Final Fantasy Hacktics

Modding => Help! => Topic started by: Ruinom on January 22, 2014, 09:25:22 am

Title: How to reflect edited data
Post by: Ruinom on January 22, 2014, 09:25:22 am
I have a question. Please teach me a solution.

I edited world.bin and battle.bin of WOTL to unlock mime abilities and equips.
I played WOTL to make certain the data but It was not reflected.

I have done is the following steps:
•Open UMDGen
•Select and Open WotL ISO and Extract Image to an empty folder.
•Now open UMDGen and open the ISO and Extract Image to an empty folder.
•Navigate to the folder that extracted image to.
•Replace the FFTPACK.BIN in that folder with the one I just recompiled with FFTPatcher.
•Go back to UMDGen
•Select New, then Right Click the Large White Open Box and select Add Existing Folder
•Select PSP game in the folder I extracted to earlier.
•Then Right Click again and Add Existing File and select UMD_DATA.BIN
•Rename No Label to SD then save as ISO.
These steps from
http://ffhacktics.com/smf/index.php?topic=10141.msg193923#msg193923

Why did I go wrong?
Title: Re: How to reflect edited data
Post by: formerdeathcorps on January 22, 2014, 10:02:13 am
It doesn't work that way.  Most of the files in fftpack.bin have no function in the actual game and are simply legacy files from the Japanese PSX version.  The code that actually matters in WotL is in EBOOT.BIN.  EBOOT.BIN is encrypted, but if you replaced it with BOOT.BIN. which is unencrypted, the game will still be fine.
Title: Re: How to reflect edited data
Post by: Ruinom on January 23, 2014, 03:35:03 am
Thanks for your kindness and quick response!!

If I found the code in BOOT.BIN ,I would edit BOOT.BIN.
But I've read that it is not known in this forum.