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Messages - Choto

661
Spriting / Re: Rafa Sprite needs help
September 13, 2011, 10:09:46 am
Here's another sprite I started after getting advice from you guys. I tried following the "rules" alot more with this one ^_^. To me it seemed to work out much better than Rafa so far, what do ya'll think?
662
Spriting / Re: Rafa Sprite needs help
September 12, 2011, 10:39:17 pm
Thanks for the advice Generalstrife, 'ppreciate it!

Thanks Celdia, a little color swappin and the palette is set.

I'll work on her for awhile and see if I can get the hang of it.
663
Spriting / Re: Rafa Sprite needs help
September 12, 2011, 10:08:30 pm
Yeah... it's a shading mess I know.. It was literally me changing whatever colors on the palette I wanted with no rhyme or reason. I'm slightly colorblind too so that may contribute to poor shading :P
664
Spriting / Choto's maybe sprites
September 12, 2011, 09:12:40 pm
Current Projects in order of priority:

Project for Elric - about 50% complete

Flan Sprite

1 Headed Dragon

new panther animation
665
I'm glad axes made the cut :) looks good!
666
Wow... this thing is awesome! The explanations of all the commands as well as the map coordinates will be super useful, thanks for making this!
667
New Project Ideas / Re: Final Fantasy VII Project
September 01, 2011, 09:12:15 pm
I am fully supportive of a materia system. Mixing your magic into your weapons is tons of fun...

From an abilities standpoint - you already have Cloud's done... You have Sephiroths big ability in meteor, and tons of room to modify other abilities as they can best fit. Alot of the magic already has crossover between the games. Also there are quite a few monsters that would crossover. Red XIII's leap attack animation is already there..

Knights of the round might be a tough one to imitate ^_^

Sounds like it would be a worthwhile investment
668
Old Project Ideas / Re: Choto's Unnamed Patch
August 27, 2011, 09:55:43 am
Thanks guys!

They possibly may get some changes, as long as I can make it fit. Orlandu will probably be an all powerful swordskill master like before, using swordskills from many different classes... Lavian and Alicia will probably change jobs to more supportive roles to help defend Agrias and Ovelia. Meliadoul I have no idea yet lol... she'll probably wind up being some form of holy/divine knight with some added abilities like Agrias. Worker 8 and Byblos will need a little work as I may have hijacked some of their abilities. I think Beowulf is up in the air atm too as i've made mystic knight a generic job which was basically his niche. We shall see!
669
Help! / Re: Proposition reward effects
August 27, 2011, 09:50:23 am
So if i'm understanding you correctly, you can use an event to make assign changes to the proposition rewards within the game's parameters? But any other custom changes would have to be ASM'd? Forgive me as I haven't gotten into researching event editing yet, but can you make backround changes without going into a Map with sprites and all; can you simply make the event occur when you obtain the proposition rewards?
670
Old Project Ideas / Choto's Unnamed Patch
August 26, 2011, 07:41:18 pm
Well this stale thread has been up for quite awhile and no updates. It's been many moons since my original post and my project is taking somewhat of a different direction, so i figured I'd document where my effort is going.

School has been taking up much of my time, so I haven't had the time to devote to making things happen yet, so I am instead focusing on things like plot, ability ideas, class ideas, etc.

One of my favorite things about FFT (and with most games I play) was the ability to build something from weak and pathetic to super-badass. So having the ability to reach god-like status will be a goal for my patch. I'm going to use Pride's job defense hack to real damage back quite a bit, and if I can figure out how to modify defense values through equipment/passives/etc. Hopefully we'll be able to make defensive roles. This will also allow you to stack offensive boosts to become as hard-hitting as you want without OHKO'ing everything you aim at. I certainly will be enhancing the enemy as well. In a nutshell, I want to be able to build different roles in order to systematically defeat the enemy (as may be required in certain fights) instead of brute-forcing your way by equipping 1 power wrist.

One of my favorite games has always been diablo 2, I think for the fact that the random drop system is exciting. I want to try to bring in that concept (if I can) by assigning multiple items to drop with a certain amount of chance, say, when you get a treasure chest. I will also be looking into making traps spawn in random places on the map, so that instead of farmable locations, they'll be random bonuses. Yes, they are theoretically still farmable, but hopefully by putting the chance for a useful item lower, it'll take more time to find. IDK, just brainstormin ^_^.

For jobs, I'd like to make each class 1. exciting 2. have a certain specialty. 3. have a "conditional" ability, so that you strive to create certain conditions throughout battle 4. mix well with other classes.

Again, I don't have time to post much else, but I will give an updated job list of those that i'm considering. I was just bothered by having an old topic with irrelevant information. When summer comes, I hope to have much more time to solidify the structure of the patch.


Tier 1
Soldier - Weapons master, uses Greatswords, equip x's become innate also gains a different ability based on weapon equipped

Chemist - Some offensive items, Maybe some retro noiseblaster/bioblastars

Archer - Overhauled abilities. Toying with expendable "arrow" items to enable abilities

Knight - defensive unit, overhauled abilities

Priest - semi-overhauled abilities. added "Exorcism" a much needed offensive spell. Also a
self-cast "faith" ability for better healing.

Wizard - semi-overhauled abilities. Retains Flare and gains Flare 2. High MA unit

Monk - adding a  "Buildup" mechanic. Can obtain dual wield as a passive (2 fists).

Dimension mage - Time mage with some cool new spells

Thief - trying to make steals a little more conditional to avoid overuse. Also added some cool offensive abilities. May make some kind of monetary gain from using a thief.

Elementalist - Kind of a gray unit atm. I made all elementals accessible all the time, they just seem bland though.

Berserker - Axe or mace+shield wielder. Gained some divine knight ability effects. Will be berserkable with increased stats, so you'd trade control for stat boost.

Mystic Knight - Abilities will be unlocked by learning mage abilities. Class will be unlocked by knight job-level. So you'd have to put in some work to unlock it, but they have some natural-seeming abilities. I know, they're kinda getting overdone, but I totally want one.

Valkyrie (Lancer/Dragoner) - Breath attacks get status effect procs, some other cool spear-abilities, and a limited range jump!

Samurai ( Abilities overhauled).... No freakin clue yet. Been trying to come up with ideas for sam's. I know they're going to 2 hand katanas, and katanas will have some great weapon-evade.

Archon - Will be given buff/debuff manipulation. Hopefully a buff steal ability. Thinking about a spell-steal ability that allows you to cast whatever the enemy is charging.

Warlock - Has an ability that adds: Undead/Oil/Sleep, and has abilities that require undead/oil/and sleep respectively. Again here i'm trying to let conditions dictate best choice of ability instead of "CAST NIGHT SWORD AGAIN".

(Hat tip to who made the patch with the "Dimensionalist" class, Raven I think?)


The rest of the concepts are mostly in disarray, with some organized topics here and there. I'll post more when I can, and as I settle on final decisions.
671
Help! / Proposition reward effects
August 26, 2011, 04:12:01 pm
I feel like this is kind of a long shot, but is there a way to make proposition rewards have an effect on your units or something like that? IE: Treasure X adds extra Y amount of bonus gil from battles... Treasure Z adds +1 PA to all units?
672
Help! / Re: Game crashing during battle - opcode error
August 09, 2011, 12:34:13 pm
Worth a shot I guess, i'll experiment tonight and see if i can't fix it up. Thanks! What makes me nervous though is that I saved the .rar so that I can extract a clean ISO with no hacks.

Update: Seems like the sound plugin was causing the crash... I checked "sound enabled" and its working fine... go figure! Thanks for the help though guys, feel free to close the topic
673
Help! / Re: Game crashing during battle - opcode error
August 09, 2011, 09:17:01 am
Well, now my problem went from bad to worse, for some reason my epsxe (V1.7) is freezing at the squaresoft screen. I've tried deleting and reinstalling epsxe, the bios, the plugins, and the iso but the problem persists. At first i tried doing file>run bios, and the game would crash after 10 seconds or so with another opcode error. Now with schph1001 that doesn't happen, but the game still crashes... anybody ever experience this issue?

any help would be GREATLY appreciated as I can't even play the game anymore :(

Edit: I found a thread involving somebody who's iso was freezing at the squaresoft screen. I think it's either a plugin problem or a version problem. What version is the best to use with patched FFT Iso's?
674
Help! / Re: Game crashing during battle - opcode error
August 08, 2011, 01:08:07 pm
I see, I'll try to post it up later on if i can figure out how... What i'm curious about though is the correct way to patch using FFTpatcher and FFTorgasm. Is it generally good practice to apply ASM hacks to a fresh ISO and then proceed with FFTpatcher.. or vice versa?
675
Help! / Game crashing during battle - opcode error
August 08, 2011, 08:27:56 am
Hello, I've been messing around with patches and FFTorgasm trying to make whatever changes my heart desires, but i keep getting an opcode error at different points, usually during battle. It is the same opcode error that Dome was getting when boco was attacking that i found in another thread. I tried to upload the screenshot but i'm not sure how to. the message says: COP0 Opcode 11 UNK.

Is this an error that's usually related to ASM hacks or FFTpatcher? A couple times I made changes to an existing 1.3 patch or easytype patch (The random unit gear goes with story progression hack in particular) and i remember hearing that modding existing patches often causes problems. If this is the problem, would there be a secure way to use these patches as a framework and still make my own changes to them?