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December 13, 2024, 12:03:39 am

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Topics - FlamingZelda

1
Help! / Can FFhackticks display gifs?
February 14, 2023, 10:30:33 pm
Title.

Can I display a gif in my post and if so how.
2
FFTA/FFTA2 Hacking / FFTA: A Shattered Dream (1.0)
February 11, 2023, 08:57:45 am
Intro
Final Fantasy Tactics Advance: A Shattered Dream is a full game mod for Final Fantasy Tactics Advance.

Key Features:
- Level cap changed from 50 to 30
- Enemies autolevel to match your clan's level (Clan's strongest unit's level - 1 + rng(0-2))
- Mp gained per turn is [maxmp]/8 +2
- AP costs are reduced (100 -> 100, 200 -> 150, 300 -> 200, 800 -> 400)
- Shop prices are increased, gil rewards from missions are reduced
- Beastmaster, Morpher, and Nu Mou Time Mage jobs are replaced with Nu mou Animist, Shaman, and Astrologer.
- Base stats are based on race, growths are based on job
- Speed is affected by your equipped weapon type
- Each element type has a different effect:
    Fire - Strong against warrior type jobs
    Lightning - Strong against rogue type jobs
    Ice - Strong against mage type jobs
    Water - Strong against basic jobs
    Wind - Strong against advanced jobs
    Earth - Strong against the five main races
    Dark & Poison - Strong against healers, heals undead
    Holy - Strong against undead, heals holy jobs
- Adjusted lawsets and reduced penalties for breaking laws (No more Equipment Fine or Stat Down)
- Rebalanced every Item, Job, and Ability in the game
- Reduced the number of mission items
- Reduced the length of several extremely complex mission chains
- Reworked every enemy formation except wandering enemy clans
- Reworked totema and combo abilities
- A whole bunch of other stuff

Explanation:
I made this hack because I liked FFTA as a kid, but found the second half to be very disappointing. I've taken inspiration from FFT, FFTA2, and the Fire Emblem series in my reworks. The goal was to create something which feels like vanilla ffta but progresses into a higher echelon of power and epicness than the original.

Testimonials from my playtesters: (These are paraphrased)
"Wait, what did you even change?"
"I was surprised how much everything felt like the original."
"Wait that was part of your hack? I thought that was from the original game!"

Screenshots
(I wanted to post gifs of epic boss fights and cool abilities, but mgba kept crashing so here are some screenshots of casual gameplay instead)
Final Fantasy Tactics Advance A Shattered Dream-12.png
Final Fantasy Tactics Advance A Shattered Dream-15.png
Final Fantasy Tactics Advance A Shattered Dream-16.png
Final Fantasy Tactics Advance A Shattered Dream-3.png
Final Fantasy Tactics Advance A Shattered Dream-6.png
Final Fantasy Tactics Advance A Shattered Dream-14.png
Final Fantasy Tactics Advance A Shattered Dream-5.png
Final Fantasy Tactics Advance A Shattered Dream-13.png
Final Fantasy Tactics Advance A Shattered Dream-7.png
Final Fantasy Tactics Advance A Shattered Dream-22.png
Final Fantasy Tactics Advance A Shattered Dream-27.png
Final Fantasy Tactics Advance A Shattered Dream-24.png
Final Fantasy Tactics Advance A Shattered Dream-35.png
Final Fantasy Tactics Advance A Shattered Dream-63.png

Downloads
Hacktics won't allow me to attach any more files, so either go to post 2 or my discord for downloads.

Credits
Darthatron (FFTA All In One Editor v0.7)
bcrobert (FFTA Nightmare Modules v19)
Hextator (Nightmare 2)
Victotem (FFTA TextEditor)

Bluhen
Dck
ScarletMagi
Leonarth
Darthatron
Mohawkjoe
Aya
Ninjapenguin

Discord
https://discord.gg/CCuQz9n5dQ

11-2-2024 - A few weeks after my progress was deleted I found a random game file from December 2023. This was enough work regained for me to pick up work on the project again. I've been making progress at an extremely fast pace. I'm currently trying to get the next version ready for release in the next few months.

- Hey all. Wrote a paragraph explaining the situation but then it got deleted. The short version is I lost the romfile for this project. The last saved version (September 2023) is on my discord server. I've lost so much work though that I've decided to let this project die. Feel free to use and edit as you wish. Sorry you guys couldn't get see the final version (It was really cool).

- The project is currently on hiatus. I am very slowly making progress on this between other things. I will hopefully have the next version out sometime before February of next year. Making a full game hack for FFTA is a very large and time consuming process. I hope you will be patient and understanding in waiting for the completed game.

Intro
Final Fantasy Tactics Advance: a Shattered Dream (FFTA:SD) is a rebalance mod for FFTA. I began the conceptual work on this mod February of 2019 and began making edits June/July of 2020. The mod is now over 90% complete. I had initially intended to release this mod in its completed form, however I believe there is room for more playtesting and a few bugfixes before the mod is truly considered complete. I will edit this post (and the title) when it is time for the official release.

A word on design philosophy
FFTA:SD seeks to remain faithful to the original FFTA's unique design and identity. For this reason I have forgone making changes which could hurt the game's structural identity. This means controversial mechanics like the law, JP, and AP systems are in full effect. While it would be easy to remove these, FFTA is one of the only TRPGs with these systems and I feel they are necessary for the authentic FFTA experience.
There are a couple places where I chose to go against FFTA's natural design, these will be underlined when they come up.

Key Features

- Max level is set to 30.
- Enemy levels scale to the highest unit level in your clan.
- Jobs have been fully rebalanced.
- Many game breaking strategies have been removed.
- Fixed many broken or near useless abilities.
- Reworked Item stats. Weapon power is more appropriate for weapon type.
- Shop tiers are based upon story progression.
- Base Stats are based on race.
- Job's stat growths have been reworked to be more forgiving.
- Learning abilities is smoother. Slightly more AP is gained per mission and less AP is needed per ability.
- Elements have effectiveness against different types of units.
- Enemy formations remain conceptually similar to FFTA, but adjustments have been made to make for a more engaging experience.
- The Beastmaster and Morpher jobs have been replaced. We now have the Apothecary and Shaman jobs instead:
    The Apothecary is a physical support unit which crafts items to use from long range. They start weak, but become powerful in the endgame.
    The Shaman is an offbeat spellcaster which uses monster souls to toy with enemies. At first they seem strange, but their dark magic can be incredibly useful.


A word on difficulty
Aside from its lack of clear explanation for its mechanics, FFTA is possibly the easiest videogame I have ever played (No really, it's easier than pokemon). While this is not explicitly a difficulty hack it does bring the difficulty to a level more comparable to FFT on playstation. In the latter half of the game (a place where I feel the original falls off) FFTA:SD enjoys experimenting with powerful enemy compositions and encouraging the player to experiment with its mechanics. This comes to a head with the final boss fights which take a decent level of prep and strategy to defeat (Something which is commonplace for a Final Fantasy game, but is missing from FFTA.) It is my hope that both players new to FFTA and returning players alike can enjoy this mod.


Downloads
https://www.dropbox.com/sh/r102qfrhf4xitwe/AAB1e8igojgZDpwYmeKgv1_ja?dl=0
https://drive.google.com/file/d/1-QIlI9Amrc-zwDLqac_GnhcyI1HvlxIN/view?usp=sharing

Patch to a "Final Fantasy Tactics Advance (USA)" rom.

Credits
Darthatron (FFTA All In One Editor v0.7)
bcrobert (FFTA Nightmare Modules v19)
Leonarth (Tutorial skip)
Hextator (Nightmare 2)
Victotem (FFTA TextEditor)

Discord for this and my other projects: https://discord.gg/CCuQz9n5dQ
3
FFTA/FFTA2 Hacking / FlamingZelda's Stuff
February 04, 2023, 12:57:55 pm
Here's the original post as a spoiler
Hello. Today I learned how to change the number of enemy/guest units in a formation. I updated the formation module to include this option.
You can also use this info to change the number of units in your starting team, but I didn't want to butcher the module just for that feature.

Just download, change the ".txt" to ".nmm" and place it in the "formation data" folder for FFTA's nightmare modules.

nightmare.png

formations.txt

Hey all, so my project Shattered Dream just went belly up. Unfortunate, but at least through the last 5 years of editing FFTA I've learned a few things. So here i'm gonna share a handful of doodads that I created and found which aided me in the creation of my now defunct romhack.

1.Nightmare Modules
This is an improved set of nightmare modules which involves a handful of new functionalities including tools to repoint unit formations, adjust number of units in a formation, and allow for editing job and clanskill mission requirements. (Made by darthatron, edited by me)
(Unit data begins at 0x852A4D0 for those of you who want to repoint formations)
I've now also added the ability to change mission and cutscene unlock requirements, as well as options to control dispatch mission difficulty and recommended job/skill settings. I've added a README to the mission module to try to help clear up confusion.
FFTA nmm.zip

2.Regen and Poison Calculations
"To make Regen use the same formula as poison, paste 00 B5 FF F7 D5 FF 02 BC 08 47 at 1303FC in rom"
By default, Hp Regeneration and Poison have different value calculations. I don't remember the exact calc, but HP Regen varies from about 12 points to 25 for the entirety of the game, meanwhile poison scales to 1/8th of your max hp. You can use the above instruction to skip the hp regen routine altogether and just use the poison calc instead. (I found this makes hp regen a viable option for healing and unit sustainability)
If you want to edit the game's poison calculation I went ahead and made an event file for that. just follow the instructions in the txt to change the poison calc and then load into eventassembler.
FlamingZeldas_Regen__Poison.txt

3. Unit position data
I'm sure I've mentioned this before, but in the formation editor in AIO there are 6 values in the bottom right listed as "Unknown Values."
The values are as follows: Unit X coordinate, Unit Y Coordinate, Unit Facing, Unit Class type, Buffer, Buffer.
This is useful if you ever add new units to a pre-existing formation (If only there was a tool to do that *cough* *cough*)

4. Custom Crit and Advice Calculations
In FFTA a unit's crit% = JobEvade/10
I made an Event File (run with event assmbler) to change crit% to a set value. Additionally you can use this file to edit how much of a crit chance boost Advice status gives. (For example in my recently deceased hack I made a move "Meditate" which sets the user's crit chance to 70% for the rest of the battle)
FlamingZeldas_Crit_Change.txt

5. Weapon animation types
The game has 4 weapon animation types:

Bludgeoning/Slashing: Blades of all kind/ Sticks of all kind/ Instruments/ Knuckles/ Unarmed
Ranged: Bows/Greatbows/Guns
Piercing: Rapiers/Spears
Casting: Performing magic A-Abilities

This is contrary to what is documented elsewhere on this site.

6. Enemy AI
In my time here I've also cracked open how the game's ai system works. This is complicated to explain so I'll roll it over into the next post.

7. Mission Chart
Oh yeah I also made a chart of every combat mission in the game and when it gets unlocked. I have it listed below, just open in a new tab and download to view.

8. Counter/Bonecrusher & Reflex/Strikeback
Counter and bonescrusher activate if the ability targeting the user is physical (even if it's a healing move)
Reflex and strikeback activate if the ability targeting the user is "fight" (or combo in the case of doublesword)
Bonecrusher does not activate if the enemy's attack misses
Strikeback does not activate if the user cannot attack the enemy (out of range or disabled)
As such, Counter provides more consistent damage payout than Bonecrusher and Reflex provides more defensive coverage than Strikeback
4
Greetings! I have good news.

I have discovered what the first three "Unknown Values" in Unit Formation Data in FFTA's AIO editor are:

The First value is the unit's X position with horizontal position being: Byte1 value = X
The Second value is the unit's Y position with vertical position being: Byte2 value = Y
This is with the upper-rightmost part of the map being "up" (Y coordinate equals 0), and the upper-leftmost part of the map being "left" (X coordinate equals 0).
The third value is the unit's orientation: 0 = Down, 1 = Left, 2 = Up, 3 = Right.

All of this is overridden by mission events (The little cutscenes before or during a battle), so at the moment you can only change the position of units which are not programmed to have a little "walking" animation at the beginning of the battle (as seen in "Herb Hunting")

Hopefully this information is useful and finds inclusion in the eventual 0.8 release of the AIO editor.