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June 16, 2024, 08:01:21 am

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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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Messages - Pickle Girl Fanboy

101
The code for grabbing these things will probably be a pain in the ass, and you have to know how FFTPatcher gets at files that are in the disc image, so I assume that's what you consider ambitious.  The actual preview only needs to be a 2D grid, made up of color-coded squares with numbers on them.
102
Help! / Re: Always Critical Animation?
April 23, 2012, 06:18:50 pm
How does the Critical Hit animation and sound effect differ from the normal attack animation and sound effect?

Maybe Second Advent disassembled something on it, and it's on the wiki.
103
You mean Virtual Box.

Virtual Box emulates an OS of your choice, but unfortunately my computer only has 1 GB of RAM, so it's would be too slow to be usable.  I need an external hard drive, so I can back up my files.  Once I back up my files, I can update my OS to a more recent Linux distribution.  Once I update to a more recent Linux distro, I can update Wine, which is not a Windows emulator, though it does allow you to use some Windows programs.  I play Starcraft 1 on it sometimes, and it only lags a little.

Unfortunately I'm homeless, so I can't afford to buy an external hard drive until school starts in the fall, when I might get a work-study job at the college.  Unless someone wants to mail me their old one.
104
Hacking/Patching Tools / Re: Palette Editor (1.31b)
April 21, 2012, 05:59:07 pm
Some scripts for converting between sprite types, and tethical sprites, I assume?
105
PSX FFT Hacking / Re: R/S/M Wish List and Discussion
April 21, 2012, 05:01:04 pm
Quote from: Vanya on April 18, 2012, 04:52:21 pm
I have one that if it were made would get me back into my Classics hack.

Dualcast

By itself it won't do a damn thing so you can easily fit it into a blank slot.
Here's my idea. I was just thinking that the reason that no one has done a proper Dualcast ability is partly due to how difficult it is to hack command menus. So why not do it as a general hack that checks for a specific RSM? I'm thinking that one could hack the turn resolution routine to check for the use of spells + the Dualcast RSM. Then make it not end the unit's action phase and grey-out non-magic menus if both conditions are met. Is that doable or is it like ridiculously hard?

Totally missed your post, due to excessive Ctrl + F "Damned".  I've no idea, ask FDC.
106
Well, could you create some kind of XML crap that can be edited for people who make custom maps, which they can replace themselves (or someone can write a python script to scan their custom maps, and create the XML)?  FFTPatcher will then use this XML to create the preview, with selectable squares/panels/tiles?

Also, where is the ATTACK.OUT editor?  Would it be a good idea to integrate it - and other tools - into the FFTPatcher suite?
107
Hacking/Patching Tools / Re: Palette Editor (1.31b)
April 21, 2012, 04:54:44 pm
Quote from: Xifanie on April 20, 2012, 07:37:05 pm
My program is in python and FFTPatcher was coded in .NET...

Wait, I thought you said it was Pascal?
108
Unrelated Question: Is it possible to create events that add new units after the old ones are dead, crystalized/treasure boxed, and their crystal/treasure box is taken?  Like, a reinforcements event, that adds more and more enemies?
109
Hacking/Patching Tools / Re: Palette Editor (1.31b)
April 20, 2012, 07:32:28 pm
Random Question: Will this ever be integrated into FFTPatcher's code base?
110
Random Question: Will this ever be integrated into FFTPatcher's code base?
111
Quote from: Eternal248 on April 20, 2012, 06:31:18 pm
While we're on the topic of what-ifs, would there be a way to add a feature that highlights when two units of the same ENTD are on the same tile?

Highlight them both in the ENTD character selection box with, say, yellow; when they are on the same tile, and when you click on one of them?

Or show all occupied tiles/squares/panels on the preview, and then show which units inhabit that square when you click on it?

Which is a better idea?
112
I can't test it myself, as I have no way to get FFTPatcher to work.  Hence this thread.

And we need to know this.  It needs to be in the wiki, once you know if the character limit is 11 + 5 or 16 + 5.
113
Does the character limit include my party, or is it my party + 16?  Sounds pretty easy to test - random battle in Mandalia, 16 male squires versus 5 party members.
114
So that's why some maps have more than 9 sprites on them - event editing.  Good to know.

Does this apply to individual units that share the same sprite?  Can I have 16 Knights on a battlefield, versus my 5 party members?
115
Could you add map previews for ENTD and Treasure/Trap editing, to FFTPatcher?

http://ffhacktics.com/smf/index.php?topic=5660

It doesn't need to be the actual maps, it just needs to be a visual representation of the following:
*height
*unpassable terrain
*1st and 2nd levels where applicable
*water and water depth where applicable
*X and Y axises

Bonus points if it displays where you placed your enemy units in the ENTD section, and where you placed your traps/treasures in the trap/treasure section.

There will be cake if it takes this data from the actual maps themselves, so that people can add their own custom maps to an FFT disc image and have FFTPatcher grab the above data from those maps.

Because, spreadsheets are really lame for previewing maps.  Honestly.
116
Are you sure - has this been verified?  And what is the sprite limit for every map?
117
http://ffhacktics.com/wiki/ENTD_Helper
http://ffhacktics.com/smf/index.php?topic=5660

QuoteA spreadsheet which shows height, unpassable terrain, 1st and 2nd levels where applicable, water and water depth where applicable, and has the same X and Y axises as FFTPatcher. Useful for editing ENTD and Treasures/Traps. The following maps are finished:

*Outside of Orbonne Monastary
*Magic City Gariland
*Mandalia Plains
*Araguay Woods
*Zirekile Falls
*Zaland Fort City
*Barius Hill
*Zigolis Swamp
*Slums in Goug
*Bariaus Valley
*Golgorand Execution Site
*At the gate of Lionel Castle
*Inside Lionel Castle

If anyone knows the sprite limits for these maps, I'd love to add them.


I need three things, if anyone wants to contribute them:
1. Sprite limits for every map in the game.
2. Character limits for every map in the game (the maximum number of character that can be on a map)
3. Additional maps, which display the following:
3a. Height (see attached screencap for formatting)
3b. Unpassable terrain (red text on a yellow background)
3c. 1st and 2nd levels where applicable (Height of Higher Square/Height of Lower Square; use blue background if lower level is water, and don't forget water depth)
3d. Water and water depth where applicable (Water Height-Water Depth)
3e. Have the same X and Y axises as FFTPatcher (Use treasure/trap locations to figure this out)
3f. All maps verified in game should be marked as such.

See the attached screenshots for greater detail.
118
Help! / Re: ENTD Helper
April 20, 2012, 05:03:06 pm
Necrobump because I need to add that this works with Treasure/Trap editing as well, and because this thing is useful, and it's not dead, only on hiatus until I get pSX.rel 1.13 for Windows and FFTPatcher working with Wine.

Also, I apparently didn't upload my most recent version last time.  This version has new maps, though they lack X and Y axises, and aren't verified in-game.
119
Completed Mods / Re: Final Fantasy Tactics: Kind Of
April 20, 2012, 04:44:11 pm
Did that fix the bug, Eternal?
120
PSX FFT Hacking / Re: R/S/M Wish List and Discussion
April 19, 2012, 07:51:59 pm
Quote8. Hunt & Devour: I am aware (now). I should have said "all generic classes", but I figured that was implied since you explicitly said that it wouldn't work on special characters. I have a question, though, now that I type that out: How are you going to make sure that it applies to special characters no matter what class they are? After all, you could probably make it not apply to any special character-only class, but if they want to switch around for the user controlled special characters...? (The answer is probably something insanely obvious.)


Devour Psuedo Code:
If (targetclassID greater than (class below squire), and less than (class after mime), then (go to stat section of success rate), otherwise fail)

Repeat with monster classes.

Or use the thing used for names, I think, where 80 is a generic male, 81 is a generic female, 82 is a monster and anything else is an npc or unit with dialog.

Quote11. Skywalker: Very well. I thought you couldn't get more than 11 enemies on the field (in a battle where the player got 5 units) since you could only have 16 units maximum, though. Did something change?

Didn't know that.

Quote12. Explorer: *facepalm* Oh, right. I'm an idiot. I should know that, especially since I've been thinking more and more about wanting to change over traps since I really hate Steel Needle and that Death Sentence one and, well, it's not like anyone's using the Degenerator trap anymore. I'm at least aware of all the map stuff I would need to change, though. Oh so unfortunately aware.

I'll finish the map when I get FFTPatcher and pSX 1.13 Windows to work with Wine.  It's actually a spreadsheet, not a map, and it has visual representations of everything you need to know when editing the ENTD or treasures/traps.

http://ffhacktics.com/smf/index.php?topic=5660
^Here it is.

We really need such a feature built into FFTPatcher.  Especially once map editing catches on - FFTPatcher will have to fetch the relevant data from the maps themselves, which the modder already inserted into FFT.

Quote13. Mutter: Wait. When did Throw Stone come into this? Otherwise, okay.

I'm making Finger Guard, which blocks Talk Skills, into more of a Hamedo for Talk Skills.  It pre-empts a talk skill with throw stone (they'll have the same range), and it'll cancel the talk skill if it connects.