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May 23, 2024, 01:09:29 am

News:

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 - Timbo

61
PSX FFT Hacking / Re: "Quadratic" Ability Formulas
April 20, 2017, 10:55:12 pm
 Finally! I thought I was going crazy!
62
Here are my choices for the other controversial skill names. I'm sure they aren't all winners, but this is what I came up with:

Note: Again, I don't speak japanese and I'm not qualified to translate but I am qualified to localize a translation. Localization is important because language isn't simple and cultures can't always translate. When trying to choose between sword and blade or punch and strike  I go with whatever sounds best. I shoot for assonance and consonance whenever possible.



Spinning Fist
Pummeling Fist
Wave Fist
Earth Slash
Death Touch (Secret Hole Fist probably refers to punching the Death point in qigong internal healing also known as dim mak or Death Touch as it's referred to by westerners.
Purify (Stigma probably better translates to stoma which means opening so pore surgury is probably accurate, which is probably their phrase qigong healing but seriously it's not worth it. Purify or Purification if you want to be WotL is probably all you need)
Chakra
Revive

Pitfall
Torrent
Hell's Ivy
Engrave
Tremor
Wind Slash
Will-o'-the-Wisp (I believe the whole damn thing fits because of the whole demon thing and it referring to the same phenominon)
Bottomless Bog or Peat Bog
Sandstorm
Snowstorm
Gusty Wind
Lava Ball

Unwavering Blade (Stasis Sword is very iconic though and it works just fine)
Life-Severing Strike
orth Star Strike
Lightning Thust (stab is more iconic but its goofy sounding)
Holy Explosion (Holy Explosive Break sounds cool but I don't think it fits)

Shellbust Thrust (Armorbreak Thrust might fit but bust and thrust has assonance)
Starburst Strike
Hellscream Strike (scream and strike have consonance)
Biting Icewolf Break (or unchanged if you kept Stasis Sword)

Dark Holy (because Unholy, Unholy Darkness, Darkness, Profane, etc. all sound less cool and fail to capture the fact that this is a bizzaro version of the Holy spell, which if you ask me is the intention of the spell)
Magic Barrier or Barrier (Aegis as a spell is not very Final Fantasy)
63
Here's what I would use:

Heavenly Thunder - Infernal Thunder
Ashura - Nether Ashura
Adamantine Blade - Nether Blade
Maelstrom - Nether Maelstrom
Celestial Void - Corporeal Void
Divinity - Impiety

The thing is that these abilities feel like they desperately need embellishment and localization, so phrases like "space storage" and "hydragon pit" sound like wonky nonsense. I went over this a dozen times before I finally just said fuck it and decided the best thing is a compromise between the literal, vanilla, and WotL translations.
64
Quote from: Chronosplit on March 31, 2017, 08:47:49 pm
Turns out I did find a couple of other things to mull over.  So this is coming after some testing on one matter, tomorrow probably:

Ability Names:
Nether Demon>Nether Angel (I'm probably killing a sacred cow here because of the mythology aspect, but it is opposite.)


Now, I don't actually speak Japanese but I know quite a bit about our mythology. Sky Demon Back is translated from 裏天魔鬼神 or ura tenma kishin. The bit we want to focus on 鬼神 or kishin comes up as Demon if you put it through google translator but that's pretty far from the whole story. If you break it down further 鬼 means Oni and 神 means Kami. An Oni is functionally similar to a demon but the concept is definitely not parallel and Kami are a kind of natural spirit which could be anything from a familial ancestor to a force of nature.

The point is that Nether Angel is definitely not equivalent. Nether Demon is definitely closer.
65
Spriting / Re: Mike's Recolor and graphics
March 04, 2017, 12:57:46 am
These are fantastic!
66
Spriting / Re: Mike's Recolor and graphics
February 15, 2017, 10:29:40 am
Here you go. These are two files included. The first is the specific icons that I think would be great additions to the game. The second is sheet of all of ffta2s icons. I'm sure you all ready have the latter but I've included it for posterity's sake.
67
Spriting / Re: Mike's Recolor and graphics
February 13, 2017, 11:18:25 pm
These are really great. Some of these are conversions from ffta2 right? Would you consider converting the crown, the cat-ear hood, and the maces? Can you copy them over directly or do they need to be resized and recolored first?
68
Help! / Re: Waterbreathing: Dummied Content (Solved)
January 15, 2017, 07:19:49 pm
Quote from: Xifanie on January 15, 2017, 06:26:56 pm
What the hell is waterbreathing anyway? I mean, it's not like your characters can drown...
And what's that about 3h water? I never read about such a thing in the game.

I know about 3 water related abilities:

  • Walk on Water: Walk like a ninja on water

  • Move in Water: Max depth a unit will sink is 1h (see chocobos), and I don't know if there is a movement reduction for 1h deep water, but if so it cancels that too.

  • Move Underwater: Cancels the movement restriction (half Move) when swimming in 2h deep waters. Does not allow acting; just makes movement easier. I think this is a monster innate only ability?



I know 2 of the 3 names were accidentally reversed (like the Glacier and Blaze Gun names)

Well, I'll be darned, even the PSX version says up to 3h deep. Which makes you wonder if water movement in general is bugged... you can totally just stop in 2h deep water, and from that description, it might not have been intended. Either way, I don't care enough to hack in 3h deep waters to try.


Waterbreathing is the WotL name for Move Underwater.
69
Works in Progress / Re: Souls of Destiny January 4 2016
December 28, 2016, 12:42:48 am
Quote from: Elric on December 17, 2016, 02:54:47 am
How would that help with gameplay testing in the slightest? That would make the testing incredibly inaccurate...


Great Question. Before I answer, let's see what CONMAN actually said.

Quote from: CONMAN on December 16, 2016, 01:40:05 pm

Slowly replaying and fixing things as I go.  A fair chunk of time has just been playing and trying to grind some generics to test out stuff.


What do you suppose he's grinding out with his generics? Could it be JP to spend on the abilities he created? If that's the case, which, based on his statement, is a perfectly reasonable assumption, then my suggestion to just create a version with no cost abilities probably makes a lot of sense.
70
Quote from: Emmy on December 17, 2016, 08:49:22 am
Works for all undead (innate/item/casting undead).  Overwrites items' effects if it has to do with Dark/Holy for undead, and Fire for oil; otherwise doesn't (so you can have an undead guy who's immune to ice for example).
You put a lot of thought into this hack. Very nice.
71
With your oil/undead hack work the same for innate undead creatures, regular units inflicted with Undead status, and units equipped with the Cursed Ring? Does it stack with other elemental weaknesses/immunities/absorptions or overwrite them?
72
Works in Progress / Re: Souls of Destiny January 4 2016
December 16, 2016, 10:13:13 pm
Rather than grinding things out, why but create a separate ISO where all skills cost 0 and are learnable by JP? You can test your events by giving Ramza a range 255 enemy only  255 auto murder attack.
73
PSX FFT Hacking / Re: DW's ASM Thread
December 11, 2016, 10:24:04 pm
Quote from: dw6561 on December 11, 2016, 03:43:04 pm
If random fire is checked in the patcher, it makes the skill multi-hit with X or Y being the number of hits (X if math skill is not checked, Y if it is). So rather than hardcode the multi hit functionality to 2-3 formulas like vanilla does, you can use ANY formula as long as it doesn't use one of those variables.
That's great. I'm guessing that all the skills that do this still strike targets in an aoe randomly? Does Math Skill still work with this asm?
74
PSX FFT Hacking / Re: DW's ASM Thread
December 10, 2016, 10:49:17 pm
What exactly does the Multi-hit determined by random fire flag asm do? I'm confused.
75
Wow! These are great. I especially like the Status Steal formula. Can you make one without Faith?
76
PSX FFT Hacking / Re: ASM Requests
November 29, 2016, 08:06:58 pm
Quote from: nitwit on November 29, 2016, 04:21:54 pm
It's pretty bigoted of you to assume their gender based on what they wear.
I can't tell if you are joking or not. Because of the absurdity of your statement, my guess is that you are but without any emojis, there is no way to know. If so, good on you mate.  If you aren't joking then let me respond in kind.

I don't have to assume the gender of any of the characters in this game because the game outright tells you their gender. Secondly, I made absolutely no statements regarding my assumptions. I firmly believe that so long as their behavior brings no harm to anyone else people should be free to be whoever they want to be, especially if it's who they really are, and that we as a community owe it to ourselves to respect one another's identity.

Again, I am still assuming that you were joking but if you wish to fight with me on this PM me because this is not the place for it.
77
PSX FFT Hacking / Re: ASM Requests
November 27, 2016, 04:50:57 pm
I'm not fond of all of the gender stereotyping in this game. If men want to wear female equipment I say let them. If women want to steal one another's hearts, good on them. With that in mind I propose eliminating the gender stereotyping from Zodiac Compatibility. I propose that Best Compatibility should include females and males and worst compatibility should be eliminated all together.
78
PSX FFT Hacking / Re: ASM Requests
November 19, 2016, 04:23:07 pm
I want to include a couple of conflicting ASMs in the text + mechanical changes version of my patch. Would anyone be willing to adjust these?

1. Choto's Alternate Permadeath Hack
  <Patch name="Alternate Permadeath Hack">
    <Description>
      Instead of crystallizing or treasuring, at the end of the death countdown units will become "knocked out" like guests normally

do. The unit will not be lost after, but will be inaccessible until the proposition "Destiny of the Company is done. See

http://ffhacktics.com/smf/index.php?topic=8507.0 for more info.

   Locations:
   $00   Lesalia Imperial Capital
   $01   Riovanes Castle
   $02   Igros Castle
   $03   Lionel Castle
   $04   Limberry Castle
   $05   Zeltennia Castle
   $06   Gariland Magic City
   $07   Yardow Fort City
   $08   Goland Coal City
   $09   Dorter Trade City
   $0A   Zaland Fort City
   $0B   Goug Machine City
   $0C   Warjilis Trade City
   $0D   Bervenia Free City
   $0E   Zarghidas Trade City
   $0F   Fort Zeakden
   $10   Murond Holy Place
   $11   Thieves Fort
   $12   Orbonne Monastery
   $13   Golgorand Execution Site
   $14   Murond Death City
   $15   Bethla Garrison
   $16   Deep Dungeon
   $17   Nelveska Temple
   $18   Mandalia Plain
   $19   Fovoham Plain
   $1A   Sweegy Wood
   $1B   Bervenia Volcano
   $1C   Zeklaus Desert
   $1D   Lenalia Plateau
   $1E   Zigolis Swamp
   $1F   Yuguo Wood
   $20   Araguay Wood
   $21   Grog Hill
   $22   Bed Desert
   $23   Zirekile Fall
   $24   Dolbodar Swamp
   $25   Bariaus Hill
   $26   Doguola Pas
   $27   Bariaus Valley
   $28   Finath River
   $29   Poeskas Lake
   $2A   Germinas Peak
   $2B   -blank-

   Undead try to revive each turn after KO:
   0x07: Yes
   0x09: No

   Undead try to revive each turn:
   0x01: Yes
   0x03: No

   Undead Chance to Revive:
        0x00 - 100%
   0x01 - 50% (vanilla)
   0x03 - 25%
   0x07 - 12%
   0x0F - 6%

    </Description>
    <Location offset="37f90" file="WORLD_WORLD_BIN">
      <!--Set Injured Display-->
      00F50408
      03000534
      00000000
    </Location>
    <Location offset="5d400" file="WORLD_WORLD_BIN">
      <!--Set Injured Display -->
      0400A310
      0C000534
      02004314
      0B000534
      09000534
      E65F0408
      00000000
    </Location>
    <Location offset="38Ab4" file="WORLD_WORLD_BIN">
      <!--Injured Location display? -->
      C0F40408
      0C006132
      00000000
      00000000
      00000000
      00000000
      00000000
      28002226
      020002A6
      21200000
    </Location>
    <Location offset="5d300" file="WORLD_WORLD_BIN">
      <!--Injured Location Display? -->
      16000012
      00000000
      1980103C
      CCC71026
      09003314
      0B006132
      1200A226
      000002A2
      1C002226
      020002A2
      C0000234
      080002A2
      B6620408
      00000000
      06003314
      0F00A226
      000002A2
      28002226
      020002A2
      80000234
      080002A2
      B6620408
      00000000
      C2620408
      00000000
    </Location>
  <Location offset="11C128" file="BATTLE_BIN">
      <!--Death Counter Manipulation -->
      03000392
      2C00013C
      121C2134
      FF002230
      06006210
      020A0100
      FF002230
      03006210
      020A0100
      FF002230
      03006214
      FF000134
      AD0C0608
      070001A2
      07000492
      FF000234
      C0500508
      00000000
      1000A230
      4F004010
      0100C230
      4D004010
    </Location>
    <Location offset="ED300" file="BATTLE_BIN">
      <!--Death Counter Manipulation  -->
      09008210
      21100000
      FFFF8424
      FF008330
      FF000234
      070003A2
      03004314
      25100000
      5C0C0608
      00000000
      AD0C0608
      25100000
    </Location>
    <Location file="EVENT_REQUIRE_OUT" offset="5a90">
      <!--Set units injured in party data  -->
      00480508
      00000000
    </Location>
    <Location file="BATTLE_BIN" offset="EB000">
      <!-- Set units injured in party data -->
      00001224
      BF02060C
      21204002
      07005190
      02005090
      FF001334
      07003316
      0580013C
      05001312
      747F2124
      00821000
      21080102
      03001034
      D00030A0
      01005226
      08000234
      1500422E
      EFFF4014
      01005226
      2C00BF8F
      A6120708
      2800B48F
    </Location>
    <Location file="BATTLE_BIN" offset="11C1c0">
      <!-- Set units injured in party data -->
      AD0C0608
      21100000
    </Location>

<Variable file="BATTLE_BIN" offset="ED300" default="09" name="Undead revive each turn after KO"/>
<Variable file="BATTLE_BIN" offset="ED318" default="01" name="Undead revive each turn"/>
<Variable file="BATTLE_BIN" offset="11C178" default="01" name="Undead Chance to Revive"/>


   <Location offset="1249dc" file="BATTLE_BIN">
      <!--disable revival -->
      40510508
      1980013C
    </Location>
    <Location offset="ED500" file="BATTLE_BIN">
      <!--disable revival -->
      982D238C
      FF000434
      07006190
      00000000
      07008114
      05000134
      B60160A0
      AC0160A0
      8C0160A0
      B10160A0
      8E0161A0
      900160AC
      3400BF8F
      792E0608
      3000B28F
    </Location>
<Location offset="ABBB0" file="WORLD_WORLD_BIN">
      <!--"Injured" Display -->
      11 01 00 11 01 00 00 00 00 00 00 11 01
    </Location>
  <Location offset="ABC30" file="WORLD_WORLD_BIN">
      21 01 00 21 01 00 00 00 00 00 00 21 01
    </Location>
    <Location offset="ABCB0" file="WORLD_WORLD_BIN">
      21 11 11 11 11 11 11 11 11 11 11 21 01
    </Location>
    <Location offset="ABD30" file="WORLD_WORLD_BIN">
      21 21 52 21 21 21 21 52 51 52 51 22 01
    </Location>
    <Location offset="ABDB0" file="WORLD_WORLD_BIN">
      21 21 23 21 21 21 21 21 21 21 21 21 01
    </Location>
   <Location offset="ABE30" file="WORLD_WORLD_BIN">
      21 21 21 21 21 21 21 11 21 46 21 21 01
    </Location>
    <Location offset="ABEB0" file="WORLD_WORLD_BIN">
      21 21 21 21 61 62 21 11 51 22 51 22 01
    </Location>
    <Location offset="ABF30" file="WORLD_WORLD_BIN">
      11 11 11 23 11 11 11 11 11 11 11 11 01
    </Location>
    <Location offset="ABFB0" file="WORLD_WORLD_BIN">
      00 00 41 52 01 00 00 00 00 00 00 00 00
    </Location>
    <Location offset="AC030" file="WORLD_WORLD_BIN">
      00 00 11 11 00 00 00 00 00 00 00 00 00
    </Location>
<Location offset="5D4FC" file="WORLD_WORLD_BIN"><!--Allows 0xd0 = 3 units available for Inn -->
00000000
1480013C
FCD4228C
00000134
06002214
D000C290
03000134
07004114
00000000
2AD60108
00000000
03004014
00000000
01D60108
00000000
41D60108
00000000
</Location>
<Location offset="E7FC " file="WORLD_WLDCORE_BIN"><!--Allows 0xd0 = 3 units available for Inn -->
40F50408
00000000
</Location>
<Location offset="C2c0" file="WORLD_WLDCORE_BIN"><!--Allows 0xd0 = 3 units available for Inn -->
28F50408
21888000
</Location>
<Location offset="5d4a0 " file="WORLD_WORLD_BIN"><!--Allows 0xd0 = 3 units available for Inn -->
3000BFAF
1580013C
D83124AC
1480013C
B2CC0108
FCD424AC
</Location>
<Location offset="CD60" file="WORLD_WLDCORE_BIN"><!--Allows 0xd0 = 3 units available for Inn -->
54F50408
1480013C
</Location>
<Location offset="5d550 " file="WORLD_WORLD_BIN"><!--Allows 0xd0 = 3 units available for Inn -->
FCD4228C
00000134
08002214
D0006290
03000134
03004110
00000000
6BCF0108
00000000
6ACF0108
00000000
5ACF0108
00000000
</Location>
<Location file="WORLD_WLDCORE_BIN" offset="12078"><!--Allow Inn to be repeated -->
80F50408
00000000
</Location>
<Location file="WORLD_WORLD_BIN" offset="5d600"><!--Allow Inn to be repeated -->
02006014
00000000
00000234
000022A0
20E40108
0580023C
</Location>
  <Location file="BATTLE_BIN" offset="4e39c">
      <!--Guests get death counter-->
      00000000
    </Location>
<Location file="WORLD_WLDCORE_BIN" offset="2a14"><!--Inn Locations -->
94F50408
00000000
</Location>
<Location file="WORLD_WORLD_BIN" offset="5d650"><!--Inn Locations -->
07002016
00000000
</Location>
<Variable file="WORLD_WORLD_BIN" offset="5d658" default="0A" name="Inn Location 1"/>
<Variable file="WORLD_WORLD_BIN" offset="5d659" default="0D" name="Inn Location 2"/>
<Location file="WORLD_WORLD_BIN" offset="5d66a"><!--Inn Locations -->
013C
</Location>
<Variable file="WORLD_WORLD_BIN" offset="5d65C" default="0F" name="Inn Location 3"/>
<Variable file="WORLD_WORLD_BIN" offset="5d65D" default="01" name="Inn Location 4"/>
<Location file="WORLD_WORLD_BIN" offset="5d66E"><!--Inn Locations -->
2134
FF002430
06002416
020C0100
FCFF2014
00000000
03000216
21100000
87A60108
00000000
B2A60108
00000000
</Location>
<Location file="WORLD_WLDCORE_BIN" offset="12c5c"><!--Inn always "fails" -->
ACF50408
4000B08F
</Location>
<Location file="WORLD_WORLD_BIN" offset="5d6B0"><!--Inn always "fails"  -->
00000134
05003014
02000334
0A80013C
FCF123AC
19E70108
6800BD27
</Location>
</Patch>


2. Emmy's 2 Swords Penalty
  <Patch name="2 Swords Penalty">
    <Description>3/4 damage per hit on units with 2 swords.  Affects all abilities with Formulas 01-07, no effect on other physical formulas.</Description>
    <Location file="BATTLE_BIN" offset="11EF80">
      30420508
      00000000
    </Location>
    <Location file="BATTLE_BIN" offset="E98C0">
1980023C
942D428C
00000000
91004290
00000000
01004230
0B004010
00000000
1980023C
CE384284
00000000
40180200
21186200
C2170300
21186200
83180300
1980013C
CE3823A4
1980023C
E2170608
CE384224
    </Location>
  </Patch>


3. FFMaster's Enable Sound Test
  <Patch name="Enable Sound Test">
    <Description>Sound Test</Description>
    <Location file="OPEN_OPEN_BIN" offset="0441c">
      00001724
    </Location>
    <Location file="OPEN_OPEN_BIN" offset="04434">
      94cb0108
      00000000
    </Location>
    <Location file="OPEN_OPEN_BIN" offset="05C88">
      d4
    </Location>
    <Location file="OPEN_OPEN_BIN" offset="05CBC">
      02
    </Location>
    <Location file="OPEN_OPEN_BIN" offset="0BE50">
      1000038e
      03001714
      05000234
      0fad0108
      00000000
      10ad0108
      00000000
    </Location>
    <Location file="OPEN_OPEN_BIN" offset="0CFAC">
      19322F2E
      2419322F
      2E24
    </Location>
    <Location file="OPEN_OPEN_BIN" offset="04580">
      7CF50408
    </Location>
    <Location file="WORLD_WORLD_BIN" offset="05D5F0">
      00000536
      0000A390
      0780013C
      AC3F2134
      21082400
      00002290
      00000000
      06006214
      0a000234
      01008424
      0a008228
      F5FFA014
      0100A524
      0a000234
      09008214
      05000234
      100002AE
      00000434
      FA0E010C
      60000534
      A49F010C
      20000434
      89AD0108
      01001724
      BC66010C
      00000434
      62AD0108
      00000000
    </Location>
  </Patch>
79
PSX FFT Hacking / Re: DW's ASM Thread
November 18, 2016, 05:23:35 pm
Quote from: dw6561 on November 18, 2016, 01:44:46 am
Maybe I'm not getting the terminology right. I wasn't sure what to call it when it adds the stat if you add 0x80 and subtracts it if you don't. Sometimes I think I'm being smart but I'm really not, and this is apparently one of those times.

No, monsters can be hit regardless. I've always thought monster talk was the stupidest support skill ever, but I can make a version for monster talk if need be.


No need. I also think that monster talk should die in a fire and never return. This is great!
80
PSX FFT Hacking / Re: Timutil replacement?
November 17, 2016, 08:15:48 pm
Funny thing, I read her Tutorial and it doesn't say anything about not using Timtool. How exactly was I supposed to know this again?