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December 06, 2021, 03:30:20 pm


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Messages - RetroTypes

Help! / Re: EVESP2.1 - Where do I start?
November 21, 2021, 02:35:09 pm
This will help you immensely lol

Quote from: nitwit on October 25, 2021, 04:00:04 pmWhat I want to do is replace each of the 4 defensive element affinity bytes with 8 nybbles, with one nybble per element. Do this everywhere there's an elemental affinity - gear and jobs IIRC. Then sum up the values and assign a defensive elemental characteristic based on the result.

 7: 7/4 Damage Increase
 6: 3/2 Damage Increase
 5: 5/4 Damage Increase
 4: 1/1 Damage Increase
 3: 3/4 Damage Increase
 2: 1/2 Damage Increase
 1: 1/4 Damage Increase
 0: Normal
-1: 1/4 Damage Reduction
-2: 1/2 Damage Reduction
-3: 3/4 Damage Reduction
-4: 1/1 Damage Reduction
-5: 1/4 Damage Absorb
-6: 1/2 Damage Absorb
-7: 3/4 Damage Absorb
-8: 1/1 Damage Absorb

What is the difference between 0: Normal and 4: 1/1 Damage Increase here? Assuming there isn't one, you could shift 5-7 down and make an 8/4 Damage Increase value (double damage), which would be ideal to have anyway. Or are you saying 4 *IS* the double damage increase, and 5-7 are even further increased values?
Quote from: Gravrain on October 13, 2021, 12:54:36 amThe description for the Samurai's Shirahadori ability has been corrected; it now includes ranged attacks in its list of triggers instead of excluding them.

Party roster adjustment: When the player dismisses a unit from the party, the following unit will take their place in the roster, then the next unit will take theirs, and so on, thereby filling the open slot (instead of leaving it empty).
Warning: This feature can cause bugs if more than one party member dies in a single battle. Use with caution!

I do believe the bug with Shirahadori/Blade Grasp is the ability itself, not the description (thus the name, Blade Grasp lol). It was intended to not block ranged attacks. Both Glain and Razele have hacks included in the patcher suite that can adjust what weapon types can trigger Blade Grasp. If you're going to be making gameplay adjustments anyway, you might as well nerf it to where it was intended, since it's one of the strongest reactions in the vanilla game.

Also, instead of whatever party roster hack you're using that can cause bugs when multiple units die, I'd recommend just using Glain's "Switch unit number with L1 and R1 buttons (formation)" hack, so that the player can adjust the party themselves, with even more options.
Spriting / Re: Worker 8
October 02, 2021, 06:55:16 pm
Step 1 of modding: always make a backup. If you don't have a vanilla iso laying around, acquire one from google, and then export the images you need off the vanilla iso using shishi
Quote from: Gravrain on September 28, 2021, 04:19:31 pmone of the goals of my (experimental) patch is to cram as of the WotL localization as I can into the PSX game

Not that I want to discourage you from your project, but Elric is planning to release TLWotL soon, which is TLW (almost all WotL content put into the psx version) with WotL text in most (all?) places. With TLW 2.02 and those resources having been released, TLWotL will probably come out within a week or two, and will be exactly what you're aiming for.
Seeing as we're all FFT modders, at least a few questions should be about FFT I'd think lol. Perhaps, "So what about FFT made you want to start modding it?" and "What are the best and worst things about vanilla FFT, in your opinion?" can let the interviewee talk about their passion and also give insight to their design philosophies and ideals, which can lead to great discussions afterward.
PSX FFT Hacking / Re: ASM Requests
July 22, 2021, 09:23:57 pm
Quote from: Ansehelm on July 21, 2021, 11:57:27 pmAre there any ASMs that improve the utility of being mounted?  Mounting is such a cool mechanic in theory, but the increase in move and status immunity are rarely enough to make it worth turning 2 units into 1. Something like +4 Speed and PA and +20% Evade while mounted would be a dream come true

Choto has a (buggy? incomplete?) hack HERE that allows both the mounted unit and the rider to take separate movements or something like that, but other than that I dont recall seeing much. I'm sure a hack like you requested is possible, but I dont think anyone's done something like that yet (dont quote me tho! lol)
PSX FFT Hacking / Re: AOE damage / AOE Heal?
July 22, 2021, 09:15:59 pm
It might be Jot5 exclusive, but there is a custom Phoenix summon that damages all enemies in range and heals all allies in range simultaneously, so it is possible, but iirc it was decently difficult to pull off. Definitely requires custom ASM, I dont think you can achieve this effect with the vanilla formulas.
Spriting / Re: LF Artist. LOD Rose
July 19, 2021, 06:20:12 pm
I believe Elric said that the going rate for an artist to do something like an FFT spritesheet would be close to $1000 of a commission. Not to tell you it wont ever get done, or that absolutely no one will offer to do it (or at least help), but unless you're offering something close to that, dont expect to get a reply to this request. There's already a sprite request thread with hundreds of requests in it, and most will never get fulfilled. Your best bet is to read through the tutorials and give it a shot yourself, honestly. You'll likely master spriting before someone creates a spritesheet for you for free. Again, no hard feelings in this post, just being frank. I wish you luck one way or the other.
PSX FFT Hacking / Re: ASM Requests
July 01, 2021, 01:48:34 am
Quote from: nitwit on June 30, 2021, 09:37:13 pmHack Idea: Disable crytalization and treasure chest effects, and when a non-essential character's KO countdown expires they instead become unusable for a number of days equal to their character level. Essential characters still produce a game over when they are made unusable.

I think I remember seeing a piece of text for the "unusable" effect - or maybe "unavailable" - similar to the text for characters that are on errands.

Xif already made something kinda similar, the "Permadeath Terminator" spreadsheet/hack. Even allows Ramza to not die, but that's a toggle I believe. Although they just get stars like guests do when KO'd, they return to normal as soon as the battle is over.
Spriting / Re: Spriter Workflow Poll
June 10, 2021, 12:22:32 am
Not a spriter besides some palette editing lol, but I saved the two templates I've found over the years, and always recommend GraphicsGale for most spriting stuff. Hope this helps!
Event Editing / Re: Pre-Battle Menu
June 04, 2021, 02:54:47 pm
Quote from: nitwit on June 04, 2021, 05:33:42 amNow that I think about it, simply highlighting the tile similarly to attack targeting or movement - but with a different color when in x squares of a treasure/trap - is a better idea.


I thought you were mistaken, but it looks like there are either multiple copies of the move-find item data or it's temporarily stored in various places.

There are also the found item flags for each battlefield, which must be part of save data since they can't be found again. Randomizing move-find item data and and renewing them after each battle frees up that space. Something to consider if a hack needs a few hundred extra bytes in save data and you have the means to use those bytes.

While I'm only interested in randomizing them and their traps and maybe getting a support skill that lets players see them (or an option for this hypothetical hack which ensures only player characters can find items), manipulating battlefield traps, weather, and lighting makes for a more flavorful geomancer.

Again, it's not a big deal as I can currently change their coordinates, alter traps, and rebalance items so it doesn't matter if enemies get them on my own. Don't consider this a request, just a possible solution that may fit your needs in the future.

Something to consider, should we ever fully decrypt the zodiac.bin, is that a small effect like a twinkling light would probably fit in the limited space left on that image, which seems to be always loaded during battles. We'd just need to figure out how it does palettes? Though a new color when highlighting the tile is also a great idea, but teleport would make that a little too easy perhaps, since it highlights every tile on the map.

Also, I'm fairly certain whether an item has been found or not is stored as a variable with other things (https://ffhacktics.com/wiki/Variables#Move-Find_Items)
War of the Lions Hacking / Re: Names in FFTPatcher
April 05, 2021, 11:18:33 am
Well you don't *add* anything to it, you just modify the existing entries. Also, make sure you didn't break any of the syntax of the coding. It may be necessary on your system to extract the files from the zip, edit them, then reimport them into the zip, though I can confirm I do not have to do this with winrar on Win10. Once you get it working double check that you edit the right pages, as different menus in the patcher read from different xmls in the resources. And if you end up mucking the whole thing up too badly, just delete the whole resources.zip and generate a new one.
War of the Lions Hacking / Re: Names in FFTPatcher
April 05, 2021, 05:29:56 am
You're looking for the resources.zip, to change the names in the tools. Open the patcher, file -> generate resources.zip. Open that up, and edit the files in the PSP folder.
Quote from: CONMAN on March 05, 2021, 12:37:44 pmThis is awesome ArmoredKori!  Map making definitely takes some patience.  I've made a couple ,but I've wanted to make several more!  I've had some big ideas only to stop and start a different one that I think would be easier to pull off.  I made a "home front" out of the thieves fort and tried to make bervenia into something of a volcano peak: https://ffhacktics.com/smf/index.php?topic=9333.msg223776#msg223776

I have long thought that it would be cool to have a royal garden or a badass throne room for Lesalia (or fuck the one from game of thrones.) Really anything Lesalia centered.

I'll be checking this out!

I was just talking to Kori in the discord about making something very similar to that volcano map, never saw your version of it before! That's awesome lol. I might DL your version and modify it instead of the base map, if that'd be cool with you?
Hey, sometimes it only takes one really talented person to care enough to make an awesome new tool that does tons of stuff. Usually, that person is either Xif or Glain, but regardless  :p

Keep on documenting everything, continue to show interest, and I'm sure something good will come of it!
A chest is just a unit with the "Treasure" status, which you can do with a combination of the ENTD and some ASM hacks that already exist (Xif's Special Snowflakes hack or Glain's new Extended ENTD hack). But as for setting what item(s) you actually *get* out of the chest? I'm not sure if it pulls directly from that unit's previously equipped items or a table of random items, but you may need a custom ASM for manually setting what is in a chest.
@Blue so the amazing Xif has whipped up a spreadsheet that'll let you edit the variables used for this purpose. You'll have to format the result yourself for use in FFTorgASM but other than that, just plug in your values and get your hack!
Hmmm.. I actually just tested this with TLW's Ashley Riot and Balthier, and they too don't update when killed. I'll report it to Elric, and in the meantime, you'll have to just not have them update on deaths or other leaving events. If we find anything new I'll try to post back
Do they not work automatically? I was under the impression the game automatically uses the last 4 bio entries for those purposes, even if you edited them.