• Welcome to Final Fantasy Hacktics. Please login or sign up.
 
March 08, 2021, 08:28:39 am

News:

Don't be hasty to start your own mod; all our FFT modding projects are greatly understaffed. Find out how you can help in the Recruitment section.


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 - Elric

4041
Celdia, that has Win written all over it lol, awesome job!
4042
Call of Power: Chapter 1 to 3 / Re: Drop your birthdate
October 17, 2011, 08:42:19 pm
April 25
4043
ah okay thanks for correcting me on that, its useful information for me as well since ive only been working with events for far
4044
you can change the order of events within the Attack.out editor, you also (i believe) need to edit the Attack.out conditionals or maybe its the worldmap2.0 which is another spreadsheet, (its all much easier then it sounds lol) lemme know if you make any progress on this or if you have any other questions ill try my best to assist you :)
4045
FFT+ / Re: FFT: Plus 1.01 is OUT!
October 12, 2011, 05:44:46 pm
I cant believe i missed this yesterday, cant freakin wait to try it out
4046
I play both CoP and FFT+ on my ps2, havent played the other one yet since i spend all my time developing my mod. So the answer to your question is yes, altho i cant confirm for the ones i havent played
4047
PSX FFT Hacking / Re: Effect Testing in Cut Scenes
October 05, 2011, 04:43:17 pm
I normally would not revive such an old topic but these should really be avaliable for download other than just here, they are a MAJOR time saver and helps immensely when it comes to event editing
4048
Help! / Re: How do i make a map black?
October 03, 2011, 12:27:16 am
ahh that could be the issue when it said ID i automatically just used a character one which would be B1 instead by habit i guess and yea i suppose i could just do another event, hadn't realy thought of that, just more playing around til i get it perfect i guess lol, tho I did manage to start and finish event 3 of 4 opening events for the 4 characters im using while researching this issue and now i can hopefully go back and fix it lol, thanks again for the help :)
4049
Help! / Re: How do i make a map black?
October 02, 2011, 11:54:44 pm
ive actually tried that.   According to EasyVent    ColorField(x1B,x00,-128,-128,-128,-050)     should make the map black (unless im reading it incorrectly which im unfortunately known to do) but instead it makes the map turn blueish, ive tested the colors on the event im currently working on as well and i just cant seem to get it right  :|,

And the reason im switching the map is because of the angel at which the sprites are moving once it switched looks like they are falling, which is what im trying to achieve, but the little blue desert in the background definately makes it look wrong lol

basicly talking on the first map
earthquake
switchmap
falling
(???) (make map black)
happiness lol
4050
Help! / How do i make a map black?
October 02, 2011, 04:55:04 pm
im trying to use Changemap to go to another map in a event, and i want the map i move to to be all black (like the deep dungeon so i can see see my characters) Is there a way to do this?
4051
Help! / Re: 2 Quick Questions regarding events
September 30, 2011, 06:34:59 pm
thank you ill give that a shot

and i hadnt thought to try to use darkscreen for the alarm thank you very much for that idea   :D,
and now i gotta ask, is there a way to change the color of the darkscreen?

what im also looking to do is make the entire map black, but not the characters, basicly the same way
as the deep dungeon since the characters are suppose to appear as falling through darkness, which i
have achieved. I just need to make the actual map itself black otherwise it definately doesn't look
right lol if anyone knows if it is a code in ATTACK.OUT that makes it black rather than part of the
event code edited in EasyVent i would be greatful for that information, i've put a lil over 30 hours into my
events in the last 5 days (it would be more if i didnt work at 4am, i just cant get enough of all this) and its
actually quite difficult to spend hours searching for the solution to
one problem when i could be making or finishing an event (or finding other problems :P) lol.

So thats why i come here in search of help and knowledge from the people who do it best.

as always thanks in advice for any help anyone can provide
4052
Help! / Re: 2 Quick Questions regarding events
September 30, 2011, 04:54:02 pm
really? no one?  :cry:
4053
Help! / 2 Quick Questions regarding events
September 29, 2011, 05:21:51 pm
1. How can i make a unit in a cutscene hold a UnitAnim, like say i wanted to have a character holding someone by gunpoint?

2. Is there a way with ColorField or any other command to simulate a red flashing light? like an alarm? i dont remember if i ever saw that in game or not

thanks for any help :) my mod is coming along great so far cant wait until im far enough to post a playable demo

EDIT: Also is there an easy way to turn a map black with the event editor? i just want to use the changemap to change to a map but i want it to be an entirely black map so it looks like the characters are falling

i tried that ColorField and made it (-128,-128,-128) but there is still a blue hue to the map
ChangeMap(000,x00)
ColorField(x1F,-000,-200,-200,-200,-001)
ColorField(x1F,-000,-200,-200,-200,-001)

even with that its still blue  :gay:
4054
OK so if im understanding correctly, i use the Attack.out editor to change around what events happen in what order but if i say wanted to make the fight at mandalia plains with the thieves where u rescue algus have different conditions to win the actual fight id still need to edit Attack.out in a Hex editor?
4055
Help! / Re: A few questions on Editing with EasyVent
September 24, 2011, 09:07:08 pm
that works will do thank you :)
4056
Help! / Re: A few questions on Editing with EasyVent
September 24, 2011, 06:30:55 pm
well im using version 1.7 it says 28 pixels or +00112 so ill keep in mind that it should be +00028 per panel then?
4057
Help! / Re: A few questions on Editing with EasyVent
September 24, 2011, 05:52:39 pm
ok so adding a wait before the unitanim worked perfectly i cant believe i didnt think of that before

i have read the directions in the sprite move command generator but when i try to move my char 1 panel which should be +00112
rather when i setup the whole thing he does move right, he just seems to never stop moving he will go past the destination and just
keep going, kinda funny but not really what im looking to do
4058
Help! / Re: A few questions on Editing with EasyVent
September 24, 2011, 05:23:24 pm
thank you very much Raven, im going to try all of that here in a few minutes, im thinking that my problem is that i didnt realize that walkto were on current location, that explains why he would run backwards, thank you very much
4059
Help! / A few questions on Editing with EasyVent
September 24, 2011, 03:20:35 am
Im not sure if its ok to post all this here but if not ill remove it if need be
Ok so im working on my first mod and ive run into a few snags on my first event,
most of it was copied right from the first event of the game. (the opening camera views
and i used the sprite move for agrias on one of the characters) ill leave the messages out
since they arent really relavent since im not having an issue with them,

Issue 1:When i teleport in then warp character and use unitanim on 1B, it seems
random weither the character for 1B actually appears or not and it seems sometimes
to depend on how fast i hit the button to skip the text before it but i just dont know

Issue 2: Probably one of the most annoying, i want my dialogue boxes to actually be above the
character when they talk as they should be, but for some reason i cant seem to get to coordinates
correct and yet the ones for character 1B are right where they should be, im very puzzled by this

Issue 3:okay the one ive been working on the longest, near the end after the talking is done, both characters
are suppose to run toward each other (after which there would be an attack animation and character
32 would be teleported away before being struck, yet for some reason when i setup character 32
with walkto, he goes in the wrong direction and i cant get spritemove generator to work correctly
i add the numbers right according to the directions but when i tell it to export to my event the numbers are in the
thousands and no matter what i set it to i cant get it right.. why cant i just use the walk to?

i very much appreciate anyone who takes the time to help me with my issues, im really enjoying editing
the game and would like to know how to solve these snags for future reference as well  :)

QuoteOffset(x00004000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.
Text(x000008F9)
//Remove the previous line if you wish text to compile directly after instructions.

{7C}()
LoadEVTCHR(x01,x00,x00)
WaitForInstruction(x34,x00)
SaveEVTCHR(x01)
{6D}(r0000)

UnitPresent(x1B,x00,x01)
UnitPresent(x32,x00,x01)
ColorUnit(x13,x00,x04,-001,-001,-001,000)
Wait(00002)
UnitAnim(x32,x00,x1A,x00,x00)
Camera(+02040,-00572,+00488,+00750,+03074,+00000,+08192,+00001)
WaitForInstruction(x04,x00)
Background(000,000,000,000,000,000,000,x00)
{4D}(r80)
ColorField(x04,-004,-004,-004,000)
ColorUnit(x00,x00,x04,-008,-008,-006,000)
{63}(rA8)
{1D}()
Camera(+01528,-00364,+00488,+00510,+03074,+00000,+05952,+00260)
Camera(+01448,-00328,+00488,+00350,+03202,+00000,+04128,+00080)
Camera(+01256,-00328,+00488,+00334,+03314,+00000,+04032,+00068)
Camera(+01000,-00280,+00496,+00318,+03442,+00000,+03808,+00056)
Camera(+00872,-00220,+00500,+00308,+03552,+00000,+04096,+00032)
Camera(+00840,-00220,+00504,+00302,+03584,+00000,+04096,+00048)
{1E}()
{49}()
AddUnitStart()
Wait(00180)
{1A}(r04141F1F04)
DisplayMessage(x10,x09,x0001,x34,x00,x00,+00000,+00060,+00000,x00)
Wait(00086)
{1A}(r0400000004)
Wait(00184)
WaitForInstruction(x04,x00)
Camera(+00440,-00204,+00600,+00302,+04608,+00000,+04096,+00064)
WaitForInstruction(x01,x00)
Wait(00100)
UnitAnim(x32,x00,x35,x00,x00)
ColorUnit(x00,x00,x04,+000,+000,+000,004)
ColorField(x04,+000,+000,+000,004)
Wait(00150)

DisplayMessage(x10,x12,x0002,x32,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
Wait(00150)
UnitAnim(x32,x00,x08,x00,x00)
UnitAnim(x1B,x00,x5A,x32,x01)
Wait(00030)

DisplayMessage(x10,x12,x0003,x32,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
RotateUnit(x32,x00,x05,x00,x00,000)
Wait(00100)
UnitAnim(x32,x00,x04,x00,x00)
SpriteMove(x32,x00,-00012,-00002,+00001,x00,x01,+00008)
WaitSpriteMove(x32,x00)
SpriteMove(x32,x00,-00025,+00000,+00002,x00,x01,+00008)
WaitSpriteMove(x32,x00)
SpriteMove(x32,x00,-00039,-00002,+00003,x00,x01,+00007)
WaitSpriteMove(x32,x00)
SpriteMove(x32,x00,-00054,+00000,+00004,x00,x01,+00007)
WaitSpriteMove(x32,x00)
SpriteMove(x32,x00,-00070,-00003,+00006,x00,x01,+00006)
WaitSpriteMove(x32,x00)
SpriteMove(x32,x00,-00086,+00000,+00008,x00,x01,+00006)
WaitSpriteMove(x32,x00)
RotateUnit(x02,x00,x04,x00,x01,000)
SpriteMove(x32,x00,-00102,-00003,+00009,x00,x01,+00006)
WaitSpriteMove(x32,x00)
SpriteMove(x32,x00,-00118,+00000,+00010,x00,x01,+00006)
WaitSpriteMove(x32,x00)
ColorUnit(x32,x00,x01,+000,+000,+000,002)
SpriteMove(x32,x00,-00134,-00004,+00010,x00,x01,+00006)
WaitSpriteMove(x32,x00)
UnitAnim(x32,x00,x06,x00,x00)
DisplayMessage(x10,x10,x0004,x1B,x00,x00,+00260,+00000,+00000,x03)
Wait(00100)

TeleportIn(x1B,x00)
WarpUnit(x1B,x00,008,004,x00,x01)
UnitAnim(x1B,x00,x0B,x00,x00)

Wait(00300)
RotateUnit(x32,x00,x0D,x00,x00,000)
Wait(00150)
DisplayMessage(x10,x12,x0005,x32,x00,x00,-00400,+00000,+00050,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x12,x0006,x1B,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x12,x0007,x32,x00,x00,-00400,+00000,+00050,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x12,x0008,x1B,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
UnitAnim(x1B,x00,x06,x00,x00)
DisplayMessage(x10,x12,x0009,x32,x00,x00,-00400,+00000,+00050,x03)
WaitForInstruction(x01,x00)
UnitAnim(x32,x00,x06,x00,x00)
SpriteMove(x32,x00,+00010,+00005,+00002,x00,x01,+00008)
UnitAnim(x1B,x00,x06,x00,x00)
WalkTo(x1B,x00,+004,+004,x00,x00,+032,x01)
Wait(00300)
AddUnitEnd()
EventEnd()
4060
are there any good tutorials out for editing ATTACK.OUT? because now that i know how to make characters spawn and
edit the events, if i really want this game to work im gonna need to add and remove and change some event and maybe
even make a few custom maps, ill look around the forums but if you could point me in the right direction for what it sounds
like im trying to do i would be greatful, ive been playing CoP and i really like the way it was done so im looking to do something
like that, but i may still leave in the random battles just because i like some filler.