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91
FFT TLW ReMixed / Re: FFT The Lion War ReMixed v...
Last post by Jbridge90 - June 20, 2025, 11:48:44 pm
Hello,

I'm trying to play but am having an issue. Lettering is off during the introduction, and the birthday screen is jumbled. I'm using the latest version of WOTL, and have tried it with multiple versions of Remixed. I'm using Duckstation, and have tried multiple different bios. After the troubleshooting I have done, I think that the issue must be with my iso. Have you encountered this issue?
92
FFT TLW ReMixed / Re: FFT The Lion War ReMixed v...
Last post by DAmessenger - June 20, 2025, 07:43:08 pm
Quote from: Nyzer on February 06, 2024, 11:27:23 pmI wasn't able to get it to reproduce, myself. Possibly an emulator or slightly bad ISO issue? I've also not heard anyone report this issue outside of an early bug with flubbing the jump point for scene skipping.

I got it to "reliably" reproduce:
When I was full on troops and chose to dismiss one to make room for Cid, it would freeze at the black screen and not move to loading the cutscene. However, dismissing the unit BEFORE the previous save (and thus having an empty spot on my roster) did the trick and it went on without a hitch.
93
Help! / Extracting sprites from Mobile...
Last post by spikedrose - June 20, 2025, 04:02:18 pm
Just finished extracting the files from the iOS/Android version of 'fftpack.bin' and noticed that only about 140 files were different than the PSP version, mostly Event files, the .OUT files, and a few TUTO.SCR/MES and WORLD files. I've made a list and notes about which files are different and have the updated script I used to extract them based on 'fftpspext.c' which was incredibly informative

But it looks like the updated sprites weren't inserted back into the original bin which lead me to looking into the other files like g2d.dat which I couldn't find notes on as far as extracting from this file. It made me curious if others had already tried extracting this or if I am starting fresh here. I did find a couple notes on another forum which didn't end up leading anywhere

Quote"G2D.DAT's header is YOX" // specifically "59 4F 58" YOX
"Edit: It was a fat32 filesystem and I needed to mount it with Imdisk to open it." // I tried mounting this with imdisk as well as aim toolkit but neither seemed to have any success
"I've been attempting to extract the graphics from the android version of FFTWOTL, but have hit a road block.
The header has a fat32lib label, but unlike another thread I found with a similar issue, it's not openable like a regular archive." // I couldn't find the thread they were referencing here

The main goal I had was once the files are extracted I planned to make a texture pack for the psp version since it supports external texture replacement with higher resolution. I saw that "Final Fantasy Tactics: The War of the Lions Texture Pack" exists currently but the sprites seem to have suffered some color loss compared to the mobile versions running directly

EDIT: The other two files music.dat and sound.dat ended up containing the same YOX header, but inside were a combination of OGG and RIFF WAVfmt files. specifically music.dat had 95 ogg and 5 wav. meanwhile sound.dat had 668 sound effect wav files.
And noticing this trend with the files we then have "78 9C" headers all through the g2d.dat which is a zlib compressed format from what i've read so far. going to split the file up with this in mind and see where it leads

EDIT2: about 1/4 of the files extracted as .tga files (though 18 of them were missing their footer, adding that back on fixed the files) These mostly were things like the mobile touch screen buttons/controls, titles of areas, in game menus, the game credits, a few messages in japanese about iCloud. the rest of the files have no identifying headers or footers that I can figure out. But many do seem like they have the general 'shape' of the sprites layout when scrolling in the hex editor, but I am not sure what file type they could be
94
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.3
Last post by Divinehero - June 20, 2025, 02:44:03 pm
doesn't wanna let me load a rom it gives me the error

"java.nio.BufferUnderflowException
95
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.3
Last post by Rurusachi - June 20, 2025, 01:31:04 pm

Quote from: GasT87 on June 16, 2025, 03:11:38 pmSo I had a small holiday from work and played around whit making NuMou able to enter water, first tried to simply changing Black Mage "Movable places" value to 2 to allow the unit to enter water, this was something that I tried with the old editors bu because there are no in water sprite the game would lock up. Now whit the new edit I did a quick test by simply assigning the Hume Black Mage as a unit alternative sprite in the editor and.... it worked. Even the idle animation remained the NuMou but as son as they did an action it would change to Black Mage. Then I tried to edit the in water sprites to make them NuMou but ran into some problems, seen the work on another thread about making a Ezell in battle sprite I think I missed something in the pallet but it looks the it is possible, just a lot of work.

Small quality of life changes that could be done to the editor that I realized when trying this
- Make the Movable places into a drop down instead of a simple value
- Have the Import/Export buttons remember the last folder it was used

Again thank to Rurasachi for such an amazing tool
It's should definitely be possible yeah. The way the palettes work is a bit odd, especially for the in-water sprites. The color of the water is not part of the unit's palette. The game gets it from somewhere else during gameplay (I believe I mentioned this in the other thread as well).

I wasn't sure what values were valid for Movable Places at the time but that's a good idea.
Remembering folders for Import/Export is a good idea as well.

Quote from: maroon on June 16, 2025, 11:36:02 pmthe first image show wrong abilities while second image show correct abilitie
I'm not sure what's going on here.

Quote from: maroon on June 17, 2025, 12:03:29 amwhat is animation fix
It allows all playable races to use any weapon. Normally Hume can't use Spears and Rapiers for example. With the animation fix they can.

Quote from: maroon on June 19, 2025, 01:20:36 amhere
It looks like one of the units in Formation 9 has an invalid Secondary Ability. I'm not sure how that can happen but I'll look into it. Make sure it's set to an ability that is actually in the Secondary Sbility Set. You can probably fix it by setting it to something else and back again. If that doesn't work try doing it for all the secondary abilities on all units in that formation
96
FFT TLW ReMixed / Easy to miss features (some ex...
Last post by Nyzer - June 20, 2025, 01:21:17 am
Figured I'd make mention of these in a topic here so that people are more likely to notice. The Lion War ReMixed has a few nifty features that are easy to miss, but can add a fair bit of quality of life to your playthrough.

Smrt Encounters

Not to be confused with "Smart Encounters", this one isn't always on. Under normal circumstances, the game will continue to generate random battles randomly. However, if you are holding the X or O buttons as you pass over a green dot, you will never get a random encounter. If you are holding the O button as you land on a green dot that you chose as your destination, you will always get a random encounter. If you are holding the X button as you land on a green dot, you will never get an a random encounter. It's called "Smrt Encounters" because it's dumber than the regular Smart Encounters, and because I appreciate the dual Simpsons and Final Fantasy V reference.

Swap Ability Preview Targets

When you are preparing to use an ability that can hit targets other than the one target in the dead center of the attack (if there even is a target there), you can now press the □ button to switch between valid targets that will be targeted by the ability.


Zodiac Compatibility Highlighting

When your cursor is hovering over a unit on the battlefield, you can hold Square to engage "Zodiac Compatibility Highlighting". Units with Best Compat will be flash blue, Good Compat will flash green, Bad Compat will flash yellow, and Worst Compat will flash red.

Cross Skip and Scene Skip

During events, holding the X button will speed through the dialogue at a fast pace. The Start button will do the same, but during non-battle events, if Start is held at the point when the event first starts, shortly after a dialogue box closes, or after the camera finishes moving, the entire event will actually be skipped. This was done slightly crudely via event instructions inserted at specific points in the events instead of an ASM hack so that I could prevent it from breaking event-based minigames (before I knew how to ASM hack, which would have allowed me to have an enable/disable trigger on an existing hack that does this), so, on occasion, it can take a bit of time to trigger.

Extended Warranty

Any equipment of yours that is broken (including katanas with Draw Out) gets sent to the Fur Shop, where it is repaired and available for you to buy back. Any equipment of yours that is stolen will be regained after the battle ends.

Improved Level Scaling

Enabled by default, this option can be disabled in the Extra Options menu. Battles with level scaling will recalculate the levels of the units on the field after you deploy your units, using the highest level only of your deployed units instead of checking the entire Roster.

Improved Enemy Job Level Progression

Enabled by default, this option can be modified or outright disabled in the Extra Options menu. Enemies will initially calculate their unlocked jobs and available abilities as normal, but every time Ramza's sprite changes, they will check an extra source. They start out only calculating according their preset "Job Level", which can be set in the Encounter Table Data to any possible job from levels 1-8. After you become Chapter 2 Ramza, they will also do the same for their current Job, if it is different from their specified Job. Not every enemy will be in a different Job than their specified Job, but some are. Finally, after you become Chapter 4 Ramza, they will also do the same for the Job that their secondary skillset belongs to.

This means that as you progress through the game, enemies start tending to have more abilities available to them. The most obvious example of this (before I modified the functionality of his base skillset) was with Aliste: this mechanic grants him level 8 Draw Out, and he is extremely happy to Teleport 2 into the middle of your units and blast out whatever it is he's learned from the Samurai job.

Wariness

Enabled by default, this option can be disabled in the Extra Options menu. Units with 50 Brave or more will take normal damage, but with less than 50 Brave will take less damage the lower their Brave gets. Of course, units vulnerable to Chicken will have to be careful around Oracles and Mediators...

There is also a specific ability that can be equipped to cause the reaction chance to start going up once a unit gets below 50 Brave. Make sure you read those ability descriptions!

Enhanced Knockback

Enabled by default, the option to allow "Immortal" units and Ramza to be knocked back can be disabled in the Extra Options menu. Additionally, units that can enter or remain above water can now be knocked back onto a water tile. Units that don't have "???" stats can even be knocked onto a lava tile, which will instantly kill them and dump their corpse on the nearest walkable tile.

There are also specific action abilities with guaranteed chances to knock units back. Make sure you read those ability descriptions!

Banditry

Enabled by default, this functionality of the ability "Banditry" can be disabled in the Extra Options menu. A new Support ability, Banditry can not only be learned from the Thief job, it is innately equipped to them. Among other things, this will cause Thieves to automatically crit whenever they attack from behind, dealing fixed damage boosts depending on the weapon type. Daggers will deal double damage. Fists, bows, and crossbows will deal 1.5x damage. All other weapons will deal 1.25x damage. This means that you likely will want to bring ranged weapons when going up against Thieves - or to make sure that you turn your back to prevent them from getting at it!

Extra Options

I've mentioned them a few times here, but there are plenty of options you can use in this menu to tweak your experience to be more in line with the way you like to play games. Make sure you take a look through to see what else is available!
97
FFT TLW ReMixed / Re: FFT The Lion War ReMixed v...
Last post by Blandation - June 19, 2025, 02:04:47 pm
Starting this fun mod again...

Is there a way I can edit unobtainable characters into my party?  Since the patcher understandably won't work on a mod.   I would usually throw them into a random fight and make them invite upon KO so that they have their correct formation screen quote and all.
98
The Lion War / Re: The Lion War 2.031 - Bug R...
Last post by Nyzer - June 19, 2025, 02:14:57 am
Interesting. I figured out some time ago that there was a bug with the event commands not checking every single instance of Ramza's ID, giving a chance for one of the cats to become merged with him. Banana, though... depending on when I timed the check for occupied tiles, it may have counted her as "removed" and not considered her tile to be occupied, even though, yeah, one of the cats always spawns on her tile.

99
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.3
Last post by maroon - June 19, 2025, 01:20:36 am
here
100
The Lion War / Re: The Lion War 2.031 - Bug R...
Last post by Ulric - June 18, 2025, 11:58:44 pm
In the Rendezvous mission "Be a Beta", I've found an interesting, probably unintended thing. When the robo cats are called after beating Banana, I had two of them spawn on the same tile. They seemed to have issues with movement, in that it just didn't happen. Additionally, attacks aimed at the tile damaged both creatures on the tile. I only had two attacks that went off in that instance, a counter and Night Sword. Counter did the animation once but damaged both creatures, while Night Sword played the animation twice and damaged both creatures.

Once they were killed, they became chests as they normally do. Curiosity got the better of me and I collected a chest, just for it to get stuck after collecting the first.

I may be wrong, but I do believe one of the robo cats spawns in where Banana was at upon death. If that's the case, to replicate just have Banana on a spot where one of the other robo cats spawn and kill her.
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