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Messages - Ansehelm

61
Help! / Re: Can't Find World Map in Shishi
May 13, 2020, 08:29:12 pm
Ah, I've got to pay attention to the Modding Version tags, although it also wouldn't hurt to put WOTL in the title, so people experienced with modding it will be more likely to click it, and people with no such experience (me) won't.  It's definitely different in WoTL; your best bet might be to search the relevant subforum. 
62
Help! / Re: Can't Find World Map in Shishi
May 13, 2020, 08:03:09 pm
Well, this has gotta be some kind of operator error.  If Shishi is working right, and you have an unmodified/uncorrupted ISO, you should be able to find it 10/10 times.  I'd try it with a clean ISO.  Then again, I don't find a tab entitled "Thumbnails" in .492...
63
Help! / Re: Can't Find World Map in Shishi
May 13, 2020, 07:27:43 pm
It's pretty out in the open, it's the 5th tab down under Other Images, and it's titled "World Map" with no other entries under its heading.  If you're still not finding it, I'd double check that you're using the latest Shishi.
64
Love it! I was including Duma in my mod as well (assuming he's the big bull thing in the red diaper), but I'm not much of an eventer, so he was just kinda slapped into a battle without a proper introduction. Guess I'll wait for this to come out to finish mine.
65
Ah yes, FFT - The Disney Star Wars Edition #NoOne'sEverReallyGone, #DeathbedRedemption

Just kidding, this looks great.  Always a fan of more stuff like this, especially when it involves new or expanded events, which I can't do myself.  Wiegraf's always been my dude, and now he can chill in the party with his cuz' Beowulf. Love it!

As for the final character, might I suggest the ghost of Izlude?  I was already including him in my TLW based hack, and he seems like a very strong candidate in that he wouldn't need much of a personality overhaul/story rewrite to be willing to join your party, considering he was less headstrong than Meliadoul and saw the corrupt power of the zodiac stones before he died.  I have him join at the Poeskas lake ghost battle (where in vanilla, some undead warriors fight you for the zodiac stone so that they can go "to a higher dimension"). I have him join the fight on your side to protect what was once his stone from falling into their hands.  As far as abilities, he has some of the knight blade skills, but has gained some undead powers as well, and uses some monster/undead attacks like Throw Spirit and Aqua Soul.  Looks like you already have 2 undead characters, but maybe Izlude's class could also focus on him being a Shrine Knight & have some overlap with a Cleric type, or he could be something like a "Holy Undead," or "Spirit Cleric" class that focuses on white magic instead of dark. Just my 2 gil.
66
It's at the bottom of the first post before the signature
67
Ok, I found out how to do it.  You have to use FFTEVGRP to import bmps/palettes for the monster portraits since Shishio doesn't have the option for multiple palettes on monster portraits in Wildface.bin

https://ffhacktics.com/smf/index.php?topic=2281.0
68
Help! / Re: need help choosing the right mod for me
April 14, 2020, 09:58:15 pm
Howdy,
Eh, what's the point of playing a mod "where nothing changed"?  You always have vanilla, or something like the newly released Lion War, which is basically vanilla with some WoTL content and events. Maybe start there? If I recall, FFT+ was decent and didn't change too much.
Looking around, I find FFT Complete, which claims to do most of what you're asking for, but ironically, I'm not sure whether it's...complete.
69
Heyo homies,
So I'm replacing the Byblos/Apanda sprite with a new character, and have also changed the corresponding portrait and formation screen sprites in Shishi.  The formation sprite appears fine, but for some reason the portrait is that of the new character, but with the old Byblos palette colors. I can't figure out where this palette info is even coming from, given that I've replaced the original Byblos sprite/palette, as well as the formation and portrait graphics.  (This only appears to happen with some monster classes I've tried). Anyone know where this apparent additional monster palette info is stored, and how to change it?
70
Indeed that's it, it's working now.  Silly me.  Thanks fellas
71
Question - so if I use the specialized Shishi editor provided in the resources zip, I notice that it copies imported spritesheets to any areas that have redundant sprites in vanilla - for example, if I import new sprites into the undead knight, oracle, wizard etc (located near or between the Lucavi sprites) that are graphically the same as those used later on for generic units, not only does the new sprite replace the intended redundant sprite, but it also replaces the later iteration of that sprite used for generics (knights, oracles, etc). 

This considerably limits the amount of new sprites I'm able to add into my mod, so I'd prefer to use a more standard version of Shishi that allows me to replace the extras without screwing up generic job classes.  Assuming I add all the TLW sprites in correctly, will this interfere with the functionality of the rest of the mod (i.e. is the data saved by apparently referencing a smaller sprite pool needed elsewhere), or am I clear to go ahead with this method?
72
The Lion War / Re: The Lion War 1.03 - DOWNLOAD HERE!
November 27, 2019, 07:52:14 pm
QuoteYou guys really gotta start clicking the "new posts since last visit" button


Funny thing is, I do that 9/10 times when I visit the site, there's just been a lot of non-TLW posts lately, I guess I just skimmed past that post in the shuffle.  At any rate....HYPPPE! Looking forward to it!
73
The Lion War / Re: The Lion War 1.03 - DOWNLOAD HERE!
November 26, 2019, 04:14:02 pm
I've been wondering the same thing, although it's best to wait for the resources files to be released with 1.04.  That said, I have no idea what the project status is right now, but I'm very much ready for it to be rolled out.
74
The Lion War / Re: The Lion War 1.02 - DOWNLOAD HERE!
October 14, 2019, 07:18:32 pm
Do we have a timeline for the patch resources for modders?  I'm itching to get started on transferring my mod to this as a base
75
Help! / How to sync evtchr palettes?
March 08, 2019, 01:10:39 pm
Heyo homies, another deep question for ya:

So for my mod I'm making several evtchr edits so that new sprites match up with the cutscene sprites.  For example, I'm using the de-hooded version of Meliadoul, so I'm editing sprites 116 0-2.  The easy part is editing the actual pixel art, the hard part is getting the palettes to sync up properly so that each character displays without wonky colors (the hooded Meliadoul uses a fairly different palette and color order than the vanilla Melly).  https://ibb.co/HnWfxNw.  I adjusted the order of the colors in the palette for the first image, sort of eyeballing them to follow the similar pattern for the palettes in the next two images (the first image has meliadoul's palette, the second, Ramzas, the third, the Zodiac stone's).  Unfortunately, the colors have to be in exactly the right order, and I don't know of a reliable way to predict this.  Otherwise one image will look fine, but the other two (Ramza and the stone) will be wonky.

Bottom line is, I can figure this out with A LOT of trial and error, but there's gotta be an easier way, some sort of systematic method to make the palettes sync up with the colors of the modified palette in the proper order.  Unleash your wisdom upon me
76
Heyo homies,

I'm looking to create a random battle (a specific floor of the DD) that only allows the player to enter one unit into battle, as part of a duel scenario.  I've run across a random battle editor here, but my cursory review of it at least did not make this capability obvious. Am I missing something there, or is there another method to unlock this madness?

Shankya
77
Sweet, that's helpful.  Seems like a viable method then.  Looking at the pros and cons, I guess this system would incentivize retaining up to 4 permaguested units.  On the other hand, the other method, referenced here http://ffhacktics.com/smf/index.php?topic=7629.0 would give the player more choices as to who to keep, but at the cost of removing all guest joins and editing the Beowulf event conditions.  Furthermore it seems that this has the advantage of more potential room for monster breeding.
78
Spriting / Re: We need MOAR Monsters
March 05, 2019, 04:10:25 pm
Wow, this is brilliant  :shock:.  Brilliant.  I'll have to save a spot for this guy in my hack.  And when I'm rich and famous, I'll appoint you to be the Secretary of Spriting
79
PSX FFT Hacking / How to permaguest joining units?
March 05, 2019, 03:28:00 pm
Heyo homies,
So as you know in FFT, there are some units that join as "guests" and do not contribute to your party limit of 16.  In vanilla, this designation is ultimately temporary.  In my mod, I want to have 4 characters that can permanently join and fight in random battles, but will retain the "guest" flag so as to allow for up to 20 party members.  I don't see an option that influences this in patcher, is this an event-related thing, or how do I alter it?
Thanks

Edit: I ran into a thread talking about expanding the party roster to 20, but apparently there are bugs with it, especially involving the Beowulf sidequest.  Either way, it doesn't seem to be fully resolved there.
Also Edit: I realize I probably should have posted this in the "help" forum again. My bad
80
Hopefully this doesn't count as a necropost. Not that old anyway.

But yes, I'm here to report that it works great.  I had been having quite a few issues on that computer, but I tried it on a different one, and it works great, so thanks to Glain for that!

Also, I'm making a mod that significantly alters what formula 4 is used for (generally more powerful items than vanilla), so yeah, this hack is pretty useful for me