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May 20, 2024, 03:58:16 pm

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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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Topics - JantheX

1
I'm sorry, I know this is almost certainly a question that someone else has asked, and maybe I'm just not following something in the tutorials, but when I'm using EasyVent, every time that I go to compile an event I'm told by the ESVP popup that the Event was successfully compiled to Offset x00002000.

Am I right in thinking that's a problem?  Doesn't that mean each of my events are overwriting each other?  And if that is what's happening, I assume there's a way to stop it, but I can't figure out how.  Can someone help me out?
2
Help! / EasyVent Editor not on the download page?
November 04, 2014, 05:56:57 pm
Hey guys, just a sort of housekeeping question- I could have sworn I first downloaded the EasyVent editor Raven put together from the downloadable Tools page of the Main Site here, but I can't find it there.  Is the most up-to-date version still the one that Raven has in his signature line?  Do we know?
3
Help! / Adding Random Encounters Using Old Story Levels
October 19, 2014, 05:14:35 pm
So I'm not sure exactly where else to put this question, as I'm not sure exactly what I need to use to make the changes I have in mind.

I was wondering if there was a way to make the Lion War feel... well, more warlike.  It looks to me like I can go through and add more soldiers to the FFTPatcher ENTD tabs for random encounter levels that only show up later in the game (pretty much the whole map that happens after Act II), so that aspect is pretty easy to get started on, but I'd love to know if there's a way to take the stages that are only used for story levels in the vanilla version and make them spring random encounters once the storyline progresses past a certain point.  I just think it would be so cool to have a bunch of Hokuten knights attack Ramza sometimes when he steps into Lesalia Imperial Capital, or have the Black Lion Knights come after him in Bethla Garrison.

I don't know if there is a way to either

1. Add in new ETND tabs for more random encounters (strikes me as unlikely), or

2. Modify old random encounters so that some of their triggering conditions spring to the appropriate story level using the host ENTD tab when Ramza steps on the city in question.

I know that we could use either the 0x006E or 0x006F words from this list http://ffhacktics.com/instructions.php?id=B0 to track storyline progression, but I don't know anything about how the triggering conditions for ENTD tabs function.  I know Xifanie put together a spreadsheet (it's here http://ffhacktics.com/smf/index.php?action=dlattach;topic=10331.0;attach=13940) listing those triggering conditions and including some sort of ASM hack, but it doesn't look to me like the spreadsheet is set up to allow for editing of those conditions at the moment.  The structure of the spreadsheet would suggest that what I'm trying to do is possible, but I have no idea how to go about making the spreadsheet into something that would allow for editing and a resulting XML page the way that some of the tools floating around this forum function.

Can anybody offer me a hand with this? 
4
Help! / Storyline Progression in Rad 3
October 09, 2014, 06:38:53 pm
Hi guys,

Question time:
1. I've been making use of Pokeytax's RAD 3 spreadsheet, which I downloaded here (http://ffhacktics.com/smf/index.php?topic=7031.0).  It is awesome.  But.
2. I want to make use of the A0 column for storyline progression.  There's a discussion between Pride, Glain, and Poxeytax on page 3 of that topic (http://ffhacktics.com/smf/index.php?topic=7031.40) that indicates that this is an integer value that increments by 1.  Apparently it is 0x006E from this list (http://ffhacktics.com/instructions.php?id=B0).
3. When I try to make use of this column in the spreadsheet, I end up tripping error where all of the new jobs bug out (as in, are automatically mastered and have no text connected to them) and all of the sprites associated with them become Chapter 1 Ramza.  This last part is mentioned by Jack of All Trades on pages 6 and 7 of the topic as being related to patching more than once, but I find that I only see this bug when I attempt to make use of the column in the spreadsheet.  I suspect I'm just using the column wrong somehow.
4. This error has occurred both when I start with 6E as the value from which I increment, and when I start with 01.  I'm not sure what I'm doing wrong.

I've included the .xml files for both the "just fine" and "way too many Ramzas" RAD patches I've tried.

If anyone can help that would be amazing!



TLDR: What do I put in the AO column of Poxeytax's RAD 3 spreadsheet to get it to do what it is supposed to do?





EDIT:  Turns out that the secret to making the AO column of the spreadsheet work was in putting an apostrophe before the bit when I entered it into the spreadsheet.  I'm using Open Office, and unless you literally type '01, the spreadsheet converts 01 into just 1, and you end up with screwy code on the .xml tab because there aren't enough digits to form full bits.  Reformatting the cells to display another leading zero doesn't actually add another zero to the value in the cell, which was what I had attempted previously to make the entries look right, and so I got the messed up code I was describing initially. As long as you enter hex integers with an apostrophe out front this part of the spreadsheet works beautifully.  I'm a little embarrassed at how long this took to figure out.
5
Help! / Reducing Battle Party Size in Random Encounters
September 17, 2014, 05:32:30 pm
Hi guys!
This is my first time posting, I've been using your forums and hacking tools since around April of this year.  You've all done awesome work.

Long story short, I'm currently trying to put together a mod, and one of the things I'd like to do is reduce the number of people you can bring with you on random encounters.  Essentially, I don't want to feel like I'm leaving one guy out every time I hit a story level, and thanks to the spritesheet cap of 9 I can't just edit the attack.out file for the storyline to permit 5 people without causing major glitches.  Since I can't make the party bigger, I'd rather just go down to 4 all the time and maintain a feeling of continuity through the whole game.

Does anybody know if there's a way to edit the attack.out files for random battles (and if so, where they are located) so that the permitted party size is 4 people?