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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 - Lionheart537

41
Pride is the hero we don't deserve.  :v/:  :more:  :v/:
42
Help! / Re: Assistance for a new(b) hacker
August 24, 2017, 02:42:05 am
I appreciate that. I'll hit you up if we're on the chat together  :) I'll post something asm-related soonish (hopefully something successful this time)
43
Spriting / Re: Lion's Bizarre Spriting Adventure
August 24, 2017, 02:29:35 am
Thanks for laying down the law Boss. I absolutely agree with everything Elric said. I did decide to help you out though Dell. I'm pretty sure this is the sprite you meant and I picked out a decent gray for you and left a few examples for you, should be easy to finish.

I'll also give a few tips i learned in tutorials and from my own practice. In Tactics we are limited to 16 colors per palette, and 1 of those has to be the background color so really it's only 15 colors. Another color is usually a very dark shading so more accurately 14 colors are freely usable (although the shading color can double with black as I did in my Ninja Malek, hardly noticeable). In Tactics you'll notice most characters have blond hair and light skin. That is because their hair and skin share some colors to compensate for the color limit. In this sprite you'll notice that to change the hair color I had it share colors with the armor. In a few poses the shoulder pauldrons touch the hair, so i made small edits to keep them more distinct from each other. I also didn't touch the portrait, but let me warn you that portrait and sprite body colors should never be the same. If you want help finding colors for the portrait pm me, keep it out of this thread please. I'll also say that to add extra color you can probably cut the darkest red and recolor those parts with the shading color, you can likely also cut one of the less-used skin/old hair colors.

Lastly I'll say that I use an awesome app called Graphicsgale for most of my edits so far. Just Google it. And again to emphasize Elric's point to try learning yourself like I am. Check in the tutorials and best of luck! :)
44
Help! / Re: Assistance for a new(b) hacker
August 23, 2017, 08:07:30 pm
I'll take a shot at it thanks Xifanie. Well I don't plan to do crazy huge things like your synthesis shop, but small time personal hacking to not bother or burden anyone else.
45
Help! / Re: Assistance for a new(b) hacker
August 23, 2017, 06:14:55 pm
Yeah I tried starting from scratch (hehe I broke Item a few times) and using a similar hack as a base, but if even you two keep your distance it's surely beyond me. Changing formulas would probably be a lot easier, but making them accept element hmm... yeah might be best to keep it simple with something else.

At the very least I found MassHexASM (or w/e it's called) and that's been cool to fine-comb through other hacks to see proper mips assembly. So i might have learned a little something at least.
46
New Project Ideas / Re: FFT:LHW (Lionheart War)
August 22, 2017, 11:43:43 am
Quote from: Elric on August 22, 2017, 07:31:28 am
You can name your spoiler tags by [ spoiler=<namehere>] then close the spoiler as normal (without the space between the bracket and the 's', obviously.)

Thank you! I have been wondering how to do this!  I'll have better organized posts now.
47
New Project Ideas / Re: FFT:LHW (Lionheart War)
August 22, 2017, 01:34:20 am
Items and Equipment
This segment will also be continually updated as I progress and find time to add to it. It will contain all items and their statistics and availability.

Rarity
Items will generally follow a rarity system as follows.
Common: Found in all shops, battle rewards, and move-find spots. Example: Iron Sword.
Uncommon: Found selectively in certain shops, poaching, specific battle drops, and move-find spots. Example: magic guns.
Rare: Found from poaching, special battles, special move-find spots, and stealing. Example: Elixir.
Legendary: Unique items only obtainable once each through various means. Example: Excalibur.

Higher rarity are typically better items that become more available at higher levels and further story progression
I don't plan to scale equipment higher than level 67 or so.


Weapons
I currently have 14 weapon types categorized in 5 groups.
Light Arms
Knives are 1 handed, dual wield enabled, provide +1 Sp, dmg formula is [(Pa+Sp)/2]*Wp, Range of 1
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Swords are 1 handed, dual wield enabled, dmg formula is Pa*Wp, Range of 1
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13. Materia Blade


Heavy Arms
Axes and Hammers are forced 2 handed, dmg formula is (Pa/2...Pa*3/2)*Wp, Range of 1, Hammers have innate 25% proc equipment break ability.
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Greatswords (Knightswords) are forced 2 handed, dmg formula is [Pa*(Br/100)]*Wp, Range of 1
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Katanas are forced 2 handed, dmg formula is  [(Pa+Sp)/2]*Wp, Range of 1, Katanas have innate 25% proc second attack ability
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Polearms
Spears are 1 handed, dmg formula is Pa*Wp, Range of 2, Spears do extra damage with Dragoon's Jump ability
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Poles are 1 handed, dmg formula is [(Pa+Ma)/2]*Wp, Range of 2, *possibly bonus dmg when using Jump*
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Projectiles
Crossbows are 1 handed, dmg formula is Pa*Wp, Range of 3-4 Direct fire
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Bows are forced 2 handed, dmg formula is [(Pa+Sp)/2]*Wp, Range of 3-5 +or- elevation bonus Arced Fire
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Guns are 1 handed, dmg formula is Wp*Wp, Range of 3-8 Direct fire *can be evaded*
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Magic Arms
Staves are 1 handed, dmg formula is Ma*Wp, Range of 1, innate Ma+1
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Wands (Rods) are 1 handed, dmg formula is Ma*Wp, Range of 1
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Tomes (Books) are forced 2 handed, dmg formula is Ma*Pa, Range of 3-4 Direct fire, 25% proc cast spell ability
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Harps are forced 2 handed, dmg formula is Ma*Wp, Range of 3-4 *indirect aka doesn't stop at obstacle*
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Armors
There are 6 Armor types in 2 categories
Head
Standard helms provide 5% physical protection and 1% magical protection have hi Hp and low Mp bonuses.
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Hats typically provide 3% physical protection and 3% magical protection with mid hp and mid mp bonuses
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(replaces hair adornments unless I cannot remove gender recquirement, then shares with hats type)
Hoods usually provide 1% physical protection and 5% magical protection with low hp and hi mp bonuses.
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Body
Heavy armor provide 10% physical protection and 4% magical protection with hi hp and low mp bonuses.
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Standard Light Armor has 7% physical protection and 7% magical protection with mid hp and mid mp bonuses.
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Most Robes give 4% physical protection and 10% magical protection with low hp and hi mp bonuses.
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Accessories
There are 5 Accessory types including Shields.
(doesn't occupy the actual accessory slot)
Shields provide either physical and magical evasion (small shields like bucklers) or phys and mag protection (larger shields)
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Cloaks, like shields, give evasion bonuses.
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(combines armlets and bracers/gloves)
Arm accessories provide offensive bonuses such as Pa+1.
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Rings provide many kinds of immunities and resistances.
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Shoes typically give improved movement or speed.
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Items
Consumable items.
48
Help! / Assistance for a new(b) hacker
August 21, 2017, 02:15:56 am
Okay time to look foolish, one of my specialties. Alright so earlier today I read through several asm tutorials, mips, debugging, etc. I already knew hex and binary but using mips and debugging was new to me. What I'm still unsure of is when and where to use the different commands. Long story short the hack I'd like help with is to link the Ninja's Throw skillset (specifically the special enemy x39 and not the usual generic's) to the Chemist's Throw Item support skill. My goal is to give a unit with Throw Item access to both the Chemist and skillset x39 inventory; although I imagine they'd have different action selection i.e attack, item, throw, move, etc. Pride pointed me in the right direction, i think, and I got a breakpoint set for when my unit (Ramza in this case) activated a check for the Throw Item support (shown above the red line in the picture). But i'm...well unsure how to proceed further. I'm more willing to ask for advice before stumbling into trial and error mistakes myself (whether it be laziness or wise caution, probably both). So to proceed would I need to write in a j, jal, or branch to link the two? Would this require jumping to free space to prevent overwriting something and then jump to Throw? Or am I seriously messing this up and I should be in a completely different area of the code for this? I'm debugging on psxfin 1.13 with r3000 on a otherwise clean iso, besides small patcher and spritesheet changes that shouldn't matter really. Thanks for your help and time.



I used the wiki and Pride's lead to get my foot in the door, but yeah it's a bit overwhelming all in a day.
http://ffhacktics.com/wiki/Battle_Stats
http://ffhacktics.com/smf/index.php?topic=11785.msg221313#msg221313


EDIT: Nevermind I found this goldmine. Providing that the these work setting chemist items to do damage will be pretty easy, hopefully they'll accept elements.
http://ffhacktics.com/smf/index.php?topic=4177.msg92515#msg92515
EDIT: *Sigh* after looking more thoroughly and testing these formulas have a few problems. Hmm I do have another idea to try though.

I'll still keep this topic up for any other asm attempts i stumble through.
49
Quote from: Angel on August 20, 2017, 01:44:46 pm
Well, and that you've made previously unavoidable attacks avoidable - I'm the queen of missing 90+% hits 12 consecutive times until game over, so those are my only crutch. :p

Hehe you probably shouldn't play the XCOM series then Angel. They're infamous for missing high accuracy attacks.

But to make this post relevant
Quote from: johnmyster on August 20, 2017, 08:00:12 pm
Thief and Lancer have innate concentrate, and most chances to hit are actually very much improved. Late game shields and mantles are also weaker. :p
-johnmyster

I support this. Stacking evasion can be a real problem. I'm not a big fan of handing out combat related innates to player characters; such as concentrate or the defense ups. In my hack I was hoping to give them less useful innates to free up space for better ones. For instance giving Thief innate move-find item. Knight innate defend. Archer innate poach. Etc, etc. Alternatively give them a starting status for battles like invisible on Ninjas, or Slow to balance a very powerful enemy unit (think of Regigigas' slow start from pokemon). Don't mean to patronize just my preference and a friendly suggestion. Besides that I didn't notice it listed, but perhaps include FFM's asm to prevent katanas breaking. http://ffhacktics.com/smf/index.php?topic=5658.msg118891#msg118891

I look forward to playing this when I have time either way! Cheers!
50
PSX FFT Hacking / Re: ASM Requests
August 19, 2017, 10:24:14 pm
Oh i can imagine. Not expecting it at all, just couldn't shake the question from my head so I figured to ask if it's theoretically possible. It didn't need its own topic so i posted here  :P
51
PSX FFT Hacking / Re: ASM Requests
August 19, 2017, 03:51:47 pm
Completely hypothetical as I'm sure it's not worth the work, but for curiosity's sake can Tactics possibly support voice lines?
52
Spriting / Re: Lion's Bizarre Spriting Adventure
August 19, 2017, 12:49:27 am
Thanks for the assist Boss!

My next notable project will be finishing/editing a sprite which was never submitted, lost in the forum. It is also a monster sprite; which I haven't touched yet, so it will be doubly challenging and great practice.
53
Spriting / Re: Lion's Bizarre Spriting Adventure
August 17, 2017, 03:52:49 pm
If you clarify what you'd like done with that sprite I'll gladly take a shot at it  :) . It's in the old Shishi format but that's easy to fix. I'm pretty busy this weekend but I'll squeeze in what time I can.
54
New Project Ideas / Re: FFT:LHW (Lionheart War)
August 17, 2017, 03:59:30 am
Quote from: nitwit on August 17, 2017, 02:45:28 am
Personal messages are fine, but edit your post to include everything you find out from looking through routines.
I was certainly going to mention every source I got help or inspiration from. Maybe if this really gets going i could have a "behind the scenes" for others to see the technical side of what i end up doing. I was also considering editing the game credits images with a "special thanks" section hehe. But this is all much later down the road.


Ah cool! I'll tinker with this whenever I get to that stage, thanks you two!
55
Compromise answer: play all the mods. If you got the time at least.
56
New Project Ideas / Re: FFT:LHW (Lionheart War)
August 16, 2017, 10:15:22 pm
Quote from: nitwit on August 16, 2017, 08:02:59 pm
Alchemist

Throw Weapon and Items makes Alchemist OP.  Throw Weapon range is based on Move, by the way.
Huh, I didn't know that, thanks! I wonder if it is linked with Throw Item how its range would behave?

Alternately, maybe limit the thrown weapons to stars and bombs, put them in a skillset that autolearns everything, and attach that skillset to the standard Ninja skillset.
That was the plan and maybe Daggers as well, mostly as a cool way to get a top tier Dagger via Catch. If i didn't specify that in my post i'll edit it.

There's a hack that changes the amount of HP/MP healed by potions and ethers to the given amount or a percentage, whichever is greater.  If stats are kept low you won't need it, but some people like it.
It sounds pretty nice and fair considering 100% revive is a thing, but i'd probably have to cut auto-potion as it would become really strong  (even if limited to just normal potions)


Thanks for taking a genuine interest man. Yeah I'm not 100% on the Throw. iirc Throw uses Speed for damage as well, so it wouldn't be terribly strong on Chemist. A Thief or Assassin item master; however, might make a great build with that set-up. Everything is still tenative though.

If you'd like to discuss further I'll happily join you, but preferably through personal messages (to limit bloating this topic).
57
Alright I'm just gonna go over the top and shoot out a quick picture tutorial.

Step 1. Use Raven's workbook found here http://ffhacktics.com/smf/index.php?topic=7271.0
Then follow these steps.
Open Job and Character workbook compilation.
The Xifanie tab is what you want. Notice all the skillsets are set with FF, this is default. To change a skillset to function like others change it to the Squire's ID 05.


Next scroll over to the .xml tab. Notice the loooong list of defualt FF's and the 05 mixed in? We did that.

Crtl A that baby to select all and ctrl C to copy. We're done in this spread sheet.


Step 2. Notepad
Open Notepad and paste the copied text here.


Now save as a .xml in the xml section for ORGasm

We're done here.


Step 3. Orgasm
Open org and you will see the new skillset fix option (or whatever you named it) check the skillset fix box and then patch it on a clear iso

Done here.


4. Patcher
Boot up patcher. First change Archer's Action menu from Charge to Default option


Next change their skillset to remove all Charge abilities and add whatever you want (i threw in random stuff)


Patch it to your iso and that's it. Now let's make sure they work.


5. Did it work? (Spoiler yes)
Pictures are worth a thousand words






Sorry the picture sizes are all over the place. Also definitely use that hack Emmy mentions above.
58
PSX FFT Hacking / Re: Question about ARH capabilities
August 16, 2017, 12:40:44 pm
Fair enough haha. Guess that gives me time to learn how to use it. Hope work and life are going well for your team. V1 is amazing enough for the vanilla mod I'm planning. Thanks for the quick answers.
59
PSX FFT Hacking / Re: Question about ARH capabilities
August 16, 2017, 03:38:53 am
I didn't think 2 was available yet, so 1 i'd suppose. Which would mean a no. Unless 2 is out to the public? Not to be a kissass but everyone here does brilliant work btw!
60
PSX FFT Hacking / Question about ARH capabilities
August 16, 2017, 12:26:11 am
The actual ARH thread is rather old so i'd rather not bump it. Just a quick question on an idea I had. Is it possible to have certain abilities in generic skillsets only usable by individual characters? For example having Magic Barrier in the White Magic skillset but only be usable by Agrias when she has that skillset equiped. It'd be an interesting way of putting special job abilities in related genric jobs and thus giving them basic squire ability options, or sort of nerfing a special job by spreading their abilities across multiple jobs. Give them a 'favored' class over a completely unique one. Does any of his sound plausible?