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March 28, 2020, 04:06:44 am


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Messages - Xifanie

They're not text; they're images.

You can find them in Shishi, or more precisely, under the Other Images tab:
- Pre-Battle Location Text Images\*
- Chapter Titles\*
Quote from: RetroTypes on March 26, 2020, 05:26:00 pmAlso Xif I have no idea how your Snowflake spreadsheet works lmao I'll keep playing with it but any pointers would be great.  :p
Modify a row how you want your unit to be (like 150% PA will generate the unit with 150% PA), then take the ID on the leftmost side of the row and set that in FFTPatcher as shown under the Settings tab, either the 169 or 16B box.
News / Re: Welcome to Our New Server!
March 15, 2020, 10:41:22 pm
Thank you.
I updated php.ini to set all of those values to true + Strict.
For SMF, I suppose we'll have to wait for an update. I made the cookie HTTPS, but there's no option for SameSite yet.
I also updated the links you mentioned.
As in closing the program and re-opening it
No, I meant loading from a savestate then loading a hard save could cause the issue to happen. You might even have to restart the emulator, I'm not 100% sure.
Quote from: Punkioinapit713 on March 13, 2020, 07:11:23 pmWhile sorry, what I mean is that I can change everything using the editor yet none of it saves I'll go in the game and it plays as it was before I tried to edit it.
You say you're using pSX... are you loading a savestate before trying to load a hard save? pSX doesn't update the memory card data on the fly; it keeps it in memory. You have to re-launch the game entirely.

If that's not it, it could also be forgetting to change back to mcr, updating the wrong memory card, etc.

I guess the better question if none of this worked: If you reload the file you edited in Tastic, are your changes there or not?
Help! / Re: Decision oddities
March 13, 2020, 06:02:12 pm
What I'm getting is that for you, this bug is probably normal behaviour.

For us, eventers of expertise, we have no clue what you could possibly be talking about, so you'll really have to walk us step by step through what you did, and describe us precisely what you're trying to accomplish if you want a proper answer in a reasonable time frame.

We can't even begin to guess what you've done to cause this issue.

Help us help you!
Event Editing / Re: Event Editing Gibberish
March 13, 2020, 07:13:45 am
In war we served by keeping seagull out of our land!
Event Editing / Re: Event Editing Gibberish
March 12, 2020, 11:59:37 pm
It's just dummy text. It's only present in the US PSX version. You can use Raven's edited scripts which removes it out if it bothers you... it comes in a folder alongside EVSP.
IIRC it identifies which set will be used. So, in the screenshot above, 0-5 would use the 1st set, 6-9 the 2nd, A-D the 3rd, and otherwise the 4th. Yes, there are used to determine when random battles can take place, with 0x006F Shop Progression as the default.

I'm the one who discovered and analyzed this data, but it's been a few years since I last played with it.
Yes, it's been tested because we wanted to use it for TLW, but it's broken as hell, worse than that original one IIRC.
Help! / Re: Adding HP/MP to accessories posible?
March 09, 2020, 06:41:09 pm
Haha, that's alright. It's actually something I found out 10 years ago, just kinda forgot what exactly was involved, and figured other people might want to know as well.
PSX FFT Hacking / Re: Japanese version
March 09, 2020, 06:18:56 pm


Not sure how much of a consolation it is.
Help! / Re: Adding HP/MP to accessories posible?
March 09, 2020, 06:02:17 pm
You can actually use some ninja trickery, but that depends on how much you want your mod to look professional.

You can change the accessory's type to head or body, then use the "Second Table" ID to refer to the HP/MP values of that ID. For example, in my screenshot Cursed Ring uses Second Table ID 0x0E, which is the same one originally used by Feather Hat, meaning they will both give the same HP/MP.

It doesn't look professional because when you're previewing the equipment, it's not showing +/- HP/MP, it only updates the values after you've equipped/unequipped the thing.

Because of the nature of how FFTPacher works, I think you'll have to edit the HP/MP values of the head/body piece that had that original Second Table ID. i.e. in my case I'd have to edit the feather hat. I just think melonhead (the one who coded the program) didn't realized that those values were pointers.

I have no idea if ALMA has the same issues or not, but generally speaking we don't recommend that hack because it is extremely unstable, coded poorly (hence only works in ePSXe) and a nightmare to figure out how it works.

PSX FFT Hacking / Re: Japanese version
March 09, 2020, 05:51:04 pm
Eeeesh. I'm the one who coded the thing. Sorry. I can't even fix it either because I lost the source code. 😥

I know the Japanese version has their own Event Editor, but it's GUI based and very tedious to use... no idea where that community is now either, they moved like 3 times to new boards and because no one fluent in both English and Japanese cared enough to try to unite our 2 communities. Just a google/babelfish translate mess.
Help! / Re: Battle Event Editing
March 08, 2020, 12:40:21 am
You should only ever use ChangeMap() if you don't need to change the ATTACK.OUT data (such as the ENTD or songs) and you can essentially squeeze what would normally be 2+ events into one. Otherwise, just the plain old ATTACK.OUT editor to change the loaded map.

What you described is really a non-issue because there is no coding or anything that associates a map to a particular world map location. It's all editable in the ATTACK.OUT editor.

Quote from: DarthFutuza on November 22, 2019, 12:31:10 pm3) Is there any information available on using rumors to trigger events/changing what rumors show up in the bar/adding new rumors that when listened to, set/modify variables?  (Sorta like how the vanilla game did it with the Beowulf/Cloud/Reis sidequest)?  I imagine that's probably pretty similar to the previous question, of setting the variable to change which rumors show up, along with a little extra something somewhere to tell the game to check if the player bothered reading the rumor.
I think @RavenOfRazgriz was the one who figured that out? I just remember it's not nearly as simple as it seems... not sure if it's been documented.
Put yourself in our shoes... not only are we FFT modding community and not an emulator discussion/development community, thus we can't guarantee the answer you're looking for, but you're not even telling us which emulator you're using!

When asking for help, always wonder if you're asking the right people the right questions while providing as much meaningful information as you can think of. All hastily asking questions does it take more of our time as well as yours before you find/get an answer.

We're also not a cheating community. Sure, a minority of our members want to cheat, but there's very few of them so most of us aren't even familiar with FFT Save Editing programs.
The Lion War / Re: TLW resource editing questions
March 07, 2020, 08:59:35 am
2. You'd have to add another unit to the ENTD without permanent dead, but better would be to just use my Special Snowflakes hack and give that unit permanent dead for that battle.
For statuses, I'm with Nyzer on that one. As long as it makes sense, you can just do things such as preventing and cancelling different statuses. Likewise, you can increase the pool of abilities that cancel bad statuses. In fact, if done right, this could add a lot of strategy to the game.

And you can also really increase the status protection associated to equipment... don't be shy about making a few prevent good statuses either to counter the fact that they would be too OP otherwise.

Personally I think if you're going to remove RNG, you shouldn't do it 95% of the way.
Just make shields reduce physical/magical damage by a % instead of actual evasion.

Accessory Evasion could instead be an HP/MP restoration boost.
Of course it's possible.

The problem with RNG is that is it convenient. You can approximate different result without setting other conditions.
For example, what would determine if you would hit or miss an attack? Or would missing attacks not even be a thing? If that's the case, some jobs and abilities would become immensely nerfed, even outright useless.

We're talking about a huge upheaval of the game's balance and mechanics. Of course it's possible... if you have the time and energy.

My wife and I both hate RNG, but creating a good no-RNG mod/game is a lot harder than it sounds. I would totally want this to be a thing though. I'm just worried a lot of abilities would get cut out in the process though.