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Messages - Nyzer

41
Completed Mods / Re: FFT The Lion War ReMixed
December 27, 2023, 09:08:24 pm
Version 1.01 has been uploaded. This fixes both a ShowGraphic issue I forgot to ensure was fine beforehand (preventing the end-of-chapter images from glitching out) and the inventory reset that occurs when your starting generics first join the roster in the Academy event - so now the Phoenix Downs and Elixirs you might acquire from Move-Find Item in the Orbonne Monastery battle will be saved and thrown back in time to the start of Chapter 1.
42
Completed Mods / Re: FFT The Lion War ReMixed
December 26, 2023, 07:49:51 pm
No. You never mix mods unless you are explicitly told that they're meant to be.
43
Completed Mods / FFT The Lion War ReMixed
December 22, 2023, 12:35:48 am

This project started out as my intent to replace the Proposition system in FFT, which has always left me extremely unimpressed. Even knowing before I went in how time-consuming the task would be, I still ended up taking much longer than intended, going well out of my way to make the plot of the missions as sensible, humorous, and referential as possible.

As I approached the end of this task, I took a stab at again trying to understand the ASM hacking format, and finally got somewhere. I also was taught by Kokojo how to use JuraviS, which allowed me to easily see how full all the events were in The Lion War - and how easily I would be able to include the Preparation Menu, a mechanic I came up with some time ago, but wasn't going to be included in a mod at that point in time.

So I ended up also including the Prep Menu and working on some ASM hacks in order to include features like a dynamic Guest roster, refunding abilities, giving Rafa and Malak center tile bias and more reliable hits in their skills, fixing Cancel Movement... tons and tons of work. I also included some level of rebalancing in order to turn options that were otherwise functionally useless into viable options.

New mechanics:

- Preparation Menu, allowing you access to a wide variety of options before a battle begins. No more will you be stuck just randomly guessing what you might want to send out on the field before even seeing it.

- Game Over recovery, allowing you to immediately retry the battle or even return to the world map (provided you aren't in the middle of a battle sequence).

- Dispatch Missions, the far superior replacement for Propositions. Also gives a wide variety of extra training options for units to make things like catching up in levels or Brave/Faith manipulation significantly easier. Or even to let them undergo gender transition!

Character/job changes:

- Two Archer skills have been replaced with Aim (removes effects and elements, cannot miss) and Disrupt (removes effects and elements, interrupts casting and charging). Equip Crossbow has been changed to Equip Bow, adding Bows to the equipment granted by the skill. Archers can now equip knives.

- Dragoon Jump skills have been changed so they all add +1 to the range, stacking on top of each other. Jump now works with boosting skills like Attack Up or Two Hands.

- The Mediator's Praise and Preach got a 30% accuracy boost.

- Dark Knight skills can be used with katana and axes.

- Dark Knight (F) and Bard have been swapped around. This should now cause Dark Knight JP to spill over with other Dark Knights, and Bards with Dancers, rather than the mix we had before.

- Guests have been brought back, at least for a first playthrough. They should remain as battle-only Guests in New Game Plus.

- Luso has been brought back as a Blue Mage and given one Blue Magic skill from each monster family. Monsters and their skills have been tweaked so that their MA has almost all been nerfed to make them roughly as strong as they were in vanilla without making Blue Magic basically useless on a human. Certain skills have been redesigned or buffed to make them more worthwhile as Blue Magic. Certain monsters have had their access to skills improved. He does not have the same stats or weapons available to him as WotL's Luso, as he is more of a Blue Mage than a cheap Ramza clone.

- Mustadio's Snipe skillset comes with a free passive Equip Guns.

- When Mustadio, Agrias, and Ovelia are temporarily unavailable during Chapter 2, as well as Rafa during Chapter 3, they're flagged Missing instead of being removed from the Roster. Upon reappearing, they use the stats and equipment they had saved in battle. (Sadly, Ovelia is then removed for good at the end of Chapter 2.)

- Ashley Riot's skills no longer jump to the Holy Sword formula with a damage boost before being halved. They do damage based on the standard weapon formula for each weapon type, all multiply damage by X/16, include elemental effects (overwriting weapon elements with ability elements if there are any), and have a 100% chance of status infliction. He also has a unique Support skill: Armsmaster, which allows him to equip all non-female weapons and shields regardless of Job, and gives him access to Equip Change.

- Rafa and Malak's skills will always strike the center tile on the first hit if it's a valid option. They will always hit a minimum of half the maximum number of hits (rounded down). The skills themselves no longer have exactly the same size and number of hits - they have been diversified a bit so they don't just feel like carbon copies of each other. All of Malak's skills now have a chance to inflict Innocent (which now increases the damage of his skills rather than reducing them), and his skill that causes status effects uses different status effects compared to Rafa's, but are still roughly equally likely to disrupt the enemy in similar ways. They also got access to more weapon types, and had their job stats rebalanced so they actually have MA growth now.

- Meliadoul can now use Mighty Sword skills with spears. Mighty Sword skills can now hit monsters.

- When Beowulf asks to join you, rather than being given a choice, it just jumps directly to the Join Up screen for him. Choosing whether or not to let him join determines how the rest of the scene goes. If he's rejected from the party, you can reread the rumor to view the event again.

- Cloud's skills have been copied over directly from the Journey of the Five design, aside from Finishing Touch which has been left at a 100% chance to hit, and Cherry Blossom, which is just a hard-hitting, wide-range magic AoE attack. Limits work with many more weapons, not just the Materia Blade as in vanilla, or swords & knight swords as in TLW.

- Alma joins the party after the final battle against Altima. Once she joins, she automatically learns Ultima 2 and All-Ultima. Ramza still has to pay to learn these skills in the Depths of Murond New Game Plus menu. Like Ramza, she has both Male PA and Female MA, and cannot abandon the party due to low Brave or high Faith.

- Dragons lost Tail Sweep. Each dragon gets its Dash attack and elemental breath attack normally, as well as access to a Beastmaster skill. Green Dragons get Dragon Quicken from Reis, Blue Dragons get the new Blue Magic skill Mighty Guard, and Red Dragons get Dragon Boost from Reis.

- New monsters have been included in the Deep Dungeon's END, both during the Elidibs fight and one of END's random battles afterwards: Lamias, sprite made by Twinees. I based their skills off of the Journey of the Five Lamias too, because why not. I figured they made for thematically appropriate minions for Elidibs/Zodiark. They are vulnerable to Invite.

Weapon changes:

- Axes now use the WotL Fell Sword formula.

- Flails' random damage now goes from 0.5x to 1.5x damage rather than 1 damage - 1x damage.

- Magic Guns have taken a 6 WP hit in order to avoid them being ridiculously broken when using an ability formula that uses standard weapon damage (WP * WP for guns). In order to compensate, they also get boosted back up by half of the unit's Magic Attack.

New choices/event options/alterations:

- Several maps/events that didn't have Move-Find Item options now do. Mostly because of the Reveal Treasures option in the Preparation Menu. Battles which don't let you deploy units now have at least one controllable unit with Move-Find Item. The player's inventory will no longer be reset after the Orbonne Monastery prologue battle, allowing the items there to be retained for Chapter 1.

- Ashley Riot's fight now uses fixed levels.

- You can skip the Wiegraf fight and get straight to Velius.

- You can choose not to Save Rafa on the Riovanes Rooftop. She'll join the party regardless.

- If you have enough units, you can choose to send a second group to the side of Bethla Garrison you didn't choose first. (Leaving this battle via the Prep Menu will cause returning to Bethla to load up the Sluice.)

- Any unit can flip the switches at Bethla, not just Ramza.

- Instead of Reis being kidnapped by Aliste and Bremondt during the questline from WotL, the player can choose which of three units to leave behind on the hill: Reis, Beowulf, or Ramza. The unit left behind will be kidnapped, leaving the others to rescue them.

- The Deep Dungeon has been reworked. Exits are no longer randomized - instead, every possible exit is a viable exit. Landing on an exit during the battle gives the player the option to go through it, which skips War Funds and War Trophy rewards, but ends the battle and unlocks the next floor. Beating the battle without finding the exit causes five crystals to drop over the five exit tiles, and allows the player to choose whether to leave the battle without unlocking the exit (just in case they have one unit with Death Sentence or something). Choosing to stay lights up the map (from the crystals) and ends the battle once the player steps onto one of the exit tiles. Elidibs no longer keeps his human name in Lucavi form or uses the Serpentarius title, as these don't line up with how the other Lucavi work. Instead, he's taken inspiration from the Espers tied to Zodiac Stones in other FF lore, and he is now named Zodiark, with the job title Master of Rule.

Quality of Life changes:

- JP Boost is now innate for all units.

- The starting generics have fixed Brave and Faith. One is deliberately given low Brave and Faith in an effort to encourage players to use Dispatch Mission Special Training.

- New version of the Roster Hack which allows the return of Guests during the first playthrough. Slots 18, 19, and 20 start out reserved for Guests, decreasing as the game goes on and fewer slots are needed. Units can also be flagged as Guests without NEEDING to be in the Guest-designated slots, allowing Beowulf and Reis to be flagged accordingly during their sidequests as needed. The Load Formation functionality is now ignored if units aren't in the Roster, rather than loading junk data. The Bench Hack ignores Guests and can't be used to fill the slots designated for Guests until they're no longer reserved for them. Guests can be freely deployed in battles they aren't already reserved for - meaning you can bring units like Alma and Ovelia along to battles as long as they're still in the party.

- L1 and R1 shift units around on the Formation screen.

- A customized version of the Permadeath Terminator has been included, which only activates during Rendezvous battles. When active, once a unit's timer runs out, it becomes unrevivable for the rest of the battle, but does not turn into treasure or a crystal.

- Purchased abilities can be refunded to regain the JP spent on them. Reaction/Support/Movement skills equipped by the player cannot be refunded, and must be unequipped first.

- Scene skipping: for non-battle events, hold Start at the beginning of the scene, after a camera movement, or as a dialogue box is finished in order to instantly skip the scene. In order to better facilitate this change, Start now also works as a text advancement button, the same as O, X, or Select.

- Cross-Skip: Hold X to automatically speed up and rush through events. Useful for battle events which cannot be Scene Skipped.

- Zodiac Compatibility Highlighting: Hold Square overtop a unit, and units with non-neutral Zodiac compatibility will light up according to what that compatibility matchup is. Blue: Best Compatibility, Green: Good, Yellow: Bad, Red: Worst.

- Cancel Movement 1.14e Unofficial: After Moving in battle, but before Acting, press X to revert the unit's position back to where they started, reloading any stat gains they may have obtained via Move-JP Up and the like. Failed teleportations or found treasures disable movement cancelling.

- Learn on Hit skills can now be learned by both the current Primary AND Secondary skillsets. For example, if Ramza is a Monk and has Guts equipped, he can learn Ultima after being struck by it.

- Missing units can have their equipment and skills changed, preventing any of them from locking their gear away from others - or being unable to have their gear reset before returning for a future battle.

- Equip Change no longer consumes your Action for that turn if you only change weapons/shields.

- Defend now blocks loss of control status effects. Mostly to make Bad Breath far more possible to learn as Blue Magic.

- Some of the Engrish script has been tweaked. There's very little rhyme or reason for it, it mostly was just whatever I happened to stumble upon at a time that I felt like changing it.

Version 1.01 Resources

- Your inventory is no longer reset after Orbonne Monastery, allowing you to keep any Move-Find Items from it. This doesn't cause a temporal paradox at all - don't worry about it.

- Smrt Encounters has been incorporated. No, not Smart Encounters, S-M-R-T. Holding O after selecting a dot will give you the functionality of Smart Encounters, but not holding it will keep the default random battle chance in. You should be able to patch the real Smart Encounters over top of it if you want to, though.

- The Flee penalty from random battles used to only be reduced by a small amount for every battle beaten. It now fully resets to zero upon beating any single battle.

- Extended Warranty has been included to the list of QoL hacks in ReMixed. If the enemy steals your gear, once you're done beating the shit out of them and win the battle, you'll get it back from their unconscious and/or dead bodies. If they break your gear, you can buy it back at the Fur Shop. If you break a katana with Draw Out, you can buy that back at the Fur Shop, too.

- The event telling players about the Rendezvous battles has had its dialogue altered to now include mention that you can't die in them, but you can't bring Math Skill.

- You can't bring Math Skill to RDV battles anymore.

- Units sent out on Dispatch Missions can now be stripped of gear while dispatched.

- After beating the battle at Goug, you retain access to Zigolis Swamp, on the off chance that you need to grind random battles before the Barius Valley battle.

- Agrias' Bariaus Valley equipment from vanilla will now be earned as War Trophies after that battle. I forgot to give Rafa the same treatment, whoops.

- Axes have gotten a WP buff.

- Cat Kick and Dash (Squire) now have a 100% knockback rate. Pretty sure this gives it to Counter Tackle as well.

- Maintenance now prevents katanas from breaking through Draw Out and also prevents the user's stats from being reduced.
- The Blue Magic ability Wind Soul has been given guaranteed knockback - even if it misses.

- Oracles now have the Support ability "Equip Pole".

- The Geomancy skillset has been condensed down to just three abilities. Elemental Pulse hits a single target and chooses a specific Geomancy type depending on their tile. Elemental Surge does the same, but hits in an area. Elemental Blast does the same as Surge, but uses your tile to determine the type of Geomancy.

- Fixed a bug with Dragoons in which they would lose most of the vertical Jump range if they Mastered the job.

- Equip Katana and Two Hands have now been merged into one ability - Bushido.

- Two Swords has been renamed to Ninjutsu. Units with Two Swords can equip Ninja Blades, regardless of job. Books, crossbows, and nonmagical guns can now also be dual-wielded (though books currently don't say so in their descriptions); the way this works is that, as long as the second weapon does not have less range than the first one, you will get your second attack. If the second weapon does have less range, then even if the attack was still within its range, it will not go off.

- Rafa and Malak have been buffed even further. Their chance to inflict status effects has increased. Truth skills will now heal allies that are hit by them, whereas Un-Truth skills will never hit allies. Having the Un-Truth skillset equipped will cause Malak's low Faith to act as high Faith when he uses a Faith-based spell. Rafa has one skill that will never hit allies, and Malak has one skill that will always inflict Innocent.

- Truth and Un-Truth skills have been renamed, because shit like "Heaven BltBack" is dumb. I tried to aim for a mix of less ridiculous translation and sticking to a theme of heaven/hell, good/bad naming convention. For example, Heaven Thunder vs Hell Thunder, or Diamond Sword vs Slicing Sword.

- Move-Find Item has been given an extra advantage: equipping it will cause low Brave to act as high Brave for Reactions.

- Oracles have lost Any Weather and received a new Movement skill: Move-Cleanse, which removes negative status effects after Moving.

- Geomancers have lost Move on Lava and Any Terrain and received a new Movement skill: Terrain Mastery, which grants them Waterwalking, Lavawalking, and all the benefits of Move-Find Item. An all-around upgrade to Move-Find Item, essentially.

- Ninjas have lost Move in Water Waterwalking and received a new Movement skill: Pass, which grants +1 Move and lets them walk through enemies as if they were allies. Discount Teleport, essentially.

- Samurais' Walk on Water Swim skill has been buffed and renamed. Now called Athlete, it allows them to swim, grants +1 Jump, and causes Move to not consume CT.

- The Fly skill has been buffed. It now has all the benefits of Terrain Mastery, making it an upgrade to that skill - which itself was already an update to Move-Find Item. The final form of Move-Find Item, essentially.

- Added Monkey Grip functionality to Equip Axe and Equip Shield; with either support skill equipped, two-handed weapons can be held in one hand.

- Fixed a bug with Ninjutsu (Dual Wield) that prevented attacking with both hands when barehanded.

- Fixed a bug with the Game Over event that prevented you from retrying random battles.

- Fixed a bug with the second Delita/Ovelia battle that caused it to potentially be re-triggered by making certain choices during unrelated events.

- Added War Trophies to (mostly) match Guest Rafa's starting equipment in Riovanes Entrance, to make up for the duplication of her starting equipment when Guest Rafa leaves and Joining Rafa appears with a full set of gear.

- Fixed a bug with the knockback abilities that prevented them from having 100% knockback if they had a max range of 1.

- Blade Grasp, Finger Guard, and Arrow Guard should now correctly display the hit chance if the target is using the low Brave reaction protection with the Move-Find Item movement skills.

- Malak's skills should now correctly avoid ally tiles.

- If using a pincer attack at Bethla, the first group should now correctly be flagged Missing while the second group attacks.

- Fixed an issue with reactions that caused them to be 100% regardless of what the hit chance said because I forgot to add a minus sign at one key point.

- Fixed Death Knight Algus being unable to use Dark Sword in Limberry Castle.

- Fixed issues with trying to use scene skip during the Delita's Betrayal event with Delita, Olan, Balmafula, and Ovelia.

- Gave Cloud's Soldier job the ability to use Knight Swords and Katanas.

- This was changed in an earlier patch but I forgot to note it: The Dragon and Hydra families now have Non-Charge to allow them to instant cast their Blue Magic abilities.

- Fixed a bug with the Prep Menu that accidentally assumed the maximum number of units on the field was 17, not 16, and messing up Reveal Treasures at exactly 12 units on the field.

- Fixed a bug causing Zalbag's Matra Magic spell to be a one-hit KO. Also increased its MP cost to 50, so he can't use it nearly as often (and basically shouldn't be able to use it at all in Igros).

- Fixed a bug with trying to scene skip during the funeral event at the end of the game.

- Re-added in the TLW Credits and Depths of Murond Events. (I really needed to delete the empty "event files" from my event folder much sooner than this.)

- Enemy Sing skills now correctly give beneficial effects to units on the same team.

- Mustadio's Snipe skill no longer allows him access to Female specific gear.

- The final battle against Altima should now correctly do the "This Game Is Complete" victory rather than a generic one.

- Fixed a softlock in the optional Disorder in the Order battle.

- Fixed an issue with the Luso Recruitment event that caused the screen to remain completely black if the scene was skipped as soon as it began.

- Changed Monster Skill functionality. Now, instead of giving a skill to monsters within 1 tile of the user, it affects all allied monsters on the field. It also grants all allied monsters +1 Move (which doesn't stack with multiple uses of Monster Skill).

- Tame also gets all the above Monster Skill functionality.

Version 1.1.08 Resources

- Fixed a bug in which the Roster size was getting screwed up in NG+, causing Benching not to work anymore. Now, upon viewing the Orbonne Prayer event at the start of NG+, or the Military Academy event shortly after (or in the Brave Story's Records, for those of you with save files from older versions), the game will check whether you're in NG+, and if so - and if the Roster variable is zeroed out - it will properly set the Roster size to 20.

Version 1.1.09 Resources

- Fixed a text bug in the event that introduces Rendezvous battles and Dispatch Missions.

- Zodiac has now been given a 100% chance of Learn on Hit.

- The two summoners that can appear in the END map after beating Elidibs/Zodiark should now come with the Zodiac summon learned.

- Fixed a bug in the final Altima battle that prevented Alma from learning Ultima 2 and All-Ultima upon clearing the battle. Also set it so that if Alma is already in the Roster, her stats will be loaded at the start and saved at the end.

- Made a new "Smart Auto-Potion" hack. Auto-Potion will now automatically default to stronger potions depending on the damage of the last hit taken, according to specific damage thresholds.

- Defending will now reduce physical and magical damage taken by 1/3, and no longer consumes Act.

- Secret Hunt has been moved to Archer in order to make room for a new Thief support skill.

- New support skill: Bandit's Eye. Ignores 20% of the target's Evasion, boosts the base success rate of Steal and Snipe skills by 20%, and causes Steal Gil to also deal weapon damage.

- Balthier has lost innate Maintenance, as that skill makes more sense on Mustadio. But in return, he's gained innate Bandit's Eye, which should help emulate the boosted Steal chances he has via his Plunder skills in WotL.

- Monster Talk is no longer its own support skill, due to being almost useless. Instead, Equip Gun now grants the benefit of Monster Talk. Mediator now has innate Equip Gun instead of innate Monster Talk.

- Fixed a bug with generating units under certain circumstances caused by some side testing that had unintended consequences.

44
Event Editing / Event Nickname Helper
December 16, 2023, 04:25:43 pm
Through event editing, it's possible to give units custom unit nicknames on the fly - the equivalent of taking a unit to the soldier office and renaming them. They don't lose their base name/quote ID, but as far as the player's concerned, they go by their new nickname now. You can also do this with job nicknames, though these only last during battle, and using Select on them in the status screen will give the description according to the unit's Job ID. Still, if you're looking to make use of temporary nicknames for one-off units whose stats are never saved or whatever other shenanigans you can imagine, this does allow for some interesting possibilities. ArmoredKori uses it in her mod Unexplored to give the Ordallian units unique job nicknames to help them stand out as foreign versions of Ivalician units, for example.

They're a pain in the ass to fill out by hand, though, since you need to cross-check the Font page character by character while filling out each set of LUI and ADD commands while keeping in mind that the four bytes per set need to be filled in in reverse order compared to how the name will be read later, but the (up to) four sets themselves need to be in the correct order.

I got sick of doing it and decided just to make a spreadsheet to do it for me so I could C&P the commands I wanted and be done with it.

Note that since these commands include SaveAddress, you'll need to use the Event Instruction Upgrade Hack in order for this to work.
45
The Lion War / Re: The Lion War 2.031 - Bug Reports
December 16, 2023, 01:01:38 am
Discovery: The Brave Story bug with a unit starting a round with 1 HP is because of using InflictStatus to put a dead Lucavi into the critical animation before exploding them. InflictStatus resurrections prepare the unit to be set to 1 HP when battle resumes, and apparently, that's not when the current sub-event ends, but when the game runs out of sub-events to run. Since switching to the next round is set to immediately follow this revival, the game holds onto that "set the unit in this slot to 1 HP" command until the new round begins.

This is fixable by using UnitAnim and SoundEffect instead of InflictStatus.
46
Quote from: CONMAN on July 12, 2019, 01:21:27 am:oops: Damn Sorry Nyzer.  I just peeked through all my old inbox messages and couldn't find an answer.  I might take a look at my old hard drive tomorrow and see if I can find something.  I can't exactly recall how I got my dungeon lit up but I'll peak around.  I feel like the maps I posted are at least part of the puzzle.

Years later and I just did a test of importing the NOGIAS files. They seem to work just fine, so I don't know what my issue was way back then.

That said, it's definitely still the Arena-style maps with the units rather darkened out. Doesn't seem to be compatible with the GNS edits shown here, at least via the ASM hack Pride provided. But it does mean that crystallization doesn't make the light go out, as it does with the GNS edits.
47
Completed Mods / Re: War of the Lions Tweak v2.52
November 29, 2023, 12:40:02 pm
It might be best to take a look at some of the ideas used in The Lion War. If you can port over the code that enables the unused Facts section of the menu, as well as the code that allows it to trigger certain events on a button press, you might be able to make it jump to the Rendezvous battles. Or even better, a duplicate set of them using the same script that allows you to pick custom squads for it. You should still be able to use the same encounter tables, too.

That doesn't solve the problem of awarding the gear offhand, but I'm sure there are other ways to make that happen, even if they're more crude. And who knows, maybe running the Rendezvous events would automatically jump to the treasure wheel.
48
Help! / Re: How Do Random Encounters Actually Work?
November 25, 2023, 08:28:19 am
I don't know the exact specifics. It's possible it's listed in the BMG on GameFAQs.

But offhand: the odds are not increased the higher the number of dots traveled. The game runs a check for every dot you pass over and runs a second check for any dot you deliberately stop on - that second check being the key behind the Smart Encounters hack that disables the passing over check and sets the landed on check to have a 100% encounter rate.
49
New Project Ideas / Re: Quality of Life Pack v1.14b
November 18, 2023, 04:22:21 pm
So it turns out there was another bug with Cancel Movement. While clearing out the bytes at 0x8016CCB4 does indeed make the unit display vanish and force it to be reloaded so it properly displays the adjusted HP & MP from canceling out of a Move-HP/MP Up, it also slowly builds up menu corruption. I assume because it's not clearing the VRAM space used by the menu or resetting the pointer it uses in the space...? I honestly don't have the faintest idea of how it works.

After a small number of canceled moves, reading ability descriptions (that are large enough) will cause the below windows (the action list, the ability list, etc.) to become corrupted. Keep canceling moves, and the corruption will occur even on descriptions that took up less space. Keep canceling moves, and the unit display will start becoming corrupted until it eventually disappears entirely, ability descriptions won't appear at all, event dialogue won't appear at all... etc. I personally never got to that point without deliberately grinding out canceled moves, but Akashachi mentioned he's seen parts of the menu disappear on rare occasion when using the QoL pack in TLW/TLWotL.

I have what seems to be a fix for it: instead of manually clearing the bytes at 0x8016CCB4 and then using jal 0x8013F900 to reset the menu position, I used jal 0x80071008, the only routine that calls the one at 0x8013F900. Since there's a lot of extra code there, I was expecting it to just horribly break something, like performing surgery with a chainsaw instead of a scalpel, with the intent to attempt to narrow things down from there, but... this alone fixes the issue and seems to have no negative side effects besides looking a smidge less clean when it reloads the menu. But it seems that as long as this routine is called WITHOUT manually clearing those bytes, it gets the job done with zero menu corruption.

Other than that, I do have another bug to report that I currently have no intention of attempting to fix, since it's so rare to see: if you're in Critical, and use Move-HP Up to get out of Critical, then cancel that movement, upon your next movement, you won't cancel the Critical animation (though the status itself will go away). Looked in Misc Data and it doesn't seem as if byte 0x0150 (Statuses to remove) gets updated upon repeat moves, which is presumably why byte 0x0140 with the Critical status doesn't get cleared out. I don't see a reason for this at a glance, myself.No message is associated with this attachment.
50
Completed Mods / Re: War of the Lions Tweak v2.52
November 06, 2023, 10:54:47 pm
There's a checkbox in the Patcher labeled "Lower Target Priority?" for the Doom entry in the Status Effects tab. That'd probably do it.
51
Completed Mods / Re: War of the Lions Tweak v2.52
October 31, 2023, 06:46:46 pm
Quote from: Cleiton Santos on October 31, 2023, 12:03:33 pmHello friends from Ivalice,
 Does anyone happen to know how I can increase the Fury and Magick Boost skills to +2 instead of +1?

 I would also like to improve Faith Boost and Bravery Boost

 In the Wotl version of psp. have mercy on this poor modder here

That isn't a question that should be asked in a topic about someone's mod.
52
Hacking/Patching Tools / Re: Alternate Animations v3
October 30, 2023, 10:41:58 pm
After applying the hack, Behemoth attacks (which weren't modified) crash the game. Goblin seems fine. Red Panther was almost fine, but Poison Nail, which WAS given an exception, was using the magic charging pre-animation that was supposed to be part of the Type 1/Type 2 animation set, whereas the human unit was not. And switching them didn't make the human unit use the special charging effect.

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Upon further testing, the Poison Nail issue might be because I had both Type 1 and Type 2 checked in the same row. After removing Type 2 from all those rows, it worked correctly for both monsters and humans. I'd assumed multiple types that shared the same animation could be set up in the same Exception, but I suppose in those cases, if one wants both Type 1 and Type 2 for Blue Magic, it'll need to be changed to make the monster animation the exception, rather than the default. Might be best if there's any way for the sheet to show an error if multiple types are selected at once?

Oddly enough, re-enabling Type 2 on all those rows didn't cause the human unit to lose the magic charging effect again. /shrug

I was able to get Behemoth animations working again by changing them to x3E and x3F compared to their default x6E & x6F; no idea why the default doesn't work in this hack. Maybe there's some vanilla code that this hack overwrites that checks for weird shit and just defaults to default attack animations? Scratch that, x6E and x6F actually do normally have different animations than default attack.

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I got to testing Choco Cure, and despite the fact that its exception was only set to Type 1, and the default was still vanilla,. it was also giving the spell charging animation before the ability went off. Also, since the Behemoth skill animations are different from their regular attack animations, that means there's some other issue with why it crashes the game, but I can't imagine what.

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And I can confirm that Behemoth attacks crash the game in vanilla, too, using a fresh copy of the spreadsheet and only using Load Data before patching.

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None of these issues seem to be present in Alternate Animations v2, so I'll just use that instead for the time being.

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Nov 6:

Experienced a bug with Counter displaying Action Effect messages after the damage display - either "[ ] Broke" or "Stole [ ]". It's not very likely that anyone will use Alternate Animations 2.0, especially as I don't think it was actually made public at a glance, but maybe since 3.0 is buggy you'd consider it?

Anyway, the spreadsheet's kanji space seems to be set by default to 0x80150000. It doesn't even appear in OrgASM's Free Space checker, and apparently the Event Instruction Upgrade Hack is writing over various bytes in the space set for the Action Effect messages.
53
Completed Mods / Re: War of the Lions Tweak v2.52
October 28, 2023, 04:10:18 pm
Quote from: Tzepish on October 27, 2023, 05:27:44 pm1 re: Agrias leaving the party - It's intentional that she stays on the formation screen because one of my other fixes (Guest characters are no longer "reset" when they join you for real) caused a new problem: If you left Agrias with subpar equipment (or nothing), then you may not be able to win the battle when she returns (since you fail if she's KO'd). Keeping her on the formation screen allows you to tweak her equipment if you encounter this situation (this is also why I keep Rapha on the screen before her rooftop battle).

Not sure if you have her flagged as Missing during this portion (or whatever WotL shows when a unit's Proposition byte is set to any value higher than 0x01), but if you're interested, you could do so and allow Missing units to have their loadouts changed. The PSX routine is here, and I just finished some code that would accomplish the effect:
<Patch name="Change equipment and abilities of Missing units">
 <Description>Allows the player to adjust the equipment and abilities of Missing units, preventing gear from being locked while a unit is on the roster but generally unavailable. Abilities being unlocked is just a byproduct of unlocking the equipment.</Description>

 <Location file="WORLD_WORLD_BIN" offset="125564" offsetMode="RAM" mode="ASM">
 lbu r2,0x011f(r3) # r2 = unit's Proposition byte
 lh r1,0x003e(r3) # r1 = unit's skillset
 sltiu r4,r2,0x0002 # r4 = 1 if r2 = 0, not gone, or 1, dispatched on a Prop
 beq r4,r0,@skip_proposition_check # if r4 has a value, skip the Prop byte check
 lh r4,0x0024(r3) # r4 = unit's Job
 bne r2,r0,0x001255d0 # branch if Proposition byte has a value
 addiu r2,r0,0xfffe # Locks ability screen, and item except for "List"
 @skip_proposition_check:
 bne r1,r0,0x001255d0 # Branch if using a monster skillset
 addiu r2,r0,0xfffd # Locks ability screen, and item except for "List"
 </Location>
 </Patch>
54
PSX FFT Hacking / Equip X Skills Reworked
October 20, 2023, 10:25:02 pm
I wanted to make a clone of Equip Change that also gave some Equip X options to the unit, allowing them to have more of a reason to bring it along to all of the various generic jobs that only have one weapon type and wouldn't have any use for Equip Change beyond replacing stolen/broken gear. Turned out the routine was super inefficient and I was able to save a ridiculous amount of space in it. Akashachi mentioned how much he liked the way that Tweak allows secondary skillsets to grant Equip skills as well, and while I don't currently intend to use it myself, I'd freed more than enough space to make it happen, so I went "sure, why not?"

I made it super customizable - seriously, it has twenty-eight variables for the end user to set up, if they so desire - but by default, it turns Equip Crossbow into Equip Bow (and Crossbow), turns the blank support 0x01E1 into "Armsmaster" (which allows shields and all non-female weapons to be equipped while also granting access to Equip Change), then grants Armsmaster to Ashley Riot's Break Arts, Equip Gun to Mustadio's Snipe, and Equip Sword to Agrias' Holy Sword, Cloud's Limit, Meliadoul's Mighty Sword, Beowulf's Magic Sword, and Orlandu's All Swordskill. Since these are dependent on specific skillsets and designed for The Lion War, they may need some tweaking if taken to vanilla. Can't remember if, say, guest Agrias uses the same skillset as joining Agrias, but if not, one of them would lack the free Equip Sword attached to the skillset.
55
Quote from: keisuke on October 20, 2023, 04:30:22 amCould you please tell me how to change the formation sprite with the latest Shish?

I updated this very tutorial less than a year and a half ago to be current with the latest Shishi.
56
The Lion War / Re: The Lion War 2.031 - DOWNLOAD HERE!!
October 06, 2023, 09:41:48 pm
No. WotL's equipment extension was done in a way that would have been extremely crude and tedious to replicate, and AFAIK, no one has ever cared to take a stab at it.

One of the most limiting features of it is that the base game uses almost every value in an entire byte for equipment and item slots, and the data for unit stats was planned accordingly. Basically, it's like every value from 00-99 has already been used, and going any higher would require changing that to 0000-9999. There'd have to be some way to double the number of digits (or fake it) for every single equipment slot on every single unit stat data section, as well as make every single line of code in the game that looks at the equipment also look at the upper half of the ID number. Or there'd have to be some way to have different IDs mean different things depending on which equipment slot it was in, making it so that, say, the ID for Excalibur in the hand slots meant the Crystal Helmet in the head slot. Aaaaand then every line of code that looks at the equipment slots would need to be adjusted for that.
57
The Lion War / Re: Is lion war 2.0 vanilla difficulty?
October 06, 2023, 09:31:29 pm
You are incorrect.

Units are generated with a lot of randomness involved, and there's nothing stopping the units in the Monastery battle from rolling Item equipped as their secondary with Potion learned.

The starting generics also don't generate with any jobs unlocked beyond Squire or Chemist in vanilla. Ever. They're hard set to only have Chemist Level 1, and standard unit generation would also give them Squire Level 1. You're probably used to seeing them have some of the physical and/or magical jobs unlocked when you can first get to the Formation screen because it happens after the Gariland battle, but in TLW, you can see them before. Because of the random nature of their starting JP, they can be at just about anywhere between 100-200 (IIRC) in either their Squire or Chemist jobs, meaning that one battle with six ally units on the field is quite likely to unlock jobs for most of them.
58
The Lion War / Re: List of missing PSP features?
October 06, 2023, 09:19:10 pm
The ones in blue are the changes included in TLWotL. The ones in red are the ones that aren't. The green lines are for changes that aren't exactly the same. Purple is just for anything I wasn't sure about.
59
The Lion War / Re: List of missing PSP features?
October 05, 2023, 09:37:21 pm
Not this comprehensive, but I'll take a stab at it. The core The Lion War patch itself has fewer of these, but off the top of my head, here's what you'll get in its sister patch, The Lion War of the Lions:

Virtually all dialogues, locations, characters/monsters, items, abilities and jobs are retranslated (e.g. Priest is now called White Mage; Cidolfas Orlandu is now called Cidolfus Orlandeau); English versions now have text in Early Modern English.
Some status icons are changed in the English versions to reflect their new names.

The English versions have a larger font, more like the one seen in the Japanese releases. Menus and text boxes are unchanged.
A 16:9 aspect ratio is used.
This allows the party roster screen to display more characters per row.
Audio quality is reduced somewhat.
Versions outside of Japan now use X to confirm and Circle to cancel, rather than the opposite.
The Lion War and Job Demonstration attract mode videos no longer play when waiting at the title screen.
Fully animated movies with voices and subtitles now replace some specific key story cut-scenes (the Japanese version does not contain voice acting); this includes the intro and ending sequences (which were CG movies in the original game).
When choosing Ramza's birthdate, the corresponding zodiac sign is now displayed.

A new calendar now displays dates in the zodiac format (e.g. Aries 12) rather than using the Gregorian Calendar (January to December).
Additional story battles, side-quests, and events are added.

Two new jobs are added: Onion Knight and Dark Knight. Unlike in WotL, the Dark Knight is unlocked by reaching Level 8 in Black Mage and Knight.
The unlock requirements for some jobs are upped:
To unlock Arithmetician a character needs White Mage, Black Mage, Mystic, and Time Mage to be on Level 5 instead of Level 4 like before.
To unlock Bard the male character needs to have Summoner and Orator at Level 5 rather than at Level 4 like before.
To unlock Dancer, the female character needs to have Geomancer and Dragoon at Level 5 rather than at Level 4 like before.
To unlock Dragoon, the character now needs to be a Level 4 Thief, up from the Level 3 it was before.
To unlock Geomancer, the character now needs to be a Level 4 Monk, up from the Level 3 it was before.
To unlock Mime, the character now needs to attain Level 5 on Geomancer, Dragoon, Orator, and Summoner, up from the Level 4 it was before. The Level 8 requirement for Squire and Chemist remained unchanged.
To unlock Monk, the character now needs to be Level 3 Knight, up from the Level 2 it was before.
To unlock Mystic, the character now needs to be Level 3 White Mage, up from the Level 2 it was before.
To unlock Ninja, the character now needs to be Level 4 Archer and Level 5 Thief, up from Levels 3 and 4 respectively. The Level 2 Geomancer requirement remained unchanged.
To unlock Orator, the character now needs to be Level 3 Mystic, up from Level 2 Oracle from before.
To unlock Samurai, the character needs to be Level 4 Knight and Level 5 Monk, up from Levels 4 and 5 respectively. The requirement for Level 2 Dragoon remains unchanged.
To unlock Thief, the character now needs to be Level 3 Archer, up from Level 2 Archer from before.
To unlock Time Mage, the character now needs to be a Level 3 Black Mage, up from Level 2 Wizard from before.
Many abilities now take more JP to master.
Two new characters are added:
Luso from Final Fantasy Tactics A2 (replaced with Ashley Riot from Vagrant Story) and Balthier from Final Fantasy XII.
Cloud can be recruited earlier in Chapter IV after completing Fort Besselat, rather than after defeating Adrammelech.
Delita is briefly playable in two battles.
Roster size is increased from 16 to
24 20, at the cost of Guest slots.
The special lines when using abilities during battle (such as White Magic and Swordplay) are removed from the English versions.
The attack name of a summon spell or Iaido ability is now displayed in the English versions, rather than the name of the summon or katana. (Not sure about this one.)
Generic character lines are now unique in the English versions.
Changes to JP costs, ability charge times, character and enemy stats, and Safeguard in the localized versions are adjusted to match the original Japanese version.
Unyielding Blade skills from Meliadoul, Folmarv and Orlandeau have been upgraded to damage enemies even if they're not using the specific piece of equipment (although they will still fail if said enemy has the Safeguard ability); this means monsters can also be damaged by these skills.
Rapha and Marach's seer abilities result in 1~10 random strikes instead of 1~6, and are more accurate
(though not in the same way as in the PSP version). Reis's Holy Breath ability also has 1~10 strikes instead of 1~6.
All of Rapha's abilities are now learnable as soon as she joins the party in Chapter III, instead of most being unavailable until Chapter IV.
Wiegraf's stats when fought in Chapter III are reduced.

The Fort Besselat sluice battle in Chapter IV now ends when all enemies are defeated, instead of after throwing a pair of switches. (Unsure about this one.)
The sound novels are only available in the Japanese version. The three Sound Novels that were translated are available.
A Multiplayer system with two game modes is added via Ad-Hoc.
New items are available, mostly obtained through Multiplayer.

All game-breaking glitches are fixed, including the JP scroll glitch, Weapon duplication bug, Poach bug, Ghost Chocobo riding glitch, Quickening glitch, and Jump glitches.
The Oil status now properly doubles damage received from fire attacks rather than having no effect.

Every time a spell is cast or a certain action is performed, the game slows down.
60
Looks like the incremental jump range has some issues with the AI. I had seven +1 Horizontal Range Jumps and Izlude could never figure out that he had could Jump more than one panel away when using the normal Dragoon skillset. I tried giving him an 8/8 Jump in the final Vertical Jump slot, but he was still confused.

Turns out the AI only seems to read the highest Horizontal range number from the abilities that are considered Horizontal jumps. When I turned all my Jumps into +1, +2, etc., Izlude's visible range was the whole map, but he capped out at 6 or so because he ran out of Horizontal Jumps. Fixing it for him required reserving Level Jump 8 as his own custom skill and, of course, setting it to +8. Plus giving him the final vertical Jump as another +8. Didn't get too in-depth with Vertical testing, though.

Edit: Got home, did some breakpoint testing. Found where the AI runs the routine to check for the maximum Jump range. Setting it to be a flat max range of 8 seems to fix it, since the AI just ignores invalid tiles anyway.