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Topics - Aqueous

1
Help! / Help! Editing FRAME.BIN
March 26, 2016, 08:08:58 am
Hi All,

I think I asked this once before in the past but don't think I got an answer. Methods on the site for editing FRAME.BIN seem to rely on a previous version of Shishi which could do it, alas it can't any more. Could anyone provide help with editing FRAME.BIN in the same vein as this topic for ITEM.BIN: http://ffhacktics.com/smf/index.php?topic=6543.0

I've used the .gif image on the wiki: http://ffhacktics.com/wiki/EVENT/FRAME.BIN

If that's not a problem then I get the impression the main issue I'm having is correctly converting the image back into TIMs. Using the Graphic and Palette locations below I can't see any similar structure in the hex between the .BIN file and my TIMs:

    Graphic: 0x0000-0x8FFF
    Palettes: 0x9000-0x92BF

After converting to 4-bit and 8-bit .tims using TimTOOL the first lines of FRAME.BIN were clearly different in structure from the 8-bit file's 0x14 lines onward (which should be the image data if the same as ITEM.BIN) and 0x9000 onward in FRAME.BIN is completely different from my 4-bit TIM from 0x40 onward. I've even tried doing it with the ITEM.BIN.BMP that Xif attached in the linked thread and can't see a common structure between the 8-bit file and ITEM.BIN.

Back to FRAME.BIN: output file sizes are 144KB for the 4-bit and 288KB for the 8-bit.

If using the .gif on the website is fine then any help in the settings needed to create a viable TIM in TIMTool would be appreciated.

Thank you.
2
Hi All,

If anyone is interested in the old RAD 3 hack with some additional functionality and now usable on PSX then please find attached. All props go to pokeytax for creating the original RAD 3.

For those who don't know, RAD 3 allows you to add a slew of new Jobs for all your characters to use. You can find the original thread here: http://ffhacktics.com/smf/index.php?topic=7031.0

It circumvents the normal Job requirements in FFT with a new requirements routine that has additional functionality and customization available, giving you access to way more Jobs. For awhile, I've been trying to take it further so I could customize my own game in a different way. Basically, I wanted to be able to "promote" my Jobs after mastering them. I believe I've succeeded so sharing the outcome with everyone else.

The limitation of the hack is that new Jobs must be "tied" to an existing Job (Shared Job) in terms of JP/ability slots learned.

The original goal of my additions was to allow Jobs to unlock on mastery of prerequisite Jobs, rather than just on Job levels.

Fixes

Now working correctly in PCSX-R and Mednafen. Pieces of code breaking the Coding Standards should now be gone.
You must still be careful if combining this hack with ALMA because some parts write to the same locations.

New Functionality

Requirements:

- Shared Job's Level.
- Shared Job's JP Spent.
- Shared Job's JP Earned.
- Shared Job's Learned Abilities.

Options:

- Replace a Job with a new Job.
- Reset Learned Abilities on unlocking new Job (split between A1-8, A9-16 and RSM1-6)

All of these add a lot more customization to the Job path in the game.

Working Example

If you want the Knight Job to change into Arc Knight and then finally Dark Knight, you can do the following:

1.
Add two new Jobs: Arc Knight and Dark Knight.
Set both to "Share with" Knight. Add their Job IDs and Skillset IDs to the relevant fields (obtainable from FFTPatcher). I've also added Knight level requirements to them:



2.
In the Arc Knight row:
Check the ability slots you want the player to learn on the Knight Job before accessing this Job.
Select the Job ID for Knight (4C) in "Replace Job" field. This will replace Job 4C with Job 08.

In the Dark Knight row:
Check the ability slots you want the player to learn on the Arc Knight Job before accessing this Job.
Select the Job ID for Arc Knight (08) in "Replace Job" for Dark Knight. This will replace Job 08 with Job 11.

If you want, select "Yes" for any of the "Reset" fields to start the new Jobs with unlearned abilities in these slots. I've chosen to so each Job feels fresh:



Kick out the XML using the button and apply the ASM hack using FFTOrgASM.

Now, when Knight learns the abilities you've selected as requirements for Arc Knight - and is at least level 4 - it'll be "promoted" to Arc Knight. The same will happen again for Arc Knight, once all required abilities are learned and it's at least level 6, it'll "promote" to Dark Knight.

This example is included in the spreadsheet download. One thing to bear in mind here is that you will lose access to the previous skillsets ie. once you're Dark Knight you'll no longer have access to the Knight or Arc Knight skillset. There are ways around this shortcoming that I'll add to this post at a later date.

I've tried to make usage as clear as possible with pop-up comments as guidance for what each field does. If anyone needs help with specific setups then please feel free to post in this thread and I can help.

Future Updates:

- Will add ability to make Jobs mutually exclusive based on spending JP in one. In other words, creating branches in your Job path based on player choice. For example, if Holy Knight and Dark Knight are mutually exclusive, both initially unlock and are available but investing in one a certain amount (can be configured) will disable the other. Fall too far to the dark side and the light is forever gone!

- If moving on to a new Job that replaces the old one, I'm looking to try to automatically change the character to that new Job rather than the player needing to select it in the Job Wheel. This one is more up in the air as to whether it's even possible, World.BIN has very little documentation compared with SCUS and Battle.BIN. If anyone knows how to do it smoothly please give me a shout.

Still under test but haven't thrown out any issues yet.

Note: You'll need to remember to enable Macros on opening the file in order for the XML Export to work.

Have fun and if there's any questions feel free to ask them here :)

ASM Hackers:

XML page contains both the Hex code and MIPS annotations along side it for you to peruse and (probably) critisize! If so, please be gentle, have spent what I suspect is over a hundred hours on this (largely due to World.BIN being so unknown and going down alot of blind alleys).
3
Hi guys,

I had a quick question if anyone could answer - was any progress made into mining World.BIN to find out how stat change previews are done (like when you have Move+1 selected and see +1 next to Move)?

I've tried to check it out myself but having some difficulty finding exactly what routine decides that an ability has stat changes etc.

Thanks in advance.
4
PSX FFT Hacking / ASM Help
March 22, 2015, 04:31:04 pm
Hi All,

I'm trying to learn some of this but have a couple of small questions at the moment that are stumping me and it'd be great if someone could help :).

For example, I would like to use a hack posted on here so that people regenerate 10% of their MP per turn. However, I personally find 10% a bit too high so I'd like to tweak it to 5%.

Now, I would've hoped this would be as simple as taking the existing code and inserting a couple of lines to simply divide where "10%" is stored by 2. However, there's a couple of issues I'm not sure about.

This is the hack at present:

lui r3,0xcccc
lhu r2,0x002e(r16)
ori r3,r3,0xcccd
multu r2,r3
mfhi r3
srl r3,r3,0x03
sh r3,0x0196(r16)
lbu r2,0x0024(r16)
ori r3,r0,0x0010
sb r3,0x01b1(r16)
jr r31
nop

So my two problems:

1. Can I even use constants? If so, I could just add divu r3,0x02 -> mfhi r3?
2. If constants can be used, how do I tell the difference between an offset being referenced or a constant?

For example, on line 1 that looks like a value is being loaded from an offset since a constant of 'cccc' would be way too high, surely? But then with SRL it appears to be a constant of $03.

For now, I've just changed it to look at Current MP rather than Max MP so at least it discourages spamming spells.

Thanks in advance.
5
Help! / Changing Overworld Ramza Sprite
August 12, 2013, 04:03:48 pm
Hi Guys,

Anyone have any idea how to do this? I've got a modified Ramza sprite for Chapters 2, 3 and 4 so it looks kind of odd to see the old Ramza sprite on the World Map. I've been trying to find where this sprite is stored but unfortunately with little success.

I've searched for previous threads on this issue but they were all unanswered so hoping someone knows now!

Thanks in advance.
6
Help! / ARH Hack and Playing on PSX/PS2
August 17, 2012, 03:58:22 pm
Hey guys,

I'm not sure if anyone will be able to answer this question but I'm hoping!

I recently tried to burn my modified FFT to disc to play on an actual PSX, since I want to be able to sit in bed comfy and cozy when playing FFT! After successfully loading the game up, it's working fine all the way until it has to actually enter the "game world" as such - this would include anything such as entering a scene, a battle, etc. As an example, when I start a new game it goes through everything perfectly fine until the "Orbonne Monastery" scene where the music starts and then hangs.

I've narrowed the cause of this down to one single thing: the ARH hack.

Does anyone have any idea why this would cause such an issue that ONLY appears when playing the game on a physical PSX/PS2 and any way it could be averted?

Thanks in advance!
7
Help! / RAD3 and Identity Restriction
August 08, 2012, 05:23:24 pm
Hi again!

I'm currently having problems with the Identity restriction with RAD3 and wondered if anyone could help: simply, it doesn't seem to be working for me.

I have added in 04 for the identity restriction so that only Ramza can use it and I've attached a screenie of the spreadsheet with this.

I have also attached a screenshot of World.BIN extracted from my ISO in a hex editor showing that the change has gone through all the way into the ISO.

However, everyone can access this class and I'm quite stumped as to why.

Thanks!
8
Help! / Problem with Formula 9/53 (Gravity attacks)
August 04, 2012, 09:20:58 am
Hi All!

Got a little issue I can't work out how to fix. I'm currently trying to make a ranged attack for the archer that works like the gravity spell. For some reason, this attack causes the game to crash when a target is selected as if it's having trouble calculating the damage it should apply. I'm using the same formula as Gravity (formula 9) and have also tried formula 53 but no matter which I select I'm seeing crashes and it's always when I select a target.

Please see a screenshot of the options selected for the attack in the FFTPatcher. Also, don't worry about the fact I'm using empty skill slots as all the others work perfectly.



Thanks guys.
9
Hi Guys,

I've been mucking around with my FFT for awhile now thanks to alot of help on these forums and so far been fine on my own but I've hit a bit of a wall.

I'm currently trying to edit Ramza's sprite in various events in the game. I've made all the edits, the files are ready and in the correct formats etc. The issue I have is that when using EvtChrView, when saving the file it increases the filesize from the normal 4110KB to 4500KB. This happens even when I don't edit the images contained in the file. So if I simply open up the default EVTCHR.BIN and resave it using the program, it increases the file size to 4500KB?

I tried inserting this back into the ISO using MagicISO (since I couldn't do it with CDMage as it would truncate the file) and the ISO is now unreadable.

Could anyone help with how I can save this file without inflating its size?

Thanks!