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May 08, 2021, 02:36:11 am

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1
Works in Progress / The Lying War
Last post by yamish - Yesterday at 11:16:15 pm
Read this first
There are things to be aware of before downloading this patch.  This is a vanilla overhaul that will serve as the backbone to an altered telling of the game events.  This is also my personal playthrough version (i haven't made another yet), and as such Beowulf is a little ridiculous.  Orlandu does not join.  Cloud's attacks require an item that must be synthesized. I need to pick an oil fix to apply; one has not been applied.

Some sprites will swap in a couple events to a different sprite while moving around. This can be seen in Rad when he kneels during the first event. These should be rare, and happen when and event sprite doesn't match the sprite of the character. I have tried to keep these to a minimum. Meliadoul will be fixed in the next version. She's in those events, i know.

JP scroll and item dupe glitches have not been fixed yet.

Shops carry very few items.  At first you are a low ranking cadet, then a criminal.  You cannot walk into town and buy military grade gear.  It can be poached or synthesized.  Random battles have had item drops added to help with this.

The following tables may look a little silly.  They are the ones i used for development and just cut lots of notes out of.  Prettier ones will come along.  When? I dont know.



After playing through, i will be altering the battles further, adding in some basic event edits, and toying with new event triggering and conditionals.

First, thanks to all those who answered questions along the way, Xifanie, Nyzer, Raven, Celdia, Pride, Glain, Choto.
Secondly, I have used ASMs written by Xifanie, Glain, Pokeytax, Pride, Razele, possibly others, i hope i didnt miss anybody..
This mod utilizes the amazing Ability Requirements Hack and ALMA, Synthesis Shop, Raven's Workbooks, EVSP
The changed sprites are all found on this website in the Sprites section.
I would like to thank the community for their hard and amazing work, without those mentioned above, the coders, the tinkerers, the artists, none of us could do the things we do.  This really is one of the best and strongest modding communities I've been a part of.

LyingWar.ppf

Please feel free to give feedback.
There will be a version placed into completed mods section as a vanilla overhaul, based on community feedback, with better balancing.
This patch must be applied to an expanded iso.  This can be done in Shishi
2
Hacking/Patching Tools / Re: Fully lit Deep Dungeon GNS...
Last post by Elric - Yesterday at 10:12:50 pm
Quote from: Pride on Yesterday at 02:02:03 pmI took the opportunity to make a xml to do this without having to upload each gns file.  Faster and easier. Apply with FFTorgASM like most xml files.


what a bro
3
Hacking/Patching Tools / Re: Fully lit Deep Dungeon GNS...
Last post by Pride - Yesterday at 02:02:03 pm
I took the opportunity to make a xml to do this without having to upload each gns file.  Faster and easier. Apply with FFTorgASM like most xml files.
4
War of the Lions Hacking / Re: Could use a touch of help ...
Last post by LeetMiniWheat - May 03, 2021, 09:41:42 pm
The below steps are the only way I've been able to get LionEditor to work (tested on PSP-2000 and PSP-Go), it's a huge pain in the butt process but now am curious if such alternative ways are possible since PPSSPP cannot load .prx plugins and AFAIK using FFTSaveHook.prx is the only way. There's been discussions on PPSSPP forums about supporting .prx plugin loading and I've seen a few dead projects trying to port the decrypt/encrypt save thing to PC (which should be possible but is an odd squaresoft and/or sony format IIRC). Not sure if anyone actually finished one not requiring a PSP - especially due to popularity of Android/iOS save modding now.

  • Ensure FFTSaveHook.prx is enabled on your CFW modded PSP (if not, connect to computer and click top right icon in LionEditor and point it to your PSP. If PSP-Go ensure ONLY on ef0:\ not memory stick. If not working; check seplugins\GAME.txt is correct and all files exist only on ef0 (System Storage) - seplugins\FFTSaveHook.prx, wotl iso in ISO folder, and FFT saves in PSP\SAVEDATA - I never got it to work on memstick and duplicates cause confusion and other issues but not tried too hard)
  • Copy ULUS10297FFT0000 or ULES00850FFT0000 folder to PSP\SAVEDATA\ on PSP
  • Delete any existing "lioneditor.bin" files created with FFTSaveHook
  • Launch game on PSP, load a save, then quit game - this creates a lioneditor.bin file if none exist in folder. If not working, refer to step 1 and step 3
  • Connect PSP again, open US or open EU save in LionEditor and select root folder of PSP (or select ~\Documents\PPSSPP\ if you copy entire folder containing the decrypted "lioneditor.bin"
  • Make your changes in LionEditor, then save. If you edited save copied to PPSSPP folder, then copy entire folder back to PSP otherwise skip to next.
  • Load game on PSP, load save (it should be reading from lioneditor.bin here) then save game (here it should save to normal file and re-encrypt as usual).
  • Quit game, delete lioneditor.bin to avoid confusion. Now your saves should be modified and can be copied back to PC/PPSSPP. Rinse and repeat for further modifications.

One important thing to note is the prx plugin doesn't seem to overwrite files so you need to delete lioneditor.bin each time you edit save and re-encrypt by loading/saving game, I recommend "CMFileManager PSP" for quick filesystem access otherwise you need to plug PSP into PC just to delete stupid file if you forgot something before creating decrypted save. Sometimes I wish there was a a LionEditor homebrew app for PSP CFW like the iOS one, since this is long and tedious but not worth anyone's time due to dead platform and PSX being preferred modding version (though most large mods don't work in POPS when converted to a ps1classics style eboot.pbp - only mods that work as intended on real original PS1 hardware, but this is off topic; not related to LionEditor).

Other notes:
-Stat editing doesn't seem to work properly, as well as changing level doesn't change stats properly.
-Rearranging formation is prone to enormous bugs, however you CAN often bring back a dead/crystalized character back with checkbox if slot wasn't filled/overwritten (this might be just copying char from another save slot, which seems OK if its a direct copy NOT over another character who filled that slot already)
-If you're looking to add a special char it's best to edit a ENTD in FFTPatcher and have them officially "Join after event", otherwise it's not always correct and/or they get added to weird spots in formation and/or ability quotes don't work and other weird stuff.
-LionEditor is buggy/quirky but does seemingly work OK for a lot of stuff like changing equipment, changing zodiac sign (like making Ramza Serpentarius sign), adding 20 kills required for DK, adding items to inventory (including multiplayer-only and poach-only items), changing gill, changing time played (99.9hr max time on saves gets annoying), and a few other things like adding JP and skills (though best to add JP and learn skills in-game manually) but beware it can break your saves, glue your cat to the rug and possibly burn your house down.
-For equipment I recommend adding desired equipment to inventory rather than directly editing the character's equipped items due to possible stat miscalculations but I've not checked this, since the game _usually_ recalculates properly upon loading an equip-edited character.
-Another annoying thing to note about skills is you can't learn or de-learn any skill slots that aren't in vanilla-wotl if you're playing a mod (technically this should be possible with minor code modification but LionEditor is hardcoded with vanilla skills/skill slots for each job, I wish it had 16 ability checkboxes and 6 R/S/M checkboxes for every job since they go by slot number anyways). I only noticed how annoying this is when playing Emergence and everyone was throwing stones (Stone is ability slot 15 on almost every job in Emergence), reminded me of snowball fight in FFTA

ALWAYS BACKUP YOUR SAVES!!!! It's very easy to break things (winrar preset with date appended to archive name comes in handy).
5
PSX FFT Hacking / Re: Kapilapis's ASMs, fixes an...
Last post by Kapilapis - April 30, 2021, 02:05:18 am
That's a really good idea that didn't even cross my mind. I will look into it as soon as I can.
6
PSX FFT Hacking / Re: Kapilapis's ASMs, fixes an...
Last post by nitwit - April 29, 2021, 11:49:20 pm
I may be mistaken, but I believe there are features in FFTOrgASM which allow a degree of customization for asm hacks. You could use that to make your formula 19 hacks check for any debuff, by altering the byte loaded and bit checked for.

Should be pretty obvious how it works (and how to customize it without such niceties) for anyone with freshman level coding experience who wants to change the status effect used, but it's something to consider if you're so inclined and want to make it easier on other people.
7
Spriting / Re: User made sprites - could ...
Last post by Porklin - April 29, 2021, 09:49:38 pm
Yeah, you can use any of mine, too!
8
Works in Progress / Re: Final Fantasy Tactics: Alt...
Last post by Nyzer - April 29, 2021, 09:47:24 pm
God damn, that one looks good.
9
PSX FFT Hacking / Kapilapis's ASMs, fixes and no...
Last post by Kapilapis - April 29, 2021, 06:30:26 pm
This thread has a collection of ASM Hacks that I either made or altered/fixed to use in Lapis Tactics as well as some notes on other hacks I tried out and had issues with.

Hacks I wrote:

1 HP Golem:
Golem works exactly the same as vanilla except its health is capped to 1. What that means is that it will only block a single instance of physical damage.
<Patch name="Low HP Golem">
<Description>Formula 14 sets Golem's HP to 1</Description>
<Location file="BATTLE_BIN" offset="124FB4">
01000224
</Location>
</Patch>

Formula 19 is Seal Evil formula for Dark/Evil Looking:
This makes Formula 19 into a (Sp+x)% ailment infliction that only works if the target has Dark/Evil Looking. In my patch I used it to flag Animal type monsters so Ranger abilities could hit them specifically (for example, a Red Panther can be Charmed by a Ranger but not a Skeleton).
You will need to use ASM hacks to make Dark/Evil Looking march normally and recolor the sprite to look normal if you use this (provided below).
<Patch name="Formula 19 is Seal Evil formula for Dark/Evil Looking">
<Description>Inflicts ailment at (Sp+X)% against targets with Dark/Evil Looking</Description>
<Location file="BATTLE_BIN" offset="128674">B89F1580<!--Formula 19--></Location>
<Location file="BATTLE_BIN" offset="F2FB8">
E8FFBD27
1000BFAF
8C17060C <!-- Loads SP and X -->
00000000
7E21060C <!-- Zodiac Calculation -->
00000000
6719060C <!-- Loads SP + X as X -->
00000000
441D060C <!-- Total Accuracy Check -->
00000000
1980023C
902D428C
00000000
00004290
00000000
0F004010
00000000
1980023C
982D428C
00000000
59004290 <!-- Load status group 59 -->
00000000
02004230 <!-- Cursed -->
05004014 <!-- Cursed check -->
00000000
C310060C <!-- ELSE FAIL routine -->
00000000
0D680508
00000000
C91F060C <!-- Status Proc -->
00000000
1000BF8F
1800BD27
0800E003
00000000
</Location>
</Patch>
These status recoloration edits were made with Raven's tools https://ffhacktics.com/smf/index.php?topic=7271.0
The ASM to make Dark/Evil Looking march normally is also included in the spreadsheet.
<Patch name="Status Coloration Edits">
    <Location file="BATTLE_BIN" offset="1b3f0">
    FF101000
    FF101000
    0FFCFCFC060102
    0A03FF08060000
    13080000040000
    1F000800050000
    1E000008040000
    17FCFCFC050000
    09000000040000
    04040005058B02
    FF000000060000
    FF000000060000
    FF000000060000
    FF000000060000
    FF000000060000
    FF000000060000
    FF000000060000
    FF000000060000
    </Location>
    <Location file="BATTLE_BIN" offset="1b2bc">
    D0FFBD27
    3E018290
    2800BFAF
    3D004014
    2140C000
    04008790
    21280000
    3401898C
    0800023C
    F0234634
    10000224
    250382A0
    270382A0
    0000C390
    0100A524
    FF000234
    27006210
    2000622C
    04004014
    00000000
    5C002291
    C7080208
    E0FF6324
    5800228D
    01000124
    04186100
    24104300
    1D004010
    0300A32C
    06006010
    00000000
    0100C180
    0200C280
    250381A0
    E7080208
    270382A0
    06008180
    0500C280
    0600C380
    23102200
    2B084300
    0F002014
    0300A32C
    0100C180
    0200C280
    0300C380
    0400C580
    1400A1AF
    1800A2AF
    1C00A3AF
    1000A0AF
    03000634
    4408020C
    2000A8AF
    F0080208
    00000000
    0300A32C
    02006014
    0400C624
    0300C624
    1200A22C
    CFFF4014
    00000000
    5507020C
    21300001
    2800BF8F
    3000BD27
    0800E003
    00000000
    </Location>
    </Patch>
<Patch name="Character with Dark/Evil Looking Marches Normally">
<Location file="BATTLE_BIN" offset="1c0a4">
0c004010
</Location>
</Patch>

Formula 19 is Seal Evil formula for Wall:
Same as above but uses Wall isntead of Dark/Evil Looking. This is what I was originally going to use in the mod, but turns out that the ASM to make Wall lose all hard-coding does not lose the bit of hard-coding that makes Walled targets immune to Invite. Needless to say, you will need an ASM to make Wall lose all hard-coding if you want to use this one. It does not require recolors, but beware of the Invitation caveat if you wish to use this version.
<Patch name="Formula 19 is Seal Evil formula for Wall">
<Description>Formula 19 Inflicts ailment at (Sp+X)% against targets with Wall</Description>
<Location file="BATTLE_BIN" offset="128674">B89F1580<!--Formula 19--></Location>
<Location file="BATTLE_BIN" offset="F2FB8">
E8FFBD27
1000BFAF
8C17060C <!-- Loads SP and X -->
00000000
7E21060C <!-- Zodiac Calculation -->
00000000
6719060C <!-- Loads SP + X as X -->
00000000
441D060C <!-- Total Accuracy Check -->
00000000
1980023C
902D428C
00000000
00004290
00000000
0F004010
00000000
1980023C
982D428C
00000000
5B004290 <!-- Load status group 5B -->
00000000
01004230 <!-- Wall -->
05004014 <!-- Wall Check -->
00000000
C310060C <!-- ELSE FAIL routine -->
00000000
0D680508
00000000
C91F060C <!-- Status Proc -->
00000000
1000BF8F
1800BD27
0800E003
00000000
</Location>
</Patch>

Faith magic with 100% proc:
Same as the regular Faith magic formula but with 100% ailment proc rate. Weeks after writing this one I realized there was already a similar hack included in the orgASM download. This one does not overwrite base formula 8, however, allowing you more freedom to choose the proc rate for your faith spells. (base formula 8 for 19%, formula 13 with separate flag for 25%s, formula 13 with all or nothing for 100%, etc)
<Patch name="Faith magic with 100% proc">
<Description>Formula 13 becomes Dmg_F(MA*Y) ME with 100% ailment proc rate</Description>
<Location file="BATTLE_BIN" offset="12865C">E4101580<!--Formula 13--></Location>
<Location file="BATTLE_BIN" offset="EA0E4">
E8FFBD27
1000BFAF
6E21060C <!-- Magical Evade Calculation -->
00000000
13004014 <!-- Branch if attack is evaded  -->
00000000
2517060C <!-- Store MA and Y -->
00000000
FF17060C <!-- Elemental Strengthen -->
00000000
D121060C <!-- Magical Support/Status/Compat -->
00000000
DF21060C <!-- Element XA * YA -->
00000000
09004014
00000000
541C060C <!-- Faith calculation -->
00000000
C721060C <!-- Elemental absorb and status roll -->
00000000
01004014 <!-- (doesn't) Branch if status effect roll fails -->
00000000
AD1F060C <!-- Apply status (to action) - (Preserve hit status, evade type, hit %) -->
00000000
1000BF8F
1800BD27
0800E003
00000000
</Location>
</Patch>

Weapon Guard innate all:
This one needs a bit of a longer explanation:
First I tried the (Choto's untested fix) included in orgASM's download. Apparently it works for other people, from what I could gather from forum comments, but in the emulator I was using, it would crash the game every time I tried to attack someone. I have no idea why this happened and I will elaborate on why in a bit.
Then I tried Xifanie's original version. It seemed to work perfectly at first but, considering there was a fix to it, I knew there should be something wrong with that version. Upon further testing, I found out that weapon evasion only worked on the right hand and shield evasion only worked on the left hand in that version.
After that I just decided to take matters into my own hands and check the wiki for how Weapon Guard is checked and see if I could make my own version of the ASM. Essentially just turn the lines that ask "do you have Weapon Guard" off and voila, hack done.
After writing that version of the hack, I went back and checked how the other two versions were done. Xifanie's original version was skipping a few too many steps of the check, and that's why it disabled Shield evasion in one hand and Weapon evasion in the other.
Choto's untested fix seems to have been made to dirty patch on top of Xifanie's, because it has a redundant line of code that overwrites a default line with itself. Other than that single line, it is the same as the version I had written myself. And that is why I am very confused about how that could have caused crashes for me.
Anyway, all that story is the reason I classify this under limbo. I wrote it from scratch, checking only the wiki for reference, but it is also a (tested) fix for a hack that already existed before.
<Patch name="Weapon Guard check removed (WG 'innate' all)">
      <Location file="BATTLE_BIN" offset="11e0d0">
        00000000
      </Location>
      <Location file="BATTLE_BIN" offset="11e178">
        00000000
      </Location>
  </Patch>

Edited/fixed hacks:

Blade Grasp dodge percentage is (Brave * Multiplier) / 1024 and only affects certain weapons:
This is a Glain hack that didn't even load in orgASM when I tried loading it. The problem was in how the customizable variables were set. I don't know how to make them customizable, but removing them and just adding the values manually worked to fix it.
The values I have set up for it make Blade Grasp work on Daggers, Ninjato, Swords, Knightswords, Katanas and Axes.
The bolded portions are what you need to edit if you want to change which weapons it works with and the brave multiplier for its success rate.
<Patch name="Blade Grasp dodge percentage is (Brave * Multiplier) / 1024 and only affects certain weapons">
        <Description>
            Blade grasp only affects weapons with ID from 0x01 up to Max Weapon ID. 
            Example multiplier values:
                0x400 (vanilla) -> 1024 / 1024 (full)
                0x200 (half)    -> 512 / 1024 (1/2)
                0x180 (default) -> 384 / 1024 (3/8)
                0x100 (quarter) -> 256 / 1024 (1/4)
        </Description>
        <Location file="BATTLE_BIN" offset="18D050" mode="ASM" offsetMode="RAM">
                lui    t0, 0x8019
                lbu    t1, 0x38f6(t0)
                lbu    t2, 0x38d8(t0)
                addiu  sp, sp, -24
                andi    t1, t1, 0x10
                addiu  t2, t2, -1
                sltiu  t2, t2, 0x32
                sltu    t1, zero, t1
                sltu    t2, zero, t2
                and    t1, t1, t2
                beq    t1, zero, end
                sw      ra, 16(sp)
                lw      a0, 0x2d98(t0)
                li      t3, 100
                lbu    t1, 0x24(a0)
                lw      t2, 0x2d90(t0)
                li      a1, 0x400
                multu  t1, a1
                mflo    t1
                addiu  t1, t1, 512
                srl    t1, t1, 10
                subu    t1, t3, t1
                jal    0x8018d388
                sh      t1, 0x2a(t2)
                bne    v0, zero, end
                lui    t0, 0x8019
                lw      t1, -0x0a04(t0)
                lw      t2, 0x2d90(t0)
                bne    t1, zero, end
                li      t3, 11
                sb      zero, 0(t2)
                sb      t3, 2(t2)
                li      t3, 0x01c3
                sh      t3, 14(t2)
       
            end:
                lw      ra, 16(sp)
                addiu  sp, sp, 24
                jr      ra
                nop
        </Location>
        <Location file="BATTLE_BIN" offset="18D384" mode="ASM" offsetMode="RAM">
                li      a1, 1024
                lui    v0, 0x8019
                lw      v0, -0x0a04(v0)
                lbu    t0, 0x24(a0)
                bne    v0, zero, end
                multu  t0, a1
                mflo    t0
                addiu  t0, t0, 512
                srl    a1, t0, 10
                j      0x8005e0cc
                li      a0, 100

            end:
                jr      ra
                nop
        </Location>
    </Patch>


Miscellaneous notes on other hacks:

Pokeytax's "Learning Support Hack"

While the learning support does work, it glitches your HP/MP bars making them fly off screen every time a learning check is performed and sometimes causes your main skillset to be replaced by the skillset of the job you are learning things from. Resulting in silly situations such as <this one>

FFMaster's "Slow is 25% speed loss"
The hack actually makes slow reduce your speed -to- 25% rather than -by- 25%.
e.g. instead of turning an 8 into a 6 as advertised, it turns an 8 into a 2.
Only use it if you want Slow to be ridiculously powerful.

Razele's "Blade Grasp trigger: weapon attack"

For this hack, instead of setting what you want to Blade Grasp as instructed, you have to set what you want Blade Grasp to ignore.
But, even then, there are weird side effects: grasping fists will make all Monk skills Blade Graspable, including Chakra. A character with Blade Grasp will dodge his own Chakra(!!). Similarly, grasping Katakas will block Draw Out (and yes, a character with Blade Grasp <will dodge his own Kiyomori> and such)
10
Works in Progress / Re: Final Fantasy Tactics: Alt...
Last post by ArmoredKori - April 29, 2021, 11:49:38 am
Took about 15 hours, but below is my first custom map: The Prison
Prison" border="0

We'll be back to working on the Alternate Map Pack on Friday!
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