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61
Bugs and Suggestions / Re: The verification trivia mu...
Last post by RetroTypes - May 30, 2025, 03:51:13 am
Unfortunately, with the ever-increasing prevalence of AI in our lives, we had to obfuscate the questions enough that basic/free AI tools wouldnt be able to solve them immediately. We had a MAJOR influx of spam accounts in the past few years before making this change, and it has almost completely eliminated that now. We apologize for the inconvenience, and have received a good bit of feedback on the sign-up process, but until we can find a better way, I cant promise anything. In the meantime, we always encourage people to join our Discord, where you dont need to answer questions like these. We're also able to respond faster over there too lol. Regardless, welcome to FFH!
62
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.2
Last post by maroon - May 29, 2025, 11:41:25 pm
do you know the number of faction in formation is?
63
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.2
Last post by maroon - May 29, 2025, 08:25:48 pm
here another the one
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FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.2
Last post by maroon - May 29, 2025, 12:56:49 pm
here
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FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.2
Last post by Zeke_Aileron - May 29, 2025, 07:35:11 am
Quote from: Rurusachi on May 28, 2025, 08:56:08 am
  • I believe there are some unused bytes on equipment so this should be possible but will require some work.
  • Clan Privileges are mainly implemented in the battle scripts I believe. So probably doable whenever we can decompile and recompile those.
  • There are a lot of data structures kept in memory related to quests so I don't think it's feasible to add more. But there are actually 512 "quests" because of how multi-part/battle quests work, so you could probably make some room by changing/removing some of those.

  • Ah okay, i would really like to see them being a thing since they are stats that the player and enemies can mess around with as well
  • Clan Privileges tend to break alot of battles with how overpowered some of them are and most of them tend to get overshadowed because of their niche use or just useless overall.
66
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.2
Last post by Rurusachi - May 28, 2025, 08:56:08 am
Quote from: SuperiorDonut on May 18, 2025, 02:52:44 amDo you think you would be able to make a generalized no-music patch?
I don't know how the music and sound works but I can look into it at some point.

Quote from: blaide on May 21, 2025, 12:18:40 pmThe first FFTA game has always been my favourite of the two games, do you have any experience creating resources for the GBA game, I would love to see a new all in one editing tool for the first game, I feel if anyone can create it, you can :)
I've done some modding for FFTA but I don't think there's any point in making a new tool for it. The reason I created this tool is that it works in a different way than the other FFTA2 tools (rebuilding the game's filesystem). I also alredy don't have time for all the projects I want to work on.

Quote from: Zeke_Aileron on May 23, 2025, 08:25:05 amI've been curious for some time now about this editor Rurusachi, is there any way to implement the following below to the editor to make it possible for Players to mess with?
Mechanics that might be implemented?
  • HP and MP being able to be added/reduced onto equipment pieces: there's been a few games that i've played that made me interested in this and hoping to see it in this FFTA2 editor
  • Clan Privileges being able to be adjusted, removed, and or made into Clan Passives instead?
  • Able to add more quests into the game above the Vanilla's 300 quests? I've been wondering about this since in the quest menu there's a lot of empty spots that could've been made for more quests.
  • I believe there are some unused bytes on equipment so this should be possible but will require some work.
  • Clan Privileges are mainly implemented in the battle scripts I believe. So probably doable whenever we can decompile and recompile those.
  • There are a lot of data structures kept in memory related to quests so I don't think it's feasible to add more. But there are actually 512 "quests" because of how multi-part/battle quests work, so you could probably make some room by changing/removing some of those.

Quote from: maroon on May 27, 2025, 12:05:54 pmi try to save by click on save as and then stuck on saving please wait does it take long to save or not?
I'm not sure what the problem could be. Please send me the log file so I can take a look.
67
Bugs and Suggestions / The verification trivia must b...
Last post by Wolfric - May 28, 2025, 12:03:12 am
It's a super archaic filter. I struggled a lot back when I first tries to make an account (And even joined and searched keywords on the Discord to find answers).

It should be much much simpler (Something along the lines of "What does the PSP port of Final Fantasy Tactics abbreviates to?", for right now it is aggressively unintendedly gatekeeping possible joiners.

Hopefully this reaches you, Staff Members.
68
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.2
Last post by maroon - May 27, 2025, 09:35:06 pm
please help me with save it stuck on saving. please waiting it took a long time
69
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.2
Last post by maroon - May 27, 2025, 12:05:54 pm
i try to save by click on save as and then stuck on saving please wait does it take long to save or not?
70
Works in Progress / Re: FF6: Tactics Mod ---1.2 be...
Last post by CONMAN - May 26, 2025, 03:56:14 pm
I'm slowly still working! Proper documentation is something I should really get on- largely notated in a notebook and swimming around in my head at the moment

I'm mostly focused on making about 3 more maps to actually have a real ending and then working backward from there to smooth out all the edges and make sure things are balanced.
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