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June 01, 2024, 07:25:12 pm

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Messages - darkskyx

61
News / Re: WotL Slowdown Removal Fix PPF Released!
September 13, 2022, 12:53:17 am
@Eternal It may sound as a dumb question but:
It is better to use the patch on a clean ISO or when you have finished every change of a hackmod?
62
Quote from: Feuholden on September 10, 2022, 07:23:33 amhttps://ibb.co/JrNZH2C

i try Both USA & EUR version still same
That's intended as it is a new re-patch, don't worry for in-game text that may be wrong because even if there is no text there bc you can use that skillset - remember you are still playing the beta version and in-game changes are not done yet.
If you wanna know what skill I changed or what it really does you must go to my beta patches and read the changes.

You made me realize I should make it clear: Emergence 1&2 work on an EUR ISO. And you should re-patch an existent Emergence .ppf patch.
For v1.0 it won't work that way. And don't worry for changes in skills or skillsets because that can be easily fixed.
I've added a link to Emergence patch at the start of my initial post. Try that, because maybe you see weird things happen just because you patched bad.
63
I'll share some useful FAQ that I made during the creation of my PSP WoTL project:

Hacktitians/modders FAQ:
It may be the most comfortable to you, but it's not the best for hackmods as it is limited.
For me, that usually play FFT in my PSP I think it is good because it can also be emulated more easily than PSX in mobile devices. But if you want to make that, you'll only get a Vanilla+ project.
If you want to make a new big project I recommend you the PSX version. There are better tools to use and you are much less limited. If you still want the story of TLoW on that project, I recommend you to install instead >this patch<
- For the in-game text changes from the PSP ISO you have to follow these steps from this post. And use version 0.457 of FFTacText. The changes needs to be done in 1-go.
- To patch you need to use FFTPatcher lastest version, you can get it from here. It's very simple to use. You use it to edit patches yourself and you can share changes but those changes won't change in-game text.
Oh, and this is important: That last program have more tools to easily make everything about hackroms.
· I followed this guide, but some steps may get issues, so also read my comment. You need to use a powerful or specific program for that, some will use Adobe Photoshop but there's also GIMP or GraphicsGale.
For the palette changes I used Palette Editor v.131b, very easy to use. You can click & drag the mouse to copy easily.

· If you have any issues with portraits in spritesheets (just for palette changes or uploading already done skillsets), try to use Palette Editor clicking the palettes to see if the avatar fixes itself so you can save and it's done, it's the best way. Maybe that doesn't help to you, so you can follow this useful tutorial (I don't know if there is a better one) to see if you can fix it.
If you see a grey square in your .bmp image that mean the initial image is somehow corrupted. You must reupload again the first spritesheet, convert it to BMP again (I use Photopea online, but there are more tools) and then finish again your palette changes. Don't forget to save your changes that you did for palettes and load them again.

· Understanding that last tutorial you can even make a new title screen for your project (you'll found it in Shishi: Other images -> Menu Options).

· If you wanna do something more advanced like adding new portraits for different spritesheets, you need to follow Celdia's tutorial exactly, but I found a better way... once you understand it, of course. It was so hard to understand for me as I tried everything until something worked. Here's a message that solved one of my issues with new portraits... Read carefully:
Quote from: Xifanie on July 09, 2017, 04:36:12 pmI guess you didn't get that Celdia's tutorial is now pretty pointless.

In GG, open the bmp of the sprite, crop to the portrait, rotate it.
Select All & Copy (ctrl+c) (if you choose to load from clipboard in the next step)
Click the down arrow button under the palette colours, choose Load Palette/File/Load From Clipboard (or from file)
Copy the portrait's palette row (9th row unless you want a different one) to the 1st palette row. Then select the 9th row in the first box, and the 1st row in the second box, uncheck Match Pixels with Colors.
All Frames/Color Depth, choose 4bpp, OK.
Unfortunately, that will likely fuck up your palette's order (which is important), so you'll have to reimport the palette from file, selecting the original sprite's file and copy the 9th row to the 1st row again, but this time with Match Pixels with Colors.
Save the bmp and import in Shishi.
Basically to create a new portrait you need to first download the original WLDFACE portrait with Shishi. Then, you need to follow the instructions above. Once you have done it you will end up with a messy image (THIS IS COMPLETELY NORMAL AND I DIDN'T KNOW IT). Now you can use this messy image to paste it in the spritesheet you are going to edit. When you have done that, then you have to go to Palette editor, click in your first palette and it will be fixed.

It didn't work for your portrait that was edited? Follow this:
How to remake your spritesheet after editing it: Basically you need to get the "negative image" again, in fact this is named null palette (You can have an idea of what it looks like using Palette Editor). Open your spritesheet that has a portrait that looks good, now delete everything but the avatar. Follow the same steps of the last quote... Put it on color depth 4bpp, 8bpp again and so... You need to obtain a portrait that looks like a negative image. Now copy and paste that "negative" image into another copy of the spritesheet that looks good. You should get a spritesheet and a wrong avatar. Now open it with Palette Editor and fix it clicking in the first palette. Save. You are welcome.

· [How to make new palettes like a noob] Following this tutorial you can understand how to make new color palettes. Do the tutorial loading a portrait or a spritesheet. Once you have changed it you only need to open it on GraphicsGale, save your image palette in a .pal, open it in your spritesheet and paste each colorful pixel color (it will be messy. so you have to fix it manually). Then play with the palette color in the Palette Editor until it shows a good result. 
My best advice for this is: Try change the next pixel of a color equally (One color is 10 15 20 then change it to 12 17 22 and then 15 20 25).

· (Optional) Here you have a good amount of sprites that a lot of users has done: Sprite Thread. Give them credit if you use any of those!
You can follow this full guide (found it on this guide). It is for PSX but it works. Maybe I can do a tutorial for PSP but it is basically the same concept. The idea is to replace unused characters that has a formation sprite and an avatar/portrait. There are sprites that people recommend for removing are a few units like Valmafra {F. Sprite: #12 & Job: #21 (skillset #49)}, Simon {F. Sprite: #0A & Job: #13 (there are unused skillsets like #49)}... Even if those units only appear on cinematics so it's safe to change everything about them, they will appear wrong in cinematic events. To change their appearance you have to use the program FFTEVGRP (made for PSX version but it works on PSP version) or Sishi Manager that works too.
There are very hardcoded units like Dark Knight and Onion Knight so you can't really change those units, you can only add/change skills. There are also hardcoded units but just for skills like Archer or Ninja that you can't change or have a full skillset but you can change their appearance.

If you want to maintain everything it is basically impossible. You need to delete an event or a character. You have to choose. And since PSP is very hard to edit freely, it can be very hard to work around these problems. Also, the space for playable characters are limited. You can't really make new ones from nothing.

Also there is a problem, you can only add units that appear both in WLDFACE.BIN & UNIT.BIN  for your side (WLDFACE4 won't work for your units as I tested it, I think this is hardcoded). It doesn't happen in the enemy side. Also, the important thing is that portraits and sprites need to be tied. You can see this using Shishi Manager in Other images.
Technically that means you can add new units even for pure Guests (Rapha, Mustadio...), but in the PSP version the issue will be that you can't change easily their avatar/portrait sprite and you'll have to edit many events so I'll avoid that. You can still try use other Guests (Algus, Gafgarion...) that you can change their avatar/portrait sprite but you'll still have to modify events and maybe bugs will happen, so it is not as safe for PSP. You'll end up with wrong portraits and you won't have it easy to link those units in the event editing (ENTD). Remember a Guest unit needs an unique sprite formation to work.

Anyway, there is a way to add new units in the game than just Simon and Valmafra like some people say. This is something I tought myself while seeing that people made new units with Guests. These are all the unused units (you can read this from the FFT Wiki):
Quote from: undefinedThere are quite a few job classes that are unused in battle (...) More information on these jobs can be found in their respected articles; Cardinal, Duke, Duke, Elder, False Saint, Grand Duke, High Confessor, Viscount, and Witch of the Coven.
- So with animation/event editing you have the option of Delacroix, Goltanna, Larg, Simon, Ajora Glabados, Barrington, Funebris, Ludovich and Valmafra. The important thing to use those units in your side is that they needs to appear too in UNIT.BIN so that's why Valmafra and Simon are the way to go, but you can also use some Guest units like Algus if you don't like it, but you'll need to edit a lot more. Don't forget you can replace any of the other units only on the enemy side.
So after all, which are the units that are safe to use but require a little more work (events, swapping sprites) other than Valmafra and Simon? I'll try to say some:
- The easiest one is Olan, as this is an enemy unit that you only see once and this unit won't appear in scenes. To replace it, use another unused unit from the list above (example: Goltanna, Simon...). Be careful if you use any unit that appear in scenes. I'll explain how to make custom animations to fix this issue with any character.
- Serpentarius & Archaic Demon. Two monsters that you can also use to edit new units and you won't use on your journey. To replace Jobs & IDs, you can use units listed above. I didn't test those units but I think they will work. They are coded as humans but they have monster sprites.
- NEW: I am also trying Holy Dragon (2nd dragon) that seems like a good replacement for a monster.
Remember you'll have to change ALL sprites for those, including all in-game sprites that will appear in the wheel and formation. Follow the tutorials for that, including to learn how to change sprites.

Animations
I didn't figured it out at first but there are some units that are not used in combat but there are used in events and those units use animations. If you replace a character, that character is also replaced in story events. If that character has animations, the animations will glitch. Those animations are found in EVTCHR.BIN (in Other Images, using Shishi), using different layers as palettes.

The way to edit those animations is pretty simple if you are already familiar with the edition of sprites:
· Select the animation from the character, navigate arround the palettes until you see your desired character that is not glitched.
· Export that palette and edit it as you like. You can also try to make custom AI animations if you are familiar with AI.
· Just import the .BMP image on the same palette and animation number. Done.
· Be careful with this crystallization crash error, it's very common for the PSP ISO.

· If you want to make a project yourself be patient, it will require years of work, and that's only for a vanilla+ project. After making this hackmod I think that if you want to get involved into something big it's better to jump into an existent PSX group project to make a huge hackmod.

· Keep in mind in FFTPatcher effect area is -1 (so 0 means 1, only for 1 character). Also keep in mind some character have hardcoded skills. The only place I've seen this hardcoded list is in the file of FFTText Editor v1.1.

· In-game text are difficult to patch for the PSP version. That's why some people don't recommend to patch PSP ISOs, because it's easier to patch on PSX. There are better tools for PSX, but the simple answer to use the PSX version is that PSP will be a lot of work because you can usually get errors while making text changes and you can't save the file to keep updating, you have to manually put every text on a clean ISO. That's why I couldn't make in-game text changes until I finish all my changes, because I had to make all of them in one go.

· Before doing any in-text game changes with FFTactText just make a backup/copy of your ISO that you'll patch. Weird things can happen if you make something that the program is not allowed to do. Make sure you delete some kanji/japenese text to make some space before you make any change. Test the game to see if you have some issues too. Also check out this post to know more about in-game text changes.

· Here is a useful video and a useful post about skill effects that you may use to change it to create new skills. Also, use this webpage to know how "inflict statuses" work

· To finish your project you'll have to use PPF Studio. Follow the steps of this video and you'll have a safe way to share your project that also will be lighter.

Leave a like it this post was useful to you.
64
This post should be pinned... Very useful. I was getting errors everytime but your method worked for me when I tried it 1 year ago. Now I will make the final changes to my hackmod so let's pray everything will work fine.
65
Update: I've just uploaded patch 0.99. I will start the pre-patch of the version 1.0 with all the custom sprites soon. I'm not sure if I will do a .ppf patch to test it. It will depend on the difficulty to do so.
Then I will start all the in-game text changes for v1.0. If I found something like skills with 0 JP (because sometimes I had to test skills) I will fix each one.
And one more thing: As I will revise each change I did, maybe I'll do new changes. But the idea is that I won't do many changes but fixes and once I finish the game I will replay it again.
If someone can help me to do a new job tree image when I finish v1.0 it would be grateful.


Quote from: darkskyx on March 11, 2021, 04:23:59 pm(...)

Special thanks to sprite authors:
(...)
Oh BTW, here are some custom portrait sprites I will use for version 1.0: (You can thank original authors, some are re-edited by me)
66
Quote from: Nyzer on March 28, 2021, 01:27:46 pmNo. The bosses "transform" by switching positions with another unit in the event. You can't give generics special jobs, either.
Oh, I see... Thanks for your answer, I tought it was not possible but I had to ask.

But what about adding new custom units using all or some of the unused units? Read this quote from FFT wiki:

Quote from: undefinedThere are quite a few job classes that are unused in battle (...) More information on these jobs can be found in their respected articles; Cardinal, Duke, Duke, Elder, False Saint, Grand Duke, High Confessor, Viscount, and Witch of the Coven.
Simon and Valmafra are unit that are free to use to safe changes, they have their sprite in WLDFACE.BIN and the rest of the units have their sprite in WLDFACE4.BIN... I think it should be possible to add all those units with the help of Sishi Manager, or I'm missing something? It's hardcoded?

The only reason I can think of why people do not use those units it's because everything that is binded to WLDFACE4.BIN maybe you are not allowed to see the sprites in your formation menu or maybe you can't even recruit those units, as those units are all enemies.
But then the solution would be swap those unused units with enemy units that are in WLDFACE.BIN. Example: Olan (guest units can work too but events need to be changed, I guess). I didn't test it but I think it should work. I've seen comments about it from some people but I don't know if it'll work correctly.
67
Help! / Re: Agrias guest sprite to unique character.
September 06, 2022, 09:28:36 pm
Quote from: RavenOfRazgriz on April 14, 2017, 11:40:22 amYou can add your character before Agrias joins if you're willing to do more in-depth changes.  You're getting "sprite confusion" because the events are seeing a unit with Guest Agrias' Sprite ID on the field and are ignoring the unit with Agrias' Unit ID.  Events behave this way so that scenes such as the Agrias and Gafgarion Talking event in Golgorand Execution Site work - once joining, Agrias loses her unique Unit ID but (obviously) retains her unique Sprite ID.

So, if you want a unit to replace 34 Agrias ("Guest Agrias") before Agrias leaves the player's party at Lionel Castle - you need to edit events!  In addition to all the scenes involving Agrias needing her Sprite ID and Unit ID being converted to 1E, you'll need to go through all the events where Agrias is present on-screen before she leaves the player's party - Chapter 2 Start, Dorter 2 Battle, Araguay Woods Battle, Zirekile Falls Battle, Zaland Fort City Battle, Bariaus Hill Battle, those two cut-in scenes with Ramza/Mustadio/Agrias/Ovelia, including all the insert conversations in each of these - and change all references to Agrias' 34 Unit/Sprite ID in these events to 1E as well. 

Doing this will allow your new unit that takes Sprite Slot 34 and Unit ID 34 to exist in the same scenes as Agrias, who should now exclusively be using Sprite Slot 1E and Unit ID 1E.  This is the "correct" way of repurposing the 34 Sprite Slot without any bugs.  Doing it the other way around (using slot 34 and not 1E) will stop certain scenes like the talking scene in Golgorand from playing unless you make edits in a similar vain to convert those events from referencing ID 1E to ID 34.
This is what I was looking for just for the creation of new characters for WoTL! But I have questions:
-What about the portrait (WLDFACE)? It's the same than the non-guest? Because that's the most important thing to give a unit another avatar/sprite.
-Also, there is an easier character than Agrias to change as a Guest? Mustadio, Rapha... Idk.
-There is another way to add more characters without destroying others? (More than using Simon/Valmafra) It would be good. The only thing I saw is to replace Olan with another unit and change events but I don't want to destroy characters that have conversations.
68
Help! / New characters for PSP version
September 06, 2022, 06:58:33 pm
I searched for this question but I have not see anything so I need to ask this:

[1] For the PSP version (WoTL), the only 2 characters that are unused & safe to use are Valmafra (Balmafula) and Simon? There is not another character that is unused that could (of course) have a formation sprite?

Quote from: undefinedThere are quite a few job classes that are unused in battle (...) More information on these jobs can be found in their respected articles; Cardinal, Duke, Duke, Elder, False Saint, Grand Duke, High Confessor, Viscount, and Witch of the Coven.
This is the only info I found about it but I don't know if it's for PSP or PSX ( https://finalfantasy.fandom.com/wiki/Dummied_content )
But the issue is that most of those characters don't have a WLDFACE portrait. So that's why I understand there are only 2 characters that you can safely change.
I can try to change any of those unused ones because they appear in WLDFACE4 and maybe that's enough.

[2] Also, if there is none... Can I change any enemy character into an allied character (in ENTD) so I'll be able to recruit him? I'm looking for new ways to add new ally characters. People say in some posts that Olan is an easy character to modify/delete but I'm not sure about that since those enemies has conversations and maybe I'll lose some. I'm not sure about how that thing works.


Edit: I found something interesting. But I guess this will make one of your sprite avatar wrong because is tied to the guest one.
Quote from: RavenOfRazgriz on April 14, 2017, 11:40:22 amYou can add your character before Agrias joins if you're willing to do more in-depth changes.  You're getting "sprite confusion" because the events are seeing a unit with Guest Agrias' Sprite ID on the field and are ignoring the unit with Agrias' Unit ID.  Events behave this way so that scenes such as the Agrias and Gafgarion Talking event in Golgorand Execution Site work - once joining, Agrias loses her unique Unit ID but (obviously) retains her unique Sprite ID.

So, if you want a unit to replace 34 Agrias ("Guest Agrias") before Agrias leaves the player's party at Lionel Castle - you need to edit events!  In addition to all the scenes involving Agrias needing her Sprite ID and Unit ID being converted to 1E, you'll need to go through all the events where Agrias is present on-screen before she leaves the player's party - Chapter 2 Start, Dorter 2 Battle, Araguay Woods Battle, Zirekile Falls Battle, Zaland Fort City Battle, Bariaus Hill Battle, those two cut-in scenes with Ramza/Mustadio/Agrias/Ovelia, including all the insert conversations in each of these - and change all references to Agrias' 34 Unit/Sprite ID in these events to 1E as well. 

Doing this will allow your new unit that takes Sprite Slot 34 and Unit ID 34 to exist in the same scenes as Agrias, who should now exclusively be using Sprite Slot 1E and Unit ID 1E.  This is the "correct" way of repurposing the 34 Sprite Slot without any bugs.  Doing it the other way around (using slot 34 and not 1E) will stop certain scenes like the talking scene in Golgorand from playing unless you make edits in a similar vain to convert those events from referencing ID 1E to ID 34.
69
Hacking/Patching Tools / Re: FFTText Editor v1.1
September 03, 2022, 10:42:07 pm
Even if this doesn't work in the PSP version and I need to do the changes manually, can I use it to see the FFT in-game font with accuracy?

P.S. It will have WoTL support any time soon?
70
Quote from: Feuholden on August 09, 2022, 06:13:40 amWaiting for version 1.0..
Short answer: I'll try to finish it on November so I can say it was 2 years of work as a low priority project. I'll try to rush it a little.

Let's talk about this, I started to make some changes again. My priority right now to finish v0.99 is:
1- Finish all new skills from all characters & jobs (I was still thinking about some ideas... or test more hackmods to look at more unique skills but I don't have time for that).
This means that I need to finish all skills from my last 2 secret characters than I'm working on. Then, I'll start with the final testing for the final boss which I wanted to make it so hard, Altima can burst an entire team & delete your buffs (Edit: too OP, I made her to damage 50% HP)
2- Basically test if everything is generally fine and everything feels right for every skillset, this is because once I finish all my changes I can't make any new skill to fix a character or job, but I could move skills and adjust parameters.
3- The patch 0.99v then will be available, but then I will start making:
· All the intended sprite changes. I need to make a .ppf patch for it.
· When I finish that, I need to spend all my free time in the in-game text changes to then go for the 1.0 version, and there are a lot of changes. That's why I tried to keep record of every change on my patch notes. I'm not sure if it will allow me to change all text, because nobody can't really put new stuff in the game as it is a hackrom... but I will try. There are weird japanese unused words inside the game so I can delete those, let's hope I won't get much issues with that - as in my initial testing it worked.
And not only I need to do the English version, I will also make an Spanish version as I am a Spanish native speaker.

I think I still need some months of work if I continue this project as a low priority. Because I do changes when I feel comfortable & I have free time for this project. But let's hope I can do it in less time if I rush it. Oh, and I won't finish there, I think I will make some mini patches to fix issues that testers will tell me and maybe do a more difficult patch. But everything can be delayed since I want to add some new units, testing & research also requires time.

BTW, I'm not sure about the names of the Thief/Ninja name jobs I changed, since the Assassin now is not just an assassin, and I don't like the name Rogue for the other one. I feel like that first unit can be named Rogue but then the other one I don't know what name should have. Something like Rebel?
71
I have a few questions @VelvetMudkips

-I think this will work for the PSP version but there are more unused characters there? I feel like Simon & Valmafra will still be unused.
Edit: I was able to change Olan too but I had to change his event & replace him by another unused enemy unit like Goltanna.

-This is a way to change unused sprites into new obtainable characters, if I understand it right. That's what I was looking for, but the core question is: I can just change some character enemy/bosses into obtainable units if I want, right?
Edit: I figured out that only those character who appear in WLDFACE because I couldn't recruit those who appear in WLDFACE4 while using Shishi. Maybe this is because it's somehow hardcoded.

-I don't understand the step 7, why I should do that to Celia and Nede if they were never used?
Edit: Oh I get it now, you just want to make those units not generic but as new characters. and this post is about PSX and Celia/Nede were never used there.

-What #Number of the Job & skill sets should I use that are also unused? Maybe I don't find it because I am using a PSP ISO but I don't see any "Bishop" and "Arc Witch". Edit: I had to look some by myself and I think I found some unused ones. You don't really have to use the same ones.

-After you answer my questions... If I want to add a a few character for example in battles 20B and 20C (ENTD) what should I do? Edit: Nevermind, I figured it out. It is better to use this guide.

Somehow useful, but as I said there is a better guide about it. Forgive my necrobump, but I though this post was useful. The problem is that amazing guide is not on the forum.
72
War of the Lions Hacking / Re: New Characters
May 11, 2022, 06:00:27 am
I have the same issue, I want new characters but I don't know which unit should I put at the ENTD of FFTPatcher more than Simon or Valmafra. I guess that there are not more unused units with Sprite + Sprite formation so you have to destroy another one.

This issue is bigger due to lack of good ASM hacks... And that's because how limited is PSP version actually. I think actually there is no easy solution, maybe someone has to make an ASM hack so we can have more units to customize.

Edit: One possible solution is to modify guests, but you'll have a wrong sprite/avatar in your sprite formation (due to the same image linked on the WLDFACE). The idea is to modify one of the spritesheets, but you'll have to modify every event that they are in and then put the sprite model you want. If you are not careful bugs will happen. This is not easy but there's something.

During my investigation & testing, I can say that you can't use those "3 priest" because they don't have sprite model or they don't have sprite formation tied to another one. You only can use some units as enemies that have an spritesheet & portrait sprite tied.
The only way I can think of to make it work is to modify Orran as a new unit - changing that unit to an unused one from the enemies so you can add a new one - This is a easy way to have 1 more unit, with small changes from events. And it worked because I tested it.
Recruitment didn't work for units that had their portrait in WLDFACE4.BIN - and I think in theory ASM hacks could be able to change that.
73
Quote from: theultrawolf on November 15, 2015, 03:30:07 amI'm not usually one to necropost, but for future reference, Dark Knights and Onion Knights' WLDFACE and UNIT are hard-coded into the game along with Luso, Balthier and the rest of the new characters. FFTEVGRP is merely a translated Japanese program, if you really wanted to know the answer to this question you might have to ask them (whoever originally made it). That being said, via Hex edits, if you were to isolate the bytes used to determine which formation sprite was used, you could modify the values to be assigned to another WLDFACE or UNIT, in theory. Look at Cheetah's posts on this thread for more info.
http://ffhacktics.com/smf/index.php?topic=1495.msg83492#msg83492

If in theory it's possible, why nobody has done it? Maybe too complicated?
It could be a good way to add even more custom characters.
75
I've just uploaded patch 0.98 and I guess patch 0.99 is coming with new spritesheets (see last message) and maybe a few changes.
I'm in the last battle vs Altima, finally! Next patch I'm gonna see if there is any priority change I should do and I'm gonna prepare for version 1.0, maybe the final version is coming sooner than I thought!

Edit: I've added new info about all the units in my post.

Edit 2: Maybe I'm gonna play other FFT hackmods to look for other ideas for skills, as this is a low priority project actually. Once I give it more priority I will say it.
76
A few ideas:

I'm working on a hackmod and I miss Vincent Valentine's Cerberus weapon as a Gun. Change a little Stooneshooter is a good option.

It would be cool to have this artwork as a playable character.

I also think this is a good idea: https://ffhacktics.com/smf/index.php?msg=231784

Btw, I only miss a good male&female white mage sprites. Any know if there are sprites from other communities like japanese?
77
NEWS FROM MY PROJECT

My test for changing Sprites was sucessful so I had been looking for sprites and how to approach this problem:
Quote from: darkskyx on March 11, 2021, 04:23:59 pmNews: I've done my first test for changing Sprites with palettes and it works. The problem I actually have is that I want to give Onion Knight all Ninja skills buuut Ninja skills sadly don't work on Onion K. How do I fix it? Well, my initial idea was to change/swap all the stats and sprites but with the current tools for the PSP version you can't change some Sprites for Dark/Onion Knight... So I don't know what to do.

Since I don't have any reliable way to change how Onion Knight works, I was looking to my options and the only option left was to "delete" a unit. That said, I'm gonna remake the Thief, swap all stats from that unit & Ninja... and then convert it into Rogue. What this means? That Ninja will be Rogue now, and Rogue will throw weapons. The actual skills from Thief+Ninja will be moved into Assassin (temp. name). And Thief will be changed into Assassin. These Thief skills will stay in the Assassin. [I had to change all enemies too!]

With those changes, you can get Rogue earlier (I will still give him crossbows as Thief actually has) but rogues will have the throw mechanic. This way, this unit will be ranged by default but it will have just that. I think it will be sadly a "transition unit". The only bad thing is that you won't have a thief mechanic early, but I think this will be better later so it's fine for me (TBH I didn't use the thief mechanic in the whole game in my last run).

ALL MY CUSTOM SPRITES CHANGES ARE FINISHED. I didn't make everything but I did some changes that I will say in my first post. Here's something that I'm working on too:

A mercenary that has no regrets about stealing or ruthlessly finishing off their enemies.
A mercenary that attacks from medium distance and can throw weapons at distant enemies.

As I found sprites that will be amazing in the re-patch I think I will change Meliadoul into other unit. Maybe Vincent Valentine as it is one of my favorite characters.
Edit: Finally I decided to give Vincent some skills from Mustadio, adding him as a new character and change Meliadoul into a Succubus.

Quote from: darkskyx on March 11, 2021, 04:23:59 pm(...)

Special thanks to sprite authors:
(...)
Oh BTW, here are some custom portrait sprites I will use for version 1.0: (You can thank original authors, some are re-edited by me)
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It's weird that after many years people didn't discover a way to make changes for DK or OK sprites (or that's the feeling I have, as I don't find any solution).

I know the PSP version is weird but as I said in this post I think it could be a way to make it.
The problem still lies in finding where OK and DK are in the code of the game. But if someone has figure it out, the easy solution would be to change everything (spritsheet and icons) in an unused sprite.
I need to ask this question as I have an issue with my actual project and I need a way to 1-Make another job... (not possible I guess) or 2-swap everything (stats, reactions...) between an obtainable job and OK or DK... and then swap it again for Squire (I don't care if that job can't use other skills like Onion Knights).
Do you know any fix to my problem?

Secondarily, I need an answer for this: It's weird but jobs like Archer or Ninja can't use their skillset away from their job?

Edit: It looks like there is not an easy fix due to the PSP mod limitations.
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This post was useful but I think it is outdated, you now only need to use the program Shishi.

Also, there are a few steps that are not correctly explained in the tutorial after following Celdia's tutorial, so I had issues and I had to see other tutorials. These are:

  • Use Impr + Pant on the Shishi window and saving the image in the original dimensions (24x40 & 32x48) for the UNIT & WLDFACE in the Sprites section. (You don't really need to use Graphics Gale for that. I used Paint as it was faster for me to use).
  • Convert your images that are gonna be in UNIT.BIN & WLDFACE.BIN to BMP files that should be in 16bits colors [4bpp format]. (Again, you can use many programs for this step and I used GraphicsGale and sometimes Photopea, that it is an online tool).
  • I did a test and UMDGen didn't work to me for saving so I used UltraISO that I had installed and it works perfectly.

This is what worked for me, because you can use other programs for the same results.

Here's a useful post about some errors you may get. I had to use this video to understand it. You might follow a few more steps if you have a custom sprite and not just another palette.

P.S: @Fallout10mm Quote my useful info in your post if you want.

(Edit: The next info is from my FAQ from the hackmod I'm doing, also useful)
· If you wanna do something more advanced, like adding new portraits for different spritesheets, you need to follow Celdia's tutorial exactly, but I found a better way... once you understand it, of course. It was so hard to understand for me as I tried everything until something worked. Here's a message that solved one of my issues with new portraits:
Quote from: Xifanie on July 09, 2017, 04:36:12 pmI guess you didn't get that Celdia's tutorial is now pretty pointless.

In GG, open the bmp of the sprite, crop to the portrait, rotate it.
Select All & Copy (ctrl+c) (if you choose to load from clipboard in the next step)
Click the down arrow button under the palette colours, choose Load Palette/File/Load From Clipboard (or from file)
Copy the portrait's palette row (9th row unless you want a different one) to the 1st palette row. Then select the 9th row in the first box, and the 1st row in the second box, uncheck Match Pixels with Colors.
All Frames/Color Depth, choose 4bpp, OK.
Unfortunately, that will likely fuck up your palette's order (which is important), so you'll have to reimport the palette from file, selecting the original sprite's file and copy the 9th row to the 1st row again, but this time with Match Pixels with Colors.
Save the bmp and import in Shishi.
Basically to create a new portrait you need to first download the original WLDFACE portrait with Shishi. Then, you need to follow the instructions above. Once you have done it you will end up with a messy image (THIS IS COMPLETELY NORMAL AND I DIDN'T KNOW IT). Now you can use this messy image to paste it in the skillset you are going to edit. When you have done that, then you have to go to Palette editor, click in your first palette and it will be fixed.
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I have some news for known bugs, check out the first post.

Quote from: phurgawtin on November 16, 2021, 09:15:49 amSquires are able to use moves that they do not know. This affects player and enemies.

Agrias, Ch4 Ramza, and Ninja have abilities in their list that they aren't able to use. (Most of the sword moves, thunder breath, etc.)

Even with Geomancer 7, Wizard 7, Squire 5, 20+ kills, wasn't able to unlock the Magus class. (Even tried save editing to give myself master Monk and master Wizard just in case there was something in the programming of Emergence that didn't get overwritten. Didn't unlock the class for me.)


@phurgawtin Let me know if you can get Magus now with the recent patch. I still don't have that unit and I need to know if my changes fixed that.