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Messages - BleuVII

41
Completed Mods / Re: FFT: Emergence (PSP)
January 30, 2017, 11:36:29 pm
Quote from: vrork on January 30, 2017, 10:34:46 pm
BleuVII, thanks. Do you know if it would be possible to add all dark/holy knight skills to the onion knight? Or it is hardcode the no skills of him?


Hmmm... this may be a better question to bring to the War of the Lions forum, but as my answer will give you info about this patch in particular, I'll post it here.

There are 2 classes that you can do absolutely nothing with, aside from changing their job requirements: The Mime and the Onion Knight. The Mime is the easiest to understand. Mimes can gain JP and learn new abilities. However, they cannot equip any reaction, support, or movement abilities, any abilities that they learn cannot be used as a sub job, and any reaction/support/movement skills they learn cannot be equipped, even by other classes.

Onion Knights are almost exactly like Mimes, but they also cannot gain JP. Therefore, you can give an Onion Knight a skillset, but it HAS to be filled with skills that cost 0 JP; otherwise they cannot use the skills. Additionally, they can learn skills by being hit with them, but if they learn one, they will in turn learn their whole skillset at once. So... all of that said, the Mime and the Onion Knight kind of have to stay the way they are.

I had tried to use the intricacies of the hard-coding to the advantage of both of these classes. Blue Mages don't work in FFT because monsters use an entirely different stat progression system than characters to make up for their inability to equip weapons. Since the monster skills draw from those stats, a Blue Mage would have to match the monster stats, meaning that any sub-class would be incredibly overpowered on a Blue Mage, and the Blue Mage skillset would be incredibly UNDERPOWERED when equipped as a sub-class. So I tried to give it to the Onion Knight until I ran into the glitch with them learning all skills at once. I can try again on Mimes, but I think there was a reason I scrapped that idea.

EDIT: Also, it should be noted that there are more classes that you really can't edit: Chemists, Archers, Ninjas, Samurai, and Arithmeticians. The only way I managed to edit the Archers was to do a 3-way sprite swap between the Soldiers, Archers, and Monks.
42
Completed Mods / Re: FFT: Emergence (PSP)
January 30, 2017, 09:19:52 pm
Quote from: vrork on January 30, 2017, 04:27:18 pm
Ah cool! Good luck with your second job.

Me again, the class is still the DK in the FFTPatcher right? what is then code of it? Also, can i give skills to the onion knight to learn? I never saw the point of it before, but i dont know if it is hardcoded or not.


Yeah, it's still the Dark Knight. The Skillset you are looking for is "E0 - Darkness". You should be able to copy the skills from "1B - Mettle (Ramza Ch.4)"

Quote from: Stories8106 on January 30, 2017, 04:55:25 pm
Does this include the slowdown patch?


It CAN, but right now it doesn't. I did all of my playtesting with the slowdown patch included, but when I rebuilt the ISO I accidentally left the slowdown patch out. I was trying to get it released before my second job entered its busy season and I'd be unable to work on the patch for 3 weeks. In doing so, I made a couple of sloppy mistakes that I hope to resolve just as soon as I have reliable free time again.
43
Completed Mods / Re: FFT: Emergence (PSP)
January 30, 2017, 04:25:53 pm
Hmm... 2 weeks? I've got a lot going on with my second job right now, so I won't get to it this week. Saves should be compatible between patches, so as long as the archer skillset misnomer doesn't bug you too much, you can get through chapter 3.
44
Completed Mods / Re: FFT: Emergence (PSP)
January 30, 2017, 04:15:36 pm
Quote from: vrork on January 30, 2017, 04:09:58 pm
Is there any way to make that job avaible to generics then?


Yes. Use FFTPatcher and drop the abilities into the skill set. I will not be making this change on the official patch though.
45
Completed Mods / Re: FFT: Emergence (PSP)
January 30, 2017, 11:39:17 am
Quote from: vrork on January 28, 2017, 11:56:51 pm
Hello! I love the changes you made, but i must say that i am VERY SAD what you did to the DK (Magus). I always loved to having one generic being a DK. Is there any way to make it possible again? I imagine you wont edit your mod, but is there anyway for me to give the Magus the DK skills?


Sure. FFTPatcher will let you edit the skill set however you want. You will have a Dark Knight though. It is now Ramza's default class in Ch.4.

Quote from: twotonedearly on January 27, 2017, 02:45:15 am
Hey all, I've run into a problem trying to play this hack on PPSSPP. In the opening battle the game crashes every time I choose to attack with one of my party members.

I also noticed some text glitches. I'm sure I patched it right with PPF-O-matic.

one other question, does the lag fix patch work with this hack?


What you are describing is what I saw when I applied the lag patch to my game. I am going to try to release  a patch with the lag fix built in sometime soon. That patch will also fix the small errors I've already noted.
46
Completed Mods / Re: FFT: Emergence (PSP)
January 25, 2017, 09:52:42 pm
Thanks, TigerKnee.

I'm starting a list here of known errors.
+ Balthier's Plunder Devotion/Cynicism do not inflict the correct statuses, and have the wrong animation. (Seriously, how did I screw up that badly on those two?)
+ The Archer's Skillset is named "Martial Arts" instead of the correct "Marksmanship". This was not an error in my fftactext original file. I think FFTactext actually skipped the line, and I didn't notice it in my once-over. That happened in my original release too. The skillset description, however, is correct, so if you press "Select" you should be able to tell which is which.

Also potential additions for V1.1. Share your thoughts below.
+ I have learned that "Defending" is a status that can be inflicted, so I will add it to Aegis and Astral Light for sure. I'll add the ability to cancel it to Dispel. I'm also thinking of giving the Archer an ability to cause other allies to "Defend", doubling their evasion. I would probably have to sacrifice Balthier's "Plunder Gil" or the Thief's "Steal EXP" to make room for this.
+ In the same way, I've learned that Charging Magick, Charging Attack, Singing, and Dancing are also treated as statuses that can be canceled, so I'm considering giving the ability to cancel these to either Squires (a high-cost spell called Interrupt), Mustadio (Snipe Stance), or Balthier (Plunder Stance).
47
Completed Mods / Re: FFT: Emergence (PSP)
January 21, 2017, 02:48:21 pm
Version 1.0 is up! This was the file I meant to post on Tuesday. Let me know of any bugs you come across.
48
Completed Mods / Re: FFT: Emergence (PSP)
January 19, 2017, 11:01:24 pm
The bugfix will only be a textfix. I've spent the last 5 months ironing out the bugs. There probably will be some bugs that people discover when playing it, but you can totally play from start to finish as long as you get over the shock value of summoning a Moogle on a spell named "Migardsormr". Saves will be compatible with version 1.0 when I release it later this week.
49
Completed Mods / Re: FFT: Emergence (PSP)
January 19, 2017, 07:23:30 pm
The patch is now UP. Please check the original post for the attachment.

This is version 0.99. I noticed an embarrassing error right when I booted it up, which is that the Squires can NOT summon Migardsormr. The spell name should be Moogle Charm. I also noticed that the Fire Bow lists it as an Ice elemental. As I said before, FFTactext is brutal for WotL, so fixing these two small things will likely take 4 hours. I'll get around to it eventually.
50
Completed Mods / Re: FFT: Emergence (PSP)
January 18, 2017, 10:05:52 pm
Just figured it out. UMDGen is just too GOOD at patching. When I used CDmage, I was able to maintain a consistent file size. The bad news is that I have to wrestle with FFTactext again, which likes to punch psp hackers in the gut on a regular basis. Basically, I can't save and reload. Everything has to be done in one session. Bleh.
51
Completed Mods / Re: FFT: Emergence (PSP)
January 18, 2017, 09:24:06 pm
Quote from: Elric on January 18, 2017, 03:59:52 am
Well done, but I'm moving this to project ideas until it is released. You need permission to post it in completed and even works in progress requires something playable.


Totally understandable. I meant to put the patch in the original post, but I'm currently trying to puzzle out why the raw ISO is 20MB larger than my patched ISO. PPF Studio is detecting the file size difference and refusing to make a PPF.

EDIT: This appears to be the fault of UMDGen when I replace fftpack.bin, then rebuild the ISO, it is rebuilt 20MB smaller. I'll be searching around for answers on that one.
52
Completed Mods / FFT: Emergence (PSP)
January 17, 2017, 11:11:35 pm
Final Fantasy Tactics was made in 1997, and remains one of the best Tactical Roleplaying Games on the market. In 2007, it was remade for the PSP and ported to IOS/Android. In 2017, this project was created to try to make a better FFT experience. Everything about the game, from concept art to battle data, was examined to see what hints were left of original design choices. Several themes started to "emerge" from this investigation. FFT: Emergence is the result of this exploration.

Here is a high-level overview of the changes:
  * The Job progression has been re-organized to be more intuitive and sensible. For example, Lancers are gained from training Knights, not Thieves.
  * There are 49 new abilities to learn. 19 were previously enemy-only, and 30 new abilities were created by removing duplicates between classes.
  * Magick charge time and damage formulas have been tweaked to bring mages into balance.
  * Faith is no longer used in Attack and Healing Magick.
  * Many job classes have been tweaked. The following classes were completely redesigned:
      - Soldier (aka Knight) - Given the original Archer ability to charge attacks
      - Archer - Able to inflict statuses through special arrows
      - Cleric, Wizard, Enchanter, and Mystic (aka White Mage, Black Mage, Time Mage, & Oracle) have all shuffled spells around to allow for deeper specialization within each job class.
      - Magus (aka Dark Knight) - redesigned to be an armor-wearing mage class with access to 8 spells previously reserved for enemies.
  * Every special character has been modified. The biggest changes are:
      - Ramza. Slowly becomes a Dark Knight over the course of the story, able to learn the Dark Sword techniques from fighting against Gaffgarion
      - Mustadio. Gains all of the "Sap" abilities, so he can reduce enemies's Power, Magic, Speed, and MP.
      - Beowulf. Swapped spell animations with the Mystics to give his class more personality. Does not require swords to cast his spells.
      - Luso. Given a unique class consisting of the Astral Magicks.
  * Every storyline battle has been tweaked to give players a greater variety of enemies and a smoother difficulty curve.
  * Many items and weapons have been updated.
  * And, of course, the animation slowdown has been removed.

Taken in total, FFT: Emergence offers new gameplay possibilities while still retaining the theme and feel of the old classic. With a difficulty level similar to the original game, any player can pick this up with confidence.
53
Help! / Re: Waterbreathing: Dummied Content
January 15, 2017, 02:18:25 pm
Quote from: Elric on January 15, 2017, 07:46:36 am
No Maps have water depth 3


Thanks, Elric. I didn't find it in the wiki. I was about 95% sure due to my playthrough, but wanted to make sure I wasn't missing anything. I will mark this as solved.

Note for anyone reading this later on down the line that "Waterbreathing (depth of 3)" does NOT include "Swim" (depth of 2). You will not be able to act in water of a depth of 2 with "Waterbreathing" equipped.
54
Tutorials and Learning / Re: Ability Effect Chart
January 14, 2017, 12:35:51 pm
I should be finishing my project within the next 2 days, and I have to say that this post has both increased my creativity and saved me hours worth of work. I'd like to request it to be stickied.
55
Help! / Waterbreathing: Dummied Content (Solved)
January 09, 2017, 10:43:52 pm
Quick question, just for confirmation. I'm now at the end of my playthrough, and I've been looking to see if there are any maps in the game that have a water depth of 3, thus triggering the Waterbreathing ability. To my knowledge, there are none. Has anyone else looked into this to determine if Waterbreathing is, in fact, dummied content?

Note: Bethla Sluice is the place I thought I would find this, but it jumps straight from depth of 2 (Swim) to depth of 4 (No Ability).
56
Help! / Re: Hacked version of FFT: WotL on the PSP?
December 30, 2016, 11:16:10 am
Quote from: Elric on December 11, 2016, 02:54:22 pm
I have to ask why you test that way when it would be easier to test on PPSSPP and just do periodic tests on the PSP itself. Seems much much faster that way...


For initial testing of "does this work", yes. For gameplay balancing, it's really not any significant gains in time. What's an extra 30 seconds compared to a 25 minute battle? With my lifestyle, it's a LOT easier to drag a PSP around and play it for 5 minutes at a time than it is to get dedicated time in front of a computer. Plus, my kids ignore the PSP for some reason, but act like a moth to the flame whenever I turn my computer on.
57
Help! / Re: Copying Break Swordskills...
December 30, 2016, 11:09:54 am
If you are hacking the PSP version, the hardcoding conveniently exists on all of Balthier's Plunder abilities. So if you want to create "Rend Accessory" or a new swordskill that breaks the shield, you simply have to apply the formula of choice to the Plunder ability. If you change the Plunders to any other formula, the skill will simply ignore its original hardcoding. It's quite convenient. :)
58
Help! / Re: Hacked version of FFT: WotL on the PSP?
December 11, 2016, 12:09:31 am
Yes. If you have custom firmware on your PSP, you can put a patched ISO on the root drive in the "ISO" folder and launch it directly from your games menu. This is how I have been doing my testing. The cool part is that you can hook your PSP up to your computer and patch directly from FFTacttext and FFTPatcher onto your PSP's ISO without having to copy/paste from your computer every time.
59
Thanks Emmy. That's what I thought. I just had to ask.
60
War of the Lions Hacking / Formula to increase MA by 1?
November 28, 2016, 11:08:32 pm
I recognize that the answer is probably no to this, since I've been searching around FFTPatcher for a few weeks. However, just to put my mind to rest so I can move on, I will ask it here in case anyone has come across the same question.

There are formulas for increasing PA (Focus) and Speed (Tailwind), but there isn't a corresponding formula to increase MA. However, that DOES exist in the game's code, since the support ability "Magick Boost" uses it. Is the formula hidden somewhere (like in formulas 6B-FF), where I could apply it to an action ability, or is this a lost cause without ASM?