• Welcome to Final Fantasy Hacktics. Please login or sign up.
 
July 15, 2025, 05:37:00 pm

News:

Please use .png instead of .bmp when uploading unfinished sprites to the forum!


Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - GasT87

1
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.5
July 10, 2025, 06:32:16 pm
Quote from: Ethereal Embrace on July 10, 2025, 05:40:59 pmI see, that's very convoluted but interesting. Thanks for responding.

I decided to try out the editor but when I try opening the file, I get this error. Any idea what it means?
edit_error.PNG
Did you miss this steps?:
  • Follow the instructions to install devkitPro (the NDS Development component is required)
  • Find ndstool.exe in DevkitPro/tools/bin and copy it to the same folder as the FFTA2 Editor (next to ffta2-editor.exe).
From the github
2
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.5
July 09, 2025, 05:09:56 pm
Quote from: maroon on July 09, 2025, 12:38:24 amhere
Well that second effect being "only_Allies" makes it so it doesn't hit the caster, also make sure that the "Learning" tab is set up correctly for the Hume Soldier job, that's probably why the AP is not correctly assigned in the item
3
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.5
July 07, 2025, 03:48:30 pm
Instead of images of the game con you show how the edited ability looks in the editor, is probable that you missed assigning it correctly of something, also you can edit your post so as not to multipost
4
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.5
July 06, 2025, 06:40:57 pm
Quote from: maroon on June 30, 2025, 06:18:15 amcan anyone figure out how to fix it


Did you by chance use the unused abilities to make the new ones, it may be that the name locations where never assigned in the ROM itself so it pull them wrongly since they were never meant to be used.

On other things managed to get the NuMou black mage working in the water, for anyone that want to try their hand with this here is what I did:
In preparation I would recommend to apply the "animation fix" from the patch tab before starting so that no matter wich unit you choose to copy as base will have the full set of animations. Edit: If you want to try this be sure to read about a possible bug that I edit at the end of the post.

  • Copy a in water sprite (in my case I picked the Hume Black Mage).
  • Export all the different sprites of the copied set
  • Export also all sprite from the grounded version of the Numou Black Mage
  • With the in water sprites as base, delete the hume version leaving only the black and white pixels, now copy the Numou sprite in and delete anything bellow the black shape so it looks the same as the Hume version.
  • Now that you have all edited sprites is time to import them back over the copied ones (make sure that you replace each action with the same one). Just one thing that there are some specific sprites probably for cut scenes and other stuff that I did not change, like the Veil casting animation that is exclusive to Humes I replaced by the NuMou reading a book.
  • Finally just in case I used the in editor option to replace the pallet to make sure every sprite had the same one (just press "replace pallet" and then pick one of the sprite with your desired pallet)
  • No go to the Job Data tab, look for the NuMou version of the Black Mage, in the "Main" sub-tab change "Movable Places" to CAN_STAND_IN_WATER and in the "Sprite" sub-tab (not to be confused with the main "Sprites" tab on top) make sure to change both the "Unit alternate Sprite" and the "Enemy alternate Sprite" to your new in water sprite.
  • Save rom and load the game it should allow you to have the black mage enter water and attack and cast from it like normal

Note: for the edition of the sprite I would recommend to use a dedicated sprite editor like AseSprite or LibreSprite, as an example I uploaded a rar with my edited sprites as an example, if anyone want to use them they are free to do so

Possible bug for Rurusachi: The first extra unit slot seems bugged, I copied the Black Mage Hume, replaced it with my edited sprites and if that was assigned in the alternate sprite it still crashes the game upon trying to do an action, but if I then copied the already edited sprite and use that copy it works as intended
5
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.4
June 24, 2025, 03:12:35 pm
Quote from: douglaskraft on June 24, 2025, 02:02:48 pmI'm having a problem with the version: FFTA2 Editor v1.3.4 Log: Jun 24, 2025 2:31:28 PM org.ruru.ffta2editor.App loadConfig
INFO: Config not found
java.io.FileNotFoundException: ffta2-editor.properties (The system cannot find the file specified)
at java.base/java.io.FileInputStream.open0(Native Method)
at java.base/java.io.FileInputStream.open(FileInputStream.java:213)
at java.base/java.io.FileInputStream.<init>(FileInputStream.java:152)
at org.ruru.ffta2editor/org.ruru.ffta2editor.App.loadConfig(App.java:161)
at org.ruru.ffta2editor/org.ruru.ffta2editor.App.start(App.java:213)
at javafx.graphics@23.0.2/com.sun.javafx.application.LauncherImpl.lambda$launchApplication1$9(LauncherImpl.java:839)
at javafx.graphics@23.0.2/com.sun.javafx.application.PlatformImpl.lambda$runAndWait$12(PlatformImpl.java:483)
at javafx.graphics@23.0.2/com.sun.javafx.application.PlatformImpl.lambda$runLater$10(PlatformImpl.java:456)
at java.base/java.security.AccessController.doPrivileged(AccessController.java:400)
at javafx.graphics@23.0.2/com.sun.javafx.application.PlatformImpl.lambda$runLater$11(PlatformImpl.java:455)
at javafx.graphics@23.0.2/com.sun.glass.ui.InvokeLaterDispatcher$Future.run(InvokeLaterDispatcher.java:95)
at javafx.graphics@23.0.2/com.sun.glass.ui.win.WinApplication._runLoop(Native Method)
at javafx.graphics@23.0.2/com.sun.glass.ui.win.WinApplication.lambda$runLoop$3(WinApplication.java:184)
at java.base/java.lang.Thread.run(Thread.java:1583)

Seems like you deleted the .properties files or something. Did you extract the file from the zip? because if you try to run in from inside it could cause problems.
6
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.3
June 16, 2025, 03:11:38 pm
So 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
7
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.0
April 28, 2025, 10:53:25 am
Amazing work, from time to time I still play around with A2 but never have the time to finish anything. This will hopefully help me get things back on track.
A question that has bothered me ever since the game release is that Nu Mou and Moogle can't enter water and changing their jobs to allow them too crashes the game. Would the animation fix patch fix this or is there something else that can be changed to make them work? Also if I understand correctly the animation patch would enable any race to use any weapon? Like spear wielding Viera o Nu Mou using braces?
8
FFTA/FFTA2 Hacking / Re: FFA2 max MP in battle
November 17, 2024, 12:53:05 am
Go to the address for example go to address BD180
 It will look like this:
000BD180 00 10 A0 E3 01 00 A0 E3 B4 23 C4 E1 B8 13 C4 E1
Change it so that it looks like this
000BD180 B8 03 C4 E1 01 00 A0 E3 B4 23 C4 E1 00 10 A0 E3

Then go to address BEC44
It will look like this:

000BEC40 B6 13 D5 E1 00 00 A0 E3 B4 13 C5 E1 B8 03 C5 E1

now change this one to :
000BEC40  B6 13 D5 E1 BA 03 D5 E1 B4 13 C5 E1 B8 03 C5 E1

The red ones are what you will find in the base rom and the green ones are the ones you want to change them to
9
FFTA/FFTA2 Hacking / Re: FFA2 max MP in battle
November 12, 2024, 05:38:55 pm
You will need an external program called a Hex editor, there are many option that you can download for free, I used WindHEX but that one is old so I'm not sure if it's the best option now. Maybe HxD: https://mh-nexus.de/en/hxd/
10
Did you install Java correctly? I'm on windows 11 and I had to use jarfix to be able to open the old editors correctly

here is the author site where you can download it: https://johann.loefflmann.net/en/software/jarfix/index.html#Download
11
FFTA/FFTA2 Hacking / Re: FFA2 Equipment editor
November 12, 2024, 04:17:14 pm
"0x59 sky pirate
0x5a dancer
0x5b bard
0x5c heritor
0x5e agent
0x5d nightshade"

I have different values for those, been a while since I touched it but I think ti works with this

57
0x0 none
0x1 soldier
0x2 thief
0x3 white mage
0x4 black mage
0x5 archer
0x6 paladin
0x7 fighter
0x8 parivir
0x9 ninja
0xa illusionist
0xb blue mage
0xc hunter
0xd seer
0xe warrior
0xf white monk
0x10 dragoon
0x11 defender
0x12 gladiator
0x13 master monk
0x14 bishop
0x15 templar
0x16 cannoneer
0x17 trickster
0x18 beastmaster
0x19 time mage
0x1a alchemist
0x1b arcanist
0x1c sage
0x1d scholar
0x1e keepr
0x1f fencer
0x20 green mage
0x21 elementalist
0x22 red mage
0x23 spellblade
0x24 summoner
0x25 assassin
0x26 sniper
0x27 animist
0x28 mog knight
0x29 fusilier
0x2a juggler
0x2b gadgetter
0x2d flintlock
0x2e berseker
0x2f ranger
0x30 lanista
0x31 viking
0x32 raptor
0x33 ravager
0x34 geomancer
0x35 sky pirate
0x36 dancer
0x37 bard
0x38 heritor
0x39 agent
12
FFTA/FFTA2 Hacking / Re: [FFTA2] Replace a job by another
November 09, 2024, 12:10:31 pm
Are you using a fresh save to check, because of the way units get "created" when you recruit them their old data could be in conflict with the new changes maybe.
Try to start a fresh save and edit one of the starting units (NOT Luso, Cid or the Numou Black Mage and Viera White mage from the tutorial) to be a Gria and see if it works
13
FFTA/FFTA2 Hacking / Re: FFA2 max MP in battle
November 09, 2024, 11:51:58 am
You will need to use some hex editing:

Start with Max MP
BD180: B8 03 C4 E1
BD18C: 00 10 A0 E3
BEC44: BA 03 D5 E1

Change the values on on this addresses to the above ones and every character will start at full MP
Note the if you use an old save, any character that was created before the change will still start at 0. As far as I know you will have to do a fresh game to have everyone be affected, although maybe leveling up a character would fix it but I never tested it.
Also be aware that this works for both you and the enemy so some will start spamming stuff like Roulette and Night/Nightmare every turn as long as they have MP
14
FFTA/FFTA2 Hacking / Re: FFTA2 Luso Unique Job?
March 09, 2024, 05:47:01 pm
I'm not 100% sure that this would work but...
First you need to choose 1 Hume job to make Luso exclusive.
Make it so you need to have learned a Ability for the same job
Change Luso's recruitment Job to the chosen one and give him Starting equipment that will teach him an skill for his exclusive Job after the first fight.
Now go to change the recruitment for that Job into another one to prevent anyone in your team getting said job.
Finally you will want to look at different enemies formations and changing enemies from that selected job into another for everyone.
15
I think that it's because they are not really abilities per see. I think that what for example "Fleet on foot" does is simply casting "Hastega" on the user so if you want to change what they do you will have to find witch ability they are calling and modify that.
16
Been a while, basically you will have to paired with the data sheets and can use the number to change the animation from one to another, so for example have "refresh" use "holy" animation, It requires a little trial and error, different number affect different states, like effect, what kind of casting animation, how the recipients react, and so on
17
Some abilities seem to be locked into particular actions even when changing the animation. Like I tried to change Roulette into a classical magic attack but it would not work as multi target, even when changing the animation it was always that. I think the beastmaster skill work in a similar way where they are hardcoded into doing that you may be able to use the Ability list editor in the text editor to give them other skills.
18
After some time I got the itch to try modding stuff again and decided to try my hand at making a easy way to edit the animation of certain attacks, using the tables with the addresses. Always wanted to change how stuff like "Parley"would render the opponent invisible even if you change it from being a attack that removes the target.

Tested it by trying to change Attack into Fire: Didn't work, the character just stays in the idle animation but not even showing damage numbers above the enemy.

Tested by changing "Fire Breath" from a Dragoon into Blizzard: Worked perfectly, animation and correct sound

Attack seams to be hard coded, maybe also stuff like "Double Shot" from the Viera too.

Anyways it could use some more testing but I can't continue now, if anyone else wants to try it too you are free to take a look at it.

Edit: Haven't had time to sit down and test it well but the "unknown8" value seems tied to what happens after the ability:

23: Turns the invisible for the rest of the match
22: turns the one affected invisible for the rest of the match
Which if you want to change the effects of stuff like Elpee and Parley would be really helpful to change

24: Shows the damage of a second hit like with "Pummel", useful if you want to make more double hit attacks and want to display the damage done correctly, otherwise it only shows the first hit.
19
Will try to get back to you with it as soon as possible, but I'm currently swamped with work so if anybody else can make the file quicker the better. Sorry
20
There is this: http://ffhacktics.com/wiki/Final_Fantasy_Tactics_A2:_Grimoire_of_the_Rift for addresses.
Also on the files attached to this post is a couple of spreadsheets with all the info http://ffhacktics.com/smf/index.php?topic=9514.msg211097#msg211097
If you still need the info in a plain text file I can compile something later.