FINAL FANTASY TACTICS - The Ivalice Chronicles

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domixo119
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Re: FINAL FANTASY TACTICS - The Ivalice Chronicles

Post by domixo119 »

bbfox wrote: Sun Oct 12, 2025 8:46 pm
domixo119 wrote: Sun Oct 12, 2025 5:20 am

Thank you for the CT! I'm looking to use the Dancer's sprite for one of my generic female characters so that it stays on her even when changing jobs. This CT allows me to do that with most other jobs, so is there any way you can add the dancer sprite as an option as well? Thanks either way!

What value you changed to modify sprite? I did modify sprite myself.

I changed the character ID. No problem changing the sprites, just the generic dancer isn't an option to change it to in the cheat table.


sympatheia
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Re: FINAL FANTASY TACTICS - The Ivalice Chronicles

Post by sympatheia »

bbfox wrote: Mon Oct 13, 2025 8:32 pm

JP exp grow faster = get JP faster.

Maybe I'm not getting it, but it seems to increase the Job Level without giving you more JP to spend on abilities.
That is, Job Level is quantified based on JP, but the JP that contributes to Job Level isn't the JP you spend.


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Re: FINAL FANTASY TACTICS - The Ivalice Chronicles

Post by bbfox »

sympatheia wrote: Mon Oct 13, 2025 9:24 pm
bbfox wrote: Mon Oct 13, 2025 8:32 pm

JP exp grow faster = get JP faster.

Maybe I'm not getting it, but it seems to increase the Job Level without giving you more JP to spend on abilities.
That is, Job Level is quantified based on JP, but the JP that contributes to Job Level isn't the JP you spend.

Hmm.. sorry but I cannot guarantee JP multiplier will be added right now. I completed the game and want to leave it for a while.

I do not provide Job level fields in my table, so I guess you modify Job level in memory.
Change Job level / Character level won't give you anything. From my view, the Job levels are only used to enable new jobs?
System will calculate current JP exp to make job level in correct value. For JP value, it increased when Job level up even the level is behind 8.
So:

  • Edit JP exp won't give you new JP pts, unless character get Job Lv up during battle.
  • Edit JP Lv is not a good idea, JP lv may be based on JP exp value (not confirmed).
  • Edit character's lv won't give any stat up. There should be values in memory but I did not dig them out.

For current table, there is no JP multiplier. I played a while, and the JP grow is tooooo slow. So I decide to make the 8,000 JP pts script not multiplier. You can edit the script to make it to set its value as 800 or 80.


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Re: FINAL FANTASY TACTICS - The Ivalice Chronicles

Post by bbfox »

domixo119 wrote: Mon Oct 13, 2025 8:45 pm

I changed the character ID. No problem changing the sprites, just the generic dancer isn't an option to change it to in the cheat table.

Updated some data. plz check if the sprite can be set.


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Re: FINAL FANTASY TACTICS - The Ivalice Chronicles

Post by pillips88 »

bbfox wrote: Tue Oct 07, 2025 5:12 am

This game code style is very old.

Curious about this. I've heard they actually lost the entire code base and had to reprogram it from scratch. I have a deep tech background myself so I chuckled at it. Not meaning to correct you here, just thought I'd point that out in case it helps the discussion. :)


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Re: FINAL FANTASY TACTICS - The Ivalice Chronicles

Post by bbfox »

pillips88 wrote: Sun Oct 26, 2025 6:47 pm
bbfox wrote: Tue Oct 07, 2025 5:12 am

This game code style is very old.

Curious about this. I've heard they actually lost the entire code base and had to reprogram it from scratch. I have a deep tech background myself so I chuckled at it. Not meaning to correct you here, just thought I'd point that out in case it helps the discussion. :)

(This is a longer article, I use translator)

The "lost code" refers to the original source code for Final Fantasy Tactics, which was lost during the game's original development and localization process. Developers had to essentially rebuild the game from the ground up for the Final Fantasy Tactics: The Ivalice Chronicles remaster, using fan-preserved data and reverse-engineering the original from the final product. -- Gamers Radar

Thanks for the clarification and explanation.
After all, most of what I mentioned is based on my own analysis while dissecting the data.
The term “Old Style” refers to how the data structure was designed — something that’s rarely seen in modern programming.

I mean, who still stores two job levels in a single byte by splitting it into upper and lower 4 bits?
Even bit-switch usage isn’t that common nowadays. The most typical use cases I’ve seen recently are Unreal Engine’s own configuration flags (for example, CanBeDamaged).

It’s quite clear that this game’s development still inherited some old prototype data.
The engine isn’t Unreal Engine or Unity; it’s a custom-built one. Character data and related structures use relatively fixed memory addresses instead of dynamically allocated ones.

Games with relatively fixed memory layouts were quite common in older titles, such as Gust’s Atelier series or Falcom’s The Legend of Heroes series (though they’ve moved away from that approach recently).
Rewriting everything in Unity would probably be cleaner — like what Square Enix did with SaGa Frontier and SaGa Frontier 2 (but they didn't).

Lately, most Square Enix games are either made with Unreal Engine or Unity, but this one clearly uses a proprietary in-house engine.

Personally, I don’t think having such tightly packed data in memory is a good idea for modern games. It might actually waste more CPU cycles just to extract the data. After all, game publishers love to tell players to “just add more RAM,” right?


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Re: FINAL FANTASY TACTICS - The Ivalice Chronicles

Post by simoned »

How do i use the "Browse & set item amount (non-equipped)"? i don't get it.


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Re: FINAL FANTASY TACTICS - The Ivalice Chronicles

Post by bbfox »

script description is self-explanation.
I don't know how to explain this in more detail.
Image


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