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July 15, 2025, 05:49:08 pm

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1
The Lion War / Re: The Lion War 2.031 - DOWNL...
Last post by mediadragon - Today at 02:23:05 pm
im missing 3 treasures but i know one is in deep dungeon where are the other two?
2
Completed Mods / Re: FINAL FANTASY TACTICS OMEG...
Last post by Sataroth - Today at 01:48:33 pm
I would like to add one thing. After playing and finishing this mod I can wholeheartedly recommend anyone who wants yet another FFT run. I think there is a lot of us that want to scratch that itch before the remaster comes out. Cleiton did a very fine job on this one. It's hard but it's not cheesy. If you have time to think about how to do a battle then every battle is doable. It has some nice ideas and interactions with items. Thanks for the hard work Cleiton!
3
The Lion War / Re: DuckStation GameShark Chea...
Last post by mediadragon - Today at 02:24:24 am
can we get a code for more CP?
4
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.6
Last post by maroon - Yesterday at 10:46:12 pm
Quote from: Rurusachi on July 10, 2025, 04:19:53 amI don't really know what's going on here. You'll need to explain what you've changed for me to be able to help. Or make a patch of your modded rom and send it (not the rom itself. I'd recommend bsdiff for making patches)

how to make patch
5
FFT TLW ReMixed / Re: FFT The Lion War ReMixed v...
Last post by Sonofbaconator - Yesterday at 09:59:55 pm
Really digging the quality of life improvements.  Move cancel is awesome of course, but the revamped dispatch jobs and missions really stand out over a full playthrough since they remove the need for monotonous JP farming and prevent you from over levelling to get the party comp you want.

The class tweaks are good too, though Two Swords + Stone Gun is god-like (unintended maybe since you can't with MA guns?).  Also, Dark Sword with Axes seems to hit REALLY hard, though I haven't bothered checking the math.

And Two Spells is incredible.  I honestly don't know if I can go back to playing regular FFT casters now.

One last thing, was thinking Samurai's "Athlete" could be renamed to "Kata" since it implies efficiency of movement through training, though I'm definitely not an expert on the subject.
6
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.6
Last post by maroon - Yesterday at 08:27:32 pm
Quote from: Rurusachi on Yesterday at 12:29:29 pmOh the patcher tells me that your patch is made for a different rom than the version I have (and that the editor is made for). If I ignore the warning I get errors when loading the rom with the editor (I can click past them but it will definitely cause bugs). Do you get any errors or warnings when you load your rom with the editor?

what kind a different rom and warning is?
7
Help! / Stopped at Orbonne
Last post by Garrdian - Yesterday at 07:44:18 pm
Hey, I'm just getting started. The intro titles ran, I input my name, etc. etc. etc. and the black screen with white writing saying Orbonne Monastary comes up. And it is sitting there... No error messages. It's just hanging out. I'm using Duckstation with SCPH 1001 with The Lion War v2.031.  EDIT I reloaded and Duckstation froze. I had to ctrl alt delete to shut it down. I tried again and duckstation threw an error saying "panic triggered: Missing handler in function GTE:: getinstructionsimpl (gte.cpp:1462 Do you want to attempt to break into a debugger? Cancel will abort the application.

I hit OK and the whole thing shut down. I tried from the title page again and it froze again.

I deleted FFT and pulled a fresh file. Redid the mod and everything seems to be flowing smoothly.

How do I delete this post now that It's solved? I don't want to clutter up the thread, but I'm not seeing a delete button.
8
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.6
Last post by Rurusachi - Yesterday at 12:29:29 pm
Quote from: Ethereal Embrace on July 11, 2025, 12:39:16 pmYou are correct, it is because I tried loading my modded one. I've spent a few months on it already so I won't be able to use this editor unless I have entirely rebuild it from the ground up again (which can very well happen, again!).

Being able to mod mission rewards is the last BIG thing I really needed for my mod but there are few niceities I'm interested in modding as well. If you could help out, that would be greatly appreciated.

1. Judge bonus modding, basically a continuation of mission rewards modding. I wanted there to be more varied loot in judge bonuses. This isn't necessary for me to change, but since a majority of early missions already have 3 rewards per, I wanted to mod judge bonuses to be able to compensate. I know you already posted what you know about this above, I'll need to take some time to actually look into down the line. Thank you, for that, by the way.


2. Auction modding, I assume it's just a pool of items listing similar to the mission rewards, how can I mod this? Not a priority, but I do want to highlight some early jobs like animist and fencer some more.

3. Monsters using player abilities. I wasn't able figure out how to grant enemy races the ability to use player skills. I know that some Werewolves can use *some* Fighter skills,so I wanted them to use some more, but giving that race their AP value slot in the skills learning data wasn't enough. So there's something else that I'm missing. Again, not a huge deal as I'm pretty content with monsters as they are buffed in my mod, but it would be nice to make monsters more fun and interesting to fight against!

4. Blue Magick modding, this isn't for me as I've already figured out a very convoluted way to change blue spells. But there is some byte or bytes that determines whether or not Learn activates, maybe you've already found it, but I couldn't figure it out. All I did was replace existing blue Magick and the corresponding enemy skill to match it. Pretty tedious process as I would have to go into every formation to accommodate this change (but I going was doing that already).

But yes, perhaps you've already figured this one out. I'm sure others will benefit from this! I actually personally removed some Nlue Magick as I categorically disagree with the concept of some of them, such as roulette.

5. Changing a job's requirements to unlock does NOT change the description for it in the class change select screen. Do you know how to change this text? I'm sure it's a simple find, but I have found it to be a recurring theme in some FFTA2 mods.
If you send me a patch for your modded rom I'll fix it for you so the editor can load it. Even if you don't plan to use the editor for it I'd at least like to figure out what's wrong.

  • No problem. If you have any more questions just ask me
  • There is a Prize table for each region (Targ, Camoa, etc.) + 1 Grand Prize table for each auction. The prize tables have 8 item slots. Each slot is 4 bytes, a 2-byte item id + a 2-byte story progress requirement. If the current story progress is below the requirement then that item will not show up in auctions (This is set to 0 for all prizes in vanilla). If you want to hex edit this then the first Prize table starts at 0x05404578 and the first Grand Prize table starts at 0x05404818 (check the editor for which tables are used in which auction. They're not 100% sequential).
  • I'm not sure what exactly the problem is. Do they just not use the abilities? How exactly have you tried?
  • I'm pretty sure I've figured out Blue Magick in the editor. There's both a bit-flag for "Learnable by Blue Magick" and a field for which ability is learned.
  • know where the Job Requirement descriptions are but I haven't added them to the editor yet (Kinda. They are editable in the string tables but not in the Job Requirements tab). The editor supports adding additional Jobs and Job Requirements. The problem is that the Job Requirement descriptions are right in the middle of a string table (instead of at the end) so I need to write a small hook that handles extra Job Requirement descriptions properly.

Quote from: maroon on July 11, 2025, 11:45:28 pmhere
Oh the patcher tells me that your patch is made for a different rom than the version I have (and that the editor is made for). If I ignore the warning I get errors when loading the rom with the editor (I can click past them but it will definitely cause bugs). Do you get any errors or warnings when you load your rom with the editor?

Quote from: maroon on July 13, 2025, 03:26:46 amhow to make reaction and passive abilities in ability point like 200 or 350 
The editor currently can't change AP costs for Passive and Reaction Abilities. I'll add that in a future update.
9
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.5
Last post by Ethereal Embrace - Yesterday at 10:17:09 am
Quote from: maroon on June 30, 2025, 06:18:15 amcan anyone figure out how to fix it
Ngl, I have no clue how you even got this point. Tbh, the only thing I'd say to do is to start over and do it over again.
10
Reach The Future / Re: RTF Chapter 1 Bug Reports
Last post by bunkin - Yesterday at 02:21:38 am
Hey great mod, runs perfect on Gamma for iOS, but after returning to Castle Garris with Celia following the forest bandit fight and watching the meeting cutscene, the game gets stuck on a "Now loading" screen indefinitely. Is this a known bug? I'm on the latest patch of the mod.
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