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FFMaster's small ASM hacks{Another Oil hack made}

Started by FFMaster, August 09, 2010, 06:18:26 am

RandMuadDib

I would think it doesnt matter. Either they are already in range of their target or they move to get to said target, either way they won't move afterward.
I will show you the power of SARDIIIIINES!!!!

Wiz

I asked you about it a while back FFM, but I was just wondering (once you get the time to hack again after your exams are over) if you could find the offset again that cancels the mid-charge bonus on charging units (mages with spells most notably in Arena)?

I think you said that it was a single-byte change iirc and that you lost the location of it unfortunately.

If you ever discover it, let everyone know because I think it's great :D
  • Modding version: Other/Unknown

FFMaster

Changes Reaction Rate from Br% to (Br+Fa)/2%

0x126398
5E610508
00000000

0xF1578
24008590
26008490
00000000
2128A400
42280500
3378010C
64000434
EC340608
00000000

EDIT:

Change Damage split to shift 33%

0x126358
67610508
5555103C

0xF159C
56551026
18000202
10800000
D8340608
1980033C
  • Modding version: Other/Unknown
☢ CAUTION CAUTION ☢ CAUTION CAUTION ☢

Pickle Girl Fanboy

Quote from: FFMaster on November 08, 2011, 09:49:18 pmChange Damage split to shift 33%

0x126358
67610508
5555103C

0xF159C
56551026
18000202
10800000
D8340608
1980033C

Are there a couple of bytes to change which will change the % Damage Split shifts?

FFMaster

Yeah, let me highlight them

0x126358
67610508
xxww103C

0xF159C
zzyy1026
18000202
10800000
D8340608
1980033C

This one reads wwxxyyzz

The fraction you get is 0xWWXXYYZZ/0xFFFFFFFF, a hex division. I don't really know how it works, better off asking fdc on the proper way to do it. I just know 1/3 is 55555556.
  • Modding version: Other/Unknown
☢ CAUTION CAUTION ☢ CAUTION CAUTION ☢

RavenOfRazgriz

Quote from: FFMaster on November 08, 2011, 10:45:00 pmThe fraction you get is 0xWWXXYYZZ/0xFFFFFFFF, a hex division. I don't really know how it works, better off asking fdc on the proper way to do it. I just know 1/3 is 55555556.


00:33   FFMaster: ok, in vanilla, Attack Up is 4/3
00:34   FFMaster: so we want to increase PA by 1/3
00:35   FFMaster: we start with the number FFFF
00:35   FFMaster: FFFFFFFF*
00:35   FFMaster: divide that by the denominator
00:35   FFMaster: in this case 3
00:35   FFMaster: =55555555
00:35   FFMaster: and add 1
00:35   FFMaster: =55555556
00:35   FFMaster: and multiply that by the numerator
00:36   FFMaster: [14:23] <FFMaster> 5555043C
00:36   FFMaster: [14:23] <FFMaster> 56558424
00:36   FFMaster: is basically making the number 55555556
00:37   FFMaster: so the first 2 bytes in the first line
00:37   FFMaster: reverse them
00:37   FFMaster: and those are the first 2 numbers
00:37   FFMaster: reverse the first 2 bytes for the second line
00:37   FFMaster: and you have the remaining numbers
00:38   FFMaster: if you wanted 2/5 for example
00:38   FFMaster: FFFFFFFF/5
00:38   FFMaster: =33333333
00:38   FFMaster: add 1
00:38   FFMaster: =33333334
00:38   FFMaster: multiply by 2
00:39   FFMaster: 66666668
00:39   FFMaster: so the code will be
00:39   FFMaster: 6666043C
00:39   FFMaster: 68668424
00:39   FFMaster: if that makes any sense
00:39   RavenOfRazgriz: I think I get it
00:40   RavenOfRazgriz: So you take FFFFFFF to represent your start value
00:40   RavenOfRazgriz: divide
00:40   RavenOfRazgriz: Add 1 for some reason I assume is code-related
00:40   RavenOfRazgriz: multiply
00:40   RavenOfRazgriz: split your answer into part A and part B, in this case 6666 and 6668
00:41   RavenOfRazgriz: Reverse the bytes
00:41   FFMaster: yep
00:41   RavenOfRazgriz: Concatenate 043C to the first part
00:41   RavenOfRazgriz: 8424 to the second
00:41   RavenOfRazgriz: ?
00:41   FFMaster: yep
00:41   RavenOfRazgriz: I assume those numbers are always used then?
00:41   FFMaster: yeah
00:41   RavenOfRazgriz: That's pretty simple honestly.
00:42   FFMaster: the other numbers just tell the location and what to do
00:42   RavenOfRazgriz: I see.
00:42   RavenOfRazgriz: So for 4/3...
00:42   RavenOfRazgriz: FFFFFFFF / 3
00:42   RavenOfRazgriz: = 55555555
00:42   RavenOfRazgriz: +1
00:42   RavenOfRazgriz: 55555556
00:42   RavenOfRazgriz: * 4
00:43   RavenOfRazgriz: = 155555558
00:43   RavenOfRazgriz: um
00:43   FFMaster: wait... would that overflow....
00:43   RavenOfRazgriz: Is that okay?
00:43   FFMaster: i'm not sure
00:43   FFMaster: you will have to ask fdc
00:43   RavenOfRazgriz: That sounds like it should overflow
00:44   FFMaster: yeah
00:44   FFMaster: so you will have to keep between 0 and 1
00:44   FFMaster: the increase has to be a fraction between 0 and 1, yeah
00:44   RavenOfRazgriz: OH
00:44   RavenOfRazgriz: So this is an increase
00:44   RavenOfRazgriz: So it's below 1
00:44   RavenOfRazgriz: So in this case I'd do 1/3
00:44   FFMaster: yes
00:44   RavenOfRazgriz: To get ATKUP
00:44   FFMaster: yes
00:44   RavenOfRazgriz: which is 55555556
00:45   RavenOfRazgriz: Now the code you showed me makes sense
00:45   FFMaster: so if i wanted to increase by 7/8
02:02   FFMaster: Raven, if it's not too late, i messed up a tiny bit
02:02   FFMaster: it's FFFFFFFF
02:02   FFMaster: divide by denominator
02:02   FFMaster: multiply by numerator
02:02   FFMaster: and then add 1
02:04   RavenOfRazgriz: kk



Pickle Girl Fanboy

Ah, didn't think of it.  I thought it was 2 separate routines, one to shift damage and another to restore hp.  I didn't anticipate that it would use the same routine to determine damage, and then shift that number to enemy hp damage and self hp restoration.

Austin

I'm having some trouble with the katana break chance constant hack. I set the XX to 00, but all it looks like it did was get rid of the message telling you the katana broke. When I check my inventory I still have katanas come up missing pretty regularly, I guess about as often as they would before. Anyone else having the same problem?
  • Modding version: PSX

FFMaster

Oil status grants weakness to element(s), overrides Absorb/Null/Half element
BATTLE.BIN
0x11DE98

1980023C
982D428C
E8FFBD27
5A004590
1000BFAF
8000A130
6D004590
02002010
9C014194
XX00A530
24188500
02006010
00042334
9C0143A4
5A004190
6E004590
80002130
02002010
00000000
XX00A530
24188500
05006010
00000000
9013060C
00000000
D6130608
00000000
6F004590
02002010
90014194
0300A530
24188500
02006010
43080100
900141A4
5A004190
70004590
80002130
02002010
90014194
YY00A534
24188500
05006010
40080100
9C014394
900141A4
00086334
9C0143A4
1000BF8F
1800BD27
0800E003
00000000

BATTLE.BIN
0x120020
change 80 to YY


XX = Elements not affected by Oil
YY = Elements affected by Oil


TABLE
0x80 = Fire
0x40 = Lightning
0x20 = Ice
0x10 = Wind
0x08 = Earth
0x04 = Water
0x02 = Holy
0x01 = Dark


For example, if you want Oil to grant weakness to Fire/Holy/Dark, then XX = 7C and YY = 83

For those who want to mess with the effects more:
First XX = Elements to ignore Absorb on target
Second XX = Elements to ignore Null/Half on target
First YY = Elements to grant Weak on target
Second YY = Elements that will remove Oil


The combination of Null/Half: Elements was due to laziness.

This hack is based off fdc's version and bloated with stuff that I wanted.
  • Modding version: Other/Unknown
☢ CAUTION CAUTION ☢ CAUTION CAUTION ☢

Vanya

Nice, FFM. I always appreciate these customizable asm hacks, even if I don't have time right now to put them to use myself.
  • Modding version: Other/Unknown
¯\(°_0)/¯

FFMaster

Fun ASM hack here.

Reis formulas(Dragon hit only) becomes Monster Skill hit only

BATTLE.BIN
0x1205BC
1980023C
982D428C
E8FFBD27
92004290
1000BFAF
80004230
00000000
00000000

The bolded numbers can be changed to fit any RSM. Check the wiki for which numbers correspond to which RSM.
  • Modding version: Other/Unknown
☢ CAUTION CAUTION ☢ CAUTION CAUTION ☢

The Damned

(Sigh.)

This is probably horribly obvious, but I figure that I need to ask this question in part for "Human Advancement":

Quote from: FFMaster on August 21, 2012, 06:41:38 pm
XX = Elements not affected by Oil
YY = Elements affected by Oil


TABLE
0x80 = Fire
0x40 = Lightning
0x20 = Ice
0x10 = Wind
0x08 = Earth
0x04 = Water
0x02 = Holy
0x01 = Dark


For example, if you want Oil to grant weakness to Fire/Holy/Dark, then XX = 7C and YY = 83

For those who want to mess with the effects more:
First XX = Elements to ignore Absorb on target
Second XX = Elements to ignore Null/Half on target
First YY = Elements to grant Weak on target
Second YY = Elements that will remove Oil


Let's say that I just want a weakness to Fire and only Fire and that I don't want Fire to remove Oil (probably).

When it comes to the first and second XX, do these still have to be the elements not affected by Oil, i.e. everything that isn't Fire in this case? Or do I just make everything but the second YY 80 according to this since I want Oil to override Absorb? Alternately, would I make only the first XX and the first YY 80 if I want Oil to still be affected by Null: Fire and Half/Resist: Fire?

Thanks in advance.
"Sorrow cannot be abolished. It is meaningless to try." - FFX's Yunalesca

"Good and evil are relative, but being a dick cannot be allowed." - Oglaf's Thaumaturge in "The Abyss"

"Well, see, the real magic isn't believing in yourself. The real magic is manipulating people by telling them to believe in themselves. The more you believe, the less you check facts."  - Oglaf's Vanka in "Conviction"

FFMaster

So you want Oil to override Null/Half/Absorb for Fire, Oil to grant Weak to Fire and not be removed?

First and second XX = 7F
First YY = 80
Second YY = 00

If you want it to still be affected by Half/Absorb/Null, then both XX = FF.
  • Modding version: Other/Unknown
☢ CAUTION CAUTION ☢ CAUTION CAUTION ☢

The Damned

(Okay, so it is what I thought.)

I see. Thanks.

Just to clarify further: If I wanted it to override Absorb, but NOT Null and Half, then I would just use 7F for the First XX and FF for the Second XX, yes?
"Sorrow cannot be abolished. It is meaningless to try." - FFX's Yunalesca

"Good and evil are relative, but being a dick cannot be allowed." - Oglaf's Thaumaturge in "The Abyss"

"Well, see, the real magic isn't believing in yourself. The real magic is manipulating people by telling them to believe in themselves. The more you believe, the less you check facts."  - Oglaf's Vanka in "Conviction"

FFMaster

  • Modding version: Other/Unknown
☢ CAUTION CAUTION ☢ CAUTION CAUTION ☢

Lockeadon

ffmaster can you put your undead units always revive asm here please?

Kurosabes

Lockeadon, I believe the 'Units rot or reanimate without skipped turns' hack that comes with FFTorgASM can do that. Make the undead units that you want to always revive become immune to both Crystal and Treasure, and they should revive without fail. I've not tested it extensively, however.
  • Modding version: PSX
  • Discord username: Kurosabes#0312

scbw1234

I don't understand these two

QuoteNot moving and not acting bonus CT edit


Wasn't this editable in patcher?

QuoteReis formulas(Dragon hit only) becomes Monster Skill hit only


Does this not affect certain Job but affects RSM?Or does it makes a certain RSM to affect monster?kind of confused.