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Messages - Kourama

121
Help! /
April 25, 2009, 09:47:09 pm
'black' isn't the first color in the palette but thanks for the info
122
Help! /
April 25, 2009, 08:13:06 pm
I've already changed the moves I wanted to change and am about to test them. Saw "Battle.bin" in the thread you linked as well.

Last question for now, I imported Vincent from FF7 portrait into WLDFACE.bin and the black in the portrait doesn't appear in formation screen or in battle formation but works fine when the sprite/portrait was imported during battle. Any idea what the cause might be?
123
Help! /
April 25, 2009, 07:57:30 pm
Ok I see so the weapon attack animation is 07 00 00 and changing that on the animation offsets should change it properly.

Thanks for the info  :D

By the way is there a list of which animation is which and the third byte corresponds to the message shown after the animation right?
124
Help! /
April 25, 2009, 07:28:16 pm
So basically outside of Hex editing those moves are not going to have any animations similar to other moves by just using the FFT Patcher to edit them?
125
Ok I finished a patch I made and I'm having some issues and I'm not sure what to do.

First off I made a few new moves for Archer and cloned/copied the exact same settings in the patcher for "Leg Aim" and only changed the status and X value. The move seems to work fine but there is no animation at all. For reference the animation I chose was "FFFF" which should be the attack animation but its not working.

I did something similar with other abilities but added weapon strike and the character never uses the weapon.

I'm wondering if things are just hardcoded to work with certain abilities, is there a glitch, I just don't know what I'm missing.
126
The Lounge /
April 25, 2009, 07:25:01 am
I saw that exhibit last year, was an "interesting" experience.
127
PSX FFT Hacking /
April 24, 2009, 07:52:55 pm
Quote from: "Sa Ki Ren"All right. Thanks for the response on question 1.

Anyways I am editing skill and job names, but am making sure to keep the number of byte the same as is recommended. Hmm I guess I'll have to quit cheating and use hex after all.

The only real issue I've seen so far comes from Ability Names in world.bin cutting stuff off because you added too much but everything else seemed fine when I made my personal patch on the PSX version.
128
Spriting /
April 23, 2009, 09:48:56 pm
These monsters would be some cool additions:

Cactuar



Corse



Lamia



Sahagin



Tonberry

129
Hacking/Patching Tools /
April 22, 2009, 07:50:47 pm
Been going back and forth testing my patch, but I've run into a problem with the text editor. Not only has it been deleting the last 4 or 5 ability names in World.bin but it has changed all the "an" to some kanji. No idea what's causing it but giving a heads up to anyone planning to use text editor.
130
Help! /
April 22, 2009, 07:22:48 pm
Quote from: "Manamuf"I have finally found an other way to decrypt .iso but now i don't remenber how I can convert my fftpack in .iso :oops:

Just drag it over the original one when you use UMDGEN
131
Spam /
April 22, 2009, 12:25:44 am
The stupidity was the extra details he put into the story, like his mom sniffed his cock and his dad said his cock was greasy. The abridged, "My parents could tell I had sex" would've been better for his sake on a public forum.
132
Site Submission /
April 22, 2009, 12:21:30 am
Yeah its mislabled as Type 1. Works fine over a Type 2 character.
133
Spam /
April 21, 2009, 11:41:34 pm
I actually enjoyed that read. I guess some people are too stupid to think before they post now too.
134
Site Submission /
April 21, 2009, 11:38:41 pm
I had it over H61.SPR which is a type 1 sprite of Gafgarion, and I had the issue. I just rechecked the animations in Shishi and it shows the same issue I mentioned.
135
I was wondering if it was possible for a bow or gun to also use a magic animation, like the glacier/blaze/blast gun, after firing the weapon for other magics. In essence to a weapons strike with ranged weapons like it is done for the sword skills.
136
Site Submission /
April 21, 2009, 10:28:00 pm
Just an update the "Sephiroth" sprite in the custom sprites section is not working correctly. Animations from behind are off and it looks like half of the body is coming off.
137
Help! /
April 21, 2009, 08:16:39 am
Quote from: "FFaddic"If you can, make sure it plays in your emulator before making any further changes.

PSP emulator would be fantastic.

Anyway is there a message now when you decrypt the PSP ISO? I don't remember there being one before. Other than what FFaddic said, make sure you have the latest version of the FFTPatcher. Version is 1.0.0352, at least that's the one I've been using.
138
Help! /
April 20, 2009, 06:15:58 pm
Go to your ISO, right click, Properties, uncheck "Read Only" box, that should solve your problem.
139
Site Submission /
April 19, 2009, 12:25:41 pm
I was thinking that maybe we should add a unit.bin sprite file, and a wldface.bin portrait sprite file to each custom sprite download on the main page.

It took a while, for me at least, to figure out how to set up each .bmp for unit and portrait to be imported into that japanese program, and my main issue was with keeping the palette the same.

Below I have the unit and portrait for the "Cloud (Advent Children)" custom sprite on the main page. Would it be possible to add it to the download for that sprite?
140
So after hours of testing and reading topics I was finally able to import 3 sprites into Unit.bin and 1 portrait over Cloud's portrait in WLDFACE.bin.

Now however I'm having issues inserting two other portraits of Calculator Male and Calculator Female in WLDFACE.bin. I keep getting an error that the files are not 16-bit.bmp but I used the same process to insert these portraits as the Cloud portrait.

Attached are the two portraits I'm using and I'm hoping someone can tell me what I'm doing wrong or what's wrong with the files. Also for reference I'm using GIMP and Paint to edit the files.