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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 - theultrawolf

141
Spriting / Re: Judge me
October 31, 2015, 05:09:29 am
I haven't had a lot of time to work on this sort of thing and I admit, I still have problems with shading hair properly, but tell me what you think about this.
142
Spriting / Re: Judge me
March 24, 2015, 08:02:20 am
Updated
143
Spriting / theultrawolf's sprites #2
March 24, 2015, 02:36:28 am
The first sprite here is a kitbash of two other sprites named Saber, a character I hope to implement into my new patch. She's a dark knight who suddenly appeared out of the middle of nowhere to serve the New Lucavi's interests. Time will tell if she's a good apple or a bad one.

Sprites used:
Corsa - Lijj
Lady Frimelda - Zozma/Smash

The hair is a bit of my own twist, as well as the palette, but I'll be likely to update this sprite more along the way to give it more of a Dark Knight look.
The newest spritesheet for her is about 50% done but the portrait is still a bit of a mess. Any edits/suggestions will be appreciated, I'll continue to work on the 4 sprites that have my attention currently and update them as I go and I'll most likely be adding more headswaps/edits as time moves on.
144
Help! / Re: Worker 8 question
September 09, 2014, 11:41:52 pm
Sorry about taking so long to get back to this.
So I guess it has nothing to do with the ASM's, as I applied the patches to a another ISO without the ASM hacks and no dice. The ISO itself also is fine, and all data is accessible. I have no idea what could be causing the issue.
145
Help! / Worker 8 question
August 16, 2014, 11:14:54 pm
Hello all, I have a question about something that's stopped me in my tracks.

While doing a bugtest playthrough for the patch I've been working on, upon getting to Goug for the cutscene involving the Steel ball sidequest, the game freezes on a now loading screen. Upon further investigation, I found that any battle or cutscene containing the "Steel Giant" job left the game hanging, as when I changed the job in the cutscene, the scenes/battles worked correctly. The job did however display correctly in the Formation screen. I changed the sprite in Shishi to the Iron Giant sprite made on here, to no avail; the game still froze upon the data for that job loading. What's funny about it is the graphic data and job data for the job was never changed, so I have no idea why the job freezes upon loading. No other job in the game has his problem. I have applied ASM hacks to he iso; however I don't see why or how it would affect that particular job. Also, is there a way to assign a unit the Serpentarius zodiac sign in ENTD apart from the hard-coded job 92, or does it have to be hex edited? Unknown/unknown only causes the same as random/random for me in any version of FFTPatcher.
146
Help! / Re: Any hacks to swap O/X in WOTL?
October 04, 2012, 03:12:04 am
You could use RemaPSP and then edit the help files in FFTactext. I can't think of any other way, as I don't think there's any ASM hack to do that, plus I don't think ASM hacks are compatible with the PSP anyway.
147
Spriting / Re: theultrawolf's sprites
October 04, 2012, 03:03:52 am
Well, I fixed the portrait up a bit, focused on other characters' shadings. But, I don't know if the sprite itself is salvageable, no matter what I seem to do, the only thing that I can fix up on it definitively is the hair. The body, especially the torso, is bothersome. The pants are somewhat salvageable, but it makes the chest and feet look bizarre. Should I just start the whole thing over?
148
Spriting / Re: theultrawolf's sprites
October 04, 2012, 01:14:19 am
Quote from: GeneralStrife on September 27, 2012, 05:22:56 pm
STQ Is a heavy sword....


all the knightswords are big 0.0

anyways. I found an old sprite of Penelo on some Japanese site and I edited the colors to be more FFT-esque and changed the portrait. I'm wondering what you guys think, again, I'm completely open to critique, and editing.
149
Completed Mods / Re: WotL Slowdown Removal Patch
September 30, 2012, 02:13:50 am
Quote from: Kirä on September 30, 2012, 12:46:35 am
I have already tried it but doesn't work. I guess that would require a specific patch made for the PAL version to work. Hopefully Archaemic or someone else could do it... :roll:  :oops:
I use a European ISO version of the game for patching/editing/testing as opposed to my UMD vanilla version and it works perfectly on mine. I think it has alot to do with your firmware. The PPF easypatch version didn't work for me, but the .prx version does. When you put it on your PSP, you have to make sure it's activated first in your plugins section of the recovery menu, if you are trying to use it (the prx version)
150
Quote from: Reks on September 28, 2012, 05:09:21 pm
Denam looks more like this:



He does, but that's his second form; like I said, as a Lord. in the later chapters when he saves Kachua/Catiua, and there he seems to be wearing an off white frock of some sort. But the first outfit he wears in the first couple chapters, looks more like a leather outfit with pauldrons and a traveling sash (around his person). And I always figured it was, due to Vice/Vyce wearing pauldrons, so I figured what he (Denim/Denam) was wearing were pauldrons, also, being big and poofy on that particular sprite, whereas the later Denim has shoulders that you can tell are cloth and not armored.
151
That's what I was thinking >:D and, if you feel extremely evil, work it out so that the Deep Dungeon enemies are level 255 (I think that's the highest possible level) :p
152
This idea seems extremely fruitful and would add a whole new aspect to gameplay, regarding increased difficulty. I always hated the fact that if you grinded just enough, you could blow through the entire storyline and even the side missions extremely easily. It would be awesome if it was a one sided thing though, so your units could only reach level 50, but the enemy AI could still reach 99. The disparity would be interesting as far as developing new strategies. :o
153
Yeah, I intended for him to be armored, but I'll work on the right arm and legs so it blends more, I was more focused on just trying to replicate his LUCT sprite that it may not look all too well in the FFT format. Speaking of the legs, I always thought his outfit was a little like a jumpsuit, with the legs extending into the boots themselves, but that could just be me. :o

(EDIT: I worked a bit more to make it look truer to the sprite, maybe this one looks better. I know it's a nono to try to do custom for the most part, but I had to try, because the archer arms unfortunately are the only ones that are beefy enough to match his sprite from LUCT. I used Ramza Chp 2-3's sprite as a template for them though, I tried to make them look more similar to his.)
154
Denim Powell/Denam Pavel.
The hero of Tactics Ogre: Let Us Cling Together. I used different elements from different sprites, including the old man at Alma's Funeral, Chp. 1 Ramza, the Male Archer, and Algus. This rendition is based off of his first sprite, which is a light blue/green colour as opposed to his later outfit which has more of an off-white base, as pictured below. (EDIT: The first picture was too small.  :shock: )
155
Spriting / Re: theultrawolf's sprites
September 26, 2012, 04:30:54 am
I know nobody cares, but I'm a completionist and now that I have a computer to work with anytime, I figured why not try to get back into spriting, so I finished this one, corrected it with all errors fixed, etc. I figure now that I've done a pretty much basic headswap, I'll try to see if I can't do a full body transformation, sans the palette errors this time.  :o

(I also included the WLDFACE.bin and UNIT.bin files in case anyone ever would (doubtfully) want to use this sprite.)  :P
156
Spriting / Re: theultrawolf's sprites
February 28, 2012, 01:30:39 am
it's finally done: the palette has been changed; the hair from the back view has been recalibrated to match the front almost perfectly; and I've done some cleanups:
157
Spriting / Re: theultrawolf's sprites
February 22, 2012, 11:22:10 pm
Quote from: Lijj on February 19, 2012, 06:56:44 am
The hair still has that greenish-gold color in it though :/


I got rid of the hair color and supplemented a darker tone from Delita's sprite to make it blend in more; I still can't seem to make the shoes good however, so I turned them a reddish hue in hopes of maybe being able to give them some aspect of uniqueness; I'm almost done with the basic editing however.

158
This thread should be super-stickied! If this all goes to plan, then hacking WOTL won't be as much of a chore, and will actually be worth creating hacks for :D
159
Spriting / Re: theultrawolf's sprites
February 18, 2012, 09:15:25 pm
I could get rid of the shoes; the only reason I didn't was due to the fact that if I use the same shade for the shoes as I did for the gauntlets it would look like part of her frock; which would be awkward.

Case and point: (i edited her basic colors to a bluish purple btw)
160
Spriting / Re: theultrawolf's sprites
February 17, 2012, 09:01:50 pm
Sorry for the unquick reply...like I said, access to a computer for me at the time is severly limited...

Quote from: GeneralStrife on February 15, 2012, 05:06:55 am
welcome! It's looking good! Keep it up! Let us know if you have any problems/need any pointers. Is the sprite supposed to be her with bare arms? I think it would be better if she stuck with the golden plate arms. Or if you're going for the bare arm look I guess that's your prerogative.
Thanks for the warm welcome and support! And to answer the question; yes, the bare arms are intentional; it gives a further element of exposure and uniqueness to said sprite; I also plan on editing the palette for further diversity, but the basic edit of the sprite should be done by this weekend, I'm looking forward to your critiques!
Quote from: Taichii on February 15, 2012, 12:15:27 pm
young meliadoul! XD

And I suppose it could be a younger version of her :D and maybe she decided to wear her hood to mourn over izlude....


Progress so far: