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June 15, 2025, 11:28:13 pm

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Messages - Scrooge

1
Thanks for the replies.

Regarding item editing, the "Rare" tag in FFTPatcher, does this just prevent enemies from equipping these items naturally outside of forced equips (e.g. certain story characters having Knight Swords and Hair Ornaments always equipped)?  Is there -anything- else the Rare tag does?

It's good to know regarding the Ramza events that they won't cause significant errors or crashes.  I suppose I can deal with how silly it'll look in the few cutscenes compared to the vast amount of time I won't have to look at Ramza's atrocious chap4 clothes during normal gameplay.

Quote4.  Those are all evtchr frames, which would need to be edited by hand. There's a brief explanation on how to do so here.

Good to know, probably more work than I'm yet ready for, but nice to know it's possible even in WotL.

Quoteyou can control the level of learned abilities in FFTPatcher.
Quoteabout abilities, like Toshiko said you can edit it on FFTP.

How precisely is this done?  The method I was conceiving was globally raising JP required to unlock jobs, then manually assigning each and every enemy that appears in ENTD a "Job Unlocked" to a job with many job requirements to force them to have tons of JP to learn all the prereq jobs' abilities.  I'm not even sure that's how it works correctly, and it'd be highly tedious (I can live with that I guess).  Is there a way to more quickly just force all enemies to have all jobs and abilities unlocked but keep player's normal?

QuoteIf you equip a Skillset starting from x19 (Guts) to a unit by force via the ENTD, it will automatically know every skill and RSM in that set.

Is this in regards to Primary only, or will this work with Secondary as well?  I'm assuming given you said starting from x19 (Guts), it means this little bypass only applies to "special" job skillsets?  Like, I can't give a chap1 enemy Squire the Geomancer's skillset as his secondary and have him magically know all Geomancy without doing further copy paste adjustments as you described?  Sorry if that's a jumble and difficult to follow, can't figure out a better way to word that.

QuoteI suppose you could hex edit BOOT.BIN if you really wanted to ASM hack the PSP version.

Quotea very nominal amount of ASM hacks that you'll have to apply by hand at best if you edit the PSP version of the game.

I believe, for now, I can accomplish almost everything I want with FFTPatcher, etc.  The only thing I really wanted to do with ASM is add extra stages to Midlight's Deep.  Like Floors 11-20.  I know I can edit actual battles with FFTPatcher, but I assume -adding- floors to Midlight's Deep requires a certain amount of ASM hacking?  Is it even currently possible to do in WotL?  I believe I recall seeing a PSX patch where someone had a 40 floor Deep Dungeon or the like, but I've no idea if it can yet be done in WotL.

QuoteIn TacText the files you want to edit are WLDMES.BIN (Character Bios 1-4) and WORLD.LZW (Persons).

Ahh, WLSDMES.BIN.  Just what I was looking for.  I see a lot of empty entries between Ramza and everyone else.  Can I safely insert new entries here, and these characters will appear right after Ramza in the bio lists?  I'm unsure if I'd have to overwrite existing stuff or if this is an exception.  I've seen a few posts mentioning deleting some text in order to "fit" other text, can't recall the context, but I assumed that meant there was a finite amount of space for text these files have allocated.

Regarding editing abilities' animations, I take it that the "Weapon Strike" checkbox in Patcher auto forces a character to swing their weapon for animation instead of what's normally used?  As in, if I click "Weapon Strike" under Fire III, my character will swing his wand, instead of the lifting arms regular cast motion?  If I use this, do I still need to make changes to the Animations Tab, or will this check box alone suffice?

Most custom character tutorials I see involve shifting characters like Simon/Balmafula/Dead Malak to the unused Celia and Ledes, then building a new character on the newly freed upSimon, for example.  Why can't I directly build a new job on the unused Celia or Lede?

Regarding editing Ramza's abilities through chapters, are his previous chapter abilities inherited through slot or actual ability.  For example, if I wanted to leave chapter 1 Ramza Squire with his original newbie skillset, and he's learned Throw Stone, but I want him to have Crush Punch in place of Throw Stone starting in chapter 2, do I just edit over chapter 2 Ramza's Throw Stone with Crush Punch, and the game will have him auto learned Crush Punch once chapter 2 rolls around?  And if I failed to learn Throw Stone before the end of chapter 1, then Crush Punch will still replace it, but it won't yet be learned?
2
Hello.  I am attempting to dive into FFT Hacking with a personal pet project, but I have lot of questions, was hoping I could get steered in the right direction, as I'm not entirely certain where to begin.  I've browsed through most of the forums, but some things I'd like to know specifically.  My initial thoughts were to patch WotL, as I enjoy all the extra content it has, but I've repeatedly come across the fact that it is both not as popular to mod, and not as hack-friendly.  I'm trying to first and foremost figure out all the differences between the two versions from a modding perspective, so I can evaluate whether it is even worth attempting in WotL, or if I should just stick with PSX.

1. So my first question is: Is there a comprehensive list of differences between the two from a modding perspective, and if not, what are the differences?  The major issue I've come across is that FFTorgASM does not work with the WotL version, meaning spreadsheet hacks are out the door.  Are more difficult methods of ASM Hacking available on WotL?  There also seem to be far more issues creating custom characters/jobs in WotL because of the lack of applications available.

2.  It seems battles can only support 16 characters in total, and 9 different jobs.  Is this only true for PSX, or does it apply to WotL as well?

3.  Is there a way to globally increase generic job enemies' stats but not effect players'?  Say, give all generic job enemies a flat 400 HP increase?  Additionally, is there a way to force all enemies to have all skills learned, but players not have it also?

4.  Regarding Ramza's sprite:  I'm under the impression that it can be changed, but simply changing the battle sprite and the formation sprite won't fix all the events he is in.  That is, he reverts to his default sprites during special animations.  Assuming I modify him with a custom sprite, will this cause actual errors with the game or does he simply look like he instantly changes clothes for several frames?  And if so, is this simply temporary for those few frames, and he goes back to his modified custom sprite?

5.  I am under the impression items can't be simply added.  That to input new items, you must override an existing item's slot.  Is this correct?  Are there any existing tutorials on how to most easily add the new multiplayer equipment from WotL into the regular game somewhere?  I had at first hoped to just overwrite them into existing poach slots for various monsters, but I recall reading something about these new items being two byte codes, making it impossible to reference them for move-find, poach, or war spoils.  Can they simply be added to a shop?

6.  Is there an Easy Hack method of *adding* an entry into the Brave Story?  Or would the most realistic method be to override an existing characters?  Is this possible to do with FFTextTac?  I could not find the brave story entries.

Any help would be greatly appreciated.