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Are multiple custom jobs now possible?

Started by FeatherPool, October 25, 2019, 06:06:44 pm

FeatherPool

Hey guys, new kid on the block, but I've actually been working on a mod for quite some time that I'll be releasing very soon here. This is for WOTL mind you.

So the original version of the mod I wanted to add 4 custom jobs to the game by freeing up space in the sprite sets and using the 4 "Priests" in the UNIT.BIN AND WLDFACE.BIN (09-12). However, after much research I had to settle for one since Simon was the only free slot available and had a presence in the sprite sets and ENTD.

With the release of Lion War (fantastic mod, I wish I started developing on PSX first...uugh) I noticed those same slots I wanted to use were actually utilized to bring Balthier, Ashley and the Male and Female Dark Knight into the game.

So my question is, is this only possible through special editing? Or perhaps only the PSX version is capable of using these slots? Also, If it IS possible for WOTL, how would I go about implementing them into the ENTD? Where could I find them?

Any help would be greatly appreciated. I'm gonna keep developing the mod as is but it would be great to learn that dreams can come true.

Thanks! :D
  • Modding version: PSX & WotL

Xifanie

It's not that only the PSX version can use those slots, it's more that there is currently no way to increase a spritesheet's filesize in WotL. As for linking UNIT.BIN formation sprites to actual jobs, it shouldn't be that hard, but I doubt there ever was a tool to accomplish this for WotL, so you'd have to hex edit.
  • Modding version: PSX
Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
<R999> My target market is not FFT mod players
<Raijinili> remember that? it was awful

FeatherPool

Forgive me if I'm new to this, but I have at the very least switched the look of certain generic jobs using the tutorials  on this site. So I figured in terms of the spritesheet I would be fine as long as I used bmp to import them.

I'll be messing around with Simon to see if I can create a custom job through him. I know this has worked for the PSX version at the very least.

In terms of the hex edit, I don't mind trying that at all! Do you know of any tutorials that can get me started on that? I've never used hex editing but I'm definitely willing to learn to accomplish this goal.
  • Modding version: PSX & WotL

Nyzer

There ARE multiple duplicate/unused Formation slots, like for Agrias (Guest) and Agrias (Join), or for Celia/Lettie. The problem is that because these are tied to existing sprites, and there's no easy way to redirect them to different ones, you'd have to go through the ENTD, event by event, to swap every instance of them out with some other sprite slot.

Or, like Xifanie said, to hex edit. I've got no idea where you'd begin with that, though.
  • Modding version: PSX & WotL

FeatherPool

Ah I had no idea. I went through Shishi Sprite Manager and only found those 4 priests specifically in the UNIT.BIN. I just wish I knew what sprites they were tied to if at all. Maybe some random male squire or something I don't know.

If I knew that I feel like it would a simple task to just go into the ENTD and find them. Maybe the sprites just don't exist outside the UNIT.BIN and WLDFACE.BIN.  :cry:

I actually looked up a tutorial on YouTube for hex editing. It's simple enough once you know where to look. I just have no idea and am too scared to mess up the game screwing around in there.
  • Modding version: PSX & WotL

Glain

Check this post/thread: http://ffhacktics.com/smf/index.php?topic=9776.msg189499#msg189499

I suspect he actually found the correct locations for WOTL in this post, but I never looked into it myself...

FeatherPool

It appears he might have gotten close to it. Not sure if he achieved it, but it's still progress. Maybe I'll message someone from the Lion War team and inquire further. Thanks for sharing.
  • Modding version: PSX & WotL

Nyzer

... Huh? TLW is a PSX patch, mostly made by people who dislike working with the PSP version due to (among other things) the necessity of painstakingly documenting all the code again (and even less easily from what I understand) before even half of what's possible on PSX would be possible there.

They're not going to be aware of anything that hasn't already been said on the forums.
  • Modding version: PSX & WotL

FeatherPool

I see. I figured at least that particular part they may be able to help with. I'll ask anyway, you never know what comes up. I'll complete the mod I'm working on before I pursue this again. I want to focus on at least getting that right.

Thanks for your insight.
  • Modding version: PSX & WotL