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Messages - Nyzer

You can modify them in the FFTPatcher.

You can't add random battles to cities.
Completed Mods / Re: FFT The Lion War ReMixed [PSX]
June 08, 2024, 03:35:33 am
Quote from: goldnfrog on June 07, 2024, 09:23:47 pmI really love all the quality life changes with this mod. However, with the JP up innate on all units feature I've found in my playthrough when I switch to other jobs the amount of JP received is still at a regular rate? Not sure if this is a bug or not. The only way for me to tell is that on average my other jobs get about 16~ JP whereas it should be 28~ JP right?

The amount of JP you gain is boosted the higher your Job Level (and unit level) is. That's standard vanilla design. To get 28 JP per turn at Job Level 1 with innate JP Boost, your units would need to be around level 36-40, depending on rounding. 8 base JP, +2 from Job Level 1, +9ish from Level/4, then multiplied by 1.5x by JP Boost.
Tutorials and Learning / Re: Tutorial Requests
June 04, 2024, 10:13:50 pm
Quote from: TheTrueKensei on June 04, 2024, 12:16:40 pmHello everyone, I'm a modder on Nexus and branching out to this community. 

I'm currently working on a mod to adding a playable "Holy Knight" and "Sword Saint" job for "The Lion War" mod for PSX version, however I'm having difficulty finding a tutorial and/or spreadsheet for this.  What would be most helpful here is a Sprite/Job/Skill correspondence spreadsheet document that identifies between programs within the "FFTPatcher".  Unless I'm misunderstanding how Sprites, Jobs, and Skills link together.  I need a total of 4 character slots to do this.  Also I don't understand what "Width" represents in "FFTactext.exe" nor do I understand how you add Job requirements, I noticed "Job Requirement" within the "FFTactext.exe" but I doubt it's as simple as that or is it?  Any help or guidance would be most appreciated.

One last thing is I'm not looking to profit from this in any way and once the project is done I will freely share it on this website as a ppf patch and open resource of the sprites I make for anyone to use as they wish.

You can't add any more generic jobs to the job wheel. TLW took advantage of the fact that Bards and Dancers were given separate locations to store data like learned abilities and JP, despite the fact that a unit can never have access to both jobs at once, and stacked Female DK on top of Male Bard and Male DK on top of Female Dancer.
I noticed that the title says Tweak. You're modding a modded version - one made with the finicky Valhalla editor. You should talk to Tzepish about that on Discord.
Quote from: Khatmar on May 21, 2024, 01:40:30 pmHello, this is one of my first posts. Basically, I tried replacing Cloud with the custom Advent Children sprite that is available on hackticks and I even followed Celdias guide on spriting (this one here) but whatever I do, the changes I made just do not appear in game. I can get the battle sprite to change, but not the portrait and neither the formation screen sprite. They are always vanilla.

I even checked the ISO with other viewers (and other Shishi versions) and the portrait and formation screen sprite both appear to what I changed them to (but not in game).

Is it... save incompatible? Do I have to start a new game for the new sprite to show up? That doesnt make logical sense (but stranger things have happened). Could someone please help me out? Any assistance would be much appreciated.

No, that's not it. Can you show us screenshots of each of the three files after you've imported them?
You can just get the sprite from an unmodded version of vanilla FFT.

If you overwrote your only copy of it, consider this a valuable lesson learned at no real cost - get yourself another copy and make sure you always keep backups going forward.
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.
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.
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.
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.
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?
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.
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.
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.
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.
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?
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.
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).
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.
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.