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Messages - Timbo

41
Non-FFT Modding / Secret of Mana: Equipment Overhaul
January 02, 2019, 05:09:00 pm
I made a hack for Secret of Mana that overhauls a lot of the equipment, balancing most of the each piece to eliminate redundancies in a variety of ways.

https://www.romhacking.net/forum/index.php?topic=27615.msg368504#msg368504

42
I made a hack for Secret of Mana. It's primarily a text hack. The goal was to improve upon FuSoYa's script expansion by removing censorship and improving the localization.

For more info and a proper download link go here:

https://www.romhacking.net/forum/index.php?topic=27418.msg368191#msg368191
43
The Lion War / Re: FFT - The Lion War
September 11, 2018, 01:48:19 pm
Holy shit Xifanie. This project is going to be killer. Just, don't push it Elric, your health and the people who depend on you need to come first. There's no rush. Take care.
44
That's great. Thanks for the info.
45
Can we use your hack to reorder guest units too?
46
PSX FFT Hacking / Re: Choto's ASM Hacks and Effects
September 08, 2018, 01:55:16 pm
Actually Choto. At least 1 hack didn't make the cut. You made a hack that allows the AI to use skills in a certain skillset. Do you have a copy of that lying around?
47
PSX FFT Hacking / Re: ASM Requests
September 02, 2018, 10:43:48 am
I'm looking for an old asm from a few years ago that I can't seem to find. It made it so that the berserker units could use skills from a specific skillset if it was equipped while under AI.  I have an idea to combine it with glain's new geomancy hack to create an earth themed berserker job.

The AI uses Geomancy well enough that I think such a marriage work well together.

Does anyone have a copy of this lying around?
48
Event Editing / Re: Bravestory Shenanigans
August 24, 2018, 11:40:59 am
I did indeed, and man you're fast. I didn't even have time to delete my post... 😅
49
Event Editing / Re: Bravestory Shenanigans
August 24, 2018, 11:38:32 am
I've decided, I'm going still want to do the WotL version. I love the idea of having a definitive base version of the game for others to work from and this is a great way for me to contribute.

Are you still intending to to release all of the files necessary for people to use TLW as a base patch?
50
The Lion War / Re: FFT - The Lion War
August 15, 2018, 01:15:40 am
I'm not really crazy about the idea anymore. I'm kind of over the WotL dialogue. I offered to do it before because, at the time, I thought there was a genuine desire for it but now I'm not so sure. However, if there are enough people who want it, I would be happy to contribute my time to this as a service to the community.

Hell, I may end up doing it anyway just to encourage people away to move away from the psp version.
51
The Lion War / Re: FFT - The Lion War
August 14, 2018, 12:24:57 pm
Quote from: Elric on August 14, 2018, 09:35:10 am
Thanks Timbo. And sorry Nyzer. but im still releasing a version with Luso as well :P

Speaking of which, am I still reWotLizing the dialogue for that version or have you taken care of that at this point?
52
The Lion War / Re: FFT - The Lion War
August 14, 2018, 08:47:51 am
I love the use of Ashley Riot over Luso. Increasing the interconnectedness of the Matsuno Ivalice trilogy was a brilliant move.
53
The Lion War / Re: FFT - The Lion War
August 09, 2018, 06:02:52 pm
That's incredible. I really appreciate all of the time and  effort put into this. Thank you for your hard work.
54
Quote from: Metrohaha on May 27, 2018, 02:52:37 pm
Ya, that's logical for sure. I should have been more specific, perhaps. My original question was based on the fact that the Pokeytax spreadsheet worked perfectly on any save. After I learn any move, they are learned for good.

I certainly understand that I will likely end up having to start with a fresh save, but either way before I do that I'd hope to learn how to turn off the job replacement feature.
Its listed as an optional element, but I can't seem to figure out how to actually do it.

After I figure that out, I'll start from scratch and work from the ground up.
Until then, I'd probably have to stick with Pokeytax's version to make sure I can control the variables I wish to control properly.


I haven't had time to test it, but if you scroll to the right to the Replaces Job field, rather than just choosing one of the existing jobs you can just delete the selection or in the case of creating a new RAD job, you can just leave it blank.
55
PSX FFT Hacking / Re: ASM Requests
May 19, 2018, 07:43:40 pm
You can black out the "Guest" text by editing the graphics with no problem. I would love to see the documentation for that code. Is it or even the code itself published somewhere?
56
PSX FFT Hacking / Re: ASM Requests
May 19, 2018, 11:35:42 am
This one's for Xifanie. As a compliment to your Guests in Randoms and Ramza can join as a guest hacks, I would like to request for a hack to change guest slots from 17, 18, 19, and 20 to 1, 2, 3, and 4. I like the aesthetic of Ramza being up front and I think others would as well.

Btw I like this hack more than the Party Roster hack. The party Roster hack takes your guest units away from the formation screen entirely. The player experiences loses out on being able to customize units they can never keep in exchange for extra party slots.

Your hack lets you keep them in the formation which allows the player to hypothetically modify a guest character that is integral to the story throughout the adventure. Essentially, it creates up to four or five main characters and expands the roster size.
57
Quote from: Emmy on April 12, 2017, 12:31:57 pm
I know this is kind of late to the discussion, but I managed to edit this code to not require a r/s/m slot.  This is useful if you want to turn 0x12 into an actual skillset, still have jump, and not tie up a blank r/s/m slot for its use. Posting it here in case of a new user searching for this info.


<Patch name="Action menu expansion">
    <Description>Grants access to jump (0x34) if unit has skillset 0x12.  Original code by Pride.</Description>
    <Location file="BATTLE_BIN" offset="e9994">
      12000934
      0300A910
      34000234
      0300E914
      00000000
      000002A2
      01001026
      FF000234
      000002A2
      0800E003
      00000000
    </Location>
    <Location file="BATTLE_BIN" offset="e99c0">
      E8FFBD27
      1000BFAF
      12004392
      13004592
      12000934
      03006910
      00000000
      0500A914
      00000000
      21302002
      7E69060C
      34000534
      12004392
      1000BF8F
      1800BD27
      0800E003
      00000000
    </Location>
    <Location file="BATTLE_BIN" offset="11a4f0">
      6542050C
      00000000
    </Location>
    <Location file="BATTLE_BIN" offset="13347c">
      7042050C
      00000000
    </Location>
  </Patch>


Also managed to change Geomancy to do what I was asking about in this topic a while ago (using a single formula instead of multiple ability slots/a skillset).  I included both the standard (calculated from attacker slot) and reverse (calculated from target slot) versions, along with all other required code.  This code is long/can use some improvement, but here we go:


  <Patch name="Formula 19 = Reverse Geomancy">
    <Description>Requires Gimmick elemental routine. Requires Elemental Tables. Requires Tile Location calculation.  Will calculate which element and status effect based on the tile that the target is standing on.</Description>
    <Location file="BATTLE_BIN" offset="1222a4">
AA790508
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="f76a8">
E8FFBD27
1000BFAF
5017060C
00000000
7E21060C
00000000
3E19060C
00000000
5A19060C
00000000
19800A3C
982D448D
9717060C
00000000
1680013C
21082200
18E62490
EC56050C
00000000
3F1C060C
00000000
3021060C
00000000
16004014
00000000
19800A3C
902D498D
982D448D
00002291
00000000
0F004010
00000000
9717060C
00000000
1680053C
40100200
2128A200
48E6A390
49E6A690
06006010
00000000
25002291
21082301
000026A0
08004234
250022A1
1000BF8F
1800BD27
0800E003
00000000
    </Location>
  </Patch>

  <Patch name="Formula 57 = Geomancy">
    <Description>Requires Gimmick elemental routine. Requires Elemental Tables. Requires Tile Location calculation.  Will calculate which element and status effect based on the tile that the attacker is standing on.</Description>
    <Location file="BATTLE_BIN" offset="123758">
E8FFBD27
1000BFAF
5017060C
00000000
D121060C
00000000
3E19060C
00000000
5A19060C
00000000
19800A3C
942D448D
9717060C
00000000
1680013C
21082200
18E62490
EC56050C
00000000
3F1C060C
00000000
3021060C
00000000
16004014
00000000
19800A3C
902D498D
942D448D
00002291
00000000
0F004010
00000000
9717060C
00000000
1680053C
40100200
2128A200
48E6A390
49E6A690
06006010
00000000
25002291
21082301
000026A0
08004234
250022A1
1000BF8F
1800BD27
0800E003
00000000
    </Location>
  </Patch>

  <Patch name="Gimmick Elemental ability routine">
    <Description>Requires Oil/Undead. Requires r4 = new element of ability</Description>
    <Location file="BATTLE_BIN" offset="eebb0">
E8FFBD27
1000BFAF
19800A3C
942D4B8D
982D4C8D
71006291
902D4D8D
24104400
07004010
00000000
0400A395
00000000
80100300
21104300
82100200
0400A3A5
5A008591
00000000
8000A330
09006010
80008230
07004010
00000000
2200A291
2500A391
80004234
08006334
2200A2A1
2500A3A1
4000A330
07006010
08008230
05004010
00000000
9013060C
00000000
03000010
00000000
3361050C
00000000
1000BF8F
1800BD27
0800E003
00000000
    </Location>
  </Patch>


  <Patch name="Map location/tile calculation">
    <Description>Requires r4 = data pointer of character whose tile you're calculating.  Returns r2 = tile type ID that unit is on. Replaces Store PA and WP+Y (Move this to free space if you are still using these formulas!)</Description>
    <Location file="BATTLE_BIN" offset="11ee5c">
E8FFBD27
1000BFAF
2804060C
00000000
C0100200
1980013C
21082200
CCF82290
00000000
3F004230
1000BF8F
1800BD27
0800E003
00000000
    </Location>
  </Patch>

<Patch name="Elemental tables">
    <Description>First table is the element used by the attack:
0x80 = Fire, 0x40 = Lightning, 0x20 = Ice, 0x10 = Wind, 0x08 = Earth, 0x04 = Water, 0x02 = Holy, 0x01 = Dark
Second table is a double table.  First byte is the status group byte and second byte is the status inflicted (0x1b - 0x1f, current action data pointer).  Multiple statuses/elements are possible but must be on same byte! :)  Use 0000 for no status.
</Description>
    <Location file="BATTLE_BIN" offset="f7618">
02100240
40200808
02040404
80200404
04048002
01081008
00000220
01010801
10100840
40011040
02808010
080410
    </Location>
    <Location file="BATTLE_BIN" offset="f7648">
1c10
1d08
1d08
1e04
1e02
1c08
1c10
1c80
1f40
1f08
1c20
1e80
1c10
1f02
1c04
1c08
1f01
1d02
1d80
2009
1f40
1c80
1f20
1c08
0000
0000
1b80
1f80
1b20
1c02
1e20
1d02
1f04
1d90
1e04
1c80
1c08
1f20
1c08
1f0c
1c02
1b20
1f04
2260
1b10
1b80
1b10
    </Location>
  </Patch>

  <Patch name="Oil/Undead">
    <Description>Oil = Weak fire, Undead = Absorb Dark/Weak Holy.  Expansion of FFMaster's Oil Hack.  Credit also goes to Glain for fixing it. :)</Description>
    <Location file="BATTLE_BIN" offset="11ffe0">
3361050C
    </Location>
    <Location file="BATTLE_BIN" offset="1200e0">
3361050C
    </Location>
    <Location file="BATTLE_BIN" offset="f14cc">
1980023C
982D428C
E8FFBD27
5A004590
1000BFAF
8000A130
6D004590
58004690
02002010
9C014194
7F00A530
1000C330
03006010
00000000
0100A534
FD00A530
24188500
02006010
00042334
9C0143A4
5A004190
6E004590
80002130
02002010
00000000
7F00A530
1000C130
02002010
00000000
FC00A530
24188500
05006010
00000000
9013060C
00000000
72610508
00000000
6F004590
02002010
90014194
0300A530
24188500
02006010
43080100
900141A4
5A004190
70004590
80002130
02002010
90014194
8000A534
1000C330
03006010
00000000
FE00A530
0200A534
24188500
05006010
40080100
9C014394
900141A4
00086334
9C0143A4
1000BF8F
1800BD27
0800E003
00000000
    </Location>
  </Patch>


  <Patch name="Counter Flood uses Flood Ball">
    <Description>This allows for Counter Flood to work by using an ability instead of vanilla geomancy.  If you changed geomancy with my other codes, this is required to make Counter Flood work.</Description>
    <Location file="SCUS_942_21" offset="4f3df">
      29
    </Location>
    <Location file="BATTLE_BIN" offset="11731c">
      21202002
      0B000534
      F7F80508
      7E000634
    </Location>
  </Patch>



Emmy, this is Amazing. The Jump thing is super effing cool! Now all this needs is an ASM that makes Jump distance equal a character's Jump (movement) attribute. I swear there's probably already an one lurking around here somewhere. *Note, I'm not actually asking for this. You've done enough already.

Personally, I think the Geomancy/Reverse Geomancy thing is even cooler. I don't see a table linking tile type to spell effect though. My ASM knowledge while better is still pretty limited. I'm guessing that each ability with one of these formula can only have one graphic associated with it, am I right or am I blind? How difficult would it be to link a graphical effect and possibly ability name to each kind of tile to properly mimic geomancy? *Again, I'm not trying to beg here. I'm just legitimately curious and impressed.
58
Help! / Re: FFT psx version with dark knight?
January 04, 2018, 09:55:13 am
A few years ago I was making such a version of the game, when Elric basically womped my idea by planning a similar (and superior) project called the Lion War.

His project, which was moving at blazing speed, forced me to rethink my own. There was a brief notion of my project using his a base.

There were some delays in TLW that fortunately gave me some time to actually reconsider my thoughts on the PSP version of the game. Frankly the war of the Lions script is not as good. It's hokey at times, poorly translated, it's full of major errors. However, it provides an iconic and meaningful experience. An experience that WoTL painfully over embellishes and cannot duplicate.

Furthermore, most of the additional scenes and character content actually take away from the story buy sullying it with additional marketing content that was popular at that time.

The onion Knight is cross promotional marketing for Final Fantasy III DS.

Luso and Balthier are cross-promotional marketing for Final Fantasy Tactics A2 and Final Fantasy XII: Revenant Wings. They really have no place in this story and unlike Cloud, the game doesn't even try to explain why they are there.

The Dark Knight is just overpowered, unbalanced, fanservice. The most significant thing about is how difficult it is to unlock it.

The new Delita scenes are buy large irrelevant. You get to play as his character during some new attitude battles with difficulty levels so low that they undermine it undermines the scenes' inclusion as battles rather than just cutscenes.

Off of the top of my head, the only new content of value is the expanded party roster size and this comes with a distorted and stretched out graphics, intense slowdowns, and terrible sound quality.

Save yourself the trouble walk away.
59
Help! / Re: Passive Weapon Leveling
September 10, 2017, 04:59:25 pm
Use the Synthesis Shop. Create a series of unique weapons called the Rusty Sword, Reforged Blade, Caliburn, Excalibur, and an unequipable piece of equipment called Spirit Stone. Start Arthur with the Rusty Sword or create an event where he pulls the sword from the stone or receives it from the Lady of the Lake. Then dole out spirit stones via
events, as move find items, or as specific battle rewards.

Using the synth shop Rusty Sword + a Spirit Stone gives you the Reforged Sword. The Reforged Sword + a Spirit Stone gives you the Caliburn, and so on.
60
Help! / Re: Monsters and Equipment? Possible?
April 26, 2017, 12:38:16 pm
I can't remember where the monster job bytes start in the table you can create 9 un-recruitable "human "special jobs for Mindflayers, Goblins, and Skeletons. I think it might be easier to create an ASM that locks a Human into it's base job than search through miles of what I'm guessing is largely undocumented code. I've started learning asm recently but I'm still very much a novice so I'm not qualified to help you.