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Messages - busterff7

1
Help! / Re: Running into an unknown problem
January 16, 2013, 07:10:26 am
I reinstalled the emulator and so far it seems to be working fine again. If it happens again I'll try the other suggestions. Thanks again guys. :)
2
Help! / Re: Running into an unknown problem
January 16, 2013, 04:35:00 am
I did update my computer recently, but I don't recall it messing with the mouse/keyboard. And I havent changed any settings on the emulator recently either. I'm using ePSXe 1.6.0. Would that be an issue? I'll try patching a clean ISO and see if that works first. My patch is setup to work from the start of the game, so should I start a new save file just to be on the safe side?
3
Help! / Running into an unknown problem
January 15, 2013, 04:15:51 am
Wasn't exactly which board to post this in since it covers such a strange issue. I've been using the same patch I saved since the beginning and everything has been going fine. But just recently, I edited a few more things in said patch, and I'm having a strange problem with my emulator/ISO/keyboard. Occasionally, when I press a key while playing it wont register that I pressed anything. It takes a few more presses before it will register. OR I'll press the key once and it acts as if I'm holding it down. It only started doing this a couple days ago, so my question is simple:

Does anyone have any idea what is happening? Is there a limit to how many edits you can make in a single patch? Could it be a problem with my emulator or ISO? Any help would be much appreciated.

Thanks in advance.  :)
4
Help! / Re: Just a couple questions about sword skills
January 11, 2013, 01:48:06 pm
Here is that screenshot.


EDIT: Closed
5
Help! / Re: Just a couple questions about sword skills
January 09, 2013, 05:28:49 pm
Okay, so I haven't messed with the Ruins yet, can't figure out where to change accuracy.

I found this in Razele's thread:
Mighty Sword ignores equipment presence and hits monster
BATTLE.BIN
0x120A2C change 0xFF to 0xFE
0x120A8C change 0xFF to 0xFE
0x1209EE change 0x42 to 0x02

But I'm not sure how to apply it.

Also I think I found your hack in orgASM (see pic) but I dont know how to chang the % or how to set the damage back to normal.
Sorry for all the questions... I'm new to this stuff lol

Thanks again for any help you can offer.
6
Help! / Re: Just a couple questions about sword skills
January 09, 2013, 02:41:14 pm
Alright, I'll take a look at those threads and try your suggestions. Thanks for the pointers.  :)
7
Help! / Just a couple questions about sword skills
January 09, 2013, 03:55:39 am
I've searched the boards but was unable to find anything that clearly answered my questions.

1: How do I make Destroy Sword's Ruins unevadable? I made them 0 CT and free, but I dont know how to make them hit 100%.

2: How can I keep Mighty Sword's attacks stay as they are but be able to cause damage to monsters and humans with no equipment/maintenance? Basically I want them to cause damage even if the target has nothing equipped (monster/human with no equipment in said slot) or has maintenance. Is this possible?

Thank you as always in advance for any help you can offer.  :) 
8
Help! / Re: Question about making custom characters.
January 04, 2013, 11:44:09 am
Boy, do I feel silly... I appreciate you pointing that out for me. Thank you!

UPDATE: It worked like a charm! Thanks again for all your help!! :)
9
Help! / Re: Question about making custom characters.
January 03, 2013, 07:47:40 pm
I'm using Office Suite X 3.3, could that be the problem?

Here are some screens so you can see what I mean.
10
Help! / Re: Question about making custom characters.
January 03, 2013, 01:18:18 am
Alright, I'll try that out. Thanks for the info.  :)


Edit: I have the spreadsheet and I change the jobs to a different UNIT.BIN and WLDFACE.BIN entry, but on the XML tab there is no change. It looks exactly the same as before editing. Sorry if I sound stupid, but I'm kinda new to using spreadsheets.

Re-Edit: Yeah I'm lost on the part where it says to copy XML from XML tab. Nothing changes in the XML tab.
11
Help! / Re: Question about making custom characters.
January 02, 2013, 12:26:36 am
New issue lol (I am such a n00b) I now have Dycedarg, Zalbag and Alma in my party, but when I open the main menu and select Formation, thier sprites and portraits are all wierd. Is there a way I can fix this?

This is the problem:

Zalbag has Ramza's Ch.1 Sprite

Dycedarg has Ramza's Ch. 1 Sprite with glitchy colors

Alma... I dunno, she has the Portrait and Sprite of some guy that looks like a High Priest
12
Help! / Re: Can you change portraits with ENTD?
January 01, 2013, 10:42:37 pm
Ok, I got it to work this time. Thanks for the help guys, I really appreciate it.
13
Help! / Re: Can you change portraits with ENTD?
January 01, 2013, 10:12:31 pm
Where can I find the Attack.out editor?
14
Help! / Re: Can you change portraits with ENTD?
January 01, 2013, 07:38:49 pm
Okay, yeah now that you mention it, I think that is what happened. Thanks, I'll try your suggestion. :)
15
Help! / Can you change portraits with ENTD?
January 01, 2013, 04:25:00 pm
As the title says, I'm wondering if you can change the unit's portrait using ENTD. I know how to change the sprite and job of a unit in a specific battle but the portrait doesnt change. I replaced one of the generic male squires in the first battle at Gariland Magic City to Zalbag, and everything worked fine except the portrait was still that of the male squire. If its possible to fix this, I would be very thankful to find out how. Thanks!
16
Help! / Re: Question about making custom characters.
December 30, 2012, 12:26:04 pm
Thank you! That definately helps a lot. I'm also curious, can I make a custom character with a custom base job without sacraficing an already existing job for everyone else? Example; Ashley Riot - Base Job: Riskbreaker, while still having Squire as the base job for generics?
17
Help! / Question about making custom characters.
December 30, 2012, 04:25:41 am
            Hello, I'm new here and I wasnt sure where to post this question. Here goes; it was years ago that I used Gameshark to mod FFT in order to add the Beoulve family. Using specific codes I was able to replace generic characters with the special ones. How it worked was like this; say I had generic male unit in spot 2 in the formation screen, I was able to replace him with Zalbag, base job of Arc Knight included, without removing Squire from everyone else's Job Wheel. My question is this; can I do the same with FFTPatcher? I want to add the Beoulves again while only changing thier respective base jobs. Also, I was wondering if I can add Balbanes and create a custom job the same way, without sacraficing a generic job? I know this is a long post, but any help would be greatly appreciated. Thanks in advance! :)

P.S. Sorry again if I posted this in the wrong section.