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Kourama [Posts: 385]
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  • [January 22, 2011, 03:48:38 AM]
Re: The little asm hacking reference
« Reply #360 on: January 22, 2011, 03:48:38 AM »
Don't you just need to unpack the files, find the data and edit it in a Hex editor?
The game crashes or freezes, or any other issue when you try to apply an ASM hack to the PSP version.
French Maid
Xifanie (Webmistress) [Posts: 4259]
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  • [January 22, 2011, 06:47:59 AM]
Re: The little asm hacking reference
« Reply #361 on: January 22, 2011, 06:47:59 AM »
Vanya, without a doubt, the memory addresses aren't the same in WotL for the same data/instructions.

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    Vanya [Posts: 3956]
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    • [January 22, 2011, 08:37:56 AM]
    Re: The little asm hacking reference
    « Reply #362 on: January 22, 2011, 08:37:56 AM »
    The game crashes or freezes, or any other issue when you try to apply an ASM hack to the PSP version.

    That's because they're made for the PSX version, and also what Xifanie just said.

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    RandMuadDib [Posts: 381]
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    • [May 16, 2011, 03:04:36 AM]
    Re: The little asm hacking reference
    « Reply #363 on: May 16, 2011, 03:04:36 AM »
    Hey Xifanie, i have a question for you. Are you still working/planning on working on the ARH2 and mime fix hacks? If so, will the ARH2 be able to require a specific level or job level?

    Not a request, just curious :)

    Thanks.

    I will show you the power of SARDIIIIINES!!!!
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    Xifanie (Webmistress) [Posts: 4259]
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    • [May 16, 2011, 03:42:39 AM]
    Re: The little asm hacking reference
    « Reply #364 on: May 16, 2011, 03:42:39 AM »
    Nope I'm not... and anyway the ARH2 would be too complicated to use for anyone but me. I was originally creating it for KoI.

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  • <R999> My target market is not FFT mod players
    <Raijinili> remember that? it was awful
    May I kill him?
    Pride [Posts: 818]
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    • [May 16, 2011, 04:09:28 AM]
    Re: The little asm hacking reference
    « Reply #365 on: May 16, 2011, 04:09:28 AM »
    Would it be possible for you to post your notes on the mime fix to see if anyone wants to (or is able to) continue working on it?

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  • Check out my ASM thread. Who doesn't like hax?
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    RandMuadDib [Posts: 381]
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    • [May 16, 2011, 04:16:28 AM]
    Re: The little asm hacking reference
    « Reply #366 on: May 16, 2011, 04:16:28 AM »
    alright well thanks for the reply Xif, good to know.

    I will show you the power of SARDIIIIINES!!!!
    LastingDawn [Posts: 3452]
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    • [May 16, 2011, 01:22:01 PM]
    Re: The little asm hacking reference
    « Reply #367 on: May 16, 2011, 01:22:01 PM »
    I wouldn't be so sure about ARH2 being too complicated for *everyone* by this point Xifanie. With the breadth of talent in the community I'm sure one of the advanced users will be able to make heads or tails of it.

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    the dead brought back to life."

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    formerdeathcorps [Posts: 1322]
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    • [May 16, 2011, 11:54:05 PM]
    Re: The little asm hacking reference
    « Reply #368 on: May 16, 2011, 11:54:05 PM »
    I wouldn't be so sure about ARH2 being too complicated for *everyone* by this point Xifanie. With the breadth of talent in the community I'm sure one of the advanced users will be able to make heads or tails of it.

    Furthermore, if you post something that forces people to think and back it up with an explanation (or let someone like LD mentioned write it up for you), more people might actually learn ASM or at least think plan smoother hacks and more complicated mechanics.

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    pokeytax [Posts: 515]
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    • [May 17, 2011, 01:10:44 AM]
    Re: The little asm hacking reference
    « Reply #369 on: May 17, 2011, 01:10:44 AM »
    Yeah, I'm hardly one to talk about abstruse notes, mine are a wreck. But I am definitely planning on updating the ARH; in order to use Jump/Charge/Math as "pure passives" in ALMA, I need to expand the list of abilities ARH can lock. So I'll be fiddling with it anyway if you feel like posting what you have.
    « Last Edit: May 17, 2011, 01:13:02 AM by pokeytax »
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    Xifanie (Webmistress) [Posts: 4259]
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    • [May 17, 2011, 02:12:48 AM]
    Re: The little asm hacking reference
    « Reply #370 on: May 17, 2011, 02:12:48 AM »
    It's not like I have anything.

    You should just disassemble my code... really it's just handling the data in a table.

    I started coding the ARH2 but it wasn't working at all when I started debugging it, so it's kinda pointless to post it. Not only that, but it's hundreds of kilometers away.

    The way I was going to make it was like:

    IF == (byte) : 0x01
    IF != (byte) : 0x02
    IF < (byte): 0x03
    IF > (byte): 0x04
    IF == % (half-word): 0x15
    IF != % (half-word): 0x16
    IF < % (half-word): 0x17
    IF > % (half-word): 0x18
    AND: 0xFE
    OR: 0xFF
    etc.

    So like 02 8201 00 FF 17 2800 2A00 0A00 FE 18 2A00 0000

    Would be

    02 8201 00
    If [Chocobo Riding] != 0x00 (meaning, the unit IS riding something)
    return TRUE


    FF
    OR

    17 2800 2A00 0A00
    If [HP] / [Max HP] < 10%
    FE
    AND
    18 2A00 0000
    If [HP] > 0
    Return TRUE

    Anything else would return false
    « Last Edit: May 17, 2011, 02:34:14 AM by Xifanie »
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  • <R999> My target market is not FFT mod players
    <Raijinili> remember that? it was awful
    Dome [Posts: 4890]
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    • [June 14, 2011, 12:28:05 PM]
    Re: The little asm hacking reference
    « Reply #371 on: June 14, 2011, 12:28:05 PM »
    Can someone make an .xml file (To easily put those ASM in the first page into the game with FFTorgASM)?
    It would be very helpful :-)

    The two that I like most are the first one (I'd like to put it in 1.4) and the "no-music" one
    « Last Edit: June 14, 2011, 12:30:53 PM by Dome »
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    Atma [Posts: 216]
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    • [December 02, 2011, 05:02:15 PM]
    Re: The little asm hacking reference
    « Reply #372 on: December 02, 2011, 05:02:15 PM »
    haven't tested it, but i just plugged the info into Raven's FFT OrgASM XML Generator (http://ffhacktics.com/smf/index.php?topic=7719.0) and it created it seemingly perfectly. 

    My name is Atma... I am pure energy... and as ancient as the cosmos.
    Generic19 [Posts: 21]
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    • [December 16, 2011, 10:43:54 AM]
    Re: The little asm hacking reference
    « Reply #373 on: December 16, 2011, 10:43:54 AM »
    Fury v 1.02, seems to have a formula of (Caster Brave + 50)*(Target Brave + 50)/10000  rather than the listed formula: (Caster Brave + 40)*(Target Brave + 40)/10000

    Is there a specific byte that controls the additive?
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    FFMaster [Posts: 2499]
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    • [December 16, 2011, 11:23:23 AM]
    Re: The little asm hacking reference
    « Reply #374 on: December 16, 2011, 11:23:23 AM »
    Are you using the one in the xml? because the one here has the 40 constant. The one on the xml has the constant at 50. Anyway, let me bold you the numbers to change the constant.

    BATTLE.BIN
    0x000E930C :
    10270000
    1980033C
    942D628C
    982D638C
    24004290
    24006390
    28004224
    28006324
    18004300
    12100000
    1500033C
    0C0362AC
    97180608
    00000000
    250062A0
    12100000
    1500043C
    0C03848C
    18004400
    12100000
    10270434
    1A004400
    1500023C
    0C0344AC
    12100000
    65190608
    00000000
    0x0011F254 :
    C4400508
    1900013C
    942D218C
    5A00228C
    0x0011F58C :
    D1400508
    00000000


    First bold number is for attacker, second one is for target. Both numbers in hex, of course. Use Windows calculator if you can't convert the number, it's quick and makes sure you don't make mistakes =p

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    Generic19 [Posts: 21]
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    • [December 16, 2011, 05:59:24 PM]
    Re: The little asm hacking reference
    « Reply #375 on: December 16, 2011, 05:59:24 PM »
    I believe I did use the one in the xml out of laziness.  Thank you FFMaster, you are a true master.
    Generic19 [Posts: 21]
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    • [December 21, 2011, 11:11:54 AM]
    Re: The little asm hacking reference
    « Reply #376 on: December 21, 2011, 11:11:54 AM »
    I was wondering if I was interpreting the (#+1%) chance knockback on Dash/Throw Stone correctly?
    BATTLE.BIN
    0x0011F9C8 :
    ##000534

    That means that if I set ## = 63.  Then that is (99 + 1)% = 100% in decimal?

    Also will the knockback effect be present in counter tackle?

    Thanks.
    French Maid
    Xifanie (Webmistress) [Posts: 4259]
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    • [December 30, 2011, 06:16:51 PM]
    Re: The little asm hacking reference
    « Reply #377 on: December 30, 2011, 06:16:51 PM »
    Counter tackle is essentially the Dash ability, and I'm not sure about the % myself.



    Remove forced slowdown for Math Skill (Skillset ID 0x15)

    BATTLE.BIN
    0x00115F74
    00000000

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  • <R999> My target market is not FFT mod players
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    FFMaster [Posts: 2499]
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    • [January 11, 2012, 10:25:59 AM]
    Re: The little asm hacking reference
    « Reply #378 on: January 11, 2012, 10:25:59 AM »
    Holy shit, I didn't notice this. This means a ton for me. Thanks.

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    Physics student
    Rfh [Posts: 279]
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    • [January 21, 2012, 08:26:19 PM]
    Re: The little asm hacking reference
    « Reply #379 on: January 21, 2012, 08:26:19 PM »
    Xifane, ''Number of allowed spritesheets override'' doesn't work. For example, for raising the limit to 13, I use it:

    BATTLE.BIN

    0x00118910 : 0D

    And... when I use 10 different sprites, one sprite is glitched.
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