% is X = 60
    70% is X = 5A
    66% is X = 56
    60% is X = 4D
    50% is X = 40 (default)
    40% is X = 34
    33% is X = 2B
    30% is X = 27
    25% is X = 20
    20% is X = 1A
    17% is X = 16
    10% is X = 0D
    If you want the multiplier to be greater than 100%, add 0x80 to the above number.</Description>
    <Location file="BATTLE_BIN" offset="f3028">
    f000a98f
    01000234
    05002215
    </Location>
    <Variable name="X" file="BATTLE_BIN" offset="f3034"/>
    <Location file="BATTLE_BIN" offset="f3035">
      000234
    19005000
    00000000
    12100000
    c2810200
    9d060608
    00000000
    </Location>
    <Location file="BATTLE_BIN" offset="f3050">
    05004010
    </Location>
    <Variable name="X" file="BATTLE_BIN" offset="f3054"/>
    <Location file="BATTLE_BIN" offset="f3055">
      000234
    19005200
    00000000
    12100000
    c2910200
    1cf20508
    00000000
    </Location>
    <Location file="BATTLE_BIN" offset="115864">
    14680508
    00000000
    00000000
    </Location>
    <Location file="BATTLE_BIN" offset="11aa6c">
    0a680508
    00000000
    00000000
    00000000
    00000000
    </Location>
    </Patch>
    Choto [Posts: 823]
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    • [December 14, 2015, 02:50:01 AM]
    Re: FFT Patcher .478 Source Code
    « Reply #227 on: December 14, 2015, 02:50:01 AM »
    Okay, been a long time. I've been playing with the patcher source code over the past year or so and added some stuff. I'm hoping there aren't too many issues and please let me know if there are, and I will fix them up if possible. I don't have an extensive changelog but here's the general rundown:

    FFTOrgASM
    -The program now loads all files into a listbox on the left hand side. There's also an "All" option to view a master list of all patches in all files. When the patch button is clicked, it will patch whatever patches are selected in the right hand side listbox. This means if you select patches in "All" and then switch to a specific file and patch from there, only the patches from that file will be applied.
    -The program now reports any file that did not load correctly because of formatting errors. It also tells you generally where the error is, but in a dumb way unfortunately.
    -The program now patches to savestates. It won't patch to any file that's not loaded into the RAM of the savestate already though. You have to patch iso for that.
    -The conflict checker is built in just for convenience.
    -I've tried to compile all the ASM's i could into the default hacks, so there should be some more in there along with fixed versions.

    FFTPatcher
    -Now Patches to SaveState same as FFTorgASM
    -Item Effects are now editable.. I can't remember if they were or not in the last version.

    ShiShiSpriteEditor
    -MON, RUKA, and both of Altima's forms animations are viewable.
    -WEP frames and animations are viewable... but I'm pretty sure they don't load correctly.

    FFTacText
    -I think I messed with this a little bit looking for the .dte error but didn't get anywhere. I recommend using the last known working version which I think is the one included in .457?

    I think that's all. May not be perfect or have bugs but I hope it helps. I didn't want it to continue sitting on my hard drive out of reach of people who could use it. Let me know if you encounter bugs and I'll try to list them and fix them.

    Edits: Seems like Jumza is having trouble opening them. I should mention that you need to update your .net framework to 4.5 for the new FFTorgASM.
    « Last Edit: December 15, 2015, 12:12:55 AM by Choto »
    Event Kid, Mr. Peanut
    Jumza [Posts: 1518]
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    • [December 14, 2015, 03:13:42 AM]
    Re: FFT Patcher .478 Source Code
    « Reply #228 on: December 14, 2015, 03:13:42 AM »
    That's totally sick dude! I'll try this out ASAP and let you know what I find!

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    French Maid
    Xifanie (Webmistress) [Posts: 4468]
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    • [December 14, 2015, 12:34:10 PM]
    Re: FFT Patcher .478 Source Code
    « Reply #229 on: December 14, 2015, 12:34:10 PM »
    Really nice stuff, although I wish you would've also included Throw/Jump/Math Skill Effects as those are still useable in events without sacrificing an active ability slot. :p

    Omg @ Shishi: How the hell did you figure out the SEQ format? I was never able to.
    Spriters gonna be happy!

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    <Raijinili> remember that? it was awful
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    Elric (Overseer) [Posts: 4269]
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    • [December 14, 2015, 12:37:39 PM]
    Re: FFT Patcher .478 Source Code
    « Reply #230 on: December 14, 2015, 12:37:39 PM »
    Dat Choto though <3

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    Valkirst [Posts: 297]
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    • [December 15, 2015, 03:39:59 AM]
    Re: FFT Patcher .478 Source Code
    « Reply #231 on: December 15, 2015, 03:39:59 AM »
    These are fantastic updates, I really could use the animations for those other sprites.  :mrgreen:

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    Argy [Posts: 254]
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    • [December 15, 2015, 04:31:18 PM]
    Re: FFT Patcher .478 Source Code
    « Reply #232 on: December 15, 2015, 04:31:18 PM »
    Great work Choto!! Choto, is there anything he can't do!! Keep up the great work.

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  • Kotetsu Quad Killer!!
    nitwit [Posts: 210]
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    • [July 21, 2016, 02:20:58 AM]
    Re: FFT Patcher .478 Source Code
    « Reply #233 on: July 21, 2016, 02:20:58 AM »
    Necrobump, but could someone put this link in the first post?

    https://github.com/Glain/FFTPatcher

    @Maintainers: if I were to add an optional frame for previewing ability damage and hit percentage as you modify the x/y values for it, and a frame that previews stats at specific levels you can choose as you modify growth and multipliers, how would you prefer it done?  Not saying that I'll do it, but I've been thinking about it.
    Darkholme [Posts: 142]
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    • [July 31, 2016, 10:02:41 PM]
    Re: FFT Patcher .478 Source Code
    « Reply #234 on: July 31, 2016, 10:02:41 PM »
    FFTPatcher is now on GitHub.

    Nice, about time!

    I see some updates have been made, So, when is the next release going to be? And where are the compiled uploads on there like most other GitHub repos?

    The newest one I've got a is 0.489
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    Elric (Overseer) [Posts: 4269]
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    • [August 01, 2016, 01:36:57 AM]
    Re: FFT Patcher .478 Source Code
    « Reply #235 on: August 01, 2016, 01:36:57 AM »
    It's been on github for over 2 years.

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    Darkholme [Posts: 142]
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    • [August 03, 2016, 03:28:42 AM]
    Re: FFT Patcher .478 Source Code
    « Reply #236 on: August 03, 2016, 03:28:42 AM »
    Oh. I remember people talking about it a few years back (probably 2011 or so), and then I thought nothing came of it.
    Emmy [Posts: 231]
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    • [September 18, 2016, 07:53:20 PM]
    Re: FFT Patcher .478 Source Code
    « Reply #237 on: September 18, 2016, 07:53:20 PM »
    Reporting a bug with FFTorgasm's Conflict Checker.  I had 2 hacks that were written to the same location that the program didn't pick up on.  Any chance of a fix of this?

    Here's an example of 2 conflicting hacks it doesn't pick up on:



    Note how they both write to 0x11f204
    Glain [Posts: 523]
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    • [October 02, 2016, 07:24:37 PM]
    Re: FFT Patcher .478 Source Code
    « Reply #238 on: October 02, 2016, 07:24:37 PM »
    *Whistles*
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    Elric (Overseer) [Posts: 4269]
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    • [October 02, 2016, 09:08:45 PM]
    Re: FFT Patcher .478 Source Code
    « Reply #239 on: October 02, 2016, 09:08:45 PM »
    Whoa great job Glain! Are you planning to make anything else avaliable in shishi, and when can we expect the next update?
    « Last Edit: October 03, 2016, 08:33:27 AM by Elric »
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