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October 28, 2021, 04:50:56 am

News:

Use of ePSXe before 2.0 is highly discouraged. Mednafen/RetroArch is recommended for playing/testing, pSX is recommended for debugging.


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Messages - Paheej

1
Bugs and Suggestions / Re: Custom Sprite Page Down
February 22, 2020, 04:31:30 pm
Damn that was fast!  Also amazing to see the names still running the joint from the last decade.  Making a v3 of Rebirth so I'll be hanging around the forums for a bit.
2
Bugs and Suggestions / Custom Sprite Page Down
February 22, 2020, 01:39:48 am
It looks like the custom sprite page is down?
https://ffhacktics.com/sprites.php
3
I'm around.  I noticed a pickup in emails I received on the documentation of the game - I believe this is due to people being able to run on the game on Switch now.  I may get around to releasing a version 3 if there is enough interest.
4
Just filled out the survey.  Playable demo for certain man.

Here's the biggest thing - if it takes more than roughly 2 minutes to get some running in today's day in age - you're project is probably boned.  The fact that you're having Snap006 run command line prompts to get anything running drastically reduces the pool of available personnel who even understand what you are doing.

Realistically most people won't understand the huge benefit something like this will have.  They want a playable demo they can use and play a Tactics like game in.  Those are the people you want to target with a $10 kickstarter buy in.  The rest of us who are more interested and serious may be willing to spend significantly more (I'd seriously consider dropping 1k, I only pledged $200 for the kickstarter) if it will essentially give us the tools to start creating our own games with your engine/tools.
5
For further reference Purposes I was going to make these more uniform in appearance to denote changes and special characters in fights, originally I am aware the palettes are supposed to follow the following general factions

Palette #1 - Party and Guests
Palette #2 - Order of the Northern Sky (Hokuten)
Palette #3 - Order of the Southern Sky (Nanten)
Paletee #4 - Death Corps / Rogues
Palette #5 - Church and Templars

My goal is to make these both more uniform in color scheme AND free up an extra palette to use for mini bosses (unless I can set palette #6 in FFTPatcher) and actually have it adequately use it in-game.
6
Sup, I'm back to do some modding of WotL since slowdown has been fixed and emulation is also possible.

I was wondering if someone had already recolored generics to have each sprite palette match a specific color scheme even more closely than the main game.

IE currently Squires are colored as such:
#1 - Brown
#2 - Blue
#3 - Red
#4 - Green
#5 - Pink

Black Mages are colored as such:
#1 - Blue
#2 - Teal
#3 - Black
#4 - Green
#5 - Red

As you can see there are a couple of differences here which I would like to make similar across all generic classes.  IE I want all #1, party members to be RED, all #2 palettes should be BLUE, all #3 palettes should be BLACK, etc.

I seem to remember someone was redoing the sprites for an AI season in the past but wanted to check before I go through the somwhat painful task of re palettizing all the generics to fit a uniform theme that was different than the main game.
7
Spriting / Re: To anyone who is making a title...
October 06, 2013, 07:55:10 pm
Awesome, hopefully someone still has a copy as vectorized graphics are always the way to go if possible.
8
Backing up Raven's - "if you can cut it, cut it" - I always use this rule in designing skills and classes:

If you ever have an option which is always the preferred option then you either need to improve other options or decrease the effectiveness of your preferred option.  This goes for classes, skills, innates, etc.  If you have options which are never used or rarely used they should be eliminated.
9
@all
Continuing discussion of these topics as they are relevant to my interests and have a recent post.

Quote from: heiir on March 29, 2011, 08:32:06 am
1.) When I try to incorporate certain spritesheets (in bmp format of course) into certain places (such as "Cloud v2" on "Cloud"), I get an error message that is very long that basically says the file size is larger than the original. I'm assuming that this is because the downloaded custom sprites are meant for PSX version, and are larger than the PSP. I was curious as to if anyone knows how to resize the bmp to fit just right (limits being: 43008, 45056, & 47104 kb); or if they can point me to a FFTPatcher version of ShiShi's that forces the image? I currently have FFTPatcher versions .271, .466, and .478 and none of them seem to work for what I'm going for. I'm also using GraphicsGale for the sprites.


Are the palette's correct?  Sometimes people leave the BMP's with too large of a color palette; make sure it is parsed to just what you need.

Quote from: heiir on March 29, 2011, 08:32:06 am
2.) Is there a way to alter the Generics in sequence 188 using FFTEVGRP? If so, where can I find them?


I don't understand this question that well - are you asking about the generics beyond the ones inside UNIT.BIN and WLDFACE.BIN?  IE the new generics such as Dark Knight and Onion Knight?  I am not sure where they are located - someone mentioned they were dumped in a random folder but I have not seen anymore information regarding this.

3.) Is there a list (or tutorial) of how to change sequences/character sprites of a certain character without altering their in-game appearance in the story? I read about this, and Zozma seems to have taken the post down; and if there is a list of unused characters in the game that I can alter and use for custom spriting?

Quote from: heiir on March 29, 2011, 08:32:06 am
FFTEVGRP
FFTPatcher v.271
FFTPatcher v.466
FFTPatcher v.478
Lion Editor (seems to work the easiest for what I'm going for)
UMDGen
GraphicsGale


FFTEVGRP - seems to work on all old classes with no issues.  Testing them right now.  Doesn't seem to know where to pull info for UNIT and WLDFACE for new classes (or even if they are located in those files)
FFTPatcher v.478 - newest version is v.482 - seems to be working for most issues.
UMDGen - recent version works without issues.
10
Help! / Re: Question about FFTorgASM
October 06, 2013, 04:38:45 am
Quote from: Philogosten on September 30, 2013, 03:46:31 pm
Ok so I hadn't done any modding for this game in years but I recently started again so I had to redownload the tools.
Now FFTorgASM has a lot more options than it used to. My problem is that many of the options don't explain what they do. The formula ones I get but there is a lot of stuff like "Sprite hack [Special units and generic humans]" and in the area where the description for formulas normally is it just says that exact thing again. It has me a bit frustrated since I googled around but cant seem to find any information on what these options mean. Is there a list of what the options actually do somewhere?


"Zodiac.XML" has these for the values for reference purposes:

<Patch name="Sprite Hack (special units, generic humans and generic monsters)">
<Location offset="00020AE4" file="BATTLE_BIN"> FFFF4230 FFFF422C </Location>
</Patch>

(I honestly have been out of the loop for a while and am more interested in War of the Lions modding - however figured I would post that here in case their is any more discussion about these particular offsets/values - to help with searching).
11
@formerdeathcorps

Actually we were just looking at the updated tools - the FFTorgASM tool has been drastically updated.  Of the ones currently availabe in version V0.482 these are the ones we would be using:

~ Version 0.02 ~
* Axe Calculation fixed to 0.5X to 1.5X (Where X is WP)
* Crossbow damage changed to WP*WP (Like Guns)
* Rod damage changed to MA*WP (Like Staves)
* Float grants Fly
* Death Sentence Ignores "Cancel: Dead"
* Transparent units are attacked by the AI
* Transparent loses 100% accuracy bonus
* Special Characters can do Propositions
* Poison Damage is based off current HP
* Poison Damage is 1/4 of HP
* Regen heal is 1/8 * Min(999,MaxHP)
* Change % HP formulas to use Min(999,MaxHP)
* Blade Grasp only blocks melee (NOT gun, xbow, bow, instrument, books, shuriken, bomb)
* Undead units receive 25% max HP damage from Phoenix Down
* Performing Does Not Cancel Evasion
* Don't Move Cancels Evasion
* Beserk Cancels Evasion
* Transparent Doubles Evasion
* Sets the title screens default option from New Game to Continue
* Innate Weapon Guard All
* Critical Chance increased from 4% to 5%
* Dash/Throw Stone cause 100% knockback
* Chance of procs increased from 13% to 25%

Not sure if you can just overwrite the old values with these new values then we could test.
12
Quote from: Cheetah on April 01, 2011, 10:58:22 am
The formation screen sprites of the new characters are in their own separate unnamed files in the giant random folder.


I searched the forum and googled information pertaining to this topic - however had not found an explanation.  Can anyone expand on this topic?
13
Quote from: Eternal on October 05, 2013, 04:15:17 pm
That's correct. As of now, the Onion Knight cannot use R/S/Ms beyond what is innate on their job. They can use skills such as Fire as long as they're in its skillset, though. That said, they cannot gain JP unless they have innate Accrue JP, which is what I did to them in KO PSP.


Well noted.  An interesting solution.  Best case scenario at the current time is to change the class into a very limited/specialized class.
14
Azavier,

It looks like this was covered in Feb 2012.

http://ffhacktics.com/smf/index.php?topic=8495.msg168316#msg168316

Eternal notes that the Innate "Cannot Equip Abilities" of the Onion Knight has not been successfully eliminated in any patches or research.  Admittedly that is a long time ago but I have not seen any updates. 
15
@Myrmidon
Stumped with this.  If you are still messing with this issue I think I need to provide you my EBOOT file to see if maybe your file is slightly different.

@Haiku
Noted on the lack of Shield, may think about changing in future versions.

@MoogyD
Unfortunately I don't have the time to support another emulator for the PSX version outside of EPSXE.  Having said that I have started development on the PSP version of the mod.
16
Quote from: Nexus on July 29, 2013, 06:47:19 pm
I made a patch for the retail USA UMD. I tested a few battles, and I did not notice any slow down. I tested Gaffgarion and Agrias's sword skills, haste, blizzaga, and some summons.

Original USA ISO
Size: 418,873,344 bytes
CRC32: 0D6A3D9F
MD5: 18D1169CEFED2D5ED77A599694F2F871

After patch
Size: 418,873,344 bytes
CRC32: 8762459E
MD5: 6690A74151890EE1DB2F2AA0617A723D


Nexus!

Your fix is CONFIRMED working with US ISO.  It has been tested in the following environments:

PSP 3000 (CFW 6.35)
PSP 3000 (CFW 6.60)
PPSSPP v.0.9.1 (WINDOWS)

Interestingly your patch maintains multiplayer compatibility with original War of the Lions and has been tested in the following environments.

PSP 3000 w/ Speedfix + PS Vita Original
PSP 3000 w/ Speedfix + PSP 3000 w/ Speedfix
PSP 3000 w/ Speedfix + PSP 3000 Original
17
War of the Lions Hacking / Re: New PSP EMULATOR
October 05, 2013, 02:48:20 pm
Quote from: Toshiko on October 04, 2013, 09:58:11 pm
Is WotL actually fixed now? I know there's a -very- specific version I have to use to be able to play FFIV, but WotL was still getting crashes last I checked.


I played through the first two missions yesterday with the most commonly available US ROM - seemed to have no issues.
18
Spriting / Re: To anyone who is making a title...
October 05, 2013, 02:12:31 pm
Quote from: Xifanie on April 17, 2012, 06:41:10 pm
Highjacking this thread with my vectorized version.

http://xifanie.ffhacktics.com/temp/FFT_Logo_release.svg


This link is no longer valid.  Where can I find this Vector Graphic version if it is still publicly available (I looked in Xif's temp folder but did not find it).
19
@Myrmidon - Hmm I have not run into this error.  Can you send me the save file to replicate?

@CHL-305 - So the Lunar Knight is a little underwhelming in a few aspects I admit.  This is partially due to:
1. The Lunar Knight having an anemic skill set.
2. The other classes being significantly upgraded.

Really we tried to make each and every class (except Squire) viable.  To do this we had to bring every class up to the same level.  In the end we tried to make every class as useful/powerful as the original Ninja Class.  That is why so many classes have fantastic buffs.  Admittedly this meant some classes like Ninja had small debuffs - but in the end our aim was the bring all power levels (of classes) in line with each other.

From a conceptual standpoint this means that leveling up doesn't necessarily give you better classes - it rather gives you access to more options and greatly increases flexibility.  Honestly I dislike tier systems in most games.  So yes the Lunar Knight isn't better than most classes, I will take full responsibility for that - however the end result was that we weren't going for the class to be a powerhouse that you unlock - but simply another mage/knight option that you have access to.
20
Quote from: Azelus Crave on January 02, 2013, 11:20:11 pm
I have to say my favorite thing so far about Rebirth, is the Ramza change. Black Armor at the beginning and red outfit instead of the blue.


Yeah - I really like the small changes to characters.  I mainly did small palette swaps or recolors due to animations in cutscenes.

Oh yeah . . . there MAY be an update in the works.