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Tutorial Requests

Started by RavenOfRazgriz, September 17, 2012, 07:00:39 pm

RetroTypes

Quote from: whispered on July 29, 2023, 07:18:53 pmHey everyone! good evening!
I browsed the forum a little bit, searched on the internet as well, about FFT translation but I didn't find what I was looking for.
It's probably my bad that I didn't find it, honestly the infos within the forum is so scattered that we newbies can't find things and answers easily, somethings are probably within a "different" topic, I'll take a proper look when I find time for it.

My goal here is to learn how to translate the game and the mods, to make the mods available to my fellow Portuguese speakers.

So... It would be amazing if you could create a tutorial about that, not a complete guide (God bless you if it is possible  :lol: ) but just a start guide, like every tool you'll need, and proper practical examples using every tool (with images if possible) and the first steps that we'll need to do over and over again till everything is completed.

It will compile everything a person has to know, and get, to translate the game and the mods. I think it is like creating a translation section.

This will help everyone that wants to translate the game to other languages, or people like me that are willing to spend time to make a certain mod available to my friend that does not speak English.

Start with reading through my "where to start" guide to get an idea of what the basic tools do. For a translation patch, you'll need a lot of the tools at our disposal, but the majority of the editing will be done with Tactext and EVSP, our text and dialogue tools, and an image editor for the text baked into icons and whatnot.

We've had a few people do translations already, including German and Hungarian I believe. If you want to get in touch with those authors, I'd recommend joining our Discord once you've got the basics down and need assistance with the smaller details. Note that this will be a HUGE undertaking, so make sure you're prepared for a year+ long adventure!
  • Modding version: PSX
  • Discord username: RetroTypes

Ramza_purist

Hi there. Modding noob here. Very interested in what I think would be a simple mod. At least I hope so.

Basically I want to make a mod/hack that caps character growth based on their level. So EXP and JP wouldn't be able to go up once the character hits a certain level. The max level should correlate to where the player is in the story. So if the next story-line battle has enemies with a max level of 3, then the character becomes capped at level 4 and can't gain JP either. I want to mod the PSX version as I hear it's more supported and easier to deal with.
  • Modding version: PSX

Nyzer

There's already a hack that exists that caps max levels according to story progress.
  • Modding version: Other/Unknown

Ramza_purist

Quote from: Nyzer on March 26, 2024, 01:07:24 amThere's already a hack that exists that caps max levels according to story progress.

Do you have a link or know where I can find it?
  • Modding version: PSX

ComplexMessiah

I have several questions. First i would like to change a item into a materia blade. Second I would like to be able to add spells to arithmancy (clouds limits, divine ultima, quake, tornado, Midgardsormr Grand cross, unholy darkness.) Secondly i made a new skill set and when assigned to another job it automatically learns those skills. I wish for it to like a standard class.  Third, if possible i would like to remove the male requirement for bards. Also i need to add to the move find pool items above FF in hex.
  • Modding version: WotL
  • Discord username: ComplexMessiah

RetroTypes

Quote from: Ramza_purist on March 30, 2024, 11:02:28 pmDo you have a link or know where I can find it?
It is included in the suite, under glain.xml in orgASM, called "Enforce Level Caps".

Quote from: ComplexMessiah on April 01, 2024, 02:35:31 pmI have several questions. First i would like to change a item into a materia blade. Second I would like to be able to add spells to arithmancy (clouds limits, divine ultima, quake, tornado, Midgardsormr Grand cross, unholy darkness.) Secondly i made a new skill set and when assigned to another job it automatically learns those skills. I wish for it to like a standard class.  Third, if possible i would like to remove the male requirement for bards. Also i need to add to the move find pool items above FF in hex.
Most of what you're trying to do is nearly impossible, unfortunately. Not sure what you mean by "changing an item into a materia blade" when that item already exists, unless you mean something like adding additional bonuses to it like ff7 did with adding materia to weapons, but if so that's in the "nearly impossible" category. Adding additional skillsets to Math skill is also super complicated, as it's pretty hardcoded, so that's probably out too. The auto-learned skills are because you have to make sure the unit has that skillset as its job's primary skillset, if a unit has a skillset equipped that they dont normally have access to, it defaults to treating every ability as learned. The bard class not being gender locked is a pretty complicated process, as it's checked in a LOT of places, but TLW's extra job hack might be your answer, as it allows the use of the female bard and male dancer data, so you'd be able to make a female bard that way. And finally, adding additional items will likely never happen for the psx version, as loading more than one byte for item IDs would have to be altered everywhere items are referenced, AND the data table for items would have to be expanded, which there isnt room for. If you want new items, you're gonna have to replace old ones.
  • Modding version: PSX
  • Discord username: RetroTypes

TheTrueKensei

Hello everyone, I'm a modder on Nexus and branching out to this community. 

I'm currently working on a mod to adding a playable "Holy Knight" and "Sword Saint" job for "The Lion War" mod for PSX version, however I'm having difficulty finding a tutorial and/or spreadsheet for this.  What would be most helpful here is a Sprite/Job/Skill correspondence spreadsheet document that identifies between programs within the "FFTPatcher".  Unless I'm misunderstanding how Sprites, Jobs, and Skills link together.  I need a total of 4 character slots to do this.  Also I don't understand what "Width" represents in "FFTactext.exe" nor do I understand how you add Job requirements, I noticed "Job Requirement" within the "FFTactext.exe" but I doubt it's as simple as that or is it?  Any help or guidance would be most appreciated.

One last thing is I'm not looking to profit from this in any way and once the project is done I will freely share it on this website as a ppf patch and open resource of the sprites I make for anyone to use as they wish.
  • Modding version: PSX & WotL
~Kensei
  • Discord username: thetruekensei

Nyzer

Quote from: TheTrueKensei on June 04, 2024, 12:16:40 pmHello everyone, I'm a modder on Nexus and branching out to this community. 

I'm currently working on a mod to adding a playable "Holy Knight" and "Sword Saint" job for "The Lion War" mod for PSX version, however I'm having difficulty finding a tutorial and/or spreadsheet for this.  What would be most helpful here is a Sprite/Job/Skill correspondence spreadsheet document that identifies between programs within the "FFTPatcher".  Unless I'm misunderstanding how Sprites, Jobs, and Skills link together.  I need a total of 4 character slots to do this.  Also I don't understand what "Width" represents in "FFTactext.exe" nor do I understand how you add Job requirements, I noticed "Job Requirement" within the "FFTactext.exe" but I doubt it's as simple as that or is it?  Any help or guidance would be most appreciated.

One last thing is I'm not looking to profit from this in any way and once the project is done I will freely share it on this website as a ppf patch and open resource of the sprites I make for anyone to use as they wish.

You can't add any more generic jobs to the job wheel. TLW took advantage of the fact that Bards and Dancers were given separate locations to store data like learned abilities and JP, despite the fact that a unit can never have access to both jobs at once, and stacked Female DK on top of Male Bard and Male DK on top of Female Dancer.
  • Modding version: Other/Unknown

TheTrueKensei

Quote from: Nyzer on June 04, 2024, 10:13:50 pmYou can't add any more generic jobs to the job wheel. TLW took advantage of the fact that Bards and Dancers were given separate locations to store data like learned abilities and JP, despite the fact that a unit can never have access to both jobs at once, and stacked Female DK on top of Male Bard and Male DK on top of Female Dancer.

So you're saying the Job list has a limit?  I was aware of a unit limit but not a job limit, that's news to me.  That is disappointing, at the very least I wanted to have Holy Knight, Dark Knight, and Sword Saint job for cadets to job change into.

What jobs are replaceable without issues?

EDIT:
Also my questions still weren't answered, I still need a tutorial about jobs, skills, and so forth of how they all link together, and I still dunno what "Width" represents.  Help would be appreciated on that.
  • Modding version: PSX & WotL
~Kensei
  • Discord username: thetruekensei

ChuckyMclove

Is there any way to add or edit damage formulas? MA (y), PA (x) SP etc. I would like to know if there are any tutorials that explain anything about this, as I have not found any.
  • Modding version: PSX

Nyzer

Quote from: ChuckyMclove on September 02, 2024, 05:22:48 pmIs there any way to add or edit damage formulas? MA (y), PA (x) SP etc. I would like to know if there are any tutorials that explain anything about this, as I have not found any.

This falls under the category of ASM hacking.
  • Modding version: Other/Unknown

Raidus

 I'd like a tutorial on how to use ALMA 4 to make an item have a passive ability, for example, I'd like to make a rod with magic attack up. I've looked at the spreadsheet and I don't understand where I need to go.
  • Modding version: PSX & WotL

RetroTypes

Quote from: Raidus on September 24, 2024, 10:34:45 pmI'd like a tutorial on how to use ALMA 4 to make an item have a passive ability, for example, I'd like to make a rod with magic attack up. I've looked at the spreadsheet and I don't understand where I need to go.

Full tutorials for individual spreadsheet hacks, especially one that is known to be super buggy and not recommended for use, are unlikely to be made, sorry. Keep playing with it and see how far you can get, but other than that, you'd probably want to look at something like the Item Attribute spreadsheet hack to see if that can fit your needs, or start learning how to code the ASM yourself.
  • Modding version: PSX
  • Discord username: RetroTypes

Raidus

Quote from: RetroTypes on September 26, 2024, 05:00:09 amFull tutorials for individual spreadsheet hacks, especially one that is known to be super buggy and not recommended for use, are unlikely to be made, sorry. Keep playing with it and see how far you can get, but other than that, you'd probably want to look at something like the Item Attribute spreadsheet hack to see if that can fit your needs, or start learning how to code the ASM yourself.

Thank you for replying. Really, I think that if there was a safe way to do this, you who have more experience would have done it already.
Cheers!
  • Modding version: PSX & WotL