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June 18, 2024, 09:11:00 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 - Nyzer

121
That tutorial is twelve years old and wasn't even complete at the time. (Also took goddamn forever to find so I could even reference it.) This is very likely why it never got added to the Tutorial Link Index.

QuickEdit is an addition to TacText that came some time after that tutorial and should actually edit every entry there, not just one of them. There are a lot of duplicate TacText entries in the game that get used at different points, as you've noticed with it blanking out on you there.

When it comes to the sprite work, follow Celdia's tutorial, as it was actually recently updated to better cover what can be done with the updates to tools that have arrived since then.
122
This would be better served on a forum or chat server that has anything to do with FFXIV. I know some folks here play or have played it, but asking here is kind of like trying to catch fish in a swimming pool.
123
Spriting / Re: Jenna Golden Sun
August 10, 2022, 12:52:51 pm
Quote from: nitwit on August 10, 2022, 12:50:53 amIt doesn't seem possible to create a Deep Dungeon style menu for various areas if I want a quick and easy way to fight on specific battlefields.

No, I don't think that's doable. I think the DD menu is kind of a unique case? But I really haven't messed around with WORLD.BIN stuff, so I can't be sure. There are menus on places like Lionel Castle as well IIRC, but I just honestly don't know the first thing about what makes them tick.

If you sacrificed an existing world map path and used the unused Murond Death City dot, you could probably set up an isolated world map location that triggered an event which gave you the menus and such needed to set up the battle you wanted. And at the start of that event, you could alter the Current World Map Location variable so the player was no longer on that location, meaning that once the player returned to the world map, they could walk away from the location without triggering the event again, without the need to set up some kind of conditional that prevented the player from leaving but also allowed the event to be repeatable.
124
Spriting / Re: Jenna Golden Sun
August 02, 2022, 12:29:34 am
Quote from: nitwit on August 01, 2022, 07:39:29 pmcan you make conditional repeating encounters on blue dots?

You can, yes.

However, the criteria doesn't include anything to do with a unit's current job. Looking at the World Conditional commands in the Conditionals spreadsheet, it can check variables for values, check whether you have a certain special unit (according to spritesheet, I'd assume), the amount of gil you have, what date it is, how many casualties you have, Ramza's Br or Fa, something about choices, and something about "DDEntry".

The closest you'd get to that would probably be to trigger events in certain cities on certain months, and include variable edits in those battles that would make a note of which enemy guild you've just encountered to prevent you from fighting them again until after fighting a different group. (With nothing to disable the trigger, you wouldn't be able to leave the town at all until the month had passed.) Using LoadAddress, it's possible to check Ramza's current job in the event, and show a brief clip of him walking through town as a few [Insert Job Here] units watch him and go "I like the cut of that guy's jib" if he matches, or "We don't like yer type around here, son" if he doesn't, with the latter triggering the battle.
125
Spriting / Re: Jenna Golden Sun
July 28, 2022, 05:26:26 pm
The effort to remake Golden Sun in FFT would be so monumental as to be completely infeasible, especially when the only existing custom resource for it is a single sprite. We're talking roughly a decade's worth of work, which includes a lot of time simply spent on learning how to do the work. It's a pretty overambitious idea coming just from seeing a single sprite, and you may want to temper your expectations a bit there.

To actually answer the question, yes. You can replace the graphic relatively easily in Shishi AFAIK, and even move and alter the various dots and paths on the map, but that's more difficult, and comes with a lot of limitations like being unable to turn town dots into random dots and vice versa, so you wouldn't be able to establish more town or random field locations than what currently exists in FFT.
126
Quote from: nitwit on July 27, 2022, 10:03:37 amHow many of them leave forever after being caught in this trap?

I don't know of any who have. But in all honesty, if someone's response to being told that they're supposed to read the entire Resources topic, and that doing so will allow them to find what they missed, is to leave forever, I strongly doubt they would have persisted beyond minor FFTP tweaks. Modding by its very nature is time-consuming and requires a lot of reading to accomplish anything beyond surface-level changes.

I don't think I personally would have ever set things up that way, but I've never had any real gripe against it, because, this way, it's fairly easy to catch the fact that someone didn't download the TLW EVSP folder; that they didn't fully read the instructions.

There are already folks who've released event-edited mods based off TLW 2.0 since its release, despite having not made FFT mods before, so it does seem as though people are doing fine even with the trivial consequence of getting caught skimming the topic. Hell, if anything, I'd say the number of folks willing to dive into event editing (even if only dialogue) has increased lately, and a lot of the questions I would have expected when it comes to assembling all the various pieces of the mod have been very few and far between. Closest we've really gotten to that are exchanges like "I tried editing TLW but it didn't work". "Did you read the Resources thread?" "Wait, there's a Resources thread?" and then they seem to do fine from there.

Quote from: Hillgrave on July 27, 2022, 01:20:32 pmTurns out that the download I missed in the Resources topic wasn't missed at all. I just thought it linked to the version I already had when I first saw it.

Glad it worked out! Enjoy being able to actually leave the monastery now!
127
Help! / Re: EasyVent ESP 2.1 Compilation Issue
July 27, 2022, 12:20:20 am
You missed something in the Resources download topic. EVSP likely comes with an old, uncondensed version of the TLW events. There is a link to a TLW-prepped EVSP download in the Resources topic, but Elric keeps it tucked away so he can tell when someone hasn't made sure to read over the topic carefully, and he can narrow his eyes with parental disapprovement and tell them not to be sorry, but just to do better in the future.

Lots of folks have been caught in that trap.
128
First, you posted a question about TLW... in a WotL board. The order of the words matters.

I'm assuming you do in fact mean the PSX mod The Lion War, so I moved it to the proper section for that.

Second, to actually answer the question, I'm assuming you mean Cloud's roster number; that he's the 19th unit out of 20 in your party. Might want to be more clear with that, since Cloud will be recruited into the first empty slot, so phrasing it as though Cloud's roster number is 19 in TLW, as opposed to just in your save file, only makes things confusing.

Anyway, I don't know how your cheat codes are supposed to work (you also shouldn't just assume we know what you're talking about with no references), but you might be able to adjust where the code is pointing using the World Stats (you can see what each individual unit's address is). I would have assumed that whoever provided those codes would have also provided codes that would work with the guest slots (#17-20), but apparently not.
129
Most likely not. Celdia used a ton of bleeding edge ASM hacks, IIRC, and some of them crash even on most PSX emulators.
130
Map Editing / Re: CONMAN'S MAPS AND STUFF
July 14, 2022, 09:13:13 am
Anything that can be changed with the map state, which is quite a lot, I believe.
131
Map Editing / Re: CONMAN'S MAPS AND STUFF
July 13, 2022, 11:43:55 pm
Quote from: CONMAN on July 13, 2022, 08:59:39 pm@Jumza You're always super supportive bro!

@nitwit the weather shouldn't be able to make those changes, but you can change map states like the flooding at bethla. I wonder if it would be possible to tie each weather change to a different map state somehow.... It would make for a giant file size for a map of that sort.  I believe ArmoredKori made a map with several states for Jumza with many changing heights.
 

You could use event editing to change map states based on what the current map is & what the current weather is.
132
March 16, 2020: This tutorial was outdated thanks to updates to Shishi that allow it to access the UNIT and WLDFACE images.

I just finished updating it, but here's the outdated version of it just in case I missed anything crucial when I reworked it.



Now this is something I know there have been a lot of requests for, including from myself back in the day.
Well as the saying goes, "If you want something done right, do it yourself." and that is what I've aimed for here.
Just so there's no confusion: Images will be posted ABOVE the text referring to them. If a picture doesn't make
sense on its own, scroll down and read a bit.

Here's the list of programs you'll need for importing new formation sprites: Shishi Sprite Editor, Graphics Gale, FFTEVGRP, CDMage
This tutorial will start by assuming you have already replaced the sprite in your  ISO with Shishi. If you haven't done that already,
do so.

Ready? Okay, good. You made sure to set the new sprite's SHP and SEQ to the proper Type for the new sprite, right? I'll wait.


Okay, for this tutorial we'll be replacing the Male Monk with Vanya's Spikey Warrior custom sprite.


Step 1: Open your ISO (or BIN or what have you) in CDMage (as "M2/2352 track" - nothing else seems to work for me).
If you do get an error as in the image above, just click Yes. This has never caused an issue for me and it frequently happens.
Locate the EVENT folder, scroll to the bottom and right-click UNIT.BIN and select Extract Files. Repeat this process for WLDFACE.BIN.

Step 2: Open UNIT.BIN and WLDFACE.BIN in FFTEVGRP. This is pretty self-explanitory, I hope. Here's a picture just in case.
Each one will be accessible through their own tabs at the top-left of the window once opened.

Step 3: Find the sprite you're replacing on the list in FFTEVGRP and use the Save BMP function.
(Its possible that this step may be redundant but I find it is the most effective way to get an image
file that FFTEVGRP will accept for Import later.)
I always just save them as the default filename FFTEVGRP creates for them as you can see here.

Step 4: Close CDMage (if you haven't already) and open your ISO in Shishi (Note: Failure to close CDMage
or Shishi when trying to load your ISO into the other program will give you an error.) 
Load up the sprite you have already replaced in the ISO with Shishi and take a screenshot with PrntScrn.
Also if you do not have your new sprite saved in BMP format, select Export As BMP from the menu and save
the sprite into a new file. (Yeah, this probably didn't need an image but I'm being thorough.)

Step 5: Open Graphics Gale and create a new image. Paste your screenshot into this new image. This is
where we will get the graphics for the new formation screen. Just keep it open for later.

Step 6: Open the exported UNIT and WLDFACE images you got from FFTEVGRP in Graphics Gale. I like to zoom
these images up a bit to make lining up things for editing easier.

Step 7: Now we're going to load the color palettes for the new formation sprites. If you don't have a Palette window
open in Graphics Gale already you can get one by going up to View > Palette. In the Palette window click the little
underlined down-arrow and select Load Palette.
Next, click the File button and choose Import From File. This is why we exported the new sprite from Shishi as a BMP.
Open that BMP file and you will get a new window with a whole bunch of little colored tiles. On the left are the palettes
from the BMP you opened. On the right is the palette for the image you're editing, be it the unit or the portrait.
The top 8 rows are the unit palettes while the bottom 8 are portrait palettes. Drag and highlight the top row of colors
from the one you're editing, unit or portrait, and then click the left-most tile on the right. This will replace the entire
palette.
IMPORTANT NOTE: The 'Match pixels with colors' checkbox must be flagged (default) for portraits and must be
UNFLAGGED for the unit palette. If you don't get this right your images will look all wonky. I can't count how many
times I messed this up before I realized what the problem was.
Once you've got your new palette loaded to the tiles on the right, click OK and you should see a change in your image.
Repeat this process for both the unit and portrait images and we'll move on.

Step 8: Now this is where we need that screenshot of Shishi. with the new palettes loaded into the UNIT and
WLDFACE images we can now just copy and paste the sprites from the spritesheet and they will look correct. The unit
sprite is easy enough but the portrait will need to be rotated counter-clockwise 90 degrees. Once again, zoom is applied
for ease of editing.
Just grab that little box attached to the line once you've selected the portrait area and drag it up and left until everything
looks nice and aligned.
Then Copy from the spritesheet and paste over the old portrait. Now save your modified UNIT and WLDFACE images.

Step 9: Back to FFTEVGRP. If you followed all the steps thusfar there should be no errors here. Simply select Import BMP
and load up your UNIT and WLDFACE images. Note the blue exclamation points on the tabs for the different files.
These indicate unsaved changes. To save, just click the Save File button in the bottom right on each tab. You will also
want to click Save WLDFACE4.BIN (I have no idea what this file does, honestly, but I create and import it to my ISO
everytime and everything works so I continue to do so. If someone knows if this is redundant, let me know.)

Step 10: If you still have Shishi open, close it and re-open your ISO in CDMage just like in Step 1. You'll want to do
much the same as you did in Step 2 except now we'll be using the Import File function from the right-click menu. Do this
for UNIT.BIN, WLDFACE.BIN and the new WLDFACE4.BIN.


That's it! Close CDMage, load up your ISO and check out the new formation sprite!

Happy hacking! ^_^

(Thank you to DarthFutuza for rehosting the tutorial images, even if the whole thing is greatly out of date.)
133
Help! / Re: Shishi Spriting Help
June 27, 2022, 04:38:19 pm
I've never used the instructions in that post. What goes wrong when you follow Celdia's instructions?
134
Help! / Re: Shishi Spriting Help
June 26, 2022, 06:09:11 pm
Ah, I see. I misread this before. As soon as I saw "AC Cloud" I assumed it was the same issue it always is; the battle sprite.

You're using the wrong color depth, and not setting things up properly when reducing the color depth to 4bpp. You need to follow the parts of the older tutorials about actually setting up the images you're looking to import.

Celdia's tutorial should have you covered there. https://ffhacktics.com/smf/index.php?topic=6702.0
135
Help! / Re: Shishi Spriting Help
June 23, 2022, 02:37:48 am
You likely haven't expanded the ISO. It's an option in the dropdown menus, and used to just be a pop-up prompt.
136
That's done via an ASM hack. If you download the Patcher Suite from the Tools page, I believe you should be able to find a prepackaged fix for it after opening the OrgASM tool.

Though, since we're here anyway, I should probably recommend giving The Lion War a try. It's basically the PSX version with extra PSP content added in, and then some further additions after beating the game - the script and existing job/skill requirements are untouched. It's so vanilla, in fact, that you'd have to include the Oil fix there too!


137
Never mix mods unless they're explicitly stated to have compatibility.
138
Help! / Re: WoTL sprites arms floating
June 09, 2022, 09:15:52 am
Try switching types, THEN importing.
139
Non-FFT Modding / Re: FFV Mod Help
June 05, 2022, 02:51:22 pm
Quote from: Teomessos on June 05, 2022, 05:13:37 amWow, read the brief if you're going to be intentionally unhelpful. I asked for help modding FFV specifically without learning about hex.
It's like asking "hey, can you help me understand this line from Shakespeare? Its in old English" And then you start singing your ABCs and stopping at H, claiming you finished.

Weird of you to get that agitated because someone made a silly joke about learning hex.

You're asking this question on a forum that has nothing at all to do with FFV modding. The odds of getting a serious, useful answer that isn't just "go to a place that actually features FFV modding" is fairly low. A bit of harmless levity isn't exactly going to derail some sort of major breakthrough being discussed.