@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?
It is better to use the patch on a clean ISO or when you have finished every change of a hackmod?
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Quote from: Feuholden on September 10, 2022, 07:23:33 amhttps://ibb.co/JrNZH2CThat'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.
i try Both USA & EUR version still same
Quote from: Xifanie on July 09, 2017, 04:36:12 pmI guess you didn't get that Celdia's tutorial is now pretty pointless.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.
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.
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.
Quote from: darkskyx on March 11, 2021, 04:23:59 pm(...)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)
Special thanks to sprite authors:
(...)
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.
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?
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.This is what I was looking for just for the creation of new characters for WoTL! But I have questions:
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.
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 )
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.
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.
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
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.
Quote from: darkskyx on March 11, 2021, 04:23:59 pm(...)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)
Special thanks to sprite authors:
(...)
Quote from: Xifanie on July 09, 2017, 04:36:12 pmI guess you didn't get that Celdia's tutorial is now pretty pointless.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.
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.
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.)
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