• Welcome to Final Fantasy Hacktics. Please login or sign up.

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Heisho

I like the Large version. Also this one alongside Rei can be used for an additional class since you will have male and female. Looking good man.
Spriting / Re: Zombie/Undead Knight
June 14, 2020, 11:26:49 pm
Added an update for Argath. I didn't like that Terminator look.
I kept the other one if anyone was interested.
New Project Ideas / Re: FFTP Consolidation Project
June 12, 2020, 06:04:18 pm
Quote from: Elric on June 12, 2020, 05:37:31 pmIll have to double check that one. I think thats the one monster job that isnt ever called in a event, and was only in the dummy/test data of a ENTD, while still obtainable via breeding. Which would mean that that one job, would not actually be free

IIRC is the only monster that can be obtainable by breeding. It appear in the ENTD 1FE (Tier 3 monsters set) but not on any other random battles. Poaching it is the only way to get the Ribbon and the FS Bag. So I think it would not be a free slot.
New Project Ideas / Re: FFTP Consolidation Project
June 12, 2020, 12:56:00 am
Quick question on job slot 7B: Is the Wildbow duplicated somewhere else?
Quote from: RetroTypes on May 20, 2020, 07:53:49 pmSquare couldn't just put the word Loading into the Frame.bin for some reason
Dammit Square!

On the other hand what about those XXXXXXXX in the bottom? Are they useful for something, maybe the Now Loading could be placed there, and even with a nicer looking.
Quote from: Orkney on May 23, 2020, 12:01:53 pmHi,

Not really sure to post this worksheet here.

This is a little sheet i've done for the Magic evasion by Job hack.


Great!, thanks a bunch for making that hack dummy friendly pal.

Keep up the good work!
Hey Elric where did you get the sprite for the knight between Balthier and Wiegraf? I'm interested on that one.
Spriting / Re: Zombie/Undead Knight
May 04, 2020, 10:24:30 pm
Thanks. In time I'l try to add the rest of the units as a side project when I'm burned out from my main one.
Spriting / Re: Zombie/Undead Knight
May 04, 2020, 10:10:21 pm
Sorry for double post
@Timbo There is the archer. I'll try to tackle the rest later.
Spriting / Re: Zombie/Undead Knight
May 04, 2020, 08:21:17 pm
Quote from: Timbo on May 04, 2020, 07:27:31 pmI love this thing! Have you ever considered doing the other humanoid undead units from Poeskas Lake and Yuguo Woods?

It sounds interesting. Perhaps I should start with the Archer.
Spriting / Re: Zombie/Undead Knight
May 04, 2020, 05:50:42 pm
Udated first post with updated version and new sprite!
Hello there!

This question might sound silly, but the thing it's that I hit a wall. I found the info on the wiki and also the routine that checks for status to do not engage Learn by hit, but this is where I'm lost.

018e784: 02002021 addu r4,r16,r0
0018e788: 0c01786c jal 0x0005e1b0   check status
0018e78c: 34050004 ori r5,r0,0x0004
0018e790: 14400035 bne r2,r0,0x0018e868      branch status present

If r5= the status set that will be check, how did it determine that was all those status (Blood Suck, Petrify, Confusion, Berserk, Stop, Sleep, Don't Act, Frog, Charm and, of course, Dead, Crystal and Treasure) with only 0004?

Or is there something more complicated than I'm missing due my lack of knowledge? (of course this is the answer)

Thanks in advance.

The Lion War / About the future New Game+ feature
April 11, 2020, 10:17:59 pm
Hello there!
Simple question: If this feature ends getting on this patch do you guys know if is going to be from the very beginning, or right before the last battles series at Orbonne?

Not to be pushy, is just that I was thinking of something that could be achieved on my project depending on this.

Thanks and keep up the good work!
Quote from: Xifanie on April 08, 2020, 05:33:22 pmYes, the unit will still be in your roster available for the next fight right away. I was trying to avoid any ambiguity but it looks like I failed. Can you think of a way to reword the description to make it crystal clear?

Just add:
Units won't be lost permantly as with crystal or treasure, also the Kill counter on Brave Story screen will not increase.

My two cents.
Quote from: Xifanie on April 08, 2020, 03:35:32 amNo, it doesn't use any status other than dead, not even the immortal flag. Turns out a death counter of 0xFF will show stars, so I just prevented the death counter from decreasing if 0xFF. Otherwise I use the ??? stats flag as a visual cue to tell the player the unit can't be interacted with anymore and is not revivable like a guest would be.

Quite impressive indeed. I would never thought about the death counter.
Couple of questions:
The unit will still be alive after the battle ends?
Will this still counts towards the Kill count on the Brave History?
Thanks in advance
Jesus Christ you are a mind reader!!
I was thinking about a way to make this yesterday!
In any case, this will allow to keep the unit after battle and does not use additional statuses right?
Sorry if it is a silly question its 2AM here
Quote from: Nyzer on April 03, 2020, 12:43:36 amI don't think that really addresses the issue, does it?

Well according to the wiki, that address handles the skillset check for removing Charge, it is changed from 08 to FFFF so, I think it might work
Hello there!

Try this:

<?xml version="1.0" encoding="utf-8"?>

<Patch name="Silly hardcoding removal, related to skillset 08">
    <Description>If you use skillset 08 (charge) for anything other than charge, you want to use this hack.  This eliminates the hardcoding that causes characters to cancel their own spells by moving.</Description>
    <Location file="BATTLE_BIN" offset="1191a0">


I haven't tested yet but the source is more than trustworthy.
Courtesy of Emmy if you were wondering.
PSX FFT Hacking / Inflict status question
April 01, 2020, 07:28:16 pm
Hello there!

I apologize if this question is dumb but I'm having second thoughts about what I'm doing.
The thing is like this:
If I add a store inflict status on a formula routine and specify the status on the routine itself instead of using the Procs box for status WITHOUT adding the check for valid status changes, will it be inflicted?
Say that I want to add petrify but adding all pertaining code on the formula and not adding the check. If a unit that has inmunity to petrify (except for immortals) will be petrified?

Sorry if my explanation is not good.

Thanks in advance
PSX FFT Hacking / Re: The Blue Mage
February 23, 2020, 08:50:16 pm
If I may add something.
In the end Blue Mage should use quirky or "unique" magic. In my take I will do that instead of using something that deals damage. That way the stats re balance might not be as difficult. Although I still think that might be too much work, I also think that might be enjoyable.

My humble pair of cents.