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November 30, 2023, 08:25:07 am


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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Messages - CONMAN

This might require using another emulator?  I don't know about that particular emulator, but with duckstation, it normally loads the latest savestate related to an ISO when you just boot it up (which can cause issues with modded games).  It is possible that another save-state is causing an issue. 

Otherwise, I am not sure.
There shouldn't be any difference between this mod and pretty much any other on Hacktics.  I have modified anything that would alter save data.  I would assume that it has something to do with the vita itself.
September 10, 2023, 12:54:14 pm
I finally remembered to upload a couple of maps!  The airship image doesn't look great due to some clipping when I took the picture in ganesha, but doesn't seem to have that issue in game.  The second, "burning house" is the indoor slums/hospital map, but it's on fire!

edit: Re upload of burning house to fix some stuff
New Project Ideas / Re: Breath of Fire mod
September 09, 2023, 12:47:12 am
Cool stuff Bladegrasp!  I debated making a mod like based on BoF!  I believe that Valkirst has made several BoF sprites including Teepo and his dragon form. 

Good Luck!
Map Editing / Re: Maps by Bladegrasp
July 22, 2023, 12:54:55 am
That looks really cool! That map just begs for cool edits!
Works in Progress / FF6: Tactics Mod
July 01, 2023, 08:45:46 pm
Final Fantasy 6: Tactics
-> Status updates/planning

- Short Term Goal:
   -Release a World of Balance Beta Release
      -Current Battles are: Narshe, Magi-Tek/escape Figaro,Vargas/Mt. Kolts, Ultros, Phantom Train, Narshe team battle, Zozo, Burning house, Floating Continent (would like to add Magi-tek Facility and maybe South Figaro for an exra Celes focused battle.  Might release a beta without these.)
      -more item and ability description fixes.  Debating using the Pride's Attribute rewrite to make the genji gloves add 2 swords instead of being an equip-able ability.)
      -Sprites for Kefka and Atma weapon (also a human Shiva if a Magi-tek facility was added.) Sprites for the "magi-tek" and Ultros need to be worked on - especially Ultros.
      -Minor event work in a few battles and slighlty bigger work for the Floating Continent. The "FC" needs an event to trigger the path to the statues (still not a lot of work)
      -Need to add some event work to make characters unusable for various battles.  Using the "missing for proposition" flag will allow exclusions where it makes sense.  Shadow should come and go and Terra shouldn't be an option for the Zozo for obvious reasons.
      -Some ablitliy work needs to happen.  Strago still needs some abilities added in.  Haven't created a proper "Bum rush" ability for Sabin- might just hold off for a later release.
      -Update proper acknowldegements for sprites/asm/maps etc.      

      -Would like to improve some of the current sprites
      -Some weapons could use a little adjustment to look more like they should from FF6
      -Would like to add a new weapon type: chakram.  Locke would really shine more if he was the one character with a ranged weapon type.  Tallcal has done some amazing work in this department and I would like to dig in long term.
      -Implement "Jump" as additional skillset. Currently Edgar has "equip" innately so that tools can be switched out more easily.  If jump was added to him, it would break the display and cause graphical glitches.  This might mean it has to be a choice between the 2.
      -Add a few more FF6 songs to the current selection
- Long Term Goal
   -Release a mod that ends with a God of Magic battle

      -Need to pick ~10 iconic battles.  Currently leaning towards:
         -Battle with Phunaba (however it's spelled)
         -Tower of Kefka
         -Battle/Recruit Umaro
         -Multiple Dragon Battles
         -Damn, It's tough to pick from so many!
      -Need to make about ~10 maps
      -Need to make at least another 5 or 6 sprites (thankfully Umaro is finished and ~90% of God Kekfa)
Works in Progress / FF6: Tactics Mod
July 01, 2023, 08:44:46 pm
-General Outline

The plan is to avoid any world map/randoms/stores and just jump from one battle to another.  I'm calling it {battle" rush style.  Essentially the mod will assume that the player already knows the story.

The main characters will be: Terra, Edgar, Celes, Sabin, Shadow, Cyan, Strago and Locke.  Mog, Umaro and Banon will pop in as guests.  No human type1/2 sprite exists for Mog. I worked on one for a bit and it was a huge pain in the butt.

Pride's innate jump hack is used to add basic magic for all playable characters. This includes: fire, ice, bolt, cure, raise, poison, esuna, haste, slow, shell, protect and float.  All pc's have innate throw item and all items are learned with 0 jp. Hence, they should all have: Attack, Special, Item and  Magic available. The party will be immune to crystal and treasure to keep the party intact.

Terra and Celes will have unique skillsets that have their own innately learned magic.  Many of these quite a bit more powerful than basic magic.  Terra leans heavier towards magic and Celes toward physicals.  Debating adding "runic" as a Reaction for Celes.

Locke will come with all the various Steal skills.  I would like to switch bows graphic with a chakram to simulate some of his ranged options.  (Talcall already did some awesome work on editing animations but I couldn't crack the wep.shp)

Edgar will have most of his abilities actually be different weapons.  Magic guns swapped to Bio-Blaster, Noise-Blaster and Flash.  A couple of other abilities require equip gun to use.  Hoping to make a passable chainsaw out of another weapon.

Sabin's skills follow most of the original, but no spiraler (it's worthless).  Skills would require MP.

Cyan skills: Dispatch, Slash, Empower (drain hp only), Quadra Slam (yeah barrage!), Stunner (maybe cleave?)  Retort as a special counter dealing extra damage as a unique. Skills will require charge time.
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Unfortunately I haven't set up new move-find for the new maps.  There are definitely some spots that would be great spots to put items (hello grand father clock!)
PSX FFT Hacking / Re: SEQ Editor - Excel tool
March 21, 2023, 02:47:08 pm
Awesome work as usual Talcall!  I've been imagining making a chakram weapon for a while now and you are making dreams come true!(or plausible at least)
Spriting / Re: Second Custom Sprite
March 10, 2023, 03:02:42 pm
Nice! It's hard to make something look nice out of the Orlandu body.
Spriting / Re: We need MOAR Sprites!
March 07, 2023, 04:11:09 pm
I decided to complete an old Sabin attempt: https://ffhacktics.com/smf/index.php?topic=6600.msg137118#msg137118

The port is a frankenstein collection from 20 year old male, mustadio, male knight and one of Twinees's sprites
March 07, 2023, 03:58:38 pm
This is an edit of Germinas Peak.  I didn't have a name for it so.... "Extra Tall" it is! 
Spriting / Re: welln's Sprites
February 26, 2023, 10:57:42 am
Your work is looking good! I'll have to take a closer look at these sprites.  Becoming too detailed can definitely be a problem sometimes and keep it simple when you have to.
My bad! I planned a couple of additional side quests but hadn't actually implemented them when I put out the most recent patch update.  I was concerned with fixing a couple of bugs and forgot that I had changed the text there! :oops:
Works in Progress / Version 4.42 update patch
February 09, 2023, 03:53:41 pm
I am posting an update that should fix this issue Majork67.  Unfortunately, the solution is to remove this side quest from the chapter 4 content.  The event itself pulls the chapter2/3 character data and creates this weird issue. 

Added a new side quest to chapter (Darlavon).  Made some text edits here and there.  Also added a support to Isabella's class (Sturdiness)
Map Editing / Re: Half-Assed Custom Maps
January 24, 2023, 04:01:44 pm
Awesome! Thanks for sharing!  I have totally kicked around the idea of a chrono trigger mini mod!
It's on the first page labeled something like (souls_of_destiny_4.41.ppf"

You will need a copy of the original game rom or iso.  A playstation emulator.    And a program to patch it as well: https://ffhacktics.com/wiki/Tools    Most people use PPF-O-MATIC found on that tools page.
Hi Erish! I have compiled a zip with the items you listed.  Let me know about other things you may be interested in.  I do try to put out bulk of things to share.  You could take a look at these threads:

More Sprites:https://ffhacktics.com/smf/index.php?topic=13004.0
Spell Effects:https://ffhacktics.com/smf/index.php?topic=12826.0
Most Maps:https://ffhacktics.com/smf/index.php?topic=12914.0

I am not going to try to rebuild the patch for easier shi-shi access and such.  The original rom had been expanded with an old version of the shi-shi sprite editor and it did it in a way that created this issue.  Quite a few edits were done on this mod prior to the existence of some tools via hex editing. It would be a pretty gigantic effort to rebuild the mod from scratch, but I will pull and share stuff that you are interested in.

I caught one more thing that needs to be fixed before re-releasing.  On a recent release I used a special guest patch and apparently messed some stuff up that I need to work on.
I seem to be having trouble dumping sprites from my copy of the game.  I wanted to see if there was anything in particular you were after.  The shi-shi sprite editor doesn't seem to want to let me dump them all for some reason.

Probably going to wait a few days and smooth out a couple more things before re-releasing.
It sounds like I added too much text in my most recent patch update.  I will try to have this fixed shortly.  I seem to be always on the edge of having too much and it causes names to be bumped down the line. 

I will try to have the update posted and see if I can assemble a file for the sprites and such in a zip.  Hopefully I should have this set by tomorrow.