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FFTA2 Editor v1.3.3

Started by Rurusachi, April 08, 2025, 11:28:27 am

Rurusachi

Quote from: Saul-G on April 29, 2025, 11:55:48 pmWhat more can be done to improve the editor? Maybe adding a flag for monster abilities than can be learn by blue mages? Would that be hardcoded?
Each ability has a field for what ability can be learned from it. Each Blue Magic ability has a Blue Mage version and a monster version. The monster version has the field set to the Blue Mage version (there is also a flag that is automatically handled by the editor).

Quote from: Saul-G on April 29, 2025, 11:55:48 pmWhat about modifying the unit list that can join your clan on these events? Whould be possible for monsters to join the clan that way?
Formation 0 contains all the recruitable units. Any event where a unit joins the clan uses it. But I haven't figured out enough about the event scripts to modify them properly yet.
Having monsters join would probably work to some degree. But I don't think they have all the animations needed. I can look into that at some point, but probably not anytime soon as a lot of other things would need to be figured out first anyway.

Quote from: Emin3ms on April 30, 2025, 03:47:49 pmAre item slots used for grenades usable to create new items or they have something special hardcoded ? Same question for possibility of reordering the items
I don't think anything about the grenades is hardcoded. There are some items that have hardcoded effects though such as Mirror Mail and Angel Ring (and Peytral and Sequencer but there's a patch for those). There might be others, those are just the ones I know of.
It's generally not a good idea to try to reorder things because they might also be referenced in data that can't be edited properly yet (like event and battle scripts).
  • Modding version: Other/Unknown

Emin3ms

May 03, 2025, 11:26:39 am #21 Last Edit: May 03, 2025, 02:17:07 pm by Emin3ms
More questions and requests :
- is there a way to add reaction, support, and opportunity abilities to the editor ? AP values and linked action ability ?
- what about traps, can we edit effects the same way we do for regular abilities ?
- the items given by Judges when law has been respected seem to be always the same, how can this be edited ?
- can you make dropdown menus to unit's loot tables in the formation editor, instead of a number which we don't know what it means ?
- how to change which classes are valid for quests such as "Wanted: Sidekick" (0x113) ?
- how to edit the required clan title for recruiting some classes ?
- do you know where is the formula that calculates hit or miss ? because in this game 75% feels like 50%
- AP slots is quite a confusing thing, can we use any value or only those that originally exist in the game ?

Thanks a lot for your help :)
  • Modding version: Other/Unknown
  • Discord username: Rachid System

Rurusachi

Quote from: Emin3ms on May 03, 2025, 11:26:39 amMore questions and requests :
- is there a way to add reaction, support, and opportunity abilities to the editor ? AP values and linked action ability ?
- what about traps, can we edit effects the same way we do for regular abilities ?
- the items given by Judges when law has been respected seem to be always the same, how can this be edited ?
- can you make dropdown menus to unit's loot tables in the formation editor, instead of a number which we don't know what it means ?
- how to change which classes are valid for quests such as "Wanted: Sidekick" (0x113) ?
- how to edit the required clan title for recruiting some classes ?
- do you know where is the formula that calculates hit or miss ? because in this game 75% feels like 50%
- AP slots is quite a confusing thing, can we use any value or only those that originally exist in the game ?

Thanks a lot for your help :)
  • Mostly no. Reaction and Support abilities are partially hardcoded. The effects are most likely coded in the battle scripts. The only thing that can be easily changed is how much AP they require and which AP slot they use. I'll add that to the editor at some point
  • I haven't found anything related to traps yet.
  • I've found the law bonuses and I'll add them at some point. It seems to be a fixed sequence for each law bonus "slot".
  • I'll make them dropdowns when I add a tab for editing the loot tables
  • There's still a lot of unknown bytes for quests. I haven't figured out much about dispatches yet.
  • No idea. Recruiting units happens in event scripts which aren't easily edited yet.
  • Pretty much anything battle related is in the battle scripts. It's gonna be a while before that can be changed
  • Each Race has 200 AP slots. Reaction and Support Abilities are hardcoded to use the same slot for all Races. Active Abilities can use different slots for up to 6 races. This also means that each Active Ability can only be learned by 6 different races. Each slot corresponds to a byte in the unit's data holding the current AP value for that ability. So if multiple Abilities use the same slot they will have the same current AP value. This means that each Race can only learn 200 different Abilities, including Reaction and Support abilities. The only way to exceed this limit is to put multiple abilities in the same slot which means that they will share AP values (This may have side-effects if they don't have the same Max AP)
  • Modding version: Other/Unknown

apoc_now

Thanks for the editor, though I have some questions:
1. Is it possible to make a patch that allows a Beastmaster's controlled monster to use the Move command?
2. There's a patch that enables level scaling somewhere, hopefully you could implement that into your editor.
  • Modding version: Other/Unknown

Rurusachi

Quote from: apoc_now on May 09, 2025, 10:08:27 pmThanks for the editor, though I have some questions:
1. Is it possible to make a patch that allows a Beastmaster's controlled monster to use the Move command?
2. There's a patch that enables level scaling somewhere, hopefully you could implement that into your editor.
  • Maybe? I'm not sure how those abilities work but I can look into it at some point. It might require modifying the battle scripts
  • I believe the level scaling patch just sets the min and max levels of all units in each formation to 1-99. This can already be done with the editor but you'd have to do it manually for each unit. I could add a way to do it automatically
  • Modding version: Other/Unknown

SuperiorDonut

Do you think you would be able to make a generalized no-music patch? It's always kinda bugged me that I can't play this game with the music muted. The OST is great, but I've heard each song for dozens of hours (literally) over the years and I can't listen to it every time I replay it anymore hahaha. I just mute the game, but the sound effects are great and I miss getting to hear them (aside from maybe the menu stuff; attacks, spells, etc. I've never gotten sick of though haha).

If such a thing already exists, or I'm just super oblivious and such an option already exists in game I apologize! If it doesn't though I would tremendously appreciate it if you are able to! :)

Thanks for your work here in general regardless! I'm looking forwards to seeing what comes from the increased flexibility that rom hack makers will have in the future due to the efforts of you and your predecessors in the editor space :) I've seen mention of shrike saying that nu mou bows are possible now! Stuff like that is awesome!

(Btw, if a forum moderator reads this, the verification questions, asking for trivia from the original final fantasy tactics game (which I have not played and thus have no intuition for to be able to answer the question) took 1/3-1/2 as long as writing this message did! I hope it is made more lenient/less specific in the future!)
  • Modding version: Other/Unknown

Wolfric

May 19, 2025, 02:36:51 pm #26 Last Edit: May 19, 2025, 03:04:19 pm by Wolfric
Holy cow this is amazing! You should absolutely submit this to other sites like romhack.ing and romhacking.net, I'm sure many unaware of these tools could be lured!

Quote from: SuperiorDonut on May 18, 2025, 02:52:44 am(Btw, if a forum moderator reads this, the verification questions, asking for trivia from the original final fantasy tactics game (which I have not played and thus have no intuition for to be able to answer the question) took 1/3-1/2 as long as writing this message did! I hope it is made more lenient/less specific in the future!)

You're not wrong, it's a super archaic filter. I struggled A LOT trying to make an account (And even joined and searched keywords on the Discord to find answers). They should definitely make it simpler, for it is aggresively unintendedly gatekeeping.

Hopefully they do read this, 'cause I don't see where else to post it (Don't see a forum board for suggestions or w/e).
  • Modding version: Other/Unknown
Join 7th Heaven, a JRPG/ARPG Discord Server! https://discord.gg/KYCNqCnCQn
  • Discord username: goodlucktrying

blaide

This is incredible! Thank you so much for your amazing work.

The 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 :)

Keep up the brilliant work!
  • Modding version: Other/Unknown

Zeke_Aileron

I'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.

So far the Editor has been amazing and has done it's job for a lot of stuff that i've been able to previously do and some extra, love the work you've done for this Editor, it's been a great asset for the FFTA2 Modding scene and i'm hoping in the future it continues to get some extra QOL stuff.
  • Modding version: Other/Unknown
  • Discord username: Zeke Aileron™#0606

maroon

i try to save by click on save as and then stuck on saving please wait does it take long to save or not?
  • Modding version: Other/Unknown

maroon

please help me with save it stuck on saving. please waiting it took a long time
  • Modding version: Other/Unknown

Rurusachi

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.
  • Modding version: Other/Unknown

Zeke_Aileron

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.
  • Modding version: Other/Unknown
  • Discord username: Zeke Aileron™#0606

maroon

  • Modding version: Other/Unknown

maroon

here another the one
  • Modding version: Other/Unknown

maroon

do you know the number of faction in formation is?
  • Modding version: Other/Unknown

Rurusachi

Quote from: maroon on May 29, 2025, 08:25:48 pmhere another the one
Thank you. It might've been a memory issue. Someone else had a similar issue on an earlier version that was fixed when I reduced the amount of memory used when saving. I just released an update (v1.3.3) that reduces the memory usage significantly (I was allocating way more than necessary). Let me know if that fixes the issue.

Quote from: maroon on May 29, 2025, 11:41:25 pmdo you know the number of faction in formation is?
  • 0: enemy
  • 1: boss enemy? It's used for Illua, Klesta, Neukhia, etc. but I haven't tested it
  • 2: guest
  • 8: starting unit (only works in formation 0: Recruitable Units. These units will be in the clan at the start of the game)
I've also seen 4, 5, 6, and 18 but I have no idea what they mean.
  • Modding version: Other/Unknown

maroon

it is possible for hume race can learn ability for other race like nu mou for example seer learn esunaga
or nu mou learn goblin attack for beastmaster how can do that
  • Modding version: Other/Unknown

maroon

can anyone tell me in menu routine mix what can do anything?
  • Modding version: Other/Unknown

matchet

Its a new era of possibilities. Thank you Ruru!
  • Modding version: Other/Unknown