• Welcome to Final Fantasy Hacktics. Please login or sign up.
 
May 28, 2024, 02:00:19 pm

News:

Please use .png instead of .bmp when uploading unfinished sprites to the forum!


Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - ParryPupPup

1
Noticed a problem thanks to a player on Discord! Use Update 25! Sorry!
2
Just so everyone's aware, I'm unfortunately quite aware of some players' games crashing - it seems to be an issue with DuckStation that's out of my control right now. This issue has not cropped up before. I have done entire streams and not had the game crash like that, so it's DuckStation's fault. As for the fix with The Substitute scene where Volmarv Revelios to Ovelia that she's not the real Ovelia - that was my fault, I was working on adding punch to that scene before with Juravis. One line of coding to remove and it'll be fixed.

I'm also cooking up a little something. Revive was planned to be something else before I took a hiatus, I'm back on it. I've already fixed the problem. But yeah, Revive will not be revive. Also, say goodbye to Shinobis as you know them.

I have had too much trouble trying to fix Shinobis being actual ninjas in that they're survival, espionage, and martial arts experts (not hollywood ninjas who just throw shit) so in the next update, poof, they're gone. They'll be replaced with... Shinobis (For real this time) XD
3
Ack! A new update?! He's at it agaaaain!
4
Completed Mods / Re: FFT: Second Read Softcover
June 18, 2023, 12:33:07 pm
Quote from: renegadeofunk on June 08, 2023, 02:38:48 pmI'm interested in playing this, but I can't get it working in RetroArch. It freezes before the opening Orbonne scene at the 'Orbonne Monastery' text.

I'm using the Beetle HW core. I tried turning off/down extra options like internal resolution, CPU overclock, PGXP, etc and using Software Rendering but it always freezes at that same spot.

I'm unfortunately not very familiar with RetroArch. I looked intoit once or twice and I didn't find the UI very intuitive. However, I know for a fact, my mods work perfectly on DuckStation and PSXFin.
5
Completed Mods / Re: FFT: Second Read: Hardcover
June 04, 2023, 07:31:44 pm
New update!
6
Completed Mods / Re: FFT: Second Read: Hardcover
May 21, 2023, 03:46:27 pm
Quote from: Laphicet on May 16, 2023, 10:45:19 pmThis is a great mod!

Just a question though: are there still hidden items? I'm particularly at Nelveska Temple and was wondering if there are hidden items in the ground since the Move-Find Item ability was gone.

Also, aren't Ashley and Balthier supposed to join the party in their respective events? Or was this changed as well? Because Ashley Riot didn't join me in Zeklaus Desert, and Balthier didn't join me in Dorter slums.

All intentional, they're not joining as I couldn't balance their abilities to be truly interesting and unique. I gave Mustadio Balthier's Quickening from 12 as they're related though, making him somewhat more useful.

Ashley, I couldn't figure out the calculations for his abilities, so I removed him from the playable roster. Making them, and Cloud for that matter quick cameos and nods to other titles.

And no, Move-Find Item was removed.
7
Completed Mods / Re: FFT: Second Read: Hardcover
May 21, 2023, 03:44:13 pm
Quote from: louied on May 12, 2023, 02:50:51 amHello! Just wanna say the mod is great and I can't wait to play it! (In the middle of another mod currently).

I've noticed watching someone play on YouTube that there's a dual wielding bug. Units can double hit when dual wielding a cross bow and dagger/sword. So if a unit say 4 tiles away targets another unit, they hit with both their crossbow and dagger/sword each. Idk if that's intentional but I wanted to bring it up to your attention.

Here's the video with the example happening, timestamped. https://youtu.be/Vsb8LUc9FQ4?t=2677
In case the timestamp doesn't work, go to 44 minutes and 37 seconds.

Is it in fact intentional. If a Dagger is paired with a Crossbow in the Left Hand, and the Dagger in the right, the Crossbow is used to gauge the range needed to throw the dagger. (Not away, just attack with it.)
Same thing with a Gun. If a gun is paired in the right hand, Crossbow in the left, the Gun's range is used.

Just don't put a dagger in the left hand, or the range will only be 1, I may see if I can increase that to at least 3 for daggers.
8
Completed Mods / Re: FFT: Second Read: Hardcover
April 30, 2023, 04:06:55 am
New patch is ready! Aruu!
9
Completed Mods / Re: FFT: Second Read: Hardcover
March 18, 2023, 08:13:00 am
Quote from: Andre Pratama on March 17, 2023, 06:52:41 amI really enjoyed your mod but I can't continue chapter 4 because the game freezes

Well... an explanation would say a lot more than just saying it freezes, yeah?
10
After years of hammering away at it and MUCH frustration, I am proud to announce that Second Read Hardcover is finally released after being in Beta for so long!

AND PLEASE, DON'T USE ePSXe, IT'S NOT AS UP TO DATE IN ITS CODING AND MESSES WITH A LOT OF MOD FUNCTIONS, PLEASE USE DUCKSTATION OR PSXFIN FOR PLAYING HARDCOVER! Thank you, love you! <3

What does Second Read mean anyways?
"Mr. Coreander: Ahh, but have you ever read a book twice? Books change each time you read them."
- The Neverending Story 2


Second Read rewrites the original PSX's script with modern English without going full-blown WotL Prose which most people didn't like, but also has its own deviations from the original game's script, but 90% of the original story beats are kept intact. Nothing too crazy was added/changed.
And yes, since I'm being flooded by the question, there are Dark Knights. Level 8 Elementalist and Knight, same as The Lion War. Forewarning, they're not the win condition you think they were.


What's the difference between your Softcover and Hardcover version?
Softcover was the script overhaul with minor gameplay changes.
Hardcover is a continuation of the script overhaul and MAJOR gameplay changes.

For example, Hardcover uses ArmoredKori's Map Overhauls, so the layout of the battles have changed immensely. And the scripting has been overhauled to fit the new maps, so nothing looks out of place when characters need to move about.
Hardcover also changes a couple of the story beats, but nothing too chaotic and out of plausibility.

Besides the story, what else is there?
All new items, armour, abilities and changed mechanics.
The Zodiac Compatibility has been removed.
Male and Female PA and MA is still normalized from Softcover.
Overhauled classes, new classes.
Stat Growths are normalized across the board, meaning you're absolutely free to use a unit in any Job without fear of having to "min/max"
Most classes are the same, except for Mediators, they have been removed in favour of Blue Mages. Dancer and Bard are now both Performers still. Mimes have been removed as they were too niche to get real value out of, but you'll hardly miss 'em, I guarantee it.
Faith was renamed Spirit, for flavor.
Permadeath removal!
Monsters have been completely overhauled and are now MUCH deadlier and a threat to be reckoned with, but if you poach 'em, you'll get some badass goodies for survivin' the challenge! Try tamin' 'em too! They're powerful allies if you find the recruitable ones!
New characters to play with!
Guests are controllable in their battles! No more WTF Rafa! (Except Algus, no-one wants to control him)
Traps are removed as they hardly had an impact on battles and were just a minor inconvenience at worst.
Poaching items are now a 100% drop than trying to find a rare Tiamat and only getting a Phoenix Down or some nonsense like that.
Dual-wielding is innate on a lot of classes, but it's limited to guns, crossbows, daggers, and spellbooks, but surrreely that's enough, right? :D

And many more things to find out whilst playing! Be sure to read job descriptions to learn the classes' passives and unlocks!

If you have any problems, lemme know! I have a dedicated channel in the Hacktics Discord, or here on the Forums!

For patching and playing this mod, use PPF-O-Matic, the provided PPF at the bottom of this post, and a CLEAN VANILLA ISO/BIN.
Do not patch on top of any other Image, you WILL break something.


Update 29
Okay. So. I derped up with the Thief's Attire and gave it INNATE SLOW.
I am an idiot.
Soy una idiota.
Fixed that.
Also MASSIVELY toned down some of the Lucavi's health pools. Some of them were at 180% percent.
For the record, the ??? Tag roughly multiplies the health pool by 10x So some bosses like Adrammelech, if fought at high levels had upwards to friggin' 8000-9000 health, on top of Damage Split.
So I tuned that WAY down.
Also fixed Star Fire's damage. It now actually DOES something. From 5 Power to 50 Power.
Removed the AI's ability to use Soulbind. It was clogging up the AI's choices in that they prioritize it as much as possible - this was also true for the other Raise abilities, but the problem was the Spirits had Soulbind, I thought it wouldn't be bad, but it does lock up the game (not crash) just locks them into what I call a [Calculation] state Taking upwards of up to 2 minutes, yes, I've seen it occur up to 2 friggin' minutes to make a decision.
Update on the RDV Missions, I've still yet to come up with a good set of rules for special equipment and harder missions, I'll be working on them in the future, it's just not a priority of mine.

Update 30
Fixing problematic skills like Magic Weapons, Holy Bracelet taking way too long to play.
Adjusting some characters who got overpowered for no reason they should have been.

----------
TLW Credits

Elric
Attack.out Rebuild, Spreadsheet & GUI
Worldmap Rebuild
WotL Event Additions & Fixes
Mod Organization
Vanilla Event Fixes and Jumps
ASM Setup, Application & Testing
Sound Novel fixes and Implimentation
Bugtesting

RavenofRazgriz
Initial Attack.out Rebuild, Spreadsheet & GUI
Initial Worldmap Rebuild
Sidequest Changes & WotL Implimentation

Xifanie
ASM - Altima Teleport
ASM - Event Instruction Upgrade Hack
ASM - Extra Abilities Effects Hack
ASM - Map 120 Edits
ASM - Unit Restriction & Guests in Randoms
New Game Plus Work (not yet complete)
Squashing some bugs

Angel/Toshiko
De-WotLize Dialogue in WotL Event Ports
Translated & Fixed Sound Novel Images
Title Screen & Lead-in frames from WotL Movie to Title Screen

Pride
ASM - Rumor Edits
ASM - ARH Lite - TLW Edition

Choto
ASM - 1E4 & 1E5 Become Adeptness & Sturdy
ASM - Barrage & Weapon Strike Rewrite
ASM - Extra Generic Class

Glain
ASM - Bravestory Fix
ASM - UWEntries

Twinees
Sprite Fixes & Edits

Valkirst
New Ashley Riot Sprite

FFMaster
WotL Opening & Intro Movie Ports

Nyzer
WotL Event Fixes

Celdia
Allowing merge of her ISIA patch for Consolidation.

Retrotypes
Several event fixes.

Bugtesters
Nyzer
HebrewToYou
Blue
Ansehelm
NinjaWeazel
Retrotypes[/b]
11
Completed Mods / Re: FFT: Second Read Softcover
October 22, 2022, 04:29:21 pm
Quote from: Elric on October 17, 2022, 11:22:41 amPuppy likely added stuff with load delay or improperly configured ASMs. If they did not check for conflicts in the ASMs that would be the reason. TLW was made to work on consoles, so whatever the issue is, would be solely on this mod

That's odd. I just checked the folder and the ASMs, nothing had any problems.
12
The "Angel Form" and the Skeleton forms I mean. Having both on screen glitch one or the other out. Is there ANY workaround to this or is it hardcoded under 19000 terratons of coding?
13
Completed Mods / Re: FFT: Second Read Softcover
March 08, 2022, 12:44:17 pm
Quote from: Greatkain on March 07, 2022, 03:26:34 pmIs the difficulty harder or the same?

More or less the same. possibly easier, possibly harder just depends on how you play
14
Completed Mods / Re: FFT: Second Read Softcover
March 02, 2022, 10:13:27 am
2.16 ready for barking, sir!
15
Completed Mods / Re: FFT: Second Read Softcover
February 11, 2022, 04:49:02 pm
Update 2.0 is finally live everybody!
16
Completed Mods / Re: FFT: Second Read Softcover
January 31, 2022, 09:55:31 pm
Quote from: Valamar on January 30, 2022, 01:56:33 amHello again, your mod's has come a long way since it was initially in WIP, well done.

I decided to do a new playthrough and only a few weird things stood out

-When igro's castle is raided the two dead knights have the navy blue outfit, from my point of view navy blue is "Ramza's Squad" Faction so any units using that color are, or in the future will be under Ramza's command, maybe make them the default old knight colors?
Fixed, simple change.

-During the Zirekile Falls battle Ramza and Gaff are talking and at one point gaff says something like "you should thanking me for bringing you in!" theres a "be" missing inbetween "should" and "thanking"
Fixed.

-Random archers in fovoham plains battle can have no gear (units were around lvl 32)
Fixed, and this probably wasn't my fault, was probably an oversight by the TLW Team, who understandably could miss a couple things with their mod which was the base of Second Read.

-Orlandu can be recruited now, I think that's intended as he says something like "It's up to Ramza whether I should accompany him or stay behind the scenes elsewhere." and then after olan speaks and orlandu says "I'm sorry I cannot go with you Ramza." then he can be recruited, this is probably leftover from when you initially disabled orlandu and recruiting him was impossible.
Sounds like you're using an outdated version. The latest version doesn't have that problem.

-The knights summoned by Zalera have no gear and have holy knight ability, but can't use due to no sword.
[First off, having Holy Knight skills is wrong, they're normal Knight breaks, second, probably fixed, they were set as monsters which disabled their ability for equipment]

-Meliadoul when holding the Sagittarius orb has her glove as gold from her old sprite.
Feexed

-when Delita defends Oveila from 2 Hokuten assassin's the male ninja is the navy blue Ramza's squad uses, think you could the old default ninja look, would still make him look affiliated with northern sky.
Fixed.

 

I'll upload the fixed version a bit later, but it's definitely coming.
17
Completed Mods / Re: FFT: Second Read Softcover
January 28, 2022, 11:13:38 am
Quote from: nitwit on January 28, 2022, 08:55:22 amI never used them. Make more shurikens or bombs instead?

Are you using the hack to make axe and flail damage variable from 1/2 to 3/2 PA * WP?

No, and I don't plan to. Gameplay changes are done. Changes like that will be in Hardcover.
18
Completed Mods / Re: FFT: Second Read Softcover
January 28, 2022, 08:24:55 am
Should I really make the Bags unisex too? They kinda feel like a weapon no-one really used.

Also, if anyone streams this, link your Twitch urls, I might pop in to see your reactions, answer any questions, or just chat it up! ^~^
19
Completed Mods / Re: FFT: Second Read Softcover
January 10, 2022, 06:07:52 pm
Quote from: TTGL23 on January 10, 2022, 03:20:44 pmI like the idea of the hack. Tbh tho, while I can understand the qualms one would have with the PSP translation, I do think the updated PSP names sound generally better. I especially like the PSP faction names, which in the European fantasy setting are more fitting than stuff like Hokuten. It's the dialogue that I find to be an issue, as the flowery pose ends up making things confusing just for the sake of it. I wonder if were possible to make a mod with the PSP character and faction names but with your revised script.

Did... you play the mod? Because they're used interchangeably.
Sometimes I use Hokuten, sometimes I use Nanten, other times I use Northern/Southern Sky.
And that was done deliberately, nicknames and shorthand.

Northern Sky is still Hokuten.
Southern Sky is still Nanten.

Hell, with utmost deliberation I made it clear that I'm using two names without spelling it out "Nanten means Southern Sky"

"Lady Agrias--! Nanten Knights!"
"Why is the Southern Sky here?!"

And I trust the treader is smart enough to infer the new names and put two and two.

I don't always write out "Corpse Brigade", I shorthand it to Brigade because the in-universe characters know what's being talked about.
20
Completed Mods / FFT: Second Read Softcover
January 07, 2022, 07:55:56 pm
After a long struggle of not knowing what I'm doing, making hundreds of mistakes, I have finally completed my first mod for the community and can say that it is indeed "Complete" this time for what it's trying to accomplish. There are some things that I will address in the future, but for now, it is what it is.

Final Fantasy Tactics: Second Read
"Mr. Coreander: Ahh, but have you ever read a book twice? Books change each time you read them."
- The Neverending Story 2


Final Fantasy Tactics is beloved by many, including myself ever since I was a child. So much so, that when my brother got in a fight, we broke the disc over my head. I'd bought WotL to play on his PSP, aaaand I lost it. But still, this game is near and dear to my heart and always will be. I liked War of the Lions' cutscenes, all the voice acting, but outside of those cutscenes where the dialogue was fairly easy to follow, they tried to retranslate the script far too hard. Every line felt like it was trying too hard to be Ye Olde Butcherede Englishe and as I've joked before, was so purple in its prose that it could literally choke a violet. So upon learning that I can actually change up the dialogue, I thought I'd try my hand at overhauling the ENTIRE game's script. Retranslating the translation.

This mod is built off of The Lion War 2.021. You will have access to all of TLW's features such as the Dark Knight Job, Rendezvous Missions, Transmigration, New Game+, etc..

Features:
* Game dialogue overhaul. This is the sole highlight of this mod. The entirety of the game's script and dialogue has been overhauled to be more coherent and has better
characterizations and plot threads. Such as Olan going to Ovelia and Delita, not as an accuser of "You killed my daddy" - he's playing his role as a guardian of
Ovelia and by extension Delita... from what... you'll have to play to know.

* Scene changes such as Ramza blasting Algus
with a bolt of lightning for a very crude
comment about the Hyrals. More to be found
whilst playing.

*A new Title Screen, and a coloured Map that details borders, territories and gives tiny hints to the sidequests.


* Minor character name changes.
Izlude is now Izurud. (Izur┼źdo Tinjeru is his translated name from Japanese)
Orlandu is Orland (Much easier to say in my opinion)
Vormav is Volmarv (A portmanteau of Folmarv and Vormav)

* Minor gameplay changes.
In scenes such as the "Save Algus" or "Kill All Enemies"
part in Mandalia plains, you'll be given a hint as to
what's what.
The Save Algus option will have (Hard Mode)
Kill All Enemies will have (Normal Mode)

You'll also be given some hints on gameplay, like
I feel should have been in vanilla.

* Major gameplay changes
2x Job Point gains across the board. (This is not JP UP on all units innately. No units have had their passives changed in the slightest.)
You will have a much easier time getting jobs and units you want to play with and the grind's been cut down.

Second, and biggest of all, all units have the same base PA and MA. In vanilla FFT, Male units had 4 raw PA and 3 raw MA.
Females were swapped - 3 RPA and 4 RMA. Now, every unit, including Ramza has 6 RMA and RPA a slight buff in that regard for
both gameplay pleasure - you can now use Females in Physical Combat roles and they'll be as effective as a Male and so on.
You will have to start a new game to see these changes however, but that's honestly the best way to experience this
mod since the opening has been given a total facelift as well.

Palette Changes to all playable units. They'll now have a Navy-Blueish colour scheme across all jobs, some having black or
white trimmings to keep in theme with their job. This is to remove the hodgepodge of colour schemes you got whilst
playing and now have something more in-line and uniform like the opponent human units. Except Ramza, his Chapter 1 outfit will
have this Navy Blue, but the Mercenary Armor will be a tad darker, and the Chapter 4 Buttpants Outfit will hopefully be a little
less of an eyesore going for an all-grey Steel/Gunmetal look that'll hopefully make you think less about the Buttpants. Hehe!

Last but not least, Smart Encounters have been enabled. You can now SELECT when you want to fight a battle rather than hope
you don't get held up by one randomly and feel like you have to reload a quicksave just to avoid it. Just select a green
dot on the map, you'll move there without any obstacles in your way and you'll fight a battle there guaranteed.
Want to get to a different town quickly? No problem.

* Upcoming features:
Second Read: Hardcover Edition, that's still very beta and a Work in Progress, a companion and optional alternative.
Same Second Read script, new gameplay altogether.
It'll be my own interpretation of the Jobs and Abilities.
Planned features are making Hero Jobs (Holy Knight, Engineer, Divine Knight, etc.)
have a distinct identity as a base Job instead of "Squire+" due to their reactions
and supports being "Squire, but with different usable abilities" When the hell is
anyone gonna put Equip: Axes on Mustadio? Haha! They'll have reactions and supports
from other classes, but they'll hopefully be thematically fitting that you can keep
them at their special class instead of sloughing through Geomancer to get Attack Up
for Agrias.

For patching and playing this mod, use PPF-O-Matic, the provided PPF at the bottom of this post, and a CLEAN VANILLA ISO/BIN.
Do not patch on top of any other Image, you WILL break something.

And since I intended Second Read's script to be a base of its own that people could use in their own TLW2 builds, I will include Softcover's EVT in the download.
The EVT is meant for mod authors and developers, not players, so if you just want to play the mod, download the PPF.

Patch Notes
-------------------------
8 January, 2022 - Version 1.55
Fixed JP and proposition problems that arose from testing changes in the mod.
JP levels should be normal and vanilla again.

10 January, 2022 - Version 1.57
Fixed a critical crash after rescuing Rapha.
Fixed some character sprites being out of colour
in certain cutscenes.
Adjusted a lot of grammatical errors and cleaned
up some other sentences that look and feel wrong
saying them out loud.

13 January, 2022 - Version 1.59
Fixed many sprites being incorrectly rendered.

27 January, 2022 - Version 1.9
Fixed more grammatical and spelling errors. Adjusted some more dialogue to flow a bit more naturally.

Major Change: Bard and Dancer are now essentially the same class. To further push my theme of
"Less gender inequality" Both skillsets have been renamed to "Perform" both jobs are unlocked the same way, equip the same items, have the same stat multipliers and growths, everything.
As far as their passives, this has also been changed.
Both Bard and Dancer now have access to A/MA Save, Brave/Face Up, Move/Jump+3. Fly has been moved to Dark Knights since the Movement passives were redundant otherwise.

And last major gameplay change I ever plan to make, Perfumes and Hair Adornments are unisex.
You can equip them on any unit you please. You don't need to agonize over Cloud being the ONLY male character capable of equipping a Ribbon.

Also Mediator now has black pants instead of off-blue pants.

11 February, 2022 - Version 2.0
More grammatical errors and broken dialogue boxes fixed.
Made it clear Dancers and Bards are now the same class, can equip the right weapons, weapon descriptions fixed to match.
Removed "Women's ____" from equipment since now there's no gender disparity like before.
Made a slight change to the "Hacktics presents" screen as an early indicator you've got it working. Probably will be a yellow one for Hardcover whenever I get around to finishing that.
Remade all the Map Title screens. Will now properly show which maps you are going to or the game is preparing to show, "Fort Besselat" instead of "Bethla Garrison"

2 March, 2022 - Version 2.16
Fixed a couple more grammar errors. Gave Ultima a makeover. Took away her "crown wings" and a new palette.
Gave Miluda her own palette to work with during fights and scenes with her so she stands out.
New "Intro" help text after Gariland, little credit and explanation of some of the features.
Gave the UI a teensy tweak, you'll notice it, but I like it, my mod, nyeh! <3

Credits for the TLW Staff, 'cause without them, none of this would have been possible in the first place.
----------

Elric
Attack.out Rebuild, Spreadsheet & GUI
Worldmap Rebuild
WotL Event Additions & Fixes
Mod Organization
Vanilla Event Fixes and Jumps
ASM Setup, Application & Testing
Sound Novel fixes and Implimentation
Bugtesting

RavenofRazgriz
Initial Attack.out Rebuild, Spreadsheet & GUI
Initial Worldmap Rebuild
Sidequest Changes & WotL Implimentation

Xifanie
ASM - Altima Teleport
ASM - Event Instruction Upgrade Hack
ASM - Extra Abilities Effects Hack
ASM - Map 120 Edits
ASM - Unit Restriction & Guests in Randoms
New Game Plus Work (not yet complete)
Squashing some bugs

Angel/Toshiko
De-WotLize Dialogue in WotL Event Ports
Translated & Fixed Sound Novel Images
Title Screen & Lead-in frames from WotL Movie to Title Screen

Pride
ASM - Rumor Edits
ASM - ARH Lite - TLW Edition

Choto
ASM - 1E4 & 1E5 Become Adeptness & Sturdy
ASM - Barrage & Weapon Strike Rewrite
ASM - Extra Generic Class

Glain
ASM - Bravestory Fix
ASM - UWEntries

Twinees
Sprite Fixes & Edits

Valkirst
New Ashley Riot Sprite

FFMaster
WotL Opening & Intro Movie Ports

Nyzer
WotL Event Fixes

Celdia
Allowing merge of her ISIA patch for Consolidation.

Retrotypes
Several event fixes.

Bugtesters
Nyzer
HebrewToYou
Blue
Ansehelm
NinjaWeazel
Retrotypes