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July 01, 2025, 08:41:09 pm

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Messages - Jumza

121
Help! / Re: Destroy Equipment Mechanism
August 25, 2020, 02:09:11 pm
Go to the ability where its listed in the Animations tab of the FFTPatcher and put 07 00 00 next to it (same as other sword skills such as Stasis Sword).

You can find out more about animations for skills here https://ffhacktics.com/smf/index.php?topic=8352.msg165621#msg165621
122
Mod Reviews / Re: [PSX] FFT Cerabow's Mod
August 12, 2020, 07:04:20 pm
An incredibly well thought out FFT rebalance mod!

This Game is Complete!
Not Completed

Version: Beta 0.10.2584

Overall
Originality
Difficulty
Fun
Balance
Replayability
Cerabow's Mod is a rebalancing of FFT that adds some new additional content as well as modifies most old abilities, skillsets, items, jobs, encounters, etc. Your initial thoughts of this project, as mine were, may be that this is just another vanilla mod of tactics, which are a dime a dozen in the completed section on the forum. Your initial thoughts, like mine, would be wrong. What sets Cerabow's Mod apart from other mods is mainly the attention to detail. If FFT's balance had been taken much farther, such that all jobs, all item types, and every ability had a reason to be used, you'd get closer to Cerabow's Mod. If FFT had been made so that you couldn't grind to win, boss fights were more interesting, and enemies were more widely varied in their use of abilities and equipment, you'd get closer to Cerabow's Mod. All the little changes you notice, from the QOL ASM hacks used (Thanks Xifanie!) to the all-the-same character stat growth system to the specific equipment and ability choices of ally and enemy units, tell you that a lot of thought went into this mod. It's also easy to tell based on looking at the enormous changelog and readme you can find on the mod's website. Years of work went into crafting a better play experience for this awesome game, and I enjoyed it so much. Today I beat Altima, a task I haven't completed in years despite being a huge fan of the game. This mod managed to draw me in and got me to play through the whole dang thing. I think anyone looking for the vanilla story experience with a greater challenge and well-designed gameplay will enjoy Cerabow's Mod immensely.

Specific Notes:

In terms of new content you can expect to see a few event tweaks and additions, a few redesigned generic and special jobs (in terms of equipment and abilities), and a bunch of other stuff you can find for yourself! I won't spoil too much here.

In terms of difficulty, it has been cranked up from vanilla and actually managed to wipe me out a handful of times. I consider myself a veteran (but certainly not fantastic) FFT player, so your results may vary.
123
The Lion War / Re: The Lion War - FAQs
July 31, 2020, 09:44:18 am
Quote from: blood_falcon on July 31, 2020, 01:13:57 am@Elric and anyone. Is there any alternative to CDprog? I downloaded CDprog and my Windows 7 said it is a virus. I am okay with paid software too

You can ignore this warning safely, but if it makes you more comfortable then you can use CDMage which can be downloaded on the site here: http://ffhacktics.com/w/images/6/68/CDmage.7z
124
Generally applying ASMs onto existing hacks is a recipe for disaster for many reasons, but luckily since TLW was specifically designed to be a base parch for others to build their hacks on, there is a Resources version that allows you to add your own changes without breaking things (it just takes a few extra steps!)

https://ffhacktics.com/smf/index.php?topic=12321.0

By downloading and following the guides with the resources zip, you can do whatever else you want to the game!
125
Spriting / Re: We need MOAR Monsters
July 20, 2020, 09:50:40 am
This looks like a really difficult sprite to make, but the progress looks awesome!
126
Help! / Re: Error FFT PATCHER 492
July 15, 2020, 04:51:33 pm
What were you trying to do?

Also, you should try using the latest version of FFTPatcher which is 0.493, you can find it here: https://ffhacktics.com/smf/index.php?topic=7163.msg228438#msg228438
127
Event Editing / A Quick BlockLoop Tutorial
July 14, 2020, 12:22:05 am
Hey guys, I've created a quick event that shows how easy it is to use BlockLoop! As well as a companion video that you can view on youtube to follow along with while looking over the event instructions and comments I've written.

Wiki Links:
BlockLoop: https://ffhacktics.com/wiki/Event_Instruction_2A
BlockStart (Has valid block instruction list): https://ffhacktics.com/wiki/Event_Instruction_2F


The event itself is a little poorly planned lol, but hopefully you can see whats going on and get the idea! Please let me know if you have any questions, I'd be happy to explain any part of the event more.

Offset(x00002000)

SET(x007F,x0001)
//7F will control our loop that runs indefinitely until we tell it to stop (by setting it to 0000)
SET(x007E,x0005)
//7E will run 6 times since we set it to 5 and will set LoopAmount to 001 (# of loops = variable # + 1 with this setting)
SET(x007D,x0000)
//7D we don't care much about, BlockLoop is going to set it for us, same with 7C which I won't bother setting

UnitAnim(x04,x01,x0002,x00)

{63}(r79)
Camera(+00996,-00122,+00350,+00302,+00584,+00000,+04096,+00001)
Reveal(060)

//Ninja

BlockStart()
WalkTo(x54,x00,006,002,x00,x00,+012,x01)
WaitWalk(x54,x00)
UnitAnim(x54,x00,x0002,x00)
WalkTo(x54,x00,006,004,x00,x00,+012,x01)
WaitWalk(x54,x00)
UnitAnim(x54,x00,x0002,x00)
WalkTo(x54,x00,008,004,x00,x00,+012,x01)
WaitWalk(x54,x00)
UnitAnim(x54,x00,x0002,x00)
WalkTo(x54,x00,008,002,x00,x00,+012,x01)
WaitWalk(x54,x00)
UnitAnim(x54,x00,x0002,x00)
BlockLoop(000,x7F,x0000)
//By setting Loop Amount to 000, we have control over when the loop stops by setting 7F to 0000
BlockEnd()

//Bard

BlockStart()
Wait(00030)
WalkTo(x55,x00,010,000,x00,x00,+008,x01)
WaitWalk(x55,x00)
UnitAnim(x55,x00,x0002,x00)
WalkTo(x55,x00,010,005,x00,x00,+008,x01)
WaitWalk(x55,x00)
UnitAnim(x55,x00,x0002,x00)
BlockLoop(001,x7E,x0000)
//By setting Loop Amount to 001, variable 7E will not change initially, but be decreased by 1 each time the loop runs until it hits 0 and stops
BlockEnd()

//Dancer

BlockStart()
Wait(00030)
WalkTo(x56,x00,009,003,x00,x00,+010,x01)
WaitWalk(x56,x00)
UnitAnim(x56,x00,x0002,x00)
WalkTo(x56,x00,009,007,x00,x00,+010,x01)
WaitWalk(x56,x00)
UnitAnim(x56,x00,x0002,x00)
BlockLoop(003,x7D,x0000)
//By setting Loop Amount to 003, variable 7D will be set to 3, but be decreased by 1 each time the loop runs until it hits 0 and stops
Wait(00030)
UnitAnim(x56,x00,x0029,x00)
BlockLoop(003,x7C,x0000)
//By setting Loop Amount to 003, variable 7C will be set to 3, but be decreased by 1 each time the loop runs until it hits 0 and stops
//These nested BlockLoops actually cause this Block to loop 9 times, you can see that the extra Wait and UnitAnim that cause the dancer to start dancing occur every 3rd time because the first blockloop resets for each time the second one activates
BlockEnd()

Wait(00060)

DisplayMessage(x10,x11,x0001,x01,x00,x00,+00000,+00000,+00000,x02)
WaitForInstruction(x01,x00)

DisplayMessage(x10,x11,x0002,x01,x00,x00,+00000,+00000,+00000,x02)
WaitForInstruction(x01,x00)

DisplayMessage(x10,x11,x0003,x01,x00,x00,+00000,+00000,+00000,x02)
WaitForInstruction(x01,x00)

DisplayMessage(x10,x11,x0004,x01,x00,x00,+00000,+00000,+00000,x02)
WaitForInstruction(x01,x00)

DisplayMessage(x10,x53,x0005,x01,x00,x00,+00000,+00000,+00000,x02)
WaitForInstruction(x01,x00)

SET(x007F,x0000) //Stop the Ninja's BlockLoop, it will run to the end of the block before stopping
//The event will wait for the blocks to end before ending itself when EventEnd() is called
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01
{font:08}Jumza{br}
{font:00}Hey FFHacktics!{br}
I'm here to show you how to use BlockLoop!{end}

//Message x02
{font:08}Jumza{br}
{font:00}BlockLoop is used to turn regular{br}
Blocks into loops.{br}
These loops will run{br}
independently from the rest{br}
of your event.{br}
BlockLoop requires Xifanie's{br}
Event Instruction Hack ASM.{end}

//Message x03
{font:08}Jumza{br}
{font:00}Rather than explaining all the details,{br}
I'm just going to run quick demo's{br}
for the 3 different "kinds"{br}
of loops you can create based on{br}
the first parameter, Loop Amount.{br}
All the nitty gritty is{br}
posted on the wiki under{br}
Event Instructions (2F),{br}
and you can see all the{br}
instructions laid out{br}
on the FFHacktics forum.{br}
(Link's in the{br}
video description!){end}

//Message x04
{font:08}Jumza{br}
{font:00}Important notes to remember!{end}

//Message x05
{font:00}1. You can't end an event while a{br}
block is running.{br}
2. You can have multiple BlockLoops{br}
in a single block.{br}
3. You can still only use instructions{br}
that can be used in regular Block's.{br}
4. Jumping by number of bytes rather{br}
than to last BlockStart is possible!{end}

Jumping back by # of bytes is not covered in this tutorial
128
Hacking/Patching Tools / Re: Online Map Viewer
July 07, 2020, 03:54:21 pm
Love that it reads from the image so you can view everything quickly + any custom maps you've made! Nice work!
129
Spriting / Re: SCHOLAR FEMALE SPRITE
July 03, 2020, 10:22:34 am
Woah, for a first sprite this is really awesome!! Great work!
130
CDMage works! What works for me for getting my computer to allow CDProg is going into my Windows Defender History and just hitting 'Ignore' on all the warnings for CDProg.
131
I had this problem earlier today too! Lots of people here (myself included) use CDProg, if you go into your protection history (Windows Security -> Settings) you should be able to dismiss the warnings and be able to download it.

Alternatively, I've never had issues using CDMage! I swapped recently just to see what all the love for CDProg was about :o
132
Help! / Re: Preventing Desertion?
May 09, 2020, 06:45:12 pm
This happens to units you control after a battle if they have too much Faith or too little Brave (I forget what the exact thresholds are, try staying below 90 faith and above 10 brave), so try putting them to a reasonable range and then see if the issue still occurs!
133
Spriting / Re: Porklin's sprites
May 08, 2020, 05:18:18 pm
There is something I find deeply unsettling about that portrait.
Cool stuff!
134
Twinees recently gave us a new link on Discord, I'll put it here for him!

https://www.dropbox.com/s/u4fqvfg6gfmlhu9/ganesha-0.72.rar?dl=0
135
The Lion War / Re: The Lion War 1.05 - DOWNLOAD HERE!
February 20, 2020, 06:49:19 pm
Thanks man you too! Always nice to see things going on here after I've been away for a while!
I'm excited to get more chances to play these sound novels since you shared them with me last time, I was so horrible at the spy one! Hope that the last novel comes around soon :)
136
The Lion War / Re: The Lion War 1.05 - DOWNLOAD HERE!
February 17, 2020, 11:25:04 am
This is so awesome! Congratulations on releasing this! I know so much hard work went into creating such an incredible resource, I can't wait to try it out!
137
It depends on what you want, both of those options means that the level will be around the party level. Party Level Random just means that it will randomly modify the Party Level number by some small number like +2, +1, 0.
138
Yeah, unfortunately there isn't really a better way right now that I know of. It can be tedious but at least you only have to go through it all once! (Remember to save!)
139
Make sure that on the item that you want to add this attribute to (select the specific item in the Items tab), you go to the box marked Item Attributes and you put the correct number there. 0 is the default, with no attributes, the one you've modified is 01. Keep in mind the Item Attribute number is not the same as the Item number, so modifying 01 for Item Attributes does not automatically change the Item at the 01 index.
140
Help! / Re: Fort Zeakden Visual Bug
June 04, 2017, 10:31:21 pm
I'm kinda curious too actually because you also have a female black mage in your party that shares a sprite with the enemy team...