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Messages - Porklin

21
Spriting / Re: Porklin's sprites
May 08, 2020, 12:49:25 pm
Alright, here's our next Zelda sprite - a bit of a weird one. It's the Nejiron - a Goron-like enemy from the Ikana Valley in Majora's Mask.

22
You could potentially make Aeris recruitable as a cleric, as that is sort of her natural role in FF7. There is a complete sprite for her in the sprites section of the main page and there would be no need for a new battle if she sticks around during the Cloud fight. It gives you another female special unit too, if the ratio of your extra recruits matters to you.
23
Spriting / Re: Porklin's sprites
April 22, 2020, 11:32:39 am
It's a bit rough (especially the back attack animations), but I added a rider to the dodongo for a Zelda project I'm planning. I would have liked to make the rider a different color, but in order to retain any level of detail on either the rider or the dodongo, they need to match.

I'm going to add a few different palettes to both this sprite and the solo-dodongo, like an OG NES Zelda orange variant, but that may come a bit later.
24
My first monster attempt - a dodongo from TLoZ. I tried to get it to be that classic tripedal form, but found it too difficult to adapt the existing behemoth sprite for my needs. The protrait is an edit of CONMAN's dragon lord.

The second set of attack frames are intended to be used with Self-Destruct - I followed the example of the Bomb sheet for sprites.
25
I would just like to jump on this and say that the same thing has happened for me when replacing the Elidibs sprite
26
Spriting / Re: Porklin Frankensprites
March 31, 2020, 02:02:40 pm
Warforged (robot) rogue - aka TI-83
(MiKeMiTchi's skeleton as the base)

27
Help! / Female units cannot learn any abilities
March 29, 2020, 03:41:44 pm
Hi all, I'm a bit stumped again!

In patches that I've made to TLW, none of my female units can learn any abilities. Whenever I go in to try and learn something new, it tells me that they've already mastered the job.

This is not the case for male units.

I tried using what I believe is a "clean" version of TLW and had the same problem.

Any ideas where the hiccup might be?
28
Quote from: Nyzer on March 23, 2020, 06:19:27 pmI'd also recommend including a clip of the event.

That Effect has no EffectStart or End command, that's one possible cause.

Aha! That was absolutely it.

I ended up just deleting the effect and that solved it.

Thanks!
29
Quote from: Verdeni on March 23, 2020, 04:55:47 pmHmm... I can't imagine the map itself is the issue. It most likely has to do with the way the event was pieced together--even something as simple as not including the relative wait command for a specific instruction can cause issues.

Can you upload the text file of your event?

Yes, attached is the text of the event


Offset(x002B0000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.
//Remove the previous line if you wish text to compile directly after instructions.

UnitAnim(x81,x00,x001A,x00)
WaitForInstruction(x0B,x00)
UnitAnim(x82,x00,x0001,x00)
WaitForInstruction(x0B,x00)
UnitAnim(x07,x00,x0001,x00)
WaitForInstruction(x0B,x00)
UnitAnim(x00,x01,x0001,x00)
Camera(+01064,-00012,+00952,+00302,-00512,+00000,+04096,+00045)
WaitForInstruction(x04,x00)
Reveal(120)
Wait(00120)
DisplayMessage(x10,x12,x0001,x07,x00,x00,+00000,+00000,+00004,x01)
WaitForInstruction(x01,x00)
Wait(00030)
UnitAnim(x07,x00,x0016,x00)
WaitForInstruction(x0B,x00)
Wait(00120)
UnitAnim(x07,x00,x0001,x00)
WaitForInstruction(x0B,x00)
Wait(00060)
DisplayMessage(x10,x12,x0002,x07,x00,x00,+00000,+00000,+00004,x01)
WaitForInstruction(x01,x00)
Wait(00030)
WalkTo(x07,x00,009,009,x00,x00,+008,x01)
WaitWalk(x07,x00)
UnitAnim(x07,x00,x0001,x00)
WaitForInstruction(x0B,x00)
Wait(00030)
FaceUnit(x81,x00,x07,x00,x00,x07,x00)
Wait(00020)
DisplayMessage(x10,x12,x0003,x07,x00,x00,+00000,+00000,+00004,x01)
WaitForInstruction(x01,x00)
Effect(x021F,x81,010,009,x00)
WaitForInstruction(x41,x00)
FadeSound(x00,060)
Wait(00090)
Sound(x00A1)
Wait(00030)
UnitAnim(x81,x00,x0016,x00)
WaitForInstruction(x0B,x00)
Wait(00070)
DisplayMessage(x10,x12,x0004,x81,x00,x00,+00000,+00000,+00004,x01)
WaitForInstruction(x01,x00)
Wait(00020)
DisplayMessage(x10,x11,x0005,x07,x00,x00,+00000,+00000,+00004,x01)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x72,x0006,x81,x00,x00,+00000,+00000,+00004,x01)
WaitForInstruction(x01,x00)
Camera(+01176,-00144,+01176,+00302,-00512,+00000,+04096,+00045)
WaitForInstruction(x04,x00)
Music(x01,+127,030)
WalkTo(x82,x00,009,007,x00,x00,+032,x01)
WaitWalk(x82,x00)
FaceUnit(x82,x00,x07,x00,x00,x07,x00)
Wait(00020)
UnitAnim(x82,x00,x0021,x00)
WaitForInstruction(x0B,x00)
DisplayMessage(x10,x11,x0007,x07,x00,x00,+00000,+00000,+00004,x01)
WaitForInstruction(x01,x00)
Wait(00120)
DisplayMessage(x10,x12,x0008,x81,x00,x00,+00000,+00000,+00004,x01)
WaitForInstruction(x01,x00)
Camera(+00168,-00036,+00504,+00302,-01536,+00000,+04096,+00045)
WaitForInstruction(x04,x00)
DisplayMessage(x10,x11,x0009,x02,x00,x00,+00000,+00000,+00004,x01)
WaitForInstruction(x01,x00)
Wait(00060)
Camera(+01176,-00036,+01176,+00302,-00512,+00000,+04096,+00045)
WaitForInstruction(x04,x00)
DisplayMessage(x10,x11,x000A,x81,x00,x00,+00000,+00000,+00004,x01)
WaitForInstruction(x01,x00)
UnitAnim(x81,x00,x0001,x00)
WaitForInstruction(x0B,x00)
Wait(00060)
Camera(+01176,-00036,+01176,+00302,-01536,+00000,+04096,+00045)
WaitForInstruction(x04,x00)
DisplayMessage(x10,x11,x000B,x82,x00,x00,+00000,+00000,+00004,x01)
WaitForInstruction(x01,x00)
DarkScreen(x00,x01,012,064,x00,004)
WaitForInstruction(x36,x00)
DisplayConditions(x08,060)
WaitForInstruction(x38,x00)
DisplayConditions(x00,060)
WaitForInstruction(x38,x00)
RemoveDarkScreen()
WaitForInstruction(x36,x00)
EventSpeed(x01)
March(x04,x02,030)
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01
{font:08}Traveler{br}
{font:00}The names here are{br}
hard to read.{end}


//Message x02
{font:08}Traveler{br}
{font:00}That's a bit better.{end}

//Message x03
{font:08}Traveler{br}
{font:00}This is an odd statue.{end}


//Message x04
{font:08}Statue{br}
{font:00}Alert. SEEKING CREDENTIALS{end}

//Message x05
{font:08}Traveler{br}
{font:00}What?{end}

//Message x06
{font:08}Statue{br}
{font:00}UNRECOGNIZED.{br}
Signaling unit Alpha.{end}

//Message x07
{font:08}Traveler{br}
{font:00}!!!{end}

//Message x08
{font:08}Statue{br}
{font:00}Additional threats detected.{end}

//Message x09
{font:08}{Ramza}{br}
{font:00}Uh oh!{br}
Looks like trouble.{end}

//Message x0A
{font:08}Statue{br}
{font:00}COMBAT DIAGNOSTIC INITIATED.{end}

//Message x0B
{font:08}Unit Alpha{br}
{font:00}BBZZZTTT ... Daedalin?{end}
30
Help! / Battle freezes when unit moves before acting
March 23, 2020, 03:30:39 pm
Hi, I've encountered a weird problem that I cannot make sense of.

I have a battle that takes place on the Public Cemetery map. After the set up event, if a unit moves before acting, they reach their destination and stop. Nothing else. The battle does not continue though all other units are still marching, so the emulator hasn't frozen. It doesn't seem to matter if it's a guest or a player-controlled character.

If the unit acts before moving, which the RNG seems to let happen sometimes, the battle proceeds as normal, and units can act and move in whatever order they want.

For whatever reason, that first move is really important.

As I said, I have zero ideas as to where the problem lies. All I could possibly imagine is that this map isn't used originally for combat and may have some weird properties because of that. Any insight would be appreciated. Thanks!
31
Spriting / Porklin's sprites
March 03, 2020, 11:22:46 am
I figured I'll shared some of the assets I've made, as I've used a lot in this forum as building blocks.
Credit to Zozma for Sprite 3 (a Blansch recolor), Conman for Sprite 4 (a Magus recolor), and Seushiro for Sprite 5 (a King Delita edit - recolor + changed death sprites).

Sprite 1: Tiefling warlock
Sprite 2: Moon elf ranger
Sprite 3: Half-orc cleric
Sprite 4: High elf necromancer
Sprite 5: Warforged (robot) fighter
Sprite 6: Warforged (robot) cleric
Sprite 7: Jareth, the Goblin King
32
Help! / Re: TLW event editing - Custom events repeating
February 28, 2020, 07:42:35 pm
Aaand it's working! Turns out I was handling offsets improperly too, I think. Just have three more custom events to get up and running and I can put a bow on the little personal patch I've tasked myself on getting together. Thanks again!
33
Help! / Re: TLW event editing - Custom events repeating
February 27, 2020, 06:57:34 pm
Quote from: Xifanie on February 27, 2020, 05:51:36 pmSomething doesn't add up.

Are you using event [scenario] slots 0x154 and 0x155, as according to your battle conditionals,
or 0x13A & 0x13B with event conditional set [event script] 0x9A, as according to your ATTACK.OUT screenshot?

Well, the honest answer is that I was using both. But, by rectifying that (I'm now just using 154 and 155) I was able to run the event to completion and return to the world map!

I did then immediately jump right back into the event when I tried to move, but I have an idea of how to go about fixing that (making sure I change the variables I used to call the fight).

Thanks for your help, Xifanie! From what I gather I've been using a bunch of your tools, so double thanks for all the work you've put in! I've just been wading into hacking after playing FFT for the last 20 years. It's just made me love it more.
34
Help! / Re: TLW event editing - Custom events repeating
February 27, 2020, 05:06:53 pm

Quote from: Xifanie on February 27, 2020, 04:55:03 pmSorry, I'm a bit out of it today.

Re-reading everything and seeing that this is a battle event, your problems would be with your event/battle conditionals, so we'd definitely need to look at those.

Your ATTACK.OUT looks fine at first glance, but I can't say if you're using enough slots without seeing your event/battle conditionals.

The world map conditionals are unnecessary for the time being.


Ok, so I'm just using two lines of code

0100FD01010019005401 <- (This is the prebattle event that's working just fine, apart from the player party marching when I want them to be still)
160019005501<- (This is the event that I dumped above)

So, from what I think I've learned, that should be essentially two commands - run through event 0154, and then once all enemy units are dead, run through event 0155.

An analogue already in TLW would be the Zigolis Swamp battle, which similarly has a prebattle convo and a post-battle convo:

0100FD01010019006300
160019006400
35
Help! / Re: TLW event editing - Custom events repeating
February 27, 2020, 04:31:13 pm
Quote from: Xifanie on February 27, 2020, 02:54:23 pmIf your event loops before it is supposed to end, something is wrong with your event.
If your event successfully completes and loads itself again, something is wrong with your ATTACK.OUT setup.

Either way, we're going to need your event script and/or ATTACK.OUT setup screenshot.
I fixed the spoiler tag several days ago 😜

Alright, it definitely sounds like then it's an Attack.out problem. I've updated the initial post to include some additional info. Given that the event is being triggered from the world map seemingly without problems, I didn't include the worldmap conditions code, but I can as well.
36
Help! / TLW event editing - Custom events repeating
February 27, 2020, 02:34:16 pm
Hey folks,

So I've spent the last couple of days trying to work my head around a problem that I'm having. I've made a custom battle. I can get it to enter from the worldmap at the right time, I can get the event running and dialogue going. I can get the battle to start, and I can get the battle to end when all enemy units are defeated.

After that, there's an event (same scenario) with some dialogue between characters, an option to recruit a character, and then the event ends.

And THEN, that post-battle event repeats (though, the dialogue is either absent or garbled this time). The option to recruit the character repeats. Sceen fades to black. Rinse, repeat. Seemingly ad infinitum.

I just want to get back to the world map!

I'm trying to figure out where my issue might be. Does this seem like a problem with the event script? The Attack.Out file/editor?

EDIT: Here is the text of the event that keeps repeating
WaitForInstruction(x43,x00)
Wait(00010)
InflictStatus(x01,x00,x00,x0C,x00)
WaitForInstruction(x43,x00)
Wait(00010)
FaceUnit(x07,x00,x01,x01,x00,x00,x02)
FaceUnit(x07,x00,x01,x00,x00,x00,x02)
BgSound(x05,+000,+030,x00,180)
Wait(00030)
DisplayMessage(x10,x70,x0001,x01,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00010)
Focus(x07,x00,x07,x00,x00)
Camera(+00020,+00287,+00256,+00302,+03584,+00000,+04096,+00032)
WaitForInstruction(x04,x00)
Wait(00010)
DisplayMessage(x10,x70,x0002,x07,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
Wait(00010)
Focus(x01,x00,x01,x00,x00)
Camera(+00000,+00001,+00356,+00302,+03584,+00000,+04096,+00032)
WaitForInstruction(x04,x00)
Wait(00010)
DisplayMessage(x10,x70,x0003,x01,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00010)
Focus(x07,x00,x07,x00,x00)
Camera(-03780,+00060,+00540,+00302,+03584,+00000,+04096,+00032)
WaitForInstruction(x04,x00)
FaceUnit(x01,x00,x07,x00,x00,x00,x00)
WaitRotateUnit(x07,x00)
Wait(00010)
DisplayMessage(x10,x70,x0004,x07,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
Wait(00010)
Focus(x01,x00,x01,x00,x00)
Camera(+01386,+00040,+15360,+00302,+03584,+00000,+04096,+00032)
WaitForInstruction(x04,x00)
Wait(00010)
DisplayMessage(x10,x70,x0005,x01,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
EditBGSound(x05,+030,+010,x00,x3C)
Wait(00060)
Wait(00020)
EventSpeed(x02)
DarkScreen(x00,x01,012,064,x00,004)
WaitForInstruction(x36,x00)
DisplayConditions(x02,060)
WaitForInstruction(x38,x00)
DisplayConditions(x03,060)
WaitForInstruction(x38,x00)
DisplayConditions(x04,060)
WaitForInstruction(x38,x00)
DisplayConditions(x05,060)
WaitForInstruction(x38,x00)
DisplayConditions(x06,060)
WaitForInstruction(x38,x00)
DisplayConditions(x07,060)
WaitForInstruction(x38,x00)
RemoveDarkScreen()
WaitForInstruction(x36,x00)
EventSpeed(x01)
AddUnitStart()
{82}()
AddUnitEnd()
Wait(00080)
EditBGSound(x05,+010,+000,x00,x3C)
Wait(00060)
ZERO(x007D)
ColorScreen(x02,000,000,000,255,255,255,+00060)
WaitForInstruction(x0C,x00)
WaitAddUnitEnd()
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01
{font:08}{Ramza}{br}
{font:00}Are you OK?{end}

//Message x02
{font:08}???{br}
{font:00}It appears so...{br}
But what plane is this...{end}

//Message x03
{font:08}{Ramza}{br}
{font:00}Plane?{br}
Are you sure you're OK?{end}

//Message x04
{font:08}???{br}
{font:00}Hm. Yeah.{br}
Who're you?{end}

//Message x05
{font:08}{Ramza}{br}
{font:00}We're military cadets.{br}
{br}
I think we can help{br}
you figure things out.{end}

//Message x06


It's essentially an exact copy of Event "014 Mandalia Plains (Algus Alive)" with edited dialogue.

Here's the code for the attack.out spreadsheet
0100FD01010019005401
160019005501 <- this is the event that's repeating

And here is a screenshot of my attack.out editor scenarios.attack.out screenshot.png

Thanks!
37
The Lion War / Re: Crashes after editing in FFTacText
January 20, 2020, 01:43:50 pm
So, after using the patcher, tactext, and ASM programs within the TLW resource folders as instructed, I have fixed this SNAFU! Thanks everyone!
38
The Lion War / Re: Crashes after editing in FFTacText
January 15, 2020, 10:58:37 pm
Yep! I completely missed the resources thread and just jumped to the main site's downloads section to get the tools I thought I needed. My mistake entirely.
39
The Lion War / Re: Crashes after editing in FFTacText
January 15, 2020, 03:12:49 pm
Quote from: Zantetsuken on January 15, 2020, 03:07:07 pm
Reapply all the ASM hacks from the Base Resources pack after you patch it with TacText. I was having a similar issue and it worked for me.


I'll admit, I don't quite entirely understand how to do that/what that means, but I will try to figure out! Thanks

EDIT:

I see now the forum topic - I'll read through this. I might have missed an important step in getting TLW set up!

Edit 2:

Oh dang! I'm embarassed here. I hadn't downloaded the base resources at all. Mods, feel free to delete/lock this thread. I'll up my game, and come back if things are still messed up.
40
The Lion War / Re: Crashes after editing in FFTacText
January 15, 2020, 02:57:48 pm
So I just opened TacText from a "clean" The Lion War iso (so, it's has the .ppf applied to a fresh FFT iso)

I went through the following steps:
1. Opened the "clean" TLW iso
2. Edited the word "magic" in Cure's ability description to "magid" (same character length)
3. Saved the .fftteext file as "magid.ffttext"
4. Reopened "magid.fftext"
5. Patched that "clean" TLW iso
6. Opened that iso in ePSXe
7. Loaded a hard save (just after first Gariland fight)
8. Opened Formation
9. CRASH