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April 27, 2024, 08:48:11 pm

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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 - DERIDEX120

1
If any spriters out there wouldnt mind making some extra coin, I'll commission you.
I'm looking for:

Android 17 (DragonBall Z)
Android 18 (DragonBall Z)
Cell       (DragonBall Z)
Cell 2     (Custom boss, inquire within)
Gadoha     (Kagero deception II PSX)
Gordis     (Kagero deception II PSX)
Vogues     (Kagero deception II PSX)
Borg Drone (Star Trek)

I can provide visual references to anyone interested.
2
Help! / Re: EVESP2.1 - Where do I start?
December 11, 2021, 12:33:55 pm
Quote from: Elric on December 09, 2021, 10:34:11 pmUnless the unit has 'present' unchecked in the ENTD, there is nothing in your script to stop them from drawing immediately. You are also teleporting to x4, y5. I don't know the map exactly off the top of my head, but i feel like thats not the edge of the map?

Please post full scripts, not just what YOU think is important or causing an issue. Guess work isn't the easiest way to go about this...

Okay, sorry about that partial script. I scrapped the old one and started over, this is what I have, except I'm getting an error message "conversion from string "input" to type "double" is not valid. I have no idea what that means.

Offset(x000EE000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.
//Text(x00000671)
//Remove the previous line if you wish text to compile directly after instructions.

Erase(x02,x00)
Erase(x78,x00)
Erase(x79,x00)
Erase(x7A,x00)
Erase(x7B,x00)
Camera(+00760,-00124,-00776,+00174,+00512,+00000,+04096,+00001)
WaitForInstruction(x04,x00)
ColorScreen(x02,000,000,000,128,128,000,+00002)
WaitForInstruction(x0C,x00)
{63}(rA9)
UnitAnim(x24,x00,x0002,x00)
UnitAnim(x80,x00,x0002,x00)
SpriteMove(x80,x00,+00000,+00000,+00006,x01,x0F,+00001)
WaitSpriteMove(x80,x00)
Camera(+00376,-00188,+00952,+00366,+00512,+00000,+04096,+00128)
ColorScreen(x02,128,128,000,000,000,000,+00096)
Reveal(064)
LoadEVTCHR(x01,x1C,x00)
WaitForInstruction(x04,x00)
Wait(00030)
{63}(rAA)
DisplayMessage(x10,x91,x0001,x24,x00,x00,+00000,+00000,+00008,x03)
WaitForInstruction(x01,x00)
ChangeDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
WaitForInstruction(x34,x00)
SaveEVTCHR(x01)
Wait(00010)
RotateUnit(x80,x00,x0C,x00,x00,x00)
WaitRotateUnit(x80,x00)
Wait(00010)
UnitAnim(x80,x00,x0258,x00)
Wait(00008)
UnitAnim(x80,x00,x0259,x00)
Wait(00008)
UnitAnim(x80,x00,x025A,x00)
Wait(00020)
UnitAnim(x80,x00,x025D,x00)
Wait(00008)
UnitAnim(x80,x00,x025E,x00)
Wait(00008)
UnitAnim(x80,x00,x025F,x00)
Wait(00008)
UnitAnim(x80,x00,x0260,x00)
Wait(00008)
DisplayMessage(x10,x92,x0002,x80,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
ChangeDialog(x02,xFFFF,x00,x00)
DisplayMessage(x10,x91,x0003,x24,x00,x00,+00000,+00000,+00008,x03)
WaitForInstruction(x01,x00)
Wait(00006)
UnitAnimRotate(x80,x00,x0A,x0002,x00)
Wait(00006)
UnitAnimRotate(x80,x00,x08,x0002,x00)
Wait(00020)
DisplayMessage(x10,x92,x0004,x80,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00010)
UnitAnim(x24,x00,x0279,x00)
Wait(00020)
UnitAnim(x24,x00,x0002,x00)
Wait(00008)
UnitAnim(x24,x00,x027A,x00)
Wait(00020)
UnitAnim(x24,x00,x0002,x00)
Wait(00008)
UnitAnim(x24,x00,x0279,x00)
Wait(00020)
UnitAnim(x24,x00,x0002,x00)
Wait(00008)
ChangeDialog(x01,x0005,x00,x00)
WaitForInstruction(x01,x00)
ChangeDialog(x02,xFFFF,x00,x00)
Wait(00008)
ChangeDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
AddUnitStart()
AddUnit(x80,x00,x01)
AddUnit(x81,x00,x01)
AddUnit(x82,x00,x01)
AddUnit(x83,x00,x01)
AddUnit(x17,x00,x01)
AddUnit(x34,x00,x01)
AddUnit(x2D,X00,X01)
AddUnitEnd()
Wait(00010)
UnitAnimRotate(x80,x00,x0A,x0002,x00)
Wait(00010)
UnitAnimRotate(x80,x00,x0A,x0002,x00)
Wait(00008)
UnitAnim(x80,x00,x0258,x00)
Wait(00008)
UnitAnim(x80,x00,x025A,x00)
Wait(00020)
UnitAnim(x80,x00,x025B,x00)
Wait(00010)
UnitAnim(x80,x00,x025C,x00)
Wait(00080)
BlockStart()
Wait(00030)
UnitAnim(x80,x00,x0260,x00)
Wait(00010)
UnitAnim(x80,x00,x0261,x00)
Wait(00008)
UnitAnim(x80,x00,x0262,x00)
Wait(00006)
UnitAnim(x80,x00,x0263,x00)
Wait(00016)
UnitAnim(x80,x00,x0264,x00)
Wait(00006)
UnitAnim(x80,x00,x0265,x00)
Wait(00040)
UnitAnim(x80,x00,x0262,x00)
Wait(00008)
UnitAnim(x80,x00,x0261,x00)
Wait(00008)
UnitAnim(x80,x00,x0260,x00)
Wait(00008)
BlockEnd()
DisplayMessage(x10,x92,x0006,x80,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x91,x0007,x24,x00,x00,+00000,+00000,+00008,x03)
WaitForInstruction(x01,x00)
ChangeDialog(x02,xFFFF,x00,x00)
Wait(00008)
ChangeDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
WaitForInstruction(x08,x00)
Wait(00048)
Sound(x0078)
Wait(00040)
UnitAnim(x80,x00,x025A,x00)
Wait(00008)
UnitAnim(x80,x00,x0266,x00)
Wait(00008)
UnitAnim(x80,x00,x0267,x00)
Wait(00008)
UnitAnim(x00,x01,x0002,x00)
Draw(x02,x00)
Draw(x78,x00)
Draw(x79,x00)
Draw(x7A,x00)
Draw(x7B,x00)
WarpUnit(x17,x00,003,001,x00,x02)
WarpUnit(x34,x00,006,001,x00,x02)
UnitAnim(x17,x00,x0002,x00)
UnitAnim(x34,x00,x0002,x00)
Draw(x17,x00)
Draw(x34,x00)
Wait(00060)
BlockStart()
Wait(00020)
UnitAnim(x80,x00,x0266,x00)
Wait(00008)
UnitAnim(x80,x00,x025A,x00)
Wait(00008)
UnitAnim(x80,x00,x0260,x00)
Wait(00008)
BlockEnd()
DisplayMessage(x10,x11,x0008,x24,x00,x00,+00000,+00000,+00008,x00)
WaitForInstruction(x01,x00)
WaitForInstruction(x08,x00)
Wait(00010)
RotateUnit(x24,x00,x08,x00,x00,x00)
WaitRotateUnit(x24,x00)
Wait(00008)
UnitAnim(x24,x00,x0003,x00)
SpriteMove(x24,x00,+00000,+00000,+00036,x00,x01,+00072)
Wait(00058)
ColorUnit(x24,x00,x01,+000,+000,+000,002)
Wait(00017)
WaitSpriteMove(x24,x00)
RemoveUnit(x24,x00)
WaitAddUnitEnd()
AddUnitStart()
AddUnit(x84,x00,x01)
AddUnit(x85,x00,x01)
AddUnitEnd()
Wait(00060)
UnitAnim(x80,x00,x025A,x00)
Wait(00008)
UnitAnimRotate(x80,x00,x0E,x0002,x00)
Wait(00010)
UnitAnimRotate(x80,x00,x00,x0002,x00)
Wait(00060)
SpriteMove(x80,x00,+00000,+00000,+00000,x00,x01,+00008)
WaitSpriteMove(x80,x00)
Wait(00012)
UnitAnim(x80,x00,x0268,x00)
Wait(00004)
UnitAnim(x80,x00,x0269,x00)
Wait(00004)
UnitAnim(x80,x00,x0268,x00)
Wait(00004)
Wait(00020)
ZERO(x0057)
ADD(x0057,x0000)
BlockStart()
WaitValue(x0057,x0018)
UnitAnim(x80,x00,x026A,x00)
Wait(00004)
UnitAnim(x80,x00,x026B,x00)
Wait(00004)
UnitAnim(x80,x00,x026C,x00)
Wait(00012)
UnitAnim(x80,x00,x026D,x00)
Wait(00002)
UnitAnim(x80,x00,x026E,x00)
Wait(00004)
UnitAnim(x80,x00,x026F,x00)
Wait(00006)
UnitAnim(x80,x00,x0270,x00)
Wait(00008)
UnitAnim(x80,x00,x0271,x00)
Wait(00016)
UnitAnim(x80,x00,x0272,x00)
Wait(00004)
UnitAnim(x80,x00,x0273,x00)
Wait(00002)
Sound(x0028)
UnitAnim(x80,x00,x0274,x00)
Wait(00008)
UnitAnim(x80,x00,x0275,x00)
Wait(00008)
UnitAnim(x80,x00,x0276,x00)
Wait(00004)
BlockEnd()
DisplayMessage(x10,x11,x0009,x80,x00,x00,+00000,+00010,+00008,x01)
WaitForInstruction(x01,x00)
Wait(00020)
WaitForInstruction(x08,x00)
WaitAddUnitEnd()
UnitAnim(x80,x00,x0277,x00)
Wait(00010)
UnitAnim(x80,x00,x0278,x00)
Wait(00004)
Wait(00030)
Sound(x007D)
Wait(00040)
UnitAnim(x80,x00,x0277,x00)
Wait(00010)
UnitAnim(x80,x00,x0276,x00)
Wait(00006)
WarpUnit(x81,x00,005,008,x00,x00)
WarpUnit(x82,x00,003,008,x00,x00)
SpriteMove(x81,x00,+00004,-00014,+00048,x00,x01,+00001)
SpriteMove(x82,x00,+00000,+00000,+00068,x00,x01,+00001)
ColorUnit(x81,x00,x01,+000,+000,+000,000)
Wait(00002)
ColorUnit(x82,x00,x01,+000,+000,+000,000)
Wait(00002)
Draw(x81,x00)
SpriteMove(x81,x00,+00004,-00010,+00014,x00,x01,+00048)
Wait(00014)
ColorUnit(x81,x00,x08,+000,+000,+000,002)
Draw(x82,x00)
SpriteMove(x82,x00,+00000,+00000,+00000,x00,x01,+00072)
Wait(00014)
ColorUnit(x82,x00,x08,+000,+000,+000,002)
WaitSpriteMove(x81,x00)
SpriteMove(x81,x00,+00000,+00000,+00000,x00,x01,+00032)
WaitSpriteMove(x81,x00)
UnitAnim(x81,x00,x0002,x00)
WaitSpriteMove(x82,x00)
UnitAnim(x82,x00,x0002,x00)
WarpUnit(x83,x00,006,008,x00,x00)
WarpUnit(x84,x00,003,010,x00,x00)
SpriteMove(x83,x00,+00000,-00006,+00065,x00,x01,+00001)
SpriteMove(x84,x00,+00000,+00000,+00013,x00,x01,+00001)
ColorUnit(x83,x00,x01,+000,+000,+000,000)
ColorUnit(x84,x00,x01,+000,+000,+000,000)
Draw(x83,x00)
Wait(00012)
Camera(+00712,-00192,-00136,+00366,+00432,+00000,+04096,+00064)
Draw(x84,x00)
SpriteMove(x83,x00,+00000,+00000,+00000,x00,x01,+00084)
Wait(00012)
ColorUnit(x83,x00,x08,+000,+000,+000,002)
SpriteMove(x84,x00,+00000,+00000,+00000,x00,x01,+00028)
Wait(00008)
ColorUnit(x84,x00,x08,+000,+000,+000,002)
WaitSpriteMove(x84,x00)
UnitAnim(x84,x00,x0002,x00)
WaitSpriteMove(x83,x00)
UnitAnim(x83,x00,x0002,x00)
WarpUnit(x85,x00,005,010,x00,x00)
SpriteMove(x85,x00,+00000,+00000,+00018,x00,x01,+00001)
ColorUnit(x85,x00,x01,+000,+000,+000,000)
Draw(x85,x00)
SpriteMove(x85,x00,+00000,+00000,+00000,x00,x01,+00028)
Wait(00008)
ColorUnit(x85,x00,x08,+000,+000,+000,002)
WaitSpriteMove(x85,x00)
UnitAnim(x85,x00,x0002,x00)
Wait(00016)
WaitForInstruction(x04,x00)
UnitAnimRotate(x80,x00,x00,x0002,x00)
DisplayMessage(x10,x91,x000A,x17,x00,x00,+00000,+00010,-00004,x11)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x92,x000B,x34,x00,x00,+00000,+00000,+00004,x10)
WaitForInstruction(x01,x00)
ChangeDialog(x01,x000C,x00,x00)
WaitForInstruction(x01,x00)
ChangeDialog(x02,x000D,x00,x00)
WaitForInstruction(x01,x00)
WarpUnit(x2D,x00,008,005,x00,x00)
SpriteMove(x2D,x00,+00004,-00014,+00048,x00,x01,+00001)
ColorUnit(x2D,x00,x01,+000,+000,+000,000)
Wait(00002)
Draw(x2D,x00)
WalkTo(x2D,x00,004,005,x00,x00,+008,x01)
UnitAnim(x2D,x00,x0002,x00)
Wait(00014)
ColorUnit(x2D,x00,x08,+000,+000,+000,002)
Wait(00014)
WaitSpriteMove(x2D,x00)
UnitAnim(x2D,x00,x0001,x00)
Wait(00008)
RotateUnit(x2D,x00,x00,x00,x00,x00)
Wait(00008)
DisplayMessage(x10,x11,x000E,x2D,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
ChangeDialog(x01,xFFFF,x00,x00)
Wait(00008)
ChangeDialog(x02,xFFFF,x00,x00)
TeleportOut(x2D,x00)
WaitForInstruction(x01,x00)
UnitAnim(x02,x01,x0003,x00)
FadeSound(x00,060)
Wait(00060)
Music(x01,+096,000)
Wait(00010)
EventSpeed(x02)
Camera(+00504,-00076,+00616,+00302,+00512,+00000,+04096,+00064)
DarkScreen(x00,x01,012,064,x00,004)
WaitForInstruction(x36,x00)
DisplayConditions(x08,090)
WaitForInstruction(x38,x00)
WaitForInstruction(x04,x00)
DisplayConditions(x00,060)
WaitForInstruction(x38,x00)
RemoveDarkScreen()
WaitForInstruction(x36,x00)
EventSpeed(x01)
March(x00,x01,004)
{63}(rA8)
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01
{font:08}Knight{br}
{font:00}How about 500 gill per head?{end}

//Message x02
{font:08}Mercenary{br}
{font:00}Way too low.{br}
2000. It's 2000 gill a head.{end}

//Message x03
{font:08}Knight{br}
{font:00}It would be easy to make all{br}
of you heretics, you know.{end}

//Message x04
{font:08}Mercenary{br}
{font:00}Is that a threat?{br}
...How about 1000 gill?{end}

//Message x05
{font:08}Knight{br}
{font:00}700. No more.{end}

//Message x06
{font:08}Mercenary{br}
{font:00}OK. Done deal.{end}

//Message x07
{font:08}Knight{br}
{font:00}They'll be here any minute.{br}
Kill all of them. Understand?{end}

//Message x08
{font:08}Knight{br}
{font:00}Ha, speak of the devil.....{br}
{br}
There they are. Get them!{end}

//Message x09
{font:08}Mercenary{br}
{font:00}That's Gafgarion!{br}
Damn! 700 was too cheap!{end}

//Message x0A
{font:08}Gafgarion{br}
{font:00}Ambush?{br}
Going all out, huh?{end}

//Message x0B
{font:08}Agrias{br}
{font:00}If you don't like it,{br}
you can leave!{end}

//Message x0C
{font:08}Gafgarion{br}
{font:00}I usually don't do freebies,{br}
but I'll make an exception!{end}

//Message x0D
{font:08}Agrias{br}
{font:00}You patronizing...{end}

//Message x0E
{font:08}Celia{br}
{font:00}Peekaboo!{end}

And here's that ENTD screenshot.
3
Help! / Re: EVESP2.1 - Where do I start?
December 08, 2021, 07:40:56 pm
sorry to bump an older post here, not sure if this belongs in a new thread or not;

Would any of you mind checking my coding? I've made several tests and obviously there is something fundamental I'm not grasping somewhere.

For context, I am trying to introduce an extra character in the "Dorter2" sequence in the same way enemy units walk in from off the map. (Placed specifically just after the bickering between agrias and gafgarion.) Display a message and teleport out.  this is the code I strung together from examples:

WarpUnit(x2D,x00,004,005,x00,x00)
SpriteMove(x2D,x00,+00004,-00014,+00048,x00,x01,+00001)
ColorUnit(x2D,x00,x01,+000,+000,+000,000)
Wait(00002)
Draw(x2D,x00)
SpriteMove(x2D,x00,+00004,-00010,+00014,x00,x01,+00048)
Wait(00014)
ColorUnit(x2D,x00,x08,+000,+000,+000,002)
Wait(00014)
WaitSpriteMove(x2D,x00)
SpriteMove(x2D,x00,+00000,+00000,+00000,x00,x01,+00032)
WaitSpriteMove(x2D,x00)
UnitAnim(x2D,x00,x0002,x00)
Wait(00008)
DisplayMessage(x10,x11,x000E,x2D,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
TeleportOut(x2D,x00)

The result is far off from what is intended. "2D" starts already on the map when the event begins and the commands seem to be skipped. (No message displayed, no teleport) The commands and variables seem to be correct, so the issue must be the order in which they were written OR I've overlooked a checkbox in ENTD somewhere?

EDIT: I did use the addunit command when the other units were introduced earlier in the event script.
4
Help! / Re: EVESP2.1 - Where do I start?
November 21, 2021, 06:13:45 pm
Thank you both. I actually found EVSP had a feature that layed all of that out. It was immensely helpful. That mini guide in your link will be too. Thanks, Sorry to bother
5
Help! / Re: EVESP2.1 - Where do I start?
November 21, 2021, 11:57:44 am
Hey, sorry its taken me so long to respond here, been caught up with IRL stuff, anyways, is there any quick reference guide to understanding the variables in this scripting language? let me cite an example.

Ive started with analyzing various script commands like addunit and display message. This is taken from "dorter 2."

DisplayMessage(x10,x11,x0009,x80,x00,x00,+00000,+00010,+00008,x01)
DisplayMessage(x10,x91,x0007,x24,x00,x00,+00000,+00000,+00008,x03)

I'm pretty sure x0009/x0007 is the actual message located at the bottom of the event, but I cannot determine the value of the other variables. I'm thinking one of them (either directly before or after the message number) must be the unit ID to assign the portrait for the speech bubble, but then what are the others?

as far as understanding addunit, I've analyzed the military academy script:

AddUnit(x87,x00,x01)
WaitAddUnit()
WarpUnit(x87,x00,003,000,x00,x02)
Draw(x87,x00)
WalkTo(x87,x00,003,006,x00,x00,+012,x01)
WaitWalk(x87,x00)
UnitAnim(x87,x00,x0002,x00)
Wait(00008)
UnitAnim(x86,x00,x0269,x00)
Wait(00030)
SpriteMove(x87,x00,+00000,+00000,+00006,x02,x0A,+00024)
UnitAnim(x87,x00,x025F,x00)
Wait(00008)
UnitAnim(x87,x00,x0260,x00)
Wait(00010)
UnitAnim(x87,x00,x0261,x00)
Wait(00010)
UnitAnim(x87,x00,x0262,x00)
Wait(00008)
UnitAnim(x87,x00,x0263,x00)
Wait(00008)
UnitAnim(x87,x00,x0264,x00)
Wait(00008)
UnitAnim(x87,x00,x0265,x00)
Wait(00008)
UnitAnim(x87,x00,x0266,x00)
Wait(00060)
UnitAnim(x87,x00,x0263,x00)
Wait(00008)
UnitAnim(x87,x00,x0262,x00)
Wait(00008)
SpriteMove(x87,x00,+00000,+00000,+00000,x02,x0A,+00024)
UnitAnim(x87,x00,x0261,x00)
Wait(00008)
UnitAnim(x87,x00,x0260,x00)
Wait(00008)
UnitAnim(x87,x00,x025F,x00)
Wait(00008)
UnitAnim(x87,x00,x0002,x00)
Wait(00010)
RotateUnit(x87,x00,x00,x00,x01,x00)
WaitRotateUnit(x87,x00)
BlockStart()
WalkTo(x87,x00,003,000,x00,x00,+012,x00)
WaitWalk(x87,x00)
ColorUnit(x87,x00,x01,+000,+000,+000,001)
SpriteMove(x87,x00,+00000,+00000,-00016,x00,x01,+00008)
WaitSpriteMove(x87,x00)
Erase(x87,x00)
BlockEnd()

This is the part where the female knight (87) walks in, shrugs her shoulders and walks out.
what exactly is warpunit used for? I'm trying to understand the coding by which characters enter/leave the map.
6
Help! / EVESP2.1 - Where do I start?
November 11, 2021, 07:25:08 pm
Hey fellas, I feel like a dummy for asking, but how do you get the events loaded into the application? It's been a long time since ive dabbled with this, Ive accessed the events through cdmage, but I cant seem to recall what to do from here.

Thanks
8
Help! / Re: Executing ability- change animation?
October 14, 2021, 11:35:30 pm
Quote from: nitwit on October 14, 2021, 07:46:20 pmWell if you use charge with no weapon it defaults to punching, given that charge iirc has weapon strike checked it stands to reason that there's something in the animations tab doing that.

This was successful. I did some more digging in the forums and found a byte values list raven had written for someone years ago, also explaining which hex column meant what which was very enlightening. There were several duplicates for the crouching effect, so one of them was bound to work.

Byte 08 worked for me if its helpful to anyone reading in the future.
Thanks, everyone!

9
Help! / Re: Executing ability- change animation?
October 14, 2021, 06:18:58 pm
Slot 0165- the first blank slot just after "parasite." Weapon strike is un-checked. looking at it, physical and magic attack boxes are also unchecked. I compared to the archer's charge abilities as thats the only set I can recall that uses the squatting sprite, but they seem to be coded differently. I'm beginning to think I'll have to settle for the punching effect or the raised arms sprite used by spells.
10
Help! / Executing ability- change animation? - solved
October 13, 2021, 09:50:06 pm
I have made a ranged attack ability. No matter what parameter I change the ability seems to always be executed with a punching motion. Is it even possible to change it to the charging sprite? Am I overlooking a parameter somewhere? (Ive set parameters in the animation tab and the action group tab to mimic "charge" to no success.)
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Help! / Re: Modding new characters
October 10, 2021, 03:31:34 pm
Quote from: Nyzer on October 10, 2021, 02:12:15 pmIIRC, if the new jobs are below the Generic jobs, they won't function correctly as party members. They're vaguely hardcoded as Monster jobs.

That narrows it down to 2 blank slots and the 4 squires. What are these duplicates for? are they used in-game?
Shishi sprite editor also lists several duplicate squires. does the game use all these duplicates or are they just "extra?"

EDIT:  Ive got the skillset / text editor issues corrected. As I'm fiddling with new sprites I'm noticing some anomalies. looking into it, I think I need to do something with WLDFCE and UNIT.BIN to complete the character. I guess I'll look into tutorials in the morning on how to tidy that up. Thanks for the clarification on the job slots, very helpful.
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Help! / Re: Modding new characters
October 10, 2021, 12:41:24 pm
I had been using the blank spaces toward the bottom of the job list. (92-9F) for jobs. looks good in the patcher, but either text editor wont write over blank slots or I'm just using the wrong ones. wasnt sure about those 4 squires in slots 01-04. I didnt know if they are actually used in game or not. The event list in ENTD kind of confuses me though, I can't seem to locate some particular events.
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Help! / Modding new characters
October 10, 2021, 12:54:51 am
I like alot of the custom sprites listed here. I have a couple of questions before I actually begin integrating them.

1. Will the game accept new characters from scratch or do you have to change perameters of existing characters? (I once tried making a new skillset and the text editor wasnt having it.)

2. What tools do you use to make custom sprites? I want to make sprites of characters from other games and drop them throughout the storyline to join party. I see the image needs to be a specific filetype, My fiddlings in mspaint had odd turnouts.
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Help! / Re: filetype question - savedata
September 19, 2021, 05:02:27 pm
Hey, that did the trick, thanks. I was using the "export" function instead of save as.
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Help! / filetype question - savedata (solved)
September 18, 2021, 07:50:22 pm
Greetings, all!

I am wanting to change some stuff around in a save editor, running PSX version of FFT through ePSXe205.
I cracked the MCR file open with memcardrex. Issue is it doesnt seem to support the exportation of the filetype FFTastic is looking for (.GME)

Is there some utility I can use to convert the filetype?

I used to hack and mod the PSP version all the time, (made really cool stuff happen with that patcher!) but I dont remember running into this kind of problem back then. I'm not looking to do anything terribly fancy with this one, I really just want to change a couple of characters in my formation and add a few items to inventory in the very beginning of the game.
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Help! / Re: FFT patcher errors with skillsets??
January 12, 2016, 09:11:02 am
I'll play around with it and see what it does without counter. Although your breakdown of priorities explains perfectly the way the AI had been acting.
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I havent been changing any sprites around, and i've not been modding any of the events (the ones that require coding)
I have, however, been playing around with the patcher. Primarily damage values and formulas, but I also changed up the bard job class.

When I test run the game though, ive found at some point the story characters are replaced with random sprites from within the event. the 2nd battle, delita appears as a female squire every time. the battle in sweegy woods, algus and delita both appear as goblins. the battle after that, algus and delita both take on the sprite of the character who interrogated that knight. (I can't recall details on that one.)  however the ENTD is exactly as it should be for those events.

I've also noticed the text editor isn't working anymore. the progress form says 0 bytes left on DTE and a message states the ISO has NOT been modified.

Do I need to get a fresh ISO and start from scratch here?
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Help! / AI Behavior - can battle tactics be adjusted?
January 04, 2016, 03:21:37 pm
I have changed the "bard" to have different attacks in his skillset. Pretty much 6 abilities. They do no damage, just inflicts status effects. The AI tends to use only one. While everything works correctly,  it makes a kind of boring opponent to only do the "stop" status instead of the wide array of possibilities. Is there anything I csn do about this
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Help! / Re: FFT patcher errors with skillsets??
January 01, 2016, 04:47:56 pm
So should I reprogram current existing abilities? Or should I use a different job class entirely?
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Help! / Re: FFT patcher errors with skillsets??
January 01, 2016, 04:25:49 pm
I wanted to set brave 100 and faith 0 as an innate value, but I had trouble achieving that.