Exactly. I was only re-importing it when I made changes to map music, I didn't know I needed to import it every time I changed other texts. Thank you for the advice
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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Quote from: Jumza on December 08, 2022, 11:26:05 amI've never heard of a bug like this before! What I would recommend is patching your story modifications on to a fresh image to see if the problem persists (then you know that stuff is the culprit).I believe that could be it. Currently the only things I changed in FFTactext were the job names and their skillsets, and of course the names of some of the main characters. Nothing more. But in Attack.Out, I tried to remove that conversation scene between Algus, Ramza and Delita, so that it ended the battle and I went directly back to the map, but as I have no experience with that, it clearly went wrong. So what I did was open Attack.Out again and return the event as it was before, and the event itself worked, the dialogs appeared as they should and then I returned to the map. Only later when I went to do that battle again to see if everything was right, that I noticed the change in the name of the Knight Job. I went to "new game" and noticed that all classes involving the word "Knight" had been left in Japanese (Including Agrias and Gaffgarion's Job). I went to FFTactext and renamed Knight's work and saved it, and when I returned to the game the name in Japanese had come out, but it kept appearing as "Kthght". I'll do as you advised and change only the dialogs to a clean vanilla, and I'll see if the error occurs again. Other than that, the only thing that makes me open Attack.Out is to change the music that plays in each moment. However, thanks for the advice!
Though, I find this very unlikely. I assume you've also made changes with FFTacText and/or the Attack.Out editor, either of these is more likely in my mind. In those cases I'd recommend doing the same as I said above but for those, then you can isolate the problem and work from there
Quote from: Xifanie on June 29, 2014, 03:29:41 pmNone that currently exists. (and probably never)Your comment raised a question in my mind. I've been editing my vanilla (I expanded the ISO right when I started, i.e. before changing any sprites), and I figured that would be OK, but today I noticed that, when I went to switch jobs during move formation to make a test in the Samurai class, when I changed the job and the unit appeared, it had a green background (?), it had not happened before, but when I left the formation and came back again, it was normal (The unit was cut normally in Gale , had already been tested). This is the first time this little bug has occurred. So reading your comment made me wonder... do I need to change all the sprites in Shishi, and then expand the ISO, or can I expand it directly before importing the sprites into my vanilla?
The only thing to remember is that you can't restructure with shishi before patching a mod that alters the sprites.
Quote from: CONMAN on November 15, 2022, 04:41:29 pmThere are a few little tutorials out there, but even if with all the knowledge- you will have to jump in the pool a little.I am happy to have the honor of using this sprite in a game that, despite not being very big, I will spend a lot of time playing. I am aware that you were involved in the creation of Ruvelia's sprite as I saw some posts on the forum, mainly about Souls of Destiny (which is already in my game library, and although I haven't played it yet, I saw your videos on youtube and I really liked the gameplay, I'm looking forward to playing it!). When I have some time from my work, I'll research the issue of creating sprites, and I'll try to create some work. And as for creating a dedicated mod like yours... well, it will take me a while to understand all those codes, but one day I will! Thanks again so much for letting me use your work!
There is a tutorial here: https://ffhacktics.com/smf/index.php?topic=6618.0
I made a simply head swap / frankein-sprite tutorial with graphics gale : https://ffhacktics.com/smf/index.php?topic=11236.msg213573#msg213573
While it might not be what you imagined, I did make a Ruvelia
Quote from: Elric on October 30, 2022, 02:54:39 pmThere are several guides on the site for this. Look in the pinned index threads here and in the tutorials section as well.I'll look for the tutorials. As for the other emulators, which one/which ones do you recommend? I've always used ePSXe, so I don't know it very well.
Though I will add that ePSXe is just about the worst emulator you can possibly use for playing FFT mods. Or PS1 games in general.
Quote from: Elric on October 30, 2022, 03:00:01 pm1) Its not a bug, its a vram limitation so, no, you can only have 9 unique sprites on screen (alt palettes are fine)Right! I'll take a closer look and try to join discord. Thank you very much!
2) You wont find a lot of basic tutorials like you are requesting as most of those things are covered in larger tutorials like eventing. Outside of that there is discord to ask questions. But all the info you are looking for is definitely on the site, since thats how I and many others learned it. Not having experience seems to be something that people think shouls be a stopping point until someone helps, but its not. If you really want this, your gonna need to do some legwork as well.
OBS) Again, event editing tutorial.
Definitely recommend looking through the tutorial section and joining discord because this topic is way too broad, since it seems like you want a tutorial on how to mod the game, in full, and thats just not a thing.
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