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June 30, 2025, 07:40:09 pm

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Messages - Nyzer

1
Calculator is still the vanilla Calculator, just with Two Spells replacing EXP Boost (and being enabled by default). Two Spells on it simply allows it to have a reason to exist that isn't CT4Holy.
2
That's low priority for me compared to all the other stuff I can be (and have been) adding to the mod. If/when I get around to it, it'll be a setup that allows the user to pick their dialogue option while using the WotL script for everything that isn't so easily switched.

Until then, if that script is a high priority for you, I'd recommend the PSP mod Tweak instead. There's a lot of overlap in the way Tzepish and I designed our mods.
3
It should be included in the Resources packs available for download.
4
FFT TLW ReMixed / Re: ReMixed Bug Reports
June 27, 2025, 12:08:20 am
This is actually a vanilla feature. Your choices in certain events can impact your Bravery.
5
Quote from: Garm on June 24, 2025, 07:51:57 pmThis is awesome!

May I ask, how did you made it so the Destroy Sword skills raise the parameters of allies while reducing the parameters of enemies?

By ASM hacking the formula to do so.
6
Afraid not -  the support slots are all taken up now.
7
Quote from: Blandation on June 19, 2025, 02:04:47 pmStarting this fun mod again...

Is there a way I can edit unobtainable characters into my party?  Since the patcher understandably won't work on a mod.   I would usually throw them into a random fight and make them invite upon KO so that they have their correct formation screen quote and all.

The Patcher works just fine on mods, aside from not showing the right names for things without the correct "Resources.zip" file. Even then, the TLW Resources.zip from within the TLW Resources folder would be very accurate, and the Resources.zip from within the ReMixed 1.1 Resources folder would be even more so.

Quote from: Legacii on June 22, 2025, 02:37:54 pmIs there a way for me to  add the WOTL translation myself? Just using some imports? If its every single event needing to be manually edited I will just wait till that release comes about.

It's the latter, plus the TacText edits, plus the text graphic edits and, in some cases, extra hacks to make them display properly.

For the time being, if you want that script, you'll be best off playing either The Lion War of the Lions or Tweak on the PSP. Tweak and ReMixed have a lot of similar design philosophies, and it's very much worth checking out.
8
Chapter 1 Ramza does not keep the stats of the Chapter 2/4 jobs. I don't believe that one can equip Knight Swords.
9
Quote from: DAmessenger on June 20, 2025, 07:43:08 pmI got it to "reliably" reproduce:
When I was full on troops and chose to dismiss one to make room for Cid, it would freeze at the black screen and not move to loading the cutscene. However, dismissing the unit BEFORE the previous save (and thus having an empty spot on my roster) did the trick and it went on without a hitch.

Yeah, I'm pretty sure that this is something that got fixed in later versions. The issue being a full roster instead of just something to do with Orlandu himself does sound like something I ended up having to deal with.

Quote from: Jbridge90 on June 20, 2025, 11:48:44 pmHello,

I'm trying to play but am having an issue. Lettering is off during the introduction, and the birthday screen is jumbled. I'm using the latest version of WOTL, and have tried it with multiple versions of Remixed. I'm using Duckstation, and have tried multiple different bios. After the troubleshooting I have done, I think that the issue must be with my iso. Have you encountered this issue?

Uh, whatever you're doing isn't what you say you're doing. You wouldn't even be able to get WotL running on Duckstation. Duckstation is a PSX emulator and WotL is the PSP game.
10
No, because we have tools to rip them directly out of the game ourselves.
11
Figured I'd make mention of these in a topic here so that people are more likely to notice. The Lion War ReMixed has a few nifty features that are easy to miss, but can add a fair bit of quality of life to your playthrough.

Smrt Encounters

Not to be confused with "Smart Encounters", this one isn't always on. Under normal circumstances, the game will continue to generate random battles randomly. However, if you are holding the X or O buttons as you pass over a green dot, you will never get a random encounter. If you are holding the O button as you land on a green dot that you chose as your destination, you will always get a random encounter. If you are holding the X button as you land on a green dot, you will never get an a random encounter. It's called "Smrt Encounters" because it's dumber than the regular Smart Encounters, and because I appreciate the dual Simpsons and Final Fantasy V reference.

Swap Ability Preview Targets

When you are preparing to use an ability that can hit targets other than the one target in the dead center of the attack (if there even is a target there), you can now press the □ button to switch between valid targets that will be targeted by the ability.


Zodiac Compatibility Highlighting

When your cursor is hovering over a unit on the battlefield, you can hold Square to engage "Zodiac Compatibility Highlighting". Units with Best Compat will be flash blue, Good Compat will flash green, Bad Compat will flash yellow, and Worst Compat will flash red.

Cross Skip and Scene Skip

During events, holding the X button will speed through the dialogue at a fast pace. The Start button will do the same, but during non-battle events, if Start is held at the point when the event first starts, shortly after a dialogue box closes, or after the camera finishes moving, the entire event will actually be skipped. This was done slightly crudely via event instructions inserted at specific points in the events instead of an ASM hack so that I could prevent it from breaking event-based minigames (before I knew how to ASM hack, which would have allowed me to have an enable/disable trigger on an existing hack that does this), so, on occasion, it can take a bit of time to trigger.

Extended Warranty

Any equipment of yours that is broken (including katanas with Draw Out) gets sent to the Fur Shop, where it is repaired and available for you to buy back. Any equipment of yours that is stolen will be regained after the battle ends.

Improved Level Scaling

Enabled by default, this option can be disabled in the Extra Options menu. Battles with level scaling will recalculate the levels of the units on the field after you deploy your units, using the highest level only of your deployed units instead of checking the entire Roster.

Improved Enemy Job Level Progression

Enabled by default, this option can be modified or outright disabled in the Extra Options menu. Enemies will initially calculate their unlocked jobs and available abilities as normal, but every time Ramza's sprite changes, they will check an extra source. They start out only calculating according their preset "Job Level", which can be set in the Encounter Table Data to any possible job from levels 1-8. After you become Chapter 2 Ramza, they will also do the same for their current Job, if it is different from their specified Job. Not every enemy will be in a different Job than their specified Job, but some are. Finally, after you become Chapter 4 Ramza, they will also do the same for the Job that their secondary skillset belongs to.

This means that as you progress through the game, enemies start tending to have more abilities available to them. The most obvious example of this (before I modified the functionality of his base skillset) was with Aliste: this mechanic grants him level 8 Draw Out, and he is extremely happy to Teleport 2 into the middle of your units and blast out whatever it is he's learned from the Samurai job.

Wariness

Enabled by default, this option can be disabled in the Extra Options menu. Units with 50 Brave or more will take normal damage, but with less than 50 Brave will take less damage the lower their Brave gets. Of course, units vulnerable to Chicken will have to be careful around Oracles and Mediators...

There is also a specific ability that can be equipped to cause the reaction chance to start going up once a unit gets below 50 Brave. Make sure you read those ability descriptions!

Enhanced Knockback

Enabled by default, the option to allow "Immortal" units and Ramza to be knocked back can be disabled in the Extra Options menu. Additionally, units that can enter or remain above water can now be knocked back onto a water tile. Units that don't have "???" stats can even be knocked onto a lava tile, which will instantly kill them and dump their corpse on the nearest walkable tile.

There are also specific action abilities with guaranteed chances to knock units back. Make sure you read those ability descriptions!

Banditry

Enabled by default, this functionality of the ability "Banditry" can be disabled in the Extra Options menu. A new Support ability, Banditry can not only be learned from the Thief job, it is innately equipped to them. Among other things, this will cause Thieves to automatically crit whenever they attack from behind, dealing fixed damage boosts depending on the weapon type. Daggers will deal double damage. Fists, bows, and crossbows will deal 1.5x damage. All other weapons will deal 1.25x damage. This means that you likely will want to bring ranged weapons when going up against Thieves - or to make sure that you turn your back to prevent them from getting at it!

Extra Options

I've mentioned them a few times here, but there are plenty of options you can use in this menu to tweak your experience to be more in line with the way you like to play games. Make sure you take a look through to see what else is available!
12
The Lion War / Re: The Lion War 2.031 - Bug Reports
June 19, 2025, 02:14:57 am
Interesting. I figured out some time ago that there was a bug with the event commands not checking every single instance of Ramza's ID, giving a chance for one of the cats to become merged with him. Banana, though... depending on when I timed the check for occupied tiles, it may have counted her as "removed" and not considered her tile to be occupied, even though, yeah, one of the cats always spawns on her tile.

13
Both have the exact same gameplay (and title screen), just with different sprites given to Algus. So that's up to you.

The current beta version also seems fairly stable. I haven't gotten any new bug reports after releasing 1.2.39. 1.2.34 was also a very stable version. So those are options as well.
14
FFT TLW ReMixed / Re: ReMixed Bug Reports
June 18, 2025, 01:15:58 am
Duckstation's Widescreen Hack. It doesn't work.
15
Yeah, I forgot to change the title screen back when I made that version. At the time, I had plans to keep releasing some smaller updates here and there for the next few months, so a version 1.1.12 was going to come out a couple weeks later.

Unfortunately, that assumption was based off the idea that April-September are typically the lighter months at my job. I was anticipating a lot of free time to work on the mod. What happened was the exact opposite - work ramped up at that point and didn't really stop. I had also just started diving into big ASM hacks like Improved Level Scaling and Doublecast that really ate up the limited free time I had to work on the game.

I think I was a month and a half out from 1.1.11.401 when I realized that I wouldn't be able to work on the mod like I had been back in 2023 and even early 2024 anymore. I took that version and quickly undid all the .401 extras I could think of, then released 1.1.11 to replace the Algus Fools mod instead of 1.1.12 as I'd intended.
16
Help! / Re: questions about battle music
June 17, 2025, 03:41:44 am
... no? The game has a tiny four byte data table with four track IDs. When a random battle is run, the code that sets up stuff like the chosen ENTD and weather also runs an RNG check and gets a result of 0-3, then chooses the matching ID slot to be the track for the random battle.

The random battle EVENT does very little, and has nothing to do with the music. In theory, if you wanted, you could set all of the random music tracks to 0x00 (again, via ASM hacking), apply the Event Instruction Upgrade Hack (through ASM), and then modify the random battle event to run a Random event command to pick which one of however many music tracks you wanted to have playing, using the custom PlayTrack command.
17
Help! / Re: questions about battle music
June 17, 2025, 02:02:23 am
There are only four music track IDs available for random battles. An ASM hack could theoretically change them to any other four tracks in the game you might want to use.

In-game music swaps to more than the four tracks? Not without something like the Preparation Menu featured in Call of Power and ReMixed.
18
ChatGPT isn't going to be able to tell you anything useful about a mod for an old PSX game.

Those ability slots - and a few others, given to some of the generic jobs - can only be unlocked after beating the game. They're additions that were made in The Lion War, and as this mod is based off that, they carry through here.
19
No to both. The ability needs to actually change something about your character to allow you to learn it. And you can't simply add abilities to skillsets that don't have [Default] Action Menus.
20
QuoteI was wondering if there would be any way to streamline this, so I can check who is who in the spell charge screen instead of having to go to the AT list?

Probably not, but even if there is, I wouldn't be messing around with it. Menus are a real bitch to work with in this game, and I won't touch them if I can avoid it. Just way too many moving parts there.

One specific problem that I'd imagine here is that there would be threads and earmarked graphical data from being so deep in the Act menu that likely don't play nice with viewing an enemy's stat preview. At best, doing this would require closing and clearing all of that in order to do so, and I don't even know if I could manage that much.