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Tactics Ogre Psp Save Game Editor

Tactics Ogre Psp Save Game Editor

Tactics Ogre Psp Save Game Editor. 8/22/2018by admin. As you may or may not know, Tactics Ogre: Let Us Cling Together (SNES. For PSP that's FAR. May 7, 2017 - Edit; Embiggen; Send to Editors; Promote; Share to Kinja; Toggle Conversation tools; Go to permalink. Maybe even Tactics Ogre: Let Us Cling Together. Released exactly fifteen years ago today for the Game Boy Advance. The last boss firth to save Alfonso, meaning that instead of wondering off with.

Sorry if there is a topic for this but the search didn’t bring anything up that I could tell? Next week the remake of Tactics Ogre (originally for the SNES I understand, then remade for the PSOne) drops for PSP owners around NA. It came out last November for JP users, and got incredible reviews (Famitsu gave it 9/9/9/9, I read).

I’m a huuuge fan of FFT and never got into the Tactics Ogre series before, but I’ve been reading up on this one and it sounds like the original developer, who also created FFT, has returned along with the creative mind behind Final Fantasy XII (I’m not even going to try and remember their names) to create this and add new content and expand the story. There are some very cool sounding things going on here, from the ability to turn back time and re-do the last X turns of the game (up to 50) as needed, gorgeous visuals, updated class balance, and some concepts from FFT itself (such as having 3 rounds to rescue a down unit before it dies). Is this on anyone elses radar?

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Idrisz: OH GOD!!! Not the crazy top of cathedral fight again with the double instant kill assassins Actually to expand on that, I read (on forum) that every unit has like three “hearts” and if you don’t revive a unit before the 3 rounds it dies on the battlefield and loses a “heart” but isn’t dead for good until it loses all three hearts? That seems exceptionally forgiving?

I also read that despite all the new tools (2D top down view mode, reversing time, better balance, etc.) the game is actually HARDER than it’s original incarnation. Hopefully it’s still winnable by someone like myself, who enjoys SRPG games but isn’t exactly the BEST at them. Jab2565: From the description of the story it sounds like a remake of the Snes Ogre Battle. I think I’m going to hold off, I still haven’t gotten around to playing the Final Fantasy tactics PsP remake and usually Square Enix games aren’t that hard to find. Ogre Battle and Tactics Ogre are actually two different games set in the same world; Ogre Battle is some weird console pseudo-RTS, while Tactics Ogre is full on strat-RPG. Someone else who knows the games better could probably provide more detail.

Anyone tried this yet? Shmtur: Ogre Battle and Tactics Ogre are actually two different games set in the same world; Ogre Battle is some weird console pseudo-RTS, while Tactics Ogre is full on strat-RPG. Someone else who knows the games better could probably provide more detail. Anyone tried this yet?

Yes, Ogre Battle was all about positioning your party members (and assigning them to teams) and then moving them across a map. Tactics Ogre, OTOH, was the inspiration for Final Fantasy Tactics, so if you’ve played that game, you know what to expect. I played both of these series back in the day and only recently sold my PSX copy of Tactics Ogre.

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:.

Ogre

Class/Abilities. Skill sets. Class opening requirements.

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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.

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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.

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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.

Tactics Ogre Psp Save Game Editor