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June 10, 2024, 03:42:17 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 - scorpiova

41
Help! / Re: WOTL - changing dark knight sprites...
March 21, 2017, 04:57:48 pm
Quote from: Xifanie on March 21, 2017, 04:25:07 pm
I know they're in a separate file entirely (because WotL is basically a hacked version of the PSX version, so any addition is present in a RAM/VRAM location entirely different from the originals'), but I couldn't say if there is a tool that can edit it, nor do I know which file it is.


Thanks for the reply - at least I know now not to put much effort into those bmp's. The WOTL version is really not worth extensive effort.
42
Help! / WOTL - changing dark knight sprites...
March 21, 2017, 03:11:15 pm
Hey ladies and gents,

I am currently modding both the PSX and PSP versions in different ways. Thankfully the PSX is soo easy to mod.

I am looking at changing the portraits/formation/sprite for Dark knight and Onion Knight in WOTL - is that possible? I know in the unit/wildface bins - I can't seem to find any entry for Dark Knight, Onion Knight, or even Balthier and Luso.

Are these items simply hard-coded and inaccessible?
43
Help! / Re: FFTOrgasm patches - how to use?
March 20, 2017, 09:01:31 am
Quote from: Angel on March 20, 2017, 12:08:10 am
Long day at work and in dire need of rest, so I apologize for not addressing your questions, but I really wanted to say that I'm genuinely glad you're enjoying yourself and making progress.


Oh no worries at all. A lot of times I just need a sounding board in order to trouble shoot through issues. And a lot questions have been answered in the forums already.

It is a fun process - and the troubleshooting is one of the aspects of modding that makes it rewarding. FFT is a game that I always wanted to mod - ever since using the gameshark codes to unlock sprites back in the day.

So thoroughly enjoying it.
44
Help! / Re: PSXfin bios image? Help please.
March 20, 2017, 08:54:43 am
Quote from: Angel on March 20, 2017, 12:19:22 am
You can try PCSXR, which both plays much nicer with FFT than ePSXe, and can run without a BIOS. Just be aware that using it without a BIOS makes some RNG routines not operate correctly, so you won't be getting the most accurate results, but it's honestly unnoticeable in casual play.


Cool thanks for the info. We will try that one as well.
45
Help! / Re: PSXfin bios image? Help please.
March 19, 2017, 10:30:36 pm
Quote from: Xifanie on March 19, 2017, 09:35:47 pm

  • It's called pSX, not PSXfin

  • We do not distribute BIOSes; google may help you find this copyrighted (thus illegal) thing, but we won't

  • Don't you already have a BIOS file if you've been using ePSXe?



Don't forget to set the Aspect Ratio to 4:3 under Full Screen under Graphics under Configuration for pSX


Yeah its complicated.

I'm not familiar with bios or what not. So its all new to me. No matter what bios I send him that I find - his emulator just does not play well on the stream. He gets slowdown and stutter in the music. I'm thinking its merely something with his settings at this point.

It all runs fine on my end.
46
Help! / PSXfin bios image? Help please.
March 19, 2017, 07:04:33 pm
Hey guys,

Not sure if I can get this answered here - but I am trying to run a PSX emulator with full screen that is not glitchy.

Personally I have been using EPSXe - but only windowed and it has not been an issue. But a friend of mine who is streaming this game needs one that can go fullscreen - and in full screen it is garbage.

So I was going to try the emulator on this site - PSXfin - but it is asking for a Bios image? I am really confused.

How does one find/make a bios image in order to run my PSX modded rom on PSXfin?
47
Help! / Re: FFTOrgasm patches - how to use?
March 19, 2017, 12:18:15 am
Very interesting regarding thw job wheel. But I am ok fiddling with the default classes into my own - and with the special classes in the game.

I'm still stuck on this black out on the goblin issue. Could an issue with another monster sprite, cause issue for a sprite that is untouched?

EDIT: Can I give the mime a special job instead? Like Machinist or whatever? Or can you not give a generic class a special job set?

EDIT 2: Ok I figured out the black monster issue. Either the tactext editor or one of the ASM hacks set most of the monster types to a pallette that does not exist. No idea how that happened - so now I have been re-setting almost every monsters pallette in the game.

Now my next issue - the text editor hates me - last night I changed and added a ton of names (class/character) with no issue. Today I open the same save - and now it will not save again without error, and the section that is causing the error I did not alter today (and did save no problem yesterday). If it wasn't frustrating it would be funny.

EDIT 3: YAY! Figured out the text issue - I guess it was the version I was using, just switched to the newest version and all text edits seem to be good so far. So things are going great :)

I also have a name for my project now: FFT Eternity: War of the Wolves

Some of my changes:

Class names:
Oracle - Red Mage (skill set includes Black, White, and Swords Skills). Class can now equip swords and shields.
Mediator - Noble (Skill set includes MBarrier and a variety of the White Magic skills). Class can use Swords as well.
Priest - Battle Priest (Skill set includes a few sword skills along White Magic Skills). Class can wear Helms, and use Flails.
Calculator - Dark Knight (Skill set includes a variety of sword skills). Class can equip weapons and armor.
Mime - Magus (Set up as a spell caster with high MP growth) Will have to see what I can do with this.
Geomancer - Wolf Knight (Same as the Geomancer class with a few additional skills). Can now wear helms.

Monster Class names:
Panther Names: Now setup as Wolves (using the sprite on the site).
Squid Guys - Now named Lamia/Gorgon/Medusa (using the Lamia sprite on the site).
Treant - Named Dryad/Dryad Maiden/Dryad Queen (Using the Zelda sprite on the site).
Minotaur - Now named Lycan/Werewolf/Werewolf King (Using werewolf sprite).
Ghost - Now named Moogle :) (Moogleling, Moogle, and Moogle King). Because I had to hehe.

New Characters: (Using sprites I found on site)
-Terra
-Aeris
-Tifa

Random Encounters:
-Random Heroes from a variety of classes will show up in both story and random battles. These heroes will fight on your side and if they survive they will join up if approved. Each map will have at least one of these encounters.

Random Bosses: (in-progress of being added)
-Taking Bosses from the game as well as beefed up random enemies, dangerous and challenging encounters will occur in the wilds. In some of these fights uniquely named characters may try to aid you and join up if they survive.

I also added a few patches to give me a few extra formation screen sprites (Izilude and Rofel) so I may use them as random new characters and/or recruit them, soldier re-name, and mime as normal job.

It's been a lot of fun so far :)

48
Help! / Re: FFTOrgasm patches - how to use?
March 18, 2017, 08:46:30 pm
Ok thanks for the info. So far I have been able to replace some of the job names. But I am getting a peculiar error - for some reason the Goblins have randomly turned black (I have not changed or altered the Goblin sprites in any way) or their names and skills.

That's too bad with the Mime, I had hoped with the ASM hack - I could turn that one into Dark Knight. So I got to re-think which class will be which.

Is there anything people have done with the Mime to make it more interesting?
49
Help! / Re: Please help me :(
March 18, 2017, 10:50:18 am
(PSX VERSION) Sorry for reviving a dead post - so to be clear can I remove mime to add Dark Knight? Would I be required to apply the ASM hack to "make mime a normal job" in order to make it work?
50
Help! / Re: FFTOrgasm patches - how to use?
March 18, 2017, 10:14:34 am
Ok then.

If I switch over to PSX - can i easily edit class names and character names with the text editor - without getting the crystal crash in game?

Also is it possible to and is there information around on how to add the dark knight and onion knight to the PSX version? I don't care about Luso or Balthier so they are not a big deal to be missing. So ultimately I am wondering, how do I add classes to the job wheel?

EDIT: OK I have totally switched over to PSX versiom - I am now up to date on where I was with the WOTL version. I guess I'm actually further ahead now - as the ASM patch for soldier re-naming worked no problem :)

So I just need to do more testing to see if the other patches took affect as well.

SO next I need to fiddle with the text editor - as I would like to change some class names - Mime to Dark Knight, Mediator to Noble, and Mystic to Red Mage. Is this possible to do?

Thanks for the help so far and for convincing me to switch to PSX.

51
Help! / Re: FFTOrgasm patches - how to use?
March 17, 2017, 03:40:15 pm
Thank you for the reply guys.

I have pretty much finished the building of the mod of WOTL that I am doing - most of what I wanted to achieve is done.

I have managed to:

-Added Terra as a Unique character. (Replaced Balma)
-Added Aerith (Replaced Simon's main sprite - and doubled him over with another priest type to still keep him in events) (Not fully tested)
-Added Moogle as a monster type unit
-Replaced the sprites of the majority of classes and a few of the special characters.
-Added a variety of new recruits throughout the game that can be recruited if they survive their respective battles.
-Change ability skill sets of almost every unique class and generic class to give units more flexibility and use in battle (Mystic and Orator in particular).


Currently working on, so untested:

-Replacing some monster units with human characters.
-Adding more dangerous enemies earlier in the game to create higher challenge level.
-Added random boss battles to the world, along with recruit able generics in random encounters.


So the only thing at this point that I am "missing" that I want to have in the mod - is the ability to re-name human characters (and special characters too if possible). Do either of you know how to do that or a resource to achieve that for WOTL? Or am I simply out of luck on that objective? This is why I was interested in that FFTorgasm patch to re-name at the soldier office.

Again, thanks for the reply. I am loving working on this - love the sprites on this site - amazing art work and resources.

EDIT: Oh one other thing I wanted to do was change some class names - but me and the text editor - are not getting along well. Whenever I edit a character or class name - i get a crystal crash. So that's one more thing I need to figure out.
52
Help! / FFTOrgasm patches - how to use?
March 16, 2017, 07:03:47 pm
Quick Question:

Trying to patch my .iso so that I can re-name my characters at the soldier's office. I have tried multiple version of FFTorgasm - I open the program, check the boxes of the patches I want - open my iso and then save - yet nothing happens. And in game none of the patches I had selected have had any effect.

There's no indication if the patches installed, worked , or failed.

Am I missing something here?
53
Oh my goodness - you guys are killing me with all these beautiful sprites. I have recently dived into the FFT WOTL modding - and I am loving it.

I am pretty much doing a class re-vamp in which I am altering skill and equipment loadouts - and taking adavantage of these beautiufl sprites for classes. But I would LOVE to add in some more special characters as recruits. I have put in extra recruitable character, and succeeded in the skill/equip alterations I have done.

So now the next thing I want is to add more of these sprites - but the problem is really the formation screen sprite - even if I could use the boss sprites or replace them - but I'm not sure who does and does not have a formation screen sprite in the WOTL version. I looked through the FTEVGRP PRogram - but in the Unit file not all characters are there (Dark Knight, Onion Knight, Baltheir and Luso are not there) even though I know they have formation screen sprites obviously.

So my question really is - who, that is not shown in the prgram - actually has a formation screen sprite and portrait - and who does not. That way I could use them as characters or replace them with one of these new sprites.

Hope that makes sense. Or - can I add more sprites to that program??? Thanks!
54
Hey guys - I am in the process of modding my WOTL ISO. I have successfully imported unit/wildface sprites/portraits for my characters, I have also successfully imported my sprites for battle as well. I am using the speed up patch as well. So all of that owkrs and my game runs.

It feels awesome to have gotten this far! And I have to say thank you to the modders who have posted a variety of instructions on the forums.

So going forward here is what I am also trying to do.

I have changed The classes/sprites and names of Lavian, Alicia, and Ladd (they simply have different starting classes that are classes with new sprites). But have successfully changed their names to Tifa, Rydia, and Vincent. Which is awesome. I would like for them to have unique sprites - but based on what I have read I don't think there is enough free sprites to replace in the WOTL version - but that is fine.

So what I want to do is add additional units through the game that will join the game. I am not  concerned with story details - so please don't rant at me about that.

1. I would like to make Olan join the party after the Goug city battle in which you help him. (I might set this up for later if it makes more sense story-wise or just do it there). So in FFTPATCHER, do I just check his status to "join after event" to trigger him joining the party permanently? I do know his sprites/portraits and everything work fine in battle/status screen so that is not an issue.

2. I would like to add Aeris to the game from FF7 - I replaced Balma's sprites/portrait to Aeris from the wonderful sprites listed on this website :). So my plan right now is to add the new unit to the battle in San Dighos (im probably getting the town wrong) in which Cloud fights thieves. So I would like to add her unit to the combat and then trigger for her to join afterward if she survives. Again, is it just a matter of adding the unit to the battle in FFTPATCHER and triggering "join after event"? Or is there something more I need to do beyond sprites/portraits/names change?

3. I am replacing Boko with an Assassin copy of Celia (I will re-name her and try to set her up as a third sister type thing). SO in replacing Boko, and his name to a name for the new Assassin, is there anything else people think I need to do? In looking at this character - it makes me think I can add many units from throughout the game. Anyhow isame as above, is there anything missing I need to do?

4. Can I change a classes name? I know I can change skill loadouts, but I also tried to change some class names (tried to change Mystic to Red Mage for example) But - when I did the name change, when a unit dies in battle - if a crystal drops the game crashes (no crash if a chest drops). So I am assuming that the name change disrupts the code around skills and causes the crash. Any thoughts on the possiblility of changing class names OR adding custom classes to the game without crashes?

For the name changes I do know how to use the text editor, and have done so without issue.

So is there anything people can think of that I need to do to make these modifcations work? Mostly number 2 as the Aeris unit would be a completely new unit.

So for all the questions, and any help or guidance is appreciated.





55
Help! / Re: FFT WOTL Edit Sprites
March 11, 2017, 03:02:39 pm
Hey guys - just looking at several threads on editing sprites in WOTL.

Everything seems clear to me except one thing - the extraction of the the bin file. I am using the UMD Gen 4.00 - but when I try to open or extract the bin file - it just comes out as garbled text. I tried using notepad + and what not as well - but still just un-readable text.

How do I go about accessing the information -  so that I can do the unit and wildface steps?
56
Help! / Re: How to get started?
June 09, 2016, 04:07:33 pm
Quote from: nyzer on June 08, 2016, 10:23:07 pm
I mean, if you want female monks to look like Tifa, sure, but if it's just for a custom character, you'd be better served by, say, taking one of the duplicate Agrias sprites, going through the Patcher's event listing, and changing all the Agrias appearances to the one sprite, before importing Tifa over the duplicate. Agrias doesn't need two different sprites, there's no change made there. It'd be decently tedious to go over it in the Patcher for that, but the end result would speak for itself.


Cool. I will dive in a check things out this weekend and see what happens. Thanks for the info to both Angel and Nyzer.
57
Help! / Re: How to get started?
June 08, 2016, 09:35:46 pm
Quote from: nyzer on June 08, 2016, 08:26:27 pm
No, you won't be able to import custom sprites with the Lion Editor. But if you can get your hands on a PSP or WotL ISO and do some sprite reshuffling (we have multiple Agrias/Mustadio for example) you can shove Tifa's in somewhere and maybe edit a generic later


Cool. I might try that.

On the other side of things, I suppose I could just replace the female monk sprites with Tifa's? And still have Tifa in my party by turning said unit into female monk. Of course all fem monks will look like her then lol (I am just using Tifa as an example, but I would add her in some way provided this works out).
58
Help! / Re: How to get started?
June 08, 2016, 08:11:34 pm
Quote from: Angel on June 08, 2016, 07:35:23 pm
PSP WotL can still have custom sprites, with the caveat that the new sheet be the same size as the old sheet. Edit: I think I may have confused you with my last post - the UMD (physical copy) version of PSP WotL is the one with patching support, while the PSN (download-only) version has no such support regardless of platform.

Android and iOS have no patching support whatsoever right now, so no custom sprites.

PSX can have custom whatever-you-like.


Oh no worries. I might check into the PSX version - and try out some of the beautiful sprites I have seen on the site.
59
Help! / Re: How to get started?
June 08, 2016, 07:43:42 pm
Quote from: nyzer on June 08, 2016, 07:40:34 pm
Yeah, that sounds like it's just taking your existing generics and changing their jobs. I expect the Lion Editor could make that work. Unfortunately, you picked literally the only port of WotL that doesn't have LE support >_>


Haha yeah - stupid Vita. I have noticed with most games that have been moddable in other systems, completely lost that ability on the Vita version.

Ok so I should be able to replace a generic's skin with say Tifa's skin with Lion editor? Sorry if I'm being annoying - reading stuff all over the place here to try and understand the process. Found some nice tutorials on the forums that will definitely help.

I remember back in 2002 finding the master list of sprite codes online - and being in my glee when they worked on the gameshark lol.

EDIT: Ok, I think I will start with Shishi and go from there.
60
Help! / Re: How to get started?
June 08, 2016, 07:31:45 pm
Ok cool, thanks for the feedback.

So I need to get the PSX ISO to do what I want to do.

WOTL is off the table in terms of sprite adding/editing.

EDIT: In terms of what I used to do with the gameshark - yes it would replace the unit that was on my roster with the skin of the character I wanted - I used to use Balma and Olan in particular (they would have portrait, battle formation screen model and full combat model). They were then permanently the face of that specific unit. It is unfortunate that that is not possible with these tools.