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Messages - sniper_zero

1
I am sorry for posting again but I would like to add something to Darthatron's fix for the expert icons. The next few bytes after that is also a check. It checks which characters can set the Item ability. If you use the 2 byte fix, then no one can set the Item Abiltiy so you also need to set the first two bytes at 080C8F1E to 1E E0 to fix this problem.
2
Hello! Does anyone know at which offset the portrait pointers are located? Using the nightmare modules, I planned on switching Ezel and Llednar's sprites so that Llednar can finally be in a playable slot. The only problem is that Ezel's portrait is used so I need to switch some pointers around but I don't know where the offsets are.

Can anyone tell me where they're located along with the palette pointer offsets the sprites and portraits use? I have a feeling even if I somehow find the portrait pointers on my own, Llednar's portrait will become ugly because he's using Ezel's palette.



3
Sorry for the double post but I think the crashes at clan battles might have something to do with the rewards. Whenever a glitched dialogue shows up, you don't get any rewards in clan battles (No AP, no gold, no law cards). The crashes might have something to do with that.
4
Would it be possible to know the status of this editor?
5
Does anyone have any ideas why clan battles freeze even with the ASM work?

EDIT: Perhaps it would also help if Llednar's race is given Human dialogues. That way, there'd be more insurance that a dialogue will happen after random battles?
6
Just thinking how easy it'll be to edit the text with this tool gets me so excited. Is it released yet?
7
FFTA/FFTA2 Hacking / Re: Help with repointing?
May 11, 2013, 09:39:39 am
Thanks for the reply. I tried write a new description but it ended up being to long. So I decided to write it in this offset: A3992C. It's free space within the rom but how do I make the new description appear in the game?
8
FFTA/FFTA2 Hacking / Help with repointing?
May 04, 2013, 06:16:50 am
Can anyone help me with this? I'm editing the ability set descriptions for Rune. I made the new description on free space in the rom. But I can't find the pointer for the description offset of Rune. Here's the offset I'm trying to repoint.

04D0594

Can anyone give me the pointer offset for it? 
9
Help! / Re: Shishi and bmps
April 15, 2012, 07:16:18 pm
Okay...then is it also okay if I import those bmps with the messed up portraits? Or does the portrait also need to be in its proper colors?

Edit: Actually, I checked the bmps. They're 256 colors so why am I still receiving errors when I try to import them?
10
Help! / Shishi and bmps
April 15, 2012, 01:34:11 pm
This is a noob question but if you're going to import .bmp's with shishi, what are the requirements that you should know? Every time I try to import a bmp image an error just keeps popping up. Do you have to convert that .bmp image into an .spr file first before you can use it for your mod? Or is a bmp image good enough to be imported?

11
FFTA/FFTA2 Hacking / Findings regarding descriptions
April 09, 2012, 09:12:53 am
I'm not sure how far you guys have gone into hacking but I've been trying to edit some of the text in this game. And one thing that I've noticed is that regardless of the number of characters present in the help box, in the ROM they always have the same number of bytes.

It seems that the game compresses these texts such that they'll never exceed a certain size. So editing the description boxes is proving to be a challenge on my part, considering I have no idea how the compression works.

Also, in the description box, it seems that you have to start a line once you hit a maximum of 25 characters including spaces. Below are some of the description data that I've copied. Hopefully, someone here will be able to figure out how the compression works because I really, really want to make a Rune Knight job complete with legit descriptions.  :mrgreen:

Anyway, you might see some letters below some of the bytes. That's what those bytes translate into alphabetically. As you can see, not all the letters are there. It's because of the compression, I think. The time mage part can't be seen completely but I assure you, it has more characters than the gladiator and fighter description yet it still occupies the same number of bytes.

Anyway, that's what I've found. Oh yeah, monster races from goblin to lamia can use the secret characters' after mission dialogue, provided they have a special sprite. While I haven't tested it out for generic monster sprites yet, I do know this means that you can make an additional playable expert job. Provided of course, that you're willing to sacrifice a monster job.

12
Help! / ENTD Editing
January 04, 2010, 12:57:15 pm
Hi, I'm new here and I have a question about the ENTD. I modified the random battles in Zeklaus Desert, Mandalia Plains, Grogh heights and Beddha Sandwastes but the thing is most of the units I've put in don't appear all the time even though I've checked the Always Present box.

These are the changes I've made.

Mandalia Plains (North):
Delita
Dark Knight x3

Mandalia Plains (South):
Isilud

Mandalia Plains (West)
Wiegraf
Delita (Ch. 1)
Milleuda

Zeklaus Desert (South)
Dycedarg
Orlandeau
Dark Knight x4
White Mage x3

Zeklaus Desert (East)
Zalbaag
Gaffgarion
Alma

Grogh Heights (West)
Dycedarg
Zalbaag
Ramza (Ch. 2 & 3)

Beddha Sandwaste (North)
Ramza (Ch. 2 & 3)
Ultima Daemon x6
Dark Knight x6

The special charcters except for Alma have the always present checked but why is it that they don't always show up? Also most of the random battles in these places are nothing like how I edited them to be. Unwanted monsters keep popping up even though I removed them for that battle. I'm also in the same chapter as the chapter the random battles are supposed to happen and I'm sure I'm going through the right direction since I sometimes run into Zalbaagand Gaffgarion in Zeklaus. Just not always, which is what bothers me. Anyway can you offer some insights to this problem? It'd be much appreciated.