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May 01, 2024, 03:53:53 am

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Messages - aacroke

1
Completed Mods / Re: FFT: Heroes [PSX]
September 11, 2019, 03:05:23 am
@Nyzer, Elric: Thanks very much for your feedback. All of that makes sense to me. I'm glad that, despite the factors you just mentioned, FFHacktics is a community where I am still welcome to share my take on the game with the community.

There are also other ways I can contribute - for example, I designed a '2-player FFT versus' application that essentially takes all the time and work out of playing FFT 2-player with a gameshark by allowing you to customize what you like, and generate the gameshark codes at the click of a button. Additionally, I'm writing an application that essentially lets a DM run a tabletop FFT game, using a screen and no pen/paper.

FFT is my fave game all-time, and I love to help out where I can. Thanks again!
2
Completed Mods / FFT: Heroes [PSX]
September 11, 2019, 01:36:15 am
A new take on FFT, Heroes strives to open up the capability of the player while maintaining balance. It does not change the story, and I don't believe this should be a disqualifying factor for a patch - I believe it's possible for a game to have a perfect story, while having room for mechanical improvement.

With expanded access to some of the best inaccessible abilities in vanilla, many new jobs and uniques, and several new equipment, I believe FFT: Heroes represents a fresh new take on FFT.

A detailed log of the changes, as well as a PPF of the patch, are included in the attached zip file.
3
PSX FFT Hacking / Re: ASM Requests
September 10, 2019, 11:41:52 pm
Alrighty, so firstly, this is also present in 492, and I missed it completely. Thank you CONMAN, I did find it and modified WEP sufficiently. The yellow attacking effect is left behind when these weapons are attacked with - but this differentiates it from an unarmed attack, and probably other attacks share the effect (so I don't need to remove it).

Problem solved! I now have a completed mod. Time to read some important info on whether my mod qualifies and how to share it!
4
PSX FFT Hacking / Re: ASM Requests
September 02, 2019, 02:42:43 am
Quote from: Hyppocritamus on September 02, 2019, 12:50:48 am
Why not just export the weapon sheet in shishi, erase the rugs, and import it again?  Same basic result, no ASM needed


Using Shishi included with v0.492, there is no "weapon sheet". If you're referring to replacing the rug graphic within ITEM.BIN, this has already been done, and only affects the menus.

I'm looking to replace the actual attack animation, and I think ASM editing is far more appropriate than editing graphics for this situation. I might not know how to pore through the ASM or modify it, but I am logical enough to know that, somewhere, there's a case selection where the attacking weapon type is considered, and the appropriate animation is selected based on it; I also imagine that changing one byte somewhere (and possibly a checksum or two as a result) would be the only requirement in achieving my goal.

The rugs have been replaced with fists, much like Tifa uses. I've hijacked the vanilla gauntlets for the task, and replaced the rugs - but instead of my Brawlers punching Algus in the face, they whip out a silly carpet and lash him - and we all know his face deserves to be punched.
5
PSX FFT Hacking / Re: ASM Requests
August 27, 2019, 10:22:10 am
I'm hoping someone can help me change the decision for which attacking animation is used.

Specifically, when a unit attacks with a rug-type weapon, I'd like you see the (unarmed) punching animation instead of the rug attack animation.

Once this nagging ASM issue is resolved, I have a fully ready mod for the community (as in all other edits are done)!
6
PSX FFT Hacking / Re: Change attack animation
August 24, 2019, 07:58:34 pm
I really appreciate the suggestion, but that's beyond me.

I've moved this request to the ASM Requests thread. Please feel free to close this topic :).
7
PSX FFT Hacking / Change attack animation
August 23, 2019, 11:12:44 am
Is there a way to modify which attack animation happens when a unit attacks with a weapon of a certain type?

Specifically, I've changed the following:
  -The bag weapons are now rugs (making 7 consecutive rug-type weapons in the inventory)
  -The menu graphic for all 7 rugs have been changed to various gloves - the weapons will be fist items (like Tifa uses)
  -The generic menu item icon for rugs in FRAME.BIN has been changed to the fist icon from the Armguard accessories

So far, all of this gives me the desired effect. The only thing missing is that I'd like to make the attack animation look like an unarmed punch - right now, units still bust out the rug when attacking.

I've reviewed PSX FFT Hacking / weapon sprites (in battle), but there's not enough there to help me with this one.

EDIT: I've looked an alternative solution to the issue. I've found that, if I set the item's Item Type to 'Nothing' in the patcher, I get the desired punch animation. However, it raises the issue of the incorrect generic menu icon (from FRAME.BIN) being pointed to - it shows a piece of the Move/Jump menu graphics with 'Nothing' set; also, any unit could equip these weapons, as 'Nothing' is the first (blank) checkbox in the equippable types box on the jobs tab in the patcher - and all units can equip 'Nothing' types, as it's the type used by unarmed attacks. For these reasons, I can't go that way.
8
Site Submission / FFTVS
August 20, 2019, 01:40:44 pm
FFTVS
PSX
Adam Alexander T. Croke
1.0
fftvs_setup.rar

System Requirements:
Microsoft .NET Framework 2.0 or higher

Description:
A two-player battle manager for FFT

Includes:
- FFTVS
- FFT Unit Manager
- FFT Job Manager