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June 14, 2025, 03:13:15 am

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 - RetroTypes

1
News / FFT The Ivalice Chronicles!
June 09, 2025, 08:16:34 am
FFT is officially getting Remastered!

We're excited to see that FFT is getting a well-deserved re-release, and a lot of us are also excited to crack it open and mod it! However, this wont necessarily be a quick or easy process, as we're unsure how much they've changed the game since its PSX and PSP releases (we do not attempt to mod the mobile ports).

Check out #⁠the-ivalice-chronicles channel in our Discord to find info and discuss the game! There's a mega-post pinned with tons of links to additional details and purchase options.

In the meantime, check out the WIP and Completed Mods sections of the forum if you want to get your fix of FFT before the The Ivalice Chronicles releases.


What does this mean for modding?

PSX hacking isn't going anywhere any time soon. Most tools are designed for PSX, and tools are vital for modders.

Console versions are effectively not moddable without direct support for that from the developer, which is unlikely.

As for PC, Square Enix has generally been tolerant of modding. But there won't be tools, and new ones will need to be built. The game also comes with Denuvo Anti-Tamper, which will need to be bypassed. The hope is that with more people getting fired up by a new release, we'll have more talent to make the tools and the mods.

Until we know more (likely, the day of release), it is too difficult to say what will and wont be possible to change, but assume everything will be difficult until someone releases a hack/mod that accomplishes it. We are cautiously optimistic that "smaller" changes like image, sound, and text edits will be easier than other game modifications but again, it's too soon to say for sure.

Porting existing PSX/PSP mods will not happen any time soon, if ever. Do not expect any mods to be ported unless the author explicitly says they are actively working on it after release, and please do not spam mod authors with requests to do so, regardless of the original release date of the mod. If they want to, they will announce it.

Thank you!
2
Help! / Re: Help with patching a mod
June 04, 2025, 04:38:42 am
Moved to a new topic in the correct subforum. What mod are you patching, and what emulator are you using?
3
Help! / Re: "HD" Duckstation settings for TLWOTL?
June 04, 2025, 04:34:45 am
One of our Discord users posted these screenshots a while back (a little over 3 years ago) so your mileage may vary, and idk if any of these have been updated in newer builds, but here's what he recommended. And as far as I'm aware, every emulator widescreen hack causes issues with sprite placements in battles/events, so no I dont think any of those work with FFT, modded or not.
4
Unfortunately, with the ever-increasing prevalence of AI in our lives, we had to obfuscate the questions enough that basic/free AI tools wouldnt be able to solve them immediately. We had a MAJOR influx of spam accounts in the past few years before making this change, and it has almost completely eliminated that now. We apologize for the inconvenience, and have received a good bit of feedback on the sign-up process, but until we can find a better way, I cant promise anything. In the meantime, we always encourage people to join our Discord, where you dont need to answer questions like these. We're also able to respond faster over there too lol. Regardless, welcome to FFH!
5
Quote from: Bat Toad on April 09, 2025, 04:29:50 pmSo I'm trying to get a regular charged spell (CT 6, weapon range in this case) to disable movement. The issue I'm having is that the ability is supposed to be melee only. But, currently, the caster is able to begin casting the ability, walk away from the target, and still hit the target from their new position. Basically, I want the ability to function the same as the archer's aim ability.

How do I achieve this?

There's a hack in Pride's xml included in the patcher suite called "QOL: Weapon Range and Others Disable Movement" which I think is exactly what you need. Just apply it with FFTorgASM and you should be good
6
PSX FFT Hacking / Re: ASM Requests
April 06, 2025, 01:29:39 pm
Quote from: nasbyart on March 17, 2025, 05:57:50 amI would like to remove the NS (no status infliction) from the formulas for Yell(39) and Accumulate(36) if possible?
Does anyone already have this or willing to help me?
I looked through the default hacks in the patcher suite and didnt see any that did this. These two formulas are very small so modifying them will require a little more work than other formula edits, and may conflict with other hacks as a result of needing to jump to free space for more room. Definitely not impossible, or even difficult, we would just need more info on what other hacks you're using and whatnot. If you want to get a bit of an explanation of ASM hacking, feel free to reach out in our Discord!
7
Help! / Re: How to download this game on my pc?
April 06, 2025, 01:00:41 pm
Quote from: Juzdose on April 02, 2025, 09:17:08 pmi have the game what PS emulator should i use and i have WOTL iso file how do i play this Tacked verson?.....can someone help me? please!!!!!

WotL is the PSP version of the game, you can get the PPSSPP emulator to play that version. You'll need the original FFT release to play the PSX version, and we recommend either PSXfin or Duckstation emulators to play that version (the former if you want a plug-and-play experience, the latter if you want to make the effort changing settings around to make everything look better).
Also, feel free to start your own topics instead of bumping older ones, or reach out on our Discord.
8
Reactions have a Br% chance to activate, modifying this would require ASM hacking. It is not a simple patcher edit.
If you want to change just Hamedo, modifying this routine might give you something like what you're looking for:

Pre-Attack Phase (Only checks Hamedo)
0017e078: 0c0634e1 jal 0x0018d384 Chance to React
If you want to edit the activation rate of ALL reactions, then the routine being jumped to in that line would need to be edited.
9
The Lion War / Re: About the Dark Knight
February 14, 2025, 07:57:23 pm
Ah, right, forgot DK isn't in the patcher, my bad. I did link to the resources thread tho, at least lol. But Nyzer is correct, there's a spreadsheet for that, called the Extra Job Hack, that you'll need to edit. Still super easy, but does require Excel.
10
The Lion War / Re: About the Dark Knight
February 11, 2025, 04:38:34 am
Quote from: Raidus on February 08, 2025, 07:14:52 amIs it possible to reduce the job levels needed to release the dark knight from 8 wizard and 8 knight to 7 in both?

Job requirements are basic patcher edits, so if you want to download the resources and modify those values yourself, it would be a very easy introduction to modding. Let us know if you have any questions!
11
PSX FFT Hacking / Re: ASM Requests
January 31, 2025, 10:52:32 am
Quote from: Raidus on January 30, 2025, 10:12:22 pmHello everyone. I would like to know if it is possible to create the "bleeding" and "burning" status through some asm hack? I know it's not possible to introduce new things into the game, in that case, you could replace "blood suck" for "bleeding" and "oil" for "burning". If someone could do this hack, I think it would bring something more interesting to the game.

So you basically want 2 more versions of Poison? I mean, sure, you can do that, just redirect the code to the poison routine lol. Unless you're asking for a Dark Souls style of bleed where you build up a proc and then it triggers for damage, in which case that's going to be a *lot* harder, as you'll need a free byte of unit data to keep track of the buildup (there currently are no free bytes of unit data for this)
12
Help! / Re: Wotl Sprite Type Changing Problem
January 28, 2025, 08:14:20 pm
Shishi recently had a new feature added that allows you to make a .shishipatch file, which includes all the non-image data that the program alters. You could try saving and applying that, see if it sticks? Otherwise, it may be additional WotL hardcoding, or a bug that Glain could potentially look into. Keep us posted!
13
The Lion War / Re: RetroAchievements Support
January 17, 2025, 04:53:33 am
Something for completing any/all Rendezvous missions would be cool! And NG+ too
14
FFT TLW ReMixed / Re: ReMixed Bug Reports
January 17, 2025, 04:48:00 am
Quote from: FinalMasterM on January 15, 2025, 07:45:40 amWhile running 2 TMs I managed to learn Haste 2 off one on another, but no other skills seemed to trigger that affect (Float, Quick, Haste 1, for example). Is that a bug or just a very small chance of happening?

Only Haste 2 and Slow 2 are able to be learned on hit from the Time Mage skillset. You can view all the abilities in the patcher to see which ones are able to LoH (or just google them lol, although I'm not sure if Nyzer made any changes to LoH in Remixed)
15
Quote from: dpad500 on January 14, 2025, 04:32:09 pmHello,

I downloaded the PDF, but when I open it says it's damaged. Can anyone help?

I'm assuming you meant ppf, not pdf, and you have to apply that to a vanilla fft game file to play the mod. We cant and dont distribute vanilla game files here, so you'll have to acquire that elsewhere. You can use something like PPF-O-Matic or the browser-based Rom Patcher to apply it once you have the game file.
16
Elemental attacks are granted via the weapon's properties, and the weapons that cast spells are hardcoded to do so via the weapon's damage formula, both of which you can view in the patcher. Editing the latter requires asm hacking. Granting either of these bonuses to other units isn't possible, at least in any reasonable sense. Jobs have stats for elemental absorption, cancellation, halving, and weakness, but nothing for their outgoing attacks. And by default, individual unit data doesn't have any free space to hold a byte for elemental attack type. It is an interesting idea though, but I'm not aware of anyone having done it yet. Double check the hacks included in the patcher to see if you can find something similar.
17
PSX FFT Hacking / Re: ASM Requests
December 03, 2024, 03:46:08 am
Quote from: Krendall on November 30, 2024, 11:00:57 pmI've been thinking of adding a Thief support ability: Backstab. What I'm thinking is whenever the person attacks the back of an enemy, or when the person is invisible, the attack is an automatic critical. I know the game checks where an attack is coming from (for shields and/or Parry), so is this possible?

Definitely possible! A few hacks like this already exist actually, though I'm having trouble finding links at the moment. It'll take a bit of asm-ing if you dont like any of the ones made already but it's not too bad, because like you said, the game does already do most of the work for you
18
These links are super old and may have some incorrect info or different namings but I still think they're worth reading

[FFTPatcher] Ability flags explanation
Miscellaneous Tricks & Tips
FFT Patcher Animations Tab
19
Help! / Re: few questions! skill related
November 29, 2024, 03:22:39 pm
Giving JP costs to monster skills shouldnt affect the AI or any monsters having access to that skill, since monsters dont run the JP cost routines to gain their skills, the only check for them is their 4th ability via Monster Skill. You can give human jobs the same exact abilities as monsters - Remixed even does this! Luso is a blue mage, so he learns an ability from every monster family.

Now, if you want separate effects to play for humans vs monsters, that will require either a "duplicate" ability or some hacking, and to do that you'd just need the patcher (and the TLW Remixed source files, which havent been updated in a while because he's still actively working on the mod). Overall I'd recommend waiting until Nyzer gets it to a stable version and releases new resources before trying to mod it.
20
You're trying to hack a hack, which is not recommended, especially using gameshark codes. Modifying TLW requires rebuilding the mod yourself using the resources provided and making your changes to those source files, in 99% of cases. If you're not able to do that, then you'll have to get Cloud the normal way, and then you'll be able to use him from then on into NG+