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Choto's ASM Hacks and Effects

Started by Choto, February 27, 2012, 06:05:00 pm

Choto

i'm sorry guys, life's been crazy lately. I'm gonna try to get to these as soon as I can... i'm bummed out so many hacks are having issues >_>. If you guys can post savestates with some info about what's happening I'll fix things up when I get a chance to.

deus-misereatur

Don't worry. Take your time. We are, after all, just bloodsuckers leeching of the time of someone who actually has RL things to do, anyhow.  *shifty eyes* :mrgreen:. Attached together are my saves (in .psv format) for both the weapon strike fix and the multi-hit edit. They are separate ASM'ed ISOs, with the only ASM I did were the weapon strike fix, and multi-hit edit, respectively.

For the former, I added Dark Whisper to my Guts skillset, giving it weapon strike, and changing its animation to 07 00 00. First strike was a nice sword strike, the rest, not so nice punches.

For the latter, I changed Dash to do a crazy 12 hits, which works, but results in the rest of the AI-controlled characters just moving and not using any of their skills. I once got the enemies to actually attack, but I can't seem to repeat that feat.

Choto

July 09, 2015, 08:58:30 am #122 Last Edit: July 09, 2015, 10:07:36 am by Choto
Updated the weapon strike fix with a fix. Apparently I fixed this problem before but never posted it lol...

Hopefully this takes care of the issues:

<Patch name="Weapon strike rewrite">
    <Location file="BATTLE_BIN" offset="124274">
      1980013C
      C4382594
      02120500
      FF000334
      02004314
      FF00A230
      01000534
      02004314
      03000334
      0200A534
      0300A314
      01000334
      D02C0608
      25280000
      05006510
      0300A52C
      0500A010
      00000000
      BD2C0608
      C5382590
      BD2C0608
      C4382590
      C3382290
      02000334
      1A004300
      00000000
      00000000
      10100000
      F5FF4010
      00000000
      B12C0608
      00000000
      08008290
      00000000
      03004010
      00000000
      D12C0608
      D83822A0
      01008290
      0680013C
      21082200
      B45C2390
      1980013C
      09000234
      02004314
      0A000234
      D83820A0
      03004310
      00000000
      C1D00508
      02008484
      D83825A0
      0800E003
      00000000

    </Location>
    <Location file="BATTLE_BIN" offset="10d304">
      0D008010
      70018228
      00004010
      C0100400
      23104400
      40100200
      0680013C
      21082200
      F3FB2290
      00000000
      24004230
      02004014
      00000000
      21280000
      D02C0608
      00000000
    </Location>
    <Location file="BATTLE_BIN" offset="eb0fc">
      00000434
      1980013C
      C4382594
      02120500
      FF000334
      02004314
      FF00A230
      01000434
      02004314
      03000334
      02008434
      03008314
      00000334
      0800E003
      25380000
      07006410
      01000334
      03006410
      00000000
      0800E003
      C5382790
      0800E003
      C4382790
      C3382290
      02000334
      1A004300
      00000000
      00000000
      10100000
      F7FF4010
      00000000
      52480508
      00000000

    </Location>
    <Location file="BATTLE_BIN" offset="124454">
      C0100200
      1980013C
      21102200
      CCF84290
      C3382390
      3F004230
      3F48050C
      CD3822A0
      00000000
      00000000
      00000000
      00000000
      00000000
      00000000
      00000000
      00000000
      00000000
      1100A393
      13000234
      04006214
      FF00E230
      1800A793
      00000000
      FF00E230
      8000422C
      02004014
      00000000
      21380000
      1200A397
    </Location>
  </Patch>


this multi hit thing.... whaaaat the fuck. Apparently if I attack something, the AI will then use attack, but nothing else. Idk what happened here. I'm gonna have to mess with that for awhile

deus-misereatur

Weapon strike fix is working now! Thanks a lot! Take your time with the multihit editor though, as I can always hack Malak's formula to my liking!  :)

Luiakyn

No worries Choto! I've been uber busy myself. I *just* now started messing with the hacks, again.

Choto

Posted Alternate Permadeath hack I was talking about awhile ago.

LastingDawn

Wow! This is classic Final Fantasy/Dragon Quest work with this! I am eager to see how people use this.
"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!

Choto

Thanks LastingDawn, hope people get some use out of it!

Posted a hack that lets berserk units use abilities in a specifiable skillset if they are weapon-range flagged. Go Go Deathblow!

Jumza

Woah, that's super creative! How does the AI pick which ability it will use from the skillset? Will it always prioritize high damage (ala crazy berserk AI :P)?
  • Modding version: PSX
Nyzer: Alma teleports out of her own possessed body.
Raijinili: Remember that you're telling a modding community that the game they love could use some fixing.

Choto

Thanks :) and well... nope. It's basically random. The game gets a random number, then does (random % number of usable abilities). That's the modulus symbol which gives you the remainder of a division. So you wind up with a random number between 1 and the max number of usable abilities. Then it counts to zero. So if it was 5, it uses the 5th ability. TMI, I know...

Jumza

(Hey, I already knew what a modulus symbol was! ... Fun fact about me :P)

But it's good to know! That let's people who are going to use the hack know what they can put in the skillset... Which is everything! Woo!
  • Modding version: PSX
Nyzer: Alma teleports out of her own possessed body.
Raijinili: Remember that you're telling a modding community that the game they love could use some fixing.

Starmage21

Choto, I have a request for Mighty Sword.

I like your fix, but I would want to tweak it a bit myself. Vanilla game, the Mighty Sword attacks break gear and deal damage, else miss.

Can we change the algorithm to: If gear = yes, then break gear, deal no damage, Else deal damage. The intent is a sort of "one-two" effect where breaking gear AND doing damage hurts too much, while failing completely on a pack of monsters, or against humans who have no gear (weapon break against monks, for example), where Meliadoul sits on the sidelines stripped of gear.

I say "we" because I will attempt to do the same thing myself, based on your hack, but I have no assembly experience. I dunno how well this is gonna turn out :)

Choto

the logic isn't hard at all to put in there. ASM takes a little effort to learn but it's pretty simple once you get it. If you have any questions you can always post on here. I'll try to post something by the end of the weekend to help but time is crunched atm >_>

DuxorW

The berserk hack is really cool.

How hard would it be to repurpose it? I have always wanted to be able to make bosses use more powerful skills (at a low frequency, to add some tension to the battle) but the "random hits" flag doesn't necessarily work for that, and sometimes neither does tweaking the CT of skills, especially when it comes to status effects. I could imagine something similar to this except instead of berserk, it is tied to another status (like dark/evil looking) or ??? stats that you could make innate to bosses. Instead of having a 50% chance of physical attack, it could give an X% chance of acting normally and a Y% chance of randomly using an ability from a specified skillset (could it just check the units secondary skillset? That would allow you to use different abilities for different bosses). You could indirectly control the relative frequencies of the random abilities, ie if you put galaxy stop in the random skillset twice, then, when the enemy is forced to use a random ability, it would be chosen 2/16 of the time instead of 1/16. I guess a problem would be to keep the unit from using the uber-abilities when acting normally, but if you unchecked "used by AI" in fftpatcher would it prevent them from using it normally but allow them to use it when they are forced to use a random ability from the specified skillset?

Sorry for the rambling in your asm thread, the berserk hack just got me overexcited :)

Emmy

I'm not sure you necessarily need ASM to get ai units to do what you want.  In my experience, AI units will more frequently use status effects if their stats are lower (too low to get a kill on anyone), and/or if you give them the defensive AI flag.  You wouldn't want something that'll use moves that the player is immune to, which can happen with a random ability. 
  • Modding version: PSX

DuxorW

That's kind of my point, you have to weaken the enemy's stats in your example. Or give them an AI flag that might change their behavior in other ways. And what if I wanted them to randomly cast a more powerful offensive spell? In my hands they will default to it most of the time even with random hits flag, if their skillset has other offensive spells in it. Maybe what I want for myself doesn't have broad appeal, but I'd just prefer to have them randomly use a powerful ability now and then without having to micromanage their stats and abilities to get them to use it at the desired frequency.

Xifanie

That hasn't been my experience... with Random Hits flag, the behaviour I've gotten was:
- Never use the ability UNLESS it is randomly forced.
- If it is randomly forced, and a target is in range (won't target allies if AI isn't checked to target allies), ALWAYS use it, even if the consequences are negative.
  • Modding version: PSX
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DuxorW

March 07, 2016, 07:01:43 pm #137 Last Edit: March 07, 2016, 09:03:35 pm by DuxorW
EDIT: i erroneously said that an enemy would default to a spell flagged as random hits if it were more powerful than other offensive skills in their skillset. It has been some time since I experimented with this and because of Xif's observation I went back and tested it since I knew there was something about random hits that wasn't working the way I thought it should, and noted the following.

If I only have one ability flagged as random hits, it works like it should. And I can increase the frequency with which that attack is used if I put it in the skillset more than once.

However, if two skills, say flare2 and ultima lvl 2 are flagged as random hits, the ai will choose the stronger one if all else is equal (ct, can hit the same number of units). For example, I made Adramelk's lvl 4 black magic spells random hits, and also gave him flare 2 and ultima lvl 2 (both flagged as random hits). He essentially never used his skills that weren't flagged as random hits, and spammed ultima over and over (with very rare exception) since it was his strongest spell.

I'm guessing that when the ai is forced to use a random hits ability, if there is more than one ability flagged as random hits, it decides between them in a way that is nonrandom? Maybe it acts the same way it normally would if the abilities flagged as random hits were the only ones in the skillset?

In my case with Adramelk, I had flagged the lvl4 black magic spells, flare 2, and ultima as random hits. I am suggesting that when he is forced to use a random hits ability, he only sees the abilities labeled as random hits and chooses accordingly in the same way he would if I put those skills in his skillset (not flagged as random hits) and removed everything else. If this is correct, being forced to use a random hits ability is random, but which ability is chosen when there is more than one ability flagged is nonrandom. So, there could still be some utility to the hack I suggest, although I guess I might be the only one interested.

Kurosabes

Hey Choto,


Just wanted to report that the RSM Freedom hack makes A Save disappear from the list of abilities.
  • Modding version: PSX
  • Discord username: Kurosabes#0312

Timbo

I just wanted to let you know that the Alternate Permadeath Hack conflicts with the Sound Test Hack. Is there any way you could change that?
  • Modding version: PSX
  • Discord username: Timbo