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Messages - Enosioph

1
shorting wont work...
ive tested it.
regardless, if u edit the jobnames or dismissal quotes, it will affect the boot.bin 5.
and the ISO will NOT be modified.
well, thats wat i think.
correct me if i'm wrong.
2
Hacking/Patching Tools / Re: Problem with FFTactext
August 14, 2011, 03:36:38 am
Quote from: GeneralStrife on August 14, 2011, 03:28:07 am
to the wotl psp version of fft? cause problems can be different with it.


then  wat should you suggest?
3
Hacking/Patching Tools / Re: Problem with FFTactext
August 14, 2011, 03:23:36 am
Quote from: GeneralStrife on August 14, 2011, 02:38:35 am
You're doing this to Wotl?


im doin it with fftactext
4
Hacking/Patching Tools / Re: Problem with FFTactext
August 14, 2011, 02:27:52 am
nah, ive figured it out now.
right now, im trying to edit 7 things:

Item Name (Works)
Item Description (works)
Job Description (works)
Job Requirements (works)
Skillset Name (works)
Skillset Description (works)
Unit Quotes (works)
Job Name (no)

i can edit now all, one by one, except job name.
no matter wat i do, i do.... i can never even edit even a single jobname.
if i do, i will get that boot.bin 5 error.

unless one of you guys happen to figure it out on how to do it on psp US version.
5
Hacking/Patching Tools / Re: Problem with FFTactext
August 13, 2011, 09:05:50 pm
me too, but my error says 'DTE for BOOT.BIN 5 failed.
I only edited a simple job Squire from quickedit, and it still wont edit.
no matter wat i do, that error keeps appearing, even after saving the .ffttext, quitting the program and restarting over n over.
still wont patch up.
help anyone?
6
Help! / Ramza sprites
August 13, 2011, 03:31:37 am
Okay here's what i know.
using fft patcher, you can change any character to any non-recruitable unique characters (eg. zalbaag, dycedarg, weigraf etc)
these examples i used, will never join the unit in the normal way, unless I/we use the patcher.
now, each of those modded characters are now in my pre-battle menu, but theyre all appear to be ramza chapter 1 sprites.
well, i know i can change it by playing 'round with FFTEVGRP and changing the ramza sprite to the desirable character i want.
now here's a situation.

i changed generic character 1 --> zalbaag
generic character 2 --> dycedarg
[both character 1 (zalbaag) and 2 (dycedarg) have ramza chapter 1 in pre-battle menu]

used FFTEVGRP to change 'ramza chapter 1' sprite --> zalbaag sprite

now, here's the problem:
character 1 & 2 now both look like zalbaag.
my goal is to have character 1 stay as zalbaag appearance while character 2 (dycedarg) look like himself in his form in the pre-battle menu.
any pointers for this one???
7
Spriting / Mustadio sprite?
August 12, 2011, 03:57:32 am
Any ideas of a better mustadio sprite?  :P
8
Im curious, but i need to ask.
I know the final boss ultima, has a similar master teleportation (color blue teleport) as first form.
second form, death seraph, teleportation has another similar to master teleportation (color red teleport).
both looks different to how their teleportation form looks like
im try to figure out wat the exact action for that one, tru lioneditor or patcher.
planning to apply it to NORMAL characters.
any idea what it is??

:ban:
9
Help! / Re: New to Sprite Creation
July 27, 2011, 04:46:39 am
Quote from: Korangar7776 on July 26, 2011, 11:48:35 am
Hello.
I had the same problem before, about not being able to to see the content of of fftpack.bin
I read these steps in some other post, but I am not sure if they will work for the PSX version(they should though).
What I did was to extract the whole fftpack.bin file first from the ISO.
I had to use UMDgen to extract it because I didnt know how to use CDmage, but it should be possible with CDmage.
Also, make sure you make a new folder(name doesnt matter), as you will need it later.

After you got the fftpack.bin file, you want to see its content, and to do so you will need to use FFTpatcher for that.
In case you dont know, FFTpatcher is used to patch the ISO itself changing general values like growth multipliers from classes of what items will a shop sell and such.
But aside of that, it got a nice utility(which is what you need right now) to uncompress the fftpack.bin file.

Okay, so when you get your FFTpatcher, open it up and you will see a lot of tabs.
The first row of tabs should be something like:  [File] [PSX]  [PSP]  [About...]
Click on PSP--->Utilities--->extract fftpack.bin
After you click on extract, it will make you locate the fftpack.bin file, and just after that, it will ask you where do you want to save it.
Save it in the newly made folder I told you to make before.
After the extract is finished, you should have around 13 files in your newly made folder.
The files you wanted(UNIT.bin and WLDFACE.bin) are located in Event folder.

Now if you followed the tutorial posted before, you should know how to change the formation sprites/portraits with FFTEVGRP.
Remember that you are using an extracted version of the fftpack.bin file, so after you are done editing to your heart's content save all changes, and is time to compress it in the ISO again.
Open FFTpatcher again, and go PSP--->utilities---->rebuild fftpack.bin
You want to rebuild the whole New Folder you made at the begining, since thats is where you just edited the WLDFACE and UNIT files, so click on that folder and then yes.
After that, it will ask you where do you want to save it and to give it a name.
I dont know if the name matters, but I always name it fftpack just to be safe.
After the rebuild is done, you should have your edited fftpack.bin, so is time to put it into the ISO.
Open your ISO with any program that you use(again, I had to use UMDgen cause I dont know any other) and locate the fftpack.bin file, then replace it with the one you just build.
After that, save it as a new ISO.
This new ISO is now carrying the edited fftpack.bin so when you play with it and go into formation screen, all the changes you made with your sprites and portraits should show up. 
Sorry if the steps sound long, but I asure they arent too bad and you will get used to it.
I know I did after having to edit things I didnt liked over and over xD



OMG! finally somebody finally replied to my problem!
how can i be so blind not to see this option... this all make since now, tnx for the tip my friend!!
10
Help! / Re: New to Sprite Creation
July 24, 2011, 07:28:29 pm
Quote from: RandMuadDib on July 24, 2011, 11:12:14 am
did you try right-click -> open with... -> winrar
to clarify, i've never done this myself, its what i would do if i were to try. i use psx because the effect slowdown on psp is too much for me to handle, and the psx is 10000x easier to modify


"right-click -> open with... -> winrar" doesnt work, yes I have confirmed with.
it seems I cant seem to see the content of fftpack.bin.
tried converting it to iso, still cant open it through winrar, magicISO, or Alcohol.
11
Help! / Re: New to Sprite Creation
July 24, 2011, 03:37:32 am
Quote from: RandMuadDib on July 24, 2011, 02:25:04 am
i assume you have to extract unit.bin and wldface.bin from fftpack.bin with a program like winrar


winrar?? i have a full version of winrar, and it doesnt unzip with it...
12
Help! / Re: New to Sprite Creation
July 24, 2011, 01:45:51 am
Quote from: MagiusRerecros on July 23, 2011, 12:53:28 am
I believe that the UNIT.BIN and WLDFACE.BIN files for the PSP version are located in fftpack.bin, which you can pull out of the iso with cdmage (I think...). Then you can extract the files from fftpack.bin using FFTPatcher, modify what you need to modify, and throw the modified files back into fftpack.bin with FFTPatcher, before throwing fftpack.bin back into the iso with cdmage.

Also, off topic, I'm glad that at this particular point in time Lijj has 999 posts :P


i was able to extract the fftpack.bin from the ISO, but from here, wat do i do? there's no way to open this using FFTEVGRP.
why do i need to use FFTPatcher? my goal is to modify the sprites in the pre-battle roster menu.
13
Help! / Re: New to Sprite Creation
July 20, 2011, 02:53:17 am
Okay here are new questions i have in mind, after goin through all the programs required:
FFT Patcher v.478
ShiShi Sprite Manager v.352
GraphicsGale FreeEdition
FFTEVGRP
CDmage B5

Question #1: Since I can know now how to change the coloring of the sprites, how do i now, copy/change/paste the portrait (face avatar) of the sprite since each sprite has different colors corresponding the the portrait i designed it?

Question #2:
I also have CDmage B5 ready in my system, but apparently the ISO im workin on is for the PSP (not PC) so I cant seem to find the UNIT.BIN & WLDFACE.BIN from FFT ISO. From here, what do I do?? Without these, I cant edit the sprites of the menu rosters...
14
Help! / Re: New to Sprite Creation
July 19, 2011, 03:32:07 am
Quote from: Wiz on July 18, 2011, 10:27:08 pm
Enosioph:

Spriting Tutorial (Adding in Palettes + Editing Formation and Pre-Battle Palettes)

Also, note what Lijj linked. Very helpful tool




damnit, you're soo very detailed in explaining the answer to my question!
thank you very much! i'll work on this now and see the results for myself :)
tnx again!!

EDIT:
btw, purple is NOT GAY! LOL
15
Help! / Re: New to Sprite Creation
July 19, 2011, 12:37:04 am
Quote from: Lijj on July 18, 2011, 08:37:42 pm
Use Xifanie's palette editor and magnifixer to see what you're doing.
http://lijj.ffhacktics.com/Palette_Editor.exe


what's this magnifixer??
16
Help! / Re: Holy Knight Ramza gone
July 18, 2011, 07:41:58 pm
this is a nice sprite!
is there an official copy of the ramza shrine kngiht sprite already?
17
Help! / Re: New to Sprite Creation
July 18, 2011, 07:31:20 pm
Quote from: Durbs on July 18, 2011, 12:28:05 pm
http://ffhacktics.com/smf/index.php?topic=6617.0

All (ok, MOST) of what you need to know is there.


Wow, that was awesome!
Pretty much explains alotta things regards to sprite editing.
Question: what if there's this specific sprite that I have (for example Cloud sprite),



and I want this to be applied to a job (let say Squire).
using ShishiSpriteEditor it will work for my rosters, but for any enemy that I will encounter with the same opposing job (squire), will look like he/she's in all black (like a shadow figure).
Now my goal here is to make multiple color version of the exampled sprite i mentioned above for the enemies to look like the sprite that i have, but rendered through a different color, like these sets:




what should i do from here?  :more:
18
Help! / New to Sprite Creation
July 18, 2011, 07:03:02 am
Hi, I'm a newbie on creation of fft sprites!
what is the first thing (program needed) for me to get started in creating, modifying, editing, sprites like how you guys do?

:more:
19
i did that, but everytime i edit it, it shud automatically edit on the other sections.
when i double checked those diff sections, the edited names should match the others, but still commits the same error.

this happens when i edit job names (PSP)
20
Last question, sometimes, there's this failed error, when patching the ISO.
what do u think is the cause of it?
this frequently happens doing advance changes like Job Naming, or Job/skill dscriptions, etc.