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Topics - Emmy

1
Help! / Finding display data
March 07, 2017, 04:11:52 pm
So I managed to alter how some of the display data appears in battle and formation to numbers that are more useful in my mod.  Example of this:

http://i.imgur.com/whAEyZr.jpg

But I have no idea how to find where this data is if a player presses "Unit List" in battle.

http://i.imgur.com/BOC7H3h.jpg  <--  :?

Relevant routines in Battle/World.bin:

http://ffhacktics.com/wiki/Store_units_small_in_battle_display_data
http://ffhacktics.com/wiki/Load_party_data_into_Formation_screen_data

Also can't find the routine that handles the +1/2/3 display in formation if a unit equips an ability that was move/jump +1/2/3 in vanilla.  These have all been written to other abilities so it would be nice to remove the preview display.
2
Help! / Elemental ability/Masshex weirdness
February 20, 2017, 11:19:07 am
So I've been attempting to code a single ability that changes its element based on the tile that the user is on.  But it's breaking all elemental spells with unpredictable results. :'(

Fftorgasm patch:


  <Patch name="Ability 1e - elemental">
    <Description>Doesn't work :'(</Description>
    <Location file="BATTLE_BIN" offset="11fed8">
1400BFAF
EC56050C
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="11fff8">
E8FFBD27
1400BFAF
1000B0AF
EC56050C
00000000
982D428D
00000000
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="eebb0">
E8FFBD27
1000BFAF
19800A3C
D6384295
942D448D
1E004230
12004010
00000000
2804060C
00000000
C0100200
21084201
CCF82290
00000000
3F004230
3F000534
08004510
00000000
1680053C
2128A200
18E63090
1000BF8F
1800BD27
0800E003
00000000
F7385091
FAFF0010
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="f7618">
02101040
40200808
02040404
08200404
04800201
08100800
00101001
01100110
10081040
01104001
80101008
0410
    </Location>
  </Patch>


Main routine code/documentation:





Also pasting the routine code as it is into masshex and updating branches, pressing "encode" then "decode" results in weird results.  Possible bug?




It added 2 more lines and updated a 3rd to use it?  Why?
3
Help! / Modifying CT, exp, etc (ASM help)
October 15, 2016, 03:12:42 pm
1.  I can't figure out what is wrong with this ability. :'(  It is meant to replace jump +3, with an ability that reduces CT of a move to 1 if it uses a specific formula (formula 0B). (code to disable jump +3 not included here) Code:


Fft orgasm version:

  <Patch name="Jump +3: Formula 0B = 1 CT">
    <Description>Doesn't work :'(</Description>
    <Location file="BATTLE_BIN" offset="115854">
04005730
0900E016
00000000
404E0508
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="ec900">
0C004012
00000000
93006392
00000000
20006230
07004010
00000000
1980033C
F838638C
0B000234
02006214
00000000
01001234
92006392
00000000
08006230
03004010
00000000
1AF20508
00000000
1CF20508
00000000
    </Location>
  </Patch>


ASM of code:

[0x00000000] beq r18,r0,0x00000034
[0x00000004] nop
[0x00000008] lbu r3,0x0093(r19)
[0x0000000c] nop
[0x00000010] andi r2,r3,0x0020
[0x00000014] beq r2,r0,0x00000034
[0x00000018] nop
[0x0000001c] lui r3,0x8019
[0x00000020] lw r3,0x38f8(r3)
[0x00000024] ori r2,r0,0x000b
[0x00000028] bne r3,r2,0x00000034
[0x0000002c] nop
[0x00000030] ori r18,r0,0x0001
[0x00000034] lbu r3,0x0092(r19)
[0x00000038] nop
[0x0000003c] andi r2,r3,0x0008
[0x00000040] beq r2,r0,0x00000050
[0x00000044] nop
[0x00000048] j 0x0017c868
[0x0000004c] nop
[0x00000050] j 0x0017c870
[0x00000054] nop


Relevant routine in wiki:
http://ffhacktics.com/wiki/Attack_Preparation


2.  I'd like to modify the code used in Egcc to give out xp at the end of battles.  It needs to be modified though because I still want the player to get gil; and if it's possible, to reduce xp given out per battle such that players gain 1 lv every 2 battles.  However my attempts to recode this haven't worked. :'(

Original (Egcc) code:


  <Patch name="Rewards Hack">

  <Description>This makes it so LVL/JP gain occurs at the end of any mission, and makes bonus gil from enemy levels 0. This hack also makes it so only enemies with KO statii will yield after battle trophies/gil. To be used with hacks that disallow random battles, JP/EXP Gain, Spillover JP.</Description>

  <Location file="BATTLE_BIN" offset="119E00">
21400000
21480000
21280000
21388000
1980063C
CC08C624
8301C390
0500C290
16006010
FF000B34
14006B10
30004230
03004014
80000A34
D6400508
00000000
04006A10
5800C294
60C50A34
24104A00
0A004010
6301C390
6401C290
04006010
64000A34
0000E3A0
0100E724
01000825
18004A00
12180000
21482301
0100A524
1500A228
E4FF4014
C001C624
21280001
1500A228
07004010
150088A0
2118A400
000060A0
0100A524
1500A22C
FCFF4014
01006324
180089AC
1C0080AC
0800E003
200080AC
</Location>

  <Location file="BATTLE_BIN" offset="E9358">
0600C190
0300C390
20002130
0C002014
B6FF6324
1400612C
03002010
DC00C124
40180300
21082300
00002A94
28002B94
4B004A25
4B006B25
00002AA4
28002BA4
64000B34
9F030608
2100CBA0
</Location>

</Patch>



My attempt at writing this:


  <Patch name="XP gain change">
    <Description>TEST</Description>
    <Location file="BATTLE_BIN" offset="119e14">
08610508
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="f1420">
1980063C
CC08C624
0600CC90
0300CD90
20008C31
0C008015
B6FFAD25
1400AC2D
03008011
DC00CC24
40680D00
21608D01
00008E95
28008F95
4B00CE25
4B00EF25
00008EA5
28008FA5
64000F34
87030608
2100CFA0
    </Location>
  </Patch>

ASM of routine:

[0x00000000] lui r6,0x8019
[0x00000004] addiu r6,r6,0x08cc
[0x00000008] lbu r12,0x0006(r6)
[0x0000000c] lbu r13,0x0003(r6)
[0x00000010] andi r12,r12,0x0020
[0x00000014] bne r12,r0,0x00000048
[0x00000018] addiu r13,r13,-0x004a
[0x0000001c] sltiu r12,r13,0x0014
[0x00000020] beq r12,r0,0x00000030
[0x00000024] addiu r12,r6,0x00dc
[0x00000028] sll r13,r13,0x01
[0x0000002c] addu r12,r12,r13
[0x00000030] lhu r14,0x0000(r12)
[0x00000034] lhu r15,0x0028(r12)
[0x00000038] addiu r14,r14,0x004b
[0x0000003c] addiu r15,r15,0x004b
[0x00000040] sh r14,0x0000(r12)
[0x00000044] sh r15,0x0028(r12)
[0x00000048] ori r15,r0,0x0064
[0x0000004c] j 0x00180e1c
[0x00000050] sb r15,0x0021(r6)


3.  Does anyone know/have any documentation on the actual code that pieces together event instructions? Specifically the code behind this one: http://ffhacktics.com/wiki/Event_Instruction_92  I'd like to know where in the code it links together 0x02 = Poison/Critical, for the purpose of potentially changing that to something else.  **Edit**  Found this routine with the debugger: http://ffhacktics.com/wiki/001488a8_-_00148cd4  I have no idea what 0x80173c78 is though, it's not in data locations. :(
4
Help! / Weird issue with this ASM hack
September 07, 2016, 11:45:45 pm
So I came across a strange issue with my Amplify hack.  The intended effect is to +1 AOE on moves with the blank flag in Patcher that's between "hit allies" and "follow target" if the caster has the ability (1/2 mp slot).  Instead it sometimes seems to have some memory of if something acted in the past turn that had it, so it acts both as if the caster who has it does, and the next guy to act as well. :(  I've never had a hack 1/2 work before - usually it either works totally or doesn't work at all in a way that's more obvious (no effect, game crashes, 999 damage everywhere, etc).

For reference here it is:

http://pastebin.com/4wRhRg5s

Relevant routine:

http://ffhacktics.com/wiki/Targeting_routine
5
Event Editing / Space in worldmap editor spreadsheet
August 25, 2016, 01:51:08 am
Is it possible to increase the number of spaces here without hurting the spreadsheet code?



Before you ask, I am safe in worldmap (2601/3545). :)  I am using the propositions hack to write Extra Battles, with the same instructions for all of them (go to thief fort). I didn't notice until now that I'm running out of space in the box drawn on the spreadsheet. :(

6
Help! / More ASM Questions
July 08, 2016, 02:44:23 am
1.  So I was poking around in World.Bin to see if I can allow the player to rename Holy Dragons.  I used this hack:

<Patch name="Soldier Office can rename any units (including humans and special characters)">
    <Location file="WORLD_WORLD_BIN" offset="041205">15</Location>
  </Patch>

I'm not 100% sure how this hack works, but setting r2 = 0 on the line before the branch will function like this hack, and r2 = 1 will disable all renaming.  However I can't find where the hardcoding is that prevents Holy Dragon (job 48) from being renamed. :(  Possibly relevant:  http://ffhacktics.com/wiki/001210e8_-_001212b4

2.  I've had a couple failed attempts at coding Pain Split (like the Pokemon move).  Check in the beginning is the same immortal flag check that I used in several of my other formula hacks (will cause the move to fail if the unit is immortal), you can remove these lines if you want.  I'm not quite sure what I'm doing wrong here. :'(  This one does what I want it to, to the target; but not to the caster:


  <Patch name="3B = Pain Split">
    <Description>Doesn't work :'(</Description>
    <Location file="BATTLE_BIN" offset="11FD58">
E8FFBD27
1000BFAF
B448050C
00000000
0E004014
00000000
1980013C
982D218C
1980023C
942D428C
00000000
28004494
28002594
00000000
21188500
43180300
2330A300
900126A4
920146A4
1000BF8F
1800BD27
0800E003
00000000
    </Location>
  </Patch>

ASM:

addiu r29,r29,-0x0018
sw r31,0x0010(r29)
jal 0x001522d0               
nop
bne r2,r0,0x?
nop
lui r1,0x8019
lw r1,0x2d98(r1)
lui r2,0x8019
lw r2,0x2d94(r2)
nop
lhu r4,0x0028(r2)
lhu r5,0x0028(r1)
nop
addu r3,r4,r5
sra r3,r3,0x01
subu r6,r5,r3
sh r6,0x0190(r1)
sh r6,0x0192(r2)
lw r31,0x0010(r29)
addiu r29,r29,0x0018
jr r31
nop



3.  I'm also making an ability that adds +1 PA/MA to the guy with the ability if he kills something.  I've tried it in at least 7 different routines, no idea if the code is erroneous at this point or if I need to just keep trying routines until I get the right one.  How do I find the right routine for this one?  Possibly erroneous code:


lui r1,0x8019
lw r1,0x2d94(r1)
nop
lbu r2,0x0090(r1)
nop
andi r2,r2,0x0020
beq r2,r0,0x00000064
lui r2,0x8019
lw r2,0x2d98(r2)
nop
lbu r3,0x015c(r2)
nop
beq r3,r0,0x00000064
lui r3,0x8019
lw r3,0x2d8c(r3)
ori r2,r0,0x0081
sb r2,0x0014(r3)
lui r3,0x8019
lw r3,0x2d8c(r3)
ori r2,r0,0x0081
sb r2,0x0015(r3)
lui r3,0x8019
lw r3,0x2d8c(r3)
ori r2,r0,0x0001
sb r2,0x0025(r3)
j 0x?                         Jump to original routine/changes with what is tried
nop


4.  Another method of poking around reveals I might have some hard coding around 0x001a0c80 battle.bin that affects the reaction slots that are screwed up/currently disabled that I mentioned in another topic.  However there's no documentation in the wiki between 0019f2f4 - 001a0f6c.  Does anyone happen to have it?

5.  So I managed to figure out this: http://ffhacktics.com/wiki/00125540_-_001255e0  However I'm not quite sure what the addiu r2,r0,0xfffd or addiu r2,r0,0xfffa  lines do outside of what I'd written in the wiki.  By that I mean, is there a way to customize the options of what is locked outside of those options?  Such as if I wanted something to be able to equip items and not equip additional abilities.
7
1.  I managed to create a couple formulas which check for immortal, and fail if the unit is immortal.  They work, except for the display.  Will display a 100% and fail if an immortal unit is targeted.  Even worse is with the Endeavor formula I made, since it displays 100% regardless of whether or not it'll work on the target.  I'm probably missing something really dumb here.  Before I work on another formula that fails on immortal targets, is there a way to make it display 0% if it will fail?

Endeavor:


  <Patch name="Formula 35 = Endeavor">
    <Description>Display screwed up, otherwise works!  Fails on immortal targets</Description>
    <Location file="BATTLE_BIN" offset="122f08">
E8FFBD27
1000BFAF
1980013C
982D218C
00000000
05002290
04004230
09004014
00000000
1980023C
942D428C
00000000
28004494
28002594
00000000
2318A400
900123A4
1000BF8F
1800BD27
0800E003
00000000
    </Location>
  </Patch>

ASM for this formula:

addiu r29,r29,0xffe8
sw r31,0x0010(r29)
lui r1,0x8019
lw r1,0x2d98(r1)
nop
lbu r2,0x0005(r1)
andi r2,r2,0x0004
bne r2,r0,0x00000044
nop
lui r2,0x8019
lw r2,0x2d94(r2)
nop
lhu r4,0x0028(r2)
lhu r5,0x0028(r1)
nop
subu r3,r5,r4
sh r3,0x0190(r1)
lw r31,0x0010(r29)
addiu r29,r29,0x0018   
jr r31
nop


Another formula that displays 100% vs. immortal, but will display the damage it does vs. non-immortal:


  <Patch name="Formula 15 = Y% damage, faith based accuracy, status 100%, immortal immune">
    <Description>Displays 100% but always misses on immortal target</Description>
    <Location file="BATTLE_BIN" offset="1221ac">
E8FFBD27
1000BFAF
1980023C
982D428C
00000000
05004290
04004230
09004014
00000000
8922060C
00000000
05004014
00000000
8919060C
00000000
AD1F060C
00000000
1000BF8F
1800BD27
0800E003
00000000
    </Location>
  </Patch>

ASM for this formula:

[0x00000000] addiu r29,r29,-0x0018
[0x00000004] sw r31,0x0010(r29)
[0x00000008] lui r2,0x8019
[0x0000000c] lw r2,0x2d98(r2)
[0x00000010] nop
[0x00000014] lbu r2,0x0005(r2)
[0x00000018] andi r2,r2,0x0004
[0x0000001c] bne r2,r0,0x00000044
[0x00000020] nop
[0x00000024] jal 0x00188a24
[0x00000028] nop
[0x0000002c] bne r2,r0,0x00000044
[0x00000030] nop
[0x00000034] jal 0x00186624
[0x00000038] nop
[0x0000003c] jal 0x00187eb4
[0x00000040] nop
[0x00000044] lw r31,0x0010(r29)
[0x00000048] addiu r29,r29,0x0018
[0x0000004c] jr r31
[0x00000050] nop



2.  How do you use the Upgraded Event Instructions to apply Petrify to a target?  Give an example.  (Was trying to do this today and yesterday and it was failing) :(  http://ffhacktics.com/wiki/Event_Instruction_Upgrade

3.  How do you change whether or not Ramza is mandatory?
8
Event Editing / Deep dungeon
May 20, 2016, 01:38:54 am
1.  Is anything known about the Worldmap commands for Deep Dungeon yet?  Particularly the "1E" in the lines that all look similar to this: 01005C0000001E0000005B000500

As far as I can tell the rest of the line has to do with the selection of the DD entry.

2.  Do you happen to have the vanilla events that correspond to the DD battle start on the new config?  I have the old config versions. This for example Terminate:


Offset(x000C0000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.
Text(x000000CF)
//Remove the previous line if you wish text to compile directly after instructions.

Camera(+00616,-00412,+00616,+00430,+00512,+00000,+04096,+00001)
WaitForInstruction(x04,x00)
{73}(r102700FC102710271027102700FC)
Camera(+10000,-01024,+10000,+10000,+10000,+10000,-01024,+00001)
WaitForInstruction(x04,x00)
{63}(rE9)
Camera(+00616,-00412,+00616,+00302,+02560,+00000,+04096,+00320)
{4D}(r1E)
WaitForInstruction(x04,x00)
Wait(00060)
{1C}(r02)
{1D}()
{73}(r1027102710278000000210271027)
Camera(+10000,+10000,+10000,+00128,+00512,+10000,+10000,+00048)
{73}(r1027102710277FFF060210271027)
Camera(+10000,+10000,+10000,-00129,+00518,+10000,+10000,+00096)
{1E}()
DarkScreen(x00,x01,012,064,x00,004)
WaitForInstruction(x36,x00)
DisplayConditions(x08,060)
WaitForInstruction(x38,x00)
WaitForInstruction(x04,x00)
{63}(rCA)
Camera(+00616,-00412,+00616,+00302,+03584,+00000,+04096,+00008)
DisplayConditions(x00,060)
WaitForInstruction(x38,x00)
RemoveDarkScreen()
WaitForInstruction(x36,x00)
{1C}(r01)
{63}(r18)
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01


3.  Are the variables between 0x00AD and 0x01A3 used in any way? How about any of the ones marked "???"?

4.  Has anything been figured out about what triggers the Deep Dungeon battles to be random?
9
So, I'm trying to write a formula that deals caster's MP in damage to the target, and effective MP cost = damage dealt; accepting status effect (19%) and element.  Can't figure out why this doesn't work. :(



As you can see, the damage is displaying properly.



But it's not dealing the MP damage to self. :(

FFTOrgasm version (writing over formula 0E):


  <Patch name="Formula 0E = Mana Bomb">
    <Description>TEST</Description>
    <Location file="BATTLE_BIN" offset="121f90">
1980043C
982D848C
1980033C
942D638C
E8FFBD27
19008310
1000BFAF
2C006294
1980043C
902D848C
00000000
040082A4
80000234
250082A0
00000000
B41B060C
00000000
FE1B060C
00000000
1980023C
902D428C
00000000
00004290
00000000
06004010
C721060C
00000000
03004014
00000000
AD1F060C
00000000
2C006194
1980043C
8C2D848C
01000334
000083A0
040081A4
20000334
1980023C
8C2D428C
00000000
250043A0
1000BF8F
1800BD27
0800E003
00000000
    </Location>
  </Patch>


ASM of this:


[0x00000000] lui r4,0x8019
[0x00000004] lw r4,0x2d98(r4)
[0x00000008] lui r3,0x8019
[0x0000000c] lw r3,0x2d94(r3)
[0x00000010] addiu r29,r29,0xffe8
[0x00000014] beq r4,r3,0x0000007c
[0x00000018] sw r31,0x0010(r29)
[0x0000001c] lhu r2,0x002c(r3)
[0x00000020] lui r4,0x8019
[0x00000024] lw r4,0x2d90(r4)
[0x00000028] nop
[0x0000002c] sh r2,0x0004(r4)
[0x00000030] ori r2,r0,0x0080
[0x00000034] sb r2,0x0025(r4)
[0x00000038] nop
[0x0000003c] jal 0x00186ed0
[0x00000040] nop
[0x00000044] jal 0x00186ff8
[0x00000048] nop
[0x0000004c] lui r2,0x8019
[0x00000050] lw r2,0x2d90(r2)
[0x00000054] nop
[0x00000058] lbu r2,0x0000(r2)
[0x0000005c] nop
[0x00000060] beq r2,r0,0x0000007c
[0x00000064] jal 0x 0018871c
[0x00000068] nop
[0x0000006c] bne r2,r0,0x0000007c
[0x00000070] nop
[0x00000074] jal 0x 00187eb4
[0x00000078] nop
[0x0000007c] lhu r1,0x002c(r3)
[0x00000080] lui r4,0x8019
[0x00000084] lw r4,0x2d8c(r4)
[0x00000088] ori r3,r0,0x0001
[0x0000008c] sb r3,0x0000(r4)
[0x00000090] sh r1,0x0004(r4)
[0x00000094] ori r3,r0,0x0020
[0x00000098] lui r2,0x8019
[0x0000009c] lw r2,0x2d8c(r2)
[0x000000a0] nop
[0x000000a4] sb r3,0x0025(r2)
[0x000000a8] lw r31,0x0010(r29)
[0x000000ac] addiu r29,r29,0x 0018
[0x000000b0] jr r31
[0x000000b4] nop
10
Event Editing / Event scripts?
March 31, 2016, 02:03:45 am
So, I was trying to add in a sequence to Zeltennia, same method I've used elsewhere in the game.  First battle added in just fine, but to add something else between this and Zalmo 2 requires a new event script?

What I'm talking about is this:



06c is the event before Zalmo 2 (Delita in the church in vanilla), 06d is Zalmo 2.  If I change this box to 06c, it plays the previous battle's eventing again.  If I change to 06d it plays Zalmo 2's event.  Is it possible to change an unused script to be able to fit in a battle here?
11
Something strange is going on with my reaction code.  4 slots (Gilgame heart, Blank, Arrow Guard, Blade Grasp) are working perfectly to cast an ability.  4 other slots (Abandon, Weapon guard, Catch, Finger Guard) are casting abilities from random other slots including what it's supposed to cast and the other slots.  It prints the name of the other abilities when it casts them.

I don't think the issue is with the asm itself since it doesn't matter which order i place the abilities in the code, the same 4 slots don't work.  Which leads me to believe there's extra hard coding somewhere messing up these slots, but I have no idea what it is or how to find it.  :cry:

For reference the asm used for this is here: http://pastebin.com/GRM8uT4s
12
Help! / Wtf did I break this time? :(
March 09, 2016, 10:50:41 pm
Gariland's save (between Military Academy and the Gariland battle) is acting strangely.  Opening the save file makes it look like hell froze over.



It only happens on this save.  It only happens if you save here and have to restart from this save (such as by losing this fight or putting the game down), playing from the beginning has no effect on this screen just loading from the save.  Playing from this screen is fine - it doesn't corrupt anything if you continue from here, and the battle loads normally.  What is going on? :(
13
Is there something in the ch 3 start event that is preventing characters marked as "join after event" from joining the party?  I made them all blue team, join after event, and they're visible on the screen.  Why aren't they joining?

This event:



Note the extra monsters on the screen.
14
Bugs and Suggestions / Mibbit
February 21, 2016, 10:41:41 am
Is anyone else having trouble with Mibbit?  It hasn't been working the past 2 days. :(
15
Help! / Fft Orgasm/FFtactext/Kanji Nopper
January 21, 2016, 10:13:34 pm
So, I had an issue where text was writing over hacks that were in Kanji space (at least, what is considered as such according to the Kanji Nopper).  Where does the Kanji space actually start/end?

**Edit**  Patched with Kanji Nopper, patched all my hacks, then applied tactext changes in that order.  Opened the Battle.Bin with a hex editor, and found that the wall of 00's starts at E9850.  Edited here for future reference.

16
Sorry, no idea how my thread disappeared.  :'(  But here's the stuff used in Monster Tactics that was made by me or not documented on the site anywhere else, and hopefully better organized than it was before.  Any questions on how to use anything, feel free to ask. :)

Reactions:


Multi-Reaction Deluxe (changes several reactions to cast an indexed ability on trigger):

  <Patch name="Multi-Reaction Deluxe">
    <Description>Changes several reaction abilities.</Description>
    <Location file="SCUS_942_21" offset="4F3D0">
      29
    </Location>
    <Location file="SCUS_942_21" offset="4F3D1">
      29
    </Location>
    <Location file="SCUS_942_21" offset="4F3D2">
      29
    </Location>
    <Location file="SCUS_942_21" offset="4F3E1">
      29
    </Location>
    <Location file="SCUS_942_21" offset="4F3E5">
      29
    </Location>
    <Location file="SCUS_942_21" offset="4F3E0">
      2d
    </Location>
    <Location file="SCUS_942_21" offset="4F3ED">
      29
    </Location>
    <Location file="SCUS_942_21" offset="4F3EE">
      29
    </Location>
    <Location file="BATTLE_BIN" offset="1173F4">
9C470508
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="EAE70">
00000434
1580063C
40100400
2130C200
C01EC594
1980023C
9C2D4294
00000000
05004514
01008424
D01EC694
0B000534
F7F80508
21202002
0800852C
F1FFA014
1980023C
9C2D4284
00F90508
0680013C
    </Location>
    <Location file="BATTLE_BIN" offset="EAEC0">
B701BB01
B601A601
A701a201
A801C401
    </Location>
    <Location file="BATTLE_BIN" offset="EAED0">
6D016E01
6A016901
68014300
4D014E01
    </Location>
  </Patch>


Multi-reaction = Damage Trigger:


  <Patch name="Multi-reaction = damage trigger">
    <Description>Gives multiple reactions a damage trigger, for the purpose of rewriting their vanilla
effects to do something else.</Description>
    <Location file="BATTLE_BIN" offset="125c64">
DC470508     
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="eaf70">
1980043C
982D848C
00000000
8E008390
00000000
04006230
03004010
00000000
A233060C
C3010434
02006230
03004010
00000000
A233060C
C4010434
8D008390
00000000
04006230
03004010
00000000
A233060C
BB010434
1C330608
00000000
    </Location>
  </Patch>

This gives a damage trigger to slots: 0x01b1, 0x01c4, 0x01c3.  0x01c3 is currently bugged though. :( 


Move Arrow Guard/Blade Grasp to support slots:

  <Patch name="Moves Arrow Guard/Blade Grasp to support abilities">
    <Description>Arrow Guard and Blade grasp are in equip shield and equip armor slots.</Description>
    <Location file="BATTLE_BIN" offset="125ABC">
8F004390
00000000
80006230
05004010
40006230
    </Location>
    <Location file="BATTLE_BIN" offset="1260c8">
00000000
00000000
00000000
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="126198">
00000000
00000000
00000000
00000000
    </Location>
  </Patch>


Moves Finger Guard to support slot:

  <Patch name="Moves Finger Guard to support abilities">
    <Description>Finger Guard support in Equip Sword slot instead of reactions.</Description>
    <Location file="BATTLE_BIN" offset="121324">
8F00A290
00000000
20004230
    </Location>
    <Location file="BATTLE_BIN" offset="121384">
00000000
00000000
00000000
00000000
    </Location>
  </Patch>


Disables Catch's slot:

  <Patch name="Disables Catch">
    <Description>Useful if you are replacing Catch with something else.</Description>
    <Location file="BATTLE_BIN" offset="12145c">
00000000
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="124f10">
00000000
00000000
00000000
00000000
00000000
    </Location>
  </Patch>


Moves Abandon to Support:


  <Patch name="Moves Abandon to support abilities">
    <Description>Abandon support in Equip Katana slot instead of reactions.</Description>
    <Location file="BATTLE_BIN" offset="11E3A8">
8F004290
00000000
10004230
    </Location>
  </Patch>


Meatbone Slash mimics range and animation of other ability:

  <Patch name="MBS mimics range and animation of other attack">
    <Description>Keeps its original effect (unevadable counter in amount of max hp), but uses several
properties of attack indexed here.</Description>
    <Location file="BATTLE_BIN" offset="1172d4">
      33000534
      0A010634
    </Location>
  </Patch>


WG Hardcoding removal:


  <Patch name="WG hardcoding removal">
    <Description>Removes hard coding on Weapon Guard?</Description>
    <Location file="BATTLE_BIN" offset="11dfac">
00000000
00000000
00000000
00000000
    </Location>
  </Patch>


Rough Skin, PA Save, MA Save, Speed Save, Regenerator, Static, Decay:


  <Patch name="Using the screwed up slots">
    <Description>Moves PA Save, MA Save, Speed Save, Regenerator to Weapon Guard, Finger Guard,

Abandon, Catch slots respectively.</Description>
    <Location file="SCUS_942_21" offset="4d140">
      00000000
    </Location>
    <Location file="BATTLE_BIN" offset="e9b90">
E8FFBD27
1000BFAF
1980073C
982DE78C
00000000
9001E284
00000000
6F004010
00000000
9300E290
00000000
10004230
0B004010
00000000
3600E290
00000000
80100200
1980053C
8C2DA58C
01000334
0000A3A0
0400A2A0
80000334
2500A3A0
2120E000
5A32060C
00000000
41004014
00000000
2400E590
3378010C
64000434
0C004014
00000000
8E00E290
00000000
40004230
07004010
00000000
01000334
8C01E3A0
81000334
B101E3A0
81000334
A001E3A0
2400E590
3378010C
64000434
0C004014
00000000
8E00E290
00000000
20004230
07004010
00000000
01000334
8C01E3A0
81000334
B101E3A0
81000334
A101E3A0
2400E590
3378010C
64000434
0C004014
00000000
8E00E290
00000000
10004230
07004010
00000000
01000334
8C01E3A0
81000334
B101E3A0
81000334
9E01E3A0
2400E590
3378010C
64000434
0C004014
00000000
8E00E290
00000000
08004230
07004010
00000000
01000334
8C01E3A0
88000334
B101E3A0
40000334
AA01E3A0
1980053C
8C2DA58C
9400E490
00000000
02008230
09004010
00000000
01000334
0000A3A0
08000334
2500A3A0
04000334
1E00A3A0
04000334
1F00A3A0
01008230
09004010
00000000
01000334
0000A3A0
08000334
2500A3A0
10000334
1B00A3A0
40000334
1F00A3A0
1000BF8F
1800BD27
0800E003
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="12497c">
E442050C
00000000
    </Location>
  </Patch>

Uses up a bunch of slots that can't be used in any other way.


Desperation (Cancel Cursed or inflict positive status in critical):


  <Patch name="MP Restore change to cancel/inflict statuses">
    <Description>Changes MP Restore to Cancel Cursed (if unit is inflicted with cursed), and if unit is not inflicted with Cursed, will inflict on it Float, Transparent, Reraise, Regen, Protect, Shell, Haste, Mist.</Description>
    <Location file="BATTLE_BIN" offset="1240d8">
21200000
1980033C
902D638C
02000234
210062A0
70000234
1D0062A0
79000234
1C2C0608
1E0062A0
    </Location>
  </Patch>


CT Save:


<Patch name="Brave up = CT Save (+20 CT, Countergrasp trigger)">
    <Description>A variation of Pokeytax's boost XX by YY</Description>
    <Location file="BATTLE_BIN" offset="124090">
      94000234
      862C0608
      130062A0
    </Location>
  </Patch>


Arcane Quickening (MP Trigger = Quick):


<Patch name="Faith up = Arcane Quickening">
    <Description>Casts quick on reaction</Description>
    <Location file="BATTLE_BIN" offset="12409c">
      1980033C
      902D638C
      FF000234
      862C0608
      130062A0
    </Location>
  </Patch>


Fixed Override:


  <Patch name="Fixed override problem - Allows better stacking of reactions">
    <Description>Can use additional reactions in entd.  Innate reactions in entd no longer override reactions added in entd.  Originally made by FDC, I fixed typo.</Description>
    <Location file="SCUS_942_21" offset="4C050">
      00000000
    </Location>
  </Patch>

Originally made by FDC, but I fixed the typo in the original hack.  Placed here so it doesn't get buried.




Support/Movement abilities:


Flee:


  <Patch name="Silent Walk becomes Flee - FIXED for branching/load issue">
    <Description>Add 4 move when unit is in critical. Originally written by FFMaster FIXED thanks to Raijinili!!</Description>
    <Location file="BATTLE_BIN" offset="10D860">
      ED600508
    </Location>
    <Location file="BATTLE_BIN" offset="F13B4">
      95002292
      00000000
      02004230
      07000210
      3A003092
      5A002292
      00000000
      01004230
      02000210
      00000000
      04001026
      1AD20508
      00000000
    </Location>
  </Patch>

Originally written by FFMaster, Fixed by Raijinili.  Placed here so it doesn't get buried. :)


Double Proc rate:


<Patch name="Weapon Proc Rate/Blank 01E1 = double proc rate">
<Location file="BATTLE_BIN" offset="1206A4">
64000434
8F760508
1980023C
</Location>
<Location file="BATTLE_BIN" offset="F6A3C">
942D428C
00000000
92004290
00000000
10004230
03004010
32000434
9A760508
00000000
64000434
1980023C
</Location>
<Location file="BATTLE_BIN" offset="F6A68">
D8384390
00000000
0C006010
13000534
8000652C
0B00A010
00000000
1680053C
2128A300
B4DAA590
1C004390
F0000220
02004314
00000000
40280500
3378010C
00000000
AC1D0608
00000000
13131313
13131313
13131313
13131313
13131313
13131313
13131313
13131313
13131313
13131313
13131313
13131313
13131316
16161632
32166413
13131313
13131364
64646413
13131332
32321313
13131313
13131313
13131313
13131313
13131313
13131313
13131313
13131313
13131313
13131313
13131313
13131313
</Location>
</Patch>

Combined with the Weapon proc rate code so that both abilities work.


Critical Hit rate x2:


  <Patch name="Blank 01E1 = Critical hit x2">
    <Description>Critical hit on unit with support 01E1 increased from 6.25% to 12.5%</Description>
    <Location file="BATTLE_BIN" offset="11F504">
78770508
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="F6DE0">
1980023C
942D428C
00000000
92004290
00000000
10004230
05004010
08000534
B63B060C
00000000
43190608
00000000
04000534
B63B060C
00000000
43190608
00000000
    </Location>
  </Patch>


Disables Secret Hunt/Train:


  <Patch name="Disables Secret Hunt/Train slots">
    <Description>Useful if you are writing them over with something else.  Frees space between 0x00187ca0 - 0x00187eb0 (battle bin).</Description>
    <Location file="BATTLE_BIN" offset="124988">
      00000000
    </Location>
  </Patch>


Sicken (all physical attacks apply Poison in addition to regular effects):


  <Patch name="Slot 0x01d6 = Sicken 2.0">
    <Description>All physical attacks by a unit apply Poison (in addition to regular effects). Requires Disable Secret Hunt/train and Monster Skill nullifies M-ev hack.</Description>
    <Location file="BATTLE_BIN" offset="11E364">
      9448050C
      00000000
    </Location>
    <Location file="BATTLE_BIN" offset="EB250">
E8FFBD27
1000BFAF
1980023C
942D428C
00000000
91004290
00000000
80004230
08004010
1980033C
902D638C
00000000
1E006290
00000000
80004234
C912060C
1E0062A0
1000BF8F
1800BD27
0800E003
00000000
    </Location>
  </Patch>


Disables all Equip X Support slots and Female only equips:


  <Patch name="Disables all equip support abilities">
    <Description>Disables the effect of all "Equip X" support abilities/Female only equips.</Description>
    <Location file="SCUS_942_21" offset="4B178">
      00000000
    </Location>
    <Location file="SCUS_942_21" offset="4B2A0">
      00000000
    </Location>
    <Location file="SCUS_942_21" offset="4DF18">
      00000000
    </Location>
  </Patch>


2 Swords Penalty:


  <Patch name="2 Swords Penalty">
    <Description>3/4 damage per hit on units with 2 swords.  Affects all abilities with Formulas 01-
07, no effect on other physical formulas.</Description>
    <Location file="BATTLE_BIN" offset="11EF80">
      30420508
      00000000
    </Location>
    <Location file="BATTLE_BIN" offset="E98C0">
1980023C
942D428C
00000000
91004290
00000000
01004230
0B004010
00000000
1980023C
CE384284
00000000
40180200
21186200
C2170300
21186200
83180300
1980013C
CE3823A4
1980023C
E2170608
CE384224
    </Location>
  </Patch>


Runic (Blade Grasp for Math Skill Flag):


<Patch name="Equip Crossbow evades skills flagged with the math skill flag">
    <Description>Works as Blade Grasp for the math skill flag.</Description>
    <Location file="BATTLE_BIN" offset="125AB0">
0C480508
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="EB030">
1980023C
982D428C
00000000
8F004390
00000000
08006230
03004010
00000000
2048050C
00000000
1980023C
982D428C
AF320608
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="EB080">
1980023C
F5384290
E8FFBD27
40004230
1A004010
1000BFAF
1980043C
982D848C
64000234
24008390
1980053C
902DA58C
23104300
E134060C
2A00A2A4
0F004014
00000000
1980023C
FCF5428C
00000000
0A004014
00000000
1980023C
902D428C
00000000
000040A0
1980033C
902D638C
0B000234
020062A0
00000000
1000BF8F
1800BD27
0800E003
00000000
    </Location>
  </Patch>


Move PA Up:


  <Patch name="Move XP Up = Move PA up">
    <Description>Doesn't display as an icon, otherwise works!</Description>
    <Location file="BATTLE_BIN" offset="126e20">
1980033C
902D638C
81000234
BD370608
140062A0
    </Location>
  </Patch>


Move Speed Up:


  <Patch name="Move JP Up = Move Speed up">
    <Description>Doesn't display as an icon, otherwise works!</Description>
    <Location file="BATTLE_BIN" offset="126e88">
1980033C
902D638C
81000234
BD370608
120062A0
    </Location>
  </Patch>


Anger Point (double damage in critical):


  <Patch name="Monster Talk = 2x damage in critical 2.0">
    <Description>Rewritten to work with/depends on 50% extra damage to haste/reraised units.</Description>
    <Location file="BATTLE_BIN" offset="11f14c">
15180608
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="11f154">
1980023C
942D428C
1980033C
CE386394
91004490
00000000
10008430
08000410
00000000
5A004490
00000000
01008430
03000410
00000000
40180300
CE3823A4
A8420508
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="11f204">
55180608
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="11f0a0">
68180608
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="11f1a0">
1980023C
942D428C
1980033C
CE386394
91004490
00000000
10008430
08000410
00000000
5A004490
00000000
01008430
03000410
00000000
40180300
CE3823A4
80420508
00000000
    </Location>
  </Patch>


Bane (Extra damage on Haste/Critical units):


  <Patch name="Blank Support after No charge (0x01e4) gives unit 50% bonus damage on units that are Hasted or Reraised">
    <Description>Rewritten to work with/depends on double damage in critical</Description>
    <Location file="BATTLE_BIN" offset="e9a00">
1980013C
942D218C
00000000
92002390
00000000
02006330
18006010
00000000
1980043C
982D848C
00000000
5A008390
00000000
20006330
06006014
00000000
5B008390
00000000
08006330
0B006010
00000000
1980033C
CE386384
00000000
40200300
21208300
C21F0400
21208300
43200400
1980013C
CE3824A4
2B180608
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="e9aa0">
1980023C
942D428C
00000000
92004390
00000000
02006330
18006010
00000000
1980043C
982D848C
00000000
5A008390
00000000
20006330
06006014
00000000
5B008390
00000000
08006330
0B006010
00000000
1980033C
CE386384
00000000
40200300
21208300
C21F0400
21208300
43200400
1980023C
CE3844A4
1980023C
942D428C
84180608
00000000
    </Location>
  </Patch>


Bane/Concealment (changes to accuracy routine):


  <Patch name="Equip Gun grants immunity to all evadable attacks, Blank slot after Non charge gives

+25% hit rate to hasted or reraised targets">
    <Description>Equip Gun Sets hit rate = 0% if attack is evadable.  Concentrate/transparent ignores

this.  Rewritten to work with Mold Breaker</Description>
    <Location file="BATTLE_BIN" offset="eb340">
1980033C
942D638C
00000000
92006890
00000000
01000831
08000015
00000000
8F00A890
00000000
01000831
03000011
00000000
1980083C
DC3800A1
92006390
00000000
02006330
0E006010
00000000
5A00A390
00000000
20006330
06006014
00000000
5B00A390
00000000
08006330
04006010
00000000
1980083C
7D000334
DC3803A1
1980083C
DC380891
14160608
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="11e848">
D0480508
00000000
    </Location>
  </Patch>


Mold Breaker (ignores Reflect, Blade Grasp, Arrow Guard, Runic, Concealment):

  <Patch name="Blank Support 3 = Mold Breaker">
    <Description>Ignores the effect of Reflect, Arrow Guard, Blade Grasp</Description>
    <Location file="BATTLE_BIN" offset="eb430">
1980023C
942D428C
00000000
92004290
00000000
01004230
03004010
00000000
0800E003
00000000
1980023C
F0F5428C
7B320608
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="1259e4">
0C490508
00000000
    </Location>
  </Patch>


Moody (Random effect at the end of each turn):


  <Patch name="Move in Water (slot 0x01f7) = Moody">
    <Description>Rolls a 1/8 chance at the end of every turn for one of the following effects:  +100 hp (healing), +100 mp (healing), +1 PA, +1 MA, +1 Speed, +5 Brave, +5 Faith, Quick. Tied to Move in Water, and requires Movement Merge to disable its vanilla effect. </Description>
    <Location file="BATTLE_BIN" offset="11be9c">
324E050C
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="ec8c8">
E8FFBD27
1000BFAF
F235060C
21209600
3C4E050C
00000000
1000BF8F
1800BD27
0800E003
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="ec8f0">
E8FFBD27
1000BFAF
1980063C
982DC68C
00000000
9500C390
00000000
40006330
30006010
00000000
C388000C
00000000
01000134
8C01C1A0
07004230
05004014
00000000
64000334
9201C3A4
40000334
B101C3A0
05004114
02000534
64000334
9601C3A4
10000334
B101C3A0
04004514
03000534
81000334
9E01C3A0
B101C1A0
04004514
04000534
81000334
A001C3A0
B101C1A0
04004514
05000534
81000334
A101C3A0
B101C1A0
04004514
06000534
85000334
A201C3A0
B101C1A0
04004514
07000534
85000334
A301C3A0
B101C1A0
04004514
00000000
FF000334
9F01C3A0
B101C1A0
1000BF8F
1800BD27
0800E003
00000000
    </Location>
  </Patch>


Rivalry (increased effect of compatibility):


  <Patch name="Walk on Water = Rivalry">
    <Description>Walk on Water's slot increases effects of compatibility by 25% for attackers.  Has no

effect if defender has ability.</Description>
    <Location file="BATTLE_BIN" offset="11da8c">
FA600508
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="f13e8">
1980033C
942D638C
00000000
95006390
00000000
80006330
04006010
00000000
42100600
BE120608
21104600
82100600
BE120608
21104600
    </Location>
    <Location file="BATTLE_BIN" offset="11dac4">
08610508
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="f1420">
1980033C
942D638C
00000000
95006390
00000000
80006330
04006010
00000000
42100600
BE120608
00000000
82100600
BE120608
2310C200
    </Location>
    <Location file="BATTLE_BIN" offset="11dadc">
16610508
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="f1458">
1980033C
942D638C
00000000
95006390
00000000
80006330
04006010
00000000
82100600
BE120608
00000000
42100600
BE120608
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="11daa8">
24610508
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="f1490">
1980033C
942D638C
00000000
95006390
00000000
80006330
05006010
00000000
82100600
40180600
BE120608
23106200
42100600
BE120608
21104600
    </Location>
  </Patch>


Divine Gift (increased healing effects/hit rate on faith based moves):


  <Patch name="M-atk up = Healing * 5/4, accuracy *5/4 on status effects and faith based hit rates">
    <Description>Requires disabling M-atk up.</Description>
    <Location file="BATTLE_BIN" offset="120350">
084B0508
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="ebc20">
1980013C
942D228C
00000000
90004290
00000000
04004230
09004010
00000000
902D228C
00000000
04004394
00000000
80200300
21208300
82200400
040044A4
982D228C
D71C0608
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="122ebc">
404B0508
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="ebd00">
1980013C
942D228C
00000000
90004290
00000000
04004230
09004010
00000000
902D228C
00000000
04004394
00000000
80200300
21208300
82200400
040044A4
1980043C
902D848C
B2270608
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="120510">
1A490508
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="eb468">
1980063C
942DC28C
00000000
90004290
00000000
04004230
09004010
00000000
902DC28C
00000000
04004394
00000000
80200300
21208300
82200400
040044A4
902DC68C
461D0608
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="121808">
00000000
    </Location>
  </Patch>


Sheer Force (unit gains vanilla's Atk up/Matk up effects but no longer procs status):


  <Patch name="Attack Up = Sheer Force">
    <Description>Unit does 1/3 more damage of all types, but loses status procs.  Replaces Attack up, and makes M-atk up a blank slot.</Description>
    <Location file="BATTLE_BIN" offset="120edc">
80480508
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="eb200">
1980033C
942D638C
00000000
90006390
00000000
10006330
03006014
00000000
C91F060C
00000000
B91F0608
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="11f218">
10004230
    </Location>
    <Location file="BATTLE_BIN" offset="123ce4">
      C91F060C
    </Location>
  </Patch>


Movement Merge:


  <Patch name="Movement Merge">
    <Description>Turns Float into Terrain Mastery, disables all other slots.  A little weirdness with

animations such as when 4 deep water is involved.</Description>
    <Location file="BATTLE_BIN" offset="10d534">
      08004230
    </Location>
    <Location file="BATTLE_BIN" offset="10d588">
      08004230
    </Location>
    <Location file="BATTLE_BIN" offset="10d620">
      FF004230
    </Location>
    <Location file="BATTLE_BIN" offset="10d738">
      0C004230
    </Location>
    <Location file="BATTLE_BIN" offset="11a38c">
      08004230
    </Location>
    <Location file="SCUS_942_21" offset="4dcf4">
      05000010
    </Location>
<Location file="SCUS_942_21" offset="4F250">
010101010101010101020202010102020202FF010101010101FF0201FF01010101010101020101010101010101020101010101

010101010101010101010101FF
</Location>
<Location file="SCUS_942_21" offset="4f310">
010101010101010101020202010102020202FF010101010101FF0201FF01010101010101020101010101010101020101010101

010101010101010101010101FF
</Location>
<Location file="SCUS_942_21" offset="4f350">
010101010101010101020202010102020202FF010101010101FF0201FF01010101010101020101010101010101020101010101

010101010101010101010101FF
</Location>
<Location file="SCUS_942_21" offset="4f390">
010101010101010101020202010102020202FF010101010101FF0201FF01010101010101020101010101010101020101010101

010101010101010101010101FF
</Location>
  </Patch>


Cannot Enter Water = Innate Dead, Equip Gun = Innate Transparent:


  <Patch name="Cannot Enter Water = Innate Dead, Equip Gun = Innate Transparent">
    <Description>Requires Disable Equip X/Female Equip Hack.</Description>
    <Location file="SCUS_942_21" offset="4CAE8">
94002292
00000000
10004230
05004010
00000000
4E002292
00000000
20004234
4E0022A2
8F002292
00000000
01004230
05004010
00000000
50002292
00000000
10004234
500022A2
95002292
3C750108
00000000
    </Location>
    <Location file="SCUS_942_21" offset="4DCE8">
BA700108
00000000
    </Location>
  </Patch>


Equip Spear = +5 speed in critical, Equip Axe = double speed while berserked:


  <Patch name="Equip Spear = +5 speed in critical, Equip Axe = double speed while berserked">
    <Description>Speed bonus removed when unit is no longer critical.</Description>
    <Location file="BATTLE_BIN" offset="11C964">
4C420508
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="e9930">
38003792
8F002292
00000000
04004230
07000210
00000000
5A002292
00000000
01004230
02000210
00000000
0500F726
8F002292
00000000
02004230
07000210
00000000
5A002292
00000000
08004230
02000210
00000000
40B81700
5B0E0608
00000000
    </Location>
  </Patch>


Move +3 grants undead, pa/ma +2, speed+1, immune frog/petrify:

  <Patch name="Move +3 grants undead, pa/ma +2, speed+1, immune frog/petrify">
    <Description>Requires Disable Equip X/Female Equip Hack.</Description>
    <Location file="SCUS_942_21" offset="4CA7C">
18004010
4E008290
00000000
10004234
4E0082A0
54008290
00000000
80004234
540082A0
55008290
00000000
02004234
550082A0
36008290
00000000
02004224
360082A0
37008290
00000000
02004224
370082A0
38008290
00000000
01004224
380082A0
4E720108
1000C230
    </Location>
    <Location file="SCUS_942_21" offset="4D12C">
9F700108
00000000
    </Location>
  </Patch>


Arcane Focus, String Shot:


  <Patch name="Monster Skill = Arcane Focus, Ignore Height = inflicts Don't Move">
    <Description>Monster skill Nullifies M-ev (works as Concentrate for Magic).  Ignore Height

inflicts Don't Move on any spells that use the M-ev routine.  Works similar to Sicken's

code.</Description>
    <Location file="BATTLE_BIN" offset="11E3B4">
07004010
    </Location>
    <Location file="BATTLE_BIN" offset="11E3D4">
2E15060C
00000000
00000000
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="eadf0">
1980013C
942D218C
E8FFBD27
1000BFAF
92002290
00000000
80004230
05004010
00000000
1980043C
DE388424
9179010C
04000534
93002290
00000000
02004230
08004010
00000000
1980033C
902D638C
00000000
1F006290
08004234
C912060C
1F0062A0
1000BF8F
1800BD27
0800E003
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="1215c8">
7C47050C
00000000
    </Location>
  </Patch>


Disables Gained XP Up Slot:


  <Patch name="Disables Gained XP Up Slot">
    <Description>Useful if you want to use the slot for something else.</Description>
    <Location file="BATTLE_BIN" offset="1266b8">
      00000234
    </Location>
  </Patch>


Shed Skin (Sheds negative status at the end of each turn):

<Patch name="Gain XP Up = Shed Skin">
    <Description>Sheds negative status at the end of turn, fa/200% accuracy.</Description>
    <Location file="BATTLE_BIN" offset="EBC70">
90000392
00000000
20006230
1C004010
00000000
5C000592
00000000
4000A530
1700A010
00000000
26000592
00000000
1300A010
00000000
3378010C
C8000434
0F004014
00000000
1980033C
902D638C
80000234
200062A0
BE000234
210062A0
8A000234
220062A0
86000234
230062A0
3D000234
240062A0
08000234
250062A0
1980023C
902D428C
14360608
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="126844">
1C4B0508
00000000
    </Location>
  </Patch>


Marvel Scale (decreased damage taken when Statused), Guts (increased damage dealt when statused):


<Patch name="Gained JP Up = Marvel Scale, Jump+2 = Guts">
    <Description>A unit with Marvel Scale takes 1/2 damage if it has a negative status, a unit with

Guts does 3/2 damage if negative status.</Description>
    <Location file="SCUS_942_21" offset="4d14c">
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="11f2cc">
544B0508
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="ebd50">
1980013C
942D218C
00000000
93002290
00000000
08004230
22004010
00000000
58002290
00000000
80004230
15004014
00000000
59002290
00000000
3E004230
10004014
00000000
5A002290
00000000
8E004230
0B004014
00000000
5B002290
00000000
86004230
06004014
00000000
5C002290
00000000
3D004230
09004010
00000000
1980043C
CE388424
00008384
00000000
40100300
21104300
42180200
000083A4
1980013C
982D218C
00000000
90002290
00000000
40004230
20004010
00000000
58002290
00000000
80004230
15004014
00000000
59002290
00000000
3E004230
10004014
00000000
5A002290
00000000
8E004230
0B004014
00000000
5B002290
00000000
86004230
06004014
00000000
5C002290
00000000
3D004230
07004010
00000000
1980043C
CE388424
00008384
00000000
42180300
000083A4
90002290
B8180608
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="11f31c">
304C0508
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="ec0c0">
1980013C
942D218C
00000000
93002290
00000000
08004230
22004010
00000000
58002290
00000000
80004230
15004014
00000000
59002290
00000000
3E004230
10004014
00000000
5A002290
00000000
8E004230
0B004014
00000000
5B002290
00000000
86004230
06004014
00000000
5C002290
00000000
3D004230
09004010
00000000
1980043C
CE388424
00008384
00000000
40100300
21104300
42180200
000083A4
1980013C
982D218C
00000000
90002290
00000000
40004230
20004010
00000000
58002290
00000000
80004230
15004014
00000000
59002290
00000000
3E004230
10004014
00000000
5A002290
00000000
8E004230
0B004014
00000000
5B002290
00000000
86004230
06004014
00000000
5C002290
00000000
3D004230
07004010
00000000
1980043C
CE388424
00008384
00000000
42180300
000083A4
90002290
CC180608
00000000
    </Location>
  </Patch>


Moxie (+1 PA/MA if unit gets a kill):

  <Patch name="Secret Hunt = +1 PA/MA if unit gets kill">
    <Description>Requires Disable Secret Hunt/Train Slots</Description>
    <Location file="BATTLE_BIN" offset="124c38">
E84B0508
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="ebfa0">
1980013C
942D218C
00000000
91002290
00000000
40004230
0A004010
00000000
1980033C
8C2D638C
01000234
000062A0
81000234
140062A0
150062A0
01000234
250062A0
4D2F060C
00000000
102F0608
00000000
    </Location>
  </Patch>


Poison Heal (Heals 1/4 HP if unit is poisoned, instead of taking damage):


  <Patch name="Move +1 = Poison Heal">
    <Description>Heals 1/4 max hp if unit is Poisoned, replaces poison's normal effect</Description>
    <Location file="SCUS_942_21" offset="4d11c">
      00000000
    </Location>
    <Location file="BATTLE_BIN" offset="126800">
28780508
00000000
    </Location>
<Location file="BATTLE_BIN" offset="f70a0">
93000392
2A000296
80006330
07006010
00000000
1980033C
902D638C
82100200
060062A4
10360608
40000234
02360608
1980033C
    </Location>
  </Patch>


Bulletproof (Arrow Guard blocks Arrows and formula 28):


  <Patch name="Arrow Guard blocks Formula 28">
    <Description>Arrow Guard blocks Formula 28 with br% accuracy.  Stacks with Arrow Guard's vanilla

effect</Description>
    <Location file="BATTLE_BIN" offset="1260e8">
40780508
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="f7100">
1980023C
E5384290
28000334
05004314
00000000
E8FFBD27
1000BFAF
4D340608
00000000
1980023C
F3384290
3C340608
00000000
    </Location>
  </Patch>


Disables ignore Height, Any Ground, Any Weather:

  <Patch name="Disables Ignore Height, Any Ground, Any weather">
    <Description>Disables these so that another ability can be written in their slots</Description>
    <Location file="BATTLE_BIN" offset="10d774">
      02000010
    </Location>
    <Location file="BATTLE_BIN" offset="10d7b8">
      04000010
    </Location>
    <Location file="BATTLE_BIN" offset="10d828">
      03000010
    </Location>
  </Patch>



Misc:


Remove HP/MP Cap:

  <Patch name="Remove HP Cap">
    <Description>All things cap at 65535 instead of 999 regardless of flags/equipment.</Description>
    <Location file="SCUS_942_21" offset="4c088">
      FFFF0E34
    </Location>
    <Location file="SCUS_942_21" offset="4ce04">
      FFFF1034
    </Location>
  </Patch>


XP Gain Hack:


  <Patch name="XP Gain hack">
    <Description>XP = 30 - Speed*2</Description>
    <Location file="BATTLE_BIN" offset="12663c">
00000000
    </Location>   
    <Location file="BATTLE_BIN" offset="126648">
1E000434
    </Location>
    <Location file="BATTLE_BIN" offset="126660">
00000000
00000000
00000000
00000000
00000000
00000000
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="12667c">
1980053C
942DA58C
00000000
3800A390
00000000
40180300
23108300
21204000
00140200
0300401C
00000000
01000434
00000000
    </Location>
  </Patch>


Critical applied at 1/4:


  <Patch name="Critical = 1/4">
    <Description>Critical status applies at 1/4 hp instead of 1/5</Description>
    <Location file="BATTLE_BIN" offset="125344">
      00000000
      00000000
      00000000
    </Location>
    <Location file="SCUS_942_21" offset="4DF88">
      00000000
      00000000
      28002396
      00000000
    </Location>
  </Patch>


Undead always rerise, Treasure disabled:

  <Patch name="Undead always rerise, Treasure disabled">
    <Description>First part makes undead always rerise. Second part removes treasure.</Description>
    <Location file="BATTLE_BIN" offset="11C17C">
      00000000
    </Location>
    <Location file="BATTLE_BIN" offset="11C1DC">
      00000000
    </Location>
  </Patch>


Locks job wheel for standard monsters:

  <Patch name="Locks job wheel/equip screen for standard monsters">
    <Description>This means if you change the skillsets for any of the monsters from 5E onwards, it

works as a regular monster skillset in that job wheel, change ability, item screen no longer is

accessible. No more glitchy job wheel! :)</Description>
    <Location file="WORLD_WORLD_BIN" offset="40b94">
      A2FF8424
      4200842C
    </Location>
  </Patch>


Silly hardcoding removal (skillset 08):

  <Patch name="Silly hardcoding removal, related to skillset 08">
    <Description>If you use skillset 08 (charge) for anything other than charge, you want to use this

hack.  This eliminates the hardcoding that causes characters to cancel their own spells by

moving.</Description>
    <Location file="BATTLE_BIN" offset="1191a0">
FFFF0234
    </Location>
  </Patch>


Golem checks for Countergrasp flag:

  <Patch name="Golem checks for Countergrasp flag">
    <Description>Golem blocks all attacks with the Countergrasp flag.</Description>
    <Location file="BATTLE_BIN" offset="124cac">
F6384290
00000000
10004230
    </Location>
  </Patch>


Disables Equip at Job Change's code:


  <Patch name="Disables equip at job change">
    <Description>Option 12 (Equip at Job Change) does nothing. Code is disabled, so game behaves as if

permanently off.</Description>
    <Location file="WORLD_WORLD_BIN" offset="448a8">
      32000010
    </Location>
    <Location file="WORLD_WORLD_BIN" offset="3ee28">
      00000000
    </Location>
  </Patch>


Class M-ev:

  <Patch name="Class M-ev">
    <Description>Set magic evade by class! Credit goes to Xifanie for rewriting it to work.

:)</Description>
    <Location file="BATTLE_BIN" offset="11e1f8">
      78480508
      00000000
    </Location>
    <Location file="BATTLE_BIN" offset="eb1e0">
      03008290
      1580013C
      21082200
      40212290
      1980013C
      83140608
      E13822A0
    </Location>
    <Location file="BATTLE_BIN" offset="eb140">
00
00000014
19191E14
0F0F1919
28280028
0F3C6319<!-- 0x14/20 -->
19140032
000A0A32
1400190A
1E191E14
141E0A1E<!-- 0x28/40 -->
1E231446
14141423
23192D1E
190F1E0F
3C143763<!-- 0x3c/60 -->
141E0F1E
190F1900
231E1923
23000000
00000000<!-- 0x50/80 -->
00000000
00000000
00000000
281E1E1E
0F0F0F37<!-- 0x64/100 -->
37371919
19141414
1414140F
0F0F0F0F
0F1E1E1E<!-- 0x78/120 -->
3C3C3C1E
1E1E1414
14191919
14141423
23232828<!-- 0x8c/140 -->
28232314
231E1414
0F142323
23230000
000000
    </Location>
  </Patch>


Mist/Rasp:


<Patch name="Wall becomes Mist or MP Regen, Blank status becomes MP Poison">
    <Description>The MP Regen recovers 1/4 of Max MP after each turn. MP Poison depletes 1/4 max mp after each turn.</Description>
    <Location file="BATTLE_BIN" offset="f6ebc">
5B000392
00000000
01006230
08004010
00000000
2E000296
1980033C
902D638C
82100200
0A0062A4
10000234
250062A0
58000392
00000000
80006230
08004010
00000000
2E000296
1980033C
902D638C
82100200
080062A4
20000234
250062A0
5B000392
FD350608
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="1267EC">
      AF770508
      00000000
    </Location>
  </Patch>

Mist part isn't mine (belongs to Pride), but had to be written together to work.


Oil = Weak Fire, Undead = Absorb Dark, Weak Holy:


  <Patch name="Oil/Undead">
    <Description>Oil = Weak fire, Undead = Absorb Dark/Weak Holy.  Expansion of FFMaster's Oil Hack. 

Credit also goes to Glain for fixing it. :)</Description>
    <Location file="BATTLE_BIN" offset="11ffe0">
3361050C
    </Location>
    <Location file="BATTLE_BIN" offset="1200e0">
3361050C
    </Location>
    <Location file="BATTLE_BIN" offset="f14cc">
1980023C
982D428C
E8FFBD27
5A004590
1000BFAF
8000A130
6D004590
58004690
02002010
9C014194
7F00A530
1000C330
03006010
00000000
0100A534
FD00A530
24188500
02006010
00042334
9C0143A4
5A004190
6E004590
80002130
02002010
00000000
7F00A530
1000C130
02002010
00000000
FC00A530
24188500
05006010
00000000
9013060C
00000000
72610508
00000000
6F004590
02002010
90014194
0300A530
24188500
02006010
43080100
900141A4
5A004190
70004590
80002130
02002010
90014194
8000A534
1000C330
03006010
00000000
FE00A530
0200A534
24188500
05006010
40080100
9C014394
900141A4
00086334
9C0143A4
1000BF8F
1800BD27
0800E003
00000000
    </Location>
  </Patch>


All Monsters can use Attack command:


  <Patch name="Monsters can use attack">
    <Description>Changes all monsters to be able to use Attack command.</Description>
    <Location file="BATTLE_BIN" offset="11A410">
      00000000
    </Location>
    <Location file="BATTLE_BIN" offset="11A424">
      00000000
      00000000
      00000000
      00000000
      00000000
      00000000
      00000000
      00000000
      00000000
      00000000
    </Location>
  </Patch>

Requires finding another way besides FFtactext (such as Xifanie's Tool) if you want to display skillset names instead of blank spots for monster skillsets.



Formulas:


See XML attached for these.  (Sorry, text limit).  All formulas, along with all code required to make formulas work is in the asmformulas.xml


XML's uploaded by request.  These include other people's hacks too (it was written for my convenience in patching for my mod), but helpful to those who don't want to click on spoilers. :) 
17
Several people have told me there were issues with my mod on some emulators.  Is it due to any asm in particular and if so how to fix it?

These from Raven's Workbooks: http://pastebin.com/aXJJZ32M
Misc other ASM: http://pastebin.com/BjYKWTi1

Also the Game Progression workbook ones.  All ASM has been found somewhere on this site.
18
Completed Mods / FFT Monster Tactics
April 30, 2015, 10:27:20 am
This hack brings a new twist to gameplay: Human population is dying out, and monsters have taken over the land.  Many humans also mysteriously turn into monsters as the plot progresses.  Ramza and Agrias are the only 2 permanent playable humans.  It is a challenge hack, in the sense that after a certain point in the game, my imagination is no longer limited by "this will be too hard" and instead is whatever interesting thing I think of, so long as it's determined to be a fair challenge. 

Total changes are far too much to list (also would include too many spoilers), but a basic run down:

1.  Humans can't be hired anymore.  Monsters are recruited via random battles (they appear as guests and join automatically, provided that you end the battle before the guest unit crystalizes).

2.  Monsters themselves are rebalanced to be a valuable addition to the party.  They have much better stats, multiple innates (innate status, r/s/m, immunities, etc), and an actual moveset (4 moves on most).

3.  Every encounter remade.  These remakes include enemy only classes, general shenanigans, etc.

4.  Tooltips improved to list relevant flags, innates on anything, etc.  Bar repurposed to be a beginner school/in game readme.

**Edit**  For those of you interested, you can now get it here:

http://www.romhacking.net/hacks/2921/

19
New Project Ideas / Concept: Monster takeover
December 03, 2014, 03:57:52 pm
Not sure where exactly in these forums to post this.  I've been working on this project for a while now, but need to know if certain things are possible to ASM (also how to do this?) to know what direction to take the designs of later game encounters in, etc.

Readme/changelist so far:

Global changes:

Only 2 humans (Ramza and Agrias) remain humans when they become permanent party members.  The rest have turned into monsters.  Some custom, some generic.

Generic purchase at Soldier office disabled - can change any character's name there though.

Equipment price increased - you only have 2 people to dress, though, so you're still likely to have a huge pile of cash at end game.

Equipment effects changed to lower redundancies/amount of outdated equipment by end game.  Evasion equipment nerfed or reworked to allow smaller evasion amounts + an additional effect.

Some notoriously broken equipment from vanilla (Excalibur, perfumes, thief hat, etc) removed or changed.

Fur shop reworked to allow repurchase of stolen/broken goods.

Monster breeding/poaching removed.  Several poach exclusives from vanilla now become steal exclusives.

Permanent brave/faith alteration removed.  Brave lowering abilities still exist (and are still useful offensively to disable enemies).  Abilities that formerly increased/decreased faith changed to set faith/innocent status.

All party members who join via the game giving them to you have brave/faith changed to reasonable numbers, to make up for the loss of permanent brave/faith alteration.

All monster classes are MUCH more dangerous than their vanilla counterparts.  They are given much higher stats, better innates - reaction/support/movement changed, some weaknesses removed, some new elemental resistances/immunities, status immunities, innate statuses, etc.  The player gains access to these, but they usually appear in higher levels/numbers on enemy teams.  In general, each is given a very limited moveset and little/no equipment options, but is *very* good at what they can do.  Monster recolors have similar innates/stats but are not direct upgrades to each other.

Encounters rewritten to make them more of a threat.  This includes, but is not limited to: better abilities, better equipment, increased numbers/levels, increased stats, better positioning/use of terrain, etc.  Lucavi encounters reworked to prevent quick assassination ala vanilla.

Skill changes:

Gained-JP up removed.  Action abilities have reduced JP requirements for compensation.  This also results in human enemies actually having skills to use against you!

Every class has at least one free/nearly free action ability.  Every offensive mage class has one high end ability with a non-crap damage formula.

Secret hunt removed.  Math skill removed. 

Several broken abilities (blade grasp, Mp-switch, etc) have been given exclusively to monster classes (on which they are more balanced due to not having access to other broken abilities/equipment) or enemy-only units.

Character changes:

Ramza given exclusive use of Invite, which only works on generic monster units.  Given to his Guts skillset, very low accuracy. 

Agrias's stats boosted slightly for better versatility.  (70 br/74 faith, random zodiac sign)

Other special classes replaced by monsters.  Might be replaced later by special/rare monsters.

Monster recruitment areas:

Each random gives a freebie, with a particular species predictable to the area.

Ch 1:

Mandalia West - Red Panther
Mandalia North - Goblin
Sweegy West - Yellow Chocobo
Sweegy East - Bomb
Zeklaus South - Juravis
Mandalia South - Black Chocobo
Lenalia South - Pisco Demon
Lenalia North - Grenade
Fovoham South - Steel Hawk

Ch 2:

Fovoham West - Flotiball
Araguay West - Black Goblin
Araguay East - Woodman
Zirekile West - Red Chocobo
Zirekile South - Squidlarkin

More written in several posts over this topic on another forum:

http://www.insanelyderpy.com/board/index.php?/topic/5767-fft-hack-concept-monster-takeover/



What I need to know if these are possible:

1.  How to remove hard coding on monsters equipping items?  I'd like to create a subset of monster only accessories.  I found a topic in the boards that details how to allow monster equipment, and tried that approach and it only worked for allowing an enemy to equip them (which is only useful for making encounters harder).  The ability for a player to access an equip screen as a generic monster appears to be blocked by hard coding.  Custom monsters (which use unused classes) seem to work though.

2.  Editing damage formulas?  I want something like what I saw in patcher but was confirmed to be a broken/mislabelled formula (pa* br/100 * ma).

3.  Minimum brave/faith = 60, except for force edited encounters.  This is both a quality of life issue (so people don't reset until they get something with useable stats in the recruitment areas), and to make randoms slightly more challenging.  Ever see a monster or a monk with <60 brave, or a time mage with <60 faith? You'd know exactly what I'm talking about here...

4.  What on earth could cause this bug? http://img.photobucket.com/albums/v519/broccoli7314/noclue2_zps173baf71.gif  I've only seen it on that particular battle.  The enemy unit is supposed to be a female summoner, but was replaced with a floating undead lv 1 squire who has no skills learned, but has summoner equips (rod, linen robe, hat).  If my unit is reachable, it just walks up to it and hits it for ~6 damage with the rod.