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Messages - Zozma

4701
PSX FFT Hacking /
February 11, 2008, 11:34:08 pm
but really... if anyone had the patience to fully animate that sprite or Kahnbabrif for that matter, would be awesome :D
4702
Spriting /
February 11, 2008, 11:28:09 pm
ahh about the testing, i have tested this with Teta who is basically like one of the townspeople in that adding anything past the portrait seems to make it say the file is too big.... however i do not use cd mage therefore it doesn't ask me to truncate it either.... still the time i did use cd mage and put alma over teta it seemed to lack the said animations after the truncation when tested in game....

also inputting the palette option would be awesome in the sense that it would cut the time it takes to edit the portraits... i think it would be a great idea anyway. 8)
4703
Spriting /
February 11, 2008, 02:22:18 pm
the program is great! it looks like there isnt really space to add in the empty stuff for the characters that never had it like the generic towns people but you can take their sprite and apply it to one that has enough space for full animation.

Quote from: "Zodiac"Almost perfect!

All there is left to do is to add a check for the portrait and use corresponding portrait palette instead.

Think of it, it's pretty simple to do, and we'll be able to edit portraits easily too as they don't share the same color at all. It's hard to edit portarits with the sprite's color.

at the least one thing that would be very helpful and save alot of sprite edit time would be to make it so you can extract a .bmp file based on which palette you've selected. as it is now no mater what palette you're on it extracts from the default 16 colors.
4704
PSX FFT Hacking /
February 10, 2008, 10:46:10 am
to quickly answer your question.
elgdibs is one of the sprites that only exist in the event character file.

like aeris, not technically a sprite at all just a set of minimum images used before he "transforms" into serpentarius.
4705
PSX FFT Hacking /
February 07, 2008, 08:10:43 pm
yeah the special graphics you only see once per game are also the coolest ones :D. i think if you were able to see the numbers when healed the timing of the character getting back up wouldn't seem off.

i think its great how easy this all has been made for us now. the hardest part was opening a hex editor and shortening "Spell Absorb" into "Osmose" so that "Revive" would fit in the blank spot. and that was easy too, just takes time.

By the way, i was trying to make Mustadeo's "snipe" skills look cooler... so i took veleus petrify skill "Seal" wich looks like a red ring closing in on the character. i think it is perfect. its simple yet more flashy than just a normal gunshot... only problem is when he does it its as if the game trys to apply the  effect of the skill twice i tried to leg aim a character and they dodged twice and it said missed twice... so weird... i don't understand.

some more information: i notice that in the psp version the black and blue small bomb skills have been taken out (i saw the blue bomb use the red version of small bomb) for the psx version if you do the same, you can easily create new sword skills with the sword slash animation and all.
blue and black small bomb skills located near the ja magics skills.
4706
PSX FFT Hacking /
February 06, 2008, 09:28:34 pm
ahh okay heres a recording of my spell. I even managed to add the name Revive to the empty space by shortening the name of the nearby spell "Spell Absorb" to "Osmose"

see it faces a specific direction when cast and it will NOT turn the screen if there had been a wall there u wouldnt be able to see it. still it looks awesome, cant say no to keeping the effect there.

also about those pre cast animations being contained in the effects too im not too sure... i can assign this same effect to one of the blank skills beneath the parasite skill and instead of showing the magic energy collect, they just look like their charging like an archer, and then raise their hands thats it.

http://i140.photobucket.com/player.swf? ... evive2.flv
4707
PSX FFT Hacking /
February 06, 2008, 08:45:04 pm
sigh i seem to have forgotten how to record stuff with epsx lol.... oh well

anyway another thing im wondering is if its any easier to change the pre casting animation of a skill/spell. u know what i mean? weather they slash their sword first, or the magic energy collects over their heads, or dance or sing, etc...
4708
PSX FFT Hacking /
February 05, 2008, 10:05:39 pm
So i created a new spell for the holy magic skillset, the blank skill just below "meteor", using the scorpio revive gfx. it looks great of course despite the fact that if there is a wall in the way it wont rotate the screen auto to show the gfx. anyway there is something else...

it does everything its supposed to but it doesnt show the number of hp healed, if it misses it doesn't show that "missed" or "guarded" either.. hmm...
4709
Spriting /
February 02, 2008, 07:23:43 pm
a fully decompressed sprite, and able to be re inserted into the game.. thats a dream come true for me lol...
4710
PSX FFT Hacking /
February 01, 2008, 05:24:56 pm
thanks for the info i didnt realize 1.92 was there :D ill give this a try

wow this is awesome! by the way it appears the type of skill animation is found elsewhere examples the energy collecting over a casters head, slashing a sword before a sword skill, etc.

for the values after parasite they look like they are charging if there is a ct, and then just raise their hands. but you can take monster skills like ulmaguest or mimic titan or whatever that was (you know how they throw out a glitchy knife or some broken animation if a human uses them?) well not if the grafic is from one of those slots. (the last blank before "potion" is actually attack)

haha muramasa without drawing out a katana thats awesome too...

i tested out some of the effects, all of the zodiac demon flashes, and explosions work perfectly as long as you use the proper range and effect radius. the two zodiac revive effects work fine too, however if you are, for example, on the side of a hill it might not rotate the screen so you dont always get a good view of the spell.

at any rate this is great, just need to be able to play around with text now
4711
PSX FFT Hacking /
January 31, 2008, 05:44:36 pm
the new spells im referring to would simply be to assign a pre existing gfx to an empty slot of data to create a new skill.

example: take the blank ability that comes after the "parasite" skill.
giving it status is easy fft patcher gives you everything you need to make it do what you want BUT what id like to do is maybe assign fire 1's effect (just example) so that my new skill looks just like fire 1.

to go on further... another thing i have never seen or heard mention of is the type of skill it looks like when you cast it. (you know, the energy that collects over your head when you cast a magic spell, or the glowing green orbs that circle you when you cast a summons, or when a character swings a sword to use a sword skill. )

being able to take the effects like the red revive spell from the zodiac stone also would be great for creating a new skill since you never really get to see the effect more than once in game.
4712
Archives /
January 31, 2008, 05:36:17 pm
"moldball" virus?
maybe Morbol virus? doesn't it turn the unit into a morbol?
4713
Hacking/Patching Tools /
January 31, 2008, 04:54:11 pm
i hope the program i put there has helped, cd mage sounds like a pain based on a few posts ive read..
4714
Hacking/Patching Tools /
January 31, 2008, 04:44:10 pm
ahh by the way (unrelated except for missing bytes) in the psx version

0 6 80 FE 0
0 C 0 0 8
0 0 4 0

the red one seems to have something to do with the character id. in this example the C represents the value 0C which is ovelia. these are the values for Ovelia at Zirekile Falls. also as you can see the direction value (in blue) throws me off here.
4715
Archives /
January 23, 2008, 09:59:43 pm
yeah i figured as much, still.. if it ever does become available i think itll be a fine idea.
4716
Spriting /
January 22, 2008, 02:50:48 am
blue choco! he can use Blizzard in addition to choco attack and choco esuna
4717
PSX FFT Hacking / New spells...
January 21, 2008, 09:59:07 pm
so given only the available gfx from the game, what spells would you add to the game?

i would REALLY like to find a way to take the leviathan spell minus the leviathan picture and make and make a spell like "Flood" to go with the dimension magic skillset of Quake, Melt, Tornado

i think its tacky that a water spell is missing... well anyway that would be MY first project if i could find a way to do it without destroying the skill leviathan.
4718
Archives /
January 21, 2008, 09:52:37 pm
suggestions? i didnt read everything here but what about a magic sword other than the temple knights juiced up oracle skills?

physical attack combined with the elemental magics like firesword, ice sword etc... would it be possible to create those skills with the existing gfx we have at hand and still show the sword slash animation as well?
4719
Archives /
January 21, 2008, 09:41:34 pm
about the fft patcher, in the bottom of the ENTD editing menu theres a section for unknown values in 3 rows... on the first row 3rd from the left
is the value for which direction the character is facing on the map! i assume its 0-3 since there are 4 directions to face. maybe you guys already knew that but i thought id post it anyway.
4720
Archives /
January 21, 2008, 09:26:31 pm
oracle is definately better for that but what needs to be worked on is "ying-yang magic" i dont think that fits a status mage at all. but what could you rename it to?