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Messages - advfox

Spriting / Re: Some WIP Sprites
May 12, 2022, 03:53:54 pm
Just came back after a long hiatus, going to try to get some of these sprites finished that I was already working on before. Don't think I'll be starting any new sheets, though
The Lion War / Re: Question About New Game+
November 21, 2021, 11:45:55 am
Oh okay, that makes things a little more convenient then, thanks
The Lion War / Question About New Game+
November 19, 2021, 11:00:32 pm
Hi, I haven't had a chance to test play TLW 2.1 yet; I have a question about what happens after finishing the story. I'm guessing an option is given to select New Game+. Is there also an option to continue playing after the final battle (like an old ASM posted on here that I can't find atm)?

Asking because I was creating postgame stuff when I was using 1.06 resources, so just want to know if I need to move it to New Game+ instead.
The Lion War / Re: The Lion War 2.021 - DOWNLOAD HERE!!
October 26, 2021, 03:03:55 am
Late to seeing this has been updated, thanks for all the time and effort that has gone into this.
Help! / Re: Modding new characters
October 10, 2021, 01:53:27 am
There are several free job slots you can use in the vanilla game. Some are guest/enemy duplicate slots for special characters which you can use if you make the corresponding changes to ENTD. If you want to create new skills then you can use the few free ability slots in vanilla; if those aren't enough then you have to do some consolidating of existing abilities or something

From what I've read, most spriters use/used GraphicsGale and ShiShi (useful not only for importing but for previewing animation frames). Portraits are 16-color 32x48 BMPs, sprites are paletted 256-color BMPs (16 palettes, half of them used for portraits). If you're making unique characters then you probably only need a single palette each for the sprite/portrait. I never used MSPaint for sprites so I can't say if it's a viable option or not, but I would avoid it
Spriting / Re: Some WIP Sprites
October 22, 2020, 09:10:02 pm
Completed Neptune sheet

Spriting / Re: Some WIP Sprites
October 21, 2020, 02:15:43 am
Early portrait and sprite I made for Denam tonight, while I'm looking forward to working on him, animating the cloth on his legs is going to be a pain


Spriting / Re: Some WIP Sprites
October 18, 2020, 05:22:18 am
Thank you, I'll look into adjusting my colors

EDIT: Yep, my colors are definitely off, thanks again for pointing that out
Spriting / Some WIP Sprites
October 15, 2020, 11:03:32 pm
A couple of months ago I got back into working on a personal hack after a several year hiatus, adding a few new units - some for FFXII/TA2 lore tying, a few because I want them in the game. Most of my sprites and many portraits are WIPs, with the hope that someone might want to use any of these sheets for themselves once they're finished

If I eventually make any EVTCHR frames for my events, I'll post those as well

I have several sheets lying around but I've dropped some of them (slot constraints); these are those I intend on finishing:
Original Male special unit
Original Female special unit
Original Gria special unit
Denam (TO - 2010 design)
Cloud (FF7 Remake)
Etna/Prinny (Disgaea)
Neptune (HDN) Done


Portraits (some in early stages) *Ashe is small alteration to an existing custom portrait, not sure who to credit

Thanks for taking the time to look at my concepts, I'd like to keep this post updated
Help! / Re: The movement is awkward in battle.
October 12, 2020, 11:24:00 pm
You have to change that sprite's animation type in Shishi to whatever it is you're changing it to. Ramza and Orlandu are TYPE1, and the other sprites you mentioned are TYPE2. So you would change Ramza/Orlandu's SHP/SEQ to TYPE2
Help! / Re: Original / Custom Portrait Making
September 17, 2020, 04:21:49 am
Currently there's no way to use higher-resolution portraits in the game.

When starting a new portrait, it's a good idea to refer to the originals to get an idea of what is consistent between them so that yours can follow suit. You can view/export them in Shishi, or you can look at this portrait reference sheet (also includes some great custom portraits by others)

Some general guidelines - try to use 'FFT' colors (e.g. not too vibrant or saturated), the top of the head normally cuts off or meets at the top of the portrait, and make the most out of the 15/16 colors you have. Also, portraits will appear stretched in-game (I use FFTEVGRP to preview how they'll look in-game). Flip your portrait from time to time to see mistakes you may not have noticed before

Portraits of decent quality take time for most people. But really, as long as you're making an effort to stay consistent with the vanilla portraits, they should turn out fine
Thank you very much for putting in the time to do this, thanks RetroTypes as well
The problem is that the empty entries aren't tied to any unit IDs as far as I know, and that information is stored elsewhere (just like ages). I haven't actually tested it though, I'll go ahead and do that and confirm just to make sure

EDIT: Nope, entry doesn't update after having the unit rot away
I've added new units for my hack and set their Brave Story entries accordingly. I already know how to activate them through events.
What I'm not sure of is how to set the last four entries (dissmised, brave/faith desertion, died) to work as intended. How would I go
about doing this?


If it's relevant (it probably isn't, but worth mentioning), I'm currently working with TLW resources as a base
Quote from: FrozenDragon150 on January 15, 2015, 03:59:21 pm
Ah... I see, well, that's disappointing :(

btw, has anyone used PrizeRebel? is it legit?

I used to use PrizeRebel a few years ago. It worked for me (I actually did claim one reward), but I stopped after a while mostly because the process was too tedious. Still, it's a legitimate site from what I remember.
I've been thinking about changing Clan Trials into Special Challenges, where the player can choose to fight tough enemies and superbosses. Rewards for beating these challenges could include lots of AP, specific high-level loot, rare equipment, and of course Clan Privileges. I'm liking the idea so far.

FFTA/FFTA2 Hacking / Re: Loose FFTA Ends
January 04, 2015, 03:58:14 pm
What determines whether a special character can change jobs or not. That hasn't been discovered yet, as far as I know.
It just hit me - combos have always only costed 1JP to use in vanilla FFTA. I guess I got them confused with Totemas.

I have one other question, though. How will Limits be learned for unique characters?
Quote from: Eternal on December 30, 2014, 10:09:24 pm
Yes, they require JP, just like normal combos. So by following the Law and killing enemies, you can use your Limits more often.

Do all of the Limits still cost 10JP to become usable?
This project isn't dead, if anyone was wondering. I've just been finishing up this semester in school. Now that it's over, I'm getting back to work.

Quote from: Kaijyuu on December 19, 2014, 03:23:19 am
Personally I think everything would be fine if the monsters just had smaller loot tables. If I want Pink Tails I should be able to look up the appropriate monster and have a decent chance of getting them. Instead I have a tiny chance from a handful of monsters, even when using steal loot.

I'd like that also. I wish I knew how to change any of that.

Quote from: ruiso on December 24, 2014, 03:57:36 pm
I wish that Frimelda, Vaan, Adelle... not be humes. Not saying all should change, just that for instance, I like to play with special units only, I get a bangaa, 2 humes, a moogle, another hume, a viera, another hume, a moogle, aaaand another hume.... the last hume cannot even change jobs... he stayed an agent...
This is my first post XD hope i didn't boored anyone to death with my request and bad english. Mery christmas everyone and peace.
Ps love what you have been doing so far.

If you change a special character to a new race, they likely won't have all of the animations needed for full use of that new race's jobs, unfortunately.