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February 27, 2024, 08:13:11 am


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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Messages - bee

The Lion War / Re: The Lion War - FAQs
May 20, 2022, 05:20:56 pm
1. Does "TLWotL" stand for "The Lion War of the Lions"?
2. If so, that is hilarious. (this is not a question, I suppose...)
3. Is TLWotL just the translation, or are there any other differences to TLW?
Thank you so much for the confirmation / clarifications! This helps my sanity, and reduces my fear around navigating those tools a lot 😅

(question resolved)
The community seems to use a lot of spreadsheets for editing things; I'm curious what the reason behind this is. I've tried searching the forums, and found good documentation on the standalone program tools, but the spreadsheets seem to each operate under their own logic and formatting, and I'm a little baffled.

  • Am I correct in guessing they mostly just output xml?
  • If so, is the generated xml generally intended to be copied into files, and placed in the folders alongside the FFTorgASM install, like the bundled ones?
  • Is there anything preventing me from just hand-editing the xml directly? I know I might be crazy, and I'm sure there's unique and vital logic buried in macros, but I am so much more comfortable with code/syntax editing in a text editor than navigating Excel files, so I wanted to at least ask.

Thanks again, 🐝
Ahh, ok that makes sense. Well, while I am a software engineer professionally, I have only rudimentary ASM skills, so I think I'll stick to the shallow end of the pool for the time being (i.e. PSX, established tooling), and not presume to burden anyone here with more than the occasional forum post. 😅
Oh, cool! Thanks for the info, that project sounds rad, I'll have to check it out!

The thread I'm talking about (https://ffhacktics.com/smf/index.php?topic=11535.0) didn't leave much room for interpretation on the authors' view. That said, seeing the reasons, I had to agree. So I was mostly just wondering if the gulf in tooling was still present. Sounds like it is?

Related: Is there any chance TLW is further mod-able using the standard tools? If not, I understand (and will still enjoy playing it), but it sounded like the perfect starting point I had been hoping for in WotL.

*EDIT* I looked into it, and it says it *can* be a base mod! That's awesome! Still need to do more research to see how further modding would go though (e.g. can I still use the same tools). Thanks again for the info

*EDIT 2* Oh! This is a project you worked on! Well, nicely done to you and the team, it looks amazing. (Also your documentation rigor is admirable on its own, lol)
Help! / Is WotL modding support still limited?
May 05, 2022, 04:11:10 pm
I just came across a thread in the WotL modding section, that said in no uncertain terms that WotL modding is a bad idea, compared to the PSX version.

I wanted to mod WotL because I think the cutscenes are beautiful, and some of the extra content is fun, but after seeing the thread, I was wondering if support is still as rough as it was ~6 years ago when the thread was created.

Thanks again for the help! 🐝
Hahaha, ok that's fair. Thanks for humoring me though, I appreciate the insights. 😅 I'll mark this as answered

*EDIT* um... phooey. I can't seem to figure out how to mark a question as answered?

*EDIT* oh, found the section in the guidelines post! Jumza, would you be so kind as to close this thread?
Oh! Thanks for the answer; I take it there is more to them than shows up in the patcher? As far as I could tell, they were only different in those small hit point and evasion totals, as well as immunity to being invited.
In WotL, there are duplicate job entries in slots:

35. Chemist
36. White Mage
37. Black Mage
38. Mystic

Aside from an innate immunity to "traitor", they appear to be nearly identical to their normal entries at 4B, 4F, 50, 55. Unlike their "undead" variants, these duplicates each vary only in a minor tweak or two to C-EV and HP Multiplier (+/- 5), and a manual spot-check turned up only three references to them (ENTD's 00A, 00C, 02E) and all were in unnamed and (seemingly?) unused encounters.

Anyway, I was wondering if a consolidation patch might not free up some job slots for folks to use in patches? If not, I'd love to know if there's something I'm missing here. Thanks!


*EDIT* - In reading further, and I am beginning to suspect that is that even were this an option, it wouldn't actually provide more player-usable slots, due to the existing hard limit on job-wheel space. That probably limits the usefulness of consolidating the slots, but I figure it can't hurt to ask, regardless.
This looks amazing! I was looking at replacing calculator with a Blue Mage (I know, so does everyone) but now I'm reconsidering. I do wish there was a version available without the QoL changes / skill reassignments, so that I could decide whether to apply them on a case-by-case basis, but I'm so excited to try this out.

*EDIT* I don't suppose it'd be too difficult to just add any intended monster skills to the Red Mage's otherwise-empty ability list section, but I suspect that would conflict the with white mage skillset, or at very least exacerbate the menu overload bug...
Hello! I was wondering if this tool would be usable with a .pbp file, or if I should look elsewhere? I've done modding for old S/NES games before, but I am pretty new to disc-based games, and am still sorting out some stuff that's prolly fundamental to y'all. Thanks for the help.

**Edit** nevermind! i got it sorted out, thanks!
Hacking/Patching Tools / Re: FFT Patcher (.494)
April 21, 2022, 05:08:41 pm
**Edit:** I just discovered the fftpatcher help thread, and took my question there. Oops! Sorry for the unnecessary post in this thread, please feel free to delete.