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Messages - Emmy

41
Help! / Re: Making jobs
March 31, 2017, 03:53:51 pm
You're going to have to use a special class for this, not a generic class.  For example, replacing Agrias's class with your Sephiroth job; as opposed to replacing knight.
42
You can give any skills you want to it, and they become normal skills just like any other set. 

Also if you want to normalize Archer, you need both Xifanie's Skillset Behavior hack and this one.  Otherwise characters will cancel their own spells if they move.

  <Patch name="Silly hardcoding removal, related to skillset 08">
    <Description>If you use skillset 08 (charge) for anything other than charge, you want to use this hack.  This eliminates the hardcoding that causes characters to cancel their own spells by moving.</Description>
    <Location file="BATTLE_BIN" offset="1191a0">
FFFF0234
    </Location>
  </Patch>
43
Help! / Re: Chemist Item skillset - Adding Ball
March 25, 2017, 08:38:49 pm
It *probably* needs asm then. Just a guess...
44
Help! / Re: Chemist Item skillset - Adding Ball
March 25, 2017, 07:32:22 pm
There is a lot of hardcoding surrounding Item and Throw.  You can't simply just put "ball" in the chemist set without changing any of its properties.  However, since I still have balls/shuriken which are no use in my mod due to changing throw's skillset, making this work interests me enough to maybe look into it.  I'm in the middle of writing another hack though, so it'll have to wait a bit.
45
Help! / Re: Necromancer Job
March 23, 2017, 09:34:42 pm
Yes.  The formula is coded to hit twice, ignoring the first part of the formula if it's invalid, and not doing the 2nd part of it if the first part is valid. What happens if everything hits is it'll cancel dead on hit 1, apply zombie on hit 2 (assuming you set up the statuses correctly).  If the attempt to cancel dead misses, it'll attempt a 2nd time to cancel dead and not attempt to inflict zombie.  If the unit is already alive, it'll attempt to inflict zombie twice.
46
Help! / Re: Necromancer Job
March 21, 2017, 01:51:09 am
Got a working formula for this!  :)  Because the only way I was able to figure out how to do it meant coding the formula to hit twice, it has a few oddities.  For example, it'll work as a spell with 2 attempts to inflict the 2nd status on a unit that doesn't have the first one to cancel.  Or if the first attempt to cancel status 1 fails, it'll try to cancel status 1 again.  If this is undesired, sorry. :( 


  <Patch name="Formula 5D - Cancel status 1, inflict status 2">
    <Description>Replaces formula 5D. Does 1 HP healing (1 damage to undead) to allow for use to cancel dead. Accuracy = Fa(MA+200)%.  X and Y correspond to the status inflicted on the 2nd hit of the move.  X = 27 for status group 1, 28 for status group 2, etc.  Y = the statuses on the byte you want to be able to inflict on hit 2.  Do not use values that don't make sense for X or Y, or bugs will happen! :(  Status proc ID = the status you want cancelled in the first hit of the spell.  This will animate twice.  If unit doesn't have status 1 to cancel, it'll attempt to inflict status 2 twice.  If the first attempt at canceling status fails, it'll attempt to cancel it a 2nd time.</Description>
    <Location file="BATTLE_BIN" offset="128784">
98e81580
    </Location>
    <Location file="BATTLE_BIN" offset="f7898">
E8FFBD27
1000BFAF
19800A3C
942D428D
C8000334  <!-- c8 = 200 in accuracy calculation, change this if you like -->
37004290
D03843A5
CE3842A5
0022060C
00000000
1F004014
00000000
AD1F060C
00000000
19800A3C
902D4B8D
01000134
25006291
00000000
08004330
08006010
00000000
040061A5
80004234
250062A1
D41C060C
00000000
0E000010
00000000
F9384891
FA384991
21186801
000069A0
000061A1
08000234
250062A1
C912060C
21200000
03004014
00000000
C310060C
00000000
1000BF8F
1800BD27
0800E003
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="eb314">
09005090
08004590
5D000334
03006514
00000000
BBF50508
02000234
76F50508
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="1165cc">
C5480508
00000000
    </Location>
  </Patch>
47
Help! / Re: FFTOrgasm patches - how to use?
March 18, 2017, 07:41:57 pm
Adding to the job wheel currently can't be done.  You could make them special characters (get rid of one of the unused classes or useless), or you can replace a regular playable job such as Bard or Knight.  Text edits like that are easy. :) Making them functionally different is easy for classes that aren't hardcoded.  Mime currently can't have skills in its set even with the asm hack that makes it function more like a regular job.
48
Help! / Re: Necromancer Job
March 17, 2017, 10:09:09 am
1. The skill must heal hp to be able to cancel dead and have everything working 100%.  Here is a formula I use for a skill that cancels dead and a few other statuses, and can be used on something whether alive or dead:


  <Patch name="Formula 3F - Fa(MA+X)% hit rate, Quadratic heal, 100% status">
    <Description>^^^^^</Description>
    <Location file="BATTLE_BIN" offset="12302c">
E8FFBD27
1000BFAF
6017060C
00000000
0022060C
00000000
09004014
00000000
3017060C
00000000
1622060C
00000000
D41C060C
00000000
AD1F060C
00000000
1000BF8F
1800BD27
0800E003
00000000
    </Location>
  </Patch>


2.  Currently not possible but sounds interesting enough for me to work on it.  Stay tuned! :)

**EDIT** Sorry, this is a lot harder than I initially thought it would be to make.  My first 8 or so attempts to code it failed. :(  It might still be doable, but not through any easy methods. :(
49
Help! / Finding display data
March 07, 2017, 04:11:52 pm
So I managed to alter how some of the display data appears in battle and formation to numbers that are more useful in my mod.  Example of this:

http://i.imgur.com/whAEyZr.jpg

But I have no idea how to find where this data is if a player presses "Unit List" in battle.

http://i.imgur.com/BOC7H3h.jpg  <--  :?

Relevant routines in Battle/World.bin:

http://ffhacktics.com/wiki/Store_units_small_in_battle_display_data
http://ffhacktics.com/wiki/Load_party_data_into_Formation_screen_data

Also can't find the routine that handles the +1/2/3 display in formation if a unit equips an ability that was move/jump +1/2/3 in vanilla.  These have all been written to other abilities so it would be nice to remove the preview display.
50
PSX FFT Hacking / Re: ASM Requests
February 25, 2017, 09:07:48 am
1 has already been made:


  <Patch name="EXP Gain = 0.">
    <Location file="BATTLE_BIN" offset="1178A4">
      E73860A0
      22005192
      00000000
      00000000
      00000000
      00000000
      00000000
      210042A2
    </Location>
  </Patch>


2 - Why do you need to make that ASM when you're not gaining XP?  Also there are ways to deal with getting rid of level up and down trick without getting rid of leveling and without requiring asm in general.  You can remove degenerators and level blast, you can make every class have the same growths in every category, etc.  I have *tons* of custom formulas and r/s/m if the goal is to find something to replace steal xp, level blast, etc.  If your goal is balance, calculator should just be nuked for anything else anyway.  I don't see why you need to get rid of leveling, especially since you seem to still want some stat progression...

3.  It kinda already does consider all equipment when randomly equipping things.  Ever come across a knight with a Linen Robe in ch 4?  Well there you go...  Speed break is even more broken with static stats, so you might want to do something else with that ability (who says you need to keep vanilla's theme here?)  However I am looking into solving the problem of equipment that directly outclasses each other.  My weapons currently do that, but I need a better solution for hats/armors/shields.

Quote from: Neophyte Ronin on February 25, 2017, 03:54:42 am
I only assume these ASMs can, in fact, happen.  I'm ready for rebuttals and public outcry.


Best way for these to happen is if you start learning asm yourself. :)  No one made requests for me until I knew enough asm to be able to work through most of the problem myself.
51
Help! / Re: Elemental ability/Masshex weirdness
February 22, 2017, 11:29:08 pm
So, after putting my last attempt at writing the ability into an older version of masshex, it now works as intended. :)  Pretty sure the problem is whatever the hell is causing masshex to do this, and it's loading junk data from god knows where:

lui r1, 0x8016
addu r1, r1, r2
lui r1, 0x0001
addu r1, r1, r1
lbu r4, -0x19E8(r1)

Marking topic as solved. :)
52
Help! / Re: Elemental ability/Masshex weirdness
February 21, 2017, 02:50:35 pm
After about a dozen more attempts to make this, i'm 99.99% sure that the problem is not knowing how to properly make/work with custom tables. :(  It doesn't seem to matter if I'm hardcoding this to an ability slot or if i'm just writing a new formula.  It doesn't seem to matter if I'm making the formula use the regular elemental routines or making a custom clone of it that refers to a byte that should only be loading from my table, etc.  It's loading the same crap data, not my table, every time. :'(  I have no idea what I'm doing wrong. :'(

Another attempt with new custom routines:


  <Patch name="Gimmick Elemental ability routine">
    <Description>Requires Oil/Undead. Requires r4 = new element of ability</Description>
    <Location file="BATTLE_BIN" offset="eebb0">
E8FFBD27
1000BFAF
19800A3C
942D4B8D
982D4C8D
71006291
902D4D8D
24104400
07004010
00000000
0400A395
00000000
80100300
21104300
82100200
0400A3A5
5A008591
00000000
8000A330
09006010
80008230
07004010
00000000
2200A291
2500A391
80004234
08006334
2200A2A1
2500A3A1
4000A330
07006010
08008230
05004010
00000000
9013060C
00000000
03000010
00000000
3361050C
00000000
1000BF8F
1800BD27
0800E003
00000000
    </Location>
  </Patch>

  <Patch name="Formula 57 = Geomancy">
    <Description>TEST123</Description>
    <Location file="BATTLE_BIN" offset="123758">
E8FFBD27
1000BFAF
5017060C
00000000
D121060C
00000000
3E19060C
00000000
5A19060C
00000000
19800A3C
942D448D
2804060C
00000000
C0100200
1980013C
21082200
CCF82290
00000000
3F004230
1680013C
21082200
0100013C
21082100
18E62490
EC56050C
00000000
1980023C
902D428C
00000000
00004290
00000000
03004010
00000000
F121060C
00000000
1000BF8F
1800BD27
0800E003
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="f7618">
02101040
40200808
02040404
08200404
04800201
08100800
00101001
01100110
10081040
01104001
80101008
0410
    </Location>
  </Patch>

This works but is called by these and is necessary code:

  <Patch name="Oil/Undead">
    <Description>Oil = Weak fire, Undead = Absorb Dark/Weak Holy.  Expansion of FFMaster's Oil Hack.  Credit also goes to Glain for fixing it. :)</Description>
    <Location file="BATTLE_BIN" offset="11ffe0">
3361050C
    </Location>
    <Location file="BATTLE_BIN" offset="1200e0">
3361050C
    </Location>
    <Location file="BATTLE_BIN" offset="f14cc">
1980023C
982D428C
E8FFBD27
5A004590
1000BFAF
8000A130
6D004590
58004690
02002010
9C014194
7F00A530
1000C330
03006010
00000000
0100A534
FD00A530
24188500
02006010
00042334
9C0143A4
5A004190
6E004590
80002130
02002010
00000000
7F00A530
1000C130
02002010
00000000
FC00A530
24188500
05006010
00000000
9013060C
00000000
72610508
00000000
6F004590
02002010
90014194
0300A530
24188500
02006010
43080100
900141A4
5A004190
70004590
80002130
02002010
90014194
8000A534
1000C330
03006010
00000000
FE00A530
0200A534
24188500
05006010
40080100
9C014394
900141A4
00086334
9C0143A4
1000BF8F
1800BD27
0800E003
00000000
    </Location>
  </Patch>

53
Help! / Elemental ability/Masshex weirdness
February 20, 2017, 11:19:07 am
So I've been attempting to code a single ability that changes its element based on the tile that the user is on.  But it's breaking all elemental spells with unpredictable results. :'(

Fftorgasm patch:


  <Patch name="Ability 1e - elemental">
    <Description>Doesn't work :'(</Description>
    <Location file="BATTLE_BIN" offset="11fed8">
1400BFAF
EC56050C
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="11fff8">
E8FFBD27
1400BFAF
1000B0AF
EC56050C
00000000
982D428D
00000000
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="eebb0">
E8FFBD27
1000BFAF
19800A3C
D6384295
942D448D
1E004230
12004010
00000000
2804060C
00000000
C0100200
21084201
CCF82290
00000000
3F004230
3F000534
08004510
00000000
1680053C
2128A200
18E63090
1000BF8F
1800BD27
0800E003
00000000
F7385091
FAFF0010
00000000
    </Location>
    <Location file="BATTLE_BIN" offset="f7618">
02101040
40200808
02040404
08200404
04800201
08100800
00101001
01100110
10081040
01104001
80101008
0410
    </Location>
  </Patch>


Main routine code/documentation:





Also pasting the routine code as it is into masshex and updating branches, pressing "encode" then "decode" results in weird results.  Possible bug?




It added 2 more lines and updated a 3rd to use it?  Why?
54
The Lounge / Re: FFT Bad Gameplay Habits
February 19, 2017, 09:55:02 am
I think the issue with Gained JP up is the presence/need for the ability.  Abilities should be ones that make the ai more interesting and fulfill roles in executing strategies.  In other words, something that helps the player or the ai win battles.  Now, why would an ability like that need to exist in the first place?  It is no use to the AI, and only serves to reduce the grind in a game where the grind is too much.  JP costs should be lower across the board so that players learn things at a reasonable pace, and abilities like that should be removed in favor of anything else.  Few people actually enjoy hitting themselves over the head with throw stone for 4+ hours straight...

Quote from: Mudvayne on February 09, 2017, 12:25:51 pm
I'd say the one bad habit I can think of is trying to pre-determine the roles of your characters. For example, my Ramza is going to be a samurai with MA-UP, Agrias will be a Holy Knight with White Magic, Male generic ninja with punch arts and hamedo, etc and thinking that leaving them in strictly those roles will work for every battle like it would in Vanilla. Most mods require you to do quite a bit of strategy changing between fights. Zerging in and going all out offensive doesn't always work like it did before. Most mods require a little bit more strategy and planning to win the later battles.


Yes, this, to an extent. Most first time players don't get the versatility they need on their characters because they're frequently stuck in the "punch art ninja worked in vanilla and was great" mentality, though it doesn't take too long to get a few extra abilities because I lowered JP costs.  Generally, most reasonable setups will work for most battles, though sometimes a player may need to change from say, yin yang to time magic when the status weaknesses of the formation have changed.  Offensive strategies can work - the player just needs to be considerately more mindful of how the ai works in the game; neglected mechanics like ct, reflect, and status effects in general; and new mechanics I had added to it.
55
Some animations you need to change in the Animation tab because they look weird if a monster uses them.  For example, disappearing and reappearing instead of animating.  Most monsters have less animations available to them than human characters.  Use this guide to changing them:  http://ffhacktics.com/smf/index.php?topic=8352.msg165624#msg165624
56
Help! / Re: Getting started
February 11, 2017, 11:20:22 am
You could always start with Patcher stuff and move onto doing the harder stuff.  Patcher is mostly self explanatory and you can see the kinds of changes you make right away, which can give you motivation/ideas for what to change that requires asm.  Or if you don't want to start with assembly or Patcher stuff, you can learn spriting or eventing. :)
57
The Lounge / Re: FFT Bad Gameplay Habits
February 07, 2017, 10:52:35 am
Worst is when people try to edit in max stats/items/whatever using a gameshark, end up making their file unplayable, and ask me to clean up after their mess.  If you cheat by editing things you don't fully understand, you are 100% responsible for whatever you did to that file.  Which means any resulting "bugs" aren't really bugs that i can fix; if you didn't back up your stuff beforehand, too bad, etc.

Now, if you want to try a mod considered "hard" by most such as Monster Tactics (which is the only significantly harder mod that I'd recommend), the main vanilla habits that need to be broken are approaching the game too much as if it's vanilla instead of as its own game.  I've added several types of mechanics that didn't exist in vanilla, such as damage reduction, m-ev on monsters, r/s/m that don't suck, rebalanced formulas, etc; and make use of several underutilized mechanics like reflect and status effects in general.  Note that this isn't to discourage playstyles, but to force the player to pay attention to the game's mechanics so that they can properly come up with a strategy for any given battle.  Outside of that, go nuts! :)
58
Hacking/Patching Tools / Re: FFT Patcher .478 Source Code
February 02, 2017, 01:10:58 pm
So I'm confused.. Don't see any reason why these 2 hacks would conflict unless I'm looking over something incredibly dumb, but conflict checker has them marked as conflict:

http://i.imgur.com/ksvtv5d.jpg

http://pastebin.com/Uquz01eP
59
Help! / Re: Questions about existing ASM hacks
January 27, 2017, 08:50:22 pm
#3 is easy to make with one of Raven's spreadsheets. http://ffhacktics.com/smf/index.php?topic=7271.0

Just set the male and female amounts to the same numbers. :)
60
Event Editing / Re: ATTACKOUT questions
January 25, 2017, 06:27:47 pm
Quote from: ibostyle11 on January 25, 2017, 04:37:40 pm
Is it possible to have certain status effects activate as part of an event? A unit reviving with 1HP wouldn't be a big deal if we could make them undead or have the reraise status upon revival, or something like that. Even better if we can find a way to have a reaction ability like restore hp trigger.

So if I'm reading that right, even if you put the job as having features like ignore height/fly in the ENTD, in the event they still won't be usable?


Instead of doing that, why not just make them undead from the start, and remove the lines from Adramelk's event where they disappear?  Then they can be a factor in both parts of the fight.  That seems to be what you want anyway.  Alternately, you could just remove the lines where they disappear, and give Adramelk an ability like Full life and he'll spend a few turns raising his party.  Either way can be done with no asm and easy eventing.