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April 27, 2024, 07:57:11 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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Topics - Eldiran

1
Heya! A long time ago I posted here about my last game, Voidspire Tactics. Now I'm working on the psuedo-sequel Alvora Tactics!

(It's a psuedo-sequel because it has the same combat, class mechanics, and general setting, but is not connected in terms of plot.)

Here's the trailer:


Some differences from Voidspire:

  • Maximum party size of 6

  • More emphasis on combat and character progression than exploration

  • Mission-based exploration through procedural areas (with handmade side areas)

  • New enemies, classes, races, abilities, and items

  • New weapon & armor augmenting system

  • Town hub where you unlock party-wide upgrades, forge equipment, shop, etc. between missions


Last time I needed testers, but this time I'm already into the Greenlight phase. If any of you are interested, please check out the Greenlight page!

Feedback is welcome and appreciated, both on the game and the Greenlight. Even having some exposure from Voidspire, it's still a struggle to get eyes on the Greenlight page.
2
Thought I'd do something to calm my nerves before my game releases... so I dusted off this old hack I made 2 years ago. I was sick of having to conk my units over the head to gain JP, so I made this to just give all units a flat 130 JP for every battle they participate in. I never properly posted it, so here it is:

Here's the XML for FFTorgASM:
<Patch name="JP + 130 per Battle">
    <Description>Adds 130 JP to current job of all units at the start of battle. Exists in Move/Jump +X Calculation subroutine (see wiki).

Code takes place inside SCUS at 5e950

Huge thanks to Choto!
</Description>
    <Location file="SCUS_942_21" offset="4D0F4">
547A0108 <!-- j 0x0005e950 -->
    </Location>
    <Location file="SCUS_942_21" offset="4f150">
03008290
4A000324
13000624
22104300
22184600
02006004
2800A394
21100000
FEFF4004
20104200
DC004524
2128A400
0000A294
82006324
82004224
0000A2A4
2800A3A4
3E720108
2A008294
   </Location>
  </Patch>


I did an entire playthrough with this code on with no issues. It also plays well with other hacks (I had plenty of them on for that same playthrough). Hope someone finds it useful!

And, as the XML says, huge thanks to Choto for helping me back when I was making it! : )
3
Hey all, I just recently announced my FFT-inspired Tactics RPG, Voidspire Tactics, to be released this October.

EDIT: Now out on Steam




That means it's time for me to buckle down and get bugfixing, and I need testers! I can't think of a better community to get testers from than technically-minded FFT fans.

If anyone is interested, please PM me or send me an email at radcodex [at] gmail.com, with basic info about your computer setup, and any qualifications you might have (prior playtesting, modding, beat Weigraf without using Yell, etc).

I also welcome feedback and discussion here regardless of playtesting : ) I'll answer questions about the game if you have any.

The game's website is:
www.voidspire.com
4
Hey, occasional lurker here --  I am loving all the fantastic hacks that come out of here, but one change in particular is something I have always dreamed about.

Is it possible to distribute JP to all the active units after (or at the start of) a battle?  Ideally the JP would be proportional to the number and strength of the enemies, but a flat rate would also suffice.

Example:
Player brings 5 units in to a random encounter.
The encounter consists of 4 enemies.
At the end of the encounter, 4 * 50 JP is distributed amongst the players' units (into their respective current class).


I will gladly (attempt to) learn basic ASM hacking to add this if it's doable.  What do you all think?

Thanks!