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Messages - Astos

1
Sorry if it has been answered somewhere else, but I couldn't find it.
To put it simple, I added charge times to the Holy/Dark Swordskills. It works fine, except for the fact that the player chan choose a target and then move away from it. It's the default behaviour for most ranged skills (Black magic, for example, let's you start casting then walk away) but it doens't make much sense for sword attacks.
Cloud's limits and Archer's Charge do block movement after selecting a target, but I can't seem to reproduce that in other skills. Is there a flag I'm missing?
2
PSX FFT Hacking / Re: Buggy ASM hacks
May 04, 2015, 04:36:11 am
Thanks a lot, Choto! This is exactly what I as looking for. I tried using the R/S/M learning hack that comes built in the FFTorgASM but the result was that my game froze everytime a "learnable" skill was used.
Your xml worked perfectly. I used ability 01E1 (nameless ability between Equip Change and Short Charge) and changed its name to "Blue Learning".
3
Spriting / Re: [REQ] King Ramza Sprite
January 05, 2014, 10:11:26 pm
No problem! I'm no spriter myself, just a beginner. About the palettes, the easiest way is to copy from another file then edit the colours to fit your needs.
4
Spriting / Re: [REQ] King Ramza Sprite
January 05, 2014, 08:42:42 pm
You have to save it as a 256 colours bitmap. But you only get to use the first 16 colours (1 to 16) for the sprite and then another 16 (129 to 145) for portrait. See the image of one of these palettes attached.
It's a bit tricky but you have to make sure the sprite doesn't use any colours from the portrait and vice-versa. I recommend doing the sprites without the portrait and converting it to 16 colours then editing the portrait in a separete 16 colours file. When both are done, convert the sprites file to 256 colours and copy the colours from the portrait palette to the right positions (I use Graphics Gale to do that), then import the portrait.
5
Spriting / Re: Monk with Agrias head/hair
January 05, 2014, 06:43:02 pm
Hey, it's nice to see another Brazilian newcomer!
The sprites look very good, by the way. Keep it coming!
6
Spriting / Re: Ramza Dark Knight sprite
January 04, 2014, 02:01:47 pm
Quote from: Elric on January 04, 2014, 12:41:11 am
Is not as cut and dry as this, this applies ONLY if you keep the palette in the EXACT same order.
Since by Default EVTCHR uses your current palette, as long as the order matches this will not
cause a graphical issue. This is already known.


That probably only worked for me because I just altered the colours I wanted in Ramza's palette and didn't make any changes to the spirte or the colour order in the palette then.
7
Spriting / Re: Ramza Dark Knight sprite
January 03, 2014, 04:16:14 pm
I just tested this: I recolored Ramza's chapter 4 armor to dark blue (instead of the light blue) and during the event I mentioned earlier, everything seems fine.
I suspected as much, since when I had Ramza with a custom sprite, during events he changed back to the default sprite but using the palette of the custom one.
So it seems these evtchrs use whatever palette Ramza's sprite uses.
In short, recoloring Ramza sprites seems to require no alterations on evtchrs. They just automatically assume the new colours.
8
Spriting / Re: Ramza Dark Knight sprite
January 03, 2014, 01:13:50 pm
That was just what I needed; thanks for pointing me in the right direction.
However, Jack of All Trades was right: there's an amount of work to be done that I had not foreseen. I guess for the time being I'll stick to a recoulour of the original chapter 4 sprite while I work on these evtchrs.
9
Spriting / Re: Ramza Dark Knight sprite
January 03, 2014, 05:10:32 am
Thank you! I wasn't sure what to search for but now I'll take a look.
10
Spriting / Re: Ramza Dark Knight sprite
January 02, 2014, 11:26:07 pm
I have found a problem with custom Ramza sprites like this one. During the cutscene when Ramza meets Beowulf, he looks both sides and, in that moment, the sprite reverts to the default one but using the custom pallete. The result is quite ugly.
Is there a place (using Shishi, perhaps) to replace those "custom movement" sprites?
11
I have a question about the "R/S/M designates learn on hit". It says byte 91 value 10 is equivalent to Monster Talk. But if I want to use that to other support abilities, how do I find out which values I should use? Is there a list out there or another way to find out?
12
Spriting / Ramza Dark Knight sprite
December 29, 2013, 10:55:27 am
I have started my first project recently. It's based on FFT: complete and it changes some of the standard FFT jobs to jobs that are more iconic to the FF series. Ramza, for example, being branded a heretic, becomes a Dark Knight on chapter 2. I think it makes sense because as it is depicted in the FFT series, Dark Knights are those without allegiance, mercenaries, renegades that don't have the blessings of the church, such as Gafgarion. That is, against the system but not inherently evil.
During chapter 2 and 3 I use the standard grey and purple Ramza sprite but for chapter 4 I felt the blue sprite didn't exactly scream "dark knight". Searching the forums I stumbled upon a Ramza Dark Knight that mixed Ramza's head with WotL male dark knight body. However it had some problems due to colour limitations (Ramza spirte and dark knight sprite don't share many colours). So I used the same idea to make one that tries to reuse as many colours as possible and here's the result, should anyone be interested in using it: