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Messages - ginja_ninja

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Yes, I assume most people already have an .iso patched with the translation so it would be smart to work from that. Wonder how the files are structured it being a non-localized Japanese game and how much that would complicate things for people who only speak English to understand.

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One of the big things that bugs me about IZJS is the fact that it's a job system in name only. In truth, you just pick a class at the start of the game and are stuck with it. It's the complete antithesis of the system from V and the Tactics series. You only ever even get to use half of the jobs on the board per playthrough.

The job system is supposed to be about the ability to freely switch between classes and then carry over abilities learned on one class to another. My dream version of FFXII would be the 12 Zodiac boards, but have characters able to swap which one's active for them at any time and then only earn LP for that active board. Then have it so they can pick one other board to also have all the licenses they've bought for it active at the same time! This would create a really interesting way of designing hybrid classes and switching roles for battles while still limiting characters from being able to access all licenses at once.

Of course, that could never happen without a total remake of the game by Square. It's far too complex to reasonably believe you'd be able to mod in.

Something I'm more interested in here though would be an ostensibly simpler alternative: What if you allowed each character to pick TWO job boards instead of one? This seems like it could be hacked in much more easily, and it's the perfect fit for all 6 characters to use all 12 jobs! You get all the benefits of dual-classing like in a real job system!

Currently the only way to really accomplish this is just by activating the licenses yourself in the save editor. It'd be really cool if it were possible to somehow increase the value on number of times each character is eligible select a job in-game though and make it an official mod/hack.

What do you guys think about this? Has anyone ever tried it? Anyone interested in helping figure it out? Tools you guys could point me to that can unpack/decode game files from the .iso? Do you think a hex searcher like CheatEngine could possibly turn up a value? I'd love to find some more people who love the game and are interested in helping to make this happen.

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Newcomer's Board / Re: Removing character portraits in FFV (GBA)
« on: March 20, 2014, 08:17:51 pm »
Damn mziab, that is pretty much exactly what I wanted to accomplish! You rock! I am playing through the early game in VBA right now and everything seems to work great. I imagine it would require a lot more work to realign all the text to the entire window, and personally I wasn't even planning on attempting it. In any case certainly don't feel like you're obligated to have to do that, I came here just looking for a few pointers and you went above and beyond and basically realized my idea for me. Thanks so much. I have been wanting to do another playthrough of the game for a while so I would gladly make sure everything still worked properly at the later points in the game. Honestly I can't imagine any complications arising from just getting rid of the portraits though, I think you should publish your patch here for anyone else who might be interested to download in the future.

Thank you for linking all of those resources as well, FAST6191. Maybe I will play around with them and see if I can figure out how to recreate the effect just for my own knowledge. You guys have a really helpful community here, I can't thank you enough.

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Newcomer's Board / Removing character portraits in FFV (GBA)
« on: March 19, 2014, 08:27:46 pm »
I'm completely new to rom hacking and figured this would be a relatively simple first project. I've always played the SNES version of FFV mainly because of how horrible all the character portraits in the GBA version look. I'd like to be able to just completely get rid of all of them, both in the dialogue boxes and the character menus.

I've viewed some tutorials and done some searches on graphics editing, but there appears to be a lot of conflicting information on what the best programs to use are. I've downloaded 4 or 5 different ones and loaded up the ROM in them, but none of the tiles appear to be discernable and are just a random jumble of pixels. I'm not sure if there's a specific program that works best for GBA games (I only bothered to download ones that explicitly mentioned GBA compatibility in the descriptions), but I'd welcome any recommendations from people who have experience with stuff like this.

I tried using VBA's built-in tile viewer functionality on a screen with a dialogue box open in the game's intro. Here's a screenshot I took: http://i.imgur.com/ql50BrA.png

I believe the tiles used for the character portrait are the ones I put a red box around. The last "char base" option is the only one that produced visible representations of the sprites. Some questions: I clicked on one of the tiles in the box there, is the "address" of 06014480 going to be a way to consistently find that tile when loading the ROM up in a graphics editor? Or is it only linked to the tile in that specific frame? Also, what I would like to do is change it so just the blank blue window is shown where the portrait used to be. To accomplish this, would I just change each pixel to the same color as the background to simulate transparency? I'm not sure why it's green or if it would turn up green when properly loaded into an editor, but would using that color to paint over the portrait tiles effectively make it an invisible layer?

Sorry if this is really basic stuff, but I'm pretty lost trying to get the tilesets properly loaded and am wondering if the FFV US ROM maybe doesn't play as nice with the editors available here as some other games do. Any advice on methods to use or even just pointing me towards more relevant tutorials would be greatly appreciated.

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