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September 25, 2020, 12:00:10 am


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Messages - Blunderpusse

FFTA/FFTA2 Hacking / Re: FFTA - Unused class slots
August 18, 2020, 05:29:27 pm
Quote from: rrs_kai on August 17, 2020, 12:07:31 pmI did not figure out how to implement the macro
It took me several tries to actually do it (even had to leave it on hold for some day, only then did I notice I was making proper silly mistakes).

Can you show a screenshot/picture of how you're using the macro? Maybe I could see what's missing.
FFTA/FFTA2 Hacking / Re: FFTA - Unused class slots
August 17, 2020, 09:22:16 am
Quote from: Leonarth on August 02, 2020, 11:25:54 am-11- If we can't do the above, can I just copy and paste "First Aid" multiple times and edit later in the AIO?

You can make multiple copies of "First Aid" (or whatever other ability you want) on your "MyNewList" and edit it later on AIO (tried it as well, but with "White Wind"). However, I found it too much of hassle to edit the abilities later on AIO.

If you use the macro Leonnarth provided to repoint ability lists, you can give more abilities to monsters. Imagine, if you repoint the Goblin's ability list to your "MyNewList", your goblins will have the abilities you put on your "MyNewList".
Regarding the complete spritesheets, spriters resource already has most of them, even the water animations. The palettes won't match the gba's, but I've tried editing/adapting the Green Mage sprite and it didn't seem too hard, tho.
When you say "animation IDs", do you mean ability animations?
Solved. Thanks. :)

Quote from: Leonarth on August 05, 2020, 08:04:29 pmIt will drop your build time from a few minutes (at worst) to just a few seconds.[/b]

It only tooks about 3 seconds to build the rom hack, so that's another "life hack".
I seem to have run into a problem. I just updated/redownloaded the Engine Hacks and when I ran the "MAKE HACK" I get an error saying the "nocash-sym" doesn't exist. I assume I have to get that file, but I just can't find it on your GitHub.
I think I might have something to show that's related to the current discussion. I was trying to make the special/playable race ability list the same as the hume's. I took screenshots of my attempt.
Quote from: bcrobert on May 18, 2020, 09:18:14 amFor Control you may have to use my Ability Effects nightmare module (not the main Abilities module, the other one). I'm not sure if AIO supports changing targetable race, but I'm 99% sure that one of my modules covered it. Basically you would be looking for the targeted race and just changing it to target all monsters. (The function already exists for effects like Sidewinder, no need for coding.)

That's what I ended up doing. On your "ability eff" module, by changing the "viable targets" from "control targeting" to "monster", the effect hits any monster race (goblin, lamia, malboro, etc.) I also used that same module to change Capture's accuracy formula.
Speaking of the Monster Taming hack, I've got a couple of questions:

1. How did you change the formula for the "Capture" ability?

2. Although you removed it on the hack, monsters still were added to the Monster Bank. What did you do for that? (I tried checking the "Enable Capture" box on AIO's Job Editor, but it did nothing :p)

3. Do you know how to make an universal "Control" (and also a "Morph") ability that affects all monster classes, instead of having one ability for each monster class ([Control] Goblin, [Control] Panther, etc.)?

4. While testing the "Enable Capture", I happened to visit the Monster Bank and the instead of the monster battle sprites, it only showed the shadow at their feet (screenshots attached).
No biggie. I was fooling around with NPC sprites on the ROM and that occurred to me.

On the nightmare modules, when opening the "recruitment.nmm" with Notepad(++), right on top there's the offset "0x529788". I don't know if that's the offset where all recruitment on the ROM takes place.
Thanks for the answer. I have another question regarding sprites, though. So, you have those semi-secret characters (Littlevili, Quin, etc.). Imagine I want to give them their own sprites. How do I make them NOT change sprites when changing jobs?
Pretty neat. Now we can edit the "dismiss unit/leave clan" messages. I'm definitely making some unit sounds way saltier for kicked out. :P
I have a question about importing custom sprites. Through the EA and instructions you provided, you can import new battle sprites into free space in the ROM file, correct? Is there any way to import them and overwrite existing sprites? For example, imagine I want to overwrite the Viera Red Mage sprite with a Viera Green Mage. Can I do that?
Given that EA allows us to insert/import graphics somewhat easily, the ability to edit text (descriptions, ability names, in-game names, etc.) sounds like a quicker and currently a more convenient feature for the AIO Editor.
FFTA/FFTA2 Hacking / Re: Leonarth's Engine Hacks
January 24, 2020, 07:11:37 pm
When you say it was the exact same, do you mean in terms of file size? Because the "FFTA_hack.gba" is supposed to have the exact same file size as the clean untouched one.
Any update is welcome (and thank you for that  :cool:)!

On a sorta side note:
I remember someone asking about making a job exclusive to Marche. For some "unknown" reason, I decided to try and do just that. So Marche's character ID is 02, so, if you go to jobAbilityTable.event, you can make a new "ALIGN 4" thingy for Marche.

(this thingy)
isCharacter (0x02)

If you open AIO and go to the "New Formation Editor", opening the "Special Character" dropdown list, you can get the order of special characters, starting at "Error" (0x00, as my powers of deduction tell me XD). If, by any chance, you want to give Montblanc a job of his own, his ID matches 0x08 (only tested it with Marche, though, but I predict it checks out).

Don't know why I haven't tried before...
PSX FFT Hacking / [Question] Monster Breeding
September 19, 2019, 06:07:01 pm
I have question regarding the monster "breeding" in FFT. Each monster class/species is grouped in threes. Imagine that, for whatever reason, I want Goblins to hatch from chocobo eggs as well: how would I do that?

Thanks in advance.
Quote from: Leonarth on August 26, 2019, 11:49:41 pm
If you are using my EA stuff, you can do this instead:
PUSH; ORG $6CA066; BYTE 0x0B; POP //change 0x0B to your desired ID

(Possibly) Silly question:
Will the othe EA hacks have any sort of conflict with this? I tried building the ROM file with the "fixed animations", "quick start", "jp learn", etc, but Marche still comes with the "Combat Combo/Move+1" ability mastered.

On another note:
In the "jobAbilityTable.event", the second pointer is used to determine extra conditions for unlocking jobs. However, imagine I want to change the base unlocking conditions/requirements. How would I do that (through EA)? According to RHDN's Data Crystal, job requirement data starts at 0x5231A4 and its data is 0x4 bytes long.

Thanks in advance.
Quote from: Simon443 on August 25, 2019, 12:10:00 pm
Is there a way to change even scenes?

Probably there is, but I can't help you with that. Only modding I know is via editors like AIO. :s
Quote from: Simon443 on August 24, 2019, 05:38:12 pm
the most complicated thing i touched was the race editor with huma white mage, black mage and archer.

That would've only mess up the ability lists. Have you applied any patch/mod to your ROM before editting with AIO?