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March 28, 2024, 05:33:48 pm

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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Topics - yamish

1
Check spoiler fragments periodically. I am slowly adding more info

Read this first
There are things to be aware of before downloading this patch.  This is a vanilla overhaul that will serve as the backbone to an altered telling of the game events.  This is also my personal playthrough version (i haven't made another yet), and as such Beowulf is a little ridiculous.  Orlandu does not join.  Cloud's attacks require an item that must be synthesized. I need to pick an oil fix to apply; one has not been applied.

Some sprites will swap in a couple events to a different sprite while moving around. This can be seen in Rad when he kneels during the first event. These should be rare, and happen when and event sprite doesn't match the sprite of the character. I have tried to keep these to a minimum. Meliadoul will be fixed in the next version. She's ugly in those events, i know.

JP scroll and item dupe glitches have not been fixed yet.

Mist works but does not display name or graphic. There is a fix for this on these forums that will be applied.

Shops carry very few items.  At first you are a low ranking cadet, then a criminal.  You cannot walk into town and buy military grade gear.  It can be poached or synthesized.  Random battles have had item drops added to help with this.

The following tables may look a little silly.  They are the ones i used for development and just cut lots of notes out of.  Prettier ones will come along.  When? I dont know.

"Innate" jp up: all skills have had their cost reduced by roughly 1/3 and gained jp up has been removed.
Monsters have access to all their abilities in battle, though the formation screen only shows their non-monster skill abilities.
https://docs.google.com/spreadsheets/d/19vyCiUNP81cVr_I5nEbR2LhnhkgOstWHyEGn0mjz05w/edit?usp=sharing

The synthesis shop is available in the fur shop at trade cities. The fur shops are now avilable during chapter 1, starting when you first get to dorter.
https://docs.google.com/spreadsheets/d/17QgxIaPcOdVkD9MhXs2mVz8HF4DbdRMNXr8ITjIOdW0/edit?usp=sharing

There need to be more ways to cure petrification; currently there is one (design oversight). Stigma magic will go back to having centered AoE, petrify status will be added to the list of moogle status cures.

After playing through, i will be altering the battles further, adding in some basic event edits, and toying with new event triggering and conditionals.

Possible application of snowflakes to have more variation and flavor in battles.

Though it may not work, testing having ramza's ch4 variant gain permanent boosts for mastering jobs, such as ghazi=move +1, monk=hp +100, spiritist=MA +1, etc.

There will also be a version made that is non-immersive and makes fun of Owlgwarlth (Algus) because I hate him.

When Mustadio joins, he has two snipe skillsets equipped. Just remove the secondary one. The skillsets have the same abilities.

The Barrage ability works but is not displaying unit hit animation or damage above the units when it hits. Not sure why yet.

Pressing Select to inspect the Yew Staff bugs out menus until leaving whatever screen you're on(shop, formation, etc).

Innate abilities on some items don't seem to be working.

First, thanks to all those who answered questions along the way, Xifanie, Nyzer, Raven, Celdia, Pride, Glain, Choto.
Secondly, I have used ASMs written by Xifanie, Glain, Pokeytax, Pride, Razele, possibly others, i hope i didnt miss anybody..
This mod utilizes the amazing Ability Requirements Hack and ALMA, Synthesis Shop, Raven's Workbooks, EVSP
The changed sprites are all found on this website in the Sprites section.
I would like to thank the community for their hard and amazing work, without those mentioned above, the coders, the tinkerers, the artists, none of us could do the things we do.  This really is one of the best and strongest modding communities I've been a part of.

LyingWar.ppf

Confirmed working on epsxe. Given the nature of hacks used, it may not work as well on better emulators.
Please feel free to give feedback.
There will be a version placed into completed mods section as a vanilla overhaul, based on community feedback, with better balancing.
This patch must be applied to an expanded iso.  This can be done in Shishi
2
Help! / Unknown opcode f1000000 [solved]
April 15, 2021, 09:40:59 pm
Hey yall! After a wreck and recovery and life and yada yada im back to it!

So i finally got everything slapped together, and can go into more detail if requested, but here is the issue.

I'm using epsxe. It plays the opening up until the characters walk out of the door to begin the battle.

I get the message that the core stopped due to unknown opcode f1000000 at 8002A8DC.

I know it's a longshot that somebody knows offtop what's going on, but figured I'd ask. Anybody have any idea what's up or how i can find out?
3
Help! / Reallocating sprite space for larger sprites
April 07, 2020, 11:16:49 am
This may not be possible, buuuut. Valk's trance terra sprite seems to use one of altimas slots. But I'd rather use this in an event without dicking up the final battle. There are sprites that i just flat haven't noticed in game, 40 yr old man, 20 yr old man, etc. But they're smaller than the trance terra sheet.

Is there a way to nuke a few of these that are beside each other and apply the sprite there? I'd imagine you'd have to change the memory location pointer for the next sprite in the list to not fuck everything after the terra sprite up, but I'm not sure if even that is feasible. Is this something that can be done?
4
Help! / Changing Formation Sprites to 16bit [solved]
March 16, 2020, 01:05:45 pm
Using Graphics Gale. I have snipped my formation sprites from their spritesheets.  I go to All Frames pulldown menu, select Color Depth, select 4bpp.  I click the down arrow in the palette window and select to remove unused colors.  I save.  All this is done with GG running as administrator.  I reopen the image in GG without closing GG and see it still shows 4bpp.

I go to FFTEVGRP and attempt to import the formation sprite.  I get the error message that it is not a 16 bit image.  Back to Graphics Gale and it still shows 4bpp.  Close GG and reopen it and it shows the image back at 8bpp.

Am I missing a step somewhere or doing something wrong? Anybody have any insight into this?
5
I replaced 16:Mustadio with another sprite. I changed (i thought) all 16:Mustadio sprites in entd with 22:Mustadio.

Besrodio (or whatever musty's dad's name is) Saved event plays. My mustadio is changing between rudvich and discolored mustadio evtchr sprites. Mustadio auto joins party as guest and is unusable.

Back to entd, notice there are multiple places where mustadio joins after event and I missed 1. Changed this to 22:Mustadio. Which I BELIEVE will solve the rudvich/musty sprite cycle problem.

My question is, given unit ids are the same as sprite, do i need to go into the event and find id 16 and change it to 22, or were both issues related to sprite mismatch in entd? I've seen sprite cycling like this before, but never the weird auto join as guest without the join prompt.
6
Help! / Illegal physical address?
February 02, 2020, 07:40:27 pm
After finally fully setting up my mod, i went to playtest. It either crashes when attempting to load the orbonne battle, or gets stuck on the Now Loading screen, depending on the emulator.

Psxfin tells me:
translate_address: illegal physical address 0408e034
translate_address: illegal physical address 05902c00
r3000: execute illegal opcode ffffff00
translate_address: illegal physical address 012c33fc

right before crashing.

Can any of you asm literate folks help me make sense of this?

Applied ASMs: ARH, ALMA (working together on test runs)
Synthesis Shop (first test run with it in the mix)
global c-ev
undead ignore Phoenix down
undead revive chance
Speed shortens CT
Wall does nothing and ai attacks walled units
Wall becomes mist
All formulas apply elemental v2
Formula 11 becomes ma*(wp+y)
Choto mime redesign
Auto potion ignores x potion slot
Death sentence ignore cancel dead
Xifanies monster skill disabled
Dragon abilities target all monsters
Edit: also the item workbook: battle graphics, weapon formulas, critical hit rate, equip x

I have also done some sprite changes in shishi of generics. Would this impact event loading? I pasted over what was already there, so the sprite "name" didn't change.

My only event edit is the gariland battle. Added lines to open up fur shop early.
7
Help! / Synth Shop v1 shop progression and text
January 02, 2020, 07:01:54 pm
The shop progression field by each item, is this when the recipe will begin to show in the synth shop?

Does the synth shop pull text from game for item name changes, or should that be changed in the text area of the spreadsheet?

Also, after fully setting up and saving, it now appears i have lots of blank fields where i altered things.  I'm guessing this is because i'm using open office and not excel? if so, i can paypal somebody to set up this synth shop in excel and send me the xml output.

Edit: i probably found an excel so I'll just update this when i test it and stuff.
8
The Lounge / Discord? Hangouts? Etc?
December 04, 2019, 04:20:58 pm
Just wondering if there are any chats out there other than irc that folks here use. I see an Arena specific discord, but nothing beyond that.
9
Help! / ARH 1.1 and 1.32 questions
September 19, 2019, 10:03:06 am
Finally done making life's lemonade so i can start doing this again, yay!

Firstly, modding psx version, using open office calc

ARH 1.32: I prefer to use this one as it supposedly plays nicer with ALMA. I get everything set up, save my xml, apply with fftorgasm, nothing changes. I have tried it on a mod with ALMA and on a fresh image with no results. Is it necessary to change jump etc in battle.bin and scus as noted in xifanies ARH 1.1 prior to applying the 1.32 patch? On that note...

ARH 1.1: The addresses to the right of data table, jump, and what not, is that the starting location where the data should be pasted? Seems so, just double checking.

And if anybody has tried ARH 1.1 with ALMA I'd love to know your experience with it (admittedly to save myself tons of trial and error by standing on the shoulders of your hard work)

Edit: issues resolved by simply using ARH 1.2. Sidenote: dyslexia plus hex flipping for endian is a nightmare. Thank Ajora for xml outputs.
10
Help! / Item Attribute Elemental Behavior Priority
March 19, 2019, 03:45:30 pm
I'm trying to pinpoint how the game determines which elemental altering properties are used in its final damage calculation. I'm placing different behaviors - absorb, cancel, half, etc - on different items for different slots and equipping them in different combinations.

It seems if Cancel is on a shield it is ignored if any other slot has any property. The same is true for cancel on armor, but the reverse: it will ignore all previous slots and simply cancel damage. This would make it seem as if the bottom most slot is the one the game applies. However, it SEEMS that in the case of half or weak on one item and absorb on another, it applies both (i may be wrong on this as i did not check zodiac compat prior to testing and coincidences are a thing..im not perfect, people). Are there special rules concerning Cancel? Did I interpret incorrectly or something?

Can anybody help shed some light as to how this works?
11
The Lounge / Musings of a late-to-the-show modder
March 06, 2019, 05:10:20 pm
Perhaps you're like me. You rank FFT as one of your favorite games of all time, alongside Chrono Trigger and Ogre Battle. You discover FFH. You Download tools and do minor tinkers here and there, a custom class here, make monsters harder there. Playing your tweaked vanilla game on your phone, cycling between it and a few other games for years.

Then the inspiration hits. You want to overhaul FFT, make the game you want to play, and share it with the community. So you get started. You're designing everything, with the patcher open, multiple internet tabs, Calc (Excel, etc). You're going balls to the wall. You keep asking yourself "what if I do this, what if i do that" and constantly reference the forums here to figure out what you need.

Maybe some stuff isn't fully doable, but after years of dedicated people working hard, they've made a vast resource bank that not only meets your needs, but inspires new ideas. And now you have it; you've gone through ASMs, you've thrown tons of shit together all at once, tested what's broken, OP, etc. This is going to be great.

Then you notice your class tree design and rationale is similar to a scrapped project by elric that you found during your forum rummaging. You have ideas for a fully new class..that celdia already made almost to the T in her loremaster class, and then see your idea for chemist is very similar there as well, and what's this? your idea for a desert nomad based class and porting ninja weapons to it is almost just like her bandit. You want to play tactics but not your unfinished patch yet, so you play Jot5 and realize that Snake is pretty on par with what you wanted to do with the ninja.

Is there a point to making your mod now? Do you have anything left to offer a community with years of creative fuel pumped into it?

IT DOES NOT MATTER

I've seen people in modding communities - NWN, Elder Scrolls, etc - get disheartened because "somebody already did xyz, so my wxy is irrelevant". If this is the mentality, then your mod was half-hearted from jump. Unless you're taking requests or working on a team project, it's better to make the mod you want to play. You will never be dissatisfied. If you do share with the community and they criticize, don't be a butthurt little bitch about it. You opened that door when you released it. The community can take it as is, or you can keep your original for you and start evolving your mod into something the community wants.

The point is, if your goal is to get notoriety, start a patreon and mod for money, use your mod as a way to get into game design with X company (this happened once and once only that i'm aware of), you have a pretty low chance of achieving those goals, and your uninspired mod will reflect that. If your goal is to make something enjoyable for yourself, you will achieve it, likely make something that IS fun for the community, and possibly segue into those others along the way. Mod for fun.

Anyway, I'm done. Just something that popped into my head while dicking off. Enjoy yourselves, fellow geeks!
12
Help! / Status CT timer to turn number
February 24, 2019, 11:54:57 am
I know when setting timers for abilities that they must cancel each other out in order to share a timer. And their times are set in fftpatcher.

Doom seems to have a unique timer in that its CT in fftpatcher is 3, indicative that it is a variable for turn number rather than clockticks. I'd like to apply this same mechanic to other timers, but without cancelling or being cancelled by doom.

I assume this would be a very simple hex edit to copy a pointer from one timer over the pointer of another. Can anybody point me in the right direction how to do this?

Edit: meant turn number, not turn length
13
Help! / Synthesis Shop and Scavenging [solved]
February 20, 2019, 05:14:51 pm
I want to implement this gem of pure loveliness, and what I can see in the file is pretty intuitive for the most part.

I'm seeing nothing related to the scavenging routine mentioned in Xif's ASM thread. I do notice that there are supposed to be 5 sheets in the workbook, but I have three tabs: sheets 1, 2, and 5...or Synth Requirements, Text, and xml.

I am using OpenOffice Calc. I'm aware that Calc doesn't have support for all VBA in Excel.

Is this the root of my issue? And if so, any advice on freeware to get beyond this limitation? I'm not opposed to needing to use multiple applications and tedium to get this done. My experience with code is with object oriented languages, so while I understand that ASM is (appears to be?) just moving memory around, I have no idea how to build this myself.
14
Help! / Clarity on FFTorgASM's Conflict Checker [solved]
February 15, 2019, 12:51:11 pm
The Conflict Checker is divided into files. In each one it has the patch's memory location and which location is conflicting, as well as a patch number.

There are situations where a patch appears to be conflicting with itself. It lists its own location, which I'm going to assume is the start/beginning address (i don't know proper ASM semantics), its own patch number, then a conflict location that is always very near the patch's own listed location.

Is this the conflict checker throwing a false positive due to how the patch rewrites the instructions/variables or expanded/decreased memory block size or something like that? The conflicting memory location in the situations appear to be less than/before the write location of the selected patch.
15
Asking because i know there is stuff out there that isn't bundled with fftorgasm.

Looking to replace gained jp up, move get xp and jp (hiker is not a job), and monster skill specifically.

I figured maybe there is some stuff already since these are regular removals/replacements.
16
Help! / FFTorgASM appears to be doing nothing [solved]
February 11, 2019, 05:26:36 pm
I am using the latest version of the Patcher Suite.
I am modding the PSX version.
The ISO being used is a bin/cue that i confirmed as usable via md5 against the thread that lists md5s
The ISO is not read only
FFTPatcher successfully patches the ISO
FFTorgASM has been run regularly and with admin privileges

When using FFTorgASM to attempt to apply patches, nothing happens. They are selected, bin is selected, no confirmation nor error messages nor anything when clicking to apply it. Open up the iso in FFTPatcher to see if formula 11 is no longer blank (what im using to quickly see if it is succeeding) and it remains blank.

I've looked everywhere and can't find a single thing I'm missing or have done wrong. Any insights into this?
17
Hey yall, I've browsed here for quite a bit and can't find exact answers to what I'm looking for, so sorry if some of this is a repost.

I'm patching WOTL, and so far I've worked through a myriad of bugs to get where I needed to be, thanks much to all here who figured out PSP patching for the rest of us.
I'm asking these because I'm trying to avoid yet another playthrough until halfway through the game only to start over.

1. Math Skill/Arithmetics. I have added these into Mustadio's skillset. They flash red and give an insufficient MP message. I assume this is due to Mustadio's menu being Default and Math skill needing the math skill menu. My question is, if I change Mustadios skillset menu from default to Arithmetics, will it alter the behavior of Leg Aim, Arm Aim, Seal Evil?

2. Monster Skill/Beastmaster. Is there a way to change the range that this impacts without ASM hacking? No range for the skill in the patcher and I can't find what its Ability ID field is referencing in the patcher.

3. Damage Formula 2D. This is the formula used for Agrias' Holy Sword abilities. I have made custom abilities that use this and are supposed to apply elemental mods, much like lightning stab adds in lightning damage. This does not appear to be occuring. I have checked different abilities to have differing elements, but there is no change. My fire based ability hurts bombs as much as lightning, rather than healing them, for example. Is there something I am missing? Are abilities using this formula pulling elemental from the weapon rather than from the ability's elemental attribute? I looked at the ASM labeled breakdown and it appears there is a grab for elemental modification within that Formula, there just isn't specification as to where it's grabbing it from.

Thanks in advance folks.