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1
FF9 Gameplay Releases / Re: Final Fantasy IX Battle UI Fix
« on: 2018-06-19 11:50:06 »
why do u refuse to mention my name anywhere on credits? thats what we all wanna know. u clearly admitted to stealing the base code from my stream??

w/e once a thief always a thief. your 100% on ur own now when it comes to modding. cuz me and tril wont help u anymore

2
FF9 Gameplay Releases / Re: Final Fantasy IX Battle UI Fix
« on: 2018-06-19 07:58:47 »
that second part of his code was based on mine. and used it to apply it all other menus. 1st part is his, but the vector scaling was mine, it was mine cuz i tweaked the code that alrdy existed. old code would rescale menu repeatly mine does not.

my patches i made can also be re-applied to vanilla game also i chose not to

but its fine tho, i made several more fixes that no one has been able to fix so far, and i do live stream it every night.

3
FF9 Gameplay Releases / Re: Final Fantasy IX Battle UI Fix
« on: 2018-06-18 22:29:49 »
dont come here releasing stuff that aint yours and not giving credits.

4
Version 3: "6-24-18"
https://drive.google.com/file/d/1u6hy-LRbuUb1anNfqKAS6bOfv22IY1bx/view?usp=sharing

Requirements:
Memoria Engine installed.

Install Simply drag and drop and replace all. Make back ups of data 2 and 7 files/folder if u wish to revert to old game.

Features:
Forced level 1 ascept until you grind to 1 million exp.
Str/Mag capped at 250, Hp capped at 30k refer to perfect stats guide to achive these
Many hidden SUPER items and bosses
All bosses from disc 3 onwards have over 65k HP with nectron having most
Full 60 fps menus and battles, 30 fps on world map and fields
Fixed minimap/chocobo UI on world maps
High Battle rates

Patch Notes:
V3:
Thanks to Tirlititi for fixing monster HP scripts
All bosses with break HP is now fixed
Once mist spawns on world map on disc 4 all monsters immune to all status/death and cant flee
All battles in memoria cant flee or death
All Crystal Bosses are full on bosses with 250k hp
Fixed freya's ultimate weapon
V2:
*Fixed stat caps on leveling bonuses
*Boosted ultimate weapons damages
*Fixed land worm battles

5
FF9 Gameplay Releases / Re: Final Fantasy IX Battle UI Fix
« on: 2018-06-18 19:05:57 »
yea that shrink was thanks to me BOY, even have it on live stream when i designed it too.
https://www.twitch.tv/videos/273348101 time split at 1h54m mins give credits or be banned up to u, it even shows u in chat on me teaching you

6
hey Tirlititi when modding field scripts where do they save on pc? in csharp or one of the data files?

7
sry for the bump but how can i change the battle formations camera angles cuz when i even open window i get array index out of bounds error

heres the error log
https://pastebin.com/zssZ1s3J

8
dont wanna sound like a d*ck but, whats point of this. when i use the editors and save they revert back to default sizes.

9
this is newb to ask this but how do u add a party member lol, im trying to re-add aeirth after cloud says LETS GO but its not working when adding/creating her.

10
this thread is prob old but has anyone been able to ever open ff7 or shop file itself on windows 10?

11
few issues ive found:

*cant change drop rate of items
*when modding monsters stats some battle formations get bugged out happens to random battles
-for example i modded icicles on cliffs in disc 2 and now battle seems to spawn random monsters

12
when i mod the kernel.bin from PSX bin files the tool saves the files in different sizes and when i re import it game doesnt load

13
FF8 Tools / Re: [FF8PC/PSX] Field editor - Deling (0.9.1b)
« on: 2017-11-03 20:46:35 »
can this tool actually edit anything? cuz i cant find any field bin files on pc ff8 and psx iso are read-only. if someone has a CLEAN field bin that loads with this can someone pm me a link pls

btw i was looking around and old ff8 cannot be obtainable anymore. soo any updates to these tools or place dl each file aka field.fs or field.bin?

ive looked around and there is no guide on how to use this tool or obtain the files needed....

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EDIT

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Tirlititi u need to fix the psx limition u set it too low for item helps, if u dump clean items table and reimport it its flagged for not enough room to apply item texts

so now i went thru and deleted ALL item/key item text from patch and it loads up empty but in game all the key items still have random bits of text.

i think the editor might be bugged out really bad.... wish there was an ezer way to talk to you

16
i used a timer to tell how many counters i used per 50k hp

heres an example of what i did:

under INIT where all variables are assgined i added these at the end
    set VAR_LocUInt8_80 = 5
    ChangeTimerTime(VAR_LocUInt8_60 * 60) 1 counter per 1 min since we can use upto 99 counters
    ShowTimer( 1 )

under loop or counter i did this

    if ( #( SV_FunctionEnemy[HP] <=$ 10000 ) ) {
        if ( VAR_LocUInt8_80 > 0 ) {
            set VAR_LocUInt8_80--
            ChangeTimerTime(VAR_LocUInt8_60 * 60) 1 counter per 1 min since we can use upto 99 counters
            set SV_FunctionEnemy[HP] =$ FirstOf(SV_FunctionEnemy[MAX_HP])
        } else {
             if ( #( SV_FunctionEnemy[HP] ==$ 0 ) ) {
                  ShowTimer( 0 ) 1=true:0=false
             }
        }
    }



i use a substract system so u know when timer is at 0:00 u know hes on his last life
with it ending every battle at 0 u dont have to reset it back to 0 every battle u can simply re-use it. dont use VAR_LocUInt8_60 cuz this controls number of frogs in game

only thing i wanna learn is how to ID attacks so i can add special attacks when a life is consumed



17
ok i found out dont use var int8_60 its being used for frog counts use int8_80 its not used at all in game

18
heres a video of a nasty script bug i found in your editor causing my bosses to have infinite HP

https://www.twitch.tv/videos/146000744

quick sum up:
when i put this in:
    if ( #( SV_FunctionEnemy[HP] <=$ 10000 ) && ( VAR_LocUInt8_60 <= 5 ) ) {
        set VAR_LocUInt8_60++
        set SV_FunctionEnemy[HP] =$ FirstOf(SV_FunctionEnemy[MAX_HP])
    }

it reverts to this bugged version:
    if ( #( ( SV_FunctionEnemy[HP] <=$ 10000 ) && ( VAR_LocUInt8_60 <= 5 ) ) ) {
        set VAR_LocUInt8_60++
        set SV_FunctionEnemy[HP] =$ FirstOf(SV_FunctionEnemy[MAX_HP])
    }

19
its not changing stats its changing the scripts adding few lines for hp system. and its on the psx version not on steam one

20
Tirlititi found a bug with the editor for psx version. u have no limits on scripts so when u add too many lines in ff9 it breaks other scripts. like i made some mobs unkillable cuz of this.

21
EDIT: learned everything i needed to know

22
also im really stuck on this bug. ozma works perfectly fine on disc 4 but same battle and scripts on disc 3 cause ozma not to appear in battle at all....

23
hey Tirlititi i saw a video of someone showing off ultima doing multiple rounds of 9999s im wandering how can i do this LOL

24
hey Tirlititi whats max value of a variable in a script like ur HP life counter. how many "lives" can a boss have lol

25
u sir thanks soo dam much for that script. i did some tweaks of my own and my god its amazing lol

i have found that it cant be applied to all bosses tho sadly but ones i needed were able to do so

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