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Messages - nates1984

61
PSX FFT Hacking /
November 28, 2008, 09:14:50 pm
Yeah, there's a "Come here to ask questions before you make a new thread" thread over in the sprites section, but no equivalent for general or ASM hacking. The big problem is there's a constant flood of new information, so it can be hard to figure out the basics considering knowledge is always being updated around here. I actually looked through all four pages of threads in this section. =X

Anyways, thanks for the answers guys.
62
PSX FFT Hacking / Various questions, most are yes/no
November 28, 2008, 03:08:43 am
Hello people, how you doing? Did you have a good turkey day? Good, good... I'm just going to jump right in to my questions. Pretend like I wrote a snappy introduction.

1) WORLD.BIN and BATTLE.BIN are the only two files that have to be the same size after you edit them correct? All the other files containing ability, job, and item names and descriptions, as well as dialog during events and what-not, aren't this way? Note: I know all graphical files have to retain their file sizes, this question is just in the context of text.

2) WORLD.BIN and BATTLE.BIN are the only two files you really shouldn't edit with the text editor included with the FFTPatcher correct?

3) I understand there are 6 special skillsets you can't muck with; item, elemental, throw, jump, charge, and draw out, but....

3a) You can fully edit these skillsets if you change the value in the "Action Menu" tab in FFTPatcher to "default," you simply can't mix and match the abilities in the 6 special sets? For example, you can't add Wish to the vanilla Charge skillset, but you could change the Charge skillset to default, remove all the Charge+ abilities, and then add Wish, right?

3b) You can rename the abilities in these 6 sets correct?

3c) Can you remove skills from these sets? For example, say I wanted to remove Charge+20 from the Archer skillset. I know you can't add more and I know you can alter them in certain aspects, but removal?

3d) You can rename the jobs that are attached to these skillsets correct? Like I could change Chemist to Medic, or Samurai to Boobies, or whatever?

4) Outside of the blank spot directly above Potion in the "Ability" tab in FFTPatcher that is used for the standard attack command, are there any other blank slots in any of the tabs that I shouldn't touch?

5) In the "Skill Sets" tab in FFTPatcher the amount of abilities you can assign to a single set is 16, and a couple jobs like Summoner and Wizard hit this cap. Theoretically, could you hex edit additional skills in to go beyond the apparent limit of 16? In other words, was it limited to 16 because no jobs have more then than, or because you can't have more then that?

6) Here's a technical question, in the form of a picture. =P

BATTLE.BIN, I know from looking at SentielBlade's ASM request topic that 0x11eccc is related to Rafa's formula, which is named 1E in FFTPatcher, hence the second part of the question, although that seems like a hell of a lot of space to dedicate to one formula.



7) You can mix and match any sprite/skillset combination for enemies in ENTD, but if you let the player invite an odd combo it'll revert to the sprite the skillset is attached to, glitch, or crash the game, correct?

8} You could replace Bard and Dancer with new sprites, abilities, ect, to create new female and male only classes right? Theres nothing glitchy with messing with these guys like the jobs/skillsets I mentioned in question 3?

Luckily editing sprites and effects is pretty well documented in the forums, so I don't need to ask any questions about those. Heh, this is kind of a wall o' text, sorry about that.
63
PSX FFT Hacking /
November 27, 2008, 08:02:05 pm
QuoteWould you guys prefer a GUI version? And should I build this functionality into map2gl instead of making a separate program for it?

Whatever is easiest for you. Those of use serious about editing maps would accept valuable programs in any form. =P