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Final Fantasy VI is a remarkable game. Ambitious and sprawling for a 1994 Super Nintendo RPG, it’s funny and charming and one of the most open-ended adventures Square has ever made. The Final Fantasy VI released on PC in December isn’t quite that game. It may play the same, and boast the (mostly) improved translation of the GBA port, but it also comes saddled with discordant graphical updates and a UI built for cell phones. But the PC version may end up being remarkable for another reason: its moddability.
Final Fantasy Tactics is a tactical role-playing game developed and published by Squaresoft (later changed to Square and now Square Enix) for the Sony PlayStation video game console. Dec 21, 2013 You guys wanted it, here it is! I didn't mention it in the video but I use PowerISO for extracting out of habit because I'm more familiar with it and I use it for its virtual drive feature. Trivia 1001 Video Games Final Fantasy Tactics appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott. Characters None of the characters in the game have noses. Not even the main characters or the guest appearance from Cloud. [Request] Final Fantasy Tactics A2 Battle Editor tool Discussion in ' NDS - ROM Hacking and Translations ' started by FrozenDragon150, Nov 30, 2015. By FrozenDragon150 Nov 30, 2015 at 8:53 AM 1,528 Views 0 Likes.
Final Fantasy VI’s PC port was definitely not built to be fiddled with. Modders are doing it anyway. And unlike the typical PC port, Final Fantasy VI contains a surprise secret: a pristine copy of the Game Boy Advance ROM buried in its source code.
'Final Fantasy VI is sort of unique compared to the other Final Fantasys on Steam,' said modder Christopher Cooper, who goes by the handle Krisan Thyme online. 'Square actually have a copy of the original Final Fantasy VI inside the Steam release of Final Fantasy VI, and what they do is reference the original copy as a database to pull information such as cutscenes, where sprites are located, how the map is constructed, item stats, AI. It references all the stuff out of the original game, pulls it out, and constructs it in the new engine. It's pretty cool stuff, honestly. From a programming perspective it's a really clever solution to remastering the game, as opposed to remaking everything from the ground up. They just take the data from the old version, and render it out in a supposedly prettier way.'
Modder Jed Lang, who goes by the handle Nyxo, has been leading the charge for VI modding with a tool he calls FFVI_Explore. Lang is the reason modders know about that ROM buried at VI's core. FFVI_Explore, which he released the first version of 12 days after the game hit Steam, was the breakthrough that allowed other modders to start digging into FFVI’s files. Lang’s tool extracts the game’s .obb container into its source files, laying bare sprites and tilesets and music and all the rest to be modified.
FFVI_Explore
“I want to crack the game open and provide the tools for somebody else to do the mods,” Lang told me when we chatted over Skype. “I have a keen interest in the data and how it's structured and abstracting that for the modders so they can get to the modding. I don't want them to have to know the nitty gritty details of where the byte goes and that sort of thing. I don't really have that much of an interest in doing the modding myself.”
Lang is unusual among modders—he has no great ambition to change Final Fantasy VI to meet his own vision, but simply enjoys the challenge of understanding how the game works. By day he works as the lead developer at XGen Studios. In his spare time, he’s improving FFVI_Explore to make it easier for modders to tinker with the game.
Putting the pieces together
Decoding FFVI's .obb container took some work. All of its data was stored as hashes, and Lang needed to uncover the true filenames to be able to extract the files. Digging around the executable, he figured out how the game was converting each file name into a number, then wrote a script to log each file name when the game ran. Playing for a few hours hours netted hundreds of file names, but only when the game called for them. He also googled for the filename list of the Android version of the game, which netted most of the rest. Eventually, Lang had determined 4983 filenames—only three eluded him.
Since his first release of FFVI_Explore, Lang has updated it with what he calls “modding mode,” which extracts all the files from the archive to your hard drive. “It changes the archive into a special format so that, basically, the end result is the game will stop looking for the files in the archive and instead will look for them on your hard drive,” he said. “But I can't realistically expect everybody who wants to play mods to switch their installation into this modding mode. So this is for people making mods. That gets into the last major feature, the patching feature. In modding mode it makes it easy to change a graphic, save the file to your hard drive, and see how it works. You don't have to put it back into the archive and tell FFVI to save the archive.”
Lang said that reassembling the archive can take as long as five minutes on weaker systems; it takes 30 seconds on his speedy PC, but that’s a long time to wait to check out a sprite swap in-game. The modding mode avoids that problem. FFVI_Explore also allows mods to be distributed in two ways: as a stand-alone .fep file that requires users to have FFVI_Explore installed to manually patch their game, or as a self-applying .exe.
“I wanted to make it as easy as possible for anyone who wants to use mods, so I added a feature that lets you create a self-applying patch,” he said. “It actually creates an executable file that has the .fep file inside it. It says where's your FFVI installation and says okay, I'm applying the patch now. You just run this executable.”
As it stands now, FFVI_Explore only allows for replacing files. Modders can use it to completely overwrite the game’s sprites and backgrounds, for example, but they can’t use it to change game logic or rework the functionality of the UI. That degree of modification is more complex than a file explorer can support. But that GBA ROM nestled inside Final Fantasy VI’s port may be key to deeper modifications—even opening the game up to new player-crafted story and gameplay within the Final Fantasy VI engine.
Lang has been working with another modder, who goes by the handle Madsiur, to look into how the PC version of Final Fantasy VI uses that nestled GBA ROM. Madsiur is actually a console modder, with less experience on the PC but years of experience specifically modding the SNES and GBA versions of FFVI.
HEx editing ffVI
Top: the main.obb file. Bottom: a template applied to the file to interpret it.
“So far from what we've seen, the ROM file is basically being used as a superdatabase,” Lang said. “All of the relationships between items and characters and maps, all of that actual data of the game, the executable just reads the data from the ROM file and applies it to its new graphics. That guarantees the integrity of the data. You're never going to have human error where you put the wrong item in a chest or something like that. You're using the exact same data as the GBA version.”
Once they’ve fully mapped out how the PC game interacts with the ROM file, Lang hopes to write an editor to do the same thing. Madsiur has already written just such a tool for the GBA version of VI. And that’s when modding will get really exciting.
“We can change what items are in a chest, where a chest is, make a new layout for a map. Things that aren't just graphics, just audio. To that point, some of the data read from that ROM--what they call event code, the way the game handles ‘cutscenes’ sort of, where the characters walk somewhere and talk to someone--all of that is handled through this event system. It looks like that is being read verbatim from the ROM. With that in mind we could write an editor for that. So players could theoretically write their own cutscenes.”
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That breakthrough is hopefully on the horizon, and it’ll be a great day for Final Fantasy modders. But for most players, it’s safe to say interest in Final Fantasy VI modding lies with nostalgia, not a fan-made Final Fantasy VI-2. There are already a few graphics restoration projects underway for that very purpose.
Final Fantasy VI mods in action
If there’s one mod that nearly every Final Fantasy fan will be glad to see, it’s Saftle’s FFVI with original sprites. This project is far from finished, but modder Saftle has spent the past few weeks replacing the new sprites with their originals up through Figaro Castle. The sprites do noticeably stand out against the new high resolution backgrounds, but for anyone who’s played Final Fantasy VI before, they just feel right.
Here’s a video of Saftle’s mod in progress.
Some purists may also be happy to see a sprite mod that changes the Siren and Goddess espers to look like the original Japanese versions, which were altered for modern releases. Another modifies the new male character sprites to make their chests flatter, less puffed out. Both of those, along with the rest of the FFVI mods created so far, can be found in this collection in the Steam community.
Christopher Cooper deserves much of the credit for the well-organized Final Fantasy mod scene on PC. He established the FF-Modding community when he began modding Final Fantasy XIII-2 in late 2014. Each game has its own sub-forum, and for most of them Cooper or Saftle compiled a list of the available mods like the Final Fantasy VI one above.
He’s also released quite a few mods himself, though none for Final Fantasy VI yet. When XIII-2 was released, Cooper set out to make more monsters playable in the game. There wasn’t much community interest in modding the XIII games, but with VI, things seem to be on an upswing. It already has the most popular forum within the mod community, a month after release. And the mods are already pouring in.
While Lang was in the early stages of development on FFVI_Explore, he was sidetracked by the ugly bilinear filter used on the new sprites. It took him a couple hours to find every instance in the executable that referenced the filter and set it to ‘off’ instead of ‘on.’ Its release marked the first significant Final Fantasy VI mod. Shortly after, Cooper ported the same filter removal over to Final Fantasy V.
'It really didn't take more than like, 10 minutes to tell you the truth,' Cooper said. 'The engines are practically the same. I had looked into it before, but it's a little difficult to find every instance of the filtering inside the engine. Fortunately Nyxo, he's a beast for these types of things. So I looked at that and said oh, I know what to do now.'
Lang is still chipping away at two filetypes in FFVI that he needs to fully understand before his tool will be able to extract them: audio .akb files and graphic .flb files. He’s working to make the .akb wrapper extractable so that modders can get to the familiar file format inside it—ogg vorbis—and modify it. Once FFVI_Explore can handle those files, we’ll start to see even more graphics and audio files modded into the game. The most ambitious project currently is a full-on respritening by modder pluckylump, who wants to recreate the characters to more closely resemble Yoshitaka Amano’s original concept art and character portraits. His first efforts look great, but drawing the entire game in Amano’s style could take years.
It's easy to be impatient when promising mods are in development, and easy to forget that modders are ultimately in it for fun, not money. Cooper, who's watched his community grow to more than 1800 members in the past six months, couldn't seem more pleased.
'Since I've started modding these games I've just had a blast talking to the community, hearing their ideas, testing out different things,' he said. 'It's been some of the most fun I've had modding in ages. I've had greater motivation to keep going than I ever have before as well. Most of my projects are pretty short-lived, but this is one that just keeps going and flourishing.. VI only just came out and the modding tools have only started to get rolling. It's still a little early, but I think it's pretty obvious that the interest is there.'
This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for Final Fantasy Tactics: The War of The Lions for PlayStation Portable. If you've discovered a cheat you'd like to add to the page, or have a correction, please click EDIT and add it.
Rare Item Harvesting[edit]
Equip the skill 'Tame' to a character then tame any class of monster and roam around the world map until you get monster eggs to hatch into the highest class of that monster then bring it and anyone who has the ability 'Poach' into battle and poach the monster. Its best to save right before the poaching battle so you can load afterward if you did not get the item you were looking for. Ex. Tame a 'Trent' and hatch them until you get 'Elder Trent' then save and poach then check to see if you get the Knight Sword 'Defender' or the more common 'Guardian Bracelet.' This trick can be done with any monster except for Ultima Demons.
Submitted by: Mrfrankenbone
Rare Items[edit]
You can get many items by poaching many different monsters. Sometimes you may get rare items that you will not be able to purchase in the Outfitter's.
- Holy Mace - poach a Sekhret
- Cachusha - poach a Pig
- Dragon's Whisker - poach a Red Dragon
- Cherche - poach a Behemoth King
- Zwill Straightblade - poach a Vampire Cat
- Elixir - poach a Red Chocobo
- Omnilex - poach a Great Malboro
The Birthday of Agrias[edit]
To trigger this extra event, have the following requirements fulfilled.
- Alicia and Lavian must still be in your party, as well as Agrias and Mustadio.
- You must have at least 500,000 funds available to you.
- You must be at the beginning of the chapter four. It may work after this, but that’s the minimum advancement you have to have had achieved through the game.
<p>If all of the above is true for you, head to a town where you can advance to another town without triggering a random encounter. Go back and forth between the two locations you’ve chosen until the date is Cancer 1, which is Agrias’ birthday. If you’re in a town on Cancer 1, a triggered event will occur where Mustadio will give Agrias a present. It’s called the Tynar Rouge, and it’s a powerful item indeed!
Ultima For Ramza[edit]
Here’s a great way to acquire the Ultima spell for use by Ramza. Have Ramza in the battle at Limberry Castle and make sure he’s a Squire (no other class). With some luck during the first or second battles there, Ceilia or Ledw will cast Ultima on Ramza. As long as Ramza is a Squire when this happens, he’ll learn Ultima as a Squire skill which can then be reproduced at will.
Find Cloud's Materia Blade[edit]
A weapon called Cloud’s Materia Blade can be found at Mount Bervenia. When you head there to battle, send any character in your party equipped with the Treasure Hunter skill to the highest peak on the stage. When you head there, you’ll receive the blade you seek.
Second Battle at Lionel Castle[edit]
To unlock a second battle at Lionel Castle, you must have Beowulf and Human Reis in your active party. When you return to Lionel Castle, a cutscene will play. Aliste Rosenheim will appear and kidnap Reis. Then, the battle will ensue. Win this battle, fight Celebrent Bredmondt, and you will get Reis back after you're victorious. (unverified)
Tricking Doom[edit]
Doom can be a pesky spell, since it gives you three turns to win the battle before you're automatically killed (even less time if you have the misfortune of having something like Haste cast on you at the same time). If you want some tips on how to stay alive with Doom, try the following:
- 1.) Cast Slow on the character afflicted with Doom. It will slow the Doom Count down.
- 2.) Cast Stop on the character afflicted with Doom. It will temporarily stop the Doom Count.
- 3.) Use Induration (a Mystic Art) to turn the character afflicted with Doom to stone. This 'heals' Doom, though the character will be encased in stone until you heal him or her.
Secret Characters[edit]
Here's a list of unlockable characters in Final Fantasy Tactics. Keep in mind that each character is acquired in the fourth chapter, and that you must have Mustadio in your party for each character to appear. Otherwise, you won't have the opportunity to recruit any characters.
Final Fantasy Tactics Sprite Editor
Balthier - After you see the cutscene during chapter four at Bervenia, read the rumors at the pub in Gollund. From there, travel to Dorter, and do the same thing you did in Gollund. When you leave Dorter from there, you'll automatically engage in a battle. If you're victorious, Balthier will join the party permanently. (Submitted by Leo)
Beowulf - Read the rumors at Goland, and then head to Lesalia. There, you will find Beowulf, and can agree to accompany him to Goland. After a series of plot battles, he joins the party.
Biblos - After clearing all ten levels of the Deep Dungeon, this character will become available for recruitment.
Cloud - After returning Reis to human form, go to Goug. Cloud (of Final Fantasy VII fame) will run off to Zarghidas. After clearing Igros, go to Zargidas and win the fight to recruit this character.
Construct 8 - After rescuing Reis from Goland, return to Goug. Worker 8 joins the party after a cutscene.
Dragon Reis - Go with Beowulf through Goland Coal City. Reis is rescued during the final battle in the series, and will join the party thereafter.
Human Reis - First, read the rumors at Zeltennia, and then buy a flower in Zarghidas. From there, return to Goug. This unlocks a battle in Zeltennia, where Reis takes human form at the fight's conclusion.
Skill Crystal Glitch[edit]
Here's an interesting glitch. When you kill an enemy (or when an ally falls), they turn into a Crystal after three full turns. You can then pick up the crystal, which will usually result in a restoration of HP and MP for the character who grabbed it. Sometimes, however, skills and abilities can be learned from the Crystal. If this happens and there are multiple options, always choose the last skill listed. Your character will then learn all of the skills and abilities listed, not just the one you selected.
Kill the Undead[edit]
If you're having difficulty defeating undead monsters, or simply want an easier way to eliminate them, try using healing spells and items on them. Instead of healing them or helping them out, these items will actually damage them. Potions, Phoenix Downs, and healing spells like Cura will damage these foes, so give it a try!
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Monk Experience and JP[edit]
Here's another great way to level-up easily. Have a party of five, with one of your characters playing as a Monk. Have that character learn the skill Chakra. Then, take them to a map where a 'plus sign-shaped' area can be found. Have your five players stand in this area, with the Monk in the middle. Then, simply have them attack each other, using the Monk's Chakra ability to heal everyone each round. This will rack up some easy JP and experience points if you have some patience.
Focus Farming[edit]
If you have the Squire ability Focus, you can get experience and JP even if you're unable to attack during any round. Learning Focus and giving it to characters, even non-Squires, is a great way to utilize each and every round of combat in a productive manner. If you have nothing to attack, are out of range, or whatever, using something like Focus will still give you JP and experience points each round.
Experience With Toad[edit]
If you have a Black Mage, have him or her learn the spell Toad. Then, transform all of the enemies on the field into toads. Kill any enemies that aren't able to be turned. Then, you can attack and heal your own party to build experience and JP for as long as you want with no threat from the enemies. When you're done, you can then kill the toads for an easy victory.
Addition by Verdeni:
You can actually turn everyone into Toads using your Black Mage (or whomever), killing anyone who can't be turned. Then, use the AI mode to let the battle progress, pressing the Triangle button every so often so that the PSP won't fall asleep. When you do this, the Toads will attack and do their functions without you having to participate (like the Lete River in Final Fantasy VI). You can easily get ten or fifteen levels per character in a single battle. Give it a try!
Job List[edit]
Below are a list of all of the base jobs in the game, and how to unlock any given character's ability to use said job.
- Archer - Squire (Lv. 2)
- Arithmetician - Black Mage (Lv. 5), Mystic (Lv. 4), Time Mage (Lv. 4), White Mage (Lv. 5)
- Bard* - Orator (Lv. 5), Summoner (Lv. 5)
- Black Mage - Chemist (Lv. 2)
- Dancer** - Dragoon (Lv. 5), Geomancer (Lv. 5)
- Dragoon - Thief (Lv. 4)
- Geomancer - Monk (Lv. 4)
- Knight - Squire (Lv. 2)
- Mime - Chemist (Lv. 8), Dragoon (Lv. 5), Geomancer (Lv. 5), Orator (Lv. 5), Squire (Lv. 8), Summoner (Lv. 5)
- Monk - Knight (Lv. 3)
- Mystic - White Mage (Lv. 3)
- Ninja - Archer (Lv. 4), Geomancer (Lv. 2), Thief (Lv. 5)
- Orator - Mystic (Lv. 3)
- Samurai - Dragoon (Lv. 2), Knight (Lv. 4), Monk (Lv. 5)
- Summoner - Time Mage (Lv. 3)
- Thief - Archer (Lv. 3)
- Time Mage - Black Mage (Lv. 3)
- White Mage - Chemist (Lv. 2)
* - Only males can be Bards.
** - Only females can be Dancers.
Final Fantasy Tactics For Pc
Dark Knight[edit]
Unlocking one of the two new job classes in the PSP version of Final Fantasy Tactics is a bit of a chore. The Dark Knight has many pre-requisites to unlock, but once that's done, you'll have a powerful job on your hands.
To unlock the Dark Knight class, you must completely master the Knight and Black Mage classes - that is, learn each of their skills. Also, achieve the eighth level with the Dragoon, Geomancer, Ninja, and Samurai jobs. You must also must have killed twenty enemies in battle to the point that the enemy disappears from the battlefield (three rounds).
Onion Knight[edit]
Final Fantasy Tactics Advance Sprite Editor
To unlock the Onion Knight as an option for any given character, that character must be a level six Chemist and a level six Squire.
New Jobs[edit]
There are two new jobs in this release of the game that weren't in the original PSX release - Onion Knight and Dark Knight.
Friendly Fire[edit]
Final Fantasy Tactics Walkthrough
During random battles (not story-driven battles), getting experience and JP are vital to the growth of your characters. Since enemies in random battles can almost always be handled rather easily by your party (as they grow with the strength of your party), you can eliminate all but one member of the enemy party rather easily. Leaving that enemy alive, you should then have your characters attack one another, healing with Chemist skills and White Magic if you can, until you can no longer survive without killing off your party. Then, go after the final enemy and eliminate it to finish the battle. By doing this, you can create experience and JP you wouldn't have gotten in the battle otherwise, lessening the amount of random battles you'll have to fight to build your characters' levels.
Friendly Fire & Chocobo[edit]
If you have a Chocobo in your party, you'll no doubt know that they have Choco Cure, a useful skill that can be used over and over again. Choco Cure restores some of the Chocobo's HP, as well as characters in front of it, behind it, and to the left and right of it. If you try executing the hint entitled 'Friendly Fire', having a Chocobo in your party to heal characters grouped together each round will allow you to survive the fight even longer, building experience and JP levels even higher.
Final Fantasy Tactics War Of The Lions Sprite Editor
JP Boost[edit]
Final Fantasy Tactics Sprite
Although it's tempting to immediately branch out from the Squire job, stay with the job until you earn enough JP to purchase the JP Boost skill. With this equipped on any other job, JP earned in battle will be increased significantly, allowing you to acquire skills for other jobs more rapidly than you otherwise would have been able to.