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Messages - drbretto

41
Help! / ISO rebuilding issues
February 16, 2012, 06:27:39 pm
Not too long ago, I extracted the ENTD files from a PSX ISO and imported them into an extracted PSP ISO and it worked with absolutely no problems.

Now, I was importing some sprites for the formation screens so I had to extract the WOTL ISO again. I edited it and repacked the fftpack file (which was the same size and was by all appearances successful) and when I rebuild the ISO, the file size is smaller.

If I open a WOTL ISO in powerISO, it shows as 399MB in windows explorer, but 379MB in powerISO, and that's the size it rebuilds it. When I thought I figured it out and re-did it with UMDgen, I get the exact same friggin thing.

I'll open the ISO in UMDgen, navigate to the psp_game directory, right-click and add the fftpack.bin file, overwrite the original and save as an uncompressed ISO, same thing. instead of 409056KB, the new file is 388772KB.

And it's not the fftpack.bin file because the unedited ISO shows up smaller right when you open it.

I'm missing something here.
42
Awesome. Thank you :P
43
Spriting / Couple Q's: Palettes and WOTL formation screen
February 16, 2012, 01:35:20 pm
'Sup FFH.

I was wondering if anyone can tell me how the palettes work for the sprites.

For example, If I wanted to create another color of a monster, can I just add a fourth palette rather than replace an existing sprite altogether?

And my second question I'm pretty sure I already know the answer to, but in WOTL, whenever I import a sprite, I still see the original in the formation screen. Is there a fix for that somewhere?
44
Help! / Re: WOTL asm?
January 31, 2012, 02:23:27 pm
Yeah, I'm off to work myself. I'll start poking around as well when I get home.
45
Help! / Re: WOTL asm?
January 31, 2012, 01:47:05 pm
QuoteAs for Punch Art working with Oil, I think I found your derptastic reason why - Oil works properly in War of the Lions.  Herp!  I recommend testing with magic such as Fire against an Oiled opponent and making sure you don't hit them for 4x damage.


For the millionth time, I used magic as well as the punch art formula and both worked perfectly fine. So if oil works properly in WOTL, the only thing that didn't work is the ASM offset you provided. Which explains why the wind elemental part wasn't working.

But, all is not lost because this experience taught me enough that I can poke around for a bit over the next few days and update a couple of the readily compatible hacks for the psp and they might just work.
46
Help! / Re: WOTL asm?
January 31, 2012, 11:59:57 am
So... and please forgive my complete ignorance on the matter, I'm learning as I go... if some of these blocks of data are in the same order, but the offsets for where they begin might be different from block to block (and some might be the same), then theoretically:

I could open a vanilla psx ISO and an ASM patched ISO into a hex editor and compare to find the original blocks of data, then open a vanilla PSP ISO to find a similar block of data to figure out the difference on the offsets, then I should be able to use that number to edit the pre-existing asm hacks for the psp?
47
Help! / Re: WOTL asm?
January 31, 2012, 03:47:02 am
Yeah, it's quarter to 4, so I'll retest more tomorrow (as well as read your whole post). I can say with 100% certainty that the cyclone formula worked vs. oil, tested in like 700 different ways on my own teammates, both before and after applying oil status.
48
Help! / Re: WOTL asm?
January 31, 2012, 02:55:01 am
Ok, learning a lot today.

I'll leave the rest of the discussion on the topic to this thread. To fill you guys in, RoR's code worked! Well, at the very least, the oil portion of it worked. I haven't been able to properly test the float part but using a fire and wind elemental attack that I created to test it, float did not work but oil did. I haven't gone back to test whether or not it was my ability that I was testing with or if the float portion isn't working.

Based on what RoR did there with the offsets, I'd find it hard to believe that the oil would work and not the float portion, UNLESS the first block of code is for oil and the larger second block is for float and maybe should have just used the same -2034h on both offsets.

Question for the experts here: Would this suggest that anything in battle.bin would work with the -2034h or is there some other factor involved?

I ask because if this one works, I can try to apply the same sort of adjustments on some of the other previously done ASM hacks to try to import them into WOTL. I'm sure they won't all work just as easily but it's worth a shot for a few of them.
49
Help! / Re: WOTL asm?
January 30, 2012, 03:37:42 pm
Thanks for all the effort guys.
50
Help! / Re: WOTL asm?
January 30, 2012, 01:46:50 pm
I've never done anything with ASM, so I would either need instructions made for a 2-year-old or if someone is willing, make me a ppf with just those changes or me to apply my patch to. All credit will be given in BIG BOLD LETTERS.

However, if that's too much to ask, I am also an extremely fast learner, so even just a good old fashioned pointing in the right direction would be incredibly helpful.
51
Help! / WOTL asm?
January 30, 2012, 01:18:08 pm
I know that you can't use the fftorgasm or whatever on a WOTL iso because the values are in different places and whatnot, but has anyone gone in and manually edited the values for making oil and float give fire and wind vulnerability?

And if so, if you could point me to a resource to figure out how to make that happen, I would be very appreciative. I would literally make you, personally, like my 5th or 6th best friend in the whole wide world. Just think about it, walking hand-in-hand in the park, whistling the tune of that "people, let me tell you 'bout my BEST friend" song...
52
Help! / Re: FFT Patcher Animations Tab
January 23, 2012, 03:19:35 pm
Awesome, awesome post. Thank you! I will bookmark this thread as a reference.

I ended up just using the masamune effect and with the animation values all messed up from experimentation, it actually ended up looking like a unique ability, so I lucked into that. I do have the proper check boxes on the ability tab though. The spell functions properly.

Thanks again!
53
Help! / Re: FFT Patcher Animations Tab
January 23, 2012, 03:00:21 pm
Ok, nevermind the ability because I found a spell effect that looks better and works right to boot. But if anyone has any insight into the animation tab in general, that would be much appreciated.
54
Help! / FFT Patcher Animations Tab
January 23, 2012, 01:19:52 pm
Whatup FFHacktics.

I've got a few questions regarding the animations tab on the FFT patcher. I can see that it's where you can change the behavior of the animations for each given ability, and I can see that most of the time if you want something to behave similarly to another ability, you can just copy the checkmark pattern from the other ability, but does anyone have a nice little listing of what each checkmark actually does? Or even some of them?

Basically, what I'm trying to do right now is create an ability that is auto-targeted around the caster like a draw-out. But even when copying the checkmarks, it ends up centering the cast around one of the secondary targets. I tried using the checkmarks from some other similar abilities and I get the same thing. Anyone have any idea what I'm doing wrong?
55
I was wondering if there's an easy, cut and paste way to combine some of the features I like from different patches and put it into my own conglomeration. Something like a spreadsheet-form patcher?

Like let's say I wanted to take all of the class changes from one patch and apply it to the encounter changes in 1.3 for example. Or even just copying and pasting all of the, say, knight sword changes from one patch to another without having to go in and change each item individually? Is anything like that possible?

I'm looking for some new flavor and I like some of the other not-so-mainstream patches on the site, but I can't find one I like completely so I wanted to basically import my favorite features from other patches for the 1.3 encounters.

My gut says no and I'm gonna end up taking 1.3038 and giving every class innate JP up and boosting the invite chance percentage or something. I want at least one monster at all times in my main crew for flavor and the invite chance is ridiculously low. I'll just have to use will power to not use invite as a tactic for winning a battle. Plus I'm sick of the JP grind, so screw it, I'm boosting that too :P


Edit: NM. I'm just taking 1.3038 and giving everyone JP boost and treasure hunter, PA classes get poach and MA classes get beastmaster and every class gets one innate class-specific support ability. I'm calling it 1.3 cheap-ass type :P

Edit 2: haha, this is fun. I also gave dual wield guns (I know of the bug where the second weapon gets  gun range, I'll have to force myself not to abuse it) and changed the -brave archer ability to a WP+2 fire arrow to go with the oil shot.
56
Sorry if this is the wrong place, but it seems like the most obvious choice.

I hate to be a noob here, but I've been trying to get this thing going for 2 days now and I'm getting extreemly frustrated nd more confused by the minute.

Now, I purchased the game, this is not pirating, in case this board is sensitive to such things. I actually bought the game before I got the psp. I did, however choose to download the ISO rather than rip it, so if the solution is to rip manually, I can do that too.

I have the star wars slim psp and have gone through the crazy amount of steps necessary to get custom firmware 5.00 m33-4 via chickHEN. I was able to run the ISO exactly one time, non-modded. The non-modded version now gives me the "game cannot be started" error code, and before and after the one time it worked, the 1.3 patched version would go to a blank screen and shut down.

I'm seriously hoping to avoid shelling out cash for a pandora battery. Is there something I'm forgetting to do?

EDIT:

The search button, it's a miracle! For reference, in case someone else has the same problem, patch the ISO with the eruo ppf.