1. Move 2. Formation 3. Brave Story 4. Tutorial 5. Data 6. Option
7. Battle A menu will appear asking you to enter a number. This number will trigger a battle at the given map number. Check here for a list of maps: http://ffhacktics.com/maps.php
8. Flag You will be presented with 10 flags which you can edit from 0 to 9999, but you can also scroll up and down to edit flags 0 to 1023. Flag 0 automatically reverts to 0000: this is perfectly normal. To scroll up/down pages, press ⬜ + ↑ or ⬜ + ↓ Check here for a list of currently known flags: http://ffhacktics.com/wiki/Variables
It would be cool to be able to edit the values in hex, and from 0x00000000 to 0xFFFFFFFF. Of course, that would be trouble to hack considering that memory editing can do just as well (for emulators with that capability & Gameshark).
9. ENTD Team Loads the specified ENTD slot as your team. Note that this is highly unstable on console. Research is pending to find what causes the console and emulator to crash with some ENTDs. To find a list of ENTDs, load your ISO using FFTPatcher and select the ENTD tab. ENTD IDs are listed in decimal, so you will have to convert them back to decimal.
Battle Debug Menu
1. AT 2. Unit List 3. Option
4. Debug Allows you to edit the stats of characters. Originally only allows editing so many stats, even though more should technically be available as more are selectable. Press L1/R1 to switch between characters. Note that PA/MA aren't listed down there... and they might prove difficult to potentially implement with a hack.
0x00 = Level 0x01 = Experience 0x02 = Job (cannot be selected or edited) 0x03 = Brave 0x04 = Faith 0x05 = Zodiac Sign 0x06 = Move 0x07 = Jump 0x08 = Speed 0x09 = Right Hand (cannot be edited) 0x0A = Left Hand (cannot be edited) 0x0B = Head (cannot be edited) 0x0C = Body (cannot be edited) 0x0D = Accessory (cannot be edited) 0x0E = Primary (cannot be edited) 0x0F = Secondary (cannot be edited) 0x10 = Reaction (cannot be edited) 0x11 = Support (cannot be edited) 0x12 = Movement (cannot be edited) 0x13 = HP 0x14 = MP 0x15 = CT
NOTES:
I've been developing a hack to allow new stats/equipment/abilities to be edited, but it needs to be refined. As it stands, editing and saving items/skillsets/R/S/M is no issue.
I want to figure out how to recalculate HP/MP when changing equipment (it already updates when altering your level).
I want to figure out how to force the equip change routine to recalculate AI skills, sword requirement and other things.
I want to figure out how to give the player the ability to edit PA and MA, which is currently totally impossible, because there is no existing cursor for those two stats. The cursor data can be found in battle at: 0x801c6044 (the first word is the location of the stat).
Speed is reset after leveling up... rather annoying.
Title: Re: World/Battle Debug (new, stable codes!)
Post by: 3lric on December 13, 2013, 06:36:02 pm
Title: Re: World/Battle Debug (new, stable codes!)
Post by: Xifanie on January 06, 2017, 12:52:05 am
You're obviously using FFT: Arena... just use the Deep Dungeon menu.
Title: Re: World/Battle Debug (new, stable codes!)
Post by: DARKANGELUXZ on January 06, 2017, 01:18:44 am
That's right for AI But I use it manually The first equipment if it maintains the color edited in the generator But the second always takes the blue I think that maybe FFTOrgASM could force this At least for each battle Thank you
Title: Re: World/Battle Debug (new, stable codes!)
Post by: Xifanie on January 06, 2017, 02:02:10 am
Unfortunately, ASM hacks don't make themselves by themselves.
Title: Re: World/Battle Debug (new, stable codes!)
Post by: DARKANGELUXZ on January 06, 2017, 02:36:32 am
I understand I just wanted an idea of where I could locate ... <Location file = "?" You might change the order of the palettes I do not have all the knowledge But I would not mind spending some time trying
Title: Re: World/Battle Debug (new, stable codes!)
Post by: Kurosabes on January 09, 2017, 04:23:16 am
Hello DARKANGELUXZ,
You don't need the debug menu, it's only a matter of making them controlable through the FFTPatcher ENTD. But since the .fftpatch isn't in the download files, obviously it wasn't possible to do it yourself. Fortunately for you I've already done it before. The file I've attached will make them controlable. Make sure to patch the EIA.xml last, else there will be critical bugs.
Only compatible with Arena 1.40a.
Title: Re: World/Battle Debug (new, stable codes!)
Post by: DARKANGELUXZ on January 12, 2017, 02:08:22 pm
Hello I thought that no one would answer me any more I'm going to try your files thank you very much really
Title: Re: World/Battle Debug (new, stable codes!)
Post by: Pedro Henrike on December 16, 2018, 10:52:15 am
Is FFTOrgASM necessary for this process? I do not quite understand how it works. So if it is, I will try to understand it. I found the topic very interesting.