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Messages - pokeytax

21
Non-FFT Modding / Re: Suikoden patcher
February 04, 2013, 06:36:21 pm
Quote from: MiKeMiTchi on February 04, 2013, 06:15:42 am
How's that Suikogaiden translation going by the way? It's been years!


Vol. 1 should be out in a couple months.  Vol. 2... December 2013?  It really depends on how burned out the translation team is.  It runs on the exact same engine, so my contribution is trivial compared to the hard work of translation/revision/checking.

Feel free to sign up for the beta test if you're really raring to go.  I can affirm that the game is in good shape and you will not be playing a buggy mess.
22
Non-FFT Modding / Re: Suikoden patcher
February 03, 2013, 11:51:07 pm
I translated Card Stories and am doing the ASM for Suikogaiden Vol. 1 & 2, but the overlap between those and Suikoden I & II is 0%.  They don't even use the same compression format.

The most knowledgeable Suikoden II hacker I know of is Pyriel, who's fixed most of the bugs and worked out some of the scripting, IIRC: http://suikodenbugfixes.wikispaces.com/

I do love Suikoden more than is healthy.  I would love to see a Suikoden III/IV demake or a fan Suikoden VI; the main thing keeping me from hacking it is the lack of gameplay depth.  FFT has a really robust engine with untapped potential that you can leverage with a bit of ASM and hex editing into something fantastic.  Suikoden II is always going to be 90% about autoattack, because the draw is the spriting/characters/storyline.  You would need multiple dedicated spriters and someone who can really write to really get anywhere.  But that said, I'll keep an eye on this thread and see if there's anything I can help out with.
23
Is jalr intended to be working yet, Glain?  I can't get it to compile correctly.

EDIT: Never mind, I didn't unzip it properly.  Working fine, looks great!

Just so you know, I did the Suikogaiden translation work completely with MHA, by choice.  ARMIPS is useful for certain purposes (I have used it on a GBA translation) but I love this tool, thanks for making it.
24
There is a new version in the OP, which just fixes the issue with PA/MA/SP buffs and debuffs being cleared on level up/other stuff.  Hopefully.
25
Quote from: Choto on January 31, 2013, 07:30:04 pm
Keep in mind that there's loads of new routines up on the new-and-improved wiki. Any routines that are red mean I have them in my working file. I can post it when I get home. No sense in documenting stuff that's already done.


Yeah, I've seen the page - it's very nice.  I'll try to add to it as I go.
26
Quote from: Elric on January 31, 2013, 03:17:20 pm
i know that certain asms such as alma or rad have the load delay that makes you unable to play on console or psp. a fix for those would b great.


Can anyone confirm these?  I ask only because I think I investigated a couple reports like this and they turned out to be other hacks.  (I'm not saying it didn't happen - lord knows RAD, especially, needs a lot of work.  But a clear reported case would help a lot.)

Celdia, if you send me your current ALMA 4 spreadsheet I'll make sure it's transferred.

Thanks for the notes.  I'm also looking at knocking out some of the hardcoding FFT does (e.g. having whether an item is a shield, hat, armor, or accessory be determined by FFTPatcher, not its item number; having the "Action Menus" tab in FFTPatcher actually do what you would expect it to without the Generic Skillset Hack).

27
Quote from: Celdia on January 29, 2013, 11:55:51 pm
So no chance of getting some small things in ALMA 4 tweaked then?


That is precisely what this thread is for!  Starting from scratch just means that my to-do list has zero things on it right now, because I don't know what needs doing most, and you probably do.

Quote from: Neophyte Ronin
Maybe I'm imagining things, but isn't there a Hack that multiplies experience gains by zero so it does not increase Level?


Well, you could just use the hack that zeroes stat growths.  That's pretty close.  Or use ALMA to make Gained EXP Up into Gained EXP = 0 and then give it to everyone.

Quote from: RavenOfRazgriz
I don't think you even begin to understand the rabbit hole you're getting into trying to make most/all equipment "usable".


Yeah, while this sounds tempting, and vanilla FFT goes too far the other way by having only a few viable equips at many points, what you end up with in practice is often someone using the same equipment all game because it's already optimal.  Raven is right.
28
Bump.  (I am running out of Suikoden translation to do, so I'm looking over some old hacks.  You can post bug reports or new requests here - this thread is essentially starting again from scratch.  As always, no guarantees - I'm not as terrible at coding as I used to be, but I have less time too, and I've forgotten everything about FFT.)
29
PSX FFT Hacking / Re: RAD 3: 35 jobs.
March 13, 2012, 06:50:04 pm
- "Identity" is the base job of a character. You can use this to limit jobs to certain special characters, or to generics. For example, "Identity Equal To" 0D creates an job only accessible by Orlandu.

- I would like to revisit RAD, ALMA, and my other slightly broken hacks, yeah. I am currently working on an involved project but I do plan to come back. If I've told you I would update something and then didn't, I'm sorry! My intentions were good but the scope of what I'm working on expanded. But, what I'm working on will hopefully appeal to 10% or so of you (even if you wish I'd stuck to FFT).
30
PSX FFT Hacking / Re: RAD 3: 35 jobs.
November 29, 2011, 08:10:29 pm
Here are two screenshots that show where I would start.




This setup does the following:

- disables Samurai/Ninja (assuming these are some of the unneeded non-generic jobs)
- gives specials 04, 05, 06, 07 access to extra jobs when their base job hits 5 and 7

So you would make Link's base job 04, and he would unlock jobs 15 and 16.
31
PSX FFT Hacking / Re: RAD 3: 35 jobs.
November 28, 2011, 08:11:28 pm
Quote from: Durbs on November 24, 2011, 12:48:53 pm
Can this be done (giving special characters each their own 3-4 seperate jobs to choose from)?


Yes - set column AL or AM or AN to "IDENTITY EQUAL TO". Identity is a character's base job. You can't give everybody an extra 4 jobs, but you can give everyone one extra job, or 4-5 people 4 extra jobs.
32
PSX FFT Hacking / Re: RAD 3: 35 jobs.
November 23, 2011, 08:41:48 pm
FYI, Mime may cause bugs as a job share, but that isn't causing the problem.

It doesn't seem to like those job numbers. I'm not sure why... they seem low enough. I haven't tried it with all job numbers, mostly just those below 0x30.
33
Help! / Re: Rumors and Side Quests
November 23, 2011, 08:36:34 pm
Sorry about the delay!

I'm not sure how to change where rumors are active - that variable is marked '0AA' because it's unknown to me. Not all rumors may change variables. You would have to look at what values in memory change after you activate the rumors.

The Goug Machine City sidequests are easier to work with, I think, although actually using rumors would be really cool.


34
Hacking/Patching Tools / Re: Gameflow Editor
November 11, 2011, 08:25:29 pm
Quote from: Elric42 on November 11, 2011, 03:40:00 am
-Did you ever figure out if a line can be drawn in a direction it wouldn't normally go? For example; if i try to have a line go from Araguay Woods to Dorter it won't happen and the game will just kind of hang there, however if I make the line go from Dorter to Araguay then it works fine, not a huge deal i just thought i would ask.


Hm, maybe I goofed something up? To be honest I haven't tested this a lot. There might only be animations for the default draws?
Quote from: Elric42 on November 11, 2011, 03:40:00 am
I notice that while in Ravens spreadsheet Miluda is referred to by her unit number which is this case would be 85, but in your game flow editor she is referred to as Enemy 6, where do you get this value?


Well, the first thing I'm going to do is post an edited version that separates the WLDCORE and ATTACK.OUT portions, because it's inexcusable to keep overwriting your ATTACK.OUT just because I was too lazy to do that.

http://www.megaupload.com/?d=3UN7JNE0

Enemy 1 = 80, Enemy 6 = 85, Enemy 7 = 86, and so on. However, you're right, I would be better off using the plain unit ID. In my naïveté I did not realize these were assigned in the ENTD for easy reference and thought they were created at runtime.
35
Archives / Re: Enforced Generic Class Challenge
November 06, 2011, 06:16:30 pm
Quote from: formerdeathcorps on November 02, 2011, 12:43:19 am
I'm not sure what's wrong with this ASM, and I've looked at it long enough.  If you insert this ASM into vanilla, it'll freeze pSXfin.  Can someone else please take a crack at it?


I'm assuming that when you step through this code line by line with F7, it works as intended. Also try setting a breakpoint elsewhere in code (in freespace, for example) to see if that makes it suddenly behave.

Just eyeballing it, is it possible that you intended to jump to 0x001503F0 instead of 0x00150EF0?

QuoteNot sure if ALMA4 plays well with pSXfin or not yet.


All versions of ALMA 3 & 4 in use ought to work fine on pSX (it's my testing emulator). The ARH is often used with ALMA and does not respect load delay, so that may be a source of confusion.
36
PSX FFT Hacking / Re: RAD 3: 35 jobs.
November 04, 2011, 07:26:00 am
You have to find some unique quality to them and modify RAD to read from that. I dunno if they can be given unit IDs, or not?

Because RAD is stuck reading the inconvenient formation screen unit data instead of the well documented and verbose battle screen unit data, it's harder for me to figure out how to add parameters, but several are still there to add.
37
FFTA/FFTA2 Hacking / Re: FFTA Abilities Spreadsheet
October 28, 2011, 08:54:42 pm
This isn't working in Excel because you used the function CONCATENATE(A1:A100). Excel cannot handle ranges, you have to individually concatenate the cells. (Yes, this is terrible, probably the worst thing about Excel.) If you do want to fix this, the easiest way is to code a custom function (e.g. http://www.vbaexpress.com/kb/getarticle.php?kb_id=817) that accepts ranges to replace the horrible default Excel function.
38
Quote from: FFMaster on October 26, 2011, 06:28:47 pm
Monkey Grip will likely bug out in Equip Change if I recall my notes correctly. There is a section in BATTLE.BIN you will need to edit as well, similar to the parts in WORLD.BIN. An easy check would be to equip someone with Monkey Grip and no offhand, and see what happens in battle.


Yeah, you are 100% correct Equip Change will screw up. I neglected that because I hate Equip Change but at some point it needs doing.
39
Help! / Re: Hello all, I need some starting help
October 25, 2011, 06:45:42 pm
Quote
Past that, not so sure what to do to create a whole NEW class to the job wheel.


The RAD tool adds extra generic jobs and is here. It's a bit complicated.

It's fairly easy to replace the existing jobs on the job wheel if you can spare one.

Quote from: Chthonian on October 20, 2011, 12:10:45 am
how to edit the attack.out to change the sprites for Ramza in the menu screens


Use FFTEVGRP to edit the formation sprites.
40
Archives / Re: Enforced Generic Class Challenge
October 25, 2011, 06:40:01 pm
A big thumbs up for providing the .xml and clearly labelling your hacks, that is very useful.