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Messages - Zantetsuken

1
Elidibs, it would be nice to have another unique caster.
2
PSX FFT Hacking / Re: ASM Requests
February 08, 2020, 03:30:21 pm
Hi!

I know i can enable evasion while charging, using the status evadability hack, but i wonder if it would be possible to also cancel charging when you dodge, parry or block attacks.
3
Quote from: old school on January 21, 2020, 08:33:53 am
:lol: I was kinda hoping you'd say "no, you're out of luck."  I have no idea why this kid loves the Blue Mage.  Superhero mask, maybe?

I'm not sure if you've noticed, but the monsters stats are super high, but the skills super weak.  For humans it's the opposite.  Weak humans + weak monster spells = the Blue Mage dealing 30-40 damage end game (can't fix by upping stats due to the ability to use other class magics).  :|  Anyway, thanks for the pointers.  I have some work to do.


In this patch you have very few blank skills slots, so if i were you, i'd use a class like the mediator and turn it to a Blue Mage, change the Talk Skills to replicate the monster skills you want with any formula you see fit, the only problem is that you won't be able to learn skills like a blue mage would and you won't have mediator class anymore.
4
The Lion War / Re: Crashes after editing in FFTacText
January 15, 2020, 03:07:07 pm
Quote from: Porklin on January 15, 2020, 02:57:48 pm
So I just opened TacText from a "clean" The Lion War iso (so, it's has the .ppf applied to a fresh FFT iso)

I went through the following steps:
1. Opened the "clean" TLW iso
2. Edited the word "magic" in Cure's ability description to "magid" (same character length)
3. Saved the .fftteext file as "magid.ffttext"
4. Reopened "magid.fftext"
5. Patched that "clean" TLW iso
6. Opened that iso in ePSXe
7. Loaded a hard save (just after first Gariland fight)
8. Opened Formation
9. CRASH


Reapply all the ASM hacks from the Base Resources pack after you patch it with TacText. I was having a similar issue and it worked for me.
5
The Lion War / Re: ASM conflict problem
January 13, 2020, 04:53:39 pm
Quote from: Glain on January 13, 2020, 03:26:13 pm
Hmm.  Is that definitely the latest version of the apply defense patch?  0xF2130 should be the earliest write location.

You can get the latest version of my XML from this thread.


Ty Glain, that was it, i was using the FFTPatcher v0.492 but the xml was outdated, it seems to be working just fine now.
6
The Lion War / Re: ASM conflict problem
January 13, 2020, 01:45:20 pm
Quote from: Elric on January 13, 2020, 05:29:06 am
You'd need to get someone to move that hack to another location, no way around it.


I see, ty for your reply.
Is anyone would be so kind as to do this for me, if it is not too much work of course?

Thank you in advance

7
The Lion War / ASM conflict problem
January 12, 2020, 07:45:39 pm
Hi!

First i'd like to thank you guys for all the work you put into this patch, it is awesome.

I am making a mod using this patch as base, everything is working fine so far, but i got a conflict with the new Dark Knight ASM and Apply Defense v2 ASM, as shown in the picture. In game it gives me a black screen before battle formation screen.

I don't know how fix this, i could just not use Apply Defense, but Dmg reduction on armor is basically the core feature in my mod.

Thank you in advance for any help you can provide.
8
PSX FFT Hacking / Re: ASM Requests
August 14, 2019, 03:46:41 pm
Quote from: Zenn on August 14, 2019, 11:33:33 am
Try this one (not tested):
  <Patch name="Concentrate div by 2 all evades instead of null them - ASM version">
    <Description>Concentrate divides by 2 all target evade types instead of nulling them.</Description>
    <Location file="BATTLE_BIN" offset="1852E4" mode="ASM" offsetMode="RAM">
      lui a0,0x8019
      lw v0,0x2d94(a0) #Load Attacker Data Pointer
      ori a1,zero,0x0004 #All four evades.
      lbu v0,0x0090(v0) #Load Attacker's 2nd set of Support
      addu a0,a0,a1
      andi v0,v0,0x0001
      beq v0,zero,EXIT #Branch if Attacker Doesn't have Concentrate
LOOP: addiu a0,a0,0xffff
      lbu v1,0x38de(a0)
      addiu a1,a1,0xffff
      srl v1,v1,0x01 #Amount to shift 1 equals div2, 2 equals div4
      bgtz a1,LOOP
      sb v1,0x38de(a0)
EXIT: jr ra
      nop
      nop
      nop
    </Location>
  </Patch>
  <Patch name="Concentrate div by 2 all evades instead of null them - HEX version">
    <Description>Concentrate divides by 2 all target evade types instead of nulling them.</Description>
    <Location file="BATTLE_BIN" offset="11E2E4">
      1980043C
      942D828C
      04000534
      90004290
      21208500
      01004230
      06004010
      FFFF8424
      DE388390
      FFFFA524
      42180300
      FBFFA01C
      DE3883A0
      0800E003
      00000000
      00000000
      00000000
    </Location>
  </Patch>



Ty very much, it worked  :D

Quote from: Nyzer on August 14, 2019, 12:56:31 pm
There is a support ability in Jot5, Bandit's Eye, that improves accuracy without making it 100%. Unsure what the formula is though. But as it's part of the Ch. 1 release, I'd expect it's publicly available; most of that stuff is.


Looks interesting, it is something i could use on my mod, since i made all skills avoidable.
9
PSX FFT Hacking / Re: ASM Requests
August 14, 2019, 10:24:34 am
Can someone make an ASM hack to change concentrate to just reduce target evasion by half or nullify class evasion?

I found one posted by Rfh long ago, but it does not seem to work.
10
Quote from: Glain on May 18, 2019, 01:38:03 am
You should be able to just remove the branch by changing BATTLE.BIN at offset 0xD90BC (4 bytes) from 02 00 40 10 to 00 00 00 00.

Patch that does it:

<Patch name="Abilities can flash red without charge time">
  <Location file="BATTLE_BIN" offset="1400BC" mode="ASM" offsetMode="RAM">
    nop
  </Location>
</Patch>



Ty very much, it worked  :D
11
Haha np Xifanie, i'm glad you and the others are trying to help me :D

Do you think there is an easy fix to this? If not, there is no problem, i can live without the red flashing  :lol:

12
Yeah Glain, i guess you nailed it, i just tested it and if i put a charge time on the skill it shows the red flashing status. Is there a way to fix it?
13
Eh... Didn't work  :(. I guess it will need some ASM hacking, sadly it is beyond my skills.
14
I think its hardcoded in the skill because even if i put it on the wizard skillset it doesn't work, but I'll test if with skillset behaviours hack i can fix it.

Ty for the responses.
15
Are you sure? Because i tested using the same flags of a black magic skill and it didn't work, but if i copy the sword skill over a black magic it works perfectly. Anyways i'll take another look when i get home, maybe i'm missing something.
16
I didn't realize it either, until i decided to balance some skills around having MP costs, like the holy knights sword skills. It is the psx version btw.
17
Is there any way to make skills that were not supposed to cost MP, flash in red when MP is insufficient?
18
Help! / Problem with Draw Out and AI
February 20, 2019, 01:33:35 pm
Hi!

I'm having some weird glitch.

I used the generic skillset spreadsheet fix ASM hack to change the Draw Out skillset behavior to the same as basic skill (05), changed it to default in the patcher, set all samurai skills to use weapon strike and changed the animation to 07 00 00 on the animations tab.

Everything works perfectly, except that enemies use the punch animation instead of the weapon with all samurai skills, also this occurs with allies if i set them to Auto battle.

Also tried the ASM hack: Ability Animation 07 00 00 will always swing weapon, but it didn't work for the AI.

Is it a known issue? Is there a way to fix this? Thanks in advance


19
You can make really interesting skills using some monsters skills/spells animations. As an example i made a whole new skillset for the ninja class, called jutsus, mid-range single target magic skills, using animations from spells like dark wisper, fire bracelet, triple thunder and others. Another example, for those who like D&D, you can make the spell magic missiles using the animation from Dispose(worker 8 skill), looks great ;D.
20
I've made some changes to my game to make fights last longer and more strategic, seems to be working really well.

I made most of the changes using ASM hacks from the patcher suit:

- increased % dmg reduction of protection, shell, magic def up and defense up;
- gave innate defend, weapon parry, magic def up and defense up to everyone including monsters;
- gave innate attack up and magic attack up for all monsters;
- used the unknown 1, 2 on itens tab to give physical and magical % dmg reduction for all armors and some acessories (heavy armor gives more phisical dmg reduction while light armor gives more magical dmg reduction);
- made all skills avoidable;
- gave some M. Evade and P. Evade to some acessories;
- reduced the healing off all skills and itens, including leeching effects;
- tweaked monsters stats since they cant use any equips

My goal is to make fights last longer, more strategic and more random since you can now avoid any attack.