• Welcome to Final Fantasy Hacktics. Please login or sign up.
 

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - NiteKat

1
War of the Lions Hacking / Memory Offsets in WoTL
January 07, 2020, 10:35:33 am
Hello! There are some nice resources on memory offsets for the PSX version (such as http://ffhacktics.com/wiki/Battle_Stats and http://ffhacktics.com/wiki/World_Stats), but is there any such thing for War of the Lions? If not, I'd be interested in helping work on it. I've done some work to figure out a lot of offsets for the battle stats already for some pet projects, as well as save file stuff, and want to look into the world stats stuff eventually too.
2
Help! / Re: War of the Lions Unit Gender
December 14, 2019, 09:27:56 pm
Well, I just feel silly. I realized now how the "gender byte" works. It's more than just gender, and it's a bit field. This link helped me realize my mistake, when I saw the other bits of information under Gender Byte that matched with a section of the patching application. http://ffhacktics.com/wiki/World_Stats
3
Help! / War of the Lions Unit Gender
December 14, 2019, 04:23:23 pm
Searching around the site and forum and Wiki, I found some information on how Gender is stored in the game, but I'm seeing some conflicting information in save files. From what I gather, 0x80 is Male, 0x40 is Female, 0x20 is Monster, and 0x04 is Egg, and this initially lined up with what I was seeing in a save file; however, I just started a new game, and took a look at the save file, and it started using 0x90 for Male, 0x50 for Female, and Delita has 0x81? Does anyone have more detailed information on how the gender byte works?
4
Help! / Checksum on Save Files
December 08, 2019, 10:02:16 am
Hello, I am working on a project around save files for WoTL, and am having some issues with the checksum of the file after saving modifications. If you just change the data on a save, then attempt to load it you get a message that the save is corrupt, but loading it in Lion Editor and saving makes it usable again. I found there's a section that appears to act as a check sum when certain data is modified, and Lion Editor seems to generate proper check sums, but I cannot find any information on how it's generated so I can do so in my own project, without having to involve Lion Editor. Is anyone familiar with how this works?
5
Help! / Re: Extracting Class Growth and Multipliers
November 26, 2019, 06:29:09 pm
Awesome, this is exactly what I needed! Thank you!
6
Help! / Extracting Class Growth and Multipliers
November 26, 2019, 05:05:50 pm
Hello,

I hunted around with Google and the forums and couldn't find either the information on the growth divisors and stat multipliers for the WoTL version for every class. I found a few resources, but things are a mix of PSX info and PSP, so it's very easy to mix up which is which, to the point where I'd like to just take it from the source (WoTL ISO), but I cannot find any tools about modding/extracting this information specifically. Would really appreciate it if someone can point me in the right direction.  :)
7
Help! / PSP World Debug
March 12, 2017, 10:52:02 am
Looking around using Google and this forum's search engine, I could find no information on a world debug code for the PSP version. I finally decided to try to take a peek at the RAM to see if I could figure it out myself. I managed to find the memory address for the position of the cursor, though I don't know how to translate what I found into a CW Cheat code, as I was using ArtMoney + emulation to hunt around the memory.

It looks like most of the world debug menus work the same as the do in the original, except the battle setup behaves rather differently. I'm not sure if it's recoverable or not, and to me that was the most interesting part of it. In the original, the first team you set up would be loaded in player slots 1-4, and the second team would be in slots 17-20 (the usual player unit slots). In the PSP version, it seems to load both teams in 1-8, but then load the first team into slots 17-20. The information loaded into slots 17-20 are marked as non-existent ("FF" in the "unit exists" byte), and so you get a Game Over right away.

Messing around with the memory editor, I found that if I change the exists byte for one of the slots 17-20 that hold unit data, I could get the battle to continue, but the "copy" of that unit in 1-8 can't move. Also, when the unit in slot 17-20 would get a turn, the game will crash. You can prevent that unit from getting a turn using the Battle Debug menu to mess with it's CT and Speed, but you have to be careful to never allow it to get a turn.

An experiment I tried was starting up a battle with one unit per team. So slots 1, 2, and 17 were being used. I noticed the other slots (3-8 at least) had seemingly random data in them. Before the battle loaded, I changed 17 so that they "existed," and after the battle loaded, I changed 1 and 2 so that they "did not exist." This pushed the battle to the victory condition, fanfare plays, it shows I won 0 bonus money... and then promptly crashed.

I am sad to say that it looks like the first option of the world debug got butchered in the PSP port. :( Has anyone else looked into this at all? Like I said, I could find zero information on this through my searches.
8
Hello! I am looking to develop a new save game editor for the War of the Lions that will allow some editing that the Lion Editor does not when it comes to characters. Part of the motivation for me in making a new editor is that I want the ability to be able to realistically level up characters without having to actually grind things out, in order to set up Melee mode matches or to replace a character that crystallizes at level a higher level late in the game. While Lion Editor will let you make a new character, if you change their levels you have to manually set their stats, and you can only mess with the end results, not the raw stats.

I've been able to make a lot of progress by using a hex editor (HxD) and Lion Editor itself to find certain offsets and values for things, as well as the Battle Mechanics Guide over at GameFAQs for some formulas, but now I am stuck on a few items. The editor, for now, is working/being built like a generic enemy generator of sorts, but if completed and provided to the community would be built more like a general save game editor.

If this is the wrong section, mods please feel free to move this. I don't know that my request quite constitutes a whole new project, yet, but it may evolve into that.

What I have so far:

  • Load unencrypted FFTA.SYS and read the top save file.

  • Generate a new Level 1 character with stats determined as they would be by the game.

  • Simulate an action to gain EXP and JP as if the character hit another character at the same level as them.

  • When this simulated action levels a character up, proper bonuses to the raw stats are applied (not all jobs implemented yet).

  • Randomize skill learning based on total JP values (Skills must be learned in-game) (Not all jobs implemented yet).

  • Equipment chosen based on the E.Lvl for each item and the equipable items for classes.



What I'd like to complete:

  • Manually edit stats (stats only edited when the character levels up through simulating actions)

  • Manually edit equipment.

  • Edit skills learned (Auto and manual)



What I'm stuck on and cannot find resources for via google:

  • There seems to be a "checksum" of sorts in the save file that changes based on some values. I've identified that jobs and Ramza's level are involved, though the latter being incorrect doesn't prevent the file from loading. I'm not sure how this is generated and cannot find any resources explaining it, so for now, when saved through my application, I need to open the file in Lion Editor and save it again to correct this and "uncorrupt" the save file.

  • How the heck skills are saved. I see the space for it and have the offset, but I don't quite grasp how it's done. It looks to be in the same order as JP and JP total, but there's no one to one ration with skills and bytes.


Any help on the areas where I'm stuck would be appreciated, or general interest in an application that lets you get to the raw stats or automates making realistic characters would let me know if I should pursue making a more professional application, or just keep it a quick dirty program for my own uses.[/list]