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July 13, 2025, 03:21:49 am

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1
Spriting / Re: Dad Bod's sprites, a fan a...
Last post by Luiakyn - Yesterday at 11:32:28 pm
Impressive >:3 I really like the direction with Bahamut
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Spriting / Re: Luiakyn's(Omnir's) Sprites
Last post by Luiakyn - Yesterday at 11:31:12 pm
It's definitely an idea I'd like to tackle, but I can't promise anything :< I think I'll be redesigning some of them, too.

I'm very tempted to do Ultima Weapon for a mod to have him in the Volcano map, and where you get Materia blade, renamed and restated to "Ultima Weapon"

BUT We shall see :)
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Completed Mods / Re: FFT PATH OF HERO
Last post by Rancor - Yesterday at 11:58:38 am
Quote from: Avarath on Yesterday at 06:42:06 amCara parece muito bom!
Gostei das sprites e das novas mecanicas que colocou e modificou, como hamedo. Parabéns!
Única dúvida: os jobs ainda evoluem diferente? Não curto muito ir testando os jobs e depois terminar com um personagem muito fraco.
abraços!

Outra pergunta: por que resolveu usar o TLW 1.06, e não o mais recente? Nesse caso, o seu jogo não tem New Game +?
Fala man blz! Os status dos personagens, basicamente, estão a mesma coisa. Foram feitos alguns pequenos ajustes mas nada demais. De cabeça, eu me lembro do Samurai que esta com um pouco mais de HP, Geomancer esta com um pouco mais de MA e PA. Mas segue o básico... Monk>HP , Dark Knight>PA, Wizard>MA, Ninja>Speed etc... E o mod está na 1.06 pq quando saiu a 2.31, eu já estava com mais da metade pronto. E se não me engano, alguns ASMs e planilhas não funcionavam 100% na 2.31.
4
Works in Progress / TacticsEngineG v0.01 - A Godot...
Last post by mrgudenheim - Yesterday at 11:13:59 am
Release: https://github.com/mrgudenheim/TacticsEngineG/releases

v0.01 - A battle is technically playable from start to end, but in general this is half-baked and filled with bugs.

==============================================

This is a project made in the Godot game engine that can read and use much of the data from an FFT ROM (USA version)

Controls:
Open Menu: Escape - The menu allows loading new battles, setting the number of units per team, and changing the camera between orthographic and perspective modes.
Rotate Camera: keybaord Q/E
Camera Zoom: Mouse scroll
Selections: Mouse
Manual Movement: WASD, Spacebar to jump. Manual movement will not effect game logic/data, recommend only using to help units reach final position if they get stuck.

TEG_v0.01_01.png

A standard battle with 5 units per team:

A bigger battle with 45 units per team on an expanded (mirrored) map:


Notes/Limitations/Issues (v0.01):
- Indoor maps are practically unplayable because wall geometry intercepts mouse input
- Sometimes units will have trouble reaching the tile they are trying to move to. The unit can be manually controlled with WASD and Spacebar to help it get there.
- Initial loading of the ROM can take a little while (about 10+ seconds for me)
- Loading expanded maps with lots of units can take a while (over a minute for 45 units per team + more time for pathfinding to run)
- Units with lots of ranged actions (ex. Summoner) will take some time to decide what action to take
- All units have the same stats (100/150 HP, 75/100 MP, 10 SP, 11 PA, 12 MA, 70 Brave, 65 Faith)
- Humanoid sprites (Type1 and Type2) all have gold shield and random weapon
- Reaction / Support / Movement abilities not implemented
- Many statuses do nothing
- Bard, Dancer, Calculator, Mime will not be generated, skillsets not implemented
- Additionally, the following skillsets are not implemented:
-- Chemist Item
-- Archer Charge
-- Lancer Jump
-- Ninja Throw
5
Completed Mods / Re: FFT PATH OF HERO
Last post by Avarath - Yesterday at 06:42:06 am
Cara parece muito bom!
Gostei das sprites e das novas mecanicas que colocou e modificou, como hamedo. Parabéns!
Única dúvida: os jobs ainda evoluem diferente? Não curto muito ir testando os jobs e depois terminar com um personagem muito fraco.
abraços!

Outra pergunta: por que resolveu usar o TLW 1.06, e não o mais recente? Nesse caso, o seu jogo não tem New Game +?
6
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.5
Last post by maroon - July 11, 2025, 11:45:28 pm
Quote from: Rurusachi on July 10, 2025, 04:19:53 amI don't really know what's going on here. You'll need to explain what you've changed for me to be able to help. Or make a patch of your modded rom and send it (not the rom itself. I'd recommend bsdiff for making patches)
Make sure the ability has an AP slot assigned for the race you've added it to (On the Ability's Learning tab).
Also make sure you've set the Ability's max AP (on the Job's Ability Set tab since Abilities can have different max ap for each job)
You only need the first effect here.
I'm guessing you're the person that also asked about this on Discord but I'll post my answer here as well:
Unfotunately proper cutscene editing isn't really possible yet. Events are written in a scripting language that I haven't fully reverse-engineered yet. The editor can only change the strings that are used in each event. The strings are referenced by index in the event's string table. So a decompiled script would contain something like showDialogue(speakingUnit, stringIndex).
So for now all you can really change is the contents of each speech bubble
Nice that you got it working! Thanks for writing out the steps.
I'll see if I can reproduce that bug myself but I didn't have any issues like that when I tested.
Yeah it rebuilds the internal filesystem so there's no guarantee that any offsets stay the same. That's why I tried to include all the features of previous tools. Is there anything you need that the editor can't currently do?
If you mean the mission rewards you get after completing a mission (2x Gikhet Lead and 2x Faren Pollen for Stranger in the Woods) then they're 2-byte values starting 0x50 in the quest data structure. The 2-byte value contains both the amount and the item id. The lower 10 bits are the item id and the upper 6 bits are the amount. So for example 2x Gihket Lead is 0x9DD because the lower 10 bits of that is 0x1DD (which is Gikhet Lead) and the upper 6 bits is 2 (I've attached a simple visual example). If you're familiar with bit shifting and logical operators the calculation would be: (amount << 10) | item
(Sorry if you already knew all/most of this. I'd rather be too detailed than too simple. If you have more questions it might be easier to ask me on the Discord server. I check it a lot more often than I check the forum)

here
7
FFT TLW ReMixed / Re: FFT The Lion War ReMixed v...
Last post by Nyzer - July 11, 2025, 07:49:51 pm
Quote from: Nyzer on June 09, 2025, 02:18:29 pmPatches are always meant to be applied to clean vanilla copies of the game.
8
FFT TLW ReMixed / Re: FFT The Lion War ReMixed v...
Last post by Neurall - July 11, 2025, 01:29:18 pm
Hello, I really like this mod -- the quality of life improvements are amazing!
To install this beta, can I just install the latest file directly, or do I need to install them one by one?
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FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.5
Last post by Ethereal Embrace - July 11, 2025, 12:39:16 pm
You are correct, it is because I tried loading my modded one. I've spent a few months on it already so I won't be able to use this editor unless I have entirely rebuild it from the ground up again (which can very well happen, again!).

Being able to mod mission rewards is the last BIG thing I really needed for my mod but there are few niceities I'm interested in modding as well. If you could help out, that would be greatly appreciated.

1. Judge bonus modding, basically a continuation of mission rewards modding. I wanted there to be more varied loot in judge bonuses. This isn't necessary for me to change, but since a majority of early missions already have 3 rewards per, I wanted to mod judge bonuses to be able to compensate. I know you already posted what you know about this above, I'll need to take some time to actually look into down the line. Thank you, for that, by the way.


2. Auction modding, I assume it's just a pool of items listing similar to the mission rewards, how can I mod this? Not a priority, but I do want to highlight some early jobs like animist and fencer some more.

3. Monsters using player abilities. I wasn't able figure out how to grant enemy races the ability to use player skills. I know that some Werewolves can use *some* Fighter skills,so I wanted them to use some more, but giving that race their AP value slot in the skills learning data wasn't enough. So there's something else that I'm missing. Again, not a huge deal as I'm pretty content with monsters as they are buffed in my mod, but it would be nice to make monsters more fun and interesting to fight against!

4. Blue Magick modding, this isn't for me as I've already figured out a very convoluted way to change blue spells. But there is some byte or bytes that determines whether or not Learn activates, maybe you've already found it, but I couldn't figure it out. All I did was replace existing blue Magick and the corresponding enemy skill to match it. Pretty tedious process as I would have to go into every formation to accommodate this change (but I going was doing that already).

But yes, perhaps you've already figured this one out. I'm sure others will benefit from this! I actually personally removed some Nlue Magick as I categorically disagree with the concept of some of them, such as roulette.

5. Changing a job's requirements to unlock does NOT change the description for it in the class change select screen. Do you know how to change this text? I'm sure it's a simple find, but I have found it to be a recurring theme in some FFTA2 mods.
10
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.5
Last post by Rurusachi - July 11, 2025, 05:39:22 am
Quote from: Ethereal Embrace on July 10, 2025, 09:14:35 pmI did not do that last part, thanks.

I now have this error lol.

I'm guessing you're trying to load a modded rom (or a non-US version). If it's a modded rom then there's something wrong with some data. The logs should tell you exactly what failed to load or you can post the logs here so I can check.
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