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April 27, 2024, 11:06:55 am

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Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


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Messages - Bladegrasp1997

61
Not porting, remaking it all together from scratch. I know it's not a short term project. The engine has existing python scripts as well as others that can be imported to try what I have in mind. There are many "homemade games" that have been made by one person for this engine including a number of turn based rpg's. The 3D aspect of this(models,level design,animations) will be the easy part since I am already familiar with working in that area. I say "main obstacle" because I'm still learning the basic functions of C++ and other coding used for games. I don't see you as crapping on my hopes at all but as giving realistic and useful advice. Even if it doesn't work, I still figure the knowledge gained would be useful for future projects or at the very least I can say I tried.   
62
Possible game engine. Main obstacle would be coding. Still looking into python and c++ to see if it could be used to implement a turn based battle system in Blender.
https://www.youtube.com/watch?v=sENyBeweaUc
63
Help! / Re: Chain weapons for ninja's?
August 09, 2015, 11:02:10 pm
Thanks
64
Help! / Re: Chain weapons for ninja's?
August 08, 2015, 06:21:20 pm
Would all 16 areas of the weapon effect palette need to be edited in the same area based on the weapon replaced or just one specific color scheme? If just one set needs to be edited, would it be possible to add a custom weapon effect for every section based on the weapon you are trying to create?
65
Help! / Re: Chain weapons for ninja's?
August 08, 2015, 11:07:20 am
Looks awesome man, I hope it works. I'm still trying to learn how to add stuff to the game.
66
Help! / Chain weapons for ninja's?
July 26, 2015, 07:39:35 pm
I've seen how weapons can be edited to have certain attributes and skills. Just wanted to know if it's possible to add new weapon types. Seeming how the polearms and fabrics have a 2 panel range, would it be possible to add chain weapons for ninja's that have the same 2 panel range? Or maybe even for the Masamune? I edited a portion of the weapons palette to show what I had in mind. Here's what I have zoomed in.
67
I have a little knowledge of Visual C++ and I'm still learning as I go along(Though it mainly deals with character animations). I will try Game Maker. I really appreciate the advice, Thanks.
68
Thank you ;), I had no idea where to begin after finding a way to edit the files. I figured it would take me way longer to figure out what needed to be done. Are there any tutorials on editing or redrawing the maps? Front Mission 3 already uses 3d models for cut scenes so there might not be that much coding work. I already know a coder who might be able to work with the engine. And I'm already pretty good at animations, I might even be able to use the wanzer animations from the game.
69
I may have found a way. This may apply to all ps1 games in general.
http://www.theisozone.com/downloads/playstation/tools/ps1-psx-hack-tools-v20/

BootEdit v2.0b------------------ change the standard logo on the boot screen
CDmage v1.02 -------------------- Working with images without rebuilding
SONY CD-ROM Generator v1.3 ------ Official utility from SONY to create PSX STR-XA discs (need to create ccs files)
Revenge Of StripISO v1.04------- A set of tools for creating PSX-XA RAW (. Bin \. Cue) images of ccs files
CDGenPS2 v3.0------------------- Utility to create a standard iso 2048 PSX \ PS2 homebrew images (no STR \ XA)
CD Image Converter v1.1--------- Program for conversion "curves" of images in RAW PSX-XA
ECCRegen v1.41------------------ utility to regenerate the EDC \ ECC zones PSX images
ePSXe v1.7---------------------- The most common PSX emulator
ePSXeRUS v1.7------------------- Same as ePSXe. Russifitsirovanaya version
ePSXeCutor v1.06---------------- Utility to configure the emulator ePSXe
GRIDFIX v1.0-------------------- Utility for licensing RAW PSX images
Movie Converter v3.4------------ converter AVI \ WAV to STR \ XA and vice versa
Movpack v1.6e------------------- wrapping multi-channel STR \ XA
Munch v1.0---------------------- PSX disassembler
PATCH-IT v2.01------------------ Patching way to work on the console
Pcsx v1.0----------------------- PSX Emulator with trasirovkoy code
PocketISO v2.0------------------ utility for compressing images
PPF-O-Matic v3.0---------------- utility for patching images
PSIcture v1.01------------------ utility to view \ convert images PSX
PSmplay v0.4-------------------- Media Player with the disc PSX
PSound v1.0--------------------- audio player with CDs PSX
PSx CD-Gen v1.5.4--------------- Program for creating images PSX. Analogue CDGENPS2
PSXeven v0.17b------------------ A good PSX emulator
pSX v1.13----------------------- Great emulsion PSX
PSX Game Edit v1.60------------- utility for virtual memory cards
PSX Large Data Ripper v1.04----- Program for ripping games
RSDTOOL v0.8b------------------- Utility to work with RSD files
TIMTOOL v3.0-------------------- Utility to work with TIM files
TIMUTIL v1.36pe----------------- utility to convert BMP to TIM and vice versa
Timviewer v1.03b---------------- Excellent program for pulling out and inserting graphics TIM from any files
Vabtool v0.3-------------------- Editor sound VAB \ SEQ files
VirtualDub v1.8.8--------------- Driving in uncompressed AVI AVI Movie Converter for program
XB Value Calculator v1.3-------- utility to calculate the value of scan code joystick PSX \ N64
70
Like I said, I don't know much about the games coding or formats. I'm just trying to find a starting point. Thank you for taking the time to explain these things to me and letting me know how complicated something like this will be.
71
I'm sorry :|, I don't really know too much about coding and figured someone with more knowledge than myself would know if the files could be unpacked and edited. Good analogies, I had no idea that the coding for both games was so different. I figured since they were both made by square enix and have the same basic battle system that there might be some similarities. If I were to upload the files somewhere would you or maybe someone else be willing to take a look at the coding to see if anything can be done? If not, would a hex editor be useful? I've tried various extractors and modding tools but I cannot seem to open any of the files. As I've stated before I know very little about coding and would just like to see what (if anything) could be done.
72
I was able to get a copy digital copy of front mission 3 and managed to convert it to an ISO. I noticed that the majority of the files BIN. Is this the same file type that FFT uses? If so, would someone be willing to point me in the right direction in showing me how to edit these files?
73
Thanks, I've tried finding a Front mission 3/Front mission 4 mod to port them to since they have a similar game engine. But so far I've had no luck, I even tried to find a Gladius mod but there is none. For now I'm looking into finding a coder who would know how to start with editing files for those three games, if not I've heard Unity is a good engine to try and make something like this.
74
Still trying.
75
New Project Ideas / Re: FFT Ragnarok
June 13, 2015, 12:31:37 pm
Yes sir ;)
76
New Project Ideas / Re: FFT Ragnarok
June 13, 2015, 09:42:12 am
Are you planning on using 3d models like in Ragnorak 2?
77
Full model not yet textured yet.
78
What about converting the 3d models to png? Would something like this work?
79
What about porting it to a similar ps1 game? I would suggest front mission 3 because it already uses 3d characters and has the same turn based battle system. Problem is I have no idea how to edit the game files or extract them. If not another ps1 game, I have some experience with visual c++ would that be a good engine for what I'm trying to do? I don't know which mod, but it had new jobs and characters I have never seen before.
80
I'm sorry, I meant main character models(ramza,delita,gafgarion,jobs,etc). I took the picture awhile back and used it because it was the only pic available to show what kind of models I had in mind. I hope it wasn't against forum rules. If you need help in the effects department I would like to see what could be done. I'm not talking about high poly models with tons of detail, i was thinking of something like the ones in ff7. Would the ps1 engine be able to handle low poly models such as those? Would you mind if I at least tried it out? If not for ps1, what about PC?