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1
Spriting / Is there a place where the van...
Last post by rrs_kai - Today at 08:24:37 am
Minor edit to the Malboro eyes, which is an improvement made in FFTA2. Sry, I don't have windows and took the vanilla sprite from Spriter's resource (ripped by ibm2431). Change is small enough that anyone should be able to replicate.

Is there a place where the vanilla sprites are ripped, in an upload friendly format?
2
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.3
Last post by Rurusachi - Today at 08:12:17 am
Quote from: Divinehero on Yesterday at 02:44:03 pmdoesn't wanna let me load a rom it gives me the error

"java.nio.BufferUnderflowException
If you send me the logs I can check what the problem is. The error indicates that some data is shorter than expected.
If it's a vanilla rom make sure it's the USA version. The editor is not compatible with other versions.
If it's a modded rom then there's something else wrong with it and the logs should say exactly what it is.
3
Tutorials and Learning / Re: Editing weapon graphics
Last post by Garm - Today at 04:29:31 am
This guide was awesome!

Any chance you can share your Buster Sword with us?

I tried my hand three times already but yours looks so much better. I need to work on grading the colors better.
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Help! / Changing battle sprites for cu...
Last post by Garm - Today at 03:52:12 am
Greetings!

So, I went crazy over last weekend and read up on a lot of the resources for modding. I got the sprites working fine for the menu. But, the battle sprites remain the same shape and color as their originals.

So, for example, I changed the Nagrarok into a Knight Sword to be used exclusively by Delita. As the Nagrarok is a regular sword, it looks like a regular sword when using it in combat, even if in the menu looks like a Knight Sword, and in FFTP has the Knight Sword type enabled.

I used the excellent resource "Item Workbook Compilation" sheet from RavenofRazgriz (love AC5, btw) and after changing Nagrarok to use the "Weapon Graphic" as 0C, which is a Knight Sword sprite, instead of 02 which was the original Nagrarok sprite. Then, I went to the XML tab on the sheet and copied the info at the top. So, the ASM hack looks like this:

<?xml version="1.0" encoding="utf-8" ?>
<Patches>

<Patch name="Weapon Battle Sprites and Palettes Edits">
    <Description>Replaces battle sprites for custom weapons</Description>
    <Location file="BATTLE_BIN" offset="2D3E6">
5000600C
F000B00C
F00CF00E
E00E500C
D010D012
    </Location>
  </Patch>
 
</Patches>

It loads properly in FFTOrgASM and then I patch it on the game. But, the battle sprites have not changed. The Knight Sword still looks like the regular thin sword and is yellow like the Nagrarok.

I have added other ASM patches, mostly from the QoL side, so I am at least aware on how to use FFTOrgASM successfully. But, I am not sure what I am doing wrong here.

Any guidance would be greatly appreciated!


EDIT: I figured it out. For anyone finding this: You need to copy the code that appears in the first cell, click in the yellow letters, it will display a huge line of code on top of them, copy all of that. That's the entire code to make the ASM hack work. Also, don't waste time trying to format it into rows of 8 characters, like I did. It doesn't matter. Just paste the entire line. It just works!

I also got working the awesome Buster Sword battle sprite made by Twinees.
5
Completed Mods / Re: WotL - Ramza has Blade of ...
Last post by UnrealPH - Today at 01:13:26 am
Quote from: SirAdder on June 18, 2025, 01:04:45 amIf you want a mod that has the vanilla PSP FFT feel while adding difficulty and additional stuff, this is the one. Some of Multiplayer stuff can be gotten through single player though you still need to use multiplayer to get ALL of the stuff which is not hard if you have two devices linked together.

In terms of difficulty, I do love how every battle has a mini boss even the ones that usually don't in the vanilla FFT. Grinding isn't a chore anymore due to innate JP Boost.
Lots of new abilities and features to overcome this difficult mod, nothing too crazy about the difficulty compared to the other mods I played with.

The hardest of the mod fights are more of a puzzle than a brute force fiasco. No major bugs or glitches when I played this. I would say this is the best PSP FFT Mod for me.

Also a couple questions for the mod creator, why was there an edit recently as of the timing of this post, did you add a new download or just editing some texts? Secondly, is this called the Unreal Mod or the Ramza has Blade of Ruin Mod, I get confused with this.

I just edit to change the title of the post and nothing more lol
I think I had done everything I love to see in FFT (especially with Archer and all the debuff abilities) so there's probably no further update unless you give me some funny ideas!
You can call this Unreal mod or Ramza has Blade of Ruin. I just happened to use UnrealPH as my name lol
Glad that you were having fun playing!
6
FFT TLW ReMixed / Re: FFT The Lion War ReMixed v...
Last post by Jbridge90 - Yesterday at 11:48:44 pm
Hello,

I'm trying to play but am having an issue. Lettering is off during the introduction, and the birthday screen is jumbled. I'm using the latest version of WOTL, and have tried it with multiple versions of Remixed. I'm using Duckstation, and have tried multiple different bios. After the troubleshooting I have done, I think that the issue must be with my iso. Have you encountered this issue?
7
FFT TLW ReMixed / Re: FFT The Lion War ReMixed v...
Last post by DAmessenger - Yesterday at 07:43:08 pm
Quote from: Nyzer on February 06, 2024, 11:27:23 pmI wasn't able to get it to reproduce, myself. Possibly an emulator or slightly bad ISO issue? I've also not heard anyone report this issue outside of an early bug with flubbing the jump point for scene skipping.

I got it to "reliably" reproduce:
When I was full on troops and chose to dismiss one to make room for Cid, it would freeze at the black screen and not move to loading the cutscene. However, dismissing the unit BEFORE the previous save (and thus having an empty spot on my roster) did the trick and it went on without a hitch.
8
Help! / Extracting sprites from Mobile...
Last post by spikedrose - Yesterday at 04:02:18 pm
Just finished extracting the files from the iOS/Android version of 'fftpack.bin' and noticed that only about 140 files were different than the PSP version, mostly Event files, the .OUT files, and a few TUTO.SCR/MES and WORLD files. I've made a list and notes about which files are different and have the updated script I used to extract them based on 'fftpspext.c' which was incredibly informative

But it looks like the updated sprites weren't inserted back into the original bin which lead me to looking into the other files like g2d.dat which I couldn't find notes on as far as extracting from this file. It made me curious if others had already tried extracting this or if I am starting fresh here. I did find a couple notes on another forum which didn't end up leading anywhere

Quote"G2D.DAT's header is YOX" // specifically "59 4F 58" YOX
"Edit: It was a fat32 filesystem and I needed to mount it with Imdisk to open it." // I tried mounting this with imdisk as well as aim toolkit but neither seemed to have any success
"I've been attempting to extract the graphics from the android version of FFTWOTL, but have hit a road block.
The header has a fat32lib label, but unlike another thread I found with a similar issue, it's not openable like a regular archive." // I couldn't find the thread they were referencing here

The main goal I had was once the files are extracted I planned to make a texture pack for the psp version since it supports external texture replacement with higher resolution. I saw that "Final Fantasy Tactics: The War of the Lions Texture Pack" exists currently but the sprites seem to have suffered some color loss compared to the mobile versions running directly
9
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.3
Last post by Divinehero - Yesterday at 02:44:03 pm
doesn't wanna let me load a rom it gives me the error

"java.nio.BufferUnderflowException
10
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.3
Last post by Rurusachi - Yesterday at 01:31:04 pm

Quote from: GasT87 on June 16, 2025, 03:11:38 pmSo I had a small holiday from work and played around whit making NuMou able to enter water, first tried to simply changing Black Mage "Movable places" value to 2 to allow the unit to enter water, this was something that I tried with the old editors bu because there are no in water sprite the game would lock up. Now whit the new edit I did a quick test by simply assigning the Hume Black Mage as a unit alternative sprite in the editor and.... it worked. Even the idle animation remained the NuMou but as son as they did an action it would change to Black Mage. Then I tried to edit the in water sprites to make them NuMou but ran into some problems, seen the work on another thread about making a Ezell in battle sprite I think I missed something in the pallet but it looks the it is possible, just a lot of work.

Small quality of life changes that could be done to the editor that I realized when trying this
- Make the Movable places into a drop down instead of a simple value
- Have the Import/Export buttons remember the last folder it was used

Again thank to Rurasachi for such an amazing tool
It's should definitely be possible yeah. The way the palettes work is a bit odd, especially for the in-water sprites. The color of the water is not part of the unit's palette. The game gets it from somewhere else during gameplay (I believe I mentioned this in the other thread as well).

I wasn't sure what values were valid for Movable Places at the time but that's a good idea.
Remembering folders for Import/Export is a good idea as well.

Quote from: maroon on June 16, 2025, 11:36:02 pmthe first image show wrong abilities while second image show correct abilitie
I'm not sure what's going on here.

Quote from: maroon on June 17, 2025, 12:03:29 amwhat is animation fix
It allows all playable races to use any weapon. Normally Hume can't use Spears and Rapiers for example. With the animation fix they can.

Quote from: maroon on June 19, 2025, 01:20:36 amhere
It looks like one of the units in Formation 9 has an invalid Secondary Ability. I'm not sure how that can happen but I'll look into it. Make sure it's set to an ability that is actually in the Secondary Sbility Set. You can probably fix it by setting it to something else and back again. If that doesn't work try doing it for all the secondary abilities on all units in that formation
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