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Messages - Austin

1
The Lion War / Re: FFT - The Lion War
July 16, 2019, 03:52:46 pm
I wanted to ask about the sound novels that were reenabled by the FFT:Complete team that you managed to get translated. One of them (Nanai's Histories?) crashes the game when you try to read it, so I wanted to see if either:

A - You could tell me how to disable the 4 sound novels again, or if there is something that can be changed in FFTactext to fix the one sound novel that is crashing so that it doesn't crash the game that would be good enough too I suppose.

B - You'd be willing to let me include the translations for the 3 sound novels that you've worked on in my hack as well (giving credit where credit is due of course), and let me know if there's a way to disable the other one or change something in FFTactext to fix it if it's the one that is crashing.

Obviously I'd love to be able to include the translated sound novels in my hack as well, but I can certainly understand if you aren't ok with that after having put in so much work. In the end, I really just want a way to do something about that one that is crashing the game since it would suck pretty hard if someone went and grinded out propositions for a couple of hours then tried to read that sound novel and ended up losing all their progress.

Thanks!
2
PSX FFT Hacking / Re: ASM Requests
August 02, 2015, 02:25:02 pm
Hi folks, I've put up a little hack on romhacking ( http://www.romhacking.net/hacks/2509/ ) and i'm trying to include some stuff that gets rid of some of the more irritating aspects of fft. I'm going to update it soon with one of Razele's asm hacks so that the rare poach % will be doubled from ~12% to ~24% and I wanted to see if anyone would be willing to take a look at one FFMaster's hacks that affects the draw out katana break percentage:



BATTLE.BIN
0x120984
XX000524

This sets all Katana to XX% break when a Draw Out is used. 00 for 0% break chance, 64 for 100% break chance. A lot of people have been waiting for this one =p
NOTE: If you set a formula other than the Draw Out ones, the Katana will still break at 100% chance!



I wanted to set this to 0% and remove the katana breaking feature from the game entirely so that people don't have to deal with their ultra rare legendary folded 12000 times katana breaking like a toothpick the first time they try to use it in a battle, but it doesn't seem to work as it's supposed to. AFAIK katana break chance is tied to the weapon power of the katana, so to test I set all the katanas to 99WP and applied the hack with the new % set to 00 of course. It seems to do something since the katanas don't always break automatically, but sometimes the katana does break and when it does the game doesn't give the "XX was blown away!" or whatever break message, the katana just flat out disappears from the inventory.

So if anybody with the knowhow would be willing to look into this I'd certainly appreciate it, and you'd obviously be given credit over on the romhacking page if you happen to come up with a fix.

Thanks!
3
The most recent one I know of by FFmaster works unless you only have 1 katana I think, then it would still break it without telling you. This is pretty much the last thing I want for my hack so I was wondering if anyone had gotten around to it.
4
I'm having some trouble with the katana break chance constant hack. I set the XX to 00, but all it looks like it did was get rid of the message telling you the katana broke. When I check my inventory I still have katanas come up missing pretty regularly, I guess about as often as they would before. Anyone else having the same problem?
5
I'm using your inherent rsm hack right now and I noticed a (really) minor inconsistency. With vanilla's inherent abilities like item throw on chemist if you have item throw equipped and swap your job over to chemist, the game automatically unequips item throw. With any of the ones you do using this they'll stay equipped though. Figured I might as well let you know since I'm using it lol.

Thanks for working on these btw, I'm using a few of your other asms and they all work great.
6
Alright, I just tried this one out and for whatever reason it looks like everything's working right. After using this patch I could only get certain abilities to go off like you too, brave up, caution, and dragon spirit I think all activated and worked like they were supposed to. I couldn't get regenerator to go off though despite it being one of the ones that did when I tried it before.

Either way if it's working there's no point worrying about it lol, it may have been something on my end that was messing it up. I am playing on the psxfin emulator if you still wanted to know though. Thanks for the help dude.  :P
7
Alright, I'm back again from my most recent hiatus and trying this out again. It's still giving me the same problems as before, if you make the knight stat break skills elemental and hit something that cancels that element and has a reaction ability that targets itself it will always miss.

So I'm testing this by making squires cancel dark then hitting them with dark element break skills. The skill will miss like it's supposed to, but if the squire has any reaction ability like a/ma save, dragon spirit, etc. and it activates afterwards it'll always miss.

Also I tried using a dark element life drain on them and it had a wonky effect. If the attack succeeded (even though it always shows 0%) then the person that casted it got healed for the hp they would have gotten from the drain even though it would still miss on the squire. Basically it would work like normal except it didn't take any hp from the squire since it "missed".

Thanks again for trying to get this working, maybe it'll get there eventually.
8
Quote from: Glain on February 21, 2012, 09:52:15 pm
All right... now I've got a patch that seems pretty good.

Strengthen/absorb/half/weak/cancel should all work and reactions shouldn't take the wrong element. Oil should also work (Fire damage is * 2). I don't modify XA for any of this stuff either; it all just straight-up modifies HP damage, so for example, strengthen is trunc((damage) * (5/4)) instead of trunc(XA*5/4)*Y. Since the truncation comes at the end, the math should be more accurate. I'm even making an attempt to round the division at the end in the case of strengthen.

e.g. Normally XA=6, WP=8 damage with strengthen on the caster and half on the target
Original FFT: 6 * (5/4) = 7 (truncated); 7 * 8 = 56; 56 / 2 = 28
This patch/Real math: 6*8=48; half=24; strengthen=24*(5/4) = 30

Anyhow, here it is.


  <Patch name="All formulas apply elemental">
    <Description>All formulas apply elemental</Description>
    <Location file="BATTLE_BIN" offset="1249F0">
      FE1B0608
    </Location>
    <Location file="BATTLE_BIN" offset="11FFE0">
      00000000
    </Location>
    <Location file="BATTLE_BIN" offset="121794">
      00000000
    </Location>
    <Location file="BATTLE_BIN" offset="121E2C">
      00000000
    </Location>
    <Location file="BATTLE_BIN" offset="122D20">
      00000000
    </Location>
    <Location file="BATTLE_BIN" offset="12361C">
      00000000
    </Location>
    <Location file="BATTLE_BIN" offset="F5C78">
      00000000
    </Location>
    <Location file="BATTLE_BIN" offset="11DF1C">
      1980083C
      902D098D
      8C2D0A8D
      04002B95
      00000000
      43580B00
      04002BA5
      06004BA5
      00000000
      00000000
      00000000
    </Location>
    <Location file="BATTLE_BIN" offset="11DF64">   
      1980083C               
      902D098D
      8C2D0A8D
      10002395
      04002485
      00086334
      40200400
      100023A5
      040024A5
      060044A5
    </Location>
    <Location file="BATTLE_BIN" offset="120010">
      4C73050C
      00000000
    </Location>
    <Location file="BATTLE_BIN" offset="F5D30">
      1980083C
      F3380995
      F7381091
      04390C91
      D6380D91
      04200A34
      24582A01
      05006A11
      00000000
      0300A011
      00000000
      5A730508
      00000000
      25800C02
      043900A1
      0800E003
      F73800A1
    </Location>
    <Location file="BATTLE_BIN" offset="11DEB8">
      1980033C
      902D638C
      6873050C
      00000000
    </Location>
    <Location file="BATTLE_BIN" offset="F5DA0">
      1980083C
      902D0E8D
      8C2D098D
      40000F34
      80000A34
      0400CD95
      06002B95
      0400C0A5
      2500CFA1
      0600CDA5
      060020A5
      25002AA5
      0800E003
      04002BA5
    </Location>
    <Location file="BATTLE_BIN" offset="11DF50">
      8073050C
    </Location>
    <Location file="BATTLE_BIN" offset="F5E00">
      1980083C
      942D0E8D
      902D098D
      7100CE91
      8C2D0C8D
      2470C501
      0800C011
      04002A95
      05000B34
      18004B01
      12680000
      0200AD21
      83680D00
      04002DA5
      06008DA5
      0800E003
      00000000
    </Location>
    <Location file="BATTLE_BIN" offset="12002C">
      1980033C
      902D638C
      00000000
      04006284
      00000000
      40100200
      040062A4
      22006290
      00000000
    </Location>
    <Location file="BATTLE_BIN" offset="1200FC">
      0800E003
      00000000
    </Location>
    <Location file="BATTLE_BIN" offset="11EFA4">
      0800E003
      00000000
    </Location>
    <Location file="BATTLE_BIN" offset="120060">
      00000000
      25008890
      00000000
      08000835
      250088A0
    </Location>
  </Patch>





Awesome! I'm gonna be trying this out real soon. & you're saying this fixes oil in addition to the other stuff right(so I can get rid of the other asm for that)?
9
Dunno, it's not just sunken state though. Any kind of reaction that would activate on the person being hit would miss. Not that I tried every single one, but I imagine that's the case from the few I did try.
10
Just tried testing this really fast, I made the knight break skills dark elemental and made my chemists immune to dark. It looks like it works mostly, you get a 00% hit chance and the chemists always dodge the attacks. However, when it would activate their reaction ability afterwards it would always miss. Like they could have sunken state and go to activate it, but it would say it missed and they wouldn't turn invisible.
11
PSX FFT Hacking / Re: The little asm hacking reference
February 03, 2012, 10:16:31 am
Just what I needed, thanks man. So... about that making ??? monsters immune to attacks thing. Is that something I could manage to do?

Edit: Just noticed a more serious bug with the stat gain/break cap hack. If you use a brave increasing/decreasing skill (and it's probably the same for faith) on someone their max hp will glitch out and decrease from the few times I tried it. So they can start with 150/300 and get hit with the skill and have 150/30 or something. Screws things up pretty bad obviously, took me forever to notice since I removed permanent brave/faith alteration from my game and don't use the respective skills very often now.
12
PSX FFT Hacking / Re: The little asm hacking reference
February 02, 2012, 11:49:25 pm
Whoa, how'd you do that? I actually like that solution a lot better than just sticking dark elemental on everything.

And I know now why I "missed" that weapon hack asm thread, I probably saw it before and didn't have a clue what I was looking at and I still don't lol. It looks like I need to replace some values in that "revised hex" spoiler near the bottom, but I don't know what to put where. And it also looks like it might overwrite the other asm weapon changes I've made too? If so then I'm trying to get katanas and knight swords to just be pa*wp. I swapped the axe and flail formulas with the (rdm{0...pa-1}+pa*wp) hack on the 1st page of this topic but it looks like using the weapon hack asm automatically changes them to RN{1+[PA/2], PA+[PA/2]}? If so then I'm totally cool with that. Anyways, could you or somebody else give me a hand with this?
13
PSX FFT Hacking / Re: The little asm hacking reference
February 02, 2012, 11:13:32 pm
Ah cool, totally missed that one. And yeah I had the formulas for my katanas swapped in fftpatcher to some pa*wp+y formula since I didn't know about that asm, didn't mean to make it sound like one of the hacks messed it up or something.

Quote from: Pride on February 02, 2012, 09:09:46 pm
Its already known how to do but it just depends on how lazy the hackers are to do it, its also annoying since you'd have to jump into the kanji space to properly do it.


Ah, well at least it's possible. I hope somebody can find the time to do it one of these days. Thanks for the help dude.
14
PSX FFT Hacking / Re: The little asm hacking reference
February 02, 2012, 08:45:42 pm
Alright so I'm using the "Stat gain/break cap + Maintenance prevents stat break" hack right now and so far it's working really great, but it looks like it causes a glitch where if you check a person's status in battle, their weapon evade on their left hand will say some off the wall number like 99% usually. Don't know what causes it beyond it seeming to happen after a few turns of fighting. I'm fairly certain that it doesn't affect anything beyond the number being off on the status screen so it isn't a big deal at all, but I figured I'd put it up here. Can someone else verify this happening?

As far as adding stuff, I wanted to see if it were possible to make it so that maintenance can block the magic break ability too, and/or make it so that the game gives you a 0% chance of landing stat increases/decreases when the cap is reached or when someone has maintenance on since it still looks like they work though they actually don't. I imagine the last one was a pain in the ass to get working so that's why it wasn't done in the first place.

And I couldn't find anything, but has anyone found a way to give hp/mp absorb moves like life drain and spell absorb an element so zodiacs can block them or give katanas a pa*wp formula so they can work with poaching?

Thanks again for coming up with all this stuff.  :P
15
Spam /
May 16, 2009, 06:21:15 pm
I think level 69 is as far as you can go.

16
The Lounge /
April 07, 2009, 05:42:51 pm
I'd recommend Super Metroid, Lufia 2, the Donkey Kong Country series, Mega Man X-X3, Kirby Super Star, Zelda - Link to the Past, and the Sonic games.
17
PSX FFT Hacking /
March 23, 2009, 01:34:10 pm
For #3 you can just make the spells dark elemental and make the Zodiacs immune.
18
The Lounge /
March 17, 2009, 04:00:02 pm
For FF7:
This link is to Hojo, an enemy editor - http://forums.qhimm.com/index.php?topic=7186.0

and Wall Market which is a spell/materia/equipment editor - http://forums.qhimm.com/index.php?PHPSE ... pic=7928.0

There's also a link to an enemy AI editor in the first post of the Wall Market thread, but it's still in beta.

Outside of FFT and FF7 I don't really know of any more heavily hacked ps1 games though, probably because it's so difficult to do, but this guy has been working with Castlevania SOTN and his hack is looking quite promising - http://www.anarchylive.com/index.php?s= ... ic=48&st=0
19
Works in Progress /
March 17, 2009, 07:22:47 am
I think the mandalia plains is the only other one that effects brave in chp 1, there are at least two I can remember in ch 2 though, araguay woods and the one where you have to help Mustadio the first time (Zaland Fort City?)
20
Spam /
March 16, 2009, 11:29:36 pm
I dunno, I don't think it'd really be much different since it's still Final Fantasy related. How about something else like an animal or location?