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Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


Question....

Started by Sa Ki Ren, April 24, 2009, 02:56:41 am

Sa Ki Ren

April 24, 2009, 02:56:41 am Last Edit: December 31, 1969, 07:00:00 pm by Sa Ki Ren
Does it matter what order I edit the ISO in regards to Hex/CDMage/FFTPatcher ?

Edit: 1 other question. Whenever I patch my ISO, the Cure spell disappears and all the skills move one byte backwards. Anyone know why?

Edit 2: Ok its not cure that disappears, its the empty ability above it. Still haven't figured out why.

Vanya

April 24, 2009, 07:37:40 am #1 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Question 1: It shouldn't matter unless the same part of the ISO is being changed by 2 programs in different ways. For example if you're making a change to Attack.Out with the patcher and also applying a hex change to it they could potentially clash. Generally this shouldn't happen, though.

Question 2: That's wierd. Are you making text edits? The text editor can screw things up if you go too far over the original space for text.
If this is the case then amke sure you have the newest version of the text editor.
  • Modding version: Other/Unknown
¯\(°_0)/¯

FFaddic

April 24, 2009, 01:27:15 pm #2 Last Edit: December 31, 1969, 07:00:00 pm by FFaddic
Generally, you'll want to use FFTPatcher first, then apply any hex editing to individual files (hex editing the entire ISO takes up a lot of RAM), then reinsert files with CDMage.

Sprite editing and event editing would go after FFTPatcher but before Hex Editing.

This isn't exact and doesn't always need to be followed, but from my experience it's the best order

Sa Ki Ren

April 24, 2009, 02:41:04 pm #3 Last Edit: December 31, 1969, 07:00:00 pm by Sa Ki Ren
All right. Thanks for the response on question 1.

Anyways I am editing skill and job names, but am making sure to keep the number of byte the same as is recommended. Hmm I guess I'll have to quit cheating and use hex after all.

Kourama

April 24, 2009, 07:52:55 pm #4 Last Edit: December 31, 1969, 07:00:00 pm by Kourama
Quote from: "Sa Ki Ren"All right. Thanks for the response on question 1.

Anyways I am editing skill and job names, but am making sure to keep the number of byte the same as is recommended. Hmm I guess I'll have to quit cheating and use hex after all.

The only real issue I've seen so far comes from Ability Names in world.bin cutting stuff off because you added too much but everything else seemed fine when I made my personal patch on the PSX version.

Sa Ki Ren

April 25, 2009, 02:00:58 am #5 Last Edit: December 31, 1969, 07:00:00 pm by Sa Ki Ren
Ok new question. How do I hack my game to add a second attack to unarmed attacks for my monks? Similar to how the crossbows work in 1.3