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April 16, 2024, 03:37:40 pm

News:

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 - CONMAN

321
Spriting / Re: We need MOAR Monsters
March 29, 2013, 07:50:36 pm
urgg... long time no post!!!

Phantom beast is on the backburner... but I have a couple of sprites to show off:

Mustadio2: started as R999's proto for a redone Balk.  I had been taking it in that direction but stalled because I was bored with it.  I really wanted to make some kind of mecha-mustadio- but my biggest desire had been a jet pack and I gave up....  He seemed a little too kiddish and I liked the idea of making him a better dressed gunner....

Loki: still a work in progress, but c'mon!  I plan to add a cape, but I'm hesitating a little on how I want to do it.  I don't want one that covers shoulder pads- so probably lancer, beowulf or Zalbag cape (hopefully jazzed up a little!).  The horns need some work  .....aaaaannd... he's basically a dart/magneto rip-off, but whatever makes you happy you know. :D

Edit: hmmm.. I think I should have added some long black hair...I'll see if I can do it.  Horns still need work...
322
New Project Ideas / Re: Patch Ideas Proposal Thread
February 15, 2013, 11:00:01 pm
LOL!  ...Awesome crazy post!  That's wild ff6 love! (Understandable, I'm actually replaying it right now.)

Most of what you threw out there sounds difficult, while some relatively easier.  Mog w/ dance could be done very easy...

The real reason I had to comment on this post is your Mustadio/worker8/magitek scenario has been running in my own mind as well!  I like Musty the character but always felt his skillset was pretty lacking and I got bored of worker 8 pretty much the first day I recruited him.  Literally the other day I had the same idea of fusing the two into some sort of "Magitek" badass (again.. while playing ff6).  I spent about an hour yesterday looking at the iron giant/worker8 sprite sheet and surfing the web for magitek images for inspiration.

.....simply too coincidental to not respond to this post...
323
Help! / Re: Weapon Range Modifications
January 03, 2013, 07:37:56 pm
1.)- I don't think you can do that.
2.)-I would think you could mimic the attack setup that books have.  Just take a look in patcher at the books and edit the range for your spear
3.)striking-sword/knife
lunging-spear/rod
direct- crossbow/gun
Arc-bow
324

---Next Patch update February 9th 2023---
Fixed an issue with a side quest that messes up the main character if played during chapter 4- This will only be available during chapter 3.  Added an additional side quest to chapter 1 (Daravon/Darlavon).  Made a handful of text edits to a couple items and events.  Made a couple of chapter 1 battles a little easier and one slightly tougher.  Current build is 4.42


--Additional Tiny update: November 27th 2022--
Releasing a 4.41 patch update because the chance to replay the martial arts master was basically zero. (Wish I didn't have to delete each patch. I can only have one uploaded at a time.No message is associated with this attachment.
---------------------------------------------------------------------------------------------------------
Update: October 15th 2022 the 4.4 is replacing the 4.2 version release

This is it! A full four chapter story mod!  The story itself is a few events short of vanilla length but features double the side quests. Accessed via bar rumors ala vanilla.

In this alternate universe version of Ivalice, you are one of the souls destined to hold a Zodiac stone.

Battling evil forces across the land, you are a cut above the rest.  It's fair to describe the party, the lead especially, as over-powered.  It is also accurate to describe the opposition as stacked against you.  Meaning more enemies or magically empowered super soldiers.

This mod features many new sprites, imported music and a few new maps as well.  All but a few chapter 4 randoms have been edited.  Cameos from other final fantasies, chrono trigger and marvel pop in for fun.


-------------------------------------------------------------------------------------------------
Additional Patch UPDATE October 15th 2022

The deep dungeon/Cave of Illusions is finished.  Also many event edits and some map changes and several other things I am probably forgetting!


Updated Patch: January 25th 2022


Credits (work in progress)
Credits:
Sprites:
ZOZMA-ZOZMA
CHELSEA (FEMALE ROGUE)-R999/LIJJ
JENNA (10YEAR OLDGIRL)- ZOZMA
LALA (LULU BASED)-MIROSHI BESHIMA
ISABELLA (MONICA)-ZOZMA
TITAN-KAGEBUNJI/FFTA
HULK (TITAN EDITS) JUMZA
TONBERRY-KAGENBUNJI
TERRA-VALKIRST
TERRA ESPER-ZALKIRST
LOCKE-BLOODTHIRSTER0
CYAN-KAGEBUNJI/DARKHOLME
FENCER (ANIMIST FEMALE)-TWINEES
CHRONO-STEWELELEMENT
FROG-SAIGAS
MINDMAST-LIJJ
BEATRIX-ZOZMA
DUMA-LUIAKYN
FERAL (BERSERKER)-TWINEES
IRONFIST (KEN)-SEUSHIRO
GELWAN-ZOZMA
SHADOW-LIJJ/MASTER GRAND
IRON GIANT- LUIAKYN/CURU
KANBABRIF-BASTARD POETRY
ELIDIBS-ZOZMA/LUIAKYN
BOLMNA-ZOZMA
GARLAND- SEUSHIRO
UMARO- CHOTO

SPELL EFFECTS:
MAGIC BALL-
ULTIMUS-
HELL SWORD (RED STASIS SWORD)-XIFANIE
MARSIL-CELDIA
DARK FLARE-CELDIA
TERRA ZODIARK-VALKIRST

ASM'S AND TOOLS, ETC:
UNIT DISMISSAL- CHOTO
BLANK SUPPORT+ +25% HIT-XIFANIE
SPRITE PALETTE HACK-XIFANIE
GLOBAL EVADE- XIFANIE
FFTText Editor- XIFANIE
INDEX MANAGER- XIFANIE
MIDI-TO-SMD- POKEYTAX
Sprite ID causes Game Over when crystallized/treasured:CHOTO
Sprite ID cannot be dismissed- CHOTO
EFFECT EDITOR-CHOTO
MANY TOOLS-RAVEN OF RAZGRIZ
UWE ENTRIES-GLAIN
Formula 11: Damage = MA * (WP+Y)- GLAIN
Punch Formula becomes (PA + XX)/2 * PA- PRIDE
MIN/MAX FAITH+BRAVE- FFMASTER
SOUND TEST- FFMASTER
Multi-Reaction Deluxe- EMMY
easyvent editor/attackout -RAVEN OF RAZGRIZ
FFTPATCHER-XIFANIE/GLAIN + MORE CONTRIBUTORS

MAPS:
FROM ARMOREDKORI:
WINDMILL
SWEEGEY WOODS
ZIREKILE FALLS
ZIGOLIS SWAMP
CHURCH OUTSIDE OF TOWN

GENERAL THANKS:
I'm sure I have forgotten or messed up a few of these thanks and I will attempt to rectify this as I continue to work on this mod.  Aplogies if I have missed the names of some have helped me out.

I have recieved so much advice and pointers in the decade plus that I have worked on this mod.  While it would be absurd to try and rank all the help that I have recived, at the top must be Xifanie and Elric. Without them I don't know what the hell I would be doing!

While I hate to name people (because I'm definately missing some), I would feel terrible not to give thanks for all the advise, and inspiration I have recieved. Including: Jumza, Nyzer, Choto, Glain, Celdia, RAVEN OF RAZGRIZ, Kokojo, Pride, Angel, Valkirst, Twinees, Lijj, Kagebunji,ArmoredKori, Akashachi, Garmichael, Zozma 

Original Posting:
Firstly, let me say like the rest of you I love Final Fantasy Tactics.  I have played this game on and off since about 1998 and found new ways to enjoy it for many years.  Beaten the game a half dozen time, started an new pay through well over a hundred.  I spent forever playing around with class and skill combinations.  I was lucky enough to have used the work of many to gameshark tinker for years....And then I found this place! :wark:

All that I have tried to say in the previous paragraph is this: I have enjoyed tactics for many years and it has become a long term hobby.  It's one I can imagine enjoying for many more years to come.




Souls of Destiny...

Magic stones, dimensional portals, ... demonic hosts?

Ramza faced many strange things in his battles against the Lucavi, but he never understood them quite like his own brother and sister.  Perhaps he could have?  Imagine if this game had been played from the perspective of Weigraf...  How many people could have potentially been suitable hosts for the various Lucavi?  ...and could different, or perhaps lesser spirits have grabbed hold of other individuals in some shamanic possession through contact with the stones?

My game is like an alternate version of Tactics, in which the Lucavi set out to take the world in a different, more direct manner.  That is to say that the Lucavi/Zodiac Braves are less behind the scenes and are out in full force trying to deceptively sell their cult worship to the public. 

What's more, our hero could very well be one of them.  Not a noble, not a general, not one of the elite, just a man who wants to be left alone when the worst door-to-door evangelist imaginable comes calling.  Leaving behind a simple life, a normal man and his family must face an ancient evil that desires them.

Simply put, our commoner/everyman is a potential lucavi host.  Be hunted or be haunted, embrace power beyond reason or battle it to the end.  When a mysterious prophet desires him for a new disciple, he learns saying no isn't enough. He must leave behind the comfort of his home to face a world that can no longer be ignored.

Battle-wise, I plan to allow the main characters to be badass-ish (Not calc/Cid more like agrias/ninja level).  To balance it out fewer player characters would be allowed on most maps, along with more enemies.  Mechanically, most jobs will stay the same (with some little tweaks).



New Characters

Connor (yes, that's my name...)- (Main)-Sprite-ZOZMA.
Class-Sidhe/Sith: monk/aura style skills. 

Chelsea-sprite- Female Rogue (brown hair)
Class-Ace: similiar to weak assassin/ninja.  High movement and evade, two hands, disabling skills at weapon range (sleep, don't act, don't move)

Jenna-Sprite- 10 year old girl (brown hair)
Class-Indigo: Glass-cannon Mage. high mp/ma. Low hp/pa (duh). Some zero ct spells, and other low ct spells.  Very high mp cost for skills.

LaLa-sprite-H82 with LuLu portrait (finished btw)
Class-Outlaw: Thief/Ranger mash up.  (Crossbow) Steal, couple of musty like skills.
Favorite skill: Repeater: repeated attacks locked onto one panel.  Attacks on regular interval like sped up song/dance.

Isabella-sprite-Monica
Class: Paladin: Holy knight plus healing

Esperella?- sprite-.....Esperella.....
Class: Esper: to be determined...

Magnus-(early villain)-sprite-Magneto
Class: Prophet:... to be determined....

Job Changes: (as of now...)
--->many attacks previously without mp cost now have them.  This effectively nerfs sword skills and monk etc. In this way various jobs have "trump cards" and holy explosion etc. can't be spammed.
Archer- same skills, buffed jump and speed. innate poach
Thief- lose steal gil/exp gained poison slash, and precision (pa*(wp+4)) @ 20mp
Samurai- drawout debuffed. (while actual MA multiplier increased) innate 2 hands
Calculator- now archmage... essentially Kletian (ya, I know)
Dancer- now Storm- elemental style sword skills. ma based
Bard- now feral/Blue mage 
No message is associated with this attachment.No message is associated with this attachment.
325
I've been wondering the same thing Jon! I love when somebody asks a a question that I know I am going to have eventually!
326
Ugh, I hate to ask another question so quick..... but... I was going to change the scene in which delita/ramza/algus retrieve elmdor from weigraff into a battle scene.

I'm pretty sure I had seen this question answered before, but couldn't find it. :?  I am pretty sure that I need to change some code in the attackout file (not using the interface, but xml worksheet or straight up hex changing).

All my dialogue plays out, but the battle conditions and such don't pop-up.  The scene simply finishes and goes to the world map.

(ignore the miluda name/designation- it's just filler for now :cool:.)

Offset(x00056000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.


WalkTo(x85,x00,0004,010,x00,x00,+008,x01)
WaitWalk(x85,x00)


Wait(00001)
Wait(00001)
{63}(rC9)
Camera(+00672,+00000,+00240,+00302,+04608,+00000,+04096,+00001)
WaitForInstruction(x04,x00)
{4D}(r78)

DisplayMessage(x10,x11,x0001,x04,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

Camera(+00448,+00000,+01120,+00302,+04608,+00000,+04096,+00001)
WaitForInstruction(x04,x00)

DisplayMessage(x10,x11,x0002,x85,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
Camera(+00672,+00000,+00240,+00302,+04608,+00000,+04096,+00001)
WaitForInstruction(x04,x00)
DisplayMessage(x10,x11,x0003,x04,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
Camera(+00448,+00000,+01120,+00302,+04608,+00000,+04096,+00001)
WaitForInstruction(x04,x00)

DisplayMessage(x10,x11,x0004,x85,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
Camera(+00672,+00000,+00240,+00302,+04608,+00000,+04096,+00001)
WaitForInstruction(x04,x00)
DisplayMessage(x10,x11,x0005,x04,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
Camera(+00448,+00000,+01120,+00302,+04608,+00000,+04096,+00001)
WaitForInstruction(x04,x00)

DisplayMessage(x10,x11,x0006,x85,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
Camera(+00448,+00000,+00240,+00302,+04608,+00000,+04096,+00001)
WaitForInstruction(x04,x00)
DisplayMessage(x10,x11,x0007,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
Camera(+00448,+00000,+01120,+00302,+04608,+00000,+04096,+00001)
WaitForInstruction(x04,x00)

DisplayMessage(x10,x11,x0008,x85,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

Camera(+00112,+00000,+00336,+00302,+04608,+00000,+04096,+00001)
WaitForInstruction(x04,x00)
DisplayMessage(x10,x11,x0009,x05,x00,x00,+00000,+00000,+00000,x03)
Wait(00100)

Camera(+00672,+00000,+00240,+00302,+04608,+00000,+04096,+00001)
WaitForInstruction(x04,x00)


DisplayMessage(x10,x11,x000A,x04,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
Camera(+00448,+00000,+01120,+00302,+04608,+00000,+04096,+00001)
WaitForInstruction(x04,x00)

DisplayMessage(x10,x11,x000B,x85,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DarkScreen(x00,x01,012,064,x00,004)
WaitForInstruction(x36,x00)
DisplayConditions(x08,060)
WaitForInstruction(x38,x00)
DisplayConditions(x00,060)
WaitForInstruction(x38,x00)
RemoveDarkScreen()
WaitForInstruction(x36,x00)
{1C}(r01)




{60}(r003C)
{3E}(r02000000FFFFFF3C00)
WaitForInstruction(x0C,x00)
ZERO(x006E)
ADD(x006E,x0007)
ZERO(x006F)
ADD(x006F,x0003)
ZERO(x01C2)
ADD(x01C2,x0001)
ZERO(x0283)
ADD(x0283,x0001)
ZERO(x03F1)
ADD(x03F1,x0002)
{7C}()
{E3}()
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01
{font:08}Zalbag{br}
{font:00}Delita! Do you still breath?{end}


//Message x02
{font:08}Miluda{br}
{font:00}Is that Zalbag? {br}
{br}
..........Nice to meet you.  Your{br}
friend here is in bad shape. His{br}
snooping has caused us trouble{br}
and him pain.{br}
{br}
Really, its sort of your fault, right?{end}

//Message x03
{font:08}Zalbag{br}
{font:00}You haven't seen Weigraf,{br}
huh?  I figured he would have killed{br}
you by now.{end}

//Message x04
{font:08}Miluda{br}
{font:00}???{br}
I haven't seen him.  He probably{br}
was finished off by one of my fellow{br}
acoyltes.{end}

//Message x05
{font:08}Zalbag{br}
{font:00}No-  I bet he passed you up{br}
looking for a bigger target. He's surely{br}
fighting your master, Magnus, right{br}
now.{br}
Lucky bastard.{end}

//Message x06
{font:08}Miluda{br}
{font:00}Ha!  Too bad he isn't here.{br}
My master can't be and{br}
won't be, beaten.  The hand of the{br}
divine is upon him.  His new order is{br}
heaven sent.  No man can match{br}
him.{br}
{br}
You will beg at his feet.{end}

//Message x07
{font:08}{Ramza}{br}
{font:00}....When did you go off{br}
the deep end?  You were all about{br}
money, and now you spout cultish{br}
mumbo jumb?{end}

//Message x08
{font:08}Miluda{br}
{font:00}{Ramza}, you were to be{br}
favored, but you turned against your{br}
destiny.  Magnus wanted to raise you{br}
up with him.  Too bad.......{end}

//Message x09
{font:08}Delita{end}
{font:00}ughhh........{end}

//Message x0A
{font:08}Zalbag{br}
{font:00}He lives!!!   We're taking him.{end}

//Message x0B
{font:08}Miluda{br}
{font:00}Let's see if fate really smiles on{br}
you.  I'm betting against it.{end}

327
I was working on a similar idea once.  I really wanted a warrior with skull like shoulder pads.  If you want to keep trying something like this, I suggest you adjust the hydra heads.  It will give you a couple extra head angles to play with.
328
Thank you so much Elric!  i don't know why I thought i could get away with using that camera :oops:  I feel totally reinvigorated about learning event editing! :mrgreen:
329
Here it is.  Also, refresh my memory- I can change an event and then load a save from shortly before it right?  I won't have a problem by having a save right before Dorter and playing it and then veiwing my changed event following?

I tried to change back to the original scene in EVSP... and nothing, but here is the one I was trying to implement:

Offset(x0004C000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.



UnitPresent(x02,x00,x01)
UnitAnim(x01,x00,x1A,x00,x00)
WaitForInstruction(x0B,x00)


{63}(rC9)
Camera(+00504,+00032,+00392,+00302,+04608,+00000,+04096,+00001)
{4D}(r78)
DarkScreen(x00,x01,012,064,x00,004)
WaitForInstruction(x36,x00)
ShowMapTitle(+003,+003,+004)

RemoveDarkScreen()
WaitForInstruction(x36,x00)
Wait(00100)

Sound(x0067)

UnitAnim(x01,x00,x36,x00,x00)
DisplayMessage(x10,x11,x0001,x01,x00,x00,+00000,+00000,+00000,x03)
Camera(+00392,-00188,+00392,+00302,+01536,+00000,+04096,+00100)
WaitForInstruction(x04,x00)
Draw(x02,x00)

FaceUnit(x02,x00,x01,x00,x00,x0C,x00)
WaitFaceUnit()

DisplayMessage(x10,x11,x0002,x01,x00,x00,+00000,+00000,+00000,x03)
DisplayMessage(x10,x11,x0003,x02,x00,x00,+00000,+00000,+00000,x03)
DisplayMessage(x10,x11,x0004,x01,x00,x00,+00000,+00000,+00000,x03)
DisplayMessage(x10,x11,x0005,x02,x00,x00,+00000,+00000,+00000,x03)

WalkTo(x01,x00,005,003,x00,x00,+008,x01)
WaitWalk(x01,x00)
WalkTo(x01,x00,003,002,x00,x00,+008,x01)
WaitWalk(x01,x00)
UnitAnim(x01,x00,x29,x00,x00)
WaitForInstruction(x0B,x00)
UnitAnim(x01,x00,x29,x00,x00)
WaitForInstruction(x16,x00)
Wait(00200)
DisplayMessage(x10,x11,x0006,x01,x00,x00,+00000,+00000,+00000,x03)
DisplayMessage(x10,x11,x0007,x02,x00,x00,+00000,+00000,+00000,x03)
UnitAnim(x01,x00,x02,x00,x00)
WaitForInstruction(x0B,x00)
DisplayMessage(x10,x11,x0008,x01,x00,x00,+00000,+00000,+00000,x03)
DisplayMessage(x10,x11,x0009,x02,x00,x00,+00000,+00000,+00000,x03)
Wait(00100)
Sound(x00A7)
Wait(00300)
DisplayMessage(x10,x11,x000A,x01,x00,x00,+00000,+00000,+00000,x03)


{60}(r005A)
Wait(00030)
{3E}(r02000000FFFFFF3C00)
WaitForInstruction(x0C,x00)
ZERO(x006E)
ADD(x006E,x0006)
ZERO(x01C1)
ADD(x01C1,x0001)
ZERO(x0270)
ADD(x0270,x0001)
ZERO(x03D7)
ADD(x03D7,x0001)
ZERO(x03F1)
ADD(x03F1,x0001)
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01
{font:08}Alma{br}
{font:00}!What was that sound?{end}

//Message x02
{font:08}Alma{br}
{font:00}Oh, It's you dream husband!{br}
..........I didn't think that{br}
I had even fallen asleep.{end}

//Message x03
{font:08}Magnus{br}
{font:00}Do you dream of me, or{br}
do did you think I was imaginary?{end}

//Message x04
{font:08}Alma{br}
{font:00}I didn't think you were{br}
real....I mean I've seen you fly.{end}

//Message x05
{font:08}Magnus{br}
{font:00}No, I'm real.  There are{br}
many things in this world that{br}
seem impossible until you've{br}
witnessed them.{end}

//Message x06
{font:08}Alma{br}
{font:00}I don't understand. I{br}
feel like I know you, but I have{br}
only seen you in this place and {br}
this time of day.  I thought you{br}
were some kind of dream.{br}
You just seemed...magical and{br}
out of place.{end}

//Message x07
{font:08}Magnus{br}
{font:00}Without understanding,{br}
many things seem magical.  Fine{br}
art, technology... they seem unreal{br}
to the uninitiated.{end}

//Message x08
{font:08}Alma{br}
{font:00}I'm so confused. I'm {br}
excited and dizzy at the{br}
same time!  I think I love you{br}
but maybe I love my dreams.{end}

//Message x09
{font:08}Magnus{br}
{font:00}I am real, but I know {br}
your dreams as well.  I have a{br}
gift for you.  With it, we can{br}
weave your dreams into reality.{end}

//Message x0A
{font:08}Alma{br}
{font:00}Wait, if you're real then{br}
we really did.......................{end}

330
Help! / Black screen on new event...Not 1st camera command
September 21, 2012, 06:45:01 pm
Hey all, I haven't posted in a while largely because I have been stuck with an event change that has been driving me nuts...

I have been trying to change: EVT_038_026 Interrogation (the scene following the dorter battle) and have run into a snag.  By using the AttackOUT gui and EVSP I have managed to reach upto the Teta kidnapping scene... so I have "some" exp at this....(I haven't messed with the world map, or Event conditionals and have only used the Attack, EVSP, Patcher... the basics)

Rather than place this scene at the broken down wood building, I am having a different scene at the Beoulve residence (the Balbanes death bed map).  I successfully changed orbone chapel to hospital slums, the opening battle to thieves fort and Balbanes death to broken down wood building... so I had done this before....
Sadly on my multiple play throughs to fix my MANY mistakes, I keep hitting a wall at this scene. (Yes, I remade several scenes and played through noting mistakes to try and cut down on replaying the exact same scene over and over.) 

Music plays.....and the black screen never lifts...  I figured I had screwed up the opening camera... but after a few attempts...nothing.
Fuck it- I say!  I put back the original Scene into the compiler and reinsert my TEST file (I started over from scratch a couple of times on other scenes).... nada...

I figured I had 2 potential places to find where I screwed up- on the ATTACKOUT gui; or if not on the event in question, maybe the prior scene.

I created a seperate folder which contained a copy of the ATTACKOUT.editor and a fresh Attackout file from a clean version.  I compared and changed my edited copy to make sure the NEXTSCENE, and TEXT numbers matched up.  I went back and forth trying see if the two unknowns should be set to zero, or leave them like as 09, and 01 respectfully.  nada

I double checked in EVSP my changed file, the original file and the preceding scene that I had changed:
EVT_035_023 Dorter Trade City1. I never edited EVT_036_024 Dorter Trade City1 (Victory), or EVT_037_025 Interrogation (Setup) because that seemed pointless.
  I specifically looked for this information:
{3E}(r02000000FFFFFF3C00)
WaitForInstruction(x0C,x00)
ZERO(x006E)
ADD(x006E,x0006)
ZERO(x01C1)
ADD(x01C1,x0001)
ZERO(x0270)
ADD(x0270,x0001)
ZERO(x03D7)
ADD(x03D7,x0001)
ZERO(x03F1)
ADD(x03F1,x0001)
EventEnd()

I knew better than to ever adjust this info, (which I don't really understand) but believe is neccessary to let the game know that this scene is completed...so move to the next scene number.     

So, I am at a crossroads with this now.  Either I have once again overlooked something that should be obvious,  or I may have to learn to use another tool to fix this sucker (and while typing this considered that I might need Delita's and or Algus's unit id's in my party to proceed).

Any ideas guys?  I've exhausted what i know to and other than the possibity I just noted, have no clue how to proceed from here... :(
331
Event Editing / Re: Event Editing 101 WIP
August 24, 2012, 07:29:29 pm
What's wrong with changing the x/y axis in the camera comand to focus on Cloud?  Also, you wish to reveal Delita after a certain point- why dont you then copy your original camera command and adjust the camera/ or map angle when you want to reveal with a second camera command? 
332
Spriting / Re: We need MOAR Monsters
August 01, 2012, 01:49:59 pm
Thanks for the input :mrgreen:  I really like those vampire clothes. 
QuoteI was trying to create something out of the Ghost sprite, and I unintentionally came up with a Vampire sprite concept. The far right concept sprite has a ghost mask

I think the in-game monsters can be really useful for inspiration/scraps on humanoids.  I have been fairly tempted take the Juravis head and use it for a middle-ages plague doctor.  Those suckers can look awfully creepy :shock:
333
Spriting / Re: Kagebunji's sprites- Moving on...
August 01, 2012, 01:40:46 pm
That Rydia looks nice.  The old one looked fairly generic.  It's too bad about that tiamat being too small.... A lot of the Revenant Wing sprites look like they could be reworked nicely.  How far did you get with the Hashmal?  I thought it looked pretty awesome.
334
Spriting / Re: We need MOAR Monsters
July 30, 2012, 08:37:42 pm
Putting a little more work into "Phantom Beast" (I had read that "Phantom Beast" was the closest approximation of what the Espers in ff6 should have been translated as, so it seemed like a fitting name.)

I've done some quick heads (still need tinkering), but I am having trouble with the torso and ...uh ...ass.  I thought about putting a tail on there but, I'm not sure it would work very well. Having trouble deciding on armor/clothes.  For a quick and dirty preview: Shrine knight robes, Knight robes, current/original, and Zalbag gear.
335
Spriting / Re: We need MOAR Monsters
July 27, 2012, 10:59:34 pm
Close to finished with Esperella sp2 sheet.  Not sure about the blocking still.... I should improve the port. (I really ought to go over that tutorial...)

Also, I wanted have a male counterpart to esperella (Maybe it doesn't look the part, but I imagine it as such.. :roll:)  I have a vague armored demon sort of thing in mind....  I kind of want it to have bare legs, but that may be too much work.  I can't seem to pick good pants/loin cloth to fit it.  For the moment I slaped on some Red ranger legs... but it looks wonky :| I could use some pointers.

Also, I thought I would share a train wreck of a sprite attempt.  This sprite started with the best of intentions (much like my brief tinkering with Altima2) and is surely well beyond my abilites.  However,  I KNOW it is doable and wanted to share this aborted sprite with the board as perhaps a glimmer of hope.  Yes, I reached for the stars and fell very short.  This attempt was less like Icarus burning his wings, and more like those old timey pictures/videos of early attempts at flight.

A CHOCOBO SHEET CAN BE DONE!!!!

Yes, I badly attempted to create a mutated tiamat/dragon hybrid that could use the chocobo sheet...  You sure as hell can't fault me for wanting a dragon mount... The idea is freaking awesome right? 

Close examination of this sheet and tinkering with shishi reveals that it is more or less largely redundant.  Everything below the blue line is a double (See it's only about 66% as hard as it looks :mrgreen:)

I believe I could have taken it farther, but the writing was on the wall........
..... 
336
I just took a look and compared the midsection of your character against balbanes and cavalier.  I noticed that the chest is one sprite smaller on your female warrior.  So without looking in shishi, I am assuming that (assuming you are using the correct sp type) one arm fits and the other seems to be one sprite too far left or right.  I have had this exact problem.  Manually moving all of the left, or right one spot should fix it.  If I'm wrong, I'll take another look.
337
Spriting / Re: We need MOAR Monsters
July 18, 2012, 12:10:42 pm
Thanks for the improved gif!  I was up late... and stoned and... wanted to give it a test.  I think that lightening, could look a lot better, but just wanted to try it out.  Honestly, this might not even be a very good sprite to add that to, but I just wanted to see it in action.

  I had been thinking about adding an aura onto the arm frames (but not around the arms, but the sprite body).  I had been thinking about just tweeking the upraised/spellcasting arms, and the defend pose arms and figured I would experiment.

Edit: New block
338
Spriting / Re: We need MOAR Monsters
July 18, 2012, 11:05:29 am
Ya, no contributions for a while...  I've still been lurking a lot, and working on my own patch(Ajora, Event editing is time consuming!).  However, that doesn't mean I haven't been toying with some sprites (or atleast ideas).

I've been wanting to make some standard human sized Lucavi/banshee/demon whatever...  I had one in mind for a while, but I wanted it to complement Esperella.  Really,  I feel like unless size dictates, I should just use standard type1/2.  So, grudgingly (always more fun to start fresh than complete my work) I have been working on sp2 Esperella. I'm about a day and a half into it.

Little known fact, I have a poor eye for shading :roll:, but I love to find neat ways to exploit hopefuly new and creative combinations and such.  I have spent a lot of time working on arms, and looking at the dead space that could be abused(BTW the MindMaster is one of my favorite sprites and has definately inspired me).  Why work on effects for monster frames, when I can change individual frames with only arms :twisted:.

Couldn't I just swap out the defending arm poses for arms with an energy shield?

Why couldn't I make a skeleton/squidlarkin/goblin type monster that doesn't use it's arms in attack frames?  Could I have a floating  head or tiny fireball or uncoiling snake (think familiar) actually replace the attack frame arms, while he/she/it stands smugly with crossed arms?  I believe this can be done- with some comparison work looking at those 3 monster sprite attack arm frames.

I spent about a minute and a half just pasting some lightening onto a copy of Esperella's sheet and another minute making a terrible gif to give you an idea of what I'm seeing on my own shishi.  Keep in mind this could be easily adjust, and more than a minute could be spent making it look good.

Edit: wow that gif sucks... first one-lol. Take a look in shishi, it's not bad.  Also, this puppy is only 15 colors.



   
339
Help! / Re: Changing Sprites or Adding
July 13, 2012, 07:44:21 pm
You need to use fftpatcher (or should).  There is an tab labled entd.  Find entd 188, this is the scene at the military academy.  This is where you get the generics at the start of the game.  Replace the generic sprite sets with your new ones from shishi. 
340
Spam / Re: South Korea: God Damn Old People!
June 11, 2012, 12:31:20 am
Creationist are hilarious.  How anyone can doubt the basic tenets of evolution is ridiculous.  The fossil record is fairly substantial and the clues are fairly obvious to anyone logical and willing to look.