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January 25, 2021, 02:49:07 pm

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Messages - Elric

41
Quote from: Ansehelm on July 21, 2020, 11:22:33 pmYou're probably right; I'll have to look into it to figure out exactly where it's going wrong since it's possible that I'm using an old version of one of the hacks, or mixed something else up.  I currently use 2 hacks that relate to this, "Activated Paletted Portraits for Special Units," and "Sprite Hack (special units, generic humans, and generic monsters."  I'm aware of the limitation on the last 2 (although you could use them on enemy units with the "Immortal" flag, or as a boss unit).  I had a thread where I asked related issues in the past, and if I can't get it working, I can bring it up there.

Indeed, i think the issue is more with allowing recruitment of those units, since we dont have a good way of 100% remapping them using their 4-6th palette like that, to properly show up in formation as well as in battle.
42
I use the palette hack in Jot5 for more palettes and never had an issue. You made sure you set it up right, yes? Also the last 2 palettes cannot be used as the chests and crystals from them will freeze the game...

I wouldnt simply say its because of Xifanie's hack. The hack works fine as long as you read its description... you shouldnt be able to recruit monsters who are outside the first 3 palettes, unless you have a way to edit the UW to allow for that
43
Small update to 1.02
-Fixes wrong offset for August
-Fixes mislabeled reversed width/height and XX/YY
44
Alazlam Speech Editor 1.01 by Xifanie & Elric

To round up my new trio of tools, (which were primarily made due to a need for them for the WotL version of TLW) we would like to present you with, the Alazlam Speech Editor. This tool would have been in no way possible, without Xifanie's assistance. She basically built the whole thing, I just kind of put the things together, and made an XML tab. So huge kudos to her for this tool.

So let's start the whole tutorial thing one last time.

Introduction
So to start, if you open the workbook, the first thing you'll see is this:

Looking at this, everything will not be quite as self explanatory as my other sheets, so let's go over everything like we did with those ones.

Image Buffer
The Image Buffer column is used to determine the current image overlay. Please note that you MUST set previous image, to remove the current image, before you can call another. This means you cannot call an image for every different page.


File
The File column determines which image you are using for your text. There are two images for the Alazlam text, and each can have 15 lines. The dropdown on this column lets you select between OPNTEX4/5. This will need to be selected for each new page, so the game knows which file to pull the line from. (Note, that this might actually be called OPNTEX3/4 depending on which version of shishi you use, but figuring out which two are the Alazlam speech is still pretty obvious)


Line
The Line column determines the order that the lines in the OPNTEX4/5 section are displayed in. As you can see below. Line 0, then line 1, is the vanilla default, but swapping those two line numbers around, will change who the game displays this text. There is no reason you should need to change these, but the option to do so is there. (Note, only the first Line column is editable, the second line column (column O) is not editable.


OPNTEX4/5 Text
The OPENTEX4/5 column is used mainly as a guide for you to enter your new text edits and make the lines/pages/etc easier to track and work with. Everything in this column is what will be displayed in the Preview Text column based on the Line columns. (Note, while there is space for 16 lines on each of these 2 sheets, the 16th line is not accessible and will print garbage image data, so it was not added to this sheet for obvious reasons)

Pixel Length
The Pixel Length column is used for setting how many pixels each line should be. As you can see in the image below, vanilla starts at the first pixel of the sheet and counts to the right as such.


Patching
Lastly, if this is the first spreadsheet hack you've ever used (I would be very very confused if that was somehow the case), once your edits are made, youll need to click on the XML tab on the bottom of the workbook, and copy Column A, from A1 all the way down through A272. Copy, and then paste this into a blank .xml file. Don't have a .xml? Sure you do, make a new notepad document, paste the contents mentioned above, save the file with whatever name you want, and change the extension from .txt to .xml. Place this into the xml folder of FFTP, and then patch it to your FFT image using orgASM.
45
WLDTEX3 Editor 1.02 by Elric

In addition to the FRAME.BIN Editor I released yesterday, I've also made a similar editor for WLDTEX3. This is what we call the 3rd sheet in WLDTEX.TM2. Basically, this sheet will allow you to remap source image location, location on the map screen in-game and height/width of Town Names, Month Names, and the numbers 0-9 as well as the symbol /.

Introduction
This sheet is even more straight forward than my FRAME.BIN editor sheet, as everything in this sheet functions the same way, so once again, when we open the sheet the first thing we should see is this:

What do
Below, we see the text used for Jan., copied from the WLDTEX3 editor.


Here we can see a screencap of the WLDTEX3 in GraphicsGale, notice that Jan. is highlighted and we see the XX,YY axis, which is the location of the image on the sheet, followed by the Width and Height. Notice that these numbers match up to the above image as well. Yes, the selection is larger than the word itself. Vanilla uses this make display adjustments, why this did this instead of just editing the XX,YY Axis, since we are able to do so, is beyond me, but it is what it is.


What about the first XX,YY though? Well, this is for where it is displayed on the worldmap itself. I won't go too much more into this, as we already have information on this HERE, thanks to Glain.
80093b20 - World Map Month Image Data (WLDCORE.BIN 0x2cb20)
Each month has one entry.
(Size per entry: 0x14 = 20 bytes)
(Entries for the numbers used for the day are located directly after the months.  11 entries corresponding to 0 1 2 3 4 5 6 7 8 9 /)
Offset (bytes): Notes
    0x00 (4): Number of images to display? (Default 1)
    0x04 (4): ? Affects display (Default 0x01000180)
    0x08 (4): ? Affects colors? (Default 0x01e60000)
    0x0c (1): Screen Location Offset X (Default 0x80 = 128)
    0x0d (1): Screen Location Offset Y (Default 0x80 = 128)

    0x0e (1): Palette? (Default 0) (Messed up colors if changed)
    0x0f (1): Flip
        0: Upright
        1: Vertical flipped
        2: Horizontal flipped
        3: Both flipped
    0x10 (1): Pixel Height (Default 12)
    0x11 (1): Pixel Width (Default 24)
    0x12 (1): Source Bitmap Y Location
    0x13 (1): Source Bitmap X Location

Patching
Lastly, if this is the first spreadsheet hack you've ever used (I would be very very confused if that was somehow the case), once your edits are made, youll need to click on the XML tab on the bottom of the workbook, and copy Column A, from A1 all the way down through A274. Copy, and then paste this into a blank .xml file. Don't have a .xml? Sure you do, make a new notepad document, paste the contents mentioned above, save the file with whatever name you want, and change the extension from .txt to .xml. Place this into the xml folder of FFTP, and then patch it to your FFT image using orgASM.

the end
46
Quote from: Ansehelm on July 16, 2020, 08:28:20 pmVery possibly, but the slot I'm currently using for "goblin" is 3D/Undead Knight, since I replaced the goblin family with another monster.  Could be other shenanigans afoot, but if so it's probably a simple fix.

Yeah that slot is completely fine to use. Undead bit is just job related, and only breaks the tutorial and yuguo and cemetary battles with zalera. But TLW fixes those with the special snowflakes hack, which freed up space for those sprites to be easily used.

On the other hand, if you arent using the included special snowflakes hack...
47
There is no hardcoding with the goblin slot. Must be a derp elsewhere
48
FRAME.BIN Editor 1.02 by Elric

So since there was not an existing FRAME.BIN editor or tutorial, now that we have a Shishi that can proper import and export the file, I figured I would take all the info we had on the site and create a easy to use spreadsheet that anyone can use to remap the locations of the status effects as well as a few other aspects of the FRAME.BIN.

This is in no way currently complete. There is a lot of data that is called from FRAME.BIN which I have not yet location, but as of now, this will cover all the status' as well as things like 2 Hands Only, Both Hands, etc.

Introduction
So to start, if you open the workbook, the first thing you'll see is this:

Looking at this, everything should be fairly self explanatory, but lets go over a few cells anyway.

Status Example
Below, we see the status Berserk, copied from the Frame.bin editor


Here we can see a screencap of the Frame.bin in GraphicsGale, notice that Berserk is highlighted and we see the XX,YY axis, which is the location of the image on the sheet, followed by the Width and Height. Notice that these numbers match up to the above image as well.


It is really that simple.

Bonus & New Status
As a bonus though, I have also included the ability to add up to 6 new status, and a toggle for Frog, which normally is turned off in vanilla, thanks to RetroTypes and some extensive knowledge I got from his own thread on FRAME.BIN.

In the image here below, we see a drop down menu at the end of the row for Frog. Vanilla setting is 00, or change to 30 to activate the post-attack image for Frog.


In the image here below, we see a drop down menu at the end of the row for BLANK. Vanilla setting is 00, or change to 1E, 1F, 20, 21, 22, or 23 to set a new status. Remember you can only use each one once. To the right of that column, you can see the default skills that these would activate on, once turned on. You can find more info about this in RetroTypes thread HERE


Both Hands/2 Hands Only/Etc. Example
What...? You're still here? Oh right, we haven't covered the display images for 1 Hand Only, 2 Hands Only, Both Hands and 2 Swords... Well, this is where things get a bit tricky... I have been able to find and figure out some of the data here, but some doesn't quite make sense to me yet, and seem to require 2 or even 3 different bytes at once. So currently, some of the XX axis cannot be edited. There is also a drop down menu to help 2 Swords specifically, in order to change 3 words (2)(Sword)(s), into 1 word (Sword) and allowing you to then edit the width, of course this would assume that you want to change 2 swords to something that was instead, only 1 word.

So due to the above, you'll have to currently work with what we have, and if you are able to find anything new in regards to this, or any image on the FRAME.BIN sheet, that isn't covered here, feel free to post about it, and I'll make sure to get it added in.


As we see above, when you select No in the drop down menu, then it will remain 3 words, of which you can edit each to varying degrees. When you instead select Yes in the drop down menu, this will automatically zero out the hex for words 2 and 3, and make a change that allows the width of the first word (2) to be edited without any extra derpage.

Patching
Lastly, if this is the first spreadsheet hack you've ever used (I would be very very confused if that was somehow the case), once your edits are made, youll need to click on the XML tab on the bottom of the workbook, and copy Column A, from A1 all the way down through A272. Copy, and then paste this into a blank .xml file. Don't have a .xml? Sure you do, make a new notepad document, paste the contents mentioned above, save the file with whatever name you want, and change the extension from .txt to .xml. Place this into the xml folder of FFTP, and then patch it to your FFT image using orgASM.

the end
49
Completed Mods / Re: FFT WoTL Custom Mod
July 15, 2020, 09:04:34 pm
Quote from: Foreclosure on July 15, 2020, 08:53:18 pmwell then he doesn't know what he's missing. My mod is very fun :)
I didn't make it for others to play. I made it so I could enjoy the game the way I think it's fun. I'm just sharing it here for those who might think like me. I'm not hurt if you or anyone doesn't play it, but I'm glad 3 people already downloaded it, and I am really happy that I could share my happiness with 3 other people. See ya xD

Seems you are still misunderstanding the intention. But of you had fun making and playing it, then thats all i care about. Enjoy~
50
Completed Mods / Re: FFT WoTL Custom Mod
July 15, 2020, 08:26:23 pm
Quote from: Foreclosure on July 15, 2020, 07:52:16 pm@Innates:  I am quite aware of this. You can just remove the innate abilities with patcher if you don't like it. ;)

@ Br drops: yes, well... it doesn't bother me. I think it adds to the difficulty in a way that I enjoy it. Only the enemies have access to Br drop. To each their own, I guess :)

thanks for posting on my board.

Hes not playing it. So its not something he would remove. As admins we generally try to steer people toward directions that wont make the game unfun to play for other people, since weve been doing this for many years. Its totally fine if you like it this way, but you should expect the average player to not want to have to use fftp, since in general, they will sooner decide to not play it instead.

Whenever posting something on a public site, made for public consumption, you should expect critque. Understanding that critique and why it was made is key to actually getting anyone to play your mod.
51
Help! / Re: Error FFT PATCHER 492
July 15, 2020, 06:17:09 pm
Quote from: andersongz on July 15, 2020, 05:13:11 pmI tested that version 493 beta 3 too, it gave the same error.

Then you need to post some screenshots or somethin or explain how you are getting that message, like what are you doing to get to that point.

Ive never had that issue and ive been using fftp as far back in versions as 10 years ago...
52
Quote from: Haplo on July 13, 2020, 05:58:27 amOH MY GOD

IT HAPPENS BECAUSE THE NAVIGATION MESSAGES WERE OFF

Why??? The navigation messages are the most annoying thing in the world, yet if you turn them off a gameplay element looks like it's broken??

I'm so glad I didn't sleep for this

ANYWAY


All fml jokes aside, I could't have discovered this without your assistance Elric, it was only after discarding all other options, as per your suggestions, that I was able to fathom this eldritch possibility, thank you very much for your help.








hahaha what a self own wtf


It happens. Glad you got it worked out, lol
53
Quote from: Haplo on July 13, 2020, 12:26:09 amI just tested it with Ice 4, both being cast by the same undead knight, and by one of my own units... and the exact same thing happens. Seems like all the learn on hit confirmation messages are gone, and the game automatically makes the unit learn the skill.

Sounds like you made a derp in tactext. May wanna look thru there comparing to a vanilla one and make sure you didnt remove the dialogue
54
You see see whats its like before your mod, by just opening fftp and making a new patch, and not loading yours...

And did you confirm that other, learn on hit, moves are still working as intended?
55
Easier if you just post all the relevant before and after images of the patcher and such.

You could have made a mistake without realizing it that we would notice
56
Quote from: Ansehelm on July 12, 2020, 04:18:15 amOk, that makes some sense.  I imagine the conflict is not in the free space then, since it looks like this: https://ibb.co/WVf53gm

I don't really get how free space works, much less why ASMS are written in anything that's not the free space (unless it's prohibitively small).  All that's kind of over my head right now, but it seems like the conflicting data could just be moved if there's space, even if it's done manually.  I'll probably reach out to Pride, and see if he can look into moving that section if it's possible, unless you're familiar with how that might be done.

Because sometimes it makes more sense to edit the data directly. Depending on exactly what the asm is trying to accomplish
57
News / New Hack to "Expand" Vanilla Roster!
July 02, 2020, 12:29:11 am
Hey everyone! Today I am very happy to announce that Glain has finished his newest hack which can finally help you get more than 16 units on the PS1 version of Final Fantasy Tactics, in fact it allows you to have up to 26 units, with one small catch. You'll have to bench 10 of those units.

In Glain's newest hack, titled 'Unit Bench Hack (10 extra unit slots!)' you have the ability to bench up to 10 of your units to create space for new units. Units can also be swapped out with Benched units, at the cost of the currently earned, but unspent JP. Of course you should not be expecting to be able to bench Ramza or Guest units, but you will also not be able to bench units who are set to Missing, currently on a proposition, or with ??? stats. Rule of thumb seems to be, if benching the unit would break the game, then you cannot bench that unit.


Why do we have to give up Unspent JP you may ask? Well, for space of course. Like everything awesome that is done here, space is always a concern. I am definitely not an ASMer, and won't pretend to know how this all works. However unspent JP was the easiest, or at least the least intrusive thing to get rid of while still retaining the remaining data and having enough space to bench 10 units, the alternative was keeping unspent JP and reducing the bench-able units to 6.

If you don't understand what unspent JP is, think of it like this. You had 154 JP, you used 150 of it on an ability, and have 4 left over that you cannot spend since nothing costs 4 JP. Those 4 JP are lost when benching a unit, so make sure to spend any JP you are able to before benching your unit!

All in all, this hack is a HUGE improvement to the current roster limitations. I cannot tell you how many times when I used to play Vanilla, that I wished I had more space for generics to do propositions, but that I could still keep some of my unique units on the back-burner. Glain has more than accomplished this! To go along with this hack, he has also released another new beta of FFTP .493, so be sure to check it out and show him some thanks!

You can find the 'Unit Bench Hack (10 extra unit slots!)' packed with the newest FFTP HERE, or you can download the updated Glain.xml HERE
58
Post them in discord, Nyzer, lol.
59
PSX FFT Hacking / Re: ASM Requests
June 28, 2020, 10:05:59 pm
Request: ASM to bring the original Zodiac Calendar over to the NTSC-U version, from the Japanese and PSP versions of the game

As some of you already know, I'm working on a WotL version of FFT - The Lion War. This will add more content, such as the rendezvous missions, as well as the WotL translation of the game. I've covered quite a bit already that never made it into FFT: Complete, due to when it was created and what we had available at the time.

However one thing we still haven't gotten working yet is the proper Zodiac calendar as displayed here:


This was most commonly seen in English format, on the PSP version of the game, however this data is also from the Japanese version of the PS1 game.

There are a few pieces to this puzzle, the former being less important than the latter.

1. The Japanese PS1 game, and the PSP game, both show the Solar and Zodiac Calendar dates when selecting your birthday, where as the English PS1 version does not. As seen below:
vs
As we can see here. Line 1 is January 1st for both the Japanese and English release of the game, but the Japanese release also shows that January 1, is Capricorn 10, on the Zodiac calendar.

So ideally, we would have the same thing here. I can tell you, thanks to Glain that the date data for this in the English version is located at 0xCF33 in OPEN.BIN, but I've been able to find the same data in another location in the Japanese version of the game's OPEN.BIN. and the portion with the second box does not seem to be controlled here...

This part is not 100% essential, as long as even via the solar calendar, the world map displays correctly and compat is unaffected.

2. The most important part. The onscreen display for the date on the world map. In the PS1 English version of the game, you start on January 1st. In the Japanese version and the PSP version of the game, you start on Aries 1, which is actually March 21st. The days would need to be the correct amount of days as well...

As far as I can find, i see no differences in the data for these between the Japanese and English versions of the game. However, while I do a lot around here, ASM is not, and likely never will be something I know much about, due to time constraints and the projects I'm working on...  Also, thanks to Glain, we know that the world map date location is 569CE in SCUS.

If someone find the time to figure out this mess and possibly even bring over the routines used for this from the Japanese or PSP version of the game, I would be eternally grateful.

If this request is at all unclear, please PM me or contact me on our discord channel for clarification, as I'm well aware that articulating my thoughts and requests is not always my strongest attribute.

I do have a modified version of the town names thanks to some help from one of Xifanie's sheets, as well as some of the old image from FFT: Complete. I've personally also added the Zodiac names to this to replace the months, which I'm fairly certain I can work out with some other locations that Glain supplied us with. But getting it working as intended is paramount to even worrying about the images/month names themselves.

From what I can gather, all the info for the Zodiac calendar is still in the English version, I'm just not sure how they call that on the world map, instead of the Solar calendar like we have in the English version

Thank you for your time.
60
Help! / Re: FFT(JAP) translation.
June 28, 2020, 07:02:28 pm
Quote from: botik on June 28, 2020, 03:21:13 pmChallenge is difficult
The operation of the disk does not depend on the file names and their number. Reading info takes place via LBA. I made a patch to delete files. Files will be deleted but the disk image will remain working.

Well the reason i ask is because there IS actually something I need to get working in the USA version that was in the Japanese version, which is the birthday screen showing both the Solar and Zodiac calender and the worldmap using the zodiac calender.