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June 04, 2024, 07:56:22 pm

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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 - BleuVII

21
Completed Mods / Re: FFT: Emergence (PSP)
May 09, 2019, 02:05:27 pm
That's a good idea on the Bio line. I'll think on it. I decided yesterday that if I do this, I'll leave Meteor on the Magus class. With that, Luso wouldn't be overpowered too early. The Magus class, in turn, would be dedicated to the 5 ultimate spells, and nothing else.

What I'm favoring though is to actually make this a second version of the hack, with a ppf included. That way, people can play how they want to.

Also, I'd love to hack in the psp exclusive content, but to put it simply, I don't know how. Your suggestion would probably take me as long as the rest of the hack combined.

EDIT: Sieghart, I added the Bio line to the Magus, and it works perfectly. Thanks for the suggestion!
22
Completed Mods / Re: FFT: Emergence (PSP)
May 08, 2019, 09:47:35 pm
OK, so the number of text errors in the FAQ grew to the point where I had to take another pass at FFTactext. However, that allows me to make other changes.
1. I removed all innate reaction abilities and replaced them with support/movement abilities. Nyzer finally convinced me on it. However, I don't know what to do for Archers. Their only support/movement abilities are Concentration (don't want this to be innate), Move+1, and Jump+1.

2. I moved "Master Teleport" off of the Magus. Instead, I figured out how to make it an innate ability for Master Onion Knights. It cannot be used with other classes.

3. This is what I need feedback on. I might be changing Luso around. Right now, Luso is a direct copy of Meliadoul, so that you can get the Crush abilities BEFORE Orlandeau joins your party. However, that means you end up with 3 characters on your team able to use these abilities by the end of the game. So, I'm considering making Luso into an Astrologer, with the same abilities as Orran, plus a few more. His skillset would be:
* Montblanc (aka Moogle Summon)
* Quick - CT100
* Stall - CT0
* Celestial Stasis - random between slow, stop, immobilize, disable
* Astral Light - random positive status effect
* Grand Cross - random negative status effect
* Meteor - ultimate non-elemental magick

Quick and Stall would remain with the Squires, but Celestial Stasis, Astral Light, Grand Cross, and Meteor would be removed from the Magus skillset.

I think Astrologer definitely makes Luso unique, but I'm worried about those powers being handed to the players in Ch.3. Any thoughts?
23
Completed Mods / Re: FFT: Emergence (PSP)
May 07, 2019, 09:51:17 am
I think the WotL translation is stylized and beautiful, fitting Matsuno's style really well. I think the FMV cutscenes are gorgeous. I think the extra story sequences with Delita, Beowulf, & Argath alone are worth the price of admission. Unfortunately, on the back end, the coding was really slapdash, which makes WotL extremely hard to work with from a hacking standpoint. But I'm proud to have completed this patch, and I'm glad people are enjoying it.
24
Completed Mods / Re: FFT: Emergence (PSP)
May 05, 2019, 05:19:00 pm
Quote from: Sieghart Wirsing on May 05, 2019, 10:56:28 am
Another small oddity that I found. On Chapter 2, at the batte at Zeirchele Falls (where Gaffgarion turns cloak and you've to rescue both Delita and the princess), one of the enemy units is an Archer equipped with a Longsword, and no Equip Swords in sight. He ends up being quite useless for the enemy squad, unable to do much more than spamming Focus and being one of the first preys to Agrias' long-range :P I'd hardly call that a disadvantage for me, but yannow~♫


*expletive*

Well, thank you for reporting it, but I'm probably not going to release a 1.1.2 for a single unit.

Nyzer, thank you for confirming the blind status thing.
25
Completed Mods / Re: FFT: Emergence (PSP)
May 02, 2019, 02:27:16 pm
Yes, I did switch the Crossbow and Knightslayer names for aesthetic purposes. Everything else about the two stayed the same. I'll look into the blind thing.

EDIT: I checked into the blind bug, and you're definitely on to something, but it's not caused by the Emergence patch. I loaded the same save file between Vanilla and Emergence, and the blind status worked the same way in both.
26
Completed Mods / Re: FFT: Emergence (PSP)
April 30, 2019, 03:59:05 pm
I just double-checked, and that bug was present in version 1.01 too (the one I had up for 2 years). Here's how bugs like that happen. Final Fantasy Tactics has exactly 127 status effects. That might seem like a lot, but those have to get spread out over 765 abilities/items in the game. It adds up quickly. In order to create my new abilities, I had to remove pretty much every duplicate status in the game, then point old abilities to the consolidated status.

Now, there were 2 statuses that inflicted "Slow": x2B and x75. I re-used 75 for the weapon Aegis Staff, but as I was checking the abilities 1 by 1 for occurrences of status x75, I missed Judgment Sword. So, Judgment Sword does damage and inflicts positive status effects. The reason I didn't catch this in my playthroughs is that the Aegis Staff was one of the last items I added. By the point I added it, I was far beyond using Judgment Sword with Agrias. Curiously enough, this status is also used by Crushing Blade (Ramza), but the damage formula for Crushing Blade doesn't allow statuses to be inflicted.

I'll work on fixing that small bug. Did you notice anything else?

EDIT: I found several more things to fix. For statuses, there was Judgment Blade like you noticed. Also, Esunaga was missing "Undead" as a status it cured, and the Salve Staff cured WAY too many statuses. The Wizard Rod was missing 1 MA, and the Windslash Bow was not marked as a wind-element. I also found 5 abilitiess that had a status listed, but were not capable of inflicting status effects: Crushing Blade, Osmose, Drain, Ama-no Murakamo, & Shout. Finally, there was some left-over data in the abilities from when I tried to set up the Onion Knights as Blue Mages. It didn't do anything, but it was messy. I'll work at getting a PPF out by end of day.

EDIT 2: Posted. Check the attachments on the first forum entry.
27
War of the Lions Hacking / Re: Archer Skillset
April 17, 2019, 06:07:11 pm
Sorry for the late reply on this. I've been off of this site for 2 years. I'm only replying because I did exactly this on FFT: Emergence.

Archers have the following abilities:
Rush (increases speed by 1. Since speed is used to determine the shot accuracy, it also increases accuracy)
Poison Shot*
Blind Shot*
Silence Shot*
Slow Shot*
Sleep Shot*
Confuse Shot*
Berserk Shot*
* All shots use the formula [3F - Hit_(SP+X)% NE], with X ranging from 50%-65%

I was going to include "Fire Shot", but instead settled on turning the "Silver Bow" into the "Fire Bow", and sticking with only status effects for the Archers.

To accomplish this, I cheated. I actually did a series of sprite swaps:
Archers -> Knights (who get the Aim/Charge skillset)
Knights -> Monks (who must be mastered for the Dark Knight)
Monks -> Archers

The Aim/Charge ability cannot be edited, and needs to remain in the game. Since I re-arranged the job tree so that Knights grew into Lancers, I thought it thematically appropriate for Charge to be the necessary training for Jump. The "Rend" abilities were replaced with what you see here, and the abilities in the "Martial Arts" and "Battle Skill" skillsets were swapped.

If that all seems like a confusing headache, let me assure you it was! It's the reason that I had bow-wielding Monks and Knights in v1.0 of my hack. But it was worth it.
28
To use: download this zip file and paste it into the same folder as FFTPatcher, FFTactext, etc.

This contains XML files that add damage formulas for the PSP-exclusive Dark Knight abilities, and ENTD titles for all of the story scenes, including the PSP exclusive ones. It is based off of Elric's names from the PSX version, with names updated to their PSP spellings.
29
Completed Mods / Re: FFT: Emergence (PSP)
April 17, 2019, 05:21:49 pm
Well, here is a resources.zip file that contains updates to the damage formulas and event names. Thanks, Elric, for all of your work. It made this super easy. I'll post this on the WotL forum too.
30
Completed Mods / Re: FFT: Emergence (PSP)
April 17, 2019, 12:16:24 pm
Aha! There it is when I start a new PSX patch. They are the tutorial battles!

Looks like the info wasn't copied over to the PSP xml files. Want me to copy those over? There are a few more updates that the PSP xml files could stand to have (such as damage formulas for the new attacks). If I do that, where would you prefer it be posted?

EDIT: Quick question, what does "and BS" mean? Is that "And Battle Scene?"
31
Completed Mods / Re: FFT: Emergence (PSP)
April 16, 2019, 10:00:06 am
I had a lull in other projects, so I took the time to revisit this and see if I could fix some of the bugs, particularly the "Monks with Bows" issue. I have officially updated from version 1.01 to 1.1. I have updated the original forum post with the new version.

Here is the changelog:


CHANGES MADE IN VERSION 1.1

ABILITY CHANGES
*Moogle Charm - Moved from Squires to Onion Knights. JP dropped to 0, since Onion Knights cannot gain JP.
*Master Teleport (Magus) - cost increased from 2000JP to 3000JP.
*Tremor (Geomancer) - status effect corrected to bestow "confuse" instead of positive effects.
*Plunder Devotion/Plunder Cynicism (Balthier) - status effects corrected (they were swapped in version 1.0/1.01). Plunder Devotion now bestows "atheist", and Plunder Cynicism now bestows "faith"
*Cross-Slash/Omnislash (Cloud) - damage formula, MP, and range updated for balance.
*Shock/Crushing Blade (Beowulf/Ramza) - the magic casting animation was removed; this is cast by swinging the character's weapon.
*Nether Terra/Nether Aqua/Nether Ventus/Nether Fulmen (Marach) - animations and elemental attributes corrected.
*Snipe Attack/Snipe Magick/Snipe Speed/Snipe MP (Mustadio) - the magic casting animation was removed; this is cast by swinging the character's weapon.
*Spirit Blade (Ramza/Delita/Argath) - animation was corrected so that the sword does not disappear after swinging it.

BY CHARACTER
*Beowulf (Spellblade) - Gained the ability to equip Spears.
*Meliadoul (Arcane Sword) - Lost the ability to equip Crossbows.
*Reis (Dragon) - Gigaflare removed from learnable skills.
*Delita (Holy Knight) - Delita retains the Spirit Blade skill in the battles where he becomes playable.

BATTLES
183 Opening Battle - Ramza's abilities corrected so he does not have "Red Magicks", which he cannot learn.
181 Dorter Slums - Longbow removed from Monk
191 Ziekden Fortress - Argath given his specialty "Noble" class. This increases his HP, but should make him slightly easier to fight.
199 Balias Tor - Crossbow removed from Knight
110 Beginning of Chapter 2 - Lavian and Alicia given correct pre-requisites for Dragoon class upon joining your team
0A4 Mandalia Plains South 4 (Random Battle) - Gugnir removed from Lancer
0ED/0EE The Catacombs - Gastrophetes-wielding Lancers given the support ability of "Equip Crossbows"
0F9/0FA The Crevasse - Magus given Dragon Rod instead of Chaos Blade. One soldier was given the Chaos Blade, one was given Save the Queen, and two are dual-wielding Defenders.
00A/021/02E Tutorial Battles - Equipment reconciliation on Monks, Soldiers, and Archers.

======================================================
KNOWN HELP TEXT ERRORS
Due to the way that the program FFTactext handles PSP ISOs, in order to correct any of these help text errors I would need to rebuild the ISO from scratch, a process that would take around 10 hours and open the door for other errors to creep in. For now, they are being left as-is.

TREASURE HUNTER
*Displays only the first 2 characters of the item.

ITEMS
*All Longbows - Do not list the Samurai class as being compatible, though Samurai can equip them.
*Items with class compatibilty not updated from the original game. All of these have the same compatibility as other items of their type. List: Wizard Rod (Rod), Dragon Rod (Rod), Ras Algethi (Gun), Chaos Blade (Knight Sword), Mirage Vest (Light Armor), Sage's Robe (Robe), Brigand's Gloves (Armguard), Empyreal Armband (Armguard), Sage's Ring (Ring)
*The Genji Shield's description is missing a linebreak, causing the first line of class compatibility to show up on page 1.

JOBS
* Ramza's Chapter 1 "Noble" class description is missing a line break, causing the first line of page 2 to show up on page 1.

======================================================
REQUESTED CHANGES NOT MADE/ODDITIES EXPLAINED

*Why do some abilities display damage and statuses twice?
>There are 12 abilities that do this: the 7 Marksmanship Shots, Pulsar Crush, Spirit Blade, Snipe Movement, Snipe Action, and Seal Evil. This is because the of the way FFT handles animations. There is a casting animation and an effect animation. Sometimes, the casting animation does not wait for the effect animation before displaying damage. This is fixable by updating the animation string, but I have not yet found one that shows the weapon being used, but waits for the effect.

*Can you remove the inherent reaction skills?
>I've gotten this request a few times. I am aware that they can cause a character to retain a skill they haven't yet leraned, but that doesn't happen every time, and the inherent abilities reflect my vision for this game. If you run into this, simply replace the ability.

*Can Ramza have Chant and Salve?
>If you want to use FFTPatcher to add this, go ahead. My patch will not have them. I wanted to portray 2 things through Ramza's lack of abilities at the beginning: First, I wanted the generic characters to not be expendable (This is also the reason why 3 of your generics will always be named Biggs, Wedge, and Jessie). Ramza must rely on his support team to progress. Second, I wanted to show Ramza and Delita progress into a Dark Knight and Holy Knight, respectively. Chant and Salve don't really fit into those classes.

*The Magus class is overpowered! Can you nerf them?
>The Maguses are a flashy class, to be sure, but they are not significantly stronger than Summoners. They have lower Magic Attack and MP, their spells take a long time to cast (sometimes multiple turns), and the spells are difficult to pull off without hitting your own teammates. The main point of contention seems to be "Master Teleport". I considered removing this ability, but decided to keep it in. Currently, every support ability in the game is able to be learned by the characters, and I didn't want to make an exception for this one. Also, there is no practical way this ability could be unlocked without excess grinding. It requires collecting a bare minimum of 15,740 job points to be collected, with no other abilities learned outside of the Monk and Wizard classes. At the point you would get this ability, movement isn't, or shouldn't be a concern for you anyway.

*Why do the Squires (and now the Onion Knights) have the Moogle summon?
When I added the Migardsomr summon to the Summoners, it required removing another ability to make room. Moogle was the obvious choice, since Moogles became a playable class in later Ivalice games. I didn't want to remove the ability entirely though, so I removed the summoning casting animation, changed the formula to be an upgraded "Chant" ability, where you sacrifice HP to give HP to your teammates. Originally, this was given to Squires, as it didn't fit anywhere else. After feedback from you guys, I made the decision to move this to the Onion Knight to make the Red Magicks feel more cohesive and to give the Onion Knights a little bit more of a buff.

*Why is it so hard to hit Skeletons with arrows?
Skeletons have the inherent ability "Archer's Bane". They are not the only creatures who have gained inherent abilites.
32
Completed Mods / Re: FFT: Emergence (PSP)
May 15, 2017, 04:59:50 pm
I updated all of the item descriptions, so you can just press select on the item. For special characters, I don't remember offhand.

The damaged formula is the same as normal Fell Swords.  WP*PA*(100-Faith)/100.
33
Completed Mods / Re: FFT: Emergence (PSP)
May 15, 2017, 01:37:25 pm
Thanks for the bug report. I don't know what is going on with the Balthier battle. I'll look into it.

Two notes: the Magus is NOT the Dark Knight. It is a new class. As for the equipment changes, those are intentional. Samurai can equip knight swords, and ninja can equip fell swords. Soldiers can equip both.
34
Completed Mods / Re: FFT: Emergence (PSP)
March 21, 2017, 02:28:36 pm
Quote from: HebrewToYou on March 21, 2017, 12:02:43 pm
Just finished my playthrough - pretty fun rework of WOTL! A few things that struck me as odd, though...


  • There's a geomancer skill (I believe on the stone tile type) that bestows a positive status effect along with HP damage - that seems wrong

  • One of Cloud's job skills (can't remember the name right now) costs no mana, deals 'meh' damage, and requires being in an adjacent tile. That's fairly useless, but so are braver and cross slash for that matter

  • Move-Find item results don't show the full name of the item found - often it's only two characters of the name




Thanks for the notes. The first one is definitely an error. There is a limited number of status effect sets available, and the main game uses most of those. I had to consolidate a lot of status effects from existing spells in order to make room for the new ones I created, so I must have missed that one. I believe it should cause petrify.

I'll look into the Cloud skill. I don't consciously remember changing any of those.

As for the Treasure Hunter display, I think that is an error with FFTactext. I checked that line multiple times, but couldn't figure out why it was shorted to 2 characters. If any experienced hackers know why, please let me know.
35
Completed Mods / Re: FFT: Emergence (PSP)
March 07, 2017, 10:32:54 pm
Quote from: Stories8106 on March 07, 2017, 01:18:53 pm
Hey just curious... I've noticed alot of double animations going on. For example, whenever I use specific abilities that have has animations swapped. Pulsar Crush, nearly all of the archers abilities too.  Any idea why this is happening?


It's a limitation of the tools. Each ability in the game has 2 animations: a casting animation (swing sword, tackle, gather power, Cloud's limits, etc.) and an effect animation.  FFTPatcher only directly changes the effect animation. While I discovered ways to change the casting animation (through much trial and error), doing so broke Eternal's slowdown removal patch, and often was a bit buggy. I decided to just cut my losses.

In this case, there are 12 abilities that display damage/statuses twice. The 7 Archer abilities, Pulsar Crush, Spirit Blade, Snipe Movement, Snipe Action, and Seal Evil. This is because the original abilities that I hacked for these had a casting animation, but no effect animation. The game expects these abilities to finish right after the casting animation, so it displays the damage/status. Then, when the effect animation finishes, it displays the same info again.
36
Completed Mods / Re: FFT: Emergence (PSP)
February 22, 2017, 11:24:46 pm
Quote from: HebrewToYou on February 22, 2017, 12:38:17 am
Appears to be just the one battle as far as I can tell. There were both archers and monks present (as expected) in the next battle.


Thanks. I'll look into it. Keep an eye out for any more of that. After I did my full run-through, I switched the sprites and abilities of the Archer and Monk so that it was the Monk used to unlock the Magus, not the Archer. I double- and triple-checked all of the storyline battles to make sure they had appropriate equipment, but it's possible that some slipped through the cracks.

Also, I apologize about the Alicia/Lavian mix-up. Just switch them to a class that they know. I will make them Soldiers in the next revision.
37
Completed Mods / Re: FFT: Emergence (PSP)
February 21, 2017, 09:47:26 pm
Quote from: HebrewToYou on February 21, 2017, 07:40:41 pm
For the record, I used a clean WotL EU iso with your 1.1 patch and I'm seeing the monks issue as well.


Hmmm... is it just for the one battle, or are your own Archers showing up as Monks in battle?
38
Completed Mods / Re: FFT: Emergence (PSP)
February 19, 2017, 05:07:46 pm
Quote from: ScarletVice on February 19, 2017, 12:34:35 pm
I have just passed dorter and I had 2 archers for that battle. When I switched them back to Squires they still had the innate vigilance in the reaction slot.


Yes, as Xifanie said, that is just a known issue with innate Reaction abilities in general. I had to make a decision between (A) Not giving innate reactions, or (B) Letting this bug through. I thought the benefits outweighed the detriments. I don't have a plan to fix it at this point.
39
Completed Mods / Re: FFT: Emergence (PSP)
February 13, 2017, 09:49:13 pm
Quote from: SPennLUE on February 11, 2017, 05:24:20 pm
I just wanted to say I tried the patch and it's great so far.  I'm up to the Dorter Slums now, surprised to see monks with bows!

Would you happen to know if it possible to beat the game playing only the mandatory story battles?  I expect it would be very difficult at the least, much like the main game.


Hmmm... I just double-checked, and those "Monks" are definitely Archers. They would only be Monks if you applied the "FFT Emergence 1.0 to 1.1 (no slowdown removal).ppf" patch directly to an unpatched ISO. If you can, please find an EU ISO and apply the main patch.

As far as beating the game playing only mandatory story battles, it's probably possible, but it would be a bit tough. I did all of the side-quests (Beowulf, Cloud, etc.) with minimal grinding... maybe 10 on-purpose random battles to master Rapha and Marach's base class... and though the end boss was pretty difficult, I was able to win the game. The "Zero Charge" ability I gave to Cletienne, Hasmal, and Altima really ramps up the difficulty of those battles. (The battle allows them to cast all spells with no charge time.)
40
Completed Mods / Re: FFT: Emergence (PSP)
February 06, 2017, 09:00:40 pm
Version 1.1 is released. It includes the slowdown removal and all text fixes, as well as a few other things. Download the new version on the original post.

First off, let me apologize to those who have started playing. I used Eternal's slowdown removal patch, but I was only able to apply this to the European version of the game, whereas v1.0 used the North American version. I've included a 1.0->1.1 upgrade patch so you can continue your save file, but if you want the slowdown removal, you'll either have to start over on the European version or use the live patch found on this site.

The full changelog is below:
Changelog in V 1.1

==System-Level Changes==
* The slowdown removal patch is now built in. Unfortunately, it required a switch to the European ISO, so saves will not transfer over. Because of this, I've included a patch for the US release without the slowdown removal patch for those that want to continue their progress.
* The PSP Menu Icon/Background have been changed to distinguish this game from the original release.

==Character/Ability Changes==
* "Plunder Gil" has been changed to "Plunder Spell", a new ability that allows Balthier to cancel the casting of a spell, a charged attack from a Soldier, or a Song/Dance from a Bard/Dancer.
* Cloud now starts with with Materia Blade equipped, and the Materia Blade is once again required for pulling off Limit skills.
* Reis is able to learn Tri-Thunder, Tri-Flame, Dark Whisper, and Gigaflare in a Blue Mage fashion, by being hit with them.

==Item Changes==
* The "Oak Staff" has been changed to the "Defense Staff". Hitting an ally with this staff will put them into a defending status, doubling their evasion until their next turn.
--Treasure Hunter--
* With the Materia Blade now coming equipped on Cloud, it no longer makes sense to find it on Mount Berevenia. I have replaced the item in that location with the "Arondight", the first of 4 Fell Swords. This is available at the beginning of Chapter 4.
* Treasure Hunting at Nelveska Temple has been changed drastically. Here are the 3 changes:
- The Nagrarok was changed from the weakest standard sword to the strongest Fell Sword, on par with the Knight Sword Ragnarok (this was in version 1.0). It can be stolen from Loffrey the last time you fight him, or it can be won in Midlight's Deep. It is no longer available at Nelveska Temple.
- In Nagrarok's place in Nelveska, you are now guaranteed to find Gungnir (formerly known as Javelin mk.2).
- Pridwen (formerly known as Escutcheon mk.2) is no longer found at the Nelveska Temple. It can now be found (guaranteed) in Dorvauldar Marsh.
- The spots that once held Gungnir/Pridwen now hold standard purchaseable equipment.