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April 23, 2024, 07:37:33 pm

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


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Messages - Pride

61
PSX FFT Hacking / Re: Pride's ASM Thread
May 11, 2017, 02:13:05 am
Reaction Rewrite updated. v1.2 - Added additional requirements and added in the ability to assign an ability id to additional counters, like how Counter Tackle functions.

see post for more information and download.
62
PSX FFT Hacking / Re: Pride's ASM Thread
May 07, 2017, 12:22:09 am
Generate Treasure Rewrite

A spreadsheet that rewrites the Generate Treasure routine. Treasured unit's now can have up to 8 unique items, or fewer if you want to play around with the drop chance of each item, based on the unit's current level as a requirement for that item to be dropped. Any item with a level requirement of 0 is skipped and is then based on the equipment and if the unit is a monster, or naked, it then references the first entry on the spreadsheet to generate a generic drop list. The Chocobo Job is used as an example of how you can play around with the drop rates. At minimum, this asm can allow to control what items are treasured if you've changed the chemist items and may not want the enemies to drop them at all.

Known Bugs: None and hopefully it will stay that way.

version 1.1 - Initial hack created and publicly shared.
version 1.2 - Updated spreadsheet to be compatible with older versions of excel.

My notes (Xifanie's spreadsheet) are attached if you want to use that or just curious.
63
PSX FFT Hacking / Re: Pride's ASM Thread
May 05, 2017, 03:55:22 pm
Yeah raven reminded me that hamedo triggers off of that flag so I made it then hamedo doesn't care about my asm after playing around with it for a bit.  -shrugs-

Edit: ohhh okay good to know xiffy
64
PSX FFT Hacking / Re: Pride's ASM Thread
May 04, 2017, 10:23:52 pm
Cheers buddy!

* Pride pours a shot
65
Spriting / Re: We need MOAR Monsters
May 04, 2017, 09:00:12 pm
The community also needs a bear sprite because bears are cool enemies :3
66
PSX FFT Hacking / Re: Pride's ASM Thread
May 03, 2017, 02:18:14 am
Reaction Rewrite

A spreadsheet that allows you to change what triggers your reactions (HP Damage, MP Damage, Counter Magic Flag, Physical Attack, Ability uses CT, etc), your reaction roll (Brave %, Faith %, etc), and it allows multiple reactions to be equipped and ignoring the base games restrictions on this. The Settings tab allows you to alter the order the reaction support sets are read, ie if you change the first one to 8c, it'll allow the critical status abilities to be read before pa/ma save if both are equipped on the unit. It also comes with the ability to change the percentage amount of Damage Split, MP Switch, and Distribute allowing some buffs or nerfs those abilities. Hamedo and the evasion based reactions won't be affected by this but they can be used if new reactions are being used in their place, such as the assigning them a Counter Ability ID.

Counter Ability ID basically creates a clone of Counter Tackle and attacks with the assigned Ability ID. No dropdown box because it would be too large so you'll have to look up the ID either through the Patcher or the wiki here.

Known Bugs: Hamedo completely ignores this and only goes off of its original vanilla function. Abandon looks like it joins this as well. Currently investigating a solution.
Please let me know if you find any other bugs.

v1.0 - Initial hack created
v1.2 - Added additional requirements and added in the ability to assign an ability id to additional counters.

Current version is currently only for excel users, I'll update the original spreadsheet at another time. Left the old version up for anyone that needs a more simple version.

Thanks Xifanie for the Spreadsheet Template, Emmy for the original hack so I could understand what was going on, and fuck RavenOfRazgriz.
67
Well I didn't know how she made the extra items, they were just there
68
...
...

Xifanie is very clever
69
PSX FFT Hacking / Pride's ASM Thread
April 28, 2017, 04:44:51 am
Welcome to my hacking thread. Hopefully you'll find something you like. I do take requests but depending on how difficult the request is... I may decline.

Standard ASM Hacks

[01] MP Switch Overflows damage to HP

  • Any excess damage from MP Switch no longer goes to waste. It will damage the target's HP if there is any excess.

  • The Variable changes the % of damage (xx/128) that the MP portion takes, the default is the vanilla 1:1 ratio. Changing this number to x40 would cause the MP damage to take 50% less damage until MP is reduced into spillover range.

  • You can also set it to ignore spillover and increase/decrease the amount of damage MP takes alone.



[02] Remove Spill Over JP
  • Does what it says, no units will gain spill over jp.


[03] Earn no extra Gil from Level Bonus
  • Earn no Gil from the level bonus in the ENTD tab.


[04] % MP gained at turn start
  • Gain 5% (default) MP at the start of the unit's turn. Determined from variable/128, in hex of course.

  • Game crash: Causes the game to hang during tutorial fight. Investigating a solution.


[05] Enemies can now randomly spawn with PA Save, MA Save, and Speed Save.
  • Removes an (intended?) bug that removed PA Save, MA Save, and Speed Save from being randomly selected on enemies.


[06] Charge gains unique status effects.
  • Charge can have an assigned status inflict ID, overwritting the weapons status effect (IE Poison Shot inflicts Poison).

  • Use the Patcher to determine what Status ID to use under the "Inflict Status" tab.


[07] World Map script edit. ID x16 now uses a required level.
  • x16 now functions as a level check and the event or command will not run unless the unit is at least the required level. The level that its checked against is the highest leveled unit in the party. Works fully with any other World Map check (sprite ID, integer check, etc.).

  • Use World Map editor found in one of RavenOfRazgriz's spreadsheets to add to the requirements.

  • Format follows as: 1600 XX00 with XX being the desired level required. Example: 1600 0700 wouldn't allow the event to play unless the highest level in the party was at least level 7.


[08] Move the World Map script to kanji space.
  • Moves the World Map script to kanji space (x80142ae0) so you can't collide with other data if you're world map goes over the allotted space.

  • This, however, does not change where the World Map data is saved so you'll have to manually edit the .xml produced from the spreadsheet to its new location (62AE0 in world.bin).


[09] Ability Animation 07 00 00 will always swing weapon
  • Removes the Ability Flag 'Weapon Strike' from being required to swing a weapon during animation 07 00 00.

  • Should be no more unwanted punching while using an attack unless unequipped.

  • Removes the ugly glitched sword that normally appears when using the draw out animations (03 XX). This was not intended and testing other combinations where there might be an issue but appears to only affect animations where having the equipped weapon is preferred.

  • Useful if you're using another ASM that uses 'Weapon Strike' to merge the ability element and weapon element but you don't want to inherent the weapon element.



[10] Attribute Rewrite

  • Allows a secondary Item Attribute to be attached with the 1st unknown in the Item Data in the Patcher.

  • Also allows R/S/M to be attached to Items with the 2nd unknown using the Ability ID. x100 is added to the total so to add Short Charge to an item, you would set it to E2.

  • Allows you to set negative stats with values 255 - 128. 255 being -1, 254 being -2, etc. There isn't any protection about your units falling into negative stats, so be careful with that.
  • ??? Unit's will not have their HP/MP reset to 999 if they have a Helm/Armor equipped.

  • It also allows you to adjust HP/MP caps for both type of units, change the materia blade item, and change the items required for "Sword & Knight swords"



[11] Move disabled from Attacks

  • Weapon Ranged, Linear AOE, and Draw Out AOE type with a Charge Time all disable Movement while Charging.



[12] Status CT Timer Edit

  • Every Status can now have a CT by setting the time in the FFTPatcher and setting the variable x01 to x0F.

  • You are still limited to only 16 timers but they can share CTs. I.E. Poison and Regen can share a CT but will need to cancel and/or not allow them to stack on each other.

  • If the status does not have a CT, set the variable to FF.

  • It also comes package with two new Supports: To increase/decrease the length of the CT timers.

  • If you do not use my spreadsheet, you'll have to manually edit the information to change the needed data. Check the Battle Stats page on how to edit the supports and see the image for more information on how to edit the data.



[13] Move +1/2/3 & Jump +1/2/3 edits

  • Turns Move +1 into Move +?

  • Turns Move +2 into Jump +?

  • Turns Move + 3 into PA +?

  • Turns Jump +1 into MA +?

  • Turns Jump +2 into Speed +?

  • Turns Jump +3 into Class Evade +?

  • Keep the variables the same for the pairs otherwise you'll throw off the preview when you equip the movements.



[14] Transparent not lost on action or taking damage

  • Transparent status is no longer removed after taking an action or taking damage.

  • This is intended to be used with CT Magic. Unless you want permanent Transparent.



[15] Defend not removed on act

  • Defend status is no longer removed after taking an action.

  • This is intended to be used with CT Magic. Unless you want permanent Defending.



[16] New Support: Inflict Status (ID) to Weapon Attacks

  • Inflict Status: ID to weapon attacks (except Fists) that do not have a proc already.

  • Check your FFTPatcher to make sure you are adding (or cancelling) the status you want to be. Defaulted to 09 (Poison).

  • This is defaulted over Secret Hunt. Edit unit data to choose which data is checked. See http://ffhacktics.com/wiki/Data/Table_Locations for more information.



[17] Disable Secret Hunt

  • Removes the vanilla function of Secret Hunt; poaching monsters.



Spreadsheet Hacks

[01] Reaction Rewrite



[02] Generate Treasure Rewrite



If you want to see my old thread with older hacks; please refer to this thread. Its very old and several broken hacks, I would not recommend taking any ASM from there but I'll keep it there for anyone that wants to look.
70
Help! / Re: Monsters and Equipment? Possible?
April 23, 2017, 04:52:23 pm
You'd have to remove /all/ the hardcoding on monsters, which I don't think anyone has been able to remove
71
PSX FFT Hacking / Re: Dokurider's Custom AoEs
April 10, 2017, 05:51:22 pm
 I'm using it too : )
72
Hacking/Patching Tools / Re: ISO Manager v1.00b
September 27, 2016, 10:51:09 pm
* Pride quietly downloads
73
Just keep at it, hoping to play more soon!
74
PSX FFT Hacking / Re: ASM Requests
July 09, 2016, 02:05:35 am
I was originally altering the formulas to read as a script so you could be able to add in the routines that you wanted to use for each individual formulas. Not as expansive as FDCs which go by individual ability but very flexible (and easier to implement/code).
75
Help! / Re: More ASM Questions
July 09, 2016, 02:02:42 am
Use a logical shift, srl or sll respectfully. But not the issue. I'm about 90% sure that the issue is that you did not set the hit flag (byte x25) for HP damage (activating bit x80) on either the target or user. Look at the self destruct formula if you want an example of the flags being loaded and altered.
76
Uou need a nop command after lbu x0005. This isn't your error most likely but it is an error
77
For the ASM, the issue is with how you have it laid out. You need to run the check for Immortal, run the forced missed routine, /then/ branch to the end. Look at formula 5a to see what I mean.


0018a980: 27bdffe8 addiu r29,r29,0xffe8      
0018a984: afbf0010 sw r31,0x0010(r29)      
0018a988: 0c061d6f jal 0x001875bc            Dragon Check
0018a98c: 00000000 nop            
0018a990: 3c028019 lui r2,0x8019      
0018a994: 8c422d90 lw r2,0x2d90(r2)      
0018a998: 00000000 nop            
0018a99c: 90420000 lbu r2,0x0000(r2)      
0018a9a0: 00000000 nop            
0018a9a4: 10400003 beq r2,r0,0x0018a9b4         Check if evaded (Already done above)
0018a9a8: 00000000 nop            
0018a9ac: 0c061fc9 jal 0x00187f24            Status Proc at 100%
0018a9b0: 00000000 nop            
0018a9b4: 8fbf0010 lw r31,0x0010(r29)      
0018a9b8: 27bd0018 addiu r29,r29,0x0018      
0018a9bc: 03e00008 jr r31         
0018a9c0: 00000000 nop   

001875bc: 3c028019 lui r2,0x8019      
001875c0: 8c422d98 lw r2,0x2d98(r2)      Load Target's stats
001875c4: 27bdffe8 addiu r29,r29,0xffe8      
001875c8: afbf0010 sw r31,0x0010(r29)      
001875cc: 9042015e lbu r2,0x015e(r2)      Load Target's Graphic
001875d0: 00000000 nop            
001875d4: 2442fff1 addiu r2,r2,0xfff1      Target's Graphic - E
001875d8: 2c420002 sltiu r2,r2,0x0002      Set to 1 if Target's Graphic is E, F, or 10
001875dc: 14400003 bne r2,r0,0x001875ec      Branch to end if target is using Graphic E, F, 10
001875e0: 00000000 nop            
001875e4: 0c0610c3 jal 0x0018430c      Force Attack Miss
001875e8: 00000000 nop            
001875ec: 8fbf0010 lw r31,0x0010(r29)      
001875f0: 27bd0018 addiu r29,r29,0x0018      
001875f4: 03e00008 jr r31         
001875f8: 00000000 nop   
78
Doesn't look wrong but slightly changed code. Attempt 2.
80

1980043C
982D848C
1980033C
942D638C
E8FFBD27
1A008310
1000BFAF
2C006294
1980043C
902D848C
00000000
040082A4
80000234
250082A0
00000000
B41B060C
00000000
FE1B060C
00000000
1980023C
902D428C
00000000
00004290
00000000
07004010
00000000
C721060C
00000000
03004014
00000000
AD1F060C
00000000
1980033C
942D638C
01000234
2C006194
1980043C
8C2D848C
00000000
000082A0
E7030334
2B106100
02004010
00000000
21086000
080081A4
20000334
250083A0
1000BF8F
1800BD27
0800E003
00000000


Or it should work.