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Use of ePSXe before 2.0 is highly discouraged. Mednafen/RetroArch is recommended for playing/testing, pSX is recommended for debugging.

ASM Requests  (Read 31748 times)
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C1REX [Posts: 46]
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  • [March 16, 2018, 03:37:52 PM]
Re: ASM Requests
« Reply #200 on: March 16, 2018, 03:37:52 PM »
Is there a hack that can eliminate speed growth from the game? Speed growth cause so much problems for scaling it feels almost like a bug to me.
May I kill him?
Pride [Posts: 833]
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  • [March 16, 2018, 04:01:49 PM]
Re: ASM Requests
« Reply #201 on: March 16, 2018, 04:01:49 PM »
I thought this already existed but i can only find the 0 growths hack which affects all the other stats. Poke around some more and it might be available

    • Modding version: PSX
  • Check out my ASM thread. Who doesn't like hax?
    C1REX [Posts: 46]
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    • [March 17, 2018, 10:20:52 PM]
    Re: ASM Requests
    « Reply #202 on: March 17, 2018, 10:20:52 PM »
    At this point a just reduced SP growth from 100 to 200 globally. At least I reduced the problem a bit.


    Is there as hack that gives generics and monsters specific value for Brave and Faith?
    I would like all generics to start with 70 Brave unless specified otherwise in ENDT. Ramzas pre raw stat can be edited here but I can't find anything for others unless I manually adjust all enemies in ENDT to make sure they won't start with too low Brave.
    Tony75 [Posts: 100]
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    • [March 22, 2018, 12:51:19 AM]
    Re: ASM Requests
    « Reply #203 on: March 22, 2018, 12:51:19 AM »
    Can someone make a working Knight ability to break the Accessory ?
    Also a Mighty Sword Skill to break the Shield .
    But with out losing something else Example I want to make Magic Break into accessory break .
    Angel of Darkness
    RavenCurow [Posts: 44]
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    • [April 10, 2018, 10:14:36 AM]
    Re: ASM Requests
    « Reply #204 on: April 10, 2018, 10:14:36 AM »
    I would like to request a patch that would fix the problem of the multi hit formula's resetting the weapon strike animation after the first hit.
    « Last Edit: April 12, 2018, 06:00:26 AM by RavenCurow »
    • Modding version: PSX
  • Ramza: Delita, your hurt?
    Delita: No, really? Did you think I was taking a nap down here?
    Timbo [Posts: 526]
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    • [May 19, 2018, 03:35:42 PM]
    Re: ASM Requests
    « Reply #205 on: May 19, 2018, 03:35:42 PM »
    This one's for Xifanie. As a compliment to your Guests in Randoms and Ramza can join as a guest hacks, I would like to request for a hack to change guest slots from 17, 18, 19, and 20 to 1, 2, 3, and 4. I like the aesthetic of Ramza being up front and I think others would as well.

    Btw I like this hack more than the Party Roster hack. The party Roster hack takes your guest units away from the formation screen entirely. The player experiences loses out on being able to customize units they can never keep in exchange for extra party slots.

    Your hack lets you keep them in the formation which allows the player to hypothetically modify a guest character that is integral to the story throughout the adventure. Essentially, it creates up to four or five main characters and expands the roster size.
    Nyzer [Posts: 782]
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    • [May 19, 2018, 05:19:09 PM]
    Re: ASM Requests
    « Reply #206 on: May 19, 2018, 05:19:09 PM »
    There's already a way to make units vital the same way Ramza is - game over if they die, can't be dismissed - and it's used in Jot5. You can't get rid of any of the Five.

    Having the game's main characters stuck with the "Guest" label throughout the game would just look incredibly weird.

    I do agree that it kinda sucks to lose out on the Guest customization in order to expand the roster, but I don't think your solution is a real improvement.

    • Modding version: PSX & WotL
  • Timbo [Posts: 526]
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    • [May 19, 2018, 11:43:40 PM]
    Re: ASM Requests
    « Reply #207 on: May 19, 2018, 11:43:40 PM »
    You can black out the "Guest" text by editing the graphics with no problem. I would love to see the documentation for that code. Is it or even the code itself published somewhere?
    Davarian [Posts: 1]
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    • [May 21, 2018, 12:08:22 AM]
    Re: ASM Requests
    « Reply #208 on: May 21, 2018, 12:08:22 AM »
    I've been trying to use Raven's spreadsheet to turn my axe damage formula into PA*WP, but noticed it also changed the random damage formula for flails into something I don't want.  Is there any way to get just the lines to change the axe damage formula without any of the extra stuff (including XA rewrite I guess).
    Nyzer [Posts: 782]
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    • [May 21, 2018, 07:43:51 PM]
    Re: ASM Requests
    « Reply #209 on: May 21, 2018, 07:43:51 PM »
    Quote
    I would love to see the documentation for that code. Is it or even the code itself published somewhere?

    Choto set up the Unit Dismissal Hack, which is in my copy of FFTOrgASM right now (and so probably yours too). There's also a "Jot5 Game Over Hack" in the staff board that is probably the one that causes a game over if they crystallize (though I can't guarantee it).


    • Modding version: PSX & WotL
  • Heisho [Posts: 74]
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    • [May 31, 2018, 02:27:21 AM]
    Re: ASM Requests
    « Reply #210 on: May 31, 2018, 02:27:21 AM »
    Greetings everyone!

    I've been messing around with ASM and learning little by little about formulas and very simple hacks. In my quest to learn more I have stumbled on something. My question is the following:
    What does the following code mean, what are their use and could it be bad if I skip it for space sake?

    addiu r29,r29,0xffe8      
    sw r31,0x0010(r29)
    .......
    .......
    .......
    lw r31,0x0010(r29)
    addiu r29,r29,0x0018

    I apologize in advance for my ignorance, I hope someone can shed some light on this.
    French Maid
    Xifanie (Webmistress) [Posts: 4320]
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    • [May 31, 2018, 03:50:33 AM]
    Re: ASM Requests
    « Reply #211 on: May 31, 2018, 03:50:33 AM »
    A jal opcode jumps to a certain address and overwrites r31 with the return address, and usually returns to that address with jr r31. That means, inside that routine, any other jal calls will overwrite r31... thus it needs to be temporarily stored somewhere, and reloaded before the routine ends, so it can return where it was meant to. That's where the stack (r29) comes into play. You push it by several bytes to have some space to store variables temporarily, so the routine can feel free to use those registers (as you can just reload them before the routine ends), since there are only 31 regular usable registers. So no, you absolutely can't get rid of them.

    • Modding version: PSX
  • <R999> My target market is not FFT mod players
    <Raijinili> remember that? it was awful
    Heisho [Posts: 74]
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    • [May 31, 2018, 02:50:37 PM]
    Re: ASM Requests
    « Reply #212 on: May 31, 2018, 02:50:37 PM »
    A jal opcode jumps to a certain address and overwrites r31 with the return address, and usually returns to that address with jr r31. That means, inside that routine, any other jal calls will overwrite r31... thus it needs to be temporarily stored somewhere, and reloaded before the routine ends, so it can return where it was meant to. That's where the stack (r29) comes into play. You push it by several bytes to have some space to store variables temporarily, so the routine can feel free to use those registers (as you can just reload them before the routine ends), since there are only 31 regular usable registers. So no, you absolutely can't get rid of them.


    Thank you very much Xif. Now a lot of formulas and routines make sense. Time to get back to work.
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