Update By: azidahaka Some time ago, a guy called zodiac posted here saying that he was working on editing and hacking FFT. Now, thanks to his efforts and melonhead's coding, the first FFT editor for windows is out. So far the following are editable:. Class/Abilities. Skill sets.
Class opening requirements. Damage and item formulas. HP, MP, PA, MA, Speed, growth, and multipliers. Monsters skills and stats. game battles.
items and item's effects That's what can be done so far. Future possibilities in the works (and we may need some help):. sprite editing (we need to figure out some compression problems in part of spr files). text editing (text placement and hex chars are figured out already, we need a tool for editing). map editing For more info head to! We are always in need of help, and suggestions are always welcome (as is hacking help)!
Staff Note: This is also conveniently archived at RHDN. Relevant Link:.
And I might be interested in helping you. We're translating both the versions into Italian, and we have a working de/compresso (though I'm rather positive that compression it's used only for text, since it has limitation for FE, the ending text byte), plus a tool which can handle LZW de/archivation and a text dumper (it has to be 'polished' a bit when it comes to text insertion, but it's almost ready).
What we need is information on the mapping of FRAME.BIN (to expand its words into longer ones), of some words which are shown when starting a battle (like READY!), and, lastly, to know if there is a way to adjust a bit FFT PSX world map locations graphics (one could make a script with Paint Shop Pro, though). Btw, great work on what you did!
Is it ok if we use your fixed SPELL.MES with our translation (with due credit, of course!)? Code: Decompress: addiu $sp, -0x38 # Decompress(char.source, char.dest) sw $s4, 0x28($sp) move $s4, $a1 # char.dest sw $s3, 0x24($sp) move $s3, $0 # BOOL writenibble sw $s1, 0x1C($sp) move $s1, $0 # int decsize, if25600 return from decompression sw $s5, 0x2C($sp) li $s5, 25600 # decompression size sw $s2, 0x20($sp) move $s2, $s4 sw $ra, 0x30($sp) sw $s0, 0x18($sp) sw $a0, off80096274 #.source sw $0, dword80096270 sw $0, dword8009626C procdata: # CODE XREF: Decompress:loc8007AB04j # Decompress+13Cj. Oh, thank you so much Gemini, that should help a lot. I figured it was a nibble based compression & that it crunched color #0 but not more than that. It will take me time to study, I have no C knowledge and basically no assembly either. But in the end I want to code a tool capable of converting 256x488 bmp images (256bits) to.spr files. Frame.bin contains the battle text?
I remember checking a file containing those and I'm pretty sure it's just a simple 2bit color image file. Melonhead doesn't talk a lot so I have no idea on his future plans with this project. Oh, thank you so much Gemini, that should help a lot. I figured it was a nibble based compression & that it crunched color #0 but not more than that. It will take me time to study, I have no C knowledge and basically no assembly either. But in the end I want to code a tool capable of converting 256x488 bmp images (256bits) to.spr files. Cara instal opl 0.8 di flashdisk.
Frame.bin contains the battle text? I remember checking a file containing those and I'm pretty sure it's just a simple 2bit color image file. Melonhead doesn't talk a lot so I have no idea on his future plans with this project. Inside that file there are 'Bravery', 'Faith', status abnormalities, etc, which we obviously need to translate.
Do you know where to find the mapping info for those graphics? I only managed to spot the ones for Bravery and Faith (quite simple, but can't find the others.). For mapping info I mean those bytes that control screen position, position inside the FRAME.BIN and widht end height.
I need that to organize a better Italian translation for those words. By the way, do you know where 'Now Loading' is located? In the PSP version is a simple RAW, but it is not in the PSX one.
Ma sei dei sadnes! Io sono il proprietario del sito auritech e promotore dell'hacking! Ti sarei veramente grato se riuscissi a passarci un modo per fare la decompressione e compressione dei file spr.
Abbiamo delle patch grandiose, ed editando gli sprite potremo rendere le cose ancora piu' interessanti, fare dei video e far crescere ancora l'interesse! Translated for non italians: it's just an help request you all sadnes are welcome to auritech.eu forums. Maybe you might add something special to your translated version.
Choose your flair by clicking the (edit) button directly above! A subreddit for Japanese RPGs, past and present. Allowed Submissions. News and articles. Informative self-posts. Trailers & Promotional Gameplay Rules.
Images are not allowed. Do not ask for specific questions about specific games. Do not ask which game you should play. Do not ask for game recommendations. No personal streams or Let's Plays. No low-effort posts. Use spoiler tags when necessary.
X kills Y!(/spoiler) = X kills Y!. No blatant self-promotion. For more details on the rules,. If your post disappears, please to see if it got caught in the spam filter. Scheduled JRPG Weekly Discussions. Monday: Suggestion Request Free For All.
Thursday: Let's Play / Stream JRPG Weekly. Friday: What have you been playing, and what do you think of it?. Sunday: Music Sunday Free For All, Let's Plays/Streams, and Music must be posted as a comment in their respective weekly post, not on the front page. Let's Plays/Streams/Twitch Channels -Useful Links. / Help us add to it!. and.
and the. Other subreddits you may enjoy. I figured this was worth sharing; I loved playing Tactics Ogre on the PSX when I was younger, and recently felt like re-playing it. I picked up the PSP version, and I was blown away by it.
Oxford Handbook of General Practice: Third Edition. Chantal Simon, Hazel Everitt, Francoise Van Dorp 2010. Oxford University Press. 1200£32.95 ISBN:. Fully revised to reflect the new changes to the GP contract and the GP curriculum, this fourth edition of the best-selling Oxford Handbook of General Practice is a. Jun 6, 2018 - Abstract. The Oxford Handbook of General Practice has been a lifeline for busy GPs since the first edition published in 2002. Covering the. Full-Text Paper (PDF): Oxford Handbook of General Practice. Article (PDF Available) in BMJ Clinical Research 326(7379) January 2003 with. Join for free. Free oxford handbook of general practice 3rd edition.
It's a huge improvement over the PSX version, and plays completely differently. For example, it now has a skill learning system with skill points, EXP is now awarded globally after each battle, and your army's classes share the same level (i.e. If your Knight level is 10, you can change any character into a Knight and they will be level 10). I always hated wasting time in training, or screwing around in battles, to try to keep everyone's level in sync, so this is a huge improvement. Definitely check it out if you played one of the older versions. I disagree, while TO is a great SRPG, it's by no means the best one, it relies on grinding too much and it's biggest flaw is different classes aren't really that different, they might look like they have a lot of skills for each class but it's just the same for all classes, and the only unique skills for each class is like 4 or 3 ones, making most classes just the same with different weapons.
It's a great game, but not what I call the best, I had three Archers, the game was nothing more than easy, and most battles were just an exercise in time wasting. Dat crafting system though.I love crafting in games, but the way TO did it? It kinda makes me want to throw up. EDIT: Before I get downvoted to death, I want someone to defend;. Having a chance to fail a crafting attempt, encouraging save scumming. Multiple ingredients having multiple, multiple crafting requirements to even make the base ingredients for that base ingredient. Being unable to craft even simple items in bulk.As objectively decent game design.
I love TO, and I love crafting normally, but they did not handle it in this game well. Been playing it for a while and it's really a great game. It was basically the predecessor to FF Tactics, but this remake is actually more sophisticated than FFT in many ways. The World system lets you go back and replay different branches in the story. You can basically go forward and backward in the same save file and do everything there is to do (no missables AFAIK) without having to start a new save file. The Chariot system lets you undo and redo moves in a battle. The Palace of the Dead is a dungeon that's like 100 levels (battles) deep, compared to the merely 10 levels in FFT's Deep Dungeon.
At the same time, lots has stayed the same since the original SNES game. It's pretty amazing what they accomplished on that system. My only dislike is how important levels are. If you have a team of level 5s but one level 6, the next battle the enemies will all be level 7. This 2 level difference for no reason makes their archers damage go from say 30 to maybe 60 Knight of Lodis for the gba did not have this. Enemies also generally start on high ground so it's often not a choice to keep weaker chars out of range. That is why a lot of new players end up abusing certain crutch characters like the early Hawkman the game gives you.
It's no measure of health to be well adapted to a profoundly sick society Too much angst sucks, seriousness is overrated, melodrama is comedy. 'I fear that one day zeppy will end up hanging himself by his wang from the ceiling fan out of despair for his wasted life' - a concerned citizen If your only tool's a hammer, all your problems look like nails.
The credit belongs to the man who is actually in the arena, whose face is marred by dust and sweat and blood; who strives valiantly; who errs and comes short again and again, who knows the great enthusiasms, the great devotions, and spends himself in a worthy cause; who at best, knows the triumph of high achievement; and who, at the worst, if he fails, at least fails while daring greatly, so that his place shall never be with those cold and timid souls who know neither victory nor defeat. Ted Roosevelt Every time I visit the Staff Forums, it's a new lesson in dysfunction - VE 'Bacteria is a secular attempt to explain away evil' 'Human life is a sexually transmitted disease.'
Et requested I post this in here, hope this might be useful for someone. I've found where a lot of the mechanical data is stored for the Tactics Ogre remake on the PSP. I've been toying around and modifying it so that I get things like Vartan Canopus with access to all bows and Tremendous Shot, or self-made craft recipes for Scrolls of the Cicada and Treatises on Seduction in the Transcription craft manual. First, the imporant part: when looking through the game's contents in Explorer/UMDGen/whatever, from the game's /USRDIR folder, you need to open up 03E8.BIN in a hex editor.
This is where all of the goodies I've found so far reside. Once you have this open, you'll find that it's completely uncompressed and has no decryption; it's just like looking at an old SNES ROM. Once you've got that, finding everything's a snap. Here are some sample locations; note that all of the data 'sections' in this file will start off with '78 6C 63 65'.
You can actually build a rudimentary table with this info to find the description text, as well, because this will spell out 'x l c e', and the letters are in the expected order. I've put down addresses as I saw them in my hex editor, if you need them translated into a more standard format I'll try my best: 698a0: Equipment Section 7ce90: Unknown, very short: just looks like a bunch of numbers proceeding in gradually larger amounts. 7cfe0: Consumable Item/Sundry Section. Note, shop availability is NOT located here, but craft recipe specifics are. 82480: Class Mechanics Section 89ca0: Class Description/Name Section (with pointers) 91ee0: Spell/Finisher Section a25e0: Battle Formation Data, I believe. More research needed. Ba2e0: Unknown bbf90: Unknown c0ce0: Unknown c1eb0: Unknown c2840: Unknown c31d0: Base Character Stats (things like unique character RT, starting stats, etc.) cb1f0: Unknown cb7f0: Skill Learning/Use Info (things like what class can use what skills, etc.) d48c0: Unknown d6c80: Unknown d8b60: Character Name Section (with pointers) df400: Unknown, extremely short df420: Unknown, extremely short df440: Unknown, short; seems to be a list of pointers df590: Unknown e45d0: Unknown, very short e4610: Unknown, very short e4650: Equipment Name/Descriptions, Objectives, etc.
Lots of text and pointers, HUGE section. 136890: Unknown, very short 136900: Unknown, very short 136980: Unknown 1370a0: Unknown 1378f0: Unknown, very short 1379f0: Unknown, very short 137aa0: Unknown, short 137bf0: Unknown 139600: Unknown, very short 139900: Unknown 13a77a: Death Quotes (with pointers) 13bf50: Spellcasting Invocations (with pointers) 1433c0: Battle Messages (things like 'Stats slightly increased.' ) (with pointers) 143670: Unknown, short; seems to be a list of pointers 143810: Spellcasting Sets (i.e. Which classes use which spells) 147a70: Unknown, very short 147b10: Unknown 147d40: Unknown 147e10: Unknown, end of file I do not have shop data (no debugger), or stuff for graphics/sprites/sounds (not interested in changing that stuff).
BUT, this is also a sign that the /USRDIR has the files for actually running this thing, not the massive DATA.BIN file I was dreading trying to pore through. Hopefully someone else takes interest in modifying this great game, so go into the /USRDIR and have a look around to see what you can dig up. Lombardia 1: 0x0006BC88 in order to use these value's, input '02B4' backwards, like this: b4 02 63 ('63' for item use amount) that'll allow 'Procera' to be cast up to 99 times when choosing it from items.
As you may or may not know, Tactics Ogre: Let Us Cling Together (SNES, PSX) (and its remake for PSP that's FAR superior to WoTL) and the GBA game Tactics Ogre: The Knight of Lodis were made by the same individuals who made FFT, in particular Yasumi Matsuno, Hitoshi Sakimoto, and Masaharu Iwata. There's a forum dedicated to TO and some people over there are in fact interested in modding the game, referenced by the links following: My question is this: Would anyone in particular be up for trying to get our two communities to work together on possibly making hacking tools/mods for Tactics Ogre? I have all three games and I would be willing to extract the files necessary to be examined and looked through; these guys have already figured some things out and a few successful Japanese hacks exist, but they can't seem to get the tools to work or get access to them, since they don't have anyone over there who knows Japanese. I feel like this is a potential gold mound just waiting to be mined, and we could probably find out how to use the Japanese tools in order to create mods for those games just like FFT. Here's a site with a bunch of sprites and tools on it.
As you perhaps knew already, the stuff there appears to be dedicated to hacking the Super Famicom version. The tools seem reasonably robust (aside from the bizarre library dependencies typical of Japanese freeware).
I poked through one of the tools a bit and found a way to (mostly) translate the interface. It's capable of editing items, spells, class features, and some similar things. Surprisingly, it appeared to be sorta compatible with the English translation patch as well. Although it looked like it loaded in some different values to a small handful of fields, so no guarantees there; I'm not super-familiar with the game, so maybe those items really did have different properties set. Another one is capable of exporting and importing character names, portraits, and unit graphics.
Psp Save Game Editor Downloads
Yeah it does seem like it. I've heard the people on there basically saying that those interfaces are untranslatable/unusable. If you've found a way to translate them, that's great! We might be able to start some piecemeal hacks for TO of our own (There's a fully functional hack out there already, but it's entirely in Japanese) The reason it might load different values I think is because of the fact that they had to change alot of space for the translation; they basically ripped the text straight from the PSX version and inserted it into the SNES version. I don't think that the two versions should be inherently different as far as the classes/abilities/weapons etc go. (EDIT: Not to mention they had to shorten a lot of the full text for the English version because of character restraints) If you or anyone else need a reference for what the various things are called, there's a good website for that here. Hex edited the interface to English and translated all of the data columns because those were a little more involved than the rows.
Ralink 2011 802.11 b/g/n WiFi Adapter 2. Synaptics Touchpad Driver WEBCAM: Cyberlink YouCam Software program (plus Driver) WIRELESS/WIFI: Compaq Presario CQ43 WIFI home windows xp Driver There are three drivers suitable with compaq Presario CQ43 mannequin. Cara install windows 7 compaq presario cq43. You oonly want to put in ONE driver base on the specification.
Psp Save Game
The three big tabs (ID-Section, Special Data, Encounter Parameters) proved too hard-coded to translate, unfortunately, but every other major interface thing is in English now. I didn't bother to translate all the item, magic, etc names because that would have taken a very long time. They can easily be edited by putting the right names into the.idn files in the Tactics Ogre folder. (They're just text files that tell the program what names to display for each row.) I translated a few of the item names and some other things to demonstrate how it's done. I edited the properties of the basic dagger and verified that it seems to work perfectly in-game, but let me know if there are any weird bugs. Feel free to re-post this elsewhere if people might find it useful. Well, right now we have a couple of functional (?) editors for the SNES version of Tactics Ogre, they just need translating.
Tactics Ogre Psp Review
The code is all right there for the set; down to the very language files. It would be neat if you could translate that to the PSX code or improve upon the capabilities of the editors we DO have (check the links I posted for their capabilities) if that's at all possible. On the same related note, we could work on creating a FFTPatcher-like editor for the PSP version, if you know how to work with code handling and hooks & translating that into patchable code (I have hundreds of Gameshark like codes for the game).
Comments are closed.
|
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |