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June 02, 2024, 02:02:26 pm

News:

Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


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Messages - Analogman

1
I'm so god damn excited for this patch, I really appreciate all the time you guys put into this. I loved the first chapter, and I know that Chapter 2 is going to kick some major ass!  Take all the time you need, slow and steady makes an amazing game! 
(P.S. I know you want to keep spoilers away until release, but if you feel inclined to let a little information leek, is playable Zelda a feature?)  :D


2
Help! / Re: Create New Skill!
February 17, 2015, 09:57:52 pm
Yes, that would be an annoying problem.  However, bloodsuck is located under the status effect screen in FFTPatcher, correct?  If so, is there a way in which to make the force-game over obsolete?  Or is it the fact that you are not in control of your characters and the game is hardcoded to end the battle? I've never had enough experience as I should have with late game abilities like Moldball Virus.  I wonder why... *cough*Orlandu*cough*

P.S. Kanbabrif has had crystallizing abilities before, but I'd need to make a set of Heroes Gloves or ward the vampires away with 108 Gems or whatever I'd use to render the ability ineffective.

EDIT: Bloodsuck doesn't affect special characters?  I really need to do a Vanilla Generic run through the game to study these abilities more.(Or at least patch Orlandu's stats.)
3
I have this exact patch downloaded on my computer, so I'll see if I can get some beginner's luck and try to attach it to this post.  I don't remember who made it, but they might respond to your post.
4
Help! / Re: Create New Skill!
February 17, 2015, 09:19:38 pm
Sneaky game designers, always working around their own limitations.  Of course, maybe the PS1 couldn't handle all those different spritesheets in one battle.  Anyway, through all my years of FFT, I have never experienced the Moldball Virus in effect, but if the facts you are saying are true, that makes me wonder... couldn't an advanced version of bloodsuck (that a generic vampire would possess) be made where it ACTUALLY turns you into a vampire?  Perhaps I could make a Zalera/Alpha Bloodsuck counterpart with this setup, or import the zombies from FFTA2 with this effect... :twisted:

Of course, I'd have to find the closest sprite to a zombie somewhere on the Internets :?
5
I always thought the games built-in limit of 9 spritesheets was ridiculous, as it hindered the ability to put creative and challenging teams on the battlefield.  If they had even given the player the ability to have an option for a third character, there would be the chance that the spritesheet limit would be surpassed, and crazy glitches would occur.  Trust me, I learned this the hard way.   (I thought I had inserted the custom sprites incorrectly, but it was just a spritesheet limit overload, and the side effects are quite nauseating, indeed
6
Help! / Re: Apply a custom character's new palette?
January 25, 2015, 03:23:17 pm
I found a ASM hack in FFForgASM and it was called "sprite hack(generics, special characters, and generic monsters).  Would this be the answer to my problems?


EDIT: Yeah, Sorry about the excessive posts.  I have not been the best at forum posting.  In Fact, I believe this is the first forum I actually have an account on.  Besides, considering I did this exact thing on Youtube without realizing there was a reply button.... these things really aren't my specialty :-(




P.S. The hack was successful, but I had to use a different sprite hack that didn't affect all the generic monsters.  Going through all the events/battles changing just the special characters' palettes to 0 was excruciating enough.  (Hope Jot5 is going well, Elric!)
7
Help! / Re: Apply a custom character's new palette?
January 25, 2015, 03:13:48 pm
Thanks for the quick reply!  I feared this was the case, so I'll look around on the forum and see if I can find it.
8
Help! / Apply a custom character's new palette?
January 25, 2015, 01:08:27 pm
Hello everyone.  I've been messing around with all the modding tools, and I've been able to make all my fantasies of fighting 10+ ultima demons come true.  Any problems I had so far have been solved through a trial-and-error process.  However, one problem has been bugging me which I just can't solve.

I've been practicing giving sprites additional palettes using graphicsGale, and gave Rofel a new palette with a red cloak, which I then imported into ShiShi.  The new palette shows up, yet I can't make it appear in battle.  All the palette options I try in FFTPatcher just give me the same standard blue cloak.  I don't know how special characters work, but if anyone has a fact that will shed some light on this topic or some simple instructions, I'd be very grateful.