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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 - brittmarv

21
This may be useful if you are still having trouble with Sephie:



The above advice is very spot on. Wizard Spells are going to come in very handy here. Shock has a 100% hit-rate and some of the longest reach of any early game skill, but Melt can be used to great effect in this fight if you set Cloud and Link up properly:

Firstly, I recommend equipping Cloud with Asura. This sword does fire elemental damage, which means Cloud will hit for a ton if you can get Oil Status to land on Sephiroth from Melt. Likewise, the Asura can sometimes add Oil. The biggest problem with this strategy is that unless you have done some skill grinding you will probably run out of MP quick. Link's Saria's Song and Monk's Chakra can be used to boost your MP in a pinch - but they will each waste a valuable combat round. More effective by far is the passive skill Half-MP, which effectively doubles the number of Melts you can land.

Any good strategy against Sephiroth is going to depend on luck, because at any time he is probably capable of one-shotting any unit (or worse.) For this reason, you may want to rely on some buffs such as Protect, which could double your life-span, and Haste, which could cut Sephiroth's combat rounds down severely.

Good luck, I hope you enjoy this fight!

Also, you may want to start using Move-Find Item by now if you haven't yet. This will be your only chance to snag the rewards from this map.
22
Quote from: Lijj on May 22, 2013, 02:34:33 pm
FFTxAnadu

Things that've changed from the original NES title:

Main sprite is 1 tile smaller.. other sprites are also smaller though would still take up the same space. There are now two items shown in the HUD one is equiped magic and the other is equiped item. The tiles are all completely different along with the palette. The game is 4x as big mapwise (in my dream world). And most different of all: IT NEVER EXISTED :(.


That custom screen looks amazing Lijj. Makes me wish there was a haxanadu.com community!

PS: Have you played Legacy of the Wizard on NES? It is part of the same game series (called Dragon Slayer in Japan) and it was equally immersive. Those games have some of the best atmospheric uniqueness of just about any NES game once you really get into them.
23
Quote from: Lijj on May 09, 2013, 10:16:46 pm
This contest is going well so far; great work Jumza.


Yea! That looks like it came strait off an Atlus DS Game. Good work!
24
Quote from: CT5Holy on May 09, 2013, 02:49:22 pm
Part 7 is up!

Added to wiki.

And now Part 8 is up as well.


You're a machine!
25
Intangir

Story:
Barkeep: Sky-watchers around Ivalice are thrilled to find the night sky alive with the glow of untimely meteor showers as of late. The spectacle has caused such a sensation that less savory reports of multiple disappearances among rural communities in (Location) have garnered little interest among authorities and adventurers alike. Some who care to speculate have voiced stern doubts that the matching time-frame of these two events is mere coincidence. Never-the-less, a reward is being offered for anyone who can solve this mystery and put the townsfolk at ease.

Description from Final Fantasy 6:

Intangir was a hidden monster (literally - he starts the fight invisible) on a tiny island accessible by airship in the world of balance of FF6. It was the single most difficult fight in the world of balance (unless player's exploited a game mechanic which made invisible monsters vulnerable to doom and petrify magic, enabling a one shot kill. ) It was a blue paletted behemoth that countered the player's attacks with Meteo (which was often a one shot kill of it's own at that point in the game) followed by reapplying invis on itself. On top of that, it had the highest HP of any pre-world-of-ruin monster and absorbed all 8 elements.


Difficulty:
Medium-Hard

Location:
Any smaller outdoor zone similar to Yuguo Woods would be fine.

Enemies:

1x Intangir (blue palette if space permits)

Description: Unknown predator, recently awoken and furious. Moves like the wind.

Move: 4, Jump: 4, Eva: 25%, High Speed, PA and MA

Absorb: Dark, Holy, Fire, Lightning, Wind, Earth, Ice, Water

Initial Status: Invisible

Innate: Half Magic
           Find Cover (Counter with Invis)
           Teleport
           
Magic: Meteor (Time Magic)
          Sleep (Yin Yang)
          Purify (Martial Art)

This battle is meant to catch the player off guard and possibly require some restructuring of their team to complete smoothly, if they rely heavily on elemental damage which will always be absorbed. Status effects are a huge advantage to this fight but Intangir will attempt to purify himself. Each time he takes damage he will revert back to invisibility for another surprise attack. This should be a fun fight and quite memorable to the player.
26
Quote from: Redline12 on May 07, 2013, 06:48:15 am
Ok, new problem. When i patched it on the .bin file of FFT(Clean,No other patches added), and i convert it into an EBOOT.PBP file(For the psp), success! But when i play it during the first battle, when the guest character moves out of the gate, it froze. I tried it 5 times, but it still freezes. Any ideas to solve this? Or is my rom wrong? If it is, What rom do i need?(I used the NTSC-U rom. and when converting it, i made the title to be Final Fantasy Tactics, same game id, same save id.)

In the PSX emulator(pSX 1.13), it also freezes when Ramza says how Cloud and Ramza met. (In the Goug Machine City. Its just displays "Now Loading") Any ideas to solve this?

Im sad in this, i tested it in 5 hrs. But nothing happened. Sorry to bother you.


Sounds like a bad ISO. Even if it appears clean, that is quite often the problem. Even if it seems completely unlikely. Re-dump it to your hard drive and try again then if the problem persists maybe someone can troubleshoot it further for you.
27
When you say v1.3 - are you on JoT5 v 1.3 ( I didn't hear about it until 1.8 ) or are you mixing JoT5 with FFT 1.3?

Either way, I'll add these to the wiki for you. Feel free to check it out and update there whenever you have new videos, if you don't mind.
28
Quote from: RavenOfRazgriz on May 04, 2013, 02:13:27 am
I'm kind of surprised you beat that second Mark on that memory card, unless you modded it to open skills or did some grinding or something.  The second one you did is supposed to be on par with the hardest battles in Ch1 for as simple as the battle setup was.  I suppose after going through Ch1 you'd be experienced enough at managing your AoEs and such to handle that fight, since it's not too bad at low levels.


No grinding or modding. I had actually intended to hack the units to be on par with my old save but decided not to once I beat the first mark. That fight, I believe, may have actually been easier because of the low level of my team. The monsters hit points were at a proportionately lower standard than my damage output essentially because it was monster level vs weapon tier. On top of that, I have been playing FFTactics since it came out, and rpgs in general since Final Fantasy 1 and Dragon Warrior came out in the 80s. Like yourself, I've also created a few games in my time and I tend to look at things from a design standpoint, which makes one experienced at finding good strategies as time goes on.

Don't worry about the fight - It is plenty hard. It would be a lot tougher at level 15-25 range because it is gonna be less probable to ensure 2-hit kills on the monsters. In addition, the proportion of HP gained from the available armor is gonna become smaller as level increases. Regen at level 7 with the available clothing was hitting for roughly 2/3 of the damage of the ranged attacks. It did a lot for survivability.

As far as the biggest strategy point for that fight for me:

Keep chicken-boy and his phoenix downs away from those corpses as best you can (unless you can roughly assure that the resurrected monster's turn isn't going to come up any time soon. then, it may be smarter to trade him 1 turn for 1 turn and kill the chocobo with your weakest unit), and don't chase after a solitary fleeing chocobo if his hps are low enough that Choco-cure isn't gonna put him back in the fight for a few rounds.
29
Quote from: RavenOfRazgriz on May 03, 2013, 10:10:01 pm
Have you tried the second Mark yet, brittmarv?


No but I can jump on that real quick.

On a side note.. After glancing over a few videos, I had to chuckle when I realized I wasn't the only one who used Snake as an invisible barrier in the earlier battles to keep monster groups isolated ^_^


especially on zirekile falls bridge.


EDIT: Yep I handled up on that second mark. Was a lot harder than the first mark. ( For a level 7 group, at least ). I had to use (read: abuse) items to do so. I gave up my first attempt once I ran out of steam because I had only brought 1 Phoenix Down. After hitting the item shop I came back with a vengeance. I think i ate 2 Ethers and 5 Phoenix Downs, but was able to control the fight much better. I think I had a better start as well, and that always helps.


And I won back the phoenix downs I used up too so that's a perk.
30
Quote from: CT5Holy on May 03, 2013, 04:45:39 pm
Sure hope so, Raven =P

Part 2 will be up in 1-1.5 hours.


Elric gave me a compiled list of JoT5 Videos and thus the Wiki now has a Videos Page.

http://jot5.wikia.com/wiki/Videos

You are on it, of course. I just added your second video as well. If anyone has any videos, feel free to edit the page yourself. Just click Edit and then click Source. That way you should be able to easily see the format Wikia uses to post links, and you can update there as you go. If not, I will still try to keep it updated.

Good luck man glad to see you are coming along quickly
31
I was thinking about Worker 8's sprite from Vanilla FFTactics and had a few ideas for it.

Firstly, we could use it for a mark idea based on the Weapons from FF7. How awesome would it be to fight Emerald and Ruby Weapon in JoT5? the cool factor is way up there. I don't know how we could get a countdown timer for Emerald though, but that would be sick if someone could code an event for it.

Lastly, there is a mainstay enemy from the Final Fantasy series that would fit with this sprite nicely - the Iron Giant. They have appeared in nearly every single Final Fantasy. They would fit into the canon of Ivalice quite nicely, and I've always thought FFTactics needed a larger variety of regular enemies (something JoT5 is certainly proving true.)
A common variation is the Red Giant, which first appeared in FF4.

a quick mockup for demonstration of concept's sake:


Iron Giant
Colossal guardian constructed in ages long past.
Move 3, Jump 3, Evade 0%, Low speed, Low MP
Innate: Caution, Defense Boost, Arcane Defense, Cannot Enter Water
Weak: Lightning, Water

"Electromagnetism" (or "Magnet" or "Electro Magnet"): Add Stop, Range 1 ver 3 Effect 1, MP 0 Speed Now
"Arm Cannon": Range 3 ver 3, Effect 1, MP 0 Speed Now, Stops at Obstacle
"Upheaval" (needs better name, sounds too extreme) Range Self, Effect 1 ver 3, Random Knockback MP 14 Speed Now

Red Giant
Tireless machine bent on destruction and blood-shed.
Move 3, Jump 3, Evade 0%, Low speed, Low MP
Innate: Caution, Defense Boost, Arcane Defense, Cannot Enter Water
Half: Fire
Weak: Lightning, Water

"Electromagnetism" (or "Magnet" or "Electro Magnet")
"Arm Cannon"
"Emission" (or "Flamethrower"): Element Fire, Random Add Oil, Range 5 Linear ver 0 Effect 1, MP 14 Speed Now

Machine Armor (needs a more suitable name)
Mechanical titan that neutralizes enemy defenses with anti-magic capabilities.
Move 3, Jump 3, Evade 0%, Low speed, Low MP
Innate: Caution, Defense Boost, Arcane Defense, Cannot Enter Water
Weak: Lightning, Water

"Electromagnetism" (or "Magnet" or "Electro Magnet")
"Arm Cannon"
"Disruption": Cancel Most Good Status (All?) Range 3 ver All, Effect 3 ver 1, MP 24-36 Speed Now


Basically intended to be slow, lumbering tanks that can cause some serious damage if only they can get close enough or situated properly to do so, sort of like a Malboro that focuses on damage and defense rather than on status effects.
32
Quote from: RavenOfRazgriz on May 02, 2013, 06:59:12 pm
Brittmarv, I have a memory card I could send you but it's my difficulty testing card, meaning you'd be Level 5 @ just before end-Chapter with almost 0 skills.  You'd have to redo all your grinding so I dunno how much time that actually saves you.  Good to see the Chapter boss still gave you quite a bit of a challenge even with all the skills you've ground up.


Sounds good, that'll help me finish up the wiki!
33
Journey of the Five Ch.1 / Re: Bug Reports
May 01, 2013, 09:52:59 pm

Understood.

Actually found Ganondorf easier than Sephiroth. Due mainly to coincidence, based on how my units were set up. They really had no strong advantage over Seph. I'm trying to round out everyone though for completeness sake, rather than max out the more useful ones.

Needless to say, two units with Melt obliterates the Death Brigade, especially if oil lands.

I enjoyed both fights. I think they are balanced very well, and as long as people realize they need to grind abilities they should do fine.

Lol.. the thought had crossed my mind that the phoenix downs were a message of some sort. And I would have probably lost Ramza due to silence, had Agrias not hit him with that feather.
34
Quote from: RavenOfRazgriz on May 01, 2013, 09:00:12 pm
All of the playable races in FFTA/2, XII, etc. are supposed to have gone extinct along with most of their technology by the time FFT occurs.  That's why they're not present.

Yes, we know there are Nu Mou in Chapter 1.  Yes, what I just said means Nu Mou are supposedly extinct.  This is not a contradiction.


Eww.. forgot about the Ivalician Clothed Moogle Race. Not my favorite direction for a FF Staple to have taken. I blame it on FFXI, naturally, for starting that trend.

Secret of Mana/FF5/FF6/FF7 Moogles were awesome.

Quote from: Elric on May 01, 2013, 10:07:05 pm
Be sure to leave some feedback on the event proceeding the next battle ;P Worked quite hard on tht one.



Well, the entirety of everything that happened after Ganon 1.0 was awesome. The scenework felt professional but had that touch that only homegrown can give. Entertainment level was on par with the top tier of squaresoft classic rpgs and much better than most modern rpgs with their fancy CGI. Snake..    Snake..     Lol. You packed a lot of good jokes in there.

As for the fight with Ganon 2.0.. man oh man. It just never ended. I was running on fumes toward the end. Why oh why did I take away Chakra from Ramza? Sure, having 3 units with Trip Up seemed brilliant at the time. Too bad Ganon likes to fly from one end of the map to the other just out of melee range.

My strategy quickly dissolved into Aim Longbow shots with Link, Shocks from Dante and Snake ( when he wasn't Full-Lifeing ) and Ramza spent all of his time either Yell'ing at people or Wishing they would stop falling on their faces. As for Cloud, well he made a good doorstop and not much else. I really should have invested in some more limits besides Braver, Cross Slash, and Finishing Touch. Oh, and what's up with Sephiroth and (I'm assuming Ganon) being Cntr-Deathblow proof? Bad! But I guess it is fair. HP and Mana can easily become Cloud's most useful stats  ;)

Mustadio redeemed his admittedly poor performance from the previous game. ( Though I used to love the elemental guns, I'm not gonna lie. Snake needs elemental guns! )

After all is said and done, I am dissapointed that I blew all my savestate slots and only kept one data save. None of which can take me back out to the world map. I won't know anything about those Toads or what marks lie beyond until Chapter 2. Unless they are Chapter 1 only.. Oh man.. did I miss out on them? That really sucks.  I am sort of a completionist if you can't tell.. I don't like to leave any stone unturned.

Well.. that's that.. Man, this is so not the right thread for this but we kind of started up a side conversation in here. Lol.
35
Journey of the Five Ch.1 / Re: Bug Reports
May 01, 2013, 09:14:32 pm
couple things

grammar: Besrodio: "If this person mistaken or lying"



And here is an overlooked Move-Find Item table. It's all Phoenix Downs
Possible spoilerage if clicked.
http://jot5.wikia.com/wiki/File:Goug_mfi.png

On that note - Is Lionel Castle Interior supposed to be 4 x Linen Robes? Not that I'm complaining. Phat lewt. Maybe too phat.

Also.. Zigolis Swamp move-finds seem just a bit disproportionately weak and not consistent with the trend. At the very least, the Wide Edge is far behind the times. The rest are not too bad. Of course, for variety's sake, its fine as it is. Just thought i'd mention it while I'm at it.

36
Quote from: Jumza on May 01, 2013, 06:48:36 pm
Brittmarv! Use the edit button!


You are right. that was just a little extreme wasn't it? I should wait until I've had my coffee in the morningtime before I post ^_^

Quote from: Jumza on May 01, 2013, 06:48:36 pm
Also, just a heads up Elric and the JoT5 team already have a plan for the DD. And you don't have to worry, it's gonna be awesome :)


I figured they would!

Quote from: Elric on May 01, 2013, 07:17:36 pm
I would still like to see what people might suggest though, so this is not me trying to deter anyone from posting their ideas.
More of me trying to fill people in on what we are and aren't looking for ;)

Recoloring sprites is not a hard task, it the abilities that might be difficult. But I still do like the idea, there is a chance this could be worked
in somewhere.


Thanks for giving us the scoop. I'm very excited about the prospect of helping with ideas for Marks.

It's a shame I never fiddled with ASM. I would love to pick up some slack in some way, shape or form.

Maybe I will start some projects to teach myself the ins and outs, who knows. I'm used to this sort of work, just not ASM.
37
Journey of the Five Ch.1 / Re: Bug Reports
May 01, 2013, 04:26:18 pm
small grammar stuff

"MA Save" help file reads "Stats: PA +1"

"Linen Robe"'s description is identical to "Leather Clothes"
38
a wet dog reference, a Cujo reference, and then a bloody man runs up panting...


crap

edit: lantern carrying lizards eh? awesome. actually, I always wondered why FFT didn't have those in the first place. same thing with moogles and cactuar.
39
Rules: Basically this is a relaxed thread, just for fun and entertainment. However, there is always a possibility Elric or Raven might like a suggestion  ;). Try to stick to the overall theme of Journey of the Five. You could suggest a battle idea, a mark, a side character, even small side quests and plotlines, within reason. But remember, this is just for fun!

EDIT: Remember the 9 Sprite Limit. If you suggest a battle, there can be only 9 individual sprites present, including the heros. So if you want to allow all 5 heros, you have leeway for only 4 unique sprites.

Being that we have room for 4 Unique sprites present if we use all 5 heros, I would like to suggest something awesome..

The Four Elemental Bosses from FF1. This would be easy because we already have perfect sprites to use.

Lich (Fiend of Earth): Skeleton
Kary (Fiend of Fire): Lamia
Kraken (Fiend of Water): Piscodemon
Tiamat (Fiend of Air): ... Tiamat (lol)

Would it be feasible to recolor the sprites?

For coding efficiency, you could even create one overall Ability and Job type. Just have each unit "learned" with only the 2 or 3 abilities they would use.

This would work perfectly as a Mark, or even a Deep Dungeon level or something. (I wonder what the plans are for Deep Dungeon? This game needs an amazing one)
40
Journey of the Five Ch.1 / Re: Bug Reports
April 30, 2013, 10:26:56 pm
Quote from: RavenOfRazgriz on April 30, 2013, 10:19:31 pm
It has to do with the Unit ID.  For some reason both Priests in that fight have the same Unit ID, and I've never intentionally messed with that so I don't know what the hell that could cause.

I'm checking through all the Random Battle ENTDs now and making sure I catch all these errors in one sweep.  I'll put out a v1.94 in a bit to fix this since it affects gameplay in a clearly negative and buggy manner and is present in multiple fights.


I had assumed no two units could have the same ID, which is why I was skeptical of the two priest's scenario matching the situation I had imagined.

It makes perfect sense of course now knowing they do in fact have the same ID.

I'm glad we caught that!  :mrgreen: