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Messages - darkskyx

1
Updated version v1.05. The .zip file will be updated in v1.1.
I'm gonna start working on version 1.1, let me know if you found any bugs.


Since I made changes to Reis mainly, let's hope everything is okay. The final new unit is also there, but it doesn't have any skills yet and you can get it temporarily in the last deep dungeon battle. Don't play that battle if you have reached it until v1.1 to fully get it. I also tought about making this unit a permanent Guest, because Guests make your total unit size go to +1.
One of my ideas was to remove one of the Dragons, but I couldn't. So instead I had to remove Reis (Dragon) and move it to Dark Dragon. This new unit will have another name instead Holy/Dark Dragon.
Another idea is that this new unit could help you in the deep dungeon, but it is a lot of work so I need to do it for later. Let's hope I can make it for v1.1 if I can.

v1.05 is the preparation patch for v1.1 so I can even upload another mini-patch like 1.06, but I prefer to just create the official release version. Let's hope everything is okay. I'll try to play the game a lot to see if there are any issues once I make the patch, with an official playthrough. I'll try to make sure everything works as intended for v1.1, so this means more time for testing.
2
Updated version v1.05. I'm gonna start working on version 1.1, let me know if you found any bugs.
3
Hey everyone, I'm back to make progress of my FFT hackmod. I'm gonna start soon to make version 1.1 possible, with all the text changes and the final balance changes.
First, I'm going to upload v1.05 as I had it almost finished. I'll test it and if everything's good, I'll upload it (maybe I'll add a few changes and that's it). I wanted to make this think earlier, but v1.04 was good enough and maybe a bit rough for the start, which was already fixed in v1.05.
Second of all, the idea from my last post I'm not sure if I'll do it soon because replacing units can be a lot of work and it would be for the lategame in a secondary mission that is the . But it can be a good idea to give the last skills I had in mind to a new recruitable unit. I'll try to work on it, even if that unit is not available - to make it available in the future.
Third, I'll also try to finish all the item text changes which is also a painful thing to do for the Spanish and English version.
And finally, I hope to finish everything I want and I just let unfinished some optional things. There's still the boss fight and the late game for balance purposes and I need to replay again the game to see if there's something wrong.
Oh... and I'll try to replay it recording it as an official walkthrough (gameplay). While I'm doing that official walkthrough, I'll try to see if there are minor issues to fix... and it is very possible that I can make a trailer, I liked the idea long ago but I need some time for it.

Once I release v1.1, then I may try other changes like text changes, a patch to increase difficulty or a final new unit like I told you. But I don't promise anything, since I'll feel like I'll have finished the project.

v1.1 will be the official TRUE release, so I have a lot to work on. Thank you for the wait, as this was my project in the lowest priority I had and I should have uploaded v1.05 months ago. The bad news is that I'm a little sick right now, so I can't work fully on it - so I'll need some days/weeks for v1.05 and then I'll hope to get better. My intention is to finish it ASAP once and for all so you can enjoy it without the early bugs. You can also wait to play a new game once I make v1.1, which is going to fix a lot of issues. Once I start, I'll try to work on it every day. Cya soon!

Edit: I found that the Zombie + Traitor control skill from Meliadoul gave me issues in one of the last bosses, and it was unintended. Since this skill is too much powerful and it can steal you units, I'm not sure if I should allow it. It is cool that I made it work but I'm not sure if I should allow to use it. I'll keep an eye on it and I'll try to change it for the next patch, maybe moving it to the final boss. It can be annoying I guess.
4
Quote from: JioCrestfall on November 01, 2023, 12:59:42 amHey I really want to try out this mod but I only get black screen when I boot it up in ppsspp (latest version as of posting this)

(edit: nvm i saw the files, sorry mb)
No problem, idk what would have been the issue. Maybe the bugfix version solved it for you?


By the way, I've been out of this project lately but my intention is to finish it. I've been playing other games and I've been busy with other projects.
Version 1.05 was almost finished but I wanted to work a little more into it. If I have some free time I'll finish it.

And the issue with wrong names when you start a game will be fixed in v1.1. To fix it, start a vanilla game, do 1 or 2 fights and then apply my hackmod.
5
I suspect this also can be amazing in the map creation aspect. Just look at this! I can see new games using AI art lol. But I'm not sure it if can be used for FFT. An example:
6


PSX Final Fantasy Tactics Dissidia 013 (Tredecim)

I recently talked to @djroomba to fix his PSX hackmod and I archieved it. Since I'm already in a project only by myself, I'm asking for help. He gave me permission to modify everything as I wish and I have all the files. This project feels like a beta and since I saw it I wanted to make it better.
This should be a BIG project. All the sprites from this Dissidia 013 (Tredecim) hackmod are variations of the sprites and some of them are very unique.

I want to expand the idea of this hackmod and truly make it memorable. New events, new battles and many more things.



This is his the topic of the hackmod. But I prefer you ask everything here. If I got some people I can start helping. I'm not going to finish that hackmod alone. I can offer all my experience from years of working on my hackmod, what can you offer?

Please, tell me if you want to help, your abilities in the hackmod creation and if you already have worked in another project.

If you have any doubts you can PM me, feel free to do it. Add me to my discord if you want, but I rarely use it since it is my 2nd account.

-

Basically I'd say we need:

1) ASMers (I think I can get around it with some help, so 1 people with some experience would do the trick)
2) Event Editors (1 or 2 people for this minimum, I'm not good at it - but I know how to use the tools in a basic way)
3) Balance/Mechanics (This is really necessary. I aim even for people without experience making mods but with good ideas. A good balancing is a lot of work. I'd say 3-5 people and maybe a Discord would be necessary so random people can give us ideas.)
4) Spriters (Sprites are less required since this project already has a good amount, but a decent spriter that fixes sprites and could do a few more would be required for this. I'm not good at sprites... duh.)
5) Graphic Editors (Fixing animations is important. I'm actually researching into fixing animations with AI. If it works, then maybe you wouldn't require experience at all, just knowledge with AI models/tools)
6) Writers (I can help for this since I am a writer myself, but it would depend on the scale of the project. I'd say 3 people.)
7) Testers (Once the game is good enough, beta testers will be required. I'm not sure how much people.)

I'd be the project leader. This is a project that maybe won't be done due to the number of people I need. And that's why I am basically asking for A LOT of help.
7
Download in my comment above, I also fixed it today. @Aelyat @Feuholden @valius333 get noticed. Thanks to @djroomba for his help.

I was interesed in this hackmod for the sprites so I fixed it the wrong patch myself. It looks like the story events are not changed and the animations are wrong due to the replacement of characters. The models also get a little corrupted, with some black pixels sometimes. I'm not sure what causes this, maybe I need to play it in Retroarch or another emulator instead ePSXe, but it looks pretty buggy.

Edit: Wow... I also managed to also fix this "corrupted" issue. Just rename your .BIN file into a .IMG file. You can keep it at a .IMG file to play. I will also update again the files. I'll show a image as a proof that it works, even if it an outdated image (because it had visual bugs with the first method I tried) here:
8
Quote from: jalovitrue on August 31, 2023, 04:27:45 amAhh I see, yeah I was trying to find the most relatable jobs for my unique sprites, like a Samurai for Sephiroth (the katana), I was trying to do a FF7 theme.
All that you mentioned... seem like more hassle than it's worth, so I guess a few black sprites for ordinary job is alright, I guess...
Maybe you want to play a hackmod with a lot of FF characters instead doing it yourself. I recently fixed a hackmod of some user who precisely did that. If you want to play that kind of hackmod, check the next link. I'm not sure if that project is finished but here you have the link https://ffhacktics.com/smf/index.php?topic=12287.msg232599#msg232599
9
War of the Lions Hacking / Re: Valhalla Editor
August 28, 2023, 08:42:04 pm
Quote from: zkl on December 10, 2022, 05:59:45 pmWhat should I do if I only want to add multiplayer-only items to poaching? I have been following that part of the guide and the items in Poacher's Den still only sell what I set in FFTPatcher. Idk if I missed something or the program just doesn't apply the patch.

This is a hackrom with a lot of ASM hacks for the PSP made by Tzepish                                                             
https://www.romhacking.net/hacks/916/  or https://ffhacktics.com/smf/index.php?topic=12993.0

You should use it if you want ASM hacks for the PSP version, even if it has other balance changes. I'd just re-apply vanilla version with FFTPatcher if you want only ASM hacks, but what are you asking I think it is just a balance change. If you only want that, the best advice I could say it is: Use that hackrom with FFTPatcher and create it yourself from a vanilla ISO looking to both at the same time while you create the new changes.

But you may also want to try this PSX hackmod that adds content of WoTL https://ffhacktics.com/smf/index.php?topic=12767.0
10
Quote from: jalovitrue on August 20, 2023, 04:29:03 amHi, sorry to post so late about the topic, I just learned this yesterday and successfully modded the sprite of 8 jobs.

My problem is, when I opened a job in Sprites tab, there's a red text saying it shares an SPR with some other models. Let's just say Male Knight. I modified the obvious choice which is 64, and since it is shared with 3D Male Knight, the 3D also changed (I changed it to Zack sprite).

In game, it successfully shows Zack in roster and battle. Now here's the problem, the generic enemy Male Knights are also changed into Zack, but all black! I haven't gotten too far into the game, so I just encountered only 2 of the 8 jobs I modded, which is Male Knight and Female Summoner.

How do I remove this problem? Did I mod the wrong number, or are there extra steps needed for numbers that are shared between numerous jobs?

If you modify for example a Knight of course enemies will become new units of that character, because you are modifying generic units!!! If you want to create a unique character, don't use generic characters.
You need to modify UNIQUE units to basically delete those from the game (you can move those units elsewhere to create space in another spritesheet).
In the PSP version I recommend Olan (so simple to be changed), Valmafra, Argath-Deathknight-, Archaic Demon (for a monster). Also I'm trying to modify Holy Dragon (it is a normal Dragon) to put there Archaic Demon and I'm not sure about Serpentarius, since it is a boss, but you can technically use it as you can have it in the formation. There are other units like Simon that appear in cutscenes. In the PSP is not simple to modify units since ASM hacks are not made for that version. The most important thing is having those units in the formation.
If you modify units like Goltanna, Simon... keep in mind that you will have wrong cutscenes so you need to modify those cutscenes with new text and new animations or your scene will look wrong. And don't forget that if you remove units you will basically need to modify events too (ENTD mainly).
And technically you can, for example, remove guests sprites, but again... PSP limitations. You'll end up with a wrong portrait or something like that and in the ENTD editing you won't have it easy to link your unit there.

This is included in my post about FAQ for WoTL hacking: https://ffhacktics.com/smf/index.php?topic=12942.0
11
About a new unit:
I wanted to include Red XIII but it doesn't have full animations. Also, I don't know what skills that unit should have. I was thinking about replacing that unit with Byblos but it shares palettes with Apanda.

Since I have 1 monster left (Dragon) I had the following idea:

Convert the unit of the following image into a unit that will be a REAL Dragon Knight. This Dragon will use the powers of the universe, with space-like skills visually. I saw some and it would be great to use. I'd need to find more skills to modify but it is a good final addition.

I'd have to modify an usable monster like Archaic Demon. Maybe I lose Archaic Demon portrait in the process but maybe I can ask for help for that.

I don't know about the name... I need a good name for his Job. Cosmos/Celestial Knight maybe? I can make his name to be random.

Edit: Also, I can try something: Since Elidibus (Boss from Midlight's Deep) is a unit that can be recruitable and also it is on UNIT.BIN... I can try to make it join the party. If it works I'll let you know. I could also make this unit to be that "Celestial" unit.

Let me know if you like the idea. (Sprite by Conman)
12
News: Red XII replacing Byblos has been cancelled. I think I'll add another unit as a monster instead even if I like Red XIII. It'll make more sense in the gameplay aspect.

Quote from: Remigod on August 10, 2023, 02:23:02 pmOk what I'm sayin is that in the desert the trap doesn't work for sum reason I stepped all over the desert and didn't "delevel"

Edit: I will b giving this patch a try later today.
I'll try to give it a view. I read something about it in forums and people said it may fail. Try it with Teleport at max range. If it still fails I can put again the skill to lvl down a unit, but I don't want that skill to be used in battles by monsters so I think it I can add it to Squids again as a skill for Beastmasters.

Edit: Done. You'll have it in v1.05 as a beastmaster ability for all Squids.

I might also add it into a new monster I want to create to be recruitable, but I think it'll come in the dark dungeon in v1.1.
13
Quote from: Remigod on August 09, 2023, 03:43:35 pmhttps://gamefaqs.gamespot.com/boards/937312-final-fantasy-tactics-the-war-of-the-lions/41259729

Source: Google

If your question is about the late game, I didn't reach that point yet so it is not balanced.
Mindflayer doesn't have the skill to lvl down a unit because I wanted to create more skills.
I didn't know about Degenerator trap, but it works as vanilla if that's your question.
I didn't balance the late game and some monsters are pretty easy to beat. I still need to replay the early game and the final boss. Then we can talk about how to balance certain things, because I need to revise the stats of everything again.

This is the only patch I'd use if I wanted to modify a little the functionality of PSP version: https://www.romhacking.net/hacks/916/
I tried to use Valhalla and I have no idea how to do it and the lack of information about it makes it worse.

If you have any change that you'd want to see, feel free to tell me a change. Example: "These monsters are pretty easy", "This growth is pretty bad or too OP"... To be honest I don't care at all about late game like some people do but I will try to test it anyway in the future with a saved file from another user.
14
Quote from: Remigod on August 08, 2023, 01:37:22 amCan you over level and still enjoy ? And what about the degenator method is that patched?

I'm not sure what you are talking about, but this is a PSP hackmod and therefore is very hard to modify or add code into it.
Including new code in the game is called ASM. Here's a good topic about it: https://ffhacktics.com/smf/index.php?topic=11535.0
I'm not sure what are you calling "degenerator" but here's a topic I found about it: https://ffhacktics.com/smf/index.php?topic=774.0

This is a big project by 1 person with the limitations of PSP hackmoding. It is not possible to add new functionalities.
15
Version 1.04 fixed for the first cinematic, now you can battle. I think v1.03 was also wrong so I won't upload it.
Even now I still recommend to play the first fight in vanilla, as it will fix the japanese name bug from the upcoming units.

Quote from: lhsgenx42 on July 23, 2023, 07:21:24 amThe game freezes on me after Agrias leaves the church at the beginning scene of the game. I used a CLEAN EUR ISO and patched it with ppfomatic using patch 1.04. Can you help troubleshoot this?

I revised and fixed it with the old vanilla file event. The issue was what I explained in my last message. I can explain the issue: I tried to put Vincent name there for the event but since the actual intern text doesn't have Vincent name anywhere... That's how the freeze happened.
I need to fix the intern text in v.1.1 and then I think I can make the event work with new text for Vincent; so that's what I think I am going to do soon once I finish all the hotfixes after this summer. So the text changes for events will come after v1.1, sadly.

News about updates: I'll also try to fix all animations too but for the moment I fixed Vincent's first animation, but I'll move it for v1.05 as I don't want more issues. I think I am moving to patch v1.1 after v1.05. I'll see if everything feels right for the early game after some playthrough. I am going to play a little this August and maybe I will do changes to the last boss fight, so all the changes for that patch will be those. With the upcoming version 1.1 I hope to finish the project in a good way. Animations and text changes for events will come. And after that, I can make some minor changes for balance (like monsters stats). I am not sure if I will make a harder mode.
16
Quote from: Shadow_Waters on July 27, 2023, 11:28:48 pmtried out your patch. got a clean Iso i've ran for years replaying the game. Used ppfomatic as well to patch with v1.04. This is what occurs for me:

bugs:
1. Paladin/Squire Radd/Ladd, colors on Radd/Ladd in the opening scene change when he kneels to original squire.
2. Vincent (Simon) changes back to Simon to catch the knight in first scene.
3. Agrias runs out to see what has happened from there the game freezes never to continue.

Other info:
other dialogue is missing from this opening scene. (I'm not sure if this is on purpose or a bug but I'll make note of it here.)
All animations are wrong and I need to fix each one since I changed a lot of units. That's a thing I will try to fix in v1.1+ as well as some other bugs I keep finding.

That freeze also happened to me while fixing the animations but I though I fixed it. It seems like I shared to you the wrong version of my ISO. Basically I had two, one test with changed text and one that was working good but didn't have all balance changes. It was my fault, I tested it before sharing it and it was great but it looks like I did something wrong. Vincent (Simon) animation was fixed in my patch.

I think it was because I had issues with the newest version for FFTPatcher, that destroyed some of my ISOs and that's why I had more bugs lately. I'll try to fix it ASAP.

The issue is that I'm actually on my holidays so I can't do any changes or put here version 1.03 for all of you that have that bug. Give me a little more than a week more and I'll try to fix it in the following weeks.

Sorry for those who can't play a new game as it is. I'll update the zip when I can, I will also share v1.03 again. As I keep constantly changing the ISO this kind of bugs can happen.

As this issue happened, I'll change my patching routine from now on to keep an older version for anyone that may have problems with the new version. As this issue happened the zip file will be changed to v1.03, I guess...

For the time being, to fix this issue you can try to play my patch with another saved game. Try to play vanilla version, save after that first battle and then play my patch. You can also try to install Spanish version for that first battle but I don't recommend it to you. Just play Vanilla.
17
I'm still on my holidays and while testing the game I found a huge bug so I had to say this:
This thing can break the game (not literally). If you use Divine Arts as a secondary ability you can use all the skills without buying any.
I'm not sure what makes this bug possible but not a single person reported it to me. I need some weeks to be able to fix it while I test it (because I don't have my PC). For the moment, do not try to abuse it.

I think I may know what is causing this bug, as some options are coded for monsters and the other one for humans and as I used Divine Art in a monster slot I think that it is causing that bug. I can make some temporary adjustments but it will be fixed in one of the next patches. Edit: I tested it and I fixed the bug. It shouldn't have worked this way but it did. I used Celia/Lette unused skillsets to fix it.

Edit: I'll working on v1.05 while I'm on my holidays as I have a laptop and I'm fixing all kind of issues I see. I guess I'll end it once I go to my home again.
18
New update. New skills.
+1 skill for Mustadio (poison AoE for late game). +2 skills for Paladin.
Melia's Cursed Reconstruction was fixed and now it's the most broken and expensive skill in the game. You can basically recruit every unit. If you like it this way I can keep it. I can try to balance/modify it and make it a dance/pray skill.

There are a few skills I may add in the game that are still ideas:
A heal with an status effect. I think it will be % HP.
Experimental: A massive AoE heal that can be random heal and also can have status effect.
A new dance skill.
A skill that uses Embrace effect (red visuals)

But I only have a few spaces for skills left (like 2).

Let me know your toughts in my "Completed hackmod" post. Please update your game with a new clear ISO.

I know I said I wouldn't add everything into a .zip but people are still downloading v1.01 and it is not the best version. I've added a .zip with all the balance changes and removed the rest of patches.

Keep in mind I'll try to fix everything wrong in v1.1, including all in-game text. In fact, v1.1 must feel like the final version. From there, I can start making little balance changes.
19
Spriting / darkskyx's Sprite Palettes
June 22, 2023, 12:08:06 am
Here's my collection of palettes that I edited from vanilla. Free to use for anyone.

Since I don't want to share other sprites by other uses as mine (even if I edited those), you can check out my project in which I modified some and I used other as it is. Link: https://ffhacktics.com/smf/index.php?topic=12687.0

P.S: I'm looking for Delita (all chapters) with a whiter face. I tried his sprite but it looks hard to edit. Can anyone do it for me? It's not an easy sprite to edit.
20
Help! / Actual replaceable monsters?
June 21, 2023, 10:59:28 pm
This may look like dumb questions but I didn't see it in the forum. There are many questions about dummied human units but none about dummied monsters that you can easily change without losing content.

I started to look sprites into Shishi and I saw 2 dragons. I watched the sprites and the palettes and everything is the same. Why is it like this?

I also saw that Bremondt uses another dragon but the sprite is a little different. And also I think it is coded as human because he uses skills. So maybe he is not a good option to be changed.

Now I ask myself... Can we use another unit (like an NPC) to be used as a monster or new boss? There is a list of hardcoded units? Those are the questions I ask myself. I prefer to ask before testing like a madman. I'm using the PSP version, btw.

Oh, and can we replace sprites number 00, 9B, 9C, 9D, 9E? Are those sprites really used for anything? Because it just looks like a black screen. And I don't mean as a unit you can use, since you can replace another usable unit. I mean if you could use those spaces as a way to add unobtainable new monsters/bosses there.
Edit: Nevermind... I found this comment on the FFTPatcher post: "These are blank and unusable with a size of 0 unless ISO is expanded."
Edit2: I'll try to replace Holy Dragon that is using an unused Dragon, by also swapping it with another monster so it could be used in your party.