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Messages - Heisho

81
Spriting / Re: Zombie/Undead Knight
July 08, 2018, 09:16:55 pm
@Elric: Of course it would be an honor! Besides I'm already using sprites from there so it would be appropiate.

@Twinees: Thanks for the feedback. I went back and edited the face to match a little more the first version but I keep details from the newer like the neck colors, the mouth, and a the bigger inner eye.

Hope you guys like it.
82
Spriting / Re: Zombie/Undead Knight
July 08, 2018, 05:46:54 pm
@Elric: It sound right. I didn't noticed it looked like a mask. Perhaps the colors I'm using are very contrasting.

I made an updated version including a new uniform color. I'm thinking using this in the battle against Elmdore so that is the reason of the color, since we don't see an army from Limberry I kinda used the Marquis colors.
83
Spriting / Zombie/Undead Knight
July 07, 2018, 08:46:06 pm
Here is my take of the Undead Units. Any feedback is appreciated.Enjoy

Regards
84
The Eastern Sky army is also known as Touten in the PSX version. It was the army where Gaffgarion belonged before being expelled due excesive force.
85
I think i came late to this party but I was actually planning on doing this at some point and found this tread it by accident.
Regarding the names, I believe a mid point between PSX and PSP could be nice, however deciding that point could be long debate. About
the armies, what about using the Aquilor, Austerion, Favonus and Vulturnus names, although I believe the western army is never mentioned.

Well my two, late, cents.
86
PSX FFT Hacking / Re: ASM Requests
May 31, 2018, 10:50:37 am
Quote from: Xifanie on May 30, 2018, 11:50:33 pm
A jal opcode jumps to a certain address and overwrites r31 with the return address, and usually returns to that address with jr r31. That means, inside that routine, any other jal calls will overwrite r31... thus it needs to be temporarily stored somewhere, and reloaded before the routine ends, so it can return where it was meant to. That's where the stack (r29) comes into play. You push it by several bytes to have some space to store variables temporarily, so the routine can feel free to use those registers (as you can just reload them before the routine ends), since there are only 31 regular usable registers. So no, you absolutely can't get rid of them.



Thank you very much Xif. Now a lot of formulas and routines make sense. Time to get back to work.
87
PSX FFT Hacking / Re: ASM Requests
May 30, 2018, 10:27:21 pm
Greetings everyone!

I've been messing around with ASM and learning little by little about formulas and very simple hacks. In my quest to learn more I have stumbled on something. My question is the following:
What does the following code mean, what are their use and could it be bad if I skip it for space sake?

addiu r29,r29,0xffe8      
sw r31,0x0010(r29)
.......
.......
.......
lw r31,0x0010(r29)
addiu r29,r29,0x0018

I apologize in advance for my ignorance, I hope someone can shed some light on this.
88
Help! / Re: FFT on mobile Devices
April 20, 2018, 07:50:32 pm
Not at the moment lad.
If you want to mod better look up for the PSX or PSP versions , although the latter has a lot of issues to mod and less advantages than the PSX.

Good luck.
89
Help! / Re: Enemy Monsters equip items
April 20, 2018, 07:45:34 pm
Those checks sound like a whole lot of useless code...

Anyway in my case is good news since that was exactly what I was looking for. Haven't tested yet but I trust Emmy in the monster department.

I'm marking this topic as solved. As always, many thanks to all who take time to help.

Cheers.
90
Help! / Re: Enemy Monsters equip items
April 17, 2018, 01:50:46 am
Because special monsters are more "closer" to human characters having skillsets more like them. For example if you use a new skillset on regular monsters they will master all abilities by default, how ever if there is a learn by hit ability it won't display in the skillset screen (like Worker 8 or Byblos appears as "Master") when on special monsters does.

It's just a theory, even in WotL on some missions the Iron Giant has some items equipped, so I believe there is a way less complicated with special monsters than regular.

That and that picture I saw:
91
Help! / Re: Enemy Monsters equip items
April 16, 2018, 08:57:41 pm
Maybe I'll try to check with her because I saw on some pictures her photobucket, a monster equipped...unless it was human class looking as a monster.
In fact I only need for that on 2 monsters, and they are special monsters so it might be less complicated...well I think.
92
Help! / Enemy Monsters equip items
April 16, 2018, 02:53:05 pm
Hello there!

I've been looking for a way for monsters to equip items. The only reference I found is an old thread (Monster takeover) where Emmy says there was a method on other thread for enemy monsters equip items.

I search for said thread with no positive results. My goal is to assign specific items on monsters. Regarding allied monsters I found the code that address that but at the moment is not a priority.

Anyone knows that thread Emmy spoke of?

Thanks in advance
93
The Lounge / Re: Map exploration...
March 16, 2018, 12:00:41 am
I need that Orbonne print in my life.
Awesome job man.
94
Help! / Re: Help fixing a formula I'm making
March 05, 2018, 06:03:33 pm
Doesn't matter anymore I finally got it. With less space. :cool:
I put it on formula 4F but if you want to relocate it just change the offset.

This will be my first contribution, is little but is something.
95
Help! / Help fixing a formula I'm making
March 01, 2018, 06:53:01 pm
Hello there.

I've been struggling in attempting to change the original formula 3B (Scream/Shout) to allow adding positive and negative values (as some ASM from Emmy) by changing their values on the Patcher and also trying to have the Proc ID, X, and Y values to change PA, MA and SP respectively.
So far I've hit a wall. This is the code that I have at the moment.

[0x00000000] lui r5,0x8019
[0x00000004] lbu r5,0x38f9(r5)
[0x00000008] lui r3,0x8019
[0x0000000c] lw r3,0x2d90(r3)
[0x00000010] andi r5,r5,0x0080
[0x00000014] sb r2,0x0014(r3)
[0x00000018] lui r3,0x8019
[0x0000001c] lbu r3,0x38fa(r3)
[0x00000020] lui r2,0x8019
[0x00000024] lw r2,0x2d90(r2)
[0x00000028] andi r3,r3,0x0080
[0x0000002c] sb r3,0x0015(r2)
[0x00000030] lui r4,0x8019
[0x00000034] lbu r4,0x38fb(r4)
[0x00000038] lui r2,0x8019
[0x0000003c] lw r2,0x2d90(r2)
[0x00000040] andi r4,r4,0x0080
[0x00000044] sb r4,0x0012(r2)
[0x00000048] lui r3,0x8019
[0x0000004c] lw r3,0x2d90(r3)
[0x00000050] ori r2,r0,0x0001
[0x00000054] jr r31
[0x00000058] sb r2,0x0025(r3)

Any help is welcome. BTW I'm still way green regarding ASM, so far I've managed to edit simple formulas but many terms and things are still a mystery for me. So If a dummy language can be used for me to understand will be appreciated.

Regards.
96
Help! / Re: Unused spritesheets on Shishi
January 18, 2018, 08:53:43 pm
Aye, Aye captain.
Topic closed
97
Help! / Unused spritesheets on Shishi
January 18, 2018, 02:53:45 pm
Hello there!
I was checking Shishi for available slots for use in battle and I'm pretty sure that spritesheets from 4A to 51 are no used according what I check on the ENTD. Is this right? Could I replace them with something else for use on battle?

Thanks in advance
98
Help! / Re: Max number of abilities per character
January 10, 2018, 12:06:36 pm
So this means that aside from the 32 slots from the Job and 2nd skillset, you can add 36 more to lets say Defend and Equip Change, but the AI will only handle 15?
So a player can have 68 slots?
99
Help! / Re: EVTCHR editing problem
January 09, 2018, 02:23:57 pm
Use the Palette Editor from the utilities section to change the palette of that image so you can work on it. Graphics Gale is recommended for working on them, remember that only 16 colors are allowed per palette.
100
Help! / Max number of abilities per character
January 09, 2018, 01:04:08 pm
Greetings everyone.

I read sometime ago that the max number of abilities per character is 32 plus defend and equip change. Most of this info came when looking for information on ALMA, which has been labeled as buggy by many people.

The point is that while messing around with the extra skillsets (Defend in this case) by normalizing them (using Xif's spreadsheet) I load it with other 16 abilities they showed correctly and worked (at least the 16th). Then I added 2 normal full skillsets (16 abilities each) and everything seem to work. And yes, all abilities were different, not a single slot was repeated so 48 different skills were loaded on that single character.

So is this common knowledge? Or have I found something new?

BTW, I didn't test Equip Chang along everything else