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June 02, 2024, 06:46:23 am

News:

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 - drbretto

21
Help! / Re: Altima 2 teleport crash
April 10, 2012, 10:34:09 am
OH! Nevermind, I think I found it. I was using 28 as an effect for an "extra attack". Using guess what, gore as a spell effect.

Thanks for the help!!
22
What, exactly didn't work? I just want to make sure it's not just that the ISO ended up an unplayable different size when you repacked it because there's an extra step or two you have to do to make it repack at the same size.
23
Help! / Re: FFTacText Issues
April 10, 2012, 10:16:32 am
Yeah, this program is a pain in the ass to get going in the first place. Another tip is to make sure you never extract the ISO to start with. Use the fftext file always.
24
Help! / Re: Altima 2 teleport crash
April 10, 2012, 10:14:58 am
1FF, 1FE, 1E1, 1BB, and 028 are all "unknown" in the patcher and are all set to default values.

I am told that the spell effect looks like timed strike (from 1.3) when Altima lands, which is using spell effect 17D (Gore). I don't know if that effects anything.
25
Help! / Re: Altima 2 teleport crash
April 10, 2012, 02:10:29 am
Well, this is gonna be fun figuring that one out :P
26
Help! / Altima 2 teleport crash
April 09, 2012, 09:50:40 pm
Maybe someone here can help me figure out what I did here.

When Altima 2 teleports, I'm told that the graphic ends up looking like the wrong animation and the game freezes. Anyone have any clue where I could even begin to look for what could be causing that?
27
Help! / Re: WOTL asm?
April 04, 2012, 04:12:35 pm
I know...

But it was the same ability that I was using to test oil before, meaning it's magic based and should work with air elemental. Which it does not.
28
Help! / Re: WOTL asm?
April 04, 2012, 01:49:01 pm
an attack I made up that I was testing oil with (which works).

No crash. Just no effect.
29
Help! / Re: WOTL asm?
April 04, 2012, 10:40:37 am
Just now saw this post. I tested it though. It still doesn't work :(
30
Help! / Re: Replacing the Onion Knight (WOTL)
April 03, 2012, 01:22:34 am
yup, that looks like it!

So... lost cause then?

Edit: then again, can just make it require level 8 squire...
31
Help! / Re: Replacing the Onion Knight (WOTL)
April 02, 2012, 10:44:43 pm
Whether you've learned the skills or not, they will show or not show seemingly at random when in battle. I had two identical units each with 4 skills learned, both of them were missing the first one and another one was missing from the other one.

I was hoping it was like something to do with which classes were mastered or something like that, but I couldn't find a pattern.
32
Help! / Replacing the Onion Knight (WOTL)
April 02, 2012, 09:23:40 pm
Hackers unite!

I want to get rid of the onion knight's hard-coded sucktitude. I imagine this is as simple as changing a single value somewhere in ASM land but I have absolutely no idea how to go about this.

All I want to do is point it to a different job entirely so I can have complete control over what I want it to do. Currently, adding a skillset to the class has unpredictable results and you still can't equip any skills or anything with them.

They suck and I want to blow it up.
33
Completed Mods / Re: Patch testing for WotL!
March 08, 2012, 04:52:44 am
Is there any chance that this new method of patching could eventually apply a ppf on the fly? Might make consistently updated patches easier to work with.
34
Completed Mods / Re: Patch testing for WotL!
March 07, 2012, 08:31:10 pm
Quote from: B.K. on March 07, 2012, 12:38:59 pm
Is there any way you could slow the game down a bit in the next version of the patch? It's actually a bit too fast now.

Thanks for the work. I never thought I'd see the day that the PSP version would be faster than the PS1 version.


It's the same speed as the PSP version. It just seems like it's super fast at first because you're used to the slowdowns. Give it about an hour of playtime and it will feel like normal again.
35
Completed Mods / Re: Patch testing for WotL!
March 07, 2012, 10:51:25 am
Yes, this is huge news and I, too, am surprised this is only 3 pages.

As for PSP mods, I have a fairly huge update for 1.3 coming out in a week or two. I'll link it here when it's finished if that's ok.

I've imported all of the WOTL only items, among many many other things.
36
Help! / Re: I have a few modding questions ...
March 05, 2012, 04:28:47 pm
Quote from: Tony75 on March 04, 2012, 08:22:45 pm
1 . Is there a way to change skills like charge 1 into like a wind arrow shot and how ?


You can, but you need to create an entire new skillset. Charge is flagged as a special type and there's not much you can do with it besides change the delay and the power. You'd have to change the type on the action menu's tab to default and create all new skills.

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3 Can Reis' dragon skills be made to work for all monsters ?


Yes and no. The formulas specifically work only against dragons, but you can change the formulas to something generic and adjust the values to replicate each of them.

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5 Is the romada gun to strong to have enemies in chapter 1 to use ? Miluda or Algus come to mind .


Holy shit, yes.

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6 Can equip crossbow be made to allow one to equip a bow ?


Should be a pre-made ASM hack in the patcher suite.
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7 How can you get break accessory like a normal knight and break shield like the divine knight ?


The breaks/crushes each use the same formulas for any slot that is broken, so I think the target is hard-coded into the abilities. I do know you can change any of them from break to steal and vise-versa and adjust the strength of the crushes and the accuracies and whatnot, but I haven't figured out a way to make anything brand new.

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8 See 1 but reguarding the lancer jump skills


See answer to number 1 :P

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9 Let's say I replace one of the archers in the first battle with a bard would the bard be smart enough to sing or would the cpu still think it is an archer ?


The AI is self-aware enough to sing, but it will probably pick a stupid song and cancel it on its next turn if it doesn't go off in time. So, pretty much like any AI bard.

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10 Is there a way to make story battles scale with your party's level ?


Change the level of every unit in every storyline battle to [random +/- xx] where the xx is however many levels above or below your party you want them to be.

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I think that is it for now but i am sure I will have more Thanks for any help .
one more can I use the minerva armor sprite in  the psx version ?


I'm fairly certain you need a psp version to get the PSP item sprites, but you CAN edit any of the items in-game to replicate the WOTL only items to put them in game (my next release includes 30 of them). But that's PSP-only because those sprites are already in-game.
37
Help! / Re: New jobs reverting to "villain" - WOTL
March 05, 2012, 03:01:42 pm
Yeah, I got that part figured out now, but now I'm having another problem. The new skillset is a modified item skillset. I changed the flag on the dropdown menu on the action tab and the skillest works like a champ on the fight where you recruit the special. But when I go to train (and it's the right skillset and everything), when I bring the unit into the next battle, I can't use the skillset. It's grayed out ans says no useable abilities.
38
Help! / New jobs reverting to "villain" - WOTL
March 05, 2012, 12:36:20 pm
Two quick questions:

-I'm trying to create a special unit that joins the party. I've done this like 6 times with absolutely no problems. Now, no matter what I do, this new unit turns into a "villain" on the formation screen and I can't train any of the new abilities.

I've tried editing 4 different jobs and each time, the unit has the proper skillset in the battle where you recruit it, but as soon as you go to the formation screen to change, it reverts back to villain for the main job. Get back into a fight and it goes back to the right skillset, but you can't use it.

Anyone else ever run into this? The only thing I can think of is that it's a sprite issue because it's the only common factor.


Edit: Yup, it's the sprite. I guess I have to edit the sprite for the same job that I'm trying to edit?


Second question: Has anyone here ever had any luck editing the onion knight? I was trying to change the job altogether but it seems to be hard coded to be useless. I add a skillset and it's like only random abilities are available (not sure if it has something to do with the number of mastered jobs or something). Anyone know of a way to change that job to a normal, trainable job?
39
Completed Mods / Re: Patch testing for WotL!
March 01, 2012, 03:51:16 pm
Archaemic. You are a God among men!

I just tested it. It's working like a charm so far!
40
Help! / Re: ISO rebuilding issues
February 16, 2012, 08:40:06 pm
This is really getting frustrating...

Even if I directly extract the ISO, then repack it from a brand new file it's still exactly 388774KB when it needs to be 409056KB. It's saved to uncompressed .iso format. There's absolutely no reason for this to be happening.

What's worse is that I've done it before. And it worked. The first time. Without any problems whatsoever.

Gonna take a break and probably punch something.