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April 26, 2024, 11:03:24 am

News:

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 - Mondragon

1
War of the Lions Hacking / PPSSPP Texture Pack Release
November 20, 2023, 04:33:37 pm

Final Fantasy Tactics: The War of the Lions Texture Pack


A Faithful PPSSPP texture pack that focuses on UI elements and effects without compromising the original sprites.
I encourage anyone to make their own edits and additions as they please.

More screenshots and information over on the Github


INSTALLATION:
After downloading the source .zip file, the 'Europe' version can be installed automatically inside PPSSPP as if it were a game.
'USA' copies must change the folder name from ULES00850 to ULUS10297 and extracted manually into memstick/PSP/TEXTURES.
2
Works in Progress / Final Fantasy Tactics: Clémence
October 11, 2020, 02:59:49 pm
Final Fantasy Tactics: Clémence
 (Retexture, Gameplay/Content Expansion, Optional PSX Script)
   


The most ambitious War of the Lions mod, project Clémence strives to deliver a massive amount of content at the highest graphical fidelity. Nearly every random battle has been handcrafted to offer a refreshing take on Tactics' Iconic gameplay. Many new items, mechanics, and guests have been planted across the world map. Strategic players will be heavily rewarded with the unique gameplay design. Multiplayer is also being supported with new Redevous missions. Clémence also comes with a first of its kind PPSSPP retexture. Using assets from the community and the mobile port, UI elements have been pushed to a higher resolution and a higher level of detail. Maps have been polished and given an HDR color range. Tutorial and Beta maps have been given textures. Active encouragement goes out to anyone looking to use the retexture files for their project or to improve it! A reshade profile will also be included to improve lighting. Lastly, for you PSX script fans, Clémence launches with an optional script change!


Retexture
Overhauled UI Elements
   Titles
   Save Menu
Borders to be fixed and Consistent Nums
   World Map
   Shops
   Party Roster
Background to be replacedCleanWith Reshade
   Battle Info
Icons to be cleaned

HDR Maps
CleanWith Reshade Profile

Gameplay Design
"Tactics Made More Tactical"

Every action now has a reason and a greater consequence. From battles fought or avoided, to Gil spent or saved, challenge or passive progression.
 
It is now impossible to trigger a random battle. In theory, you could manage to play through the entire story without hitting a random battle but that would be very difficult. You see, it is impossible to trigger a random encounter but if you select the location on the map it will activate the "random battle". The trade-off for this system is that "random battles" are more difficult then what they previously were but completing them is also much more rewarding. Completing them offers a chance of adding unique allies to your party, earning unique items unavailable in shops, or just winning regular spoils of war because you're going to need them... Shops require more Gil then before. Expect yourself to be hard-pressed for Gil and selling items to get what you need. Large tactical decisions need to be made to make it through such as, "should I avoid some random battles before that boss battle so I don't level up before the AI out gears me." "That unit has the same PA on his weapon as me but his offers shell at the beginning of the battle. I need to steal his stuff/ defend his death chest because there are many magic users in my next story battle." "I'm going to save my Gil, use weaker armor that has a slight PA boost instead of high hp boost and spend Gil on that next spear tier I need". Ect...

Some jobs have been rebalanced and others have been altered to give the player more of an advantage for the increased difficulty. Such as free HP boost on Chemist and lowered cost Vehemence on the squire. The most notable changes are to the OP Arthimaticion class which has become the Sage class and the revamped Dark Knight, class. Both classes have strong spells but the MP needed is much higher than before.

Monsters have been given a wider array of spell abilities. They now also have support abilities. They are great to run with the player's main party.

Story battles no longer have safeguard.

Also, I think it is important to note that the random battles are not lore-friendly. For example, fighting with Zalbaag as your ally for the encounter.

To be updated.

Expansions
60 New Items added throughout the world map!

This includes the multiplayer items added to singleplayer, and don't worry they have been largely rebalanced to fit the natural progression in all levels of the gear tiers. Such as having weaker HP/MP/PA/MA stats of a specific tier but having starting bonuses or stat boosters in other areas. Overall it leads to more thoughtful and tactical decision-making on a battle by battle basis. Some of these new items can be found in specific shops, story battles, on guest and opponent characters in a random battle, and the rarest and powerful being earned by completing rare random battles.

Included the Sound Novels

Much, much more and to be updated!

Optional PSX Script
   It's Been Nearly An Hour!

Project Updates
October 4, 2020
-First Breath
I'd say I'm currently 80% complete with the project. I plan to update this post every two months until release which at my pace so far should be halfway of 2022 or by the latest end of 2022.

December 31, 2020
-The Clean Up Update
Happy New Years folks! Mod development is going smooth. This bi-monthly dev update focuses on cleaning up dirty file paths, optimizing messy textures, and all around bug smashing. The purpose of cleaning everything up for the first update was to increase productivity on development so I can work quicker. Such as spending forever to find something I worked on months ago. When I first started this journey I didn't really know what I was doing and consequently I really kicked myself by not organizing thoroughly from the start but hey I'm learning "¯\_(ツ)_/¯"
3
War of the Lions Hacking / Re: Valhalla Editor
September 16, 2020, 06:45:58 pm
Quote from: illithidbane on September 09, 2020, 01:10:54 amNo matter what I try, I can't get Valhalla to make changes. I am trying:

1. Run Valhalla.bat
2. Setup files
3. Decode text files
4. Encode text files
5. Decode EVT
6. Encode EVT
7. Apply patches

Then I try running the patched iso, and there's no actual changes applied.
So looking back at the log, I see this:

Extracting fftpack.bin:
Done.
Extracting EBOOT.BIN:
Done.
Decrypting EBOOT.BIN:
Fail to decrypt EBOOT.BIN

How do I fix the decrypting? What is the prerequisite here? I the custom python distribution (from https://www.romhacking.net/utilities/1478/) deployed /python/ folder in Valhalla's folder structure. I did not modify the cfg file. I am editing an iso named fft-wotl.iso. But it always fails. Any recommendations?

Pastebin of the log: https://pastebin.com/SDuGAnHz

I took a quick look at your log and everything seems to be in order. Even the "Decrypting EBOOT.BIN: Fail to decrypt EBOOT.BIN" is normal and I never had it disallow me from making edits. So this may be of 3 things here. You're not decoding, making your edits, encoding, then patching. Or you're trying to edit an iso that already has text edits which sometimes causes your problem. The last thing I can think of is if you removed the "replace" lines in default-text-hacks.asm. Hopes any of that helps.
4
Help! / Re: Can't Find World Map in Shishi
May 13, 2020, 08:37:49 pm
Oh sorry about that, I'll make sure to put that up there next time. Thanks for the heads up!
5
Help! / Re: Can't Find World Map in Shishi
May 13, 2020, 08:13:02 pm
I've tried both clean Pal and NTSC. Maybe it's because I'm using WOTL (thumbnails are used for multiplayer) and shishi just doesn't pull the world map for it? Although I've seen another user change the world map on wotl so I know it is possible.
6
Help! / Re: Can't Find World Map in Shishi
May 13, 2020, 07:48:22 pm
I redownloaded .492 and my 5th tab was "thumbnails." I went along and downloaded 5 other versions of shishi and still no luck.
7
Help! / Can't Find World Map in Shishi WOTL
May 13, 2020, 03:41:07 pm
I'm trying to change the world map in shishi but can't find were its stored. I know it is under the "other images" tab but after searching for a couple of hours I've had no luck. I have used the search function and I know this question was answered before but it was no help. I am using version .492
8
War of the Lions Hacking / Re: Valhalla Editor
May 08, 2020, 07:17:07 pm
Did you decode and then encode text data before applying the patch?
9
War of the Lions Hacking / Re: Valhalla Editor
April 17, 2020, 05:28:57 pm
I've finally got everything to work! Here's a quick introduction on how to use all of its functionality based on what was included in the guide and my own research.

Make a copy of your ISO.

Rename your War of The Lions iso copy to fft-wotl and place under the data folder.

Open Valhalla and click setup files, decode text files and decode evt.

Editing Text

data>patches>files

You can only edit utt files. Valhalla uses utt files that patch over your unt files. Editing unt files directly will result in an error.

Quick Reference

rest-mes
    rest-mes-1-utt
        line 236 Job Names
        Line 564 Item Names
        Line 1300 Ability Names
        Line 2459 Skill Set Names
    rest-mes-2-utt
        Line 5 Job Descriptions
        Line 625 Item Descriptions
        Line 3194 Ability Description
        Line 5427 Skill Set Description
        Line 5864 Job Requirments

snpl-mes (Audio Novels)
    01-utt Mesa's Musings
    02-utt Nanai's Histories
    03-utt Veil of Wiyu
    04-utt Enavia Chronicles
    05-utt Scriptures of Germonique (null)
    06-utt Test

Spell-mes
    0-utt (Spell Quotes)

tuto-mes (Tutorial Dialouge)

Wld-mes (Tavern Dialogue)

When finished click Encode Text Files

WARNING: "Replace spell.mes file", "Replace snplmes.bin file", "Replace wldmes.bin file", "Replace all tutoX.mes files", "Rewrite all quick access text (aka rest-mes)" in "default-text-hacks.asm" must be present when patching (refer to asm hacking)

Event Editor

data>patches>files>

test-evt
    test-evt-unt

Valhalla Requires you to edit the unt file for this

When finished click Encode EVT

WARNING: "Replace Test.EVT file" in "default-cust-hacks.asm" must be present when patching (refer to asm hacking)

ASM Hacking

data>patches

Note: If you only wish to use the ASM patcher you only need to "Set Up Files" but if an asm file alters text then you will need to decode the text files and encode them before patching. The same goes for the EVT.

Individual ASM hacks are stored in the .asm files, you may remove-blacklist-or add ASMs as you please to any main .asm file provided they do not have a "require#" dependency or you change the require dependency to "require#none" This becomes more prevalent under "default-text-hacks.asm" where if you already have a patch/mod but just want to add spell quotes and the audio novels back into the game.

REMEMBER: Never use your original iso, make a copy of it instead! You will not be able to edit the Valhalla patched iso again but you can save the text utt files and reuse them. USE A COPY!

(For users with already modded ISO's wanting to join the ecosystem you will only have to do this once. In my experience, it was less of a hassle to just copy my own edits from the unt file into Valhalla's utt files in order to avoid errors specifically to ability names. Be Advised only Item descriptions and Ability descriptions in your unt file will be kind of messed up but you can copy-paste the edits from tactext, everything else from item names to job requirements will be a single copy-paste each from your unt file.. so if you think about it 7/9 of the job is already done for you!! yay! Make sure to save those utt files when you're done in case something terrible happens and so you can reuse them ultimately adding to them over time! That is why you should keep 2 ISOs. Your original iso you use to make edits on in FFTPatcher-NEVER PUT THIS ONE IN VALHALLA. Then when you're done with your FFTP edits make a copy of that iso and use the copy in Valhalla and plant all your utt files you saved from your last patch after you decode the text files.)

blacklist.asm (Valhalla will ignore ASMs placed here)

default-core-hacks.asm
    Slowdown fix v2
    Add spellquotes back to the game
    Spell quotes always pop up
    Unlock novels
    Smart Encounters
    Battle Initial Camera v2
    Fix gil amount needed for the lip rouge quest

default-cust-hacks.asm
    Unlocked jobs v2
    Battle jobs list
    Formula 36 is now +PA_(X) and +MA_(Y)
    Mighty sword v2
    Crits always deal 50 percent bonus damage
    Abilities in Arith skillset can be reflected
    Null slps file in fftpack
    Replace TEST.EVT file
    Treasure Hunter 9-bit rare items
    ENTD 9-bit equipment items
    Balthier gets no special ENTD items
    Poach 9-bit items
    Onion items can be equipped if lip rouge flag
    Treasure Hunter rare minimum brave
    Arithmeticks supports up to 20 skillsets
    Party Roster Extension (PRE)
    Switch formation and absorb
    Monster eggs in last roster slot only
    Level cap
    Monster do not count as Casualties nor Injured
    Treasure Hunter is Player only

default-data-hacks.asm
    Replace all data files

default-expe-hacks.asm
    Test entd 9b items

default-text-hacks.asm
    Remove dupe font data (rest-mes)
    Replace font file ENG version
    Replace font width file ENG version
    Replace spell.mes file
    Replace snplmes.bin file
    Replace wldmes.bin file
    Replace all tutoX.mes files
    Rewrite all quick access text
    Change tutorial soldier names

9b Items Miniguide

This miniguide will show you the process on how to introduce the 40 overpowered 9-Bit "Multiplayer" Items into the base game plus the additional 20 unused item slots for a grand total of 60 new items that can be added into the base game.

Treasure Hunter 9-bit rare items

In FFTPatcher open the Move-Find Item Tab
Check the unnamed box under the No Activation box and on top of the Always Trap box.
Item 00 <nothing> is now Item 100 Chaosbringer, therefore Item 01 Dagger now equals Item 101 Deathbringer and so on.

ENTD 9-bit equipment items

This one is a bit more tricky and dependent on which gear slot you want as a 9b item. I currently do not believe it is possible to have a single unit have more than 1 9b item, if someone does figure it out I will update it here for the lurkers of the future :)

Head to the ENTD, select the unit, then edit the palette of the unit to 80 for Right Hand, 40 for Left Hand, 20 for Head, 10 for Body, or 8 For Accessory.

For this example, we will change the Right-Hand weapon to 9b.
Change the Palette value of the unit to 80.
Edit Right Hand under Equipment.
Item 00 <nothing> is now Item 100 Chaosbringer, therefore Item 01 Dagger now equals Item 101 Deathbringer and so on.

Poach 9-bit items

Open default-cust-hacks.asm under the patches folder with notepad++ or whatever text editing software you use.
Go down to #Name#Poach 9-bit items
Focus on the table filled with 0's under #Location#boot.bin#ram#088b6358: next to the line telling you to write your bits.

The first top 6 lines of 0's represent Common Item (90%) in FFTPatcher under the Poaching tab.
The bottom last 6 lines of 0's represent Uncommon Item (10%) in FFTPatcher under the Poaching tab.

The lines are read from left to right, the very first 0 on the first line is common chocobo. The next 0 is common Black Chocobo and so on. Then once you reach the 7th line the first 0 = Uncommon chocobo. The next equals uncommon Black Chocobo ect.

Change the 0 to a 1 on the poach you wish to be a 9b item.
Item 00 <nothing> is now Item 100 Chaosbringer, therefore Item 01 Dagger now equals Item 101 Deathbringer and so on.

Make sure to save a copy of this file just like your utt text files so you can use it again on your next patch cycle.

Patching

Apply patch! :O
If at any point something does go wrong, Valhalla will let you know at what file and line it occurred at! Also, this is the only reason why I could figure out what I was doing and led to this guide so thank you Valhalla :)

P.S. WOTL players rise up because we have more ram and multiplayer.. in time we can hope to bring down PS1... after we get our sound fix idk..  :mrgreen:  :cool:

Update 1: I think I'm getting really close to being able to convert psx ASMs to psp. I will make another update if my lead goes anywhere.

Update 2 5/26/2020: I got semi-close with the whole conversion thing but hit a roadblock with my understanding of Valhalla's MIPS instructions and PSX's Little Endian. Will provide more info and how others can help if they wish to at a future time. Meanwhile, I added the 9-bit item guide since I personally sought it a bit confusing myself and thought others might find it too.

I also made it more clear on how you can reuse your Valhalla edits since I have seen there was some confusion on how to do it. To Reiterate, have a base that you do your FFTPatcher edits on and make copies off of it which you then use for Valhalla. Text edits can be done in utt files that can always be backed up, edited, and reused at any point for any instance of Valhalla with any copy of an iso. The same goes for ASM files.
10
War of the Lions Hacking / Re: Valhalla Editor
April 14, 2020, 10:33:51 pm
Update: I've finally got to testing the event editor and it works.
11
War of the Lions Hacking / Re: Valhalla Editor
April 13, 2020, 03:36:05 pm
Hello, great folks of the ffthacktics community! First time actually posting here and love the work you guys do on here anyway...

I've been messing with this tool for a little over three months now. The tool's asm feature does indeed work. PS1 asms have to be repurposed for PSP to get them to work. You can view how the asms were reworked by opening them up in data>patches>default-core-hacks.asm. More information on how to work your own can be found under the MIPS instructions of the Quick RG that comes with every copy of the tool.

Additionally, the tool features data and text tools but I found them to be somewhat broken (especially text) as they had some trouble with font files and "lines" on both Clean NTSC and PAL. (I'm guessing this is why one of the sound novels, Nanai's Histories is corrupted??- although the others work completely fine.) Interestingly font files were found on my own patch I've been making so maybe it recognizes tactext edits? Although when I did try to use the text editor on my patch I was still not able to.

One last thing that can fix some headaches is that the tool can only be used once. Patching it again with Valhalla causes some glitches and the asms will no longer work. Good luck folks.