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Messages - pontifficator

1
Just started, seems cool so far.

For some reason, speed and jump bonuses from abilities seem randomly inconsistent. Move+1 provides move/speed bonus instead of move/jump, while move+2 correctly applies the move/jump bonus.

'Move-Regen' seems to only accumulate HP, once after moving and then once after ending the turn. Presumably one of those was supposed to be MP.

There seems to be some weirdness in how guests work. For example, one of my generics seems to have randomly turned into a guest. Since guests can't be controlled, it seems this unit is permanently uncontrollable?

Thanks, enjoying the mod.
2
PSX FFT Hacking / Re: Equip X Skills Reworked
April 15, 2025, 05:14:13 pm
Really like the idea of certain uniques being able to have 'innates' tied to 'themselves' as opposed to just their special class (not that their skillset is 'themselves' but close enough).

Is it possible to configure this at all (or something similar? Haven't worked out rather or not this is possible with the other equip x ASM in the Remixed Resources) so the secondary skillset can provide other R/S/M abilities aisde from the equipment ones?

I suppose a potential work around (maybe, assuming it doesn't break it all) could be something like the 'Move abandon to support' ASM, which combines Abandon and Equip Katana. I put that one through the MassHexASM tool and changing it from equip Katana to something else seemed to require only changing two values.

I was hoping maybe the ASM 'shard' from Alma 4 which can grant extra skillsets and seems to function independently of Alma 4 itself could be used, but I don't really think so after looking through it. Although it  does seem like it's possible to grant extra skillsets based on equipment and/or having a job mastered, along with a bunch of other possibilities which is cool, but the skillsets cannot, AFAICT, be replaced with R/S/Ms, and I haven't really tested it yet, I just know it's what 'Honored' seems to have leveraged.

Thanks.
3
PSX FFT Hacking / Re: Pride's ASM Thread
April 11, 2025, 06:35:51 pm
On the latest version, the item/ability previews for +speed and +jump seem to be switched?

Maybe not surprising given the size and scope of the mods involved, but after some testing and looking at conflict checker, v2 of Attribute Rewrite seems to be incompatible with TLW (at least the newer version). Shows conflicts with TLW event related ASM stuff/Extra job hack. Also the conflict checker doesn't show anything, but trying to use v2 of Attribute Rewrite and the newer 'preserve performance' ASM causes games to crash when attempting to imitate any action menu so far.

Thanks.
4
Quote from: Nyzer on March 31, 2025, 11:28:08 pmThere's a conflict with Special Snowflakes, but a fix exists for that. There's also a conflict with my Stoneshooter Hack which... is not what I would have expected to see. I also see that the hack does some rewriting of Requires Sword and Requires Materia Blade, but those flags don't do anything for that function in ReMixed so I have no idea how that would go.

Thanks, apparently the latest version of 2 (2.043) includes a fix for special snowflakes as well now. Interested in finding out how compatible it might be with base TLW since it has a conflict with ReMixed, though a single conflict doesn't seem insurmountable.

The biggest obstacle from the start is the fact one would have to transcribe all of the baseline existing attributes into the spreadsheet which seems like a lot of work.
5
I know hacks like this can't be combined and Remixed in particular is a massively complex hack, but do you think the Item Attribute Rewrite (probably v1 as opposed to v2) could be incorporated into Remixed or would there be conflicts? I thought v1 essentially just uses two unused bytes so I wasn't sure if it'd still be futile or not.

Thanks.
6
Attempting to equip the first shield available at the merchant (gauntlet) seems to crash/freeze game, using Duckstation.

Apologies if I wasn't supposed to post in this thread by the way, wasn't sure where else to put it.

Edit: Properly saving/reloading the game resolved this issue for some reason. Not sure why or how but I guess I'm glad. So, apologies for this unnecessary post. Very cool mod, though.

Edit again: Playing some more what I've noticed is, this bug tends to pop up intermittently. For example, attempting to equip 'headgear' when it became available reproduced the same freezing-bug. So I've begun saving often before equipping new stuff in case the game needs to be reloaded.


Mastudio's version of Bad Medicine seems to not work? Enemy alchemists have success but I've never had more than a 0% chance or any successful hits with Mastudio.

Game seems to soft-lock on Altimas second form, immediately after they teleport for the first time.
7
Non-FFT Modding / Re: Tactics Ogre PSP Remake Data
December 28, 2024, 04:31:30 pm
Quote from: itoikenza on September 17, 2013, 02:06:29 pmLombardia 1: 0x0006BC88
in order to use these value's, input "02B4" backwards, like this : b4 02 63 ("63" for item use amount) that'll allow "Procera" to be cast up to 99 times when choosing it from items.
Lombardia 2: 0x00074CE8

Super old thread, I guess I'm not expecting a reply really, but in the off-chance, does anyone know why the values have to be backwards?
8
PSX FFT Hacking / Re: Archmage HACK
November 03, 2024, 09:14:38 pm
Do you suppose there is any way to re purpose this or do something very similar as a support ability?
9
PSX FFT Hacking / Re: ASM Requests
November 01, 2024, 02:22:38 pm
Quote from: Nyzer on October 29, 2024, 08:16:02 pmDepending on what you want to replace it with, it wouldn't be too hard to do. You could copy the effects of certain other reactions and just tweak them slightly. For example, a copy of counter tackle could be turned into counter holy explosion. Or a copy of regenerator could give you haste instead. And someone out there may have done something specifically with this ability slot, but there's no telling just what that would be. Nothing to do but look through the XML files to find out.

Thanks.

If I understand correctly, the 'Weapon Guard Innate all' ASM's just remove the check for weapon guard. If I change what effect 'Weapon Guard' has in Patcher, I imagine this would 'disable' the normal Weapon Guard mechanic? So I suppose if I wanted to 'replace' Weapon Guard, I would have to remove the original WG ability from skillsets.

Ideally, I would like to make an 'enhanced' variant of WG, which functions like WG but has a higher multiplier or something, or offers magic evasion instead of physical. I suppose this would be more complicated and require ASM hacking the formula WG uses, I haven't looked into how WG functions enough to know yet if it uses a formula or something else.

Lately I've been messing with the 'Move+2=Range+2' Emmy ASM. It's a bit overpowered though since it has no 'downsides' other than having to equip Move+2 instead of something else. I've been trying to edit the ASM code of this hack so that it applies to a support ability instead, by replacing the Move+2 values (the two-digit group/ability values found on the Wiki) with the values of a support ability instead... I'm not yet sure if that will work.

Using the 'Archmage' hack could be an option, but I'd also like to be able to just 'transfer' the +range effect to a support ability, as the range increase covers everything but item/weapon ranges instead of just a smaller pool of magic abilities.

It looks like there is actually an ASM for 'WG innate all', which also buffs the WG mechanic if you equip the ability, at least I think.


10
Can't this be done with the 'Item Attribute Rewrite' ASM? I know there are two versions (1.1, older version, compatible with Patcher, included in FFTP  suite) and a newer spreadsheet only version.

I plan on using 1.1 for now, as the newer spreadsheet version looks amazing but also a lot more work.

According to the description you can use it to assign multiple item attributes to an item, or assign abilities to an item.

I think the ASM is by 'Pride'. If you go to that authors ASM thread on the forum, It has a few additional instructions/screenshots explaining how to use it.
11
PSX FFT Hacking / Re: ASM Requests
October 29, 2024, 07:09:02 pm
Does anyone know if there are any existing ASM hacks which replace Weapon Guard with something better or similar (or anything, I suppose), to be used in conjunction with the existing 'weapon guard innate all' hacks? Or would it need to be tailor-made for the project?

I thought I remember seeing a spreadsheet or something which lets you easily 'overwrite' one skill with another skill but I don't know if I'm just imagining things or just haven't been able to find it again.

Thanks.
12
Any chance of a resources file like with the previous version? Just curious. I'm mostly interested in looking at the stuff related to double casting, not that I have enough knowledge to do much with it at this point.

Thanks..
13
Completed Mods / Extra Ability Effects hack?
October 13, 2024, 06:41:52 pm
I see it mentioned on the TLW page ('works in conjunction with Altima teleport hack') and a few other places but I was wondering what it is exactly?

Thanks..
14
I've seen the 'Extra Abilities Effects Hack' mentioned a few places but I can't find it, is it still available?

Thanks.
15
PSX FFT Hacking / Re: Archmage HACK
September 25, 2024, 05:26:09 pm
This is actually pretty amazing. The idea of modifying spells like this is awesome.
16
Completed Mods / Re: FFT: Second Read: Hardcover Update 30
September 21, 2024, 05:01:41 pm
Magic weapon seems maybe bugged a little? It doesn't follow through with any attack animation nor show how much damage was inflicted. First battle.

Also, Mist Weaver description could use an update, as it says they can equip weapons they don't.

Anyway, cool mod, very interesting. Really like the sprite work.
17
Tutorials and Learning / Item Attributes question
September 20, 2024, 11:45:47 pm
Just trying to start using FFT Patcher and have a few questions.

I'm editing an existing patch, and trying to change a few items/item attributes. Specifically the Thunder Rod.

It seems to use a generic item attribute shared with 98 other items. I'm trying to give it its own item attribute, in which it will just strengthen lighting magic.

But the item attributes tab has me a little confused. From what I gather I have to give it a unique attribute, as none existing serve to just buff lightning.

Do I have to use an existing attribute, as in, it's not possible to create new ones?

From what I can tell, there are just a few attributes left in the patch which aren't being used by anything, one of which is *0B.

What do the '*'s mean? Also, *0C is also unused, however, it 'points' to attribute 6, which is being used, and the box to change it is greyed out. Does this mean I can't use this attribute as a unique one?

Much appreciation, thanks..
18
PSX FFT Hacking / Re: ASM Requests
September 18, 2024, 06:39:07 pm
I'm looking for an ASM hack which makes 'Haste' and 'Slow' *also* effect speed. I've found a few different ones (in a thread here and in the FFT Patcher ASMs) but I don't know if they cancel the vanilla CT effects or if they stack the CT/Speed effects together. Does anyone happen to know?

The goal being, I would like to see if speed-based skills/attacks (like bows) can be slightly buffed by Haste.

Thanks.
19
Hacking/Patching Tools / Re: FFT Patcher (.497)
September 18, 2024, 04:41:48 pm
This is probably a dumb question, but I'm curious if anyone has any info on the various forks of FFT Patcher on Github? One thing I noticed is at least one of them (gtlittlewing) is only one commit behind the main one and the notes mention an ASM persistence feature for the ISO's which sounds useful. It also has a few more ASM spreadsheets vs the main one (Glain).

I tried downloading the fork I mentioned to test it out, however I have no idea how you actually build it to try out the persistence feature. The latest package is a few years ago and the persistence is only a few months old.
20
Quote from: Nyzer on September 17, 2024, 10:19:29 pmProbably. I'm not sure why you would even consider this, though. In ReMixed, Defend gives the benefits of Protect and Shell, offers immunity to many status effects, and retains the evasion boost of vanilla. If it persisted through Acting, it would essentially be a permanent massive defensive buff to the player.

Ha yeah you're right, that sounds a bit cheesy. Great mod BTW.

Thanks.