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May 20, 2024, 01:45:28 pm

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Messages - Nyzer

1
Quote from: Aelyat on May 16, 2024, 06:14:12 amHey!
Is there a possibility for a The Lion War of the Lions Remix, per chance?
Would love to see TLWL mod version with those QoL changes done here.

Quote from: Nyzer on April 06, 2024, 12:30:16 pmIt's my preferred script as well, but I chose not to use it at first because TLWotL has a few more ASM hacks, and others that were moved, and last I checked, that caused them to have compatibility issues with some of the Quality of Life hacks.

It wasn't until I was done the bulk of the work on ReMixed that I finally got my foot in the door with ASM hacking - before then, I'd tried on several occasions to follow along with what the hacks were doing to attempt to sort of understand them, but couldn't - just because of different kinds of formatting and documentation, I think. Not knowing how to convert hex code to ASM, or named registers to standard ones, or how some offsets were relative to their sector while others were specific to RAM, meant that most of the hacks I tried to read or compare the code for were total gibberish to me, and without anything to anchor myself to while I tried to figure out the format, it went nowhere. But after being told about how some hacks' offsets do use RAM offsets that need no conversion, and after looking into a hack that was in the same format used by the wiki, things finally started to click.

Things snowballed from there, and now I'm quite comfortable making and editing ASM hacks. But making it with the WotL script would have required more work at the end, and I didn't want it to have to wait until the new year to release. I've also always wanted to have a toggle that the player can choose at the start, that picks between the two different scripts for events and changes units' name IDs and custom nicknames. Stuff like ability and location names would still be locked to only one option, but a separate Tactext patch if someone really wanted the original PSX stuff wouldn't be too much to have around.

So it's on the list, but because of the work that would be involved in it, and the work that was already involved in ReMixed, and a lot of other work that ended up wasted, I haven't had enough motivation to get started on it yet. I expect I will eventually, but I can't bring myself to start a task that'll take a few weeks to do when I've mostly just been knocking off a smaller one-night task once every week or two and haven't even been able to feel inspired enough to do slightly bigger things that would take about a day and a half or something.
2
Quote from: Jaylo on May 14, 2024, 07:19:45 amThanks for the quick reply.
So the first poach message is an illegal poach done with full damage which needs another strike to give you the legal poach message.
If the illegal poach happens on the 4th strike there is no 5th to correct it so the game just stops.
This is a shame as the Barrage skill is the best for poaching with it's four strikes.

Okay, this should do it.

So the way the Barrage formula works normally is by calling the routine for switching from a Break attack to a normal weapon attack and then calculating the damage reduction from there. Unfortunately, the routine for switching to a normal weapon attack runs the Poach/Train routine before returning to the Barrage formula.

I just added some more lines to the Barrage code before it runs the switch to weapon attack routine, flipping a switch in some empty data, then made the Poach/Train routine check if that switch was flipped. If so, it skips running the Poach/Train checks. After running the switch to weapon attack routine and returning to Barrage to calculate the true final damage result, I flip that switch off, then jump directly to the Poach/Train routine using the new (and correct) damage numbers.

I was hoping it would be that simple in the end, but I didn't have time to test last night. I'm glad I was right, though!

For bonus points, this is even the version of Barrage I've already upgraded so that it will show the spell effect when using a Magic Gun.

Make sure to double-check the Conflict Checker in TLW/otL's OrgASM against the existing hacks that there are no conflicts, though. As the code was expanded, if there was something else immediately after it, it will now bleed into other hacks' code and cause issues.
3
Quote from: Jaylo on May 14, 2024, 08:50:29 am@Nyzer
Nice submod.
It was mentioned in an earlier post about Argus's messed up sprite in cutscenes, after reading around i found out it's because characters in cutscenes may have some special animations that use their own sprites so if you change a cutscene characters sprite you need to create new special animations for the EVTCHR.bin using the new sprite.
If you don't then when the special animations occur the sprite will change to the old one but use the new sprite's colour palette which results in messed up sprites.
As you changed Algus's sprite will you be making new special animations for him for cutscenes?

Also i came across a consistent game freeze with this mod when putting a samurai Ramza into autobattle in the Goug City Rooftop story battle.

Not related to this submod i just came across a game breaking issue in the original Lion War mod when using Secret Hunt\Train with Balthier's four strike barrage ability.
3lric investigated and found that the Poach\Train check happens before Barrage reduces the damage so the first Poach message is an illegal poach that requires another strike to give a legal Poach and another message, if the illegal Poach happens on the 4th strike then the game simply stops, waiting to correct the poach.
If you know formulas perhaps you could have a go at fixing this?

If you have a save file for that fight with the freezes, that might be helpful.

As for the sprite, I've mentioned a few times in here that it's part of the April fools patch. I don't seriously intend to replace his sprite with that silly low quality option, and the only reason it hasn't been reverted in a new patch yet is because I started writing up code for Doublecast, which quickly snowballed into something bigger, taking what I thought would have been a mid April update and pushing it to later this month.

As for the poaching? I don't think you actually read the username of the person who replied to you.
4
Quote from: Jaylo on May 13, 2024, 09:59:52 amIs there a problem with Balthier's Barrage ability when used with Secret Hunt?
I am getting two poached messages when a poach occurs with strikes 1-3 and the game seems to "stop" if a poach occurs on strike 4.
I say "stop" and not "freeze" because the music still plays and the unit animations are still working but there is no ui and the game doesn't continue.

Great discovery, thank you.

So, after some investigation, it turns out that behind the scenes, the Poach/Train checks run before the Barrage formula reduces the damage of the ability, due to the way the formula is set up. This means it can think it's reaching the target damage range only to turn out that the damage was reduced OUT of that range, but it's already been set to trigger Poach/Train.

There are probably ways to fix that up for the formula specifically, but the code for the poach/train routine was very unoptimized and it was a lot faster to just add in a check to block the Barrage ability ID before even taking the time to figure out what the problem actually was.

If you have the OrgASM program from the TLW resources (or just the FFTPatcher Suite), you can add this to your FFTPatcher > XmlPatches > PSX folder and apply it to the game.
5
Quote from: Argath on May 07, 2024, 06:32:10 amwhen i reached the final battle sometimes it gets glitched and gets stuck, however when reloading the save it fix it but still i hope it gets fixed, im using duckstation too

You need to be much more specific than that. What exactly is happening?
6
Unfortunately, without a savestate, I couldn't tell you why. I just ran a test of it both with and without Bandit's Eye equipped to turn it into Mug, and both worked perfectly fine.

For now, it would be best to include as much information about it as possible.
7
Completed Mods / Re: FFT The Lion War ReMixed [PSX]
April 27, 2024, 01:44:17 am
Quote from: txgarden on April 26, 2024, 12:29:24 amA question about changing the spell names and spell quotes. I assume the included excel file "ReMixed Text Editor.xlsm" is for this purpose. How do I make a ppf patch using the excel file? I am new the modding stuff, any instructions will be appreciated. Thank you.

You don't make a .ppf with it. You export a .tactext file from it, open it with Tactext which you can find in the ASM folder of the Resources, and then choose Patch ISO.

QuoteDid I download the correct version? Please, let me know.

I included some silly stuff for April Fools. It'll go away for the next update, whenever I get it done.
8
Completed Mods / Re: FFT The Lion War ReMixed [PSX]
April 25, 2024, 08:46:54 pm
Quote from: HippeusOmega on April 25, 2024, 02:08:38 amAh okay. So use L1 and R1 to move my units manually? Is benching worth it? 🤔

Sure, Benching is worth it. Just not for moving units. It's great for storing human units you don't want to use but would prefer not to discard, and it's ideal monster storage unless you specifically want to breed or field them right now.
9
Completed Mods / Re: FFT The Lion War ReMixed [PSX]
April 25, 2024, 02:00:53 am
Quote from: HippeusOmega on April 25, 2024, 01:58:13 amYeah I think I did cause I was wanting to reorder my units.

That'll do it.

And it isn't necessary to bench them to reorder them. L1 and R1 will shift their positions.
10
Completed Mods / Re: FFT The Lion War ReMixed
April 25, 2024, 01:23:06 am
Quote from: alorian on April 24, 2024, 06:48:16 pmDoes this need to be patched with a base PSX Final Fantasy Tactics iso?

Yep. I suppose I could put [PSX] in the post title here to make it more obvious.

Quote from: HippeusOmega on April 24, 2024, 10:58:43 pmHad a question. Not sure if a bug or just its been so long since I played tactics. When I started my Lion war remix file which has had me excited to try out since I found it on YouTube through J7Jase.

Anyways, I ran into a issue at the soldiers office before the Algus map. The soldiers I got had 100 out of 200 JP for their job level. However, they had 0000 jps to spend and they had no abilities learned. Not sure if a bug.

You Benched them, didn't you?
11
Completed Mods / Re: FFT The Lion War ReMixed
April 23, 2024, 03:19:03 am
Quote from: Argath on April 21, 2024, 02:16:30 pmI see, but i do hope Marche becomes playable like the other mod i saw back then
That won't be happening, I'm afraid.

Quote from: warzeus89 on April 23, 2024, 01:23:19 amHEY. just curious as to what jobs you need for the dark knight? it doesnt really say and ive tried searching every page and nothing

It's based off The Lion War, so lv8 Knight and Wizard.
12
Completed Mods / Re: FFT The Lion War ReMixed
April 20, 2024, 10:40:04 am
Quote from: Argath on April 19, 2024, 01:30:10 pmIs Algus Marche now? Its not that im againts it or anything but i do hope his sprite gets corrected aswell as his name instead of appearing as Algus/Argath both in rooster and some cutscene frames in the future updates and i do love the idea of Marche replacing Algus/Argath as i myself loves FFTA. i love this mod and i hope it gets completed and be the best mod ever

It's the Algus/April Fools joke. It'll be put back to normal with the next update (which probably won't be in April).
13
Completed Mods / Re: FFT The Lion War ReMixed
April 16, 2024, 09:12:20 am
Quote from: Zorkats on April 15, 2024, 07:52:46 pmIt does work when you send one at a time it seems. Btw, have you considered to add more skills to Luso's Game Hunter? I feel like there's a lot of JP that is wasted on as he seems to have the same skillset as a Squire.

His skillset is Blue Magic. He needs to go get hit by certain monster abilities while the Blue Magic skillset is equipped.

It does mean he's a bit of a void for JP, but there's not too much to be done about that.
14
Completed Mods / Re: FFT The Lion War ReMixed
April 15, 2024, 02:51:29 pm
Quote from: Zorkats on April 15, 2024, 12:52:21 pmHello. I found a bug while running the game on real hardware, when you send to Retraining more than one unit, and after 1 battle you get them back, the game will crash while showing the JP and Level your units gained. I managed to get past this issue by using an emulator though.

But it works when you only send one character at a time? If so, some extra wait time between each unit might help on hardware, but I would have no way of testing for myself.
15
Completed Mods / Re: FFT The Lion War ReMixed
April 06, 2024, 12:30:16 pm
Quote from: TheSuzakuSeven on April 05, 2024, 10:07:34 pmHello, I'd love to play this but I'm one of the very few who actually like The War of The Lions script more and was wondering if you could make this compatible with The LionWar War of the Lions mod?

It's my preferred script as well, but I chose not to use it at first because TLWotL has a few more ASM hacks, and others that were moved, and last I checked, that caused them to have compatibility issues with some of the Quality of Life hacks.

It wasn't until I was done the bulk of the work on ReMixed that I finally got my foot in the door with ASM hacking - before then, I'd tried on several occasions to follow along with what the hacks were doing to attempt to sort of understand them, but couldn't - just because of different kinds of formatting and documentation, I think. Not knowing how to convert hex code to ASM, or named registers to standard ones, or how some offsets were relative to their sector while others were specific to RAM, meant that most of the hacks I tried to read or compare the code for were total gibberish to me, and without anything to anchor myself to while I tried to figure out the format, it went nowhere. But after being told about how some hacks' offsets do use RAM offsets that need no conversion, and after looking into a hack that was in the same format used by the wiki, things finally started to click.

Things snowballed from there, and now I'm quite comfortable making and editing ASM hacks. But making it with the WotL script would have required more work at the end, and I didn't want it to have to wait until the new year to release. I've also always wanted to have a toggle that the player can choose at the start, that picks between the two different scripts for events and changes units' name IDs and custom nicknames. Stuff like ability and location names would still be locked to only one option, but a separate Tactext patch if someone really wanted the original PSX stuff wouldn't be too much to have around.

So it's on the list, but because of the work that would be involved in it, and the work that was already involved in ReMixed, and a lot of other work that ended up wasted, I haven't had enough motivation to get started on it yet. I expect I will eventually, but I can't bring myself to start a task that'll take a few weeks to do when I've mostly just been knocking off a smaller one-night task once every week or two and haven't even been able to feel inspired enough to do slightly bigger things that would take about a day and a half or something.
16
Completed Mods / Re: FFT The Lion War ReMixed
April 05, 2024, 03:21:25 pm
Quote from: rrr on April 04, 2024, 03:39:18 amNinja have innate Ninjitsu, so perhap can Samurai have innate Bushido?

For the most part, I don't want to buff already good Jobs in any non-QoL ways. It's quite easy to do with the Patcher, though, and I welcome folks customizing their own experience.

Quote from: twigglypuff on April 04, 2024, 02:44:13 pmHow would you say is the difficulty of this mod? 1 being vanilla and 10 being FFT1.3

As it's ~90% vanilla TLW, mostly 1. Some of the new/WotL content is harder, though.

If you include Fake Difficulty elements like getting locked in on Wiegraf, though, then the difficulty is below 1 at times. I don't personally consider QoL stuff to be "difficulty", but some may.
17
You just load a save from right before that event after patching the ISO and reloading it in the emulator.
18
Completed Mods / Re: FFT The Lion War ReMixed
April 03, 2024, 03:30:01 pm
Quote from: MRTayag on April 02, 2024, 08:58:12 ami accidentally moved 1character to bench unit.. onced move it's name change to something else.. is this bug?

can we also request a De-leveling function on the Dispatch Missions? 😅


also, what are the.job unlock requirement based on?

The bench hack does not save custom nicknames. You can always rename units at the Soldier Office, though.

I'm not likely to ever include a deleveling option - I wouldn't know how to preserve stat growth to match standard deleveling, and if you're just trying to reduce the level of random battles, the restriction against sending Ramza on missions would still leave you screwed there. You'll just need to recruit some mind flayers and/or teach the skill to Luso, or use the traps in the desert.

The jobs are all vanilla PSX unlocks except Dark Knights, which use TLW's Knight 8 and Wizard 8.

Quote from: MRTayag on April 03, 2024, 06:37:43 amis there a way to know which patch is used via in game?

No. Though Patch 1.1.10 and 1.1.11 have a subtle difference on the title screen and in... certain parts of the game...

You can compare the changelog against the text for certain abilities to get some idea of what patch you used, though.
19
Completed Mods / Re: FFT The Lion War ReMixed
April 03, 2024, 12:48:32 am
Quote from: wraith09 on April 03, 2024, 12:24:26 amSO I HAVE AN...ODD issue? just started the mod. and theres a few odd things ive found... but i just fought the first fight on the plains and... my ramza renamed himself to reis and left my party. dont know if this was an aprils fool thing or an actual bug.

Not quite the intent. Looks like something got bugged with Algus, I'm not quite sure what. He loaded with blank stats when he wasn't supposed to. I did some testing a ways back with stuff related to unit generation in battle - I'm thinking that I didn't restore a copy from beforehand and that this caused issues with my hack for Load Formation not blanking stats out if the unit's not in the team.

Edit: Yep, that's what it was. New version has been uploaded with that bit of code reverted back to vanilla.
20
Completed Mods / Re: FFT The Lion War ReMixed
April 02, 2024, 12:28:52 am
Gonna do some replies, but first, Version 1.1.10 is out now.

======================

Quote from: Tusk on March 12, 2024, 12:33:19 amIm using duckstation on a retroid pocket 3
https://imgur.com/gallery/mH57GP3

Fixed, thanks for the report!

Quote from: lilmacaco on March 25, 2024, 12:45:21 amI was looking through the resource files but didn't find any information about jobs/job levels. I am just trying to figure out if I have to master jobs to unlock other jobs or not. I could be blind too but loving the mod so far!

Nothing is different from The Lion War.

Quote from: MRTayag on March 27, 2024, 06:23:09 amHow to toggle No Permadeath?

You can't. I've fixed some of the wording to make it clearer in the first post - essentially, while the hack itself has the toggle functionality, the player is not given the option to toggle it in ReMixed. If the main Options menu could have been expanded, it would have been a toggle for the player, but it couldn't be.

Quote from: lhsgenx42 on March 30, 2024, 08:19:18 pmThe game is glitched at the Germinas Peak scenario for me. The battle starts with no enemies showing, but they are talking to my party. When I choose Start Battle the screen goes black, but I hear the music playing. Anyone having the same issue?

I'll try to get that checked out soonish. First I've ever heard of it, though.