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Topics - scorpiova

1
Event Editing / Dialogue Lingering
April 23, 2017, 10:46:06 pm
Hey guys,

Trying to figure out a dialogue issue as I go through my mod.

In the event that is at the Gate of Lionel Castle where you fight Gafy, I am altering the dialogue and adding new dialogue. But I am having an issue with dialogue boxes not going away.

I probably have this butchered to death at this point - but this is what I'm working with now.

Can I remove ALL dialogue coding and just re-write my own - to avoid this issue, or is there a simpler fix in what I have.

I have removed a bunch of stuff at this point such as some of the change dialogue sections - this lingering dialogue was still happening with them present.

Here is what I'm working with right now, and screen shot is below...

DisplayMessage(x10,x91,x0001,x02,x00,x00,-00030,+00000,+00020,x13)
WaitForInstruction(x01,x00)
ChangeDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00010)
DisplayMessage(x10,x92,x0002,x02,x00,x09,-00070,+00010,-00030,x10)
WaitForInstruction(x01,x00)
ChangeDialog(x02,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
RotateUnit(x02,x00,x08,x02,x02,000)
Wait(00006)
{63}(rAA)
Camera(+00504,-00076,+01288,+00302,+01536,+00000,+04096,+00042)
WaitForInstruction(x04,x00)
Wait(00030)
AddUnitEnd()
WarpUnit(x11,x00,005,013,x00,x00)
ColorUnit(x11,x00,x01,+000,+000,+000,000)
SpriteMove(x11,x00,+00000,+00000,+00050,x00,x01,+00001)
WaitSpriteMove(x11,x00)
Draw(x11,x00)
ColorUnit(x11,x00,x08,+000,+000,+000,004)
SpriteMove(x11,x00,+00000,+00000,+00000,x00,x01,+00048)
Wait(00032)
Camera(+00376,-00220,+01032,+00270,+01536,+00000,+04096,+00064)
WaitSpriteMove(x11,x00)
UnitAnim(x11,x00,x02,x00,x00)
AddUnitPrep()
UnitPresent(x82,x00,x01)
UnitPresent(x83,x00,x01)
UnitPresent(x84,x00,x01)
UnitPresent(x85,x00,x01)
UnitPresent(x92,x00,x01)
AddUnitStart()
WaitForInstruction(x04,x00)
Wait(00020)
DisplayMessage(x10,x91,x0003,x11,x00,x00,+00000,+00008,+00010,x03)
WaitForInstruction(x01,x00)
ChangeDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00010)
Sound(x007D)
Wait(00060)
Sound(x0040)
Wait(00040)
RotateUnit(x00,x01,x00,x02,x02,000)
Wait(00006)
Camera(+00712,-00076,+00680,+00350,+03664,+00000,+04096,+00064)
WaitForInstruction(x04,x00)
AddUnitEnd()
WarpUnit(x80,x00,006,001,x00,x02)
WarpUnit(x81,x00,001,006,x00,x03)
WarpUnit(x82,x00,005,001,x00,x02)
WarpUnit(x83,x00,001,004,x00,x03)
WarpUnit(x84,x00,007,000,x00,x02)
WarpUnit(x85,x00,004,000,x00,x02)
WarpUnit(x92,x00,000,013,x00,x03)
ColorUnit(x80,x00,x01,+000,+000,+000,000)
ColorUnit(x81,x00,x01,+000,+000,+000,000)
ColorUnit(x82,x00,x01,+000,+000,+000,000)
ColorUnit(x83,x00,x01,+000,+000,+000,000)
ColorUnit(x84,x00,x01,+000,+000,+000,000)
ColorUnit(x85,x00,x01,+000,+000,+000,000)
SpriteMove(x80,x00,+00000,+00000,-00050,x00,x01,+00001)
SpriteMove(x81,x00,-00040,+00000,+00000,x00,x01,+00001)
SpriteMove(x82,x00,+00000,+00000,-00050,x00,x01,+00001)
SpriteMove(x83,x00,-00048,+00000,+00000,x00,x01,+00001)
SpriteMove(x84,x00,+00000,+00000,-00025,x00,x01,+00001)
SpriteMove(x85,x00,+00000,+00000,-00025,x00,x01,+00001)
Draw(x80,x00)
ColorUnit(x80,x00,x08,+000,+000,+000,004)
BlockStart()
SpriteMove(x80,x00,+00000,+00000,+00000,x00,x01,+00054)
WaitSpriteMove(x80,x00)
UnitAnim(x80,x00,x02,x00,x00)
BlockEnd()
Wait(00010)
Draw(x81,x00)
ColorUnit(x81,x00,x08,+000,+000,+000,004)
BlockStart()
SpriteMove(x81,x00,+00000,+00000,+00000,x00,x01,+00048)
WaitSpriteMove(x81,x00)
UnitAnim(x81,x00,x02,x00,x00)
BlockEnd()
Wait(00030)
Draw(x82,x00)
ColorUnit(x82,x00,x08,+000,+000,+000,004)
BlockStart()
SpriteMove(x82,x00,+00000,+00000,+00000,x00,x01,+00052)
WaitSpriteMove(x82,x00)
UnitAnim(x82,x00,x02,x00,x00)
BlockEnd()
Wait(00010)
ColorUnit(x83,x00,x08,+000,+000,+000,004)
Draw(x83,x00)
BlockStart()
SpriteMove(x83,x00,+00000,+00000,+00000,x00,x01,+00052)
WaitSpriteMove(x83,x00)
UnitAnim(x83,x00,x02,x00,x00)
BlockEnd()
Wait(00036)
ColorUnit(x84,x00,x08,+000,+000,+000,004)
Draw(x84,x00)
BlockStart()
SpriteMove(x84,x00,+00000,+00000,+00000,x00,x01,+00032)
WaitSpriteMove(x84,x00)
UnitAnim(x84,x00,x02,x00,x00)
BlockEnd()
Wait(00010)
ColorUnit(x85,x00,x08,+000,+000,+000,004)
Draw(x85,x00)
BlockStart()
SpriteMove(x85,x00,+00000,+00000,+00000,x00,x01,+00032)
WaitSpriteMove(x85,x00)
UnitAnim(x85,x00,x02,x00,x00)
BlockEnd()
{7C}()
WaitForInstruction(x0B,x00)
Camera(+00616,-00604,+00952,+00382,+03584,+00000,+04096,+00048)
WaitForInstruction(x04,x00)
Wait(00016)
DisplayMessage(x10,x91,x0004,x02,x00,x00,-00030,+00008,+00020,x11)
WaitForInstruction(x01,x00)
ChangeDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Camera(+00376,-00220,+01032,+00270,+05632,+00000,+04096,+00048)
WaitForInstruction(x04,x00)
Wait(00020)
RotateUnit(x02,x00,x08,x01,x02,000)
Wait(00010)
DisplayMessage(x10,x91,x0005,x11,x00,x00,+00000,+00000,+00000,x01)
WaitForInstruction(x01,x00)
Focus(x92,x00,x92,x00,x00)
Camera(+04865,-06912,+00052,+00302,+02560,+00000,+04096,+00032)
WaitForInstruction(x04,x00)
Wait(00010)
DisplayMessage(x10,x12,x0006,x92,x00,x00,+00000,+00000,+00000,x01)
WaitForInstruction(x01,x00)
Focus(x02,x00,x02,x00,x00)
Camera(+04865,-06912,+00052,+00302,+02560,+00000,+04096,+00032)
WaitForInstruction(x04,x00)
Wait(00010)
DisplayMessage(x10,x91,x0007,x02,x00,x00,+00000,+00000,+00000,x01)
WaitForInstruction(x01,x00)
RemoveUnit(x92,x00)
WaitForInstruction(x01,x00)
Focus(x11,x00,x11,x00,x00)
Camera(+04865,-06912,+00052,+00302,+02560,+00000,+04096,+00032)
WaitForInstruction(x04,x00)
Wait(00010)
DisplayMessage(x10,x91,x0008,x11,x00,x00,+00000,+00000,+00000,x01)
WaitForInstruction(x01,x00)
{60}(r001E)
Wait(00030)
Wait(00010)
Music(x01,+096,000)
{1C}(r02)
Camera(+00504,-00076,+00616,+00302,+04608,+00000,+04096,+00096)
DarkScreen(x00,x01,012,064,x00,004)
WaitForInstruction(x36,x00)
DisplayConditions(x08,090)
WaitForInstruction(x38,x00)
DisplayConditions(x00,030)
WaitForInstruction(x38,x00)
RemoveDarkScreen()
WaitForInstruction(x36,x00)
WaitForInstruction(x04,x00)
{1C}(r01)
Wait(00010)
March(x00,x00,000)
{63}(rA8)
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01
{font:08}{Ramza}{br}
{font:00}Wait there.{br}
I'll open the gate.{end}

//Message x02
{font:08}Familiar voice{br}
{font:00}Not so fast!{end}

//Message x03
{font:08}Gafgarion{br}
{font:00}You got in all right, but{br}
didn't notice an ambush.{end}

//Message x04
{font:08}{Ramza}{br}
{font:00}Damn!!{end}

//Message x05
{font:08}Gafgarion{br}
{font:00}{Ramza}! {br}
It's me you must fight with!   {br}
En garde!!{end}

//Message x06
{font:08}Mysterious Stranger{br}
{font:00}He does not see it in the wind...{br}
His life flickers in the dark.   {br}
But could there be... redemption?{br}
Can his soul be saved?{end}

//Message x07
{font:08}{Ramza}{br}
{font:00}That woman again?{br}
Wait! Who are you?{end}

//Message x08
{font:08}Gafgarion{br}
{font:00}You losing your mind boy?{br}
No one's there! Come at me, fight!{end}

//Message x09


2
Help! / Monsters and Equipment? Possible?
April 23, 2017, 03:05:13 pm
Hey guys,

Quick question - is it possible to allow monsters to equip weapons and/or armor?

If so, where would I start on making that work?
3
Spriting / Aliste sprite sheet black line
April 22, 2017, 03:22:21 pm
Hey guys,

I have a question:

I am using the Aliste sprite sheet for a unique character in the PSX version of FFT. I did up his unit/wildface pics no problem. In game his formation screen sprite and portrait both appear fine, but in-battle he has a black streak/line going across the top of the portrait. It does not interfere with his face but it does stand out as noticeable.

I can only guess it is an issue with using a WOTL sprite sheet in PSX - anyone know of a fix?
4
Eventing - take two....

So trying to do a little more with events - for my current mod I have mainly been simply altering existing dialogue - and in places re-directing dialogue to new characters that I have added.

Sometimes - this works flawlessly, for example in the windmill in chapter 1 - I changed the monk that enters to speak with Wiegraf to my new assassin class, I named her and was able to make her use the lines that the monk spoke (was pretty easy to do). In another scene after Dorter in the "Interrogation" I added an additional unique character, and re-directed 2 OF Delita's lines to her and altered the dialogue.

So sometimes I can get things to work no problem.

But then other times, I get strange errors that I really don't understand.

What I am trying to do now - is re-directed one dialogue line in Mandalia plains from Ramza to a new unique guest character. I can re-direct the line no problem, but once the dialogue ends, and the battle objectives launch - all of a sudden we go back to the dialogue - then portrait boxes drop in the same sequence as the dialogue (just without the dialogue) and the lopps continues over and over.

Any ideas what might be causing the looping?

This is the only changes I made:

The new guest unit is listed as unit 85 in the patcher. SO the only changes I made were in reference to dialogue box 3. The re-direct and alteration to dialogue.

Focus(x85,x00,x01,x00,x00)
Camera(+26649,+17154,+18432,+00302,+02560,+00000,+04096,+00032)
WaitForInstruction(x04,x00)
Wait(00010)
Focus(x85,x00,x01,x00,x00)
DisplayMessage(x10,x70,x0003,x85,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
Wait(00010)

I'm probably making a simple mistake that is causing the loop - as the initial dialogue plays through exactly as planned.


Here is the complete excerpt from the event editor... the only change i made is above.

Offset(x00022000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.
Text(x000000F0)
//Remove the previous line if you wish text to compile directly after instructions.

DisplayMessage(x10,x70,x0001,x01,x00,x00,+00000,+00000,+00000,x01)
WaitForInstruction(x01,x00)
{63}(rAA)
Focus(x04,x00,x04,x00,x00)
Camera(+31814,+29440,+10000,+00302,+02560,+00000,+04096,+00024)
WaitForInstruction(x04,x00)
FaceUnit(x01,x00,x04,x00,x00,x01,x00)
WaitRotateUnit(x04,x00)
DisplayMessage(x10,x70,x0002,x04,x00,x00,+00000,+00000,+00000,x01)
WaitForInstruction(x01,x00)
Wait(00010)
Focus(x85,x00,x01,x00,x00)
Camera(+26649,+17154,+18432,+00302,+02560,+00000,+04096,+00032)
WaitForInstruction(x04,x00)
Wait(00010)
Focus(x85,x00,x01,x00,x00)
DisplayMessage(x10,x70,x0003,x85,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
Wait(00010)
Focus(x04,x00,x04,x00,x00)
Camera(-26599,-19709,-06144,+00302,+02560,+00000,+04096,+00064)
WaitForInstruction(x04,x00)
Wait(00020)
RotateUnit(x04,x00,x08,x00,x00,000)
WaitRotateUnit(x04,x00)
Wait(00056)
DisplayMessage(x10,x70,x0004,x04,x00,x00,+00000,+00000,+00000,x02)
WaitForInstruction(x01,x00)
Wait(00030)
March(x00,x00,002)
{1C}(r02)
DarkScreen(x00,x01,012,064,x00,004)
WaitForInstruction(x36,x00)
DisplayConditions(x08,090)
WaitForInstruction(x38,x00)
DisplayConditions(x00,060)
WaitForInstruction(x38,x00)
RemoveDarkScreen()
WaitForInstruction(x36,x00)
{1C}(r01)
CallFunction(x03)
ZERO(x007D)
ADD(x007D,x0001)
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01
{font:08}{Ramza}{br}
{font:00}Our duty is to destroy{br}
the Death Corps.  {br}
Get them!{end}

//Message x02
{font:08}Delita{br}
{font:00}Are you mad {Ramza}?{br}
Leaving him stranded!?{end}

//Message x03
{font:08}Bellinda{br}
{font:00}{Ramza} is right! Cleanse the area!{end}

//Message x04
{font:08}Delita{br}
{font:00}...I'll save him.{end}

//Message x05

5
Help! / Agrias guest sprite to unique character.
April 14, 2017, 01:06:04 am
Hey ladies and gents,

I'm looking for clarification on an issue. I am using Agrias's guest sprite as a new unique character in my mod. This works perfect in chapter one and the orbonne scenes (prologue and chapter 2 opening). In formation I have Agrias as a guest and my unique character as well (with their own formation sprite as set up through UWentries). But once I get to battles where Agrias is a guest combatant - I get a lot of sprite confusion happening. I have Agrias set to 1E in all of her ENTD scenes. So not sure why the sprite confusion is happening.

I was reading in another post that to do this correctly, I HAVE to set all Agrias iterations to 34 (the quest sprite not the join sprite) and use the other one for my unique - and that I HAVE to not add my new unique until after Agrias join up permanently.

Is this accurate? If I don't make my new unique character join until after Agrias joins, can I still use 1E for Agrias and 34 for my Unique, as there should be no confusion after that point?

Thanks
6
Event Editing / First attempt at event editing.
April 05, 2017, 09:40:30 pm
Hey guys,

I am trying my hand at event making... so I have started some work on it. I might be totally off. Right now I am working on building the dialogue in the pre-battle scene.

Am I doing this right? If not what am I missing? I feel like I am supposed to put something in between each dialogue point...

Offset(x00004000)

UnitAnim(x01,x00,x02,x00,x00)

{63}(rC9)
Camera(+00560,-00048,+00560,+00302,+03584,+00000,+04096,+00001)
Camera(+00560,-00048,+00560,+00302,+03584,+00000,+04096,+00128)
{4D}(r78)
Camera(+00560,-00048,+00560,+00302,+03584,+00000,+04096,+00128)

DisplayMessage(x10,x11,x0001,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x11,x0002,x02,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x11,x0003,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x11,x0004,x02,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x11,x0005,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x11,x0006,x02,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x11,x0007,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x11,x0008,x02,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

Wait(01000)
EventEnd()

//INSTRUCTION SECTION END -  TEXT START

//Message x01
{font:08}{Ramza}{br}
{font:00}
This place has the stench{br}
{br}
of evil!{br}
What darkness is this?{end}

//Message x02
{font:08}Nightstar{br}
{font:00}
Welcome boy... {br}
{br}
I am the darkness...{br}
Queen Nightstar.{end}

//Message x03
{font:08}{Ramza}{br}
{font:00}
What is this place?{br}
{br}
Who is that woman?{br}
Is that Ovelia!?!{end}

//Message x04
{font:08}Nightstar{br}
{font:00}
Ovelia? My Ovelia...{br}
{br}
Is the true Ovelia...{br}
Yours is a fake.{end}

//Message x05
{font:08}{Ramza}{br}
{font:00}
Impossible!{end}

//Message x06
{font:08}Nightstar{br}
{font:00}
No... not impossible.{br}
{br}
Her royal blood and pure soul{br}
will grant me eternal power.{end}

//Message x07
{font:08}{Ramza}{br}
{font:00}
We will stop you!{end}

//Message x08
{font:08}Nightstar{br}
{font:00}
You are welcome to try...{br}
{br}
boy child...{end}
7
Help! / Ovelia and Alma formation screen sprites.
April 04, 2017, 10:31:31 am
So, after getting everything setup I am now going to try my hand at events.

But before I dive into that - I have one lingering question about formation sprites and portraits.

If I am able to setup 2 additional events in game the way I want, I am going to need to find a way to add a few additional formation sprites.

I know that Ovelia and Alma having formation sprites is ultimately unnecessary - they only travel with the party for a short time, and never join any battles as guests during that time (with the exception of the 1 story battle for each, which is before they "join as guests").

So while I can use their formation sprites/portraits in wildface/unit bins for new characters - can I make it that they are invisible in the formation screen while traveling with the party? I would rather have them be invisible than to have graphical glitches or to appear as Ramza.

I know Alma is checked as "join after event" after her story battle in Lesalia. Is it as simple as unchecking that in the patcher? Or will I shag up story events if I uncheck that?

Thanks!
8
Help! / Altering existing dialogue.
April 02, 2017, 11:50:18 am
Hey guys,

Now that I have setup my custom classes and skillsets as well as all of the sprites and patches that I wanted. I have setup my game very closely to what I wanted. I have played through to chapter 4 and can see that everything works the way I planned. The only downside was the loss of Auto-potion, but with all the other changes that is not a bad thing and actually makes things more balanced not to have it. So I'm happy.

The only ting really left now that I would like to add - is a few scatter dialogue line alterations to make the new characters feel like they are more attached to the game. I don't need this, it will just be a perk depending on the time it would take to do it.

For example I added Terra to the Araguay Woods story battle in chapter 2, and changed Boco into a Wolf. Is it possible for me to change the dialogue that appears in that battle, not add dialogue, simply change what appears? If so, where should I get started?
9
Help! / I broke Auto-Potion - oops...
March 29, 2017, 09:34:06 am
Hey guys, in my ventures to create custom classes - I seem to have broken auto-potion. I am guessing that in my changes I did to chemist (removing the potions and items from their skill set) must have halted auto-potion from working. I had thought that units did not need to learn specific potion skills in order for auto-potion to trigger (as long as they are in your inventory). But I'm thinking I am wrong - and that units need to know the potion skills for auto-potion to trigger.

Is there any way to trigger auto-potion without the potion skills?
10
Help! / Calculator class - what should I do with it?
March 26, 2017, 02:02:59 am
Hey guys,

Sorry for asking so many questions here lately. But I am really nose deep in this now and I am enjoying it lol.

I am trying to figure out what to do with the Calculator class. I am altering the majority of the classes - but I am not quite understanding how to change the calculator into something interesting.

Can I make the calculator act like a normal job? Or will it always act like the calculator? I have tried setting the action menu to nothing but that did not seem to work. Adding new skills to the class just made the skill set grey out in combat. Is there any way to make it into a different kind of class?

Would simply changing the skills in that skill set into something different make the the class act more normally? Not sure if that makes sense or not.

Or if not, what have people done with it to make it unique/interesting?
11
Help! / Chemist Item skillset - Adding Ball
March 25, 2017, 01:20:31 pm
Hey guys - trying to figure out an issue.

I have added Ball to the learnable skills for my new Chemist class. I added Balls to every store in the game and Ball shows up on the Chemist skill list to be learned for 70 JP. Once I learn the skill and buy several of the elemental balls, and go into battle unfortunately Ball does not show up as a usable skill in the item skillset in combat.

1. So I can set the skill to the item skillset
2. I can learn it from the item skillset in game.
3. I have purchased each of the elemental balls from the store.

But... I cannot seem to use it in battle (for example I learned Potion, Phoenix Down, and Ball on my level 2 chemist - yet in combat only Potion and Phoenix Down are showing up).

Does anyone know what I am missing to make it show up for the Chemist to use? Is there some sort of flag I need to check in fftpatcher to make it useable by the chemist item skillset?
12
Help! / Strange Errors - ASM patches flawed?
March 24, 2017, 08:11:23 am
Hey guys,

Having a frustrating moment - I am assuming some of the ASM patches don't work and cause major issues in game.

With the PSX version I started a new project - applying what I know works and does not work so far. Now today after adding the text patch for class names, I also added 4 ASM patches. I have not done anything to any other aspect of the game nor have I done anything in FFTpatcher with this file.

But - when I start a new game to test out the prologue - some characters are half in the wall, some are floating in the air - every unit is not where they are supposed to be on the screen. It looks like a complete mess.

The four patches I used were:

1. Soldier Re-name.
2. Mime as normal job.
3. UWentires - Formation sprite re-assignment (I gave Weigraf, Isilude, Rofel a formation sprite/portrait).
4. Ramza as a guest.

I don't understand how any of these affected the positioning of units in battle and in story events. So I am really lost at the moment and feel a bit jinxed since this issue seems like it should not be happening at all.

The Ramza as guest patch is the only "new" thing I am using that I have not used before. So I am guessing that patch has altered and messed up how units are shown in events and in maps.

So I am assuming I should avoid most of these patches. Are there any other patches out there that definitely should be avoided?
13
Help! / WOTL - changing dark knight sprites...
March 21, 2017, 03:11:15 pm
Hey ladies and gents,

I am currently modding both the PSX and PSP versions in different ways. Thankfully the PSX is soo easy to mod.

I am looking at changing the portraits/formation/sprite for Dark knight and Onion Knight in WOTL - is that possible? I know in the unit/wildface bins - I can't seem to find any entry for Dark Knight, Onion Knight, or even Balthier and Luso.

Are these items simply hard-coded and inaccessible?
14
Help! / PSXfin bios image? Help please.
March 19, 2017, 07:04:33 pm
Hey guys,

Not sure if I can get this answered here - but I am trying to run a PSX emulator with full screen that is not glitchy.

Personally I have been using EPSXe - but only windowed and it has not been an issue. But a friend of mine who is streaming this game needs one that can go fullscreen - and in full screen it is garbage.

So I was going to try the emulator on this site - PSXfin - but it is asking for a Bios image? I am really confused.

How does one find/make a bios image in order to run my PSX modded rom on PSXfin?
15
Help! / FFTOrgasm patches - how to use?
March 16, 2017, 07:03:47 pm
Quick Question:

Trying to patch my .iso so that I can re-name my characters at the soldier's office. I have tried multiple version of FFTorgasm - I open the program, check the boxes of the patches I want - open my iso and then save - yet nothing happens. And in game none of the patches I had selected have had any effect.

There's no indication if the patches installed, worked , or failed.

Am I missing something here?
16
Oh my goodness - you guys are killing me with all these beautiful sprites. I have recently dived into the FFT WOTL modding - and I am loving it.

I am pretty much doing a class re-vamp in which I am altering skill and equipment loadouts - and taking adavantage of these beautiufl sprites for classes. But I would LOVE to add in some more special characters as recruits. I have put in extra recruitable character, and succeeded in the skill/equip alterations I have done.

So now the next thing I want is to add more of these sprites - but the problem is really the formation screen sprite - even if I could use the boss sprites or replace them - but I'm not sure who does and does not have a formation screen sprite in the WOTL version. I looked through the FTEVGRP PRogram - but in the Unit file not all characters are there (Dark Knight, Onion Knight, Baltheir and Luso are not there) even though I know they have formation screen sprites obviously.

So my question really is - who, that is not shown in the prgram - actually has a formation screen sprite and portrait - and who does not. That way I could use them as characters or replace them with one of these new sprites.

Hope that makes sense. Or - can I add more sprites to that program??? Thanks!
17
Hey guys - I am in the process of modding my WOTL ISO. I have successfully imported unit/wildface sprites/portraits for my characters, I have also successfully imported my sprites for battle as well. I am using the speed up patch as well. So all of that owkrs and my game runs.

It feels awesome to have gotten this far! And I have to say thank you to the modders who have posted a variety of instructions on the forums.

So going forward here is what I am also trying to do.

I have changed The classes/sprites and names of Lavian, Alicia, and Ladd (they simply have different starting classes that are classes with new sprites). But have successfully changed their names to Tifa, Rydia, and Vincent. Which is awesome. I would like for them to have unique sprites - but based on what I have read I don't think there is enough free sprites to replace in the WOTL version - but that is fine.

So what I want to do is add additional units through the game that will join the game. I am not  concerned with story details - so please don't rant at me about that.

1. I would like to make Olan join the party after the Goug city battle in which you help him. (I might set this up for later if it makes more sense story-wise or just do it there). So in FFTPATCHER, do I just check his status to "join after event" to trigger him joining the party permanently? I do know his sprites/portraits and everything work fine in battle/status screen so that is not an issue.

2. I would like to add Aeris to the game from FF7 - I replaced Balma's sprites/portrait to Aeris from the wonderful sprites listed on this website :). So my plan right now is to add the new unit to the battle in San Dighos (im probably getting the town wrong) in which Cloud fights thieves. So I would like to add her unit to the combat and then trigger for her to join afterward if she survives. Again, is it just a matter of adding the unit to the battle in FFTPATCHER and triggering "join after event"? Or is there something more I need to do beyond sprites/portraits/names change?

3. I am replacing Boko with an Assassin copy of Celia (I will re-name her and try to set her up as a third sister type thing). SO in replacing Boko, and his name to a name for the new Assassin, is there anything else people think I need to do? In looking at this character - it makes me think I can add many units from throughout the game. Anyhow isame as above, is there anything missing I need to do?

4. Can I change a classes name? I know I can change skill loadouts, but I also tried to change some class names (tried to change Mystic to Red Mage for example) But - when I did the name change, when a unit dies in battle - if a crystal drops the game crashes (no crash if a chest drops). So I am assuming that the name change disrupts the code around skills and causes the crash. Any thoughts on the possiblility of changing class names OR adding custom classes to the game without crashes?

For the name changes I do know how to use the text editor, and have done so without issue.

So is there anything people can think of that I need to do to make these modifcations work? Mostly number 2 as the Aeris unit would be a completely new unit.

So for all the questions, and any help or guidance is appreciated.





18
Help! / How to get started?
June 08, 2016, 06:59:33 pm
Hello everyone,

I am brand new to this site - and a long-term player of FFT.

Years ago I used to edit my Playstation copy of FFT using a game-shark and had a lot of fun using special sprites for my main generic characters - also using skill sets from characters like Olan to make my generics unique.

So now I would like to edit my Vita version of the game.

So I am wondering if the following is possible using this sites tools.

1. I use the Vita version of FFT: WOTL.
2. Can I use sprite sheets listed through this site (such as Tifa) for one of my generics that I name Tifa? Or any other sprite set.
3. Can I use skill sets that belong to unique characters like Olan -  so that my generic unit can have the Astrologist skills as a base job?

Effectively can I do what I did years ago on Playstation with the game shark?

If so, do I just scour the tutorial section to get what I need?

Thanks! :)