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April 27, 2024, 03:27:53 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 - Kourama

101
The Lounge /
May 08, 2009, 07:35:22 am
Here is one I posted a long time ago.

102
Help! /
May 05, 2009, 03:19:11 pm
Equip Crossbow - Equip Crossbow + Bow + Gun
SCUS_942.21
0x4CB08 change 0x10 to 0x38


Straight from this topic: http://www.ffhacktics.com/forum/viewtop ... 85&start=0
103
The Lounge /
May 05, 2009, 11:02:16 am
City of G0D is a great obscure movie as well.

and what a pain in the ass that I can correctly spell the title of a movie because of this "St. Ajora" bs.
104
The Lounge /
May 05, 2009, 02:35:00 am
Its actually Spanish from Spain which is why you may have mistook it for french SB.
105
Help! /
May 04, 2009, 08:35:14 pm
Yeah, you hit the nail on the head, that's the exact issue I'm having at the moment.
106
Help! /
May 04, 2009, 08:06:21 pm
I guess my issue is that I wanted to add another character and have them appear in formation without messing with any other characters regularly in the game.

Having them appear in the formation screen is the restricting part, unless i'm not understanding what is linked to the sprites in unit.bin and wldface.bin. Basically my goal is to have two unique characters with sprites join at the beginning of the game, have them both appear in the formation, and not have any issues with them leaving my pt or disappearing.

From looking through the sprite lists/unit bin list, it seemed that one of the gaffgarion sprites could be used and one of the alma sprites, and it would work because I could replace their corresponding battle.bin sprites as well.

So maybe I'm missing something, or not understanding who I should go about fixing it.
107
Help! /
May 04, 2009, 06:25:17 pm
You mean change Gaffy to a type 2 sprite with hex editor?
108
FFT Remix /
May 04, 2009, 11:13:51 am
I like the -ra,-ga,-ja better than the numbers. Numbers were only in other FF games to differentiate which type of magic was more powerful because they didn't have enough space for the text. They ended up running with it until someone decided that they could do a better job.

Besides if someone was really able to cast magic, saying "Fire 4" would sound bad. At least I think so.
109
Old Project Ideas /
May 04, 2009, 11:08:33 am
ehrgeiz20 my patch I posted I already changed my archer and called it ranger too. I'm gonna post in the same format you did and show you what I did with my ranger. Feel free to use any ideas I had on your ranger as well.

Job Name: Ranger (Replacing Archer Job)
Skillset: Hunting (Replacing Aim Command)
HP Growth: 11
HP Multiplier: 100
MP Growth: 16
MP Multiplier: 65
Speed Growth: 100
Speed Multiplier: 110
PA Growth: 45
PA Multiplier: 110
MA Growth: 50
MA Multiplier: 80
Move: 3
Jump: 4
C-Ev%: 10
Innate: Poach
Innate: Move-Find Item
Innate: Gained JP Up (all generic jobs have this though in my patch)

Equipment:
Weapons: Crossbow, Bow
Armor: Hat, Clothing
Accessories: Shoes, Ring, Armlet, Cloak
Can equip shields?: Yes

Actions:
Leg Aim - add don't move
JP Cost: 200
Chance to learn: 50%
Learn with JP?: Yes

Arm Aim - add don't act
JP Cost: 300
Chance to learn: 50%
Learn with JP?: Yes

Cupid - add charm
JP Cost: 400
Chance to learn: 50%
Learn with JP?: Yes

Tranquilizer - add sleep
JP Cost: 500
Chance to learn: 50%
Learn with JP?: Yes

Venom Shot - add poison
JP Cost: 250
Chance to learn: 50%
Learn with JP?: Yes

Reaction:

Catch
Arrow Guard

Support:
Equip Bow - equips bow and crossbow
Poach (Removed from Thief)
Tame (Removed from Orator)

Movement:
Jump +3
110
Help! /
May 04, 2009, 10:54:43 am
I replaced the sprite (17), name (17), job (17) and skillset (20) of guest Gaffgarion to the the new custom character. The character also joins as unit ID 80, and had left him with everything that Gaffgarion because he is also using his unit sprite as well.

I used Gaffgarion's guest sprite because it was the only one that I could replace as a Type 1 sprite and keep the unit sprite space. Would I be able to change it to a different job and name and have it still keep the same unit sprite?
111
Help! /
May 03, 2009, 07:09:50 pm
I guess I'll try that, my tester tried the battle without that character that was replacing gaffy and that character still ended up leaving the party after the battle.

Edit: well gaffy's unit ID is 17 and it still kicks my created character out of the party and has that created character do all of the talking. The only solution I can think of now is having the character join after Gaffy leaves.
112
Help! /
May 03, 2009, 08:33:27 am
New issue. I've replaced Gafgarrion Guest version with a character of my creation and changed every instance in the FFT Patcher where Gafgarrion appears as his guest version to his enemy version. I also made it so that Gafgarrion doesn't appear as a guest in the formation screen and just appears as a guest in the story battles.

Now my issue is that whenever he's supposed to speak in the first few Chapter 2 battles, my new made up character is the one that speaks as opposed to him. The other big issue is that during the fight where he betrays you, my made up character speaks, disappears when you defeat Gaffgarion and leaves my party as well.

Now I don't think that can be fixed through the patcher, unless the "Unit ID" should just be changed to 11 for the enemy version of Gaffgarion. I'm guessing I have to hex edit that battle/event so that the enemy version of Gaffgarion is the one who's supposed to do all those actions is the one prompted to do them. I'm guessing I should be changing this in battle.bin at offset 0x080 but if anyone can point me in the right direction, I would appreciate it.
113
Help! /
May 02, 2009, 06:58:25 pm
Just remember that some of the sprites aren't fully done so they may not have all of their animations. Other than that what you want to do is fairly easy and simple to do with the FFTPatcher.
114
Completed Mods /
May 01, 2009, 08:52:07 pm
It might be a while before I release a new version, maybe 1-2 weeks. Busy with RL stuff but I appreciate you testing it and posting the bugs.
115
Completed Mods /
April 29, 2009, 07:45:50 pm
Quote from: "Dome"Head shot of the deadly sniper have the display effect of cura (but it does damage)...is this a wanted thing?
And it does not show the dead status when you click on the enemy...is this a bug?
Edit
Dorter II
This is Gafgarion
http://img520.imageshack.us/my.php?image=gafgarionh.png
The same happened to Agrias...
And the bushido guy (I called him Zack xD) talked instead of Gafgarion
http://img261.imageshack.us/img261/2646 ... garion.png

Hmm that's wierd and yeah I know about the Head Shot thing with cura effect ... turns out quick bloody strike = cura effect. Don't know why the dead status isn't showing. Is it showing any status? If it is showing just one status then it is working fine.
116
Bugs and Suggestions /
April 28, 2009, 11:46:38 pm
I think the issue is that there are some topics in spam that should be in general, which seems to seamlessly make the two sections look alike.

- less cpu time
- Xboxlive gamertags
- Calling out Mr. BloodyBlade
- My hard drive died

All should probably be in general, instead of spam because of the content and I'm sure there are more topics in spam that should be in general. Where as in general,

- I know everyone can do it, but I did it to laugh a bit
- everything now makes sense
- I now have... (turns into a "spam" topic because of replies)

should probably be in spam.

I can see the confusion and why this topic should be made but there are obvious topics that definitely don't deserve to be in spam i.e. Our friend Rain4h and some that definitely do like i.e. Important announcement concerning spam.

Regardless it doesn't make that much of a difference to me as I don't post nearly as much as most active members here, but I felt this topic needed an extra perspective. The best solution, I think, would be more active moderation of the General Forum and more responsibility with posts/replies in that section which the topic "I now have..." clearly shows.
117
Completed Mods /
April 28, 2009, 11:23:59 pm
Quote from: "Dome"Bug:
Water shot with the deadly sniper shows 2 times the damage (using a bow gun)

Yeah that, the Ranger abilities and the other elemental shots that deadly sniper have do that too so I'm going to have to find away around that.


By the way thank you LD and Goomba. I'm glad I'm not the only one who finds Zalge's issue odd.

Now Zalge, if you want to play my path without First Aid I would be more than happy to give you the fftpatcher file I have so you can use it on your own patch. If you want to help, which is what your comments on First Aid were an attempt to, then if you knew what hex editing or offsets I need to look at in battle.bin to fix the bugs that Dome posted would be great.
118
Completed Mods /
April 28, 2009, 08:10:03 pm
Quote from: "Zalge"
Quote from: "Kourama"Well play the game and let me know.
Well, does it take any MP to use? If so, then it couldn't be abused that much.
Otherwise, all you would have to do is reduce an enemy's HP to critical, kill all the others, and then either surround it or chicken it then have your characters keep using first aid until they level up. And they could do it even again after that. Its how I normally train my characters, except using first aid only heals 1 HP and can therefore be abused to hell, as 2 characters need to get hit a couple times to deal a fair amount of damage then they and the other characters just have to keep using first aid to heal each other. However, this is only if it doesn't take any MP. W/ MP usage, it would still be abused, but not as much.

If you are looking to abuse the game in my patch its not going to be overtly difficult. I didn't make the patch to be ultra balanced. I made it to have some differences than than the original but with changes that my brother and I liked. If you can't help to abuse job/ability systems in the game, then that's on you.

Move-MP Up + MP Switch is still in the game, Brave/Faith modification is still in the game, if you don't want to play the patch because there are things that still can be abused then don't. I understand the basis of your criticism but I don't understand why you are making it if you haven't played the patch and since the patch wasn't made to take out all abuse able combinations. Basically I'm confused as to what you are really trying to point out or prove.
119
Completed Mods /
April 28, 2009, 05:12:59 pm
Quote from: "Dome"Well done patch, I've started it right now.
I'll let you know if there are bugs-typo etc xD
This portrait that you get in team menu is strange...but in-battle is fine.
http://img99.imageshack.us/img99/3240/n ... bitmap.png

Yeah I know about that already, not sure what's causing it but looking into it. Zozma thought it was the first color being black in the palette, but it isn't so still trying to figure it out.

Quote from: "Zalge"IMO First aid sounds like it could be abused to hell as an easy way to train your characters.
However, I'll play it anyway.

Well play the game and let me know.
120
Completed Mods / ______ Patch
April 28, 2009, 12:57:57 pm
Well here is my patch. The patch is pretty simple. No event edits, just some new abilities and changes, some new jobs with changes to current skillsets, item/equip changes, random battle changes and crapload of text edits. I have no name for it because it didn't really have set vision just things I wanted to change with input from my brother and it is what it is now.

Spoilers for most of the changes are below.

Changes
New Jobs
- Archer changed to Ranger
Innate: Secret Hunt, Move-Find Item

Abilities:

Leg Aim
Arm Aim
Cupid - chance to add: charm
Tranquilizer - chance to add: sleep
Venom Shot - chance to add: poison

Catch
Arrow Guard
Secret Hunt
Train
Equip Bow - bow and crossbow
Jump +3

- Calculator changed to Necromancer with new sprites
Innate: Float, Undead  Immune: Dead, Blood Suck, Death Sentence

Abilities:

Death
Drain Life
Osmose
Dark Holy
Manipulate - Add: Invite to Undead
Decay - Add: Undead, Poison, Slow

Absorb Used Mp
Damage Split
Float

Skillset Changes

- Basic Skill

Added:
First Aid - heals HP 1 target
Desperation - does increased damage to target 50% to self
Gained EXP-UP
Equip Change

Removed:
Equip Axe
Monster Skill
Defend

- Item

Changed:
Potion - 50 hp
Hi-Potion - 100 hp
X-Potion - 200 hp
Ether - 30 mp
Hi Ether - 70 mp
Antidote changed to Venom adds: poison
Eye Drop changed to Black Ink adds: blind
Echo Grass changed to Silencer adds: silence

Removed:
Equip Change
Maintenance

- Battle Skill

Added:
Guard - adds: defending and regen to surrounding units
Speed Ruin
Magic Ruin
Power Ruin
Mind Ruin
Shock
Caution
Defense Up

Removed:
Speed Break
Mind Break
Magic Break
Power Break
Head Break
Armor Break
Weapon Break
Shield Break
Weapon Guard

- Charge --> Hunting (changes in New Jobs section)

- Punch Art

Added:
Blade Grasp
Attack Up

Removed:
Move HP-Up
Hamedo

- White Magic

Added:
Wish
Distribute
Move-HP Up

- Black Magic

Added:
Catastrophe - Ultimate Black magic

Removed:
Frog
Death
Poison

- Time Magic

Added:
Returnga

Removed:
MP Switch
Float

- Summon Magic (no changes)

- Steal

Added:
Quick Attack - attack with a chance to add: slow
Speed Save
Concentrate
Maintenance

Removed:
Caution
Catch
Secret Hunt

- Talk Skill

Added:
Monster Skill

Removed:
Train

- Ying-Yang Magic

Added:
Poison
Frog
Charge - adds mp to self
MA Save
Face Up

Removed:
Drain Life
Osmose
Absorb Used MP
Defense Up
Any Weather

- Elemental

Added:
Equip Axe
Any Weather

Removed:
Attack Up

- Jump

Added:
A Save

Removed:
Level Jump3
Level Jump6
Vertical Jump3
Vertical Jump5
Vertical Jump6
Vertical Jump7

- Draw Out

Added:
Brave Up
Hamedo

Removed:
Blade Grasp
Move in Water

- Throw

Added:
Move +3

- Necromancy (see New Jobs)

- Sing

Added:
MP Switch

Removed:
Cheer Song
MA Save
Face Up
Move +3

- Dance

Added:
MP Switch

Removed:
Slow Dance
A Save
Brave Up
Jump +3

Other skillsets have changed but I will leave you to learn the changes for any unique skillsets.

Items & Equipment

Many changes have been made to weapons especially.
- No more Innate Haste or Reraise items
- Weapon damage, stats, attributes have been balanced so no set of weapons totally outclasses others
- Rare, Ultimate weapons have added bonuses across all weapon classes to make them more unique than their counter parts
- Knives all add speed
- Knight Swords all are forced 2 hands and toned down damage
- Axes always add their respective status change and are no longer random damage any more
- Flails do consistent damage
- Guns have increased range
- Crossbows have all increased in weapon power
- Bows have a slight increase in range
- Harps all add a status change 100% of the time
- Some books have added attributes or add a status change
- All bags cast some sort of spell or ability
- There are many other changes but they can be seen through playing the game or the text edits

ENTD Changes
- All random battles have either been changed slightly or drastically, with a few battles not changed at all (maybe 5-10) in terms of enemies, equipment they use
- All story battles have enemies your party level so overleveling is discouraged and there have been similar changes to enemies, equipment and war trophies
- All guests don't appear in your party anymore and just appear in the battle with the exception of Beowulf

Status Effects
- Poison stays on until removed
- Berserk stays on for a limited amount of time
- Don't Move, Don't Act, Slow all last as long as Haste does

Monsters
- Across the bored monsters have new skills, innate abilities and reaction abilities
- Poachable Items have changed
- Stronger versions of monsters will appear more frequently

Miscellaneous Changes
- Counter Flood works on many more things
- Equip Sword: Equip sword and knight sword
- Equip Bow: Equip bow and cross bow
- Equip Knife --> Equip Katana: Equip Katana and Ninja Sword
- Requires Sword: Requires Sword, Katana, Ninja Sword, Knight Sword
- Job Requirements and JP Required have been changed
- Brave and Faith changing is intact where Brave up and Face Up are the only ways to increase them but no way to decrease them
- Faith of target no longer affects damage and accuracy of spells making spells much more powerful
- Blade grasp only works against swords and knight swords
- CT has been reduced across the bored for Magic with changes to damage multipliers and MP accordingly
- JP scroll glitch removed
- All Characters names can be changed and unique characters can go on propositions
- Chance to get rare items from poaching has increased
- You start out with 10000 gil now
- Broken/Stolen Items can be bought back at Fur Shop
- All Draw Out skills have a 10% chance of breaking
- Defending reduces damage by 25%
- Float weak against wind and oil weak against fire
- Mighty sword can hit monsters
- Sword skills can be evaded and have mp costs
- Undead only receive 25% damage from Pheonix Downs
- Innate Weapon Guard for all
- Global Class Evasion
- Gained XP is divided by 2
- 2 new unique characters added as Cadets in Ch 1 with unique skillsets
- There have been many more changes, in terms of innate status/abilities for jobs and changes to abilities not mentioned here as well

I would like to thank melonhead for a great set of programs, zodiac for a site with a community dedicated to hacking one of the greatest games ever made.

Special thanks goes to Razele for his great asm hacks, as well as everyone who helped me figure out the issues I was having with animations and inserting my new sprites. I'd also like to thank the community as a whole because some of your sprites and ideas inspired changes to this patch.

I hope whomever plays it enjoys it and please provide feedback.


One last thing, the Sephiroth and Vincent sprites from FF7 are both Type 2 sprites so if you want to change that on the custom sprites page Zodiac this is just a heads up as they are mislabled at the moment.

Edit: Updated attachment with new .ppf file. Anyone who started this patch earlier will need to start over because of the changes I've made to the shops as well as one of the characters you get in the 1st chapter.


Extra Changes:

- Added Defend Innate All
- Undead randomly reraise after dying but never change to crystals or treasure


Known Bugs:

- "Zack" sprite character does enemy gaffy's actions in the two fights you fight him in after he turns on you so don't use that character in those fights.

- Ranger, Deadly Sniper, both have moves that show damage or status 2x instead of once.

- Deadly Sniper portrait doesn't show the black colors in formation or battle formation.

Bug Fixes:

- "Zack" sprite works fine while gaffy is on your team.
- Head Shot works properly now.