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May 17, 2024, 12:19:31 pm

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The Lion War 2.031 - Bug Reports

Started by 3lric, September 17, 2021, 12:03:36 am

3lric

Quote from: Yaegami on December 27, 2023, 05:39:56 amI play that at ch 1 and after play be a beta at ch 2, when i win it just freeze like that.
Also skill for Monk and Thief have bug. I already have all monk and thief skill, but not master it

The second part is not a bug. You havent gotten far enough. Please do a bit of reading into what you are playing.
  • Modding version: PSX

toolarg

Hello, I ran into a minor visual bug. After the battle with Zalera I decided to add Meliadoul to the party, party was full so I was prompted to select a unit to dismiss, I started scrolling through my units and when I reached my generic Dark Knight his portrait was that of Velius. When I was done and returned to the world map and the formation screen his portrait was the correct one. Thank you for all your work, love the mod.
  • Modding version: PSX

SuccuBelle

March 06, 2024, 12:17:50 am #42 Last Edit: March 06, 2024, 12:37:31 am by SuccuBelle Reason: New Development
Edit: So I saw someone else had a similar problem when using these two mods together, so I re-patched a copy with just TLW on it, and I got a similar but different error. This time, the background was present during the text crawl (it was not before), and when it froze, instead of playing the music endlessly, it just played one note endlessly.

Hello, I am playing TLW on Duckstation with the QOL Patch. I am at the battle with Cu Chulainn, and the battle plays out as normal, but after the cutscene with Delita and the text crawl, when the game goes to a black screen, it never loads the next screen, and the music continues to play ad infinitum. I'm pretty sure it's some sort of emulation issue, but I don't know what to try. It has crashed 4 times.
  • Modding version: PSX
Agrias x Ovelia 4Ever

RetroTypes

Quote from: SuccuBelle on March 06, 2024, 12:17:50 amEdit: So I saw someone else had a similar problem when using these two mods together, so I re-patched a copy with just TLW on it, and I got a similar but different error. This time, the background was present during the text crawl (it was not before), and when it froze, instead of playing the music endlessly, it just played one note endlessly.

Hello, I am playing TLW on Duckstation with the QOL Patch. I am at the battle with Cu Chulainn, and the battle plays out as normal, but after the cutscene with Delita and the text crawl, when the game goes to a black screen, it never loads the next screen, and the music continues to play ad infinitum. I'm pretty sure it's some sort of emulation issue, but I don't know what to try. It has crashed 4 times.

If you're applying the whole QoL pack, you need to reapply the EIUH from the TLW resources after patching the QoL, as it says in the QoL thread. So base ISO -> TLW -> QoL -> EIUH hack. If you're still getting errors after that, let us know.
  • Modding version: PSX
  • Discord username: RetroTypes

Jaylo

Is there a problem with Balthier's Barrage ability when used with Secret Hunt?
I am getting two poached messages when a poach occurs with strikes 1-3 and the game seems to "stop" if a poach occurs on strike 4.
I say "stop" and not "freeze" because the music still plays and the unit animations are still working but there is no ui and the game doesn't continue.
  • Modding version: PSX

Nyzer

Quote from: Jaylo on May 13, 2024, 09:59:52 amIs there a problem with Balthier's Barrage ability when used with Secret Hunt?
I am getting two poached messages when a poach occurs with strikes 1-3 and the game seems to "stop" if a poach occurs on strike 4.
I say "stop" and not "freeze" because the music still plays and the unit animations are still working but there is no ui and the game doesn't continue.

Great discovery, thank you.

So, after some investigation, it turns out that behind the scenes, the Poach/Train checks run before the Barrage formula reduces the damage of the ability, due to the way the formula is set up. This means it can think it's reaching the target damage range only to turn out that the damage was reduced OUT of that range, but it's already been set to trigger Poach/Train.

There are probably ways to fix that up for the formula specifically, but the code for the poach/train routine was very unoptimized and it was a lot faster to just add in a check to block the Barrage ability ID before even taking the time to figure out what the problem actually was.

If you have the OrgASM program from the TLW resources (or just the FFTPatcher Suite), you can add this to your FFTPatcher > XmlPatches > PSX folder and apply it to the game.
  • Modding version: Other/Unknown

Jaylo

Quote from: Nyzer on May 14, 2024, 01:19:04 amGreat discovery, thank you.

So, after some investigation, it turns out that behind the scenes, the Poach/Train checks run before the Barrage formula reduces the damage of the ability, due to the way the formula is set up. This means it can think it's reaching the target damage range only to turn out that the damage was reduced OUT of that range, but it's already been set to trigger Poach/Train.

There are probably ways to fix that up for the formula specifically, but the code for the poach/train routine was very unoptimized and it was a lot faster to just add in a check to block the Barrage ability ID before even taking the time to figure out what the problem actually was.

If you have the OrgASM program from the TLW resources (or just the FFTPatcher Suite), you can add this to your FFTPatcher > XmlPatches > PSX folder and apply it to the game.
Thanks for the quick reply.
So the first poach message is an illegal poach done with full damage which needs another strike to give you the legal poach message.
If the illegal poach happens on the 4th strike there is no 5th to correct it so the game just stops.
This is a shame as the Barrage skill is the best for poaching with it's four strikes.
  • Modding version: PSX

Nyzer

Quote from: Jaylo on May 14, 2024, 07:19:45 amThanks for the quick reply.
So the first poach message is an illegal poach done with full damage which needs another strike to give you the legal poach message.
If the illegal poach happens on the 4th strike there is no 5th to correct it so the game just stops.
This is a shame as the Barrage skill is the best for poaching with it's four strikes.

Okay, this should do it.

So the way the Barrage formula works normally is by calling the routine for switching from a Break attack to a normal weapon attack and then calculating the damage reduction from there. Unfortunately, the routine for switching to a normal weapon attack runs the Poach/Train routine before returning to the Barrage formula.

I just added some more lines to the Barrage code before it runs the switch to weapon attack routine, flipping a switch in some empty data, then made the Poach/Train routine check if that switch was flipped. If so, it skips running the Poach/Train checks. After running the switch to weapon attack routine and returning to Barrage to calculate the true final damage result, I flip that switch off, then jump directly to the Poach/Train routine using the new (and correct) damage numbers.

I was hoping it would be that simple in the end, but I didn't have time to test last night. I'm glad I was right, though!

For bonus points, this is even the version of Barrage I've already upgraded so that it will show the spell effect when using a Magic Gun.

Make sure to double-check the Conflict Checker in TLW/otL's OrgASM against the existing hacks that there are no conflicts, though. As the code was expanded, if there was something else immediately after it, it will now bleed into other hacks' code and cause issues.
  • Modding version: Other/Unknown

Jaylo

Yesterday at 06:42:06 am #48 Last Edit: Today at 06:58:40 am by Jaylo
Thank you for the fix Nyzer.

I'm actually running TLW + QoL + my own changes on a PS2 using Breaker Pro to launch the burnt disc.
My own changes include palette swaps and edits, all 3 tiers of regular monsters have 4 skills from their respective groups, all 1-4 map random encounters have a fixed 10 enemies per battle and some of the map 5 battles have increased enemy's as they seemed a bit lacking for rare battles.

As i don't like the Stone Gun and will never use it i didn't want the weapon spot to go to waste so inspired by one of my favourite PC rpg's, Wizardry 8, i renamed it the Omnigun and gave it the ability to cause one of several different random status effects 100%. I made a new entry for this under the Inflict Statuses tab in empty entry 4D.
As the normal gun formula doesn't allow status effects i used "46 Dmg_(PA*(WP+Y)/2) 100% status".
I don't really understand formulas much but even with a weapon power of 20 the Omnigun damage is kept to reasonable and is blockable with this formula but with the 100% status it's quite a balanced and exciting weapon to use with Balthier's Barrage ability.

One change i'm not entirely happy about was with Boco.
I wanted him to have a unique palette but found out that monster palettes are set in their job and not in ENTD which mean't he would need a unique monster job.
As i don't really know how to create a full unique job from scratch or if there are even any free slots, with time constraints i replaced all yellow chocobos in the ENTD with red and black ones and used the standard chocobo job as a unique one for Boco.
I gave this job the best stats taken from each of the three chocobo jobs with innate regen and protect as well because of my fixed 10 enemy encounters.
For his palette i made it white at first but while this was a nice change from the regular it was a bit plain so i changed it to a light sky blue.
I actually had the idea to call his job Mystic Chocobo and make his palette multi rainbow coloured but that's far beyond my basic palette skills lol, if anyone wants to have a go at that though ;)
  • Modding version: PSX