<Description>Extend jobs from 19 to 20. Based on RAD3. Made by xjamxx. No variables, so edit through xml only. Edit these labels (cuz they go across all locations): oej_idOEJ job ID (should be less than 0x8F). oej_ssOEJ skillset. The one that the job ID has. id(0x34)=ss(0x21) unless chagned via hacks. oej_ma_unitOEJ formation sprite for male. Shishi value -1? oej_ma_unit_p1OEJ formation sprite for male. Shishi value? oej_fe_unitOEJ formation sprite for female. Shishi value -1? oej_fe_unit_p1OEJ formation sprite for female. Shishi value? oej_ma_faceOEJ formation portrait for male. Shishi value -1? oej_fe_faceOEJ formation portrait for female. Shishi value -1? oej_m_ssOEJ spritesheet for male. Shishi value? oej_f_ssOEJ spritesheet for female. Shishi value?</Description> <Location file="SCUS_942_21" offset="5DC14" mode="ASM" offsetMode="RAM"> .label @oej_id, 0x43 .label @oej_ss, 0x73 .label @oej_ma_unit, 0x08 .label @oej_ma_unit_p1, 0x09 .label @oej_fe_unit, 0x09 .label @oej_fe_unit_p1, 0x0A .label @oej_ma_face, 0x08 .label @oej_fe_face, 0x09 .label @oej_m_ss, 0x3C .label @oej_f_ss, 0x3E
2. For job requirements use the second location, and edit:
<Location file="SCUS_942_21" offset="5dce8" offsetMode="RAM"> 50000000<!--Jobs levels requirement for OEJ --> 00000000<!--From Squire to Mime every one hexa digits--> 0000<!--Example 5000 0000 0000 0000 0000 = Squire level 5--> </Location>
Whatever: 1. It would be nice if others test it, but i doubt it. 2. Use it as you like. 3. Thanks pokeytax (though i never spoke to you, i know u are still there). 4. If some1 needs help on how to use it, ask it here. 5. This is my last week here, i won't be back for a long time (could be months, could be years).
Final Update: -Cleaned a bit more the code, removed that battle.bin inner jump call and skip (had to rewrite the entire routine), free more space so any can add more jobs req (there is an example in a second patch). Fixed some undetected load delays, added a require.out location just in case. (more details in https://github.com/xjamxx/FFTPatcher)
Since people won't READ and keep downloading outdated xml files, and i made some important fixes to my patches (though i uploaded them some days ago in github), i will replace the xml files here too...
As far as i know MJW.xml, OEJ.xml and PRE.xml are complete and without any issues (they work on all emus and they should work on psx hardware).
Title: Re: One Extra Job Hack (OEJ) WIP
Post by: 3lric on April 17, 2019, 03:15:04 pm
We already have this hack well into development o_O
Title: Re: One Extra Job Hack (OEJ) WIP
Post by: xjamxx on April 18, 2019, 02:03:48 am
Yeah i know, but I had the time.
Title: Re: One Extra Job Hack (OEJ) WIP
Post by: 3lric on April 18, 2019, 02:14:13 am
So this is tied to chemist job requirements?
Title: Re: One Extra Job Hack (OEJ) WIP
Post by: Xifanie on April 18, 2019, 02:28:00 am
I think he's assuming that people will want chemist to be a job unlocked from the start like in vanilla. Personally I would've just made a xml ASM patch for this. Or at least that fits his personal purpose.
Title: Re: One Extra Job Hack (OEJ) WIP
Post by: Valkirst on April 18, 2019, 03:51:21 am
The way I'm reading it, it seems like he saying that he has it so, that there is an extra empty job available through a chemist requirement that works like all the others with a female/male set. I may be completely wrong about that though! 😅
Title: Re: One Extra Job Hack (OEJ) WIP
Post by: 3lric on April 18, 2019, 04:09:35 am
Ill probably just wait for choto to finish the TLW version, its completely customizable
Title: Re: One Extra Job Hack (OEJ) WIP
Post by: xjamxx on April 18, 2019, 08:30:36 am
Quote from: Xifanie on April 18, 2019, 02:28:00 am I think he's assuming that people will want chemist to be a job unlocked from the start like in vanilla. Personally I would've just made a xml ASM patch for this. Or at least that fits his personal purpose.
Yes. I was tired yesterday and rushed it to finish.
UJS2: ori v0,zero,0x0010 bne v0,t6,UJS3 andi v0,a1,0x0040 beq v0,zero,UJS4#Branch if Unit is not Female. lui a0,0x00ff sll t2,t2,0x01 ori v0,a0,0xff80 and t3,t3,v0 bne t1,zero,UJLP or a1,zero,zero j UJLP or t3,t3,t2
And with only 5 lines of code (i haven't use a single code cave for the entire patch, only used the space i free myself) i set the requirements for the new job, cuz chemist will be always unlocked
If needed i can rewrite so it work like vanilla (chemist check chemist....), and set a zero for the new job and add a nop for custom jump to an special routine (which i won't make).
Give it a try
UPDATE: i just rearrange the code and added its own job level requirement. Chemist is like vanilla it reads its own req.
Title: Re: One Extra Job Hack (OEJ)
Post by: Timbo on April 25, 2019, 02:43:48 pm
This is pretty cool. Did you include Spillover JP and is it compatible with RAD?
Title: Re: One Extra Job Hack (OEJ)
Post by: Bonesy on April 25, 2019, 02:54:37 pm
Wasn't RAD the one I've seen a few people around here dissuade people from using or was that a different thing?
Title: Re: One Extra Job Hack (OEJ)
Post by: 3lric on April 25, 2019, 07:25:14 pm
RAD has a bunch of bugs and also has load delay. Its not recommended for use generally.
Title: Re: One Extra Job Hack (OEJ)
Post by: Timbo on April 26, 2019, 12:17:41 am
I've been gone awhile, I thought Aqueous cleaned it up. Either way, this is more of a curiosity than anything I'm considering using.
Title: Re: One Extra Job Hack (OEJ)
Post by: 3lric on April 26, 2019, 03:25:12 am
I remember him working on it a bit. But i cannot confirm that its 100% now. Im aware that im standards are incredibly high, and it may be fine to use. But until its shown to be 100% without load delay or buggy, i wouldnt recommend it without a buttload of testing for whatevee patch its used on (refering to RAD)
Title: Re: One Extra Job Hack (OEJ)
Post by: darkskyx on April 09, 2022, 12:37:47 pm
I've tried to make this work for PSX, but it doesn't work for me. I am misunderstading something? I am doing something wrong? Should I edit something or just applying the ASM it should be fine? Because I don't find any new unit to edit in my FFTPatcher.
I guess this doesn't work in PSP but it will be amazing as 1 more job would fix my issues for my PSP hackmod.
Edit: Well, this was a message from 2022 and now in 2023 I know it is included in the FTTPatcher files as an ASM tool. For PSP it looks hard to add code.
Title: Re: One Extra Job Hack (OEJ)
Post by: Nyzer on April 09, 2022, 04:48:29 pm
The OP of this topic left the community years ago.
They'd admitted in previous topics that they don't test their own work, so it wouldn't surprise me too much if it just isn't functional.
That said, I really don't know what you're talking about with "new unit to edit in FFTP". It doesn't add a job to the list, it just points at an existing one, and FFTP doesn't pull names from the ISO even if one had been included (which I'm sure it didn't; it would have depended on the user to make a Tactext edit).
There's no way it would work in the PSP version even if it was fixed to work there because it makes use of existing unused data - i.e. female Bard and male Dancer - which is something the PSP version (almost) certainly does as well.
And finally, this hack in a proven functional version does exist; it's part of TLW...