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April 16, 2024, 06:36:49 pm

News:

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


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Messages - RavenCurow

1
Completed Mods / Re: FFT The Lion War ReMixed
January 15, 2024, 02:15:03 pm
I've downloaded and patch the ppf to my bin, but I can't seem to get duckstation to load it. It just sits on the startup screen with the playstation logo forever. Not sure why as the unpatched rom runs fine.
2
Help! / Re: Trying to play Mods on ePSXe
September 05, 2020, 10:27:24 pm
Quote from: Elric on September 05, 2020, 10:14:53 pmYou can do this in the newest FFTP, thanks to Glain

Oh really? I have the newest  patcher. I didn't realize that was an added feature. I'll have to check it out. Thanks for the tip!
3
Help! / Re: Trying to play Mods on ePSXe
September 05, 2020, 10:04:34 pm
Unfortunately Rad Alicia and Lavian are not special units and use the generic sprites of their jobs. So if you changed Rad's sprite you would end up changing it for all squires and not just him. Now what you could do, if you wanted to take the amount of time it takes to do it, is make Rad into a special unit by using one of the unused sprites (ie, the duplicate assassin sprites for celia and lede). You would need to use the blank job 3A or 3B depending on what sprite you changed to create his custom job. Then you would need to add in the new Rad via ENTD in FFTPatcher. Also, you might need an asm hack to align the unused sprite with the job as if I remember right they don't line up right in the unit and wldface bin with the empty job slots. Been a while since I used them so you might need to do some trial and error with it. Just make sure you make backups before doing anything. You'll also want to look at the tutorials for sprite editing if you don't know what you're doing with shishi.
4
I find that with tactext if you open the patch directly from the iso it is best to save your edits as a fftpatch file and reload it from there to patch your iso. For some reason it doesn't like to work if you do it directly from the iso itself. Almost every time I do this it works as long as you have the space.
5
Help! / Re: FFT Some Skill Animation Freeze the Game
August 31, 2020, 06:03:51 pm
You got the Ft. Zeakden one to work? I recalled the last time I tested that it just made the camera zoom up at the end and it stayed there forever cause the effect doesn't clear. The only event effect that I can remember working is the Virgo stone revival for when it saves Malak. I can see the lucavi transformation working because it doesn't change the state of the map. The sluce gate crashes the game cause the state of the map doesn't return to what it was (the effect doesn't clear after being used. It's supposed to be permanent for that event.)
6
PSX FFT Hacking / Re: AI and AoE ASMs
August 30, 2020, 04:32:35 am
Hi, I was wanting to use your hack for the arcing aoe range. I was wonder if that hack works well as FFTOrgASM stats there there is a possible load delay issue and if that would be a problem. It also lists that it is attached to an unknown ability flag. Is this one of the blank flags listed in FFTPatcher? If so which one?

Edit: So after trying the ASM I answered most of my questions. The only thing is after trying it I found that it didn't do quite what I expected. I expected in to increase the size of the AOE based on how high the caster is. Instead it increased the AOE size based on how high the tile I was targeting was which wasn't what I expected lol.
7
Help! / Re: Monster riding changes.
August 29, 2020, 08:40:25 pm
I believe the stepping stone check has to do with the fact that certain monsters can be used as a "stepping stone" to get to higher elevations. For instance if a chocobo is next to a ledge a character could use the chocobo like terrain to get to that ledge. Essentially it is saying if the monster can be used as a stepping stone it is considered large and if not it is considered small.
8
Help! / Monster riding changes.
August 29, 2020, 08:31:58 pm
I'm looking for a way to make smaller monsters like goblins able to ride larger monsters like chocobos.
I found this little hack by Emmy, but it doesn't seem to work. Anyone know if this has been done by someone else? I've looked around and haven't found much more than this.

<Patch name="Monster riding changes!">
    <Description>"Large" monsters are mountable, "small" monsters can ride.  Monster size defined by "stepping stone" check.  Teleport bypasses rider validation (so anything with teleport can ride regardless of size).  This version works. :)</Description>
    <Location file="BATTLE_BIN" offset="10d87c">
      49002292
      00000000
      40004230
      0D004014
    </Location>
    <Location file="BATTLE_BIN" offset="10d3d8">
00000000
49000292
00000000
40004230
    </Location>
  </Patch>
9
You are right! Haha! Don't I look the fool now. I forgot to do the exponent on the faith formula first. So the only one wrong is the un-truth formula, and since floating points don't work then my formula probably isn't correct from a code stand point either.

I understand where you are coming from. I didn't make the post as a criticism, but rather a bug report. Just a small thing that is easily fixed through the resources.zip for one that knows what they are doing. I already corrected it for my download, but thought I'd throw it out there for a future update if and when that happens.
10
Should I post anything I find wrong with the FFTPatcher in here or is that somewhere else now? I know this page is almost a year old, but it seems to be the continued thread for it. I just noticed a couple things in the patcher that are incorrect and may be confusing to new people using it that wouldn't otherwise know.

1. Formula 1F for Malak's Un-Truth skills shows an incorrect formula. In patch it shows,
1F Dmg_((100-CasF)*(100-TarF)*(MA+Y)*Ma/2)

which is incorrect and Malak would be breaking all kinds of damage limits if it were correct lol. The correct formula is as follows,

1F Dmg_((1-CasF/100)*(1-TarF/100)*((MA+Y)*Ma/2).

2. I've found that in the tips box for the Faith forumla it lists F as F=CasF*TarF/100^2 which is also incorrect.
The faith formula is actually F=(CasF/100)*(TarF/100)

I'm not sure if someone has already pointed this out somewhere in here as I didn't thoroughly look through the other pages. I just figured I wouldn't mention it in case it hadn't. If it has then you can ignore this.
11
Help! / Wacky proposition bugs.
April 23, 2018, 08:42:53 am
When doing propositions with the mod I'm working on I seem to be running into some wonky bugs. First every prop so far since instarted chapter 2 is 1 day long with no option to extend. Another strange thing is characters congratulating people that don't exist. I've also had props that had both success and failure in the same report I.e. one character says the job was a success and the other says they failed.


I'm not sure if this is caused by the special jobs can do propositions ASM patch or not, but its the only thing I'm using that modifies props. I'm also using Xifs soldier office hack and the elemental sword fix. I don't know if any of these are conflicting. FFtorgASM doesn't show any conflicts.
12
I imagine it would be difficult to do, but I figured I would ask in case I've missed it. Has anyone ever made a movement ability? For example, say I have an ability called leap in my skillset. When used I could target a range of up to 3 and my character would jump to that space. Would be neat. So you get extra movement at the cost of an attack.

I don't think I've seen anything like that as an ASM nor am I aware if it would be possible within the engine. Just figured id ask.
13
Quote from: Xifanie on April 21, 2018, 08:33:17 pm
That only works for WotL. On the PSX version, learnt abilities are based on skillset ID, so if you pick another skillset, in battle it's going to try to read Total Chemist JP as that's skillset's learnt abilities or something.

As to how to solve this problem, change Throw's action menu to normal, use my Skillset Behaviours spreadsheet to change Throw to Basic Skill behaviour or something, and as for the ability names that pop up well, I don't know if a hack was ever made for it or gone public.



Huh, I didn't realize that those would share jp with another skillset. I've always been using those to create new skillsets. I seemed to be able to gain jp and learn abilities just fine. Skill names popped up when using them too so I didn't realize anything different was going on. Lol

Quote from: Tskidless on April 22, 2018, 06:00:17 pm
I'll keep that in mind if / when I start modding War of the Lions.  I have ran into another issue where sprites glitch out during battle.  So far it has only happened at the Sand rats nest and the final battle of chapter 1 but I'm assuming that it is because I changed the classes of the knights that show up since I didn't want the early game to be too hard since I buffed Knight a lot.  I also changed the bosses weapon to be random since he level scales with the party in my mod.  The glitch sprite looks like a that thing you see on your computer before it blue screens and sometimes it looks like the nearby terrain.


Sounds like you might have exceeded the sprite limit for the map. You can only have so many unique sprites on the map at one time. I think it was 9 IIRC.
14
You could just use one of the empty skill sets. You can change which skillset Ninja uses in the jobs tab. Then you can name it in FFTactext.
15
IIRC 12 and 17 in the unit bin are also safe as those models are never used. Not sure on 17 though since that is Teta's portrait location as well.
16
You can use the UWentries spreadsheet to change which jobs corrispond to which entries in the unit and wldface bins then patch it with FFTorgASM
17
Help! / Re: Trying to figure out an asm formula
April 15, 2018, 05:47:35 pm
Oh okay. I was thinking 0x10 was A lol. Shows how much I've picked up. Thanks for explaining that.
18
Help! / Trying to figure out an asm formula
April 14, 2018, 08:20:39 am
So I'm trying to figure out this asm formula to get the status on the formula and I can't seem to figure the math. So I set x to 27 and that gives me the status block that looks like this

   0x80 -
   0x40 - Crystal
   0x20 - Dead
   0x10 - Undead
   0x08 - Charging
   0x04 - Jump
   0x02 - Defending
   0x01 - Performing

Now the status that gets added is the Y value and so you plug that number in. Where it gets complicated is that Y will add multiple statuses to the formula because it adds the statuses together. For example if I put in 1 I'll get performing. 2 will get defending. But 3 will get both defending and performing. Now I want to just have Undead, but putting in 10 will of course get me defending and charging. So I'm not exactly sure what number to use to get what I need.

Edit: After much trial and error I came upon the correct number which is 16. I'm still not quite sure why that number is correct. The only reason I made a guess at it is because all of the statuses before it combine to 15 so I tried 16 which I figured was just as likely to get me Undead, jump, and defending.
19
Help! / Targeting dead units with status changes.
April 13, 2018, 09:30:53 pm
Is it possible to have a status cancel dead and be able to target an enemy? For example, I make a copy of the zombie status and have it cancel dead then put that added status on a spell. If I target a dead character with it will I be able to revive them or will it auto miss?

After looking around on the forums I came across this nifty hack Emmy came up with for a raise undead spell. Also supports other shenanigans.


  <Patch name="Formula 5D - Cancel status 1, inflict status 2">
    <Description>Replaces formula 5D. Does 1 HP healing (1 damage to undead) to allow for use to cancel dead. Accuracy = Fa(MA+200)%.  X and Y correspond to the status inflicted on the 2nd hit of the move.  X = 27 for status group 1, 28 for status group 2, etc.  Y = the statuses on the byte you want to be able to inflict on hit 2.  Do not use values that don't make sense for X or Y, or bugs will happen! :(  Status proc ID = the status you want cancelled in the first hit of the spell.  This will animate twice.  If unit doesn't have status 1 to cancel, it'll attempt to inflict status 2 twice.  If the first attempt at canceling status fails, it'll attempt to cancel it a 2nd time.</Description>
    <Location file="BATTLE_BIN" offset="128784">
98e81580
    </Location>
    <Location file="BATTLE_BIN" offset="f7898">
E8FFBD27
1000BFAF
19800A3C
942D428D
C8000334  <!-- c8 = 200 in accuracy calculation, change this if you like -->
37004290
D03843A5
CE3842A5
0022060C
00000000
1F004014
00000000
AD1F060C
00000000
19800A3C
902D4B8D
01000134
25006291
00000000
08004330
08006010
00000000
040061A5
80004234
250062A1
D41C060C
00000000
0E000010
00000000
F9384891
FA384991
21186801
000069A0
000061A1
08000234
250062A1
C912060C
21200000
03004014
00000000
C310060C
00000000
1000BF8F
1800BD27
0800E003
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="eb314">
09005090
08004590
5D000334
03006514
00000000
BBF50508
02000234
76F50508
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="1165cc">
C5480508
00000000
    </Location>
  </Patch> 



Thought id leave it here in case anyone else can use it.
20
PSX FFT Hacking / Re: Soldier Office Upgrade
April 13, 2018, 09:20:09 pm
I finally got it to work. I made the text edits and switched emulators to pSX and now it runs fine.