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Messages - darkskyx

41
Quote from: AchillesLupus on October 14, 2022, 12:05:02 pmThat fixed it! It's up and running! I'll dabble with this a little more and give more feedback. I really appreciate it! Not getting it off hit wasn't a big deal, I was just trying to get a feel for when new abilities for Ramza would become available is all.

Good to know. Finally! I'll erase v0.99 again as 1.0 beta is now the best one (as it shows most names and descriptions).

Oh btw, sprites for enemies are wrong in v0.99 and beta v1.0. I though it was the 2nd palette but it is the last one (5th) so I need to redo all the palettes and include every one in the game again (my bad for not testing it hehe - not too much work). Also, I forgot to include some portraits like Meliadoul one - as I had to redo my patch again (it is ok in v0.99). This will be fixed in the release version.

This beta patch can be harder earlier because Rogue & Rebel jobs (Thief & Ninja) are swapped for enemies and I need to fix it, so keep that in mind.

-

(Oct, 25) Edit: Now that ESP and ENG versions are playable -as the beta ver. was uploaded- I'm gonna try to rush v1.0 just for ENG version and then I will finish ESP version so the project will be moved to completed mods. I stopped making changes for a few days but I'll keep making changes with a medium or low priority. The only time it was a very high priority is when I finished beta version, that was intended to be the official one but there was a lot of work left to do.
It's not just the changes but also the testing and researchment I had to do what is delaying the project. I will also take the opportunity to polish more everything so it will have a better release. News: New intro image, I've finished every image from the ISO (Icon too) and I've learned how to change the title. Here's the ESP version:
42
News: New hotfix for ENG patch available. Check out "info patch" zone if you wanna see each thing I'm currently working on.

Quote from: AchillesLupus on October 14, 2022, 01:40:20 amYeah I've been playing the v0.99 and I like it a good bit. The blind status also giving oil and slow is honestly a bit much imo, as well as quite a few of the encounters having enemies that can attack more than one unit across 4+ tiles is excessive as well. Only thing that REALLY put me off was the Oran encounter having the Fran sprite package haha. It's just weird seeing that its supposed to be Oran... but it's Fran. Like I said, I don't have too many issues with the 0.99 version other than the Fran part and some more balancing. Also, I didn't seem to get shadow blade from the Gafgarrion fight. Is it supposed to show up a little later? or did you tweak how you get his abilities from the original Emergence?
-That blind + oil skill should have been changed to be more of a mid or late game tool, I have to revise again some JP changes. Maybe some are wrongly at 0 JP or lower costs. Since I'm going to make all in-game descriptions, I'll revise each skill so I think in the official version it would be fine. Edit: I revised it. The skill was evadable so I though it was fine at a lower cost, but I guess it wasn't. Slow is a powerful mechanic and it was not intended to be used earlier. I can also nerf that skill to be used in an area around, but it had to feel like a "sticky bomb". This skill was intended to be strong until you get Mentalist. Let me know more balance issues you see.

-You no longer gain that much free skills by hit, I think that was also changed in E1. BTW, there was 2 exact shadowblade skills in Emergence 1, I made it so there was 2 different ones... so maybe you see some skills name weird in v0.99
I think there's no need to learn skills from enemies or monsters since you can learn many by crystals and a cost-lowered JP UP reaction skill as well. I can change it if you had an issue in some fights like versus Gaffgarion but when I tested that fight it wasn't necessary for me.

-Yeah, maybe I forgot to change Oran in that battle because it was just a test for sprites. But don't worry, since I have some good news:

I think I 100% found the corruption issue!!!! It was totally my fault by a dumb change. Test the new hotfix patch, it should be working fine now. I think ESP ver. wasn't affected and I finally understood why. Download the lastest one and let me know if it worked. (Basically: My clean ISO got mixed with my patched ver. somehow and I didn't notice it until I have looked at it, basically I think I patched it by a mistake. Not a big issue but I didn't remember to do so.
This is why I didn't have any issue - because I was patching it fine with my edited ISO - but you all had the real clean ISO so ofc it would get corrupted)

Maybe I'll work on the final version soon, IDK. What I can do is keep making changes slowly then copy-paste everything. WotL patches are not easy to update.
43
Quote from: AchillesLupus on October 09, 2022, 02:59:33 pmHey, new to this and enjoying your mod so far. I'm trying to do the more updated version of your beta as well and having the same problem as @Feuholden. I'd love to fully test this and give you feedback on the way it plays, balancing, etc. Appreciate the hard work you've put into this.

This corruption issue is very weird. I guess it can be an issue of my how I am patching with TactText, because I open a clean ISO and then constantly re-patch once I do some changes and maybe I only need to do it when I finish every single change. I have all sprites saved in a backup so that's not an issue - also that's not too much time. The problem is that I need to redo again all text changes and that's a lot of time... So I prefer instead to find the issue.

That beta patch was just there as a preview to see if it would work with just name changes, and the weird thing is that beta version is working to me. If you want, play v0.99 instead but it doesn't have any in-game text. I'll try to make the final version once I have a lot of free time.
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Quote from: Feuholden on October 04, 2022, 01:18:58 amYes, i use this EUR ISO File. 418.871.296

i try to extract fresh iso and patch it again. but Still Corrupt.



and this after patch emergence 1 + emergence 2




Yeah, of course that wouldn't work Elric... That only works with FFTPatcher files. But I had to ask @Feuholden so I'd see if it'd got corrupted too, now I know it's not something of your emulator or your ISO but a problem of my patch, and as it is only my ENG ISO (I guess) which has this issue I think I know what it could be. Let me see, I will try to upload a new ppf patch again... Try the next hotfix. (Edit: I tested the next one and it still works for me)

Okay, I think I understood the issue. Only ENG version got that corruption because I didn't fix something. It could be 2 things, but I have to test it. I'll send you a last PM. I think maybe it worked for me somehow due to some cache files I had... idk. Download it again, it should be fine now if it's one of the issues. This is a problem of mine because I had to redone my patch again and I think it lacked something or while doing my text changes I deleted something. It shouldn't be a issue of severally re-patching a lot my old ISO as the ISO used for patching was a new one. If still doesn't work for you, I'll try another last thing.

This is so weird... Sorry for this experience, this patch is still on a testing phase. After this, I'll go for the official version and hope everything will work fine then.
45
Guys, do you know what causes a patch to be broken? I mean... With a message of "file corrupted" when you try to open it. The usual mistakes people commit.
Example: "Patching ppf files 2 times with two different hackmods will corrupt a file". Usual mistakes like that one. Someone that is trying my hackmod is asking for a fix, but it works fine for me. I'm not sure if it is their fault or mine.

Also, I had some weird issues with FFTPatcher while I was finishing my hackmod, while saving it broke my ISO and I finished with a file of 4GB instead 400MB once I applied ppf file. I don't know what I did wrong, but I think it failed because I opened other hackmod ISO (or savefile) and saved that patch into the my hackmod. Be careful while patching and always patch a clear ISO. I tought it was good to say this to let other people know it. Weird things can happen if you patch wrong an ISO. EDIT: It failed because I wasn't using a clear ISO, somehow I modified it.

I know maybe this is not something I should ask for here, but instead in Help section, but I also though this is a good topic for this because this is a weird issue that could happen, so I can warn others.

Quote from: runa08 on January 20, 2021, 10:39:29 pmHi im using PSP FFT wotl. When i applied the patch to my Original FFT WOTL iso and start the game, the Shadow Skill is in japanese or chinese, when it casted. Where did i do wrong? Can someone help me, thankyou.
If it's only 1 skill... You have to report it on the post that you've downloaded your (hackmod) patch, not here. Each project/patch is different.
46
Yes:
https://ffhacktics.com/smf/index.php?topic=9303.msg181842#msg181842

If you want a very detailed guide follow this one

I recommend you to read my FAQ from my project, I have some explanations for all about WoTL modding:
https://ffhacktics.com/smf/index.php?topic=12942.0

Please try to use the search function of the forum. It's very useful.

Mark your post as solved.
47
I've done a project recently and I can say to you that PSP version (WoTL) is sadly pretty limited, You can better mod PSX version.
If you still want a "new job" you can add some new custom characters. I've added 3 in my hackmod with no issues. And maybe more can be added.
Read my FAQ that is very useful, I have links to tutorials and explanations:
https://ffhacktics.com/smf/index.php?topic=12942.0
48
Quote from: Feuholden on October 03, 2022, 12:50:29 amugh now it's corrupt


Have you really patched a clean ISO? Don't repatch old patches again as you may get issues. Also, be sure you are not using a PSX ISO for patching.
I tested the patch and it worked for me, but I'll see again if I have the same issue and I'll edit my message. Are you using my hotfix version?

Edit: I repatched on a clean ISO again. It works for me. Maybe you are doing something wrong. Your EUR ISO have this size: 399 MB (418.871.296 bytes), right?
If you still have issues, try to patch Emergence 1 on a EUR ISO and then patch Emergence 2. Maybe that solves that corruption. Let me know if you solved it.
49
Quote from: Feuholden on October 01, 2022, 08:35:04 amHi darkskyx, I don't think this is an English patch.. (I downloaded your english patch)

I'm Using EUR Iso.





That's the Spanish version. Have you really installed English version? I will test to patch an ISO with the ppf file to see if everything is okay...
But it should be okay, just for the size of my patch. Only install English one. Spanish version need to download & patch 2 ppf files, English only one.


Edit: You are right, I think something was wrong with FFTPatcher or while making the ppf patch. Luckily I have a backup. I'm gonna fix it ASAP.ยด
I had some issues with ENG version, patch is somehow corrupted and it makes a big file (4 GB). Maybe I need to redo the patch again.

Edit2: Hotfixed. I've redone ENG patch from a backup. Huge fail but it should be fine now, sorry... I don't see any huge problem, it doesn't make a big file anymore and it's all English. It was all fault of FFTPatcher, idk why but I just made 1 change to the job tree and other minor changes, then everything was suddenly wrong but I didn't figure it out. I don't really know what happened... Maybe I opened my edited ESP ISO & I saved it on the English one.

Don't worry if you see something wrong as I will fix it later, but report it to me (I know Desperate Charge is duplicated for example, but another skill was going to be there).

Hope you can play this beta now. I'll try to release final version soon. I don't know how I much it could take: days, weeks... But I'll finish it. There's only a few descriptions left to be finished for EN/ES and also in Spanish version had some text changes wrong (it broke a little) and I had to fix each one manually.
50
New update: I've uploaded a beta version for v1.0. Everything is really close to be finished.
All sprites are finished & fixed from the last version, I only didn't add Red XIII due how to weird it would be to add him into the game, because Apanda monster is using Byblos sprite. Spanish version is also done, with sprites too.
Almost all in-game text is finished, it only lacks some descriptions but I'll finish it very soon.
The next update is basically the official version.


If anyone can send me a in a PM with a screenshot of all job wheels (male/female) it would be grateful, as I don't have all jobs. I'll add another image instead. Also, it would be good to have a good job tree image.

Edit: Spanish version had a weird issue, patching with FFTPatcher disabled the language. I fixed it & reuploaded the patch.
English version had monk sprites wrong in the job wheel. Also fixed and reuploaded.

Quote from: darkskyx on March 11, 2021, 04:23:59 pm(...)

Special thanks to sprite authors:
(...)
Here are the last spritesheets I'll show from this project (thank to all the original authors, I quoted the credit for each one):
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Update: I've uploaded a preview version for v1.0, with all names for skills, skillsets... but no descriptions. Use that version for playing the beta.
v0.99 PRE 1.0 have sprites but the preview for 1.0 doesn't have any. As I had some issues with v0.99 PRE 1.0 for adding new text, I need to put all sprites again for version 1.0 for both versions, English and Spanish one. Also, I having issues with the Spanish version, so the final project will be a little delayed. I had issues because I didn't make a backup before patching so it's all my fault. When I finish the project I will delete all previews from download & finally I can release it officially.


Quote from: Feuholden on September 25, 2022, 12:53:00 amInteresting.. i'll try later.. now i'm playing another mod.
Play another hackmod, mine will be finished soon.

Quote from: Andre Pratama on September 26, 2022, 10:31:09 amHow to get Vincent
Read obtainable characters info in my first post. You need to be almost in the endgame vs Altima and go to Lionel Castle, you also need Reis & Beowulf. It's basically the mission before getting Byblos. If you have another savefile already, you need to play this patch again to get all new secret characters.
52
Update: I'm still working on the text changes. I think I'll upload a preview patch for v1.0 without description changes soon.

Quote from: Elric on September 25, 2022, 06:10:28 amIt is your job to credit all the original authors of those sprites.
I have that credit in my original/first post in a spoiler. I'll make it even more clear in all my messages.
I only didn't know who did all Journey of The Five sprites, but I've seen that you have every one in a spoiler too so I'll add it.
53
Spriting / Re: Twinees' Sprites
September 23, 2022, 02:32:13 am
Quote from: Twinees on September 18, 2022, 11:59:53 pmUnfortunately, I don't have interest in making Vincent's beast forms at the moment. If you think it'd be pretty simple though, you should give it a go!

Monster sprites don't need SP2s, it gives them an extra animation though. I made Red XIII's regular attack fairly unique, so opted to not give him an SP2 animation.

Also darkskyx, you should consider looking at the date the last post on a thread was.. the last time this thread was properly posted in was 2012 (so over 10 years ago lol). You've necrobumped a lot of old threads..

Sad to hear that. I think I could do it, even if it's a lot of work but I had to ask to the original author of Vincent Valentine's sprite to modify some parts. But at the same time I don't know if all that work is worth it because I would do it for just my hackmod and I think it's fine right now.

I thought SP2 was linked to a specific action like using a specific action or a spell. Maybe I'm wrong. I was curious about why some custom monsters didn't have SP2, maybe because it's not worth the work.

Talking about "necrobump" everytime I said something in a old post was because I really wanted so say something even if I knew it was old to give me a proper response or because it was useful to me. I always search the forum and only comment when I have no other choice... I'm so active because I'm finishing my hackmod and I'm looking for a lot of info, that's all. I don't think I have done something wrong.

If you are no longer doing sprites it's ok. I hope you do well in life.
54
War of the Lions Hacking / Re: Editing Existing Patch
September 21, 2022, 03:47:43 am
I never had that error but you may be doing something wrong, like opening a PSX ISO.
Keep in mind you have to patch an EUR ISO for the Emergence patch and then you can edit it.
Maybe it is not opening because you may have patched an US ISO, it shouldn't be failing. Try to use the lastest version of the program too.
Also here's a Useful FAQ I did while working on my hackmod https://ffhacktics.com/smf/index.php?topic=12942.0
55
Help! / Re: Problem with editing wldface.bin portraits
September 18, 2022, 03:36:34 pm
Quote from: Xifanie on July 09, 2017, 04:36:12 pmI guess you didn't get that Celdia's tutorial is now pretty pointless.

In GG, open the bmp of the sprite, crop to the portrait, rotate it.
Select All & Copy (ctrl+c) (if you choose to load from clipboard in the next step)
Click the down arrow button under the palette colours, choose Load Palette/File/Load From Clipboard (or from file)
Copy the portrait's palette row (9th row unless you want a different one) to the 1st palette row. Then select the 9th row in the first box, and the 1st row in the second box, uncheck Match Pixels with Colors.
All Frames/Color Depth, choose 4bpp, OK.
Unfortunately, that will likely fuck up your palette's order (which is important), so you'll have to reimport the palette from file, selecting the original sprite's file and copy the 9th row to the 1st row again, but this time with Match Pixels with Colors.
Save the bmp and import in Shishi.

Thanks to your comment I was able to add new portraits into some spritesheets. I didn't know how to do that and I was searching like a mad man but I didn't find anything, just this comment... And that doesn't even explain how to do it, but I figured it out:

Basically to create a new portrait I need to first download the original WLDFACE portrait with Shishi. Then, I need to follow the instructions above of the quote. Once I have done it I'll end up with a messy image (THIS IS COMPLETELY NORMAL AND I DIDN'T KNOW IT). Now I can use this messy image to paste it in the spritesheet I am going to edit. When I have done that, then I have to go to Palette editor, click in the first palette and it was fixed. FINALLY!
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Spriting / Re: Mograine_D sprites, and reworked ones
September 18, 2022, 11:34:10 am
I really like your Wanderer model sprite but it has some issues. I'm not an expert but as I was editing some other sprites I figured out that it can be improved - Some colors are being used by other parts of the body so it's weird (example: hair and knees). Your sprite model is not using a few colors and the portrait is also weird. Here's one that I changed the colors the make it darker, but there are no palettes. Maybe someone can fix it so I can use it in a hackmod I'm doing.
Edit: Nevermind, I just figured out how to edit a portrait and use it in a custom spritesheet... To use it in a hackmod with palettes for enemies I made your portrait more gray and the other one more darker (as you can't really change easily colors). Here you have the darkest one:
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Help! / Re: New characters for PSP version
September 18, 2022, 09:08:24 am
Quote from: Nyzer on September 07, 2022, 02:12:37 amYour information is somewhat outdated. Shishi and FFTPatcher snapped the lid off on this sort of thing a ways back, and at a glance, it looks like you can make use of that in WotL, as well.

Open FFTPatcher and look at the first x49 Jobs. If you look at the ones with known UNIT/WLDFACE, you'll see that they all have two matching Formation Sprite entries. Go to the Other Images in Shishi, and you can see the corresponding UNIT/WLDFACE. You should be able to set any of those first x49 sprites to match any of the various WLDFACE at will using those entries on FFTP.
I think that I understand what are you saying but I was asking if I can make a new character without changing other used units & without too much work like changing events (ENTD) for WoTL. As I said, Olan was one of the easiest and I figure out how to do it, so now I have a total of 3 new units for my hackmod. I let Olan on the enemy side by replacing one of those unused units I showed and I could create another new unit.

When I tested to recruit some units that their portratit appeared in WLDFACE4 it didn't work. I don't know if guests units would be even possible to work as those units have the same portrait, maybe that's just for PSX for ASM hacks.
There are 2 more units I think it may work to recruit them are Serpentarius & Archaic Demon, as they appear in WLDFACE even if they are monsters and I'm not sure if there are monster unused units to do the swap... But anyway, I'm fine with those new 3 units I got.
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Spriting / Re: Lijj's Sprites
September 18, 2022, 07:03:24 am
I'm going to use your Paladin sprites in my hackmod also modifying their palettes. I hope you don't get angry as I'll give you credit.

Also, I think your Paladin portrait sprites are not on point. It's not like I want to hate your work but they could be similar to the in-game model.

Here's a portrait for Male & Female Paladin that I edited. I think it will suit better. Can somebody fix each one? I'm very bad at pixel art. Also, I have no idea how to customize palettes for each image.

Edit: Nevermind, I just figured out how to do it... I think those still need a little of fixing.
Edit2: I fixed and also edited a little again the portraits. I've also fixed your Female Paladin to have the same colors of Male Paladin as well. And I've edited it so now you can change the colors of the boots & hair for palettes (and not both being changed like before) by just the fixing a few bad located pixels.
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New update: I just uploaded a .ppf patch preview for version 0.99. Test it and let me know if you can see sprites.
Some changes are still not done but I'm still working on each one. When I finish each character or job it will be uploaded as a pre-patch for v1.0.

Sprites done are:
Vincent Valentine:  Fully done.
Fran:  Fully done.
Llyud:  Fully done.
Blonde Agrias:  Fully done. No portait change.
Melia:  Fully done.
Paladin M:  Fully done.
Paladin F: Fully done.
Merchant F: Fully done. No portait change.
Brown Female Monk: Fully done.
Brown Male Monk: Fully done. No formation sprite change.
Mentalist M: Fully done.
Mentalist F: Fully done.
Geomancer M: Fully done.
D. Knight M: Fully done.
D. Knight F: Fully done.
Rogue M: Fully done.
Rogue F: Fully done.
Samurai F: Fully done.
Rebel M: Fully done.
Rebel F: Fully done.
Math C. M: Fully done.
Math C. F: Fully done.
Mime M: Fully done.

Red XIII: Fully done. Sprite animations were not finished by the original author. Testing to see if it's fine.


Quote from: darkskyx on March 11, 2021, 04:23:59 pm(...)

Special thanks to sprite authors:
(...)
All sprites have the credit in my first post (You can thank original authors, some are re-edited by me).
I'll share all custom spritesheets in a future post. Here are more custom portraits that my hackmod will have:
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Spriting / Re: Twinees' Sprites
September 18, 2022, 12:59:25 am
I think it would be cool to add Vincent Valentine's beast forms, and let that unit be playable as a monster (on Byblos for example), it should be possible adding attack animations as Galian beast. I think Byblos is a good base model for that, because it is also similar to the old Galian model. It would require to only modify a bit the sprite model adding some amor, the special attacks of that model sprite and a few changes to the portrait.

BTW, Red XIII animations are not finished for a custom character. I mean SP2.