Final Fantasy Hacktics

Modding => PSX FFT Hacking => Topic started by: Xifanie on September 12, 2008, 10:50:17 pm

Title: Xif's Fixes (ASM Hacks & Spreadsheets)
Post by: Xifanie on September 12, 2008, 10:50:17 pm
Formely known as "The little asm hacking reference"

Generally speaking, my spreadsheets require Microsoft Excel 2007+ and VBA activated. It doesn't matter which alternative you use; it will either not work or be cripplingly slow.

Index & Descriptions for Hacks in Xifanie.xml
Download Xifanie.xml here (http://ffhacktics.com/smf/index.php?action=dlattach;topic=953.0;attach=15921)

(#+1%) Chance of Critical Hit
Example: Changing # to 63 (which is 99 in hex) would be 99% + 1% resulting in 100% Critical hit rate.

(#+1%) Chance of Knockback for Dash/Throw Stone
Example: Changing # to 63 (which is 99 in hex) would be 99% + 1% resulting in 100% Knockback for Dash/Throw Stone

(#+1%) Chance of Spell Casting (Formula 02)
Example: Changing # to 63 (which is 99 in hex) would be 99% + 1% resulting in 100% Spell Proc Rate.

2nd Squad is not mandatory
Allows starting a battle with an empty 2nd Squad, even if you have units available.
(More info Available HERE (http://ffhacktics.com/smf/index.php?topic=953.msg203450#msg203450))

Activate Paletted Portraits for Special Units
Allows use of additional palettes on unique portraits for battles and events.

Blank support ability over Short Charge adds 25% bonus skill hit
Abilities like talk skill, spells, physical abilities gain 25% to hit unless they are 100% to hit to start with.

Bonus Money = (Level+X)*Y
For example: (Level+4)*20
Level 1: 100 gil
(More info Available HERE (http://ffhacktics.com/smf/index.php?topic=953.msg208156#msg208156))

Brave becomes Fury (Version 1.02)
Fury is essentially Brave, but with Faith's aspects. The higher your Fury, the higher damage you can deal and receive.
The formula added at the end of all calculations is: (40+Caster_Fury)*(40+Target_Fury)*Total_Damage/10000
Basically 72 Fury will make your hits will be at 112% strength as well as your damage received.
Fury still keeps Brave's normal effects such as Move-Find Item and chance to activate reaction abilities.
Bye Bye constant damage! Zodiac compatibility doesn't affect nearly as much as this anyway.
(Alternatively you can download a .PPF of this Hack HERE (http://zodiac.ffhacktics.com/Fury_Hack.ppf))

Can view ??? units' stats
Allows viewing the stats of ??? units.
(More info Available HERE (http://ffhacktics.com/smf/index.php?topic=953.msg212314#msg212314))

Cross Skip v3
Holding X (Cross button), will fly you through dialog text as if you were mashing the button.
(More info Available HERE (http://ffhacktics.com/smf/index.php?topic=953.msg198443#msg198443))

Custom Palette for Special Units and Generic Humans
Allows use of additional palettes on unique and generic sprites for battles and events.

Custom Palette for Special Units, Generic Humans and Generic Monsters
Allows use of additional palettes on unique, generic and monster sprites for battles and events.

Disable the game music
Disables all in-game music.

Divide Bonus Money by 2
Divide Bonus Money received at the end of a battle by 2.

Divide Gained EXP in 2 (Version 1)
Divines EXP gained in half and also breaks minimal 1 Exp gain on success.
NOTE: BUGGY; Exp gain works fine but the JP and EXP Gain calculates and displays normally.

Equip Change Fix
Allows changing your Right Hand/Left Hand equipments without consuming your Act.

Event Instruction Upgrade Hack
Upgrades InflictStatus(), Allows editing more variables and Adds many instructions to use in events.
(More info Available HERE (http://ffhacktics.com/wiki/Event_Instruction_Upgrade))

Formula 1E (Truth Skillset) becomes Dmg_(MA*Y) #Hit(Rdm{1,X})
Formula 1E - Dmg_((MA+Y)*MA/2) #Hit(Rdm(1,X)) becomes Formula 1E - Dmg_(MA*Y) #Hit(Rdm{1,X})

Formula 59 becomes Phoenix
Applies Heal_(Y)% Hit_F(MA+X)% NE to downed allies within effected area while still applying Dmg_F(MA*Z) ME NS to enemies within the same area.

Forces any unit to automatically recover HP/MP when it steps on a crystal
Recover HP/MP will automatically selected upon stepping on a crystal. You will not be able to learn abilities from crystals.

Frameskipper v1.1
Enable/Disable Frame skipping whenever you want!
(More info Available HERE (http://ffhacktics.com/smf/index.php?topic=953.msg208161#msg208161))

Global C-Ev. (Version 2)
All units will have 100% of their C-Evade calculated for the front, 50% for the sides and 25% for the back.

Incremental Jump Range
Instead of choosing the highest value of the learned jump ability for the horizontal/vertical ranges, instead they are added all together,
meaning no one skill is ever going to be useless; it will always count towards your total horizontal/vertical range.
You could have Horizontal +2, Horizontal +1, Horizontal + 1, together would be the equivalent of Horizontal +4.

Item required to use skills using the 'Materia Blade' boolean
Allows you to change the Item ID that allows use of abilities using the 'Materia Blade' boolean set in FFTP.

Monster Skill is Disabled
All monsters can use their 4 skills as if Monster Skill never existed.
(More info Available HERE (http://ffhacktics.com/smf/index.php?topic=953.msg211678#msg211678))

Move-Find Item is Player Only
As the hack states, only the Player can pickup items with the Move-Find Item skill.
(More info Available HERE (http://ffhacktics.com/smf/index.php?topic=953.msg211678#msg211678))

Number of Maximum palettes that can be used
Allows you to increase the maximum amount of useable palettes to 8.
NOTE: A crystal from palette 6 will crash the game and 6-8 use a glitchy palette for treasure/crystal/frog/chicken.

Propositions Hack 2.1
Proposition Hack v2 with Gil Cost and the ability to abandon marks. By Xifanie (a bit of help from Pride's original hack)
This hack involves a few more steps than most and it should really only be used if you know what you are doing. This is the hack that is used for the 'Marks' System in Jot5.

This will allow you to unlock a Proposition based on Story Progress rather than Shop Progress. It also changes how propositions work.

First you will want to go to the propositions tab in FFTP. Since this hack changes Propositions to use Story Progress you'll have to either count out the entries to find the correct number or you can rename your shop progress to also include story progress, as I have in the picture here:
(https://dl.dropboxusercontent.com/u/53561892/Xif%20ASM%20Description%20Images/Prop%20Hack%20Image%201.png)

Once this is setup, you can check your game and upon reaching the set story progress, the Proposition should unlock in the Bar as normal. You will NOT be prompted to send out units or select an amount of days for the job. Instead you will be told the job details as normal (These are edited in section 2 of WLDMES.BIN) and you can choose to accept or decline. If you decline the listing remains posted. If you accept then the listing disappears and the variable for the Proposition is set to 2.
The variables for Propositions with this hack work as follows:
0 = Repeat
2 = Started, can call back
4 = Completed

The next thing you would do would be to edit your worldmap conditions to include something like this on the location where you want the Mark/Proposition Event to take place:
010066030200190013010100

What this breaks down to is: IF - Variable 366 = 2 - Run Event 113 - Agressively

NOTE: Variable 366 is the Variable for Envoy ship, Falcon one of the vanilla propositions, and is just an example here. Same with event 113, as it is what I chose to use for this example. Also, the 0100 - Agressively is when you step on a dot and it takes you to a battle, it does the swirl image thing, in comparison to having this set to 0200 - Calmly, which would be the fade out you'd get if you were instead being taken to a non battle cutscene.

So now, in this example, once you accept the job and walk onto the location you put the code on in the worldmap, the battle/scene will start.

VERY IMPORTANT: At the end of the scene or battle you also need to either change the Propositions variable to either 0 or 4. If you set it to 0, the Proposition will appear back in the Bar and can be repeated. If you set it to 4, the Proposition will be flagged as completed and a bravestory entry will be added to the bravestory. Make sure you don't leave the variable as 2, because the battle will repeat everytime you try to leave the dot on the map. Here's an example of what you'd want at the end of your event to mark the proposition as complete:
ZERO(x0366)
ADD(x0366,x0004)

You can also cancel a Proposition in case you want to pass a spot on the map due to a Proposition battle being too difficult or just wanting to put it off for later. Cancelled jobs will reappear the next time you enter the Bar.


Raise Palette Limit
Allows use of all 8 palettes on Spritesheets.
NOTE: A crystal from palette 6 will crash the game and 6-8 use a glitchy palette for treasure/crystal/frog/chicken.

Ramza (unit ID 01,02 and 03) can join as a Guest.
Allows Ramza to join as a guest under normal guest joining conditions.

Remove forced slowdown for Math Skill (Skillset ID 0x15)
Removes the slowdown associated with skillset x15, which is the Math Skillset in Vanilla.

Removes permanent brave alteration. (version 2.0)
Brave alterations both positive & negative are not retained after the battle ends.

Removes permanent faith alteration. (version 2.0)
Faith alterations both positive & negative are not retained after the battle ends.

Rumors use proposition space
Rumors use proposition completion notes slots based on town ID

Selling Items at 1/4 Price
Sell items to the store at 1/4 the retail price.

Sets the title screen default option from 'New Game' to 'Continue'
Pretty self explanatory. Use this ASM if you want the cursor to start on Continue rather than New Game when you start FFT.

Smart Encounters
This hack allows you to travel on the map, completely free of encounter.
If you wish to battle at a certain location, select the given location, and your random battle is guaranteed there.
(More info Available HERE (http://ffhacktics.com/smf/index.php?topic=953.msg189610#msg189610))

Spell quotes always pop up
Spell quotes will always pop up on spells that have quotes.

Stat gain/break cap + Maintenance prevents stat break
WW/XX = Lower Limit which the stat can be reduced.
YY/ZZ = Upper Limit which the stat can be raised.
For example, a lower limit of 1/3 and a upper limit of 1/4 for someone with 18PA, would be:
lower cap: 18PA - (18PA * 1/3) = 12PA
upper cap: 18PA + (18PA * 1/4) = 22PA
This hack takes full consideration of equipment.

Undead Revival Chance
Chance that undead units will revive once their death counter reaches 0 and 100CT.
Examples:
0% revive: 0000
5% revive: F999

(More info Available HERE (http://ffhacktics.com/smf/index.php?topic=953.msg212339#msg212339))

Weapon Strike Fix (Version 1)
In FFTP, If the Blank Box under Hit Allies are checked for that ability as well as 'Weapon Strike'
The ability will ignore the weapon's elemental and only take elemental damage from the ability.
Else, it will stack the elemental damage from bothe the weapon and the ability.
(https://dl.dropboxusercontent.com/u/53561892/Xif%20ASM%20Description%20Images/Image%201.png)





Spreadsheet Hack Links & Descriptions

Abilities Hardcode Recode (Requires VBA)
Allows you to edit which stat an ability increases/decreases, Which item type will be stolen/broken,
and in general anything regarding abilities that is tied to them but not editable in FFTPatcher.
*Not currently Available*

Alternate Animations (Requires VBA)
Allows you to aside Human sprites and Monster sprite different animations for the same move.
*Not currently Available*

Ability Requirement Hack 2.0 (Requires VBA)
Ability Requirement Hack 2.0 removes all tables and you are pretty much forced to ASM in the requirements that you want.
It is, however, as friendly as possible for coding that I could think/manage inside of Excel's limitations.
*Not currently Available, however you can find info HERE (http://ffhacktics.com/smf/index.php?topic=11037.0)*

Guests in Randoms & Unit Restrictions (http://ffhacktics.com/smf/index.php?topic=953.msg208303#msg208303) (Requires VBA)
This allows you to bring guests into random battles. There is an option to make them uncontrollable in said random battles.
The restrictions don't only apply to guests; you can prevent any special character in your party to join the squad!

Learn Priority Hack (Requires VBA)
Allows you to change the AI's priority for learning skills.
*Not currently Available*

Skillset Behaviors (http://ffhacktics.com/smf/index.php?action=dlattach;topic=953.0;attach=15916) (Previously known as "Generic Skillset Fix"; Requires VBA)
Change the skillset to behave like another. For example: make Elemental behave as a regular skillset (Basic Skill)

Soldier Office Upgrade (http://ffhacktics.com/smf/index.php?topic=10622.0) (Requires VBA)
This hack allows you to set a price in the Soldier Office, and a unit will be generated given variables specified in the provided spreadsheet.
It is highly customizable, and has been tested on console.

Synthesis Shop (http://ffhacktics.com/smf/index.php?topic=10108.0) (Requires VBA)
Turn the Fur Shop into a Synthesis Shop. Inspired by FFIX.




Xifanie's Tools

Arc Generator (http://ffhacktics.com/smf/index.php?action=dlattach;topic=953.0;attach=15919)
An event tool that allows you to easily create perfect arcs for things like jumping and throwing items using Spritemove.

Camera Helper (http://ffhacktics.com/smf/index.php?topic=10018.0)
This is an Excel 2007+ Workbook to help you create your Camera instructions.

Event Reorganizer (Requires VBA)
Combines the Attack.out GUI, Conditions Sheet, Worldmap Sheet, and much more into one convenient, organized and easy to use tool
*Not currently Available, however you can see a screenshot of the WIP HERE (http://ffhacktics.com/smf/index.php?topic=11368.msg215721#msg215721)*

FFTP Helper (http://ffhacktics.com/smf/index.php?topic=11357.msg215733#new) (Requires VBA)
This tool rips data from your FFT Image... then will give you loads of useful information:
Which Effects are tied to which Ability, and a list of those that aren't
Where Abilities are used (Skillset, Job Innate R/S/M, Weapon strike, Ability cast) and a list of the unused ones
Where Inflict Statuses are used (Abilities, Weapon strikes), and a list of those which aren't used on top of pointing out every duplicate entry
Which Item Attributes are tied to which Item, and a list of those which aren't used on top of pointing out every duplicate entry

FFTText Editor (http://ffhacktics.com/smf/index.php?topic=11204.0) (Requires VBA)
This tool allows to conveniently edit a .ffttext file generated by FFTacText, then generate a new one
to load in FFTacText and easily + quickly generate/update your resources.zip.

Index Manager (Requires VBA)
Allows you to change all the file links on the ISO, both read by the game and the CD Index, you can create, remove, move files and batch import and shit.
Lots of awesome stuff, basically.
*Not currently Available*

Palette Editor (http://ffhacktics.com/w/images/d/dc/Palette_Editor.7z)
Allows you to easily edit a spritesheet's palettes.
Title: Re: The little asm hacking reference
Post by: Vanya on September 13, 2008, 12:49:15 am
Dude! I think I love you, man! =D

How'd you discover that?
Title: Re: The little asm hacking reference
Post by: Pixy on September 13, 2008, 02:03:19 am
So I suppose you can edit how much temp. Br/Fa is needed for 1 perm. Br/Fa as well?

As in 30 Temp = 1 Perm instead of 4=1?

Regardless, what a find indeed.
Title: Re: The little asm hacking reference
Post by: Vanya on September 13, 2008, 10:15:19 am
It's doable but it depends on what the data at these addresses are. They are probably pointers, but if they're the actual ASM instructions they just need to be disassembled to figure out what parts do what.
Title: Re: The little asm hacking reference
Post by: Xifanie on September 13, 2008, 10:52:47 am
+ max levels

I just debugged Vanya.

And yes you could make it 1 point per 30 temp but that'd be kinda useless... unless you want a range of 30-70 for brave/faith on everyone.
Title: Re: The little asm hacking reference
Post by: Vanya on September 13, 2008, 11:00:47 am
I haven't been able to wrap my head around these debuggers. Which one are you using? I really want to do something about the Mime, but I need better debugging/ASM skills to do it. Right now I'm stuck on just figuring out what address to place a break point at.
Title: Re: The little asm hacking reference
Post by: Archael on September 23, 2008, 12:56:13 am
:D  :o   :D
Title: Re: The little asm hacking reference
Post by: Xifanie on September 27, 2008, 10:19:52 pm
+ Money related stuff
Title: Re: The little asm hacking reference
Post by: Vanya on September 27, 2008, 10:48:58 pm
That money selling thing is great for limiting the spamming of items and such! =)
Title: Re: The little asm hacking reference
Post by: LastingDawn on September 27, 2008, 10:57:30 pm
This is truly incredible Zodiac! Keep up the good work!
Title: Re: The little asm hacking reference
Post by: Vanya on September 27, 2008, 11:00:14 pm
Zodiac, I wonder if we can get you to post a tutorial about how you're finding these things so we can work on it, too! =)
Title: Re: The little asm hacking reference
Post by: LastingDawn on September 27, 2008, 11:01:59 pm
It apparently involves high level math, which... is beyond my fragile mind. You might be able to understand it though.
Title: Re: The little asm hacking reference
Post by: Xifanie on September 27, 2008, 11:02:52 pm
Incomplete? MIPS instruction Reference
http://www.mrc.uidaho.edu/mrc/people/jf ... IPSir.html (http://www.mrc.uidaho.edu/mrc/people/jff/digital/MIPSir.html)

And I use pSX's debugger. You need to know how to debug and r3000 assembly to do this stuff. :/
Title: Re: The little asm hacking reference
Post by: Vanya on September 27, 2008, 11:05:28 pm
I can work a debugger more or less, my question is what are you doing to come up with addresses to place breakpoints on?
Title: Re: The little asm hacking reference
Post by: Xifanie on September 27, 2008, 11:22:43 pm
I have 3 ways of finding memory addresses:

1: Notes and gameshark codes.
The first part of GS codes are memory addresses themselves, if needed, change the first number to 8.

2: Memory Editor.
Search for the value and save state when you do. Then I copy the area where I found the value at and search it in the savestate.
It's also possible to subtract some value from the Memory searcher's address but I don't mess with huge numbers normally.

3: Hex Editor.
I don't know for other versions, but with 1.11 (I don't use 1.13 as it is incompatible with my full game pack of savestates), offsets in the savestate file are 0x2B0 higher (0x2B0 and not 0x280). So just subtract 0x2B0 to convert the offset to a memory address and add 0x2B0 for the opposite.

And finally to find the code In the files, well I just copy and search a small block of instructions in the concerning files. :P
Title: Re: The little asm hacking reference
Post by: Vanya on September 28, 2008, 02:08:49 am
Cool. I'll try using this info! Thanks! =)
Title: Re: The little asm hacking reference
Post by: Zozma on September 28, 2008, 03:02:17 am
thanks for this post zodiac, i got the divided money thing working now :D
Title: Re: The little asm hacking reference
Post by: Xifanie on September 28, 2008, 08:07:37 am
+ Halve Exp
Title: Re: The little asm hacking reference
Post by: Xifanie on September 28, 2008, 04:26:01 pm
+ Weapon Strike Fix
Title: Re: The little asm hacking reference
Post by: LastingDawn on September 29, 2008, 10:59:42 am
Weapon Skill fix? You're fixing where the game programmer's themselves could not, haha! With you at the forefront of hacking there is no doubt that the game will soon be completely under our control!
Title: Re: The little asm hacking reference
Post by: DarthPaul on September 29, 2008, 11:11:34 am
now evil laugh time bwahahahahahhahahahahahahaha
Title: Re: The little asm hacking reference
Post by: Xifanie on October 02, 2008, 04:28:15 pm
+ Required Item using the "Materia Blade" boolean.

Here you go LD. ;)
Title: Re: The little asm hacking reference
Post by: Zozma on October 02, 2008, 04:54:18 pm
huh, what? required item using materia blade?
Title: Re: The little asm hacking reference
Post by: Xifanie on October 02, 2008, 05:38:26 pm
Zozma, normally Limit requires the Materia Blade, and to tell this the game uses a boolean, which is named "Materia Blade" in FFTPatcher,  changing the code allows changing what item is required to allow the use of those skills.

LD wanted this for his Band of Abilities since he couldn't convert the Materia Blade to an accessory.

+ Constant, non-exponential (MA*Y) damage formula for 1E (Rafa's skills).

Here you go Arch. ;)
Title: Re: The little asm hacking reference
Post by: Vanya on October 02, 2008, 05:44:36 pm
New damage formula!! Sweeeet!!!!

I don't suppose you'd take a request or two?

I need to figure out how to edit those damn formulas.

Any pointers / stuff to know?
Title: Re: The little asm hacking reference
Post by: Xifanie on October 02, 2008, 06:00:44 pm
Well currently I don't have any notes of the sort sorry ;o
I debug from A to Z right now.

yeah sure about the requests, some may take a while or I'm having them paused; like formula 2E (mighty sword).

But I think my next project will be flail/axe formula.
({1..PA}+PA)*WP would be nice and effective.

This would give back their uniqueness and grant usefulness. =D
Title: Re: The little asm hacking reference
Post by: Cyberblade on October 02, 2008, 06:57:22 pm
This formula would be awesome for katanas

Dmg_(BR*FA/100*(MA+ PA/50)*WP) Well Mayber XD I want a formula based on brave faith MA and PA and WP
Title: Re: The little asm hacking reference
Post by: Zozma on October 02, 2008, 07:41:00 pm
request?

how about a weapon formula identical to number 2 except instead of
a 25% chance to cast a spell, make a 100% chance
(but a new formula at the end.. not overwriting the 25% one...)

OR

a weapon formula that ignors the normal attack and casts a skill instead at 100% chance?

also, the materia blade boolean, does this mean we can now make multiple materia blades?
Title: Re: The little asm hacking reference
Post by: Xifanie on October 02, 2008, 07:58:03 pm
No zozma.

+ Axe/Flail damage fix
Title: Re: The little asm hacking reference
Post by: Zozma on October 02, 2008, 08:11:09 pm
yay! so damage will be as consistant as a sword?
Title: Re: The little asm hacking reference
Post by: Xifanie on October 02, 2008, 08:22:17 pm
No, randomly from 100% to almost 200% damage of a sword for the same WP.
Title: Re: The little asm hacking reference
Post by: Zozma on October 02, 2008, 08:28:38 pm
thats great axes sound awesome now lol
Title: Re: The little asm hacking reference
Post by: Xifanie on October 02, 2008, 08:58:39 pm
The 02 formula seems to be very... special.

I have no idea how much time it will take me to just find the routine, it's acting weird.
Title: Re: The little asm hacking reference
Post by: DarthPaul on October 02, 2008, 09:53:12 pm
woo thanks to visual basic i know what boolean means  :D
Title: Re: The little asm hacking reference
Post by: Vanya on October 02, 2008, 10:13:45 pm
Quote from: "Zozma"how about a weapon formula identical to number 2 except instead of
a 25% chance to cast a spell, make a 100% chance
(but a new formula at the end.. not overwriting the 25% one...)

I have a better idea. Same thing but the % chance is set by X. =)

Quote from: "Zozma"a weapon formula that ignors the normal attack and casts a skill instead at 100% chance?

I would love to have this too!

@Zodiac: I think I may have some data on the locations of the formulas, maybe.
Title: Re: The little asm hacking reference
Post by: Xifanie on October 02, 2008, 10:30:48 pm
Vanya, weapons have no bytes for variables. :/
Title: Re: The little asm hacking reference
Post by: Zozma on October 02, 2008, 10:33:55 pm
yep, thats what i thought to, so it has to be a fixed success rate.
Title: Re: The little asm hacking reference
Post by: Vanya on October 02, 2008, 10:45:29 pm
Quote from: "Zodiac"Vanya, weapons have no bytes for variables. :/

Strike that! o.O
I was thinking of a similar formula for skills! =)

As for a request of my own... Something along these lines would be perfect:

"35 Heal_(Y)% Hit_(PA+X)%" minus REQUIRED status effect.

Basically, I want formula 35 to NOT to require an "inflict status". I'm using it for my Medic abilities, but it won't work if I configure it to only restore HP. =)
Title: Re: The little asm hacking reference
Post by: Zozma on October 04, 2008, 11:13:55 am
zodiac, not formula related but...

the spell.mes fix ... about making it so when ai lands on a chest or crystal, and auto accepting...? can it be done...
Title: Re: The little asm hacking reference
Post by: Xifanie on October 04, 2008, 12:59:11 pm
I already asnwered you long ago, not without a lot of asm hacking.

Also, I worked hours on the 100% cast spell thing and I couldn't find anything directly affecting the %. So I'm gonna put a pause on this one.
Title: Re: The little asm hacking reference
Post by: Zozma on October 04, 2008, 01:17:31 pm
aww, well thanks for giving it a try :D
Title: Re: The little asm hacking reference
Post by: Xifanie on October 04, 2008, 05:54:12 pm
+ PA*WP Knight Swords (for Arch, since 2D KS prevent poaching and maybe other bugs as well)
Title: Re: The little asm hacking reference
Post by: Xifanie on October 04, 2008, 06:41:44 pm
+ Weapon Guard innate all

I know a lot of people wanted this, but I completely forgot about it until today lol.
Title: Re: The little asm hacking reference
Post by: Archael on October 04, 2008, 08:26:04 pm
change the title of this thread..

this isn't "little"

and it's more than a "reference"

these are major finds here

NAO BITCH
Title: Re: The little asm hacking reference
Post by: DarthPaul on October 04, 2008, 09:55:56 pm
word yo
Title: Re: The little asm hacking reference
Post by: Xifanie on October 04, 2008, 11:53:01 pm
+ Global C-Ev. (100% front, 50% sides, 25% back)

And nooo Arch, aren't you gone yet? LD still has no forum section, why don't you gtfo?
Title: Re: The little asm hacking reference
Post by: Xifanie on October 05, 2008, 01:16:53 pm
+ Fixed C-Ev. (it was fucking up all status animations)
Title: Re: The little asm hacking reference
Post by: The Damned on October 10, 2008, 07:02:10 pm
Quote from: "Zodiac"+ Weapon Guard innate all

I know a lot of people wanted this, but I completely forgot about it until today lol.

I'm curious. I know this is a completely passive Reaction ability, like Abandon, but wouldn't this technically screw with other Reaction abilities if implimented and disable Reaction abilities for everyone except Monks/people that use their fists?


Regardless, great job on all this.
Title: Re: The little asm hacking reference
Post by: Xifanie on October 10, 2008, 07:25:43 pm
No chance, the evasion of weapon is calculated regardless of the existence of the weapon guard ability. It's simply calculated as any other evade (like shield  or mantle evasion).

The Weapon Guard ability becomes completely useless though.
Title: Re: The little asm hacking reference
Post by: The Damned on October 10, 2008, 11:12:38 pm
Quote from: "Zodiac"No chance, the evasion of weapon is calculated regardless of the existence of the weapon guard ability. It's simply calculated as any other evade (like shield  or mantle evasion).

The Weapon Guard ability becomes completely useless though.

That's most excellent then.

If that's the case, I'm curious then, though I'm sure you're busy with other things, I must ask if it also possible to make certain suppportive abilities Innate for everyone, like Defend or Equip Change?
Title: Re: The little asm hacking reference
Post by: Skip Sandwich on October 15, 2008, 11:38:43 am
I too would like to see global innate Equip Change and Defend, as they're both useful abilities, but not worth spending an ability slot on, since in the early game you don't have good enough equipment to really benifit and mid to late game you have much better ability options like Attack Up and Short Charge. Of course, as things stand, there's nothing stopping us from just adding them as class innates via FFTPatcher, so there's really no rush.
Title: Re: The little asm hacking reference
Post by: Xifanie on October 15, 2008, 11:56:11 am
I'd like to see Defend on monsters too.

I don't know if I'll feel like doing that today though, the Event Editor requires a lot of time.
Title: Re: The little asm hacking reference
Post by: BeoulveBlack on October 16, 2008, 10:54:27 pm
@ The Damned
you could just use the patcher to set it as innate to everything (it'd save Zodiac some time), or maybe that doesn't work...i think it does...

@ Zodiac
here's my request. you know how knives and kunai have that (PA + Sp)/2 * WP formula? is there any way to set that to another weapon, say, katanas? and the (MA*WP) formula for sticks, since it would make more sense this way, can we switch it with that of the books (MA + PA)/2 * WP?

EDIT: i second the changing of this post's name from 'little' to something more fitting...
Title: Re: The little asm hacking reference
Post by: Vanya on October 16, 2008, 10:59:42 pm
There are lots of logical weapon formula changes I'd like to see, too. =)
Title: Re: The little asm hacking reference
Post by: Skip Sandwich on October 17, 2008, 02:41:20 am
books and instuments should both be MA * WP intstead of being partially reliant on PA
staves, rods, and sticks should go with (PA +MA)/2 * WP
Crossbows should be SP * WP (no more, "I do more damage because i can pull the trigger REALLY  HARD")
Katana should also use the (PA + MA)/2 * WP formula, since samurai are essentially a type of warrior mage class
the NEW random damage formula zodiac already did is awesome, so no further changes there
Title: Re: The little asm hacking reference
Post by: DarthPaul on October 17, 2008, 10:21:06 am
but i can pull the trigger very hard
Title: Re: The little asm hacking reference
Post by: BeoulveBlack on October 17, 2008, 10:49:36 am
crossbows should have the same formula as guns.

katanas should have the same formula as the kunai, while daggers should be the only Sp*WP formula using weapons (except for throwing items of course)
Title: Re: The little asm hacking reference
Post by: Skip Sandwich on October 17, 2008, 11:41:54 am
The katana is the weapon of the samurai, as a class that relies on both PA and MA, it makes the most sense (at least, to me) that thier iconic weapon share that same trait (it also means that the same equipment that buffs draw out damage will buff katana attack damage as well).

I personally lean towards guns also using the SP * WP formula, but then, I tend to replace most of the crossbows with guns in my personal patches. I also have a soft split between handguns and rifles (meaning that they remain the same weapon class, so a character with equip gun can equip both, but thier general stats are different), handguns having a range of 5, but are 1-handed, rifles having a range of 8, but require 2 hands (just like bows).
Title: Re: The little asm hacking reference
Post by: Xifanie on November 02, 2008, 03:17:51 pm
+ Crit % Chance
+ Spell Cast % Chance (formula 02)

Here ya go Zozma, it was friggin hard but I learnt a lot in the process as well.
Title: Re: The little asm hacking reference
Post by: Zozma on November 02, 2008, 03:30:15 pm
sweet 100% critical and 100% cast spell! thats great! :D
Title: Re: The little asm hacking reference
Post by: VincentCraven on November 11, 2008, 09:26:38 am
Sorry if I am being redundant, but is there a location that explains how to make damage fomula yet?

I was going to compile all the information we have so far into the wiki, mainly so I can learn what's been going on as well as help the community out a bit.
Title: Re: The little asm hacking reference
Post by: Xifanie on November 11, 2008, 05:41:15 pm
No, you really need to learn asm to be able to edit stuff as you like.

Compiling for the wiki? Sure do that.
Title: Re: The little asm hacking reference
Post by: VincentCraven on November 11, 2008, 07:06:59 pm
OK.

So... is there a way to get the critical hit % to be different for different formula or does it effect everything?
Title: Re: The little asm hacking reference
Post by: Xifanie on November 11, 2008, 08:02:35 pm
yeah, it will require space for this.

I've decided for now that I'll sacrifice all the kanji for asm hacking.
Title: Re: The little asm hacking reference
Post by: Xifanie on November 12, 2008, 08:16:06 pm
Fixed permanent Brave/Faith gain. SentinalBlade reported that with the prvious version the cadets from Gariland were coming with 0 brave & 0 faith. Please Fix back your SCUS or use a backup if you implemented the first version.

Fixed Weapon Strike; see below.

Fixed general C-Ev.

The location those were first at was creating conflicts as stuff was being loaded over the routine which made the emulator crash about 1/3-1/4 battles.
Now their location are with the kanji which is completely saved. Leaving the previous versions won't bother as long as you update it.
Title: Re: The little asm hacking reference
Post by: VincentCraven on November 12, 2008, 10:12:15 pm
Hey Zodiac...

Did I mention that you are awesome?
Title: Re: The little asm hacking reference
Post by: Xifanie on November 12, 2008, 10:48:25 pm
All thanks to my kirby signature
Title: Re: The little asm hacking reference
Post by: VincentCraven on November 13, 2008, 09:19:39 am
Quote from: "Zodiac"Divide Gained Exp in 2 (almost breaks minimal 1 Exp gain on success).

Does this mean that 1 Exp = 0 Exp?

Oh, and have you learned anything about knockback?  I believe Voldemort was shooting for a 100% knockback formula.  I'd be pretty excited about it too.
Title: Re: The little asm hacking reference
Post by: Xifanie on November 13, 2008, 03:20:47 pm
My bad! I completely forgot to update the thread with it because I wanted to find the critical hit's knockback % before doing so...

+ Dash/Throw Stone knockback %

1 / 2 = 0.5 = 0 exp gained.

woops, almost? that's supposed to be also. :S
Title: Re: The little asm hacking reference
Post by: VincentCraven on November 16, 2008, 10:45:18 am
Ummm

Are we able to do stuff like cut out the soldier's office yet?

Or like, make monsters not spawn eggs?
Title: Re: The little asm hacking reference
Post by: Xifanie on November 16, 2008, 07:52:22 pm
No, neither me nor SB have worked on that yet.
Title: Re: The little asm hacking reference
Post by: VincentCraven on November 17, 2008, 09:38:15 am
Just out of curiosity...

How hard would it be to learn how to ASM hack?  Do I just need to play around with some tool until I get the hang of it or...?

I just noticed that you say "neither me nor SB" rather than "no one has".
Title: Re: The little asm hacking reference
Post by: Vanya on November 17, 2008, 12:27:51 pm
I can tell you that if you don't have a grasp of basic programming concepts it will be very difficult. Then again, I'm a programming student & I've had a very hard time learning 6502 ASM for hacking the NES. Playstation uses MIPS which I believe is significantly more complex than 6502, but I haven't tried it myself yet. ^_^
Title: Re: The little asm hacking reference
Post by: VincentCraven on November 17, 2008, 01:40:07 pm
Oh.  THAT kind of difficult.  >.>
Title: Re: The little asm hacking reference
Post by: Xifanie on November 17, 2008, 05:50:14 pm
If you have a strong logic it's not hard.
Title: Re: The little asm hacking reference
Post by: VincentCraven on November 17, 2008, 05:54:41 pm
*is renewed with hope*

Teach me your ways, O wise one!

Ahem, where should I go if I am motivated to learn how to ASM hack?   This sounds much harder than the other hacking you taught me how to do, but I am willing to give it a try if possible.
Title: Re: The little asm hacking reference
Post by: Vanya on November 17, 2008, 09:06:22 pm
I'm a little nutty so it takes a little while to figure things out! ^_^
Title: Re: The little asm hacking reference
Post by: VincentCraven on November 17, 2008, 09:52:18 pm
Nah, Zodiac is just a genius and is making it sound much easier than it really is I bet.
Title: Re: The little asm hacking reference
Post by: Vanya on November 17, 2008, 10:03:25 pm
I appreciate that! ^_^
Zodiac must be a genius then, because all forms of ASM are the spawn of satan & lilith! ! !
Title: Re: The little asm hacking reference
Post by: Xifanie on November 18, 2008, 05:14:42 pm
Yes I'm a genius.

Although I never said learning ASM hacking wasn't hard;
- It's not that hard to learn.
- It's very tedious to code.
- It can be frustrating to debug. (but not for me because I don't feel frustration :O)
Title: Re: The little asm hacking reference
Post by: VincentCraven on November 18, 2008, 05:32:54 pm
I've done plenty of tedious stuff, and I'd rather be a little frustrated rather than having to beg you or SB to look for and alter values for me.

Plus, the way around some of my problems is probably just as tedious.
Title: Re: The little asm hacking reference
Post by: The Damned on November 18, 2008, 08:07:23 pm
I'm with VincentCraven, Zodiac, but you already know that.

I'd still like to help in anyway I can, especially with since I happen to have a pretty much all of next week off. (Stupid holiday.)
Title: Re: The little asm hacking reference
Post by: BeoulveBlack on November 21, 2008, 01:00:21 pm
Quote from: "Zodiac"0x000E92AC :
1980103C
F7380482
04390582
F4380682
2000C630
0200C01C
00000000
25208500
043904A2
E8FFBD27
1000BFAF
F81B0608
00000000
0x0011FFD8 :
AB400508
00000000
Weapon Strike Fix (!!!Holy Sword and Dark Sword!!!)
The first time I coded asm for real, and there doesn't seem to be any problems.
There is a bit in FFTPatcher under Hit Enemies and Hit allies.
If the ability has "Weapon Strike" and it is checked, the ability will ignore the weapon's elemental and only take the one from the ability.
Else, it will stack both the elementals from the weapons and from the ability.

correct me if my understanding is off, but does this mean that holy sword will actually be elemental if the Weapon Strike bit is checked?
Title: Re: The little asm hacking reference
Post by: Archael on November 21, 2008, 01:02:40 pm
correct
Title: Re: The little asm hacking reference
Post by: BeoulveBlack on November 21, 2008, 01:14:46 pm
anyway to make it so that the damage from poison is higher? i think it's either 1/8 or 1/10 MaxHP, but is there any way to set it to either 1/7 or 1/6 MaxHp? i'd like to see this status be useful for a change (heck, i think if the status never expired it'd be good)
Title: Re: The little asm hacking reference
Post by: Xifanie on November 21, 2008, 06:27:18 pm
Problems with poison isn't the damage; since it creates damage that doesn't active reaction abilities, and that pwns. Second one is the length; definitely too low. Unless you're using vanilla Orly with Excalibur + Thief Hat + Sprint Shoes and fighting vs undeads, Poison will never be a treat.
Thirdly, too much stuff can instantly cure it: Heal, Stigma Magic, Antidote, Remedy, Death, Chocobos, etc.
Title: Re: The little asm hacking reference
Post by: BeoulveBlack on November 21, 2008, 09:23:20 pm
you're right; i think i'll set poison to never end by CT, and i'll change some of the things that cure it. in many rpg's, i've known there to be two type off cures genereally: a type that dos minor things like poison, dark, silence, etc., then the higher type that cure stone, paralysis, curse, and that sorta thing. i'll make it so that poison isn't gimped so bad by the number of things that cure it.

PS
i'm just noticing that dancing kirby!
Title: Re: The little asm hacking reference
Post by: Xifanie on November 30, 2008, 01:40:45 am
+ Fury Hack

Hurry and get it, it even includes a graphical hack in the PPF file.
Title: Re: The little asm hacking reference
Post by: The Damned on November 30, 2008, 02:00:46 am
Even if I don't ever use this, I have to say that you are like an existent form of God, Zodiac.

Praise be to thee.
Title: Re: The little asm hacking reference
Post by: Xifanie on November 30, 2008, 09:27:49 am
- Changed the Fury Formula from
(50+Caster_Fury)*(50+Target_Fury)*Total_Damage/10000
to
(40+Caster_Fury)*(40+Target_Fury)*Total_Damage/10000

because 60 is the average Brave/Faith.
Title: Re: The little asm hacking reference
Post by: Xifanie on November 30, 2008, 02:21:02 pm
- Fixed Fury Hack; Berserk had no damage bonus anymore.
Title: Re: The little asm hacking reference
Post by: The Damned on November 30, 2008, 02:23:33 pm
So, I been thinking about this a bit, and I have a question: With regards to the damage done and taken by having higher than normal Fury, do the bonuses multiple or does one override the other?

Similarly, people with less than 60 Fury start to take less damage, correct?
Title: Re: The little asm hacking reference
Post by: Xifanie on November 30, 2008, 03:32:44 pm
yeah
10/10 = 25% damage
60/10 = 50% damage
60/60 = 100% damage
100/60 = 140% damage
100/100 = 196% damage
Title: Re: The little asm hacking reference
Post by: The Damned on November 30, 2008, 04:13:18 pm
That is most excellent. I've a few more questions and then I'll leave you alone: (Speaking of which, I'll try and be on chat soon like I promised.)

Title: Re: The little asm hacking reference
Post by: VincentCraven on November 30, 2008, 04:26:07 pm
- generated Br/Fa for all units except for Soldier Office units are from 45 to 74.  Oh, and monsters from eggs also have 40-70 Br/Fa
-if you use the .ppf file to patch, it'll say Fury where it used to say Brave
-Fury was added to make low brave useful.  Only physical attacks should be affected by Fury.
Title: Re: The little asm hacking reference
Post by: Xifanie on November 30, 2008, 04:26:24 pm
- I'm fairly sure randomly generated units are 45-74 (or whatever) and only the Soldier Office is 40-70. That's where 60 comes from.
- You'd have to edit Brave to Fury for description, the PPF patches the Brave Graphic into Fury though.
- Physical Attacks.
Title: Re: The little asm hacking reference
Post by: Xifanie on November 30, 2008, 04:27:08 pm
Ohhh! Y, you!!
Title: Re: The little asm hacking reference
Post by: The Damned on November 30, 2008, 04:48:22 pm
Oh, I'm an idiot when it comes to remembering the Brave thing.

Thanks for the (many) clarifications.

That's immensely awesome then. I take back what I said earlier: I may indeed end up using this for my patch, especially since it jives with at least one of my classes.
Title: Re: The little asm hacking reference
Post by: Zozma on November 30, 2008, 08:00:48 pm
this might be a wierd one... but is there a way to make "Invite" status also force the unit to be ai controlled, maybe perma charmed or whatever? without destroying the status charm. i donno if anyone would want that, but then enemies would be able to invite your characters lol..
Title: Re: The little asm hacking reference
Post by: Xifanie on November 30, 2008, 11:48:42 pm
I don't usually ask my members to do something because normally only I can do it.
But if anyone has free time it would be appreciated to fill in the Wiki with those ASM hacks.
Why? I'm gonna put there from now on and link when I update.

http://www.ffhacktics.com/wiki/ASM_Hacking (http://www.ffhacktics.com/wiki/ASM_Hacking)

If you want the format check THIS ONE:
http://www.ffhacktics.com/wiki/Brave_to_Fury (http://www.ffhacktics.com/wiki/Brave_to_Fury)

Hell, if you feel like it you can also create PPF files of each hack. That would be very appreciated too.
Title: Re: The little asm hacking reference
Post by: Xifanie on November 30, 2008, 11:54:03 pm
And what do you mean Zozma, when an enemy invites one of your units, you can still control it?
Title: Re: The little asm hacking reference
Post by: Archael on November 30, 2008, 11:56:35 pm
Quote from: "Zodiac"And what do you mean Zozma, when an enemy invites one of your units, you can still control it?

Currently, yes.

You can still control it, even though it's number gem shows up RED and it is now displayed as ENEMY in battle.

The unit is also gone after the battle, and the battle will not end until you kill it.

He wants to stop the control part.
Title: Re: The little asm hacking reference
Post by: The Damned on December 01, 2008, 02:46:24 am
Okay, I lied.

I've thought of two more questions with regards to the Fury thing, Zodiac:



Thanks again.
Title: Re: The little asm hacking reference
Post by: Archael on December 01, 2008, 08:33:22 am
Quote from: "The Damned"Okay, I lied.

I've thought of two more questions with regards to the Fury thing, Zodiac:

  • Does it affect physical chances to hit as well (in cases of physical-based percentage attacks)? Or is strictly a damage formula?
  • Since less Fury means less damage and you were having problems with Berserk, have you yet found if there are any problems with Chicken? I ask namely because Chicken causes you take 150% damage, but with Fury, since you would be under 10 Brave, you would take at least 50% less damage, so...?


Thanks again.

1. might... not sure how thorough zodiac was with them
2. it will probably stack with the damage penalties for some statuses like chicken and sleep, since those take extra damage regardless of the formula behind the physical attack used
Title: Re: The little asm hacking reference
Post by: Archael on December 01, 2008, 09:11:50 am
while Zodiac slowly teaches me the stuff I need to know to play around with ASM

(and I won't have alot of time these next 2 weeks due to finlas)


I have a request to see if someone could look at the Transparent status and see if they can remove it's permanent in-battle duration
Title: Re: The little asm hacking reference
Post by: Zozma on December 01, 2008, 04:05:15 pm
i would just like it made so that AI doesn't ignore it thus being nothing more than a special effect...

OR make it so on either side it only makes you immune to physical attacks
Title: Re: The little asm hacking reference
Post by: Archael on December 01, 2008, 05:07:15 pm
that's another request altogether

all I want is for it to not be infinite
Title: Re: The little asm hacking reference
Post by: VincentCraven on December 03, 2008, 07:21:56 am
Zodiac: I know you haven't been having much success with changing unsigned bytes to signed, but do you have an idea of how to find the place to change it?  My biggest problem with the equipment system is the lack of speed loss when equipping different items.

I'd be more than happy to take a few stabs at it, though I figured it'd check with you first in case you had found anything out about it.
Title: Re: The little asm hacking reference
Post by: BeoulveBlack on December 03, 2008, 08:53:40 am
i'm really diggin tis fury thing! i must implement this!
Title: Re: The little asm hacking reference
Post by: Xifanie on December 03, 2008, 04:47:10 pm
20% success yet, It will require some custom code implemented in WORLD.BIN where the kanji resides.
Title: Re: The little asm hacking reference
Post by: Vanya on December 03, 2008, 11:05:22 pm
Is it possible to make Defend reduce damage by say 25% instead of increasing evade? And if it is possible would it affect Abandon since it causes the same effect?

Not an ASM question, but if a unit has Abandon and they then go into defend status do the two effects stack?
Title: Re: The little asm hacking reference
Post by: Archael on December 03, 2008, 11:25:24 pm
Quotebut if a unit has Abandon and they then go into defend status do the two effects stack?

yep
Title: Re: The little asm hacking reference
Post by: Vanya on December 04, 2008, 12:03:36 am
Yeah I figured as much.
Title: Re: The little asm hacking reference
Post by: VincentCraven on December 04, 2008, 11:01:16 am
The Knight Sword fix not only removes the Br/100 part from Katana attacks, it also removes it from bare fist attacks.  I don't know why the game is linked up that way, but that's how it works.
Title: Re: The little asm hacking reference
Post by: Xifanie on December 04, 2008, 04:53:34 pm
dangit...
Title: Re: The little asm hacking reference
Post by: Vanya on December 04, 2008, 05:36:58 pm
It's probably going to end up being the same for Defend and Abandon. But I hope not...

Here's another possibility! If you make Defend have the same effect as Defense Up, will they stack like the current Defend and Abandon?
Title: Re: The little asm hacking reference
Post by: Skip Sandwich on December 04, 2008, 06:53:24 pm
I dont see why not, since support abilites stack just fine as is, the question you should be asking is will a Defense Upping Defend stack with Defense Up? (unless that IS what you are asking and i'm just reading you incorrectly)
Title: Re: The little asm hacking reference
Post by: The Damned on December 04, 2008, 06:58:54 pm
That's what he's asking, Skip.

Anyway, Zodiac, am I insane, or did you have a CT Hack post you took down?

(Well, don't answer that first one. Did you have a CT Hack post that you took down, though? It's bothering me....)
Title: Re: The little asm hacking reference
Post by: Xifanie on December 04, 2008, 08:01:30 pm
Ya, I thought it was working so I posted it and after that I actually tested it, and it was crashing the game while activation reaction abilities...
link? no clue X_X
Title: Re: The little asm hacking reference
Post by: Gamesoul Master on December 05, 2008, 05:56:48 am
Quote from: "Voldemort7"I have a request to see if someone could look at the Transparent status and see if they can remove it's permanent in-battle duration

I'm assuming you mean like if a character has it and does absolutely nothing (since it fades so damn easily), right? I would like to see that, if only for it to not be broken like that. And also, an AI recognition option wouldn't be bad to see (if it's even possible).

I'm also a tad confused about this Fury thing. Some posts seem to basically state that the way the game uses Brave has been completely changed, and the name of it was changed from Brave to Fury. But statements like "it was added to make low brave useful" make it sound like Fury is something added in *addition* to brave.

If the first statement is true and Fury is just Brave renamed, why do it in the first place? Is it renamed just to disguish in-game that if you had any prior knowledge about Brave, throw it out the window because this is completely different and you wanted to make that abundantly clear?
Title: Re: The little asm hacking reference
Post by: Skip Sandwich on December 05, 2008, 07:27:27 am
The way fury works is that it causes brave to modify physical damage taken and dealt in the same way that faith affects magic damage, that is all. All other aspects of brave, remain unchanged, what i'm curious about is how fury works with damage formulas that already use brave as part of the equation, is brave computed twice? once for the base damage and once as a comparison between the user and the target to determine final damage before compatibilitiy?
Title: Re: The little asm hacking reference
Post by: Gamesoul Master on December 05, 2008, 08:20:50 am
So... Fury replaces Brave. Alright, that works... thanks :)

For it to be acting in the same manner as Faith, Brave was still a much better name for it than Fury. I can understand wanting to change the name to distinguish it, but Fury sounds so much more extreme than Faith. Brave still may not be the best name for it, but at least it's sounds to be about the same level of... dedication, as Faith.
Title: Re: The little asm hacking reference
Post by: Skip Sandwich on December 05, 2008, 08:29:07 am
I agree, I makes sense for a coward (low brave) to take less physical damge as they shy away from attacks, at the same time that thier avoidance hinders thier own efforts to land a solid blow, and vice versa.
Title: Re: The little asm hacking reference
Post by: LastingDawn on December 05, 2008, 08:29:09 am
Well Fury is a nice synonym, simply because, the higher it is, the more you are hurt, it shows the lack of discipline as your Fury climbs, you begin to care nothing for defense only trying to kill the opponent in front of you.
Title: Re: The little asm hacking reference
Post by: Skip Sandwich on December 05, 2008, 08:38:25 am
They both work, but I think Brave works better, seeing as the stat is mostly static, and something inherent to the character rather then class or level, much like zodiac alignment. Braver characters take more risks, while Cowards remain cautious, those of neutral bravery are balanced between the two extremes.

If it could be made so that fury was a seperate, dynamic stat that flucuated during battle (like, having an ally die or go into critical gives a bonus to your fury based on your zodiac compatibility with that character, and you also gain fury when you go into critical, but lose fury when you die, and when an enemy dies, again based on zodiac compatibility) then fury would work better, but as it is, I prefer keeping it as Brave.
:EDIT: oh, and if a dynamic fury system were to be introduced, then the berserk status should be changed to act like the Faith status, only for fury, it would also wear off after time like the Faith status does. In fact, just with a static Brave modifies all physical damage system, then having Berserk become the Faith for physical and Defending or something becoming the Innocent for physical would be pretty cool.
Title: Re: The little asm hacking reference
Post by: VincentCraven on December 05, 2008, 08:48:38 am
Quote from: "Gamesoul Master"I'm also a tad confused about this Fury thing. Some posts seem to basically state that the way the game uses Brave has been completely changed, and the name of it was changed from Brave to Fury. But statements like "it was added to make low brave useful" make it sound like Fury is something added in *addition* to brave.

Sorry for my poor choice of words when explaining it.
Title: Re: The little asm hacking reference
Post by: Gamesoul Master on December 05, 2008, 09:00:17 am
Exactly. And while I do see how Fury could work well, Fury is *not* a static type of status.

A couple thoughts on what sound better (I do realize it's not open for suggestions specifically, but it's worth a try... lol).
-- Valor: Has a more static sound to it, though it too doesn't *quite* take into account more damage being taken
-- Guts: I really think this is a good one, and is only hampered by the special Squires (foolishly IMO) having a skillset of the same name. I would definitely consider changing the skillset name (since it doesn't even fit) to make this one work.
-- Might: Has a good feeling to it (and very physical-sounding), and a person with great might seems very likely to take more damage as they are swinging harder and are not quite as capable of defending themselves as a result.
-- Force: Sounds more physical than magical (but still could be both... :/), and has a good overall sound, though it doesn't sound as reckless as it should for what it'd be used for (lower defense).

That's all the decent ones I can think of at the moment. Sorry if it seems too forward, but I just wanted to put my thoughts out there.

Edit: Don't worry about it VC... As I kept reading the posts, I partially felt like I was just being dumb and not quite getting it... you didn't really explain it too poorly... just that people were giving somewhat conflicting statements on its use/purpose.
Title: Re: The little asm hacking reference
Post by: Skip Sandwich on December 05, 2008, 09:02:49 am
Out of those, Guts is the only one I really agree with as a possible alternative, because I <3 Earthbound. But really, Brave I think is still the best choice overall.
Title: Re: The little asm hacking reference
Post by: Gamesoul Master on December 05, 2008, 09:04:16 am
Well for the record, I was giving them as better alternatives to Fury, not Brave. I like Brave and Guts the most, but I wanted to offer a few that seemed better than Fury in case Guts was not well-liked by others.
Title: Re: The little asm hacking reference
Post by: Xifanie on December 05, 2008, 04:49:51 pm
because the name Brave doesn't make sense at all for the new damage calculations.

In any way you view it, Bravery is only a good trait. On the other hand Fury has its good and bad points, it's situational; just like Faith.
Title: Re: The little asm hacking reference
Post by: Skip Sandwich on December 05, 2008, 05:28:40 pm
bravery is a good trait, yes, but is not having a low brave score or 'lacking bravery' just another way of saying that the character is cowardly?
Title: Re: The little asm hacking reference
Post by: Xifanie on December 05, 2008, 05:55:48 pm
So what?

Cowardice is the result of an emotion of fear, you won't be more able to prevent taking full hits.
And being brave doesn't mean you want to take full hits either.

Fury = Offensive & not defensive
Brave isn't that at all.
Title: Re: The little asm hacking reference
Post by: Vanya on December 05, 2008, 06:25:48 pm
Ever heard the phrase "Only the brave die young" ?

Brave pple have a tendency to rush into things as much as berserk ppl. It's just for different reasons.

Like wise a cowardly person tends to think about defense more for self preservation as much as a calm warrior does in order to defeat his opponent.

It doesn't really matter what you call it as long as you can rationalize it. I'd keep brave because it's already an established trait in the Ivalice setting.

^_^

PS-
Zodiac, is my idea for Defend reducing damage instead of increasing evade possible?
Title: Re: The little asm hacking reference
Post by: Xifanie on December 05, 2008, 08:00:47 pm
People, stop asking if things are possible or not; it's obvious.

If hit % is calculated at the same time as damage, this should be pretty easy to do.

And if maybe if the Brave dies younger, perhaps it's because they have to protect the coward?

The coward relies on evasion, one hit will put them down for good. The Brave will stand still and continue to fight.
Title: Re: The little asm hacking reference
Post by: Skip Sandwich on December 05, 2008, 09:03:32 pm
yes, that's one way of looking at it, but hp is a very abstract system anyway, how else do you explain cutscenes of characters dying to wounds that would be very minor if they happened in-battle? Hp is not simply physical resilliannce, but the abstracted ability of the character to avoid fatal damage, only attacks that result in the character going into cricial or dead status actually cause harm.

a character of lower brave will be more cautious, he won't extend himself as much, and will take fewer risks, he won't be making any fast takedowns, but his extra effort toward self-preservation means that others will have a harder time breaking through his guard.

a character of higer brave is more confident, he attacks more readily, and with greater vigor, but, the same risk-taking qualities that make him a more dangerous warrior, mean that at any given moment, he's closer to reciving that one fatal blow then the character of lower brave.
Title: Re: The little asm hacking reference
Post by: Vanya on December 05, 2008, 09:54:33 pm
Quote from: "Zodiac"People, stop asking if things are possible or not; it's obvious.

 :oops: Sorry! I should have said difficult.

In that case, I'd like to formally request that ASM hack. It makes more sense for the ability to reduce damage like in every other FF & FF spin-off.

Do you think Defending with 'Defense Up' equipped would reduce damage too much if the effects stack?

If so, would it be useful to have the effect reduced so it cuts damage by say 30% instead of 50%?
Title: Re: The little asm hacking reference
Post by: Skip Sandwich on December 06, 2008, 07:52:11 pm
All this talk of fury and brave has got me thinking, a skill formla that acted like the faith-based magic formula, only based on target and caster brave, and dealing damage based off of PA would make for awesome physical skill options.
Title: Re: The little asm hacking reference
Post by: Vanya on December 07, 2008, 02:58:35 am
I agree! ^_^
How dry I am!!!!
Title: Re: The little asm hacking reference
Post by: Archael on December 08, 2008, 01:39:13 pm
Quote from: "Gamesoul Master"
Quote from: "Voldemort7"I have a request to see if someone could look at the Transparent status and see if they can remove it's permanent in-battle duration

I'm assuming you mean like if a character has it and does absolutely nothing (since it fades so damn easily), right? I would like to see that, if only for it to not be broken like that. And also, an AI recognition option wouldn't be bad to see (if it's even possible).

yes

I meant make it run out on it's own, like Haste or Protect or Shell run out on their own

Transparent lasts the entire fight assuming you never act
Title: Re: The little asm hacking reference
Post by: The Damned on December 08, 2008, 01:57:00 pm
Quote from: "Voldemort7"yes

I meant make it run out on it's own, like Haste or Protect or Shell run out on their own

Transparent lasts the entire fight assuming you never act

Yeah. It doesn't seem like you can. Well testing Hunter out on...Thursday? Yes, Thursday. Well testing Hunter out on Thursday, I modified something to make it add Transparent, which subsequently never wore off despite the fact that I gave it at CT of 24 a while ago.

I'm beginning to hate Transparent.
Title: Re: The little asm hacking reference
Post by: Vanya on December 08, 2008, 02:47:05 pm
I don't see the benefit in giving transparent a time limit. If you want to win a battle you have to attack eventually. So what if someone CAN sit there hiding for the entire fight? Why would someone want to in the first place?
Title: Re: The little asm hacking reference
Post by: LastingDawn on December 08, 2008, 02:49:58 pm
So they can assassinate the enemy, completely destroying the point of formation's important.
Title: Re: The little asm hacking reference
Post by: Vanya on December 08, 2008, 02:53:45 pm
If you can have a character that can kill in one hit it makes the formation just as useless anyway. I could understand if they could attack at will while invisible. Maybe it's more useful than I've given it credit for.
Title: Re: The little asm hacking reference
Post by: LastingDawn on December 08, 2008, 03:34:20 pm
If you have a full team of invisible people, and move over to... let's say Rofel in 1.3, you could kill him with the people you surrounded him with.
Title: Re: The little asm hacking reference
Post by: Vanya on December 08, 2008, 05:59:46 pm
Sounds like either the players are too strong, or Rofel is too weak. Messing with the invis mechanic sounds like more trouble than it's worth when you can just make the boss character stronger.
Title: Re: The little asm hacking reference
Post by: LastingDawn on December 08, 2008, 06:21:24 pm
If the boss has 999 HP (which human Rofel would have...) and you surround him with four units, to hurt him roughly 250 on each swing, he goes down, without a fight. Why retool the whole game, when you could just get rid of that status?
Title: Re: The little asm hacking reference
Post by: The Damned on December 08, 2008, 06:22:22 pm
I think you're missing the point with regards to primarily messing around with Transparent so that the AI can take advantage of it as well and not be abused by it, Vanya.

Let's not turn this into another relatively pointless Fury debate, shall we?
Title: Re: The little asm hacking reference
Post by: LastingDawn on December 08, 2008, 06:23:55 pm
True, true. I forgot this was the ASM thread... it's also because the AI can't take advantage of invisibility.
Title: Re: The little asm hacking reference
Post by: The Damned on December 08, 2008, 06:32:53 pm
While we on the subject, though, outside of the obvious attempts at fixing Transparent (and Oil) and making Wall usable, I would also say that, somewhere done the line, it would be helpful to try and "fix" the way that the AI reacts to Death Sentence and Confusion.

I'd rather have Death Sentence be usable than have to pseudo-remove it like in 1.3.
Title: Re: The little asm hacking reference
Post by: Vanya on December 08, 2008, 08:03:13 pm
Quote from: "The Damned"I think you're missing the point with regards to primarily messing around with Transparent so that the AI can take advantage of it as well and not be abused by it, Vanya.

No. I get that. Fixing the AI to use invis and then fixing invis so the player can't see anything at all is a great idea. It's the idea of placing a time limit on it that I don't agree with. But, you're right. This is an ASM discussion.

Here's some ideas:
*How about rigging jump, throw & draw out so that they can be accessed from within another skillset?
(And maybe geomancy, too.)
*An important one to benefit the community is to fix generics so they can use the jump, throw, geomancy & draw out skillsets after they've been modified.
Title: Re: The little asm hacking reference
Post by: Zozma on December 09, 2008, 10:57:56 pm
it seems like it would be easier to make it so you always miss someone in transparent status as opposed to making that unit completely invisible on the enemy side.

id assume it would be way more complicated to find a way to mask not only the unit. but also to hide its actions and location when they get a turn as opposed to simply making anything physical miss untill that unit takes an action.

that might not be exactly what you guys are getting at but i think it might be a good idea. the ai should automatically use it properly, trying to hit the unit with spells instead of physical attacks etc... or maybe the ai would still be stupid i donno....
Title: Re: The little asm hacking reference
Post by: Gamesoul Master on December 10, 2008, 01:38:17 pm
That sort-of touches on a good idea... fixes to make the AI think more like a human player. Hitting a transparent unit with a magic spell is a good example of this. Patches like that would eliminate most of the need to over-power enemies just to make a battle more difficult. I'll try to post some more suggestions for this when I can think of them (just woke up, still sort-of tired... :D).
Title: Re: The little asm hacking reference
Post by: Zozma on December 24, 2008, 07:34:55 pm
I know its not really a request section but....

if someone could change the "please eat" formula (thats the one that causes crystal right?) into:

IF Undead & Monster => crystalize

is that way too complicated...?
Title: Re: The little asm hacking reference
Post by: Skip Sandwich on December 25, 2008, 01:53:26 am
I'd rather please eat replaced with a formula that adds a status to the user and performs either healing or damage (preferably healing, so we have a supportive 'self-destruct' option, like something that kills the user but heals all allies on the field)
Title: Re: The little asm hacking reference
Post by: Gamesoul Master on December 29, 2008, 04:20:52 am
Quote from: "Zodiac"Zozma, normally Limit requires the Materia Blade, and to tell this the game uses a boolean, which is named "Materia Blade" in FFTPatcher,  changing the code allows changing what item is required to allow the use of those skills.

I've long been pondering this, trying to figure out exactly what you're saying (as there really isn't an explanation of anything here beyond the basic fact that the game is checking a Boolean value).

What I'd like to know is how exactly is this Boolean value set? Does the action of equipping the Materia Blade set "Materia Blade" to TRUE, or does something else do it? And since the variable is Boolean, it obviously isn't storing the location of an item (which I would've considered the only simple way to allow only *one* item to "be" the Materia Blade). So what is actually causing the single item limit? I'm rather figuring that the answer to my first question will answer this second question, but if not, I'm definitely curious about both.
Title: Re: The little asm hacking reference
Post by: Vanya on December 29, 2008, 10:26:51 am
I imagine there is a routine that checks if skills have the "Materia Blade" boolean set to true before it is used; probably part of the menu routine. The boolean value is set in the game's code to a specific item ID. We know this because Zodiac already figured out the address for it, which we can edit to any item we choose. Al the items in the game have a specific ID, probably based on a table or the order their data is defined in. ^_^
Title: Re: The little asm hacking reference
Post by: Archael on December 29, 2008, 12:16:21 pm
Quote from: "Vanya"It's the idea of placing a time limit on it that I don't agree with.


there is no point  in having a status with such power have no time duration

too abuseable

you need to play more FFT (both vanilla and 1.3 when setiemson and secret cothes had perma trans) if you do not see the uber broken-ness that is infinite duration invis


it should get a time limit just like haste, protect, shell, hell, even more so than them, because it's more powerful than them all

tl;dr: you're wrong
Title: Re: The little asm hacking reference
Post by: Gamesoul Master on December 29, 2008, 02:13:12 pm
@Vanya: You know, I couldn't remember why I stopped worrying about this, and just now I remembered. After reading the first post again (which is what I did last time), I realized that the boolean he was talking about is simply the one already known in the editor, and what he *actually* discovered was the address that holds the ID of the item that will allow that boolean to be set to TRUE. Sorry for my complete brain lapse there (I went back to thinking he discovered the boolean value, not an actual address holding a hex value).

Only way I could see Transparent being alright without a time limit is if the computer could actually "see" you, and the status ignores physical attacks (and possibly increased damage from magic attacks, though not necessary since the status is meant to be beneficial and not simply a double-edged blade). Then in that case, if the computer somehow doesn't have anybody with magic attacks, it would be poor strategy on the computer's part... lol.

All in all, I think that Transparent simply needs to be completely unbroken so that a person could do whatever they want with it (ignore attacks, set time limits, etc). Then there wouldn't be arguments like this so much... lol. But of course, no need for me to request that... the whole community would love for something like that to happen... :D

... ... ... I had an actual request to contribute to this thread with, but now I've forgotten it. I'll come back as soon as I remember it... lol.
Title: Re: The little asm hacking reference
Post by: Vanya on December 29, 2008, 04:09:18 pm
Yeah. That's more on less what I would shoot for. Make it like the transparent status in FF6.
Just giving it a CT seems like a bit of a cop-out.

I'd be satisfied if it just prevented physical attacks from hitting & had the 100% hit for the effected unit removed.

It would be complete if it could force 100% hit on incoming spells.
Title: Re: The little asm hacking reference
Post by: Archael on December 29, 2008, 04:57:32 pm
A Transparent that the computer can target (they can already use it so that's not a problem) with 32 CT is the best solution!


which means player and AI will use it to gain Concentrate for their next attack

that's it


done deal!
Title: Re: The little asm hacking reference
Post by: Zozma on December 29, 2008, 05:00:26 pm
does that 100% apply to spells too... cause then we have the "vanish/doom" exploit all over again lol
Title: Re: The little asm hacking reference
Post by: Vanya on December 29, 2008, 05:06:17 pm
That's easily fixed by not allowing vanish to target enemies. Plus if you leave the AI alone it won't be an issue on the enemy side either.

Maybe an simpler fix for vanish would be to make it just ignore the target's evade% while calculating the attack instead of maxing the user's hit%.
Title: Re: The little asm hacking reference
Post by: Gamesoul Master on December 30, 2008, 03:34:16 pm
It wouldn't be a bad thing. Just as long as we make sure that there is no way for the player to make the computer invisible. If the computer wants to make itself invisible in the presence of an enemy that can cast Death, they'll have it coming. It's the same for us too... lol.

Or... if you were *really* worried about it... you should be able to simply make Death *not* stack on top of Transparent, and then set it to not cancel it either. That way, it should never work. Just don't go overboard and start doing that with every halfway decent status infliction while Transparent... lol
Title: Re: The little asm hacking reference
Post by: Zozma on December 30, 2008, 03:36:48 pm
hah, well im using vanish for an effect on ghosts only, so death shouldnt even work should it? i guess i dont have any issues then... ill just give them a few innate defenses to counter the evasion issues
Title: Re: The little asm hacking reference
Post by: Vanya on December 30, 2008, 05:27:25 pm
I want ghosts in my path to have immunity to physical attacks. They are ethereal after all.
Title: Re: The little asm hacking reference
Post by: Zozma on December 30, 2008, 05:33:58 pm
perhaps its possible. actually it would be good to have vanish immune to physical and only take magic damage. that would force you to take a caster with you most of the time or at the least have items.

ask razele to do that :D he knows how and hes fast
Title: Re: The little asm hacking reference
Post by: Vanya on December 30, 2008, 05:37:56 pm
If you see him on chat before the next time I'm on; ask for me, plz? ^_^

Transparent edit wish list:
1) Remove hit% bonus.
2) Make immune to physical, but not magickal attacks.

That's what I'd want. ^_^
Title: Re: The little asm hacking reference
Post by: Gamesoul Master on December 31, 2008, 09:43:15 am
Or better yet... could you possibly just ask him to find (*and* identify!) everything he can find related to Transparent? He already found the byte for controlling whether the AI sees a transparent character or not, so the rest may not be so difficult... ^^
Title: Re: The little asm hacking reference
Post by: Vanya on December 31, 2008, 09:46:37 am
Actually, yeah! I like that idea better. ^_^
Title: Re: The little asm hacking reference
Post by: Vanya on January 02, 2009, 12:04:52 am
Quote from: "Zodiac"0x0011EC54 :
21105000
Axes & Flail damage becomes (Rdm{0..PA-1}+PA)*WP

Does this also affect bags?
Title: Re: The little asm hacking reference
Post by: Xifanie on January 02, 2009, 12:15:57 am
I forgot about bags and I'd say: Most likely.
Title: Re: The little asm hacking reference
Post by: Vanya on January 02, 2009, 12:54:33 am
I figured that they all shared the same code. Thanks. ^_^
Title: Re: The little asm hacking reference
Post by: Vanya on January 06, 2009, 05:02:55 pm
I have a request, Zodiac.

Could you change the 'Requires Materia Blade' function to 'Requires Gun, Crossbow or Bow'?
Title: Re: The little asm hacking reference
Post by: BeoulveBlack on January 06, 2009, 06:13:05 pm
i see a lot of discussion about the transparent status; in my opinion, if the AI didn't ignore transparent, then it would be pretty lame if you ask me. i mean seriously though, an effect that adds concentrate on only 1 attack that can be canceled if you take damage? H/D/MS abilities are like that 24/7 and no one talks about changing that/taking them out of FFT...

i think it should add the concentrate effect, evade all physical attacks, have a duration, AI DOESN'T ignore, and cancels upon action/damage. this way, the AI could use it as well. oh, and i do agree that seteimson is a bit over the top, and naturally, anyone in favor of balance has surely edited it in their patch.
Title: Re: The little asm hacking reference
Post by: Vanya on January 06, 2009, 06:22:17 pm
Then it isn't really an invisibility status any more.

I'd rather have it function just like in FF6 where it was a catch 22 status. Only I'd keep the AI ignore thing. That way if you were in the middle of a large AoE spell and had transparent you'd get a spell straight up your ass with no chance to evade.
You'd have to make it so that the player can't cast it on enemies to eliminate the vanish + death combo.
Title: Re: The little asm hacking reference
Post by: Zozma on January 06, 2009, 06:39:35 pm
id like it to work so that physical attacks always miss, but magic cant miss AND ai doesnt ignore it. meaning they wouldnt even try to physically attack anyone with it, but if they have magic based stuff theyd use it.
Title: Re: The little asm hacking reference
Post by: Vanya on January 06, 2009, 06:41:53 pm
That is pretty much how it works in FF6.
Title: Re: The little asm hacking reference
Post by: Zozma on January 06, 2009, 07:00:21 pm
(hehe i wonder if the ai would exploit vanish + death )
Title: Re: The little asm hacking reference
Post by: Vanya on January 06, 2009, 07:40:03 pm
Probably not, but it would be amusing if it did.
Title: Re: The little asm hacking reference
Post by: Zozma on January 06, 2009, 08:08:08 pm
well im sure if it had the spell available, and calculated that "death" had a 100% chance of success, then it would take priority on casting said spell..
Title: Re: The little asm hacking reference
Post by: BeoulveBlack on January 09, 2009, 01:47:32 pm
Quote from: "Vanya"Then it isn't really an invisibility status any more.

I'd rather have it function just like in FF6 where it was a catch 22 status. Only I'd keep the AI ignore thing. That way if you were in the middle of a large AoE spell and had transparent you'd get a spell straight up your ass with no chance to evade.
You'd have to make it so that the player can't cast it on enemies to eliminate the vanish + death combo.

problem is, most spells don't start missing anyways until mid-chapter 3, feather mantle and/or hi-end shields...
i would suggest the same changes but rename the status from transparent to something more fitting. hell, transparent isn't really transparent since if the AI uses it you still see them and can act against them  :roll:

i dunno, i just don't think there are enough spells present that would make you think twice about having transparent...

Bl Magic
Death (how often does the AI ever have this?)
Frog (i have never had this casted on me...ever)
Flare (can't miss anyways)

Wh Magic
Holy (see Flare)

Ti Magic
Demi 2 (this is reasonable)
Stop (doesn't do damage so it wouldn't cancel transparent)
Quick (100% quick...right)
Meteor (see Flare)

YY Magic
Petrify (this is very reasonable)
Title: Re: The little asm hacking reference
Post by: Gamesoul Master on January 09, 2009, 08:16:29 pm
Right, but if you're taking double damage (or something similar) from magic while transparent, it *can* be a pain at times. So a 100% chance of being hit by a spell and taking double damage can definitely be something to worry about. And I'd definitely remove any accuracy enhancement for the person being invisible. It's enough of a bonus that the AI can't see you or hit you physically. If the AI can't see you or hit you, you should be smart enough to be able to get behind the enemy and get your accuracy boost that way.
Title: Re: The little asm hacking reference
Post by: The Damned on January 17, 2009, 01:10:25 am
Hey, Zodiac. I just realized something while looking through the front list: Does the patch for Knockback percentage of Throw Stone and Dash apply solely to those abilities (and their slots)? Or does it apply to any ability that uses that formula?

Quote from: "BeoulveBlack"Quick (100% quick...right)

Considering that beneficial spells/abilities never really take evasion into consideration, this shouldn't be a problem if possible via ASM hacking.
Title: Re: The little asm hacking reference
Post by: Archael on January 17, 2009, 10:02:38 pm
Zodiac!

0x0011EADC :
6400A534
Converts Knight Sword Formula to PA*WP.


made my EPSXE crash as soon as I tried selecting a target to attack using a K Sword (as soon as game had to calculate K Sword damage)

it gave an OPCODE error and closed... it was horrible! I got owned!

(http://i41.tinypic.com/iw5g09.png)

(http://i42.tinypic.com/2wci44k.png)

(http://i41.tinypic.com/sp9ms1.png)
Title: Re: The little asm hacking reference
Post by: Xifanie on January 17, 2009, 11:17:42 pm
wow, my hax0r skills suckass :(
Title: Re: The little asm hacking reference
Post by: Vanya on January 19, 2009, 01:36:55 pm
It works just fine for me running on pSX. ^_^
Title: Re: The little asm hacking reference
Post by: Archael on January 19, 2009, 06:08:21 pm
Quote from: "Vanya"It works just fine for me running on pSX. ^_^

it must work fine on ALL emus
Title: Re: The little asm hacking reference
Post by: Vanya on January 19, 2009, 11:23:04 pm
The point being that it may be a problem with ePSXe specifically. ^_^
Title: Re: The little asm hacking reference
Post by: Archael on January 19, 2009, 11:30:40 pm
Quote from: "Vanya"The point being that it may be a problem with ePSXe specifically. ^_^

highly doubtful

I've run over 100 PS1 ISO's on this epsxe

no errors whatsoever

and 1 ASM hack causes it to crash?

I'll bet the problem is on the ASM hack, or more likely, me typing something wrong in the BATTLE.BIN :D

but I did it twice, with the same result...
Title: Re: The little asm hacking reference
Post by: Vanya on January 19, 2009, 11:36:09 pm
Then why does ePSXe seem to have a problem with an opcode that works fine on pSX? Also, it may even be a problem with a plug-in you're using. ^_^
Title: Re: The little asm hacking reference
Post by: Asmo X on January 20, 2009, 12:59:53 am
try on an old version of epsxe
Title: Re: The little asm hacking reference
Post by: Zozma on January 29, 2009, 09:50:55 pm
okay im getting a little concered. you see between your and Razele's asm hacks which are all great btw, im a little nervous about overwriting one with another. are you both writing in totally different locations...?
Title: Re: The little asm hacking reference
Post by: Skip Sandwich on January 30, 2009, 12:04:22 am
yes, zodiac is the one in charge of assiging our asm people thier own specific sections to write in.
Title: Re: The little asm hacking reference
Post by: Zozma on January 30, 2009, 01:36:15 am
whew, i thought id  heard mention of that before but wasnt sure, good to know
Title: Re: The little asm hacking reference
Post by: nates1984 on January 30, 2009, 03:33:21 pm
Areas to write NEW code. It is entirely possible that more then one of us may be altering preexisting code.

Possible, but highly unlikely.
Title: Re: The little asm hacking reference
Post by: Austin on March 07, 2009, 08:51:37 pm
0x0004B670 : ##
Maximum generated level with level + highest level in party

0x0004E0B0 : ##
Maximum levelup

So if I make the ## on these equal to 50 would that be the new max level for everything in the game?
Title: Re: The little asm hacking reference
Post by: Xifanie on March 07, 2009, 08:58:09 pm
Well technically yes. Set levels would override this though.
50(dec) = 32(hex)
Title: Re: The little asm hacking reference
Post by: Austin on March 07, 2009, 09:02:05 pm
Alright thanks, awesome job finding this stuff btw.
Title: Re: The little asm hacking reference
Post by: Xifanie on March 07, 2009, 09:44:48 pm
+ Generics can join as guests
Title: Re: The little asm hacking reference
Post by: Zozma on March 08, 2009, 01:40:14 pm
woo quite interesting. thx zod
Title: Re: The little asm hacking reference
Post by: Xifanie on March 08, 2009, 06:30:01 pm
- Generics can join as guests
Without major asm hacking, it is impossible to have this effective unless you never have any generics in your rooster...
Title: Re: The little asm hacking reference
Post by: Skip Sandwich on March 08, 2009, 08:42:33 pm
well, I suggest keeping that hack around, since there ARE projects like Mercenaries where that is exactly the case (having no generics)
Title: Re: The little asm hacking reference
Post by: Xifanie on March 16, 2009, 08:24:35 pm
+ generics join as guests and "Load Formation" based on roster number (with "Sprite Set")
+ Ramza can join as a guest

I fell on the first one by accident, so I was able to hack it to make my previous hack usable. As it can't be effective alone in any way, I merged them.
Title: Re: The little asm hacking reference
Post by: LastingDawn on March 23, 2009, 08:27:09 am
Hmm, Zodiac I recall you mentioning having guests in the Formation screen and that you had cracked it a while back, am I just blind, or have you not posted it up yet? It's what I'm going to use for Rad in Mercenaries.
Title: Re: The little asm hacking reference
Post by: Xifanie on March 23, 2009, 05:52:58 pm
Quote from: "Zodiac"SCUS_942.21

0x0004A3D0
8300422C
0x0004A7BC
06008510
Allow generics to join as guests and "Load Formation" based on roster number. Example: Sprite Set 0x10 (17) with Load Formation will load unit 17 in roster.

I still have to make a hack for the removal of a specific roster ID as well.
Gonna do that soon.
Title: Re: The little asm hacking reference
Post by: Yuri Otani on March 24, 2009, 10:40:02 am
I've poked through threads here looking at things, and asked a couple questions, which people directed me to ASM hacks as the only solution to what I was asking for. I was wondering if you knew of an ASM hack (or if it would be too hard to make one) that makes secret hunt activate on any attack instead of just regular weapon strikes?

or if there was/could be one to make malboro spore effect more than one target.
Title: Re: The little asm hacking reference
Post by: TentacleCassanova on April 02, 2009, 10:21:46 am
Change Poach to Eat - kill a monster with a normal Attack and get full hp & mp restore.  
EDIT
Now that I think about it, it would be cool if monsters could do the opposite... eat humans to restore hp and mp.  It's more realistic, at least.  But it would also be realistic for a human to kill and eat a monster.  Maybe Poach should be for humans to eat monsters, and monsters could get a support ability that lets them eat generics and other monsters.

Allow Charge and Jump to follow target.

Allow Short Charge and Non-Charge to effect Jump and Charge.

Make JUMP work like...
Vertical+1
Vertical+1
Vertical+1
Vertical+1
Vertical+1
Vertical+1
Vertical+1
Vertical+1
Horizontal+1
Horizontal+1
Horizontal+1
Horizontal+1
Horizontal+1
Horizontal+1
Horizontal+1
Horizontal+1
Every ability will add 1 to your base jumping ability, and they should all cost the same.  This is the system Sqeenix should have used in the first place.

Change the base level from 1 to 0.
Title: Re: The little asm hacking reference
Post by: Skip Sandwich on April 02, 2009, 11:50:45 am
instead of having so many duplicate abilities, it could just be the following (with all skills stacking, as you suggested)
Vertical +1
Vertical +2
Vertical +3
Horizontal +1
Horizontal +2
Horizontal +3
Title: Re: The little asm hacking reference
Post by: Cyril on April 27, 2009, 01:31:01 pm
Quote0x0011F468 :
##000534
(#+1%) chance of Knockback for Dash/Throw Stone

Perhaps I'm doing this wrong, but I can't seem to get this ASM hack working? Every single other one I've tried (and on Razele's list) has been successful so I find this weird.

I tried using both dec and hex values for the ## portion and Throw Stone/Dash still refuse to change from anything but roughly 50% (want to alter it to be 100%). Is there something I'm missing?
Title: Re: The little asm hacking reference
Post by: Asmo X on April 27, 2009, 01:54:45 pm
You aren't trying to throw stones at Ramza/Delita/Immortal-flagged units are you? They are all immune to knockback
Title: Re: The little asm hacking reference
Post by: Cyril on April 27, 2009, 02:23:33 pm
Nah, I'm testing them on my generic PCs and on random monsters. It still works at roughly the original rate, like I said (so it's not running into immunity or anything), just doesn't seem to have changed at all.
Title: Re: The little asm hacking reference
Post by: Zozma on April 27, 2009, 04:42:23 pm
it seems like the knockback for mine isnt 100% either, but perhaps i was testing it on immortal flagged units as well.
Title: Re: The little asm hacking reference
Post by: Cyril on April 27, 2009, 04:44:11 pm
The thing about immortal-flagged units or anything that's immune to knockback is that it should never work. My Throw Stone was working on the stuff I tested, just not at the expected rate (which I tried at 99%, 90%, 100%, 10%, etc. in both the dec and hex values for the ## digits) - over a lot of testing it roughly correlated to the original 50% rate.

So, yeah. Can anyone confirm that this ASM hack does indeed change the rate as expected?
Title: Re: The little asm hacking reference
Post by: Archael on April 27, 2009, 05:27:38 pm
Quote from: "Cyril"The thing about immortal-flagged units or anything that's immune to knockback is that it should never work. My Throw Stone was working on the stuff I tested, just not at the expected rate (which I tried at 99%, 90%, 100%, 10%, etc. in both the dec and hex values for the ## digits) - over a lot of testing it roughly correlated to the original 50% rate.

So, yeah. Can anyone confirm that this ASM hack does indeed change the rate as expected?

I can in 13027.

Make SURE you are not trying to knock non-immortals back into terrain that doesn't allow knock back.

You'd be surprised how often the unit is standing in front of obstacles, water, cliffs or voids or other terrains which the game will simply not allow knock backs to go into, even if 100%.

Even the slightest elevation change in mandalia plains can prevent a generic from getting knockbacked.
Title: Re: The little asm hacking reference
Post by: Zozma on April 27, 2009, 06:13:51 pm
aha, so thats why
Title: Re: The little asm hacking reference
Post by: Cyril on April 27, 2009, 07:29:20 pm
Nah, again, that can't be it - I'm using savestates to reload to use the -exact same- Throw Stone and sometimes it knocks back and sometimes it doesn't. If terrain was blocking it, it wouldn't work ever.

Could you give me the exact address value that's being used for 13027? I'll try it out again, but I'm pretty confident I tested this multiple times.
Title: Re: The little asm hacking reference
Post by: LastingDawn on April 27, 2009, 07:37:29 pm
When did you make this savestate? Before you put in the extra %?
Title: Re: The little asm hacking reference
Post by: Cyril on April 27, 2009, 07:39:54 pm
No, I make new savestates everytime I make a change - I know they don't retain when you patch/edit the ISO. These were on an individual basis.
Title: Re: The little asm hacking reference
Post by: Xifanie on April 27, 2009, 11:02:37 pm
...why haven't I fixed this yet? Fuck... I thought I did; twice!

sorry the offset is 0x0011F9C8 I'll be updating the main post NOW.
Title: Re: The little asm hacking reference
Post by: Archael on April 27, 2009, 11:43:01 pm
Quote from: "Cyril"No, I make new savestates everytime I make a change - I know they don't retain when you patch/edit the ISO. These were on an individual basis.

You were using the wrong ASM hack

use the one Zodiac just posted, it works 100%
Title: Re: The little asm hacking reference
Post by: Cyril on April 28, 2009, 01:10:20 am
Haha, thanks Zodiac! Too tired to test it now but I'll take your word for it. Figured it was something like that.
Title: Re: The little asm hacking reference
Post by: Zozma on June 30, 2009, 05:04:14 pm
i mentioned this in another topic (where it didn't belong) but i thought id ask for hit here.

something has become a big problem for my patch, and that is getting skills from crystals. Due to all the random human  enemies having lvl8 in every job, i REALLY dont want any crystal farming going on. Is there any way you can make an ASM that either:

A) Forces all units to auto accept hp/mp restoration from crystals
(this would also make "auto battle" more "auto")

B) Allows a smaller maximum number of available skills to absorb from the crystal, say 5 instead of like 20.
Title: Re: The little asm hacking reference
Post by: Archael on June 30, 2009, 06:13:39 pm
Quote from: "Zozma"i mentioned this in another topic (where it didn't belong) but i thought id ask for hit here.

something has become a big problem for my patch, and that is getting skills from crystals. Due to all the random human  enemies having lvl8 in every job, i REALLY dont want any crystal farming going on. Is there any way you can make an ASM that either:

A) Forces all units to auto accept hp/mp restoration from crystals
(this would also make "auto battle" more "auto")

B) Allows a smaller maximum number of available skills to absorb from the crystal, say 5 instead of like 20.

make pre-mastered skillsets for enemies

make all chance to learn %'s zero
Title: Re: The little asm hacking reference
Post by: Zozma on June 30, 2009, 07:15:12 pm
why would i do that when im talking about random encounter humans, there are so many of them and why would i want them to always have a fixed set? and then have to have them have fixed r/s/m skills set as well. that would take away from gameplay if you always know what you're going to run into on a "random" encounter now wouldnt it?

no that's not what im looking for Voldemort. besides, almost all of the blank skill slots are being used to force some units to have some specific skills learned for event fights

and for your second non helpful idea..
thats not possible either, with everything 0% chance to learn what the hell are enemies going to have when you deal with them?

Im certainly not new here and if i were happy with either of those solutions i'd have used them long ago. thats why this is section is here. for ASM hacks.
Title: Re: The little asm hacking reference
Post by: Archael on June 30, 2009, 07:42:25 pm
Quote from: "Zozma"why would i do that when im talking about random encounter humans, there are so many of them and why would i want them to always have a fixed set? and then have to have them have fixed r/s/m skills set as well. that would take away from gameplay if you always know what you're going to run into on a "random" encounter now wouldnt it?

not at all

just do it like square does it

use all 16 slots

pre-set the r/s/m skills and the mastered primary / secondary skillsets

enable randomly present flags for all, except 1 enemy

bye bye predictability, bye bye crystal farming

Quoteand for your second non helpful idea..
 with everything 0% chance to learn what the hell are enemies going to have when you deal with them?

what are they going to have? well... skills and set r/s/m, like explained above

QuoteIm certainly not new here and if i were happy with either of those solutions i'd have used them long ago. thats why this is section is here. for ASM hacks.

I don't recall saying you were new here

I'm just explaining that there are ways around simple problems like these that do not require ASM hacks
Title: Re: The little asm hacking reference
Post by: Zozma on June 30, 2009, 08:15:23 pm
well consider this, i do not have any free spaces to give randoms these fake skillsets. they have all been used up. thats why i need it to be the way requested.

the same with auto accepting the hp/mp restoration, plus its currently the only thing besides spell quotes that stops auto battles.
Title: Re: The little asm hacking reference
Post by: LastingDawn on June 30, 2009, 09:24:31 pm
You could just... get rid of crystals altogether, have every class drop only a Treasure Chest.
Title: Re: The little asm hacking reference
Post by: Xifanie on July 01, 2009, 12:55:24 am
This might be not to hard actually, the game has to check if the unit is controlled by the CPU or the player (don't know which one it is) and all we (or I) would have to do would be to force the check to the desired value.
Title: Re: The little asm hacking reference
Post by: Xifanie on July 01, 2009, 01:40:47 am
BATTLE.BIN
0x0000AFC8
FCC70108
Forces any unit to automatically recover HP/MP when it steps on a crystal.

Did you want something more complex than this? like that it works in auto battle only. And I think the number of abilities you can learn from a crystal is something like 64 or 128.

For spell quotes there is my fix. And for treasure chests you'll have to make the boxes automatically close themselves... whoever Tactext can't support that function yet but I talked to melonhead about it yesterday.

By the way I don't take requests. I prefer by far teaching you how to do it than actually have you rely on me for asm hacks.
Title: Re: The little asm hacking reference
Post by: Zozma on July 01, 2009, 11:55:29 pm
thank you for doing it even tho it was indeed a request!

btw the fix for the spell quotes is difficult to work with in the fftact text. you should take a look at it sometime, it looks like all of the quote text is crammed into one slot with the space instructions and all, and every other slot shows as no text at all.

also a very long time ago i saw what seemed like a bug with that, it was either midgar swarm or poison frog's quote ran over into the next quote and executed very slowly. (that might have been fixed long ago, im not sure)

but anyway im not asking for anything more (i can disable spell quotes for that auto battle purpose) , but am telling you what ive experienced.
Title: Re: The little asm hacking reference
Post by: Vanya on July 02, 2009, 09:58:40 am
In that case I have an idea for something you could teach us that everyone would use. How about a workshop on how to make simple changes to formulas. I bet making that common knowledge would keep a lot of ppl out of your hair.
Title: Re: The little asm hacking reference
Post by: The Damned on July 07, 2009, 02:38:59 pm
Hello again.

Since I've been gone for several months and didn't manage to find or see if someone had ever asked this yet, do you know if it's possible to change Reflect so that the reflected technique actually goes back at the caster instead of doubling the distance, Zodiac? (Or anyone, really.)

That seems more in keeping with, well, pretty much every other instance of Reflect in FFT game, though it could perhaps get abusive if you couldn't work out the likely kinks of reflecting only the part of the spell that hits the person/entity with the Reflect status and not the entirety of the thing back the caster.

It might be too complex to do that later aspect, actually, but I must confess that in the months I've been gone, I haven't learned anything additional about ASM hacking, so....
Title: Re: The little asm hacking reference
Post by: Skip Sandwich on July 24, 2009, 01:21:03 pm
I just had a thought about the Malboro Spore ability, wouldn't it be awesome if we could change what that ability changed another unit into, such as turning humans into the undead monster classes?
Title: Re: The little asm hacking reference
Post by: Zozma on July 24, 2009, 06:33:24 pm
Id like the idea of turning the unit into an undead, sealed class

(they will still have all their secondary  and rsm skills and items equipped but they can no longer change jobs)

its pretty much a matter of changing probably only one byte right? from malboro to something else
Title: Re: The little asm hacking reference
Post by: Xifanie on July 25, 2009, 01:38:36 am
not possible.

Or at least I don't want to.

Back then I tried to create a "Tentacle Rod" and that was the first time I encountered the spritesheet limit. Instead of turning into a malboro, the sprite went all glitchy because there was no malboro spritesheet loaded since there wasn't a malboro supposed to be in the battle to start with.

You have to make sure the target acquires the spritesheet of the host, else forget it.
Title: Re: The little asm hacking reference
Post by: Skip Sandwich on July 25, 2009, 05:02:58 am
I know about the sprite limit issue, i'm saying change it so that say, skeletons can change other living creatures into skeletons as well, or somesuch.
Title: Re: The little asm hacking reference
Post by: Cheetah on July 26, 2009, 12:37:37 am
Slightly off topic. But what about enemies who could divide or multiply. Like Flans traditionally do.
Title: Re: The little asm hacking reference
Post by: Cheetah on July 26, 2009, 12:37:50 am
Slightly off topic. But what about enemies who could divide or multiply. Like Flans traditionally do.
Title: Re: The little asm hacking reference
Post by: Skip Sandwich on July 30, 2009, 01:41:53 am
would probably only be possible as a special encounter, since there is still a total sprite number limit to work with
Title: Re: The little asm hacking reference
Post by: Vanya on July 30, 2009, 08:39:14 am
The sprite limit is on how many different sprites are in a battle, not how many units. So that limit shouldn't be a problem as long as at least 1 flan/whatever is loaded into memory.
My question is How many individual units can the game keep track of in one battle. That is the limit that would impact this the most.
Title: Re: The little asm hacking reference
Post by: SentinalBlade on July 30, 2009, 09:04:57 am
I believe in most maps its 12 or 16. some maps seem to handle more than 12(very few of them). Garland magic city(the first map of chapter 1) seems to have a sprite limit of 11 at times. Though this was a VERY long time ago and i am probably miss-confabulating.

There is a limit though, and as far as limits go, its a very fickle and restrictive one
Title: Re: The little asm hacking reference
Post by: Zozma on September 26, 2009, 07:11:26 am
zodiac, according to my tester, the removal of the random damage from axes and flails did not work....
Title: Re: The little asm hacking reference
Post by: Atma on April 22, 2010, 03:30:45 am
i know it's been a while since the last post, but in regards to the ideas about the Transparent status effects, were any of them figured out?  I know the 2 in FFTorgASM that allows the AI to attack Transparent units and that Transparent units lose their 100% bonus, but what about the ideas of being immune to physical attacks, but susceptible to magics and skills?  (aka FF6 :))

were these deemed too difficult/not possible?  or not enough interest?
Title: Re: The little asm hacking reference
Post by: formerdeathcorps on April 23, 2010, 06:05:39 am
To do that, you need to write custom code.  It's not impossible, but Zodiac's just a little too busy to write ASM right now.
Title: Re: The little asm hacking reference
Post by: Xifanie on April 23, 2010, 07:03:23 am
I never said I'd do it. That idea is completely not worth it.
Title: Re: The little asm hacking reference
Post by: Atma on April 24, 2010, 08:04:48 pm
no worries.  it would be sweet, but i can live without it.  i know u have other stuff to do and i can only imagine a small handful of people would actually want this.
out of curiosity, how hard is it to modify R/S/M abilities?  i figure some would be simpler than others.
Title: Re: The little asm hacking reference
Post by: formerdeathcorps on May 13, 2010, 02:09:16 pm
Quote from: "Zozma"this might be a wierd one... but is there a way to make "Invite" status also force the unit to be ai controlled, maybe perma charmed or whatever? without destroying the status charm. i donno if anyone would want that, but then enemies would be able to invite your characters lol..

OK, I have a fix for this, though you should be warned that invite only works if the enemy casts invite on you.  It is a status effect, like charm, that is dependent on the caster as well as the target.  Since I don't know where/how Zodiac assigned free space, this will override Razele's wall = 1% damage hack (which I'm not using in my patch).  Zodiac, if you'd like, you can fix the jump statements to the free space remaining.

BATTLE.BIN

0x1271E4
164E0508
0x127220
214E0508

0xEC858
08004014
00000000
59008290
00000000
40004230
03004014
00000000
80380608
00000000
7A380608
00000000
08004014
00000000
59008290
00000000
40004230
03004014
00000000
89380608
00000000
90380608
00000000
Title: Re: The little asm hacking reference
Post by: Zozma on May 15, 2010, 04:21:52 pm
sweet thanks!

instead of some retarded instant crystalize spell to increase difficulty, this could be used to turn your own units against you permenantly.

but will the ai want to use it? i hope so...
Title: Re: The little asm hacking reference
Post by: LastingDawn on May 16, 2010, 03:31:22 pm
Quote from: "Zozma"sweet thanks!

instead of some retarded instant crystalize spell to increase difficulty, this could be used to turn your own units against you permenantly.

but will the ai want to use it? i hope so...

In beta versions of 1.3, Altima had a move that would invite your party members against you. Altima did use the move, but the problem was that the player would still control it.
Title: Re: The little asm hacking reference
Post by: Zozma on May 16, 2010, 04:17:58 pm
i dont use that wall hack either, as i use "wall" status for "X-Zone" status in combination with invisible and dead status. dead units that cannot be revived but still have a working death counter
Title: Re: The little asm hacking reference
Post by: formerdeathcorps on May 16, 2010, 10:46:31 pm
Quote from: "LastingDawn"
Quote from: "Zozma"sweet thanks!

instead of some retarded instant crystalize spell to increase difficulty, this could be used to turn your own units against you permenantly.

but will the ai want to use it? i hope so...

In beta versions of 1.3, Altima had a move that would invite your party members against you. Altima did use the move, but the problem was that the player would still control it.

That's what this hack fixes.  The AI will definitely use it because it is flagged as KO status against the player.  And yes, if the AI uses it on your units, you do lose the unit permanently, so it has all the aftereffects of auto-crystal.  In fact, it could make Altima harder because she is now receiving active help (rather than a crystal she may not even be able to claim before you do).  In short, if auto-crystal is retarded, this probably is worse, though it's certainly more thematic on Ajora.
Title: Re: The little asm hacking reference
Post by: Zozma on May 16, 2010, 10:53:01 pm
I like the idea of her, and other bosses being able to turn your most powerful units into weapons against you.
Title: Re: The little asm hacking reference
Post by: SilvasRuin on May 18, 2010, 12:53:17 am
I'm having Gates of Hell flashbacks.  Aaaah!

Can there be some way to counter that if you do it, please?  At least with the Gates of Hell from Last Remnant, they only turned against you if they got killed.  I'm aware that can't be done without some fancy event hacking (probably), but at least make some sort of equipment piece resist it or something.
Title: Re: The little asm hacking reference
Post by: formerdeathcorps on May 18, 2010, 07:10:06 am
Quote from: "SilvasRuin"I'm having Gates of Hell flashbacks.  Aaaah!

Can there be some way to counter that if you do it, please?  At least with the Gates of Hell from Last Remnant, they only turned against you if they got killed.  I'm aware that can't be done without some fancy event hacking (probably), but at least make some sort of equipment piece resist it or something.

I'm not sure this works, but all you need is a move that lets you dispel invite (which should then let you cast invite on what were your own men, but they'd be guests for the rest of the battle).
Title: Re: The little asm hacking reference
Post by: Xifanie on May 24, 2010, 02:38:23 pm
Added:
- Set the default option of the title screen from "New Game" to "Continue".
Title: Re: The little asm hacking reference
Post by: Zozma on May 24, 2010, 05:24:34 pm
Quote from: "Zodiac"Added:
- Set the default option of the title screen from "New Game" to "Continue".

nice! that was so annoying
Title: Re: The little asm hacking reference
Post by: Cheetah on May 24, 2010, 07:25:43 pm
Quote from: "Zodiac"Added:
- Set the default option of the title screen from "New Game" to "Continue".

Woot! That is going into FFT:C, I was actually starting to look into that as well.
Title: Re: The little asm hacking reference
Post by: Xifanie on May 24, 2010, 07:41:44 pm
It was a request from R999, barely took me 10-15mins
Title: Re: The little asm hacking reference
Post by: Xifanie on May 26, 2010, 05:10:15 pm
Added:
- Disable game music

This one is in beta test. My first version of the hack was not released as it was extremely buggy (S3 Tourney Hack). If anyone could play a bit with this hack activated to confirm its safety it would be cool.
Title: Re: The little asm hacking reference
Post by: Xifanie on June 06, 2010, 05:19:44 pm
Ability Requirement Hack
BETA TEST
http://zodiac.ffhacktics.com/ARH.7z (http://zodiac.ffhacktics.com/ARH.7z)

Instructions are inside. This is my biggest hack to date and it is NOT guaranteed to work flawlessly, please test with status like confusion, charm, etc.

EDIT:
EXTRA THING TO EDIT FOR THE ABILITY REQUIREMENT HACK

SCUS_942.21
0x0004CE6C:
00

This will remove the Sword/K.Sword bug which allows using all forbidden abilities when either item type is equipped.
Title: Re: The little asm hacking reference
Post by: Vanya on June 06, 2010, 07:31:13 pm
What requirement values correspond to what?
How do I apply the xls file?
Title: Re: The little asm hacking reference
Post by: Xifanie on June 06, 2010, 07:54:28 pm
You have to set the requirements yourself. By default I made slot 00 Require Sword or K. Sword.
To apply the changes you have to select the blue bar and paste that data at the given location in BATTLE.BIN.
Title: Re: The little asm hacking reference
Post by: R999 on June 06, 2010, 11:33:56 pm
Sorry had an emergency leave earlier.  Will be doing a thorough check of ARH starting tonight. Words cannot describe how wonderful this is. Much thanks for the hard efforts.

Though, do try to remember to add the Gender requirement soon :)


Abilities Under Test:
Abilities 1-2-3 required Katana,  
Abilities 4-5-6 required KnightSword,  
Abilities 7-8-9 required Axe.


Edit:
1) I double checked, patched correctly as per the Patching Procedure (3 hex locations), and then tested with 00 01 01 01 02 02 02 03 03 03 FF FF ...etc.  and this worked for the AI (ie, not using the forbidden ability slots).

Edit2:

2) Okay, apparently ARH did not work for me on the player's side. BlueTeam / Controllable. I can use all of the forbidden spells. Specifically, Abilities 1-2-3 required Katana,  Abilities 4-5-6 required KnightSword,  Abilities 7-8-9 required Axe.   This still works as expected when set Auto-Battle.  Tested both on BlueTeam Controllable ENTD Generated unit as well as on player's Ramza.

Edit3:

3) [s:3rc0rulp]Further testing... require KnightSword also works when with Sword equipped, apparently...[/s:3rc0rulp]
When Ramza is equipped with an Axe, he cannot use Abilities 1->6 and only 7-9. However, when he is equipped with a 1Hand Sword, he can use All Abilities (1 thru 9). This maybe related to why it wasn't working for the generated BlueTeam unit as per Point 2. When Ramza has no weapon equipped, he loses access to all 9 abilities.

Confirmed: 1 Hand Sword allows use of all 9 ARH edited abilities. Whether Dual Wield, Two Hands are equipped or not. When he is set to Auto-Battle, he will only use Abilities 4-5-6, which requires OneOf(KnightSword only) rather than 1H Sword. AI ignores Abilities 1-2-3, 7-8-9.



Edit4:

4) [s:3rc0rulp]Looks like the AI becomes retarded after several turns??? They aren't attacking anyone anymore. Doing nothing.[/s:3rc0rulp] This happened because of AI and Transparent apparently (turning Innate transparent off fixed this problem).




More tests tomorrow.
Title: Re: The little asm hacking reference
Post by: Xifanie on June 07, 2010, 06:25:52 am
Might want to double check your "Require Sword/K. Sword" FFTPatcher flag? If that's not it then it's a major problem but I don't know why this would happen as my hack doesn't work that way anymore.
Title: Re: The little asm hacking reference
Post by: Zaen on June 07, 2010, 10:09:41 am
Wow, this is remarkable. I'll do some testing on this for sure. I'm just wondering what the difference would be between Require at least 1 and Forbid. If you inverse them, wouldn't they be the same?
Title: Re: The little asm hacking reference
Post by: R999 on June 07, 2010, 03:40:13 pm
Edit: Seems like Zodiac's fix solved the issue(s) reported previously.

@Zodiac: I am not sure if this problem is exclusive to swords. I will be testing this more. RequireSword/Require M.B. off in all abilities under test.


Further Testing,

Requirements For Test

(http://img175.imageshack.us/img175/2559/screenshot20100607at208.png)


Abilities Under Test
Ability-1-2-3 Req Ninja Sword 01
Ability-4-5-6 Req Sword 02
Ability-7-8-9 Req Katana 04
Ability 10-11-12 req Axe 05
Ability 13-14 req Wand 06
Ability 15-16 req Staff 07

Note: Requirement is set to "Require All" this time, rather than "One of".
Title: Re: The little asm hacking reference
Post by: Xifanie on June 07, 2010, 06:10:57 pm
EXTRA THING TO EDIT FOR THE ABILITY REQUIREMENT HACK

SCUS_942.21
0x0004CE6C:
00

This will remove the Sword/K.Sword bug which allows using all forbidden abilities when either item type is equipped.
Title: Re: The little asm hacking reference
Post by: Zozma on June 08, 2010, 09:43:19 pm
okay so i dont see "barehanded" on here, would that be the first slot? or is it even possible?
Title: Re: The little asm hacking reference
Post by: Zaen on June 08, 2010, 09:47:09 pm
I tried that, but it doesn't seem to work, exactly. You could try forbidding everything but the first slot.

Everything I tried but Barehands has worked that I've tested. It makes me a happy camper!
Title: Re: The little asm hacking reference
Post by: Zozma on June 08, 2010, 09:59:24 pm
hmmm interesting, ill give that a shot... tho i wont have time to test that for a looong time
Title: Re: The little asm hacking reference
Post by: Xifanie on June 08, 2010, 10:05:46 pm
yeah, just forbid every weapon and it will be the same as barehanded.
Title: Re: The little asm hacking reference
Post by: Zozma on June 08, 2010, 10:16:43 pm
perfect... btw any plans on adding this directly to the patcher?

but wait, if i forbid everything thats weapons, and then leave other item types alone... shields, headgear, armor, accessories... will it still work?
Title: Re: The little asm hacking reference
Post by: Zaen on June 08, 2010, 10:36:47 pm
It should.
Title: Re: The little asm hacking reference
Post by: philsov on June 09, 2010, 06:35:10 pm
Wow.  

*begins toying with possibilities*
Title: Re: The little asm hacking reference
Post by: Zozma on June 09, 2010, 09:37:21 pm
umm another thing... Is it possible to ASM so that If a unit gets hit with a multi element spell/skill that if they have equip or status to block one of them, they still take damage for any other element checked on the same skill.

say... Lightning Stab for example (which has Lightning and Holy checked as its elements) and they have rubber boots, they still get hit for holy damage?
Title: Re: The little asm hacking reference
Post by: Zaen on June 09, 2010, 10:52:16 pm
It worked in Pokemon stadium with my hacked Doduo, flying and ground type. :(
Title: Re: The little asm hacking reference
Post by: Xifanie on June 10, 2010, 06:52:35 am
Quote from: "Zozma"umm another thing... Is it possible to ASM so that If a unit gets hit with a multi element spell/skill that if they have equip or status to block one of them, they still take damage for any other element checked on the same skill.

say... Lightning Stab for example (which has Lightning and Holy checked as its elements) and they have rubber boots, they still get hit for holy damage?
Doable, but definitely a lot of trouble. We'd need to make it re-run the elemental check routine for all elements and divide their damage by the number of present elements and add up the total...
Title: Re: The little asm hacking reference
Post by: Vanya on June 10, 2010, 01:30:50 pm
I'm feeling stupid because I still don't get how to implement the Weapon Ability Patch.

Also, how viable would be to rewrite Math Skill to function as a Double Cast skill instead?
The menu structure seems to already be there. Would it just be a matter of calling different routines after each menu and change the menu content?
Title: Re: The little asm hacking reference
Post by: Zozma on June 10, 2010, 03:19:35 pm
Quote from: "Zodiac"
Quote from: "Zozma"umm another thing... Is it possible to ASM so that If a unit gets hit with a multi element spell/skill that if they have equip or status to block one of them, they still take damage for any other element checked on the same skill.

say... Lightning Stab for example (which has Lightning and Holy checked as its elements) and they have rubber boots, they still get hit for holy damage?
Doable, but definitely a lot of trouble. We'd need to make it re-run the elemental check routine for all elements and divide their damage by the number of present elements and add up the total...

Nevermind on that, it sounds totally not worth the trouble...

making math-skill into doublecast, or even making it so that it gives you access to any learned magics a particular unit posesses that are checked for calculate would be sweet... like a true sorcerer
Title: Re: The little asm hacking reference
Post by: Xifanie on June 17, 2010, 01:20:26 am
Ability Requirement Hack v1.1
http://zodiac.ffhacktics.com/ARH.7z (http://zodiac.ffhacktics.com/ARH.7z)

No real bug was found, so the hack is considered safe until further notice.
The patching instructions are inside the excel spreadsheet itself, so you will absolutely need excel (or the equivalent) to patch. Customizing the hack requires excel to start with anyway.

NEW:
- Require Gender
- Skillset synergy fixed
- Require equipped weapon element
Title: Re: The little asm hacking reference
Post by: LastingDawn on June 17, 2010, 10:25:04 am
And an incredible tool becomes even better! Great work Zodiac!
Title: Re: The little asm hacking reference
Post by: Zaen on June 17, 2010, 10:37:59 am
There are so many possibilities now, it's unbelievable!
Title: Re: The little asm hacking reference
Post by: Timbo on June 17, 2010, 12:47:30 pm
Quote from: "Vanya"I'm feeling stupid because I still don't get how to implement the Weapon Ability Patch.

Also, how viable would be to rewrite Math Skill to function as a Double Cast skill instead?
The menu structure seems to already be there. Would it just be a matter of calling different routines after each menu and change the menu content?

I see limitless potential in rewriting Math Skill.  Personally, I'd want it to point only to spells your character has equipped as his secondary skill.  Could you imagine being able to double cast any spell in the Math Skill skillset?  Seems a little OP.

I'm no hacker but, it seems like it would be a lot of work to make all the spells target normally, have normal casting times, then of course actually making them cast twice would probably be just as difficult as making a support ability to the exact same thing.
Title: Re: The little asm hacking reference
Post by: R999 on June 19, 2010, 02:39:20 am
Zodiac, awesome work. It often goes under-appreciated just how awesome this is.


I do have one question, is the Elemental Weapon requirement AND or OR?   "Fire Or Ice allow Ability X"    or "Fire AND Ice allow Ability X"?



edit: another question for you to answer in the morning. Can we have Require Sword + Forbid Materia Blade as a single requirement?
Title: Re: The little asm hacking reference
Post by: Xifanie on June 19, 2010, 08:04:51 am
Requires all elements. If you want to change it it's a pretty simple hack.

Quote from: "R999"edit: another question for you to answer in the morning. Can we have Require Sword + Forbid Materia Blade as a single requirement?
And what are you asking? Be clear in your questions
Title: Re: The little asm hacking reference
Post by: philsov on June 19, 2010, 09:19:06 am
QuoteCan we have Require Sword + Forbid Materia Blade as a single requirement?

"Forbid single item" isn't a function that I'm seeing, neverminding the potential conflict.
Title: Re: The little asm hacking reference
Post by: Xifanie on June 19, 2010, 09:57:16 am
OH Forbid. I never saw that one. That will have to wait ARH 2.0 I'm afraid.
Title: Re: The little asm hacking reference
Post by: R999 on June 19, 2010, 03:00:05 pm
Oops Philsov's right. But what I really wanted to ask was something like, can two different requirements stack together, like "Require Spear" + "Require Regen", as a single requirement.  

Edit: It's currently setup as AND for the above scenario, for those who are wondering. So "Require Spear OR Require Regen" is not possible.
Title: Re: The little asm hacking reference
Post by: Zaen on June 19, 2010, 08:58:07 pm
It's possible.
Title: Re: The little asm hacking reference
Post by: Xifanie on June 19, 2010, 10:15:31 pm
Added:
Innate skillset 0xA9 for all units

Btw this is meant to be used along with the ARH. For example anyone wearing the Masamune in any job could be able to use MBarrier.
Title: Re: The little asm hacking reference
Post by: BeoulveBlack on June 19, 2010, 11:25:18 pm
wow, i see you've all been busy little bees!

i might have to cut short my list of things i wanted to do in ACLR and get back here before i fall too far behind with FFT stuff...besides, all this ASM talk is making me really excited about all the possibilities i didn't have before.

@Zodiac
read your messages!
Title: Re: The little asm hacking reference
Post by: Mega_Tyrant on June 26, 2010, 11:38:00 pm
I'm guessing this wont work with a WOTL ISO seeing as it doesn't have an SCUS_942.21 file?

EDIT:  NVM, it seems the PSP version really is based off of the japanese version of the game, did a search of the forums and found out that for the psx version the japanese equivalent of SCUS_942.21 is the SLPS_007.70, which the WOTL ISO has.
Title: Re: The little asm hacking reference
Post by: Xifanie on July 31, 2010, 05:15:49 pm
Added:
Quote from: "Zodiac"0x000E9358 :
FFFFFFFFFFFF05FFFFFFFFFFFFFFFFFFFF050505FFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF05FFFFFF0505FF05FFFF05FF
FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
60402790
11002000
1500013C
2108E100
58032190
13006000
FF000334
02006110
00000000
25382000
10080000
DC040508
12180000
0x000DA36C :
0E410508
00000000
Generic Skillset ability fix.
It should be noted that by default, this hack has every "buggy" skillsets set as 05. This makes the said skillset to copy the functions of skillset 0x05, which is basic skill, a perfectly normal skillset. Else, if the value is 0xFF, the skillset type will remain unchanged. The table reads the original values, so you don't have to worry if you make skillset 0x05 copy 0x06 and vice-versa at the same time.
For example if you want to turn jump (Skillset 0x12) into a normal skillset, you have to make it <default> in the "Action Menus" tab of FFTPatcher, and change the value in the hack's table to 0x05, or anything linking to a normal skillset.
0x000E9438 + 0x12 = 0x000E944A
Like I said, by default all those type of skillsets are set to normal skillsets, so make sure you edit properly before yelling at me.
Title: Re: The little asm hacking reference
Post by: Vanya on August 01, 2010, 11:35:56 am
This is awesome!!
So this basically uses a 'normal' skillset as a template to overwrite the problematic ones?
If I understand your description correctly this works independently of the specific skills in the set, right?
Title: Re: The little asm hacking reference
Post by: Xifanie on August 01, 2010, 07:02:26 pm
yes x2
Title: Re: The little asm hacking reference
Post by: FFMaster on August 01, 2010, 07:11:30 pm
Awesome stuff. We can fix Jump and Throw now!
Title: Re: The little asm hacking reference
Post by: Vanya on August 01, 2010, 07:50:27 pm
Sweet! Do you need some testing done or is this thing pretty much 'in the bag'?
Also, I noticed it extends all the way into the monster skillsets. Can they be normalized as well?
Title: Re: The little asm hacking reference
Post by: Xifanie on August 01, 2010, 08:08:23 pm
I haven't tested monster skillsets. But it shouldn't matter as they are not generic human skillset to start with, which was the reason for this hack.
Maybe someone tested? I only converted the memory addresses to BATTLE.BIN and I did fucked up with this step before with other hacks.
Title: Re: The little asm hacking reference
Post by: Vanya on August 01, 2010, 08:28:05 pm
I'll give it a shot.
Speaking of memory addresses I have some questions for you about my concept for a Mime fix hack and/or Bard-Dancer split hack.
Re-pointing the the RAM addresses should be easy, but I'm guessing, to start,  I'm going to have to locate whatever algorithm it is that sets the values for a given unit's equipment & learned skills, right?
I'm guessing I'd be looking or something in the menu that checks the current unit's job value and has some sort of branching statement if it detects the value for Mime.
If it detects something other than Mime it should then branch to the algorithm I'm going to need to hack in order to rearrange what values are set.
Does that sound about right?
Title: Re: The little asm hacking reference
Post by: Xifanie on August 01, 2010, 08:42:01 pm
I'm already working on mime.
- Disabled Mimicry
- Enabled Equipment/Abilities
So now I just have to enable the Mimic Skillset, fuse the Bard/Dancer learnt abilities, and set Mime's to use the previous dancer ones.
Title: Re: The little asm hacking reference
Post by: R999 on August 01, 2010, 08:55:13 pm
@Zodiac: Well... since you were away in Chat I'll list the questions here.

The reason why there were problems when changing the "problematic generic jobs"'s linked skillset pointer to another non-generic skillset is because the JP/Abilities learned for the non-generic skillsets are based on what you have learned from the Squire job.

My question is, have you fully tested to be sure that the abilities learned corresponding and translate properly into battle?

For example.

1) Generic Lancer job, Skillset has the first 5 abilities learned,  and using this hack to repoint to a non-generic skillset (example, 0x77).  If the generic has 0 abilities learned in the Squire job, what happens in battle when Jump is set to Primary, and when Jump is set to Secondary?    

2) What if he has 5 abilities learned in Squire but nothing learned from Jump?




I'll give it a test sometime later. If it works as it should this is a pretty clever solution, not something the Japanese were able to figure out.
Title: Re: The little asm hacking reference
Post by: Xifanie on August 01, 2010, 09:35:09 pm
QuoteMy question is, have you fully tested to be sure that the abilities learned corresponding and translate properly into battle?
No.

This has nothing to do with learnt abilities. You don't get it. The routine was too complicated to edit manually so I made a hack that considers the skillset to be another at the point where it checks how to allow the player to use the skills depending on the skillset type. If you don't get this, sorry but I don't know how to reformulate it to make it clearer.
Title: Re: The little asm hacking reference
Post by: Vanya on August 01, 2010, 11:11:32 pm
I'm getting a bug with the generic skill set fix.
At Orbonne Monastery battle as soon as I try to use any action the status window in pSX says the there is an illegal opcode and lists the entire table of skillset values as the offensive code. Meanwhile the attack command just dumps me out of the menu. However, Ramza's Guts command works just fine.
Title: Re: The little asm hacking reference
Post by: R999 on August 02, 2010, 03:34:05 am
@Zodiac: I get what it does, but that's exactly what I don't get as well:  so this hack solves nothing and would still require the use of the "Squire-workaround", which only had one limitation (requiring the Squire job to be mastered, after which point all of the generic skillsets can be remapped via FFTpatcher -- the generics would then have all the abilities mastered by default for those jobs with remapped skillsets). Changing the action menu + mastering the Squire job is still required, so what's changed?

The only job that does not work with the workaround is Mime, something that could have been fixed via your previous hack.
Title: Re: The little asm hacking reference
Post by: AvengerXP on August 02, 2010, 04:31:02 am
I would like to request "Hired soldiers arrive at [Ramza Level]" instead of 1. If you can, you can also scale the cost accordingly (may I suggest 1000+worn items resale value+50xLv beyond 1). Hiring a Lv99 char would cost about 6000 gold which isn't unreasonable. 100xLv is also a good number.

Tremendous work Zod, looking forward to more. Speaking of which, I've been dying to use that :

 :more:
Title: Re: The little asm hacking reference
Post by: FFMaster on August 02, 2010, 05:27:28 am
Quote from: "Vanya"I'm getting a bug with the generic skill set fix.
At Orbonne Monastery battle as soon as I try to use any action the status window in pSX says the there is an illegal opcode and lists the entire table of skillset values as the offensive code. Meanwhile the attack command just dumps me out of the menu. However, Ramza's Guts command works just fine.

Well, I added the fix to my ISO and whenever I try any command, ePSXe crashes. Attack, a spell, Throw, Draw Out. Those were all I tried.
Title: Re: The little asm hacking reference
Post by: Xifanie on August 02, 2010, 06:48:53 am
Lol, it's as I thought. I yold to write the routine at 0x000E9438 instead of 0x000E9358. The first one being where the opcode starts.
(http://images.encyclopediadramatica.com/images/3/3b/Loloops.gif)

EDIT: Just tested myself. Works. Draw Out caster animation might need to be changed as it now has that funny palette 0 ninja blade slashing out of nowhere like the weird Monster Skill bug (a human casting hurricane for example, drawing a knife).
Title: Re: The little asm hacking reference
Post by: FFMaster on August 02, 2010, 07:10:32 am
OK thanks. I'll update and tinker around now.

EDIT: Now it crashes when I target a unit. Used Throw Stone.

EDIT2: Haste/Haste 2 doesn't crash the game. However, an enemy Archer did. Blaster(panthers) didn't crash the game either.

EDIT3: If it matters, I'm testing all this on the Arena ISO. Also, a Red Chocobo just crashed the game. It didn't even move. As soon as it got a turn, it crashed about half a second later.
Title: Re: The little asm hacking reference
Post by: Vanya on August 03, 2010, 12:39:10 pm
I tested it again, too. It worked just fine.
Tested out a Chocobo with value AF (Night Magic) and it worked fine & allowed all 4 skills to be selectable without the 4th one being dependent on Monster Skill.
Also, I tried an experiment with setting Attack to 05. It made Ramza use Heaven Thunder as his normal attack instead of loading a menu with the skills I had chosen for the Attack skillset. I haven't tried giving Attack a set of skills with a Generic unit, though.

Update: Seems I messed up the 'Attack' Command test. Forgot to set it to <Default> in the action menu tab. Retesting now.

Update: OK. I tested 'Attack', 'Defend' & 'Equip Change' as default 05 commands. Equip Change seems to be completely unaffected by the hack. Attack & Defend seem to work just fine as menus and they seem to always have all of their skills learned. I set all the skills I tested to 100% chance to learn, but this might not be necessary. The only snag with Attack was that the blank Attack command above 'Potion' itself seemed to ignore the presence of weapons and always used the bare-fist animation instead. I didn't test if it was using the weapon stats or not. I'll give it a try with various weapons to see if it accepting their ranges and thus probably also their stats. If so, then it'll just be a matter of checking ability and animation settings to make sure that isn't the problem. Aside from that, it seems to work just fine so it could be combined with the 'Ability Requirement Hack' to have weapon specific abilities. With the right kind of hack it might even be possible to have the 'Defend' command appear in the Attack skillset as well. This would free up the Defend skillset for use as a special secondary skillset. For example a Risk Breaker job could have a set of spells for their primary skillset and weapon specific Break Arts as a special sub skillset. Another idea would be to change the Ninja's main skillset into Ninjutsu Arts and turn Defend into the Throw command. The same thing could be possible for the Lancer + Jump, the Geomancer + Elemental, the Samurai + Draw Out, and Calculator + Math Skill. If we got to the point where we could hack some of the support abilities to add a specific skillset like Defend does these could all be added to their respective jobs as special commands that can be equipped. The only question now is what happens if I make Defend act like a problematic skillset? We'll see in the next round of testing.

Update: The Defend -> Jump experiment has proven to be a failure... for the player units anyway. The AI seems to use the skill fine, but the jump seems limited to a range of 0. The same is true for the player, but it comes out like a weapon strike instead of a jump attack and the hit rate is 00% on top of that. The other unorthodox skillsets will probably have similar problems, I imagine. However, standard subsets like the idea for break arts seem to work just fine. I'll try out the Throw command just to be sure.

Update: Same deal with Throw. The AI can us it with base parameters, but the player can't. This time it showed that no abilities could be used; same thing for Equip Change when configured for Item inventory. Tried using the blank skillset '04' as a standard one and that worked. Maybe a support skill can be hacked to add 04 to the action menu?
Title: Re: The little asm hacking reference
Post by: R999 on August 03, 2010, 05:55:31 pm
@Vanya: Zodiac had a hack that could attach a new skillset under the menu before this one, of which when combined with ARH would yield similar results to changing the Defend command. With that skillset and Defend, we would have up to 16+16=32 abilities that can be distributed between two sets... which could be interesting. The limitation here is that we could only have up to 16 abilities per skillset, something that Zodiac's had already started working on I believe.
Title: Re: The little asm hacking reference
Post by: Vanya on August 03, 2010, 06:40:49 pm
Yeah, I saw that one. The thing is that one is good for universal ARH skills that all units could share regardless of their current job.
Also, keep in mind that there already exist separate codes to make all units have Defend, Item, & Equip Change innately.
So really there are up to 4 (-1 ability for Attack command) skillsets that can be used for ARH abilities.
Attack (15) + Defend (16) + Item (16) + A9 (16) = 63 possible abilities.
The problem, however, is that if you place Attack, Defend, Item, A9, Equip Change, Primary Skillset, & a Secondary Skillset on the same menu the last 2.5/3.5 lines of text get cut off because the Act menu isn't programmed to handle that many lines.
Now I don't think anyone would ever need that many innate abilities.
I think it would be more useful and better balanced to have more support skills that allow subsets of skills to be equipped as with Defend.
Then if the GSFH could be upgraded to allow the problematic skillsets to function normally as subsets it would be pretty kick-ass.
Alternatively to expanding GSFH, if some custom formulas could be added that could mimic the functionality of Jump, Throw, etc. that would also solve the problem.
Title: Re: The little asm hacking reference
Post by: Xifanie on August 03, 2010, 07:35:15 pm
It's really not that simple. The skillset types affect its whole content and we can't have throwing items + normal abilities in the same skillset unless someone made a huge hack for it, which I currently can't because I have absolutely no idea how to proceed.
Act can hold 7 skillsets, or lines if you prefer. My other innate all skillset hack simple writes that skillset in the last/7th slot.
Title: Re: The little asm hacking reference
Post by: scatttman on August 03, 2010, 07:45:37 pm
about throwing i was experimenting and make equip change innate all and the change the action menu for equip change to weapons menu (throwing) but didnt work i cant even open the equip change menu anyway to fix this ?
Title: Re: The little asm hacking reference
Post by: Vanya on August 03, 2010, 10:37:03 pm
Quote from: "Zodiac"Act can hold 7 skillsets, or lines if you prefer. My other innate all skillset hack simple writes that skillset in the last/7th slot.
Really? I had problems with just defend, attack, prim, sec, & equip being active at the same time. I'll double check and post pics.
Title: Re: The little asm hacking reference
Post by: FFMaster on August 04, 2010, 05:31:14 pm
Can someone tell me how to get the hack working properly? I seem to be messing up somewhere.

1) Add the hack into BATTLE.BIN.
2) Change skillset in Action Menu's to <Default>
3) Change skillset abilities.

Even just implementing causes crashes on normal abilities.

EDIT: According to Zodiac, Fury hack and the skillset hack overlap. So if you are using both, use the new skillset hack in the front page! Thanks Zodiac for the fix. And Global C-EV also overlaps sprite hack, but he hasn't updated it yet.
Title: Re: The little asm hacking reference
Post by: Xifanie on August 04, 2010, 08:17:07 pm
IMPORTANT
UPDATED GLOBAL C-EV [CONFLICTED WITH PALETTE FIX]
UPDATED GENERIC SKILLSET FIX HACK [CONFLICTED WITH FURY HACK]
Title: Re: The little asm hacking reference
Post by: Patri on August 04, 2010, 11:01:53 pm
Is this Generic Skillset Fix Hack uploaded into the ARH or FTTPatcher or is something that has to be put in manually?

When I see code my mind stops working... :(
Title: Re: The little asm hacking reference
Post by: Vanya on August 05, 2010, 10:46:44 am
What you're seeing isn't code, just hexadecimal notation that has to be put in manually with a hex editor.
If you have any questions about it take a look at my hex tutorial.
Title: Re: The little asm hacking reference
Post by: Patri on August 05, 2010, 11:36:41 am
To those of us who are illiterate in hex and programming everything looks like code, ha ha.

I know how to use Dreamweaver. Do I get points for that? ....
Title: Re: The little asm hacking reference
Post by: FFMaster on August 05, 2010, 06:23:33 pm
QuoteUpdate: The Defend -> Jump experiment has proven to be a failure... for the player units anyway. The AI seems to use the skill fine, but the jump seems limited to a range of 0. The same is true for the player, but it comes out like a weapon strike instead of a jump attack and the hit rate is 00% on top of that. The other unorthodox skillsets will probably have similar problems, I imagine. However, standard subsets like the idea for break arts seem to work just fine. I'll try out the Throw command just to be sure.

I managed to get the player to have 8 range jump. However, the AI still uses it as regular Defend. How did you get the AI to use it as Jump?
Title: Re: The little asm hacking reference
Post by: Vanya on August 05, 2010, 06:44:24 pm
All I did was set Defend to function like Jump instead of a default skillset. Also, I set Defend's Action Menu to Jump.
How did you get jump to have a range of 8?
Perhaps this info could be useful in future endeavors.
Title: Re: The little asm hacking reference
Post by: FFMaster on August 05, 2010, 07:13:40 pm
I changed Defend to Jump in the action menu's and changed Defend's hex from FF to 34 (Izlude's Jump). Level Jump 8 and Vertical Jump 8 was also in 34's skillset.
Title: Re: The little asm hacking reference
Post by: AvengerXP on August 05, 2010, 09:45:37 pm
Mr. Zodiac, could you if you have a minute locate the spot where the event bonus brave is located when you make a choice before a fight? The one where you gain 10 Br if you want to help. Thanks for everything.
Title: Re: The little asm hacking reference
Post by: Vanya on August 05, 2010, 10:00:31 pm
Quote from: "FFMaster"I changed Defend to Jump in the action menu's and changed Defend's hex from FF to 34 (Izlude's Jump). Level Jump 8 and Vertical Jump 8 was also in 34's skillset.

Interesting... I used the generic version of Jump instead of the special one.
Perhaps the special Throw commands that Celia & Lede use will yield similar results.
Also, it occurs to me that since the AI can use the originals just fine it might be advantageous to manually force them to use those in the ENTD as a work around.
I think this merits a bit of research.
Title: Re: The little asm hacking reference
Post by: FFMaster on August 05, 2010, 11:05:11 pm
When you said the AI was using Defend -> Jump, did you just edit an ENTD to give a unit Defend?

EDIT: The AI is still just defending even though the player can't... how are they accessing it?
Title: Re: The little asm hacking reference
Post by: Vanya on August 06, 2010, 11:43:45 am
Oops I just remembered, I actually set Attack to also work like Jump. The player used both Attack->Jump & Defend->Jump in the same ineffective way, but the AI was probably using Attack as jump, not Defend as jump.
Title: Re: The little asm hacking reference
Post by: Vanya on August 07, 2010, 11:32:31 pm
I had an idea for a hack that would be useful for use in conjunction with ARH & GSFH.
I was thinking about how it would be cool to give some of the special units like Cloud a specific skillset for their unique abilities without having to sacrifice their Squire skillset. I could use the ARH to make all of Cloud's Limit Break skills require that he be in critical status and move them to another skillset. Then all I would need is to make the new skillset appear in his act menu. There is only one way to do this right now and that is by using the GSFH to make Defend into a normal skillset and add all the Limit abilities to it. The problem with this is that this basically disables the normal defend ability and all other methods give skillsets to all units. While I can make the Limit abilities require the SOLDIER job it would look ugly and make no sense for all units to have Cloud's Limit Breaks. So the solution I'm thinking of is to expand the 'Skillset A9 for all units' hack so that it works kinda like the GSFH where it uses a table to add a specified skillset to each job. This would make it easy to create job-based limit breaks, bonus skills, and lots of other neat stuff like that. It could be used to easily add Break Arts to a custom Riskbreaker job and even unique skills to special boss units since they all have their own special jobs. Another variant to this hack could rely on Unit ID instead of job id to tie the skillsets to specific characters instead of their custom jobs. What do you guys thing?

TEST RESULTS>

Generic Squires with:
Attack set to 12 (Jump).
Defend set to 14 (Throw), set to innate skillset & with 26 swords in stock.
Vertical & Level Jump8 set to 0 JP cost and 100% learn rate with no other skills in Attack set.
Sword throw skill set to 0 JP cost & 100% learn rate with no other skills in Defend set.

With relevant abilities set to Jumping/Throwing:
AI & Player used Attack as Jump correctly.
AI never used Defend as Throw.
Player Defend command appeared grayed out and stated that no skills were available.
Title: Re: The little asm hacking reference
Post by: Xifanie on August 07, 2010, 11:42:37 pm
This would be pretty "easy" with ARH2. Only thing is that probably only me will be able to use it because it will be so complicated. But your A9 Skillset idea would work.
Title: Re: The little asm hacking reference
Post by: Vanya on August 07, 2010, 11:55:07 pm
Cool. I really think that would add another dimension to job hacking and to FFT's gameplay.
Title: Re: The little asm hacking reference
Post by: FFMaster on August 14, 2010, 07:49:16 am
If you change Math Skill to 05, you can get rid of the annoying slowdown when casting spells.
http://www.youtube.com/watch?v=IfaP_wLrGPw (http://www.youtube.com/watch?v=IfaP_wLrGPw)

But when the AI casts a spell from the skillset, it still slows down. =(
Title: Re: The little asm hacking reference
Post by: Skip Sandwich on August 26, 2010, 11:22:04 am
I have a question about the Generic Skillset Fix Hack, if you use it to change geomancy into a regular skillset, then what happens to Counter Flood? How does it behave when it can't reference the special Geomancy command?
Title: Re: The little asm hacking reference
Post by: Vanya on August 26, 2010, 11:54:23 am
Try it out. I'm guessing that it uses the geomancy routine on it's own independent of weather the skillset does.
Title: Re: The little asm hacking reference
Post by: Xifanie on August 26, 2010, 11:56:51 am
it never referenced to the elemental skillset to start with.
Title: Re: The little asm hacking reference
Post by: philsov on August 26, 2010, 12:16:04 pm
just the ability slots of "elemental", correct?
Title: Re: The little asm hacking reference
Post by: Pickle Girl Fanboy on August 28, 2010, 10:27:16 am
Zodiac, could you make a hack which triggers allows equipment types to trigger (or disallow) specific R/S/Ms?  Like all Heavy Body Armors add Defense Up?
Equipment Type.....Trigger R/S/M.........................Disallow R/S/M
Knife.......................Drop Down Box of R/S/Ms.....Drop Down Box of R/S/Ms
Ninja Knife..............DD Box of R/S/Ms...................DD Box
Sword.....................
And so on.

Or maybe the same thing, but for specific items?  Fist, Knife, Mythril Knife, Blind Knife, Mage Masher,...
Title: Re: The little asm hacking reference
Post by: Xifanie on August 28, 2010, 05:01:07 pm
No.

I thought I already said I wasn't taking requests; I have way enough on my hands.
Title: Re: The little asm hacking reference
Post by: Xifanie on October 03, 2010, 11:06:33 am
Added:

0x000E34C4 :
00000234
0x000DA82C :
00000334
Spell quotes always pops up
Title: Re: The little asm hacking reference
Post by: Vanya on October 03, 2010, 02:56:49 pm
How about a variant... 'Spell quotes never pops up'?
Title: Re: The little asm hacking reference
Post by: Xifanie on October 03, 2010, 04:07:58 pm
There is already an option for that in the game, is something wrong with it?
Title: Re: The little asm hacking reference
Post by: Archael on October 03, 2010, 04:09:59 pm
you can just turn off all spell quotes in patcher


HEY ZODIAC cAN U MAKE AN ASM HACK TO LOWER THE VOLUME!?
Title: Re: The little asm hacking reference
Post by: Vanya on October 04, 2010, 11:50:49 am
Never mind me, I was being forgetful. =P
Zodiac. How's the Mime 'fix' going? Need any help testing anything?
Title: Re: The little asm hacking reference
Post by: AvengerXP on December 16, 2010, 07:41:24 pm
Very sexy reorganization of the first post, much clearer. Thanks!
Title: Re: The little asm hacking reference
Post by: LastingDawn on December 16, 2010, 09:51:24 pm
I have to agree with Avenger. That format looks pretty grand. Very easy to find what one is looking for.
Title: Re: The little asm hacking reference
Post by: formerdeathcorps on December 20, 2010, 07:25:03 am
Maybe it's just me, but someone should test this.  If you apply Zodiac's crystal HP hack, crystals can no longer light up the DD.
Title: Re: The little asm hacking reference
Post by: LastingDawn on December 20, 2010, 12:41:39 pm
That's an odd change... I wonder why that would happen? I always found the concept strange as it is, but that a hack that seemed to be unrelated would disable it is a weird deal indeed.
Title: Re: The little asm hacking reference
Post by: Atma on December 21, 2010, 11:19:57 am
i know this wouldn't fix that problem... but is it possible to make DD not black by default?  
i think it being dark is a cool idea, but i'd rather it be at least a lil light and the crystals just increase the ambiance.
Title: Re: The little asm hacking reference
Post by: Cheetah on December 21, 2010, 01:33:01 pm
Quote from: "Atma"i know this wouldn't fix that problem... but is it possible to make DD not black by default?  
i think it being dark is a cool idea, but i'd rather it be at least a lil light and the crystals just increase the ambiance.

The map editor can do this. Someone already posted such a patch in the FFT:C forum a while ago.
Title: Re: The little asm hacking reference
Post by: Xifanie on January 14, 2011, 07:59:30 am
Added:

Blank support ability over Short Charge adds 25% bonus skill hit
Abilities like talk skill, spells, physical abilities gain 25% to hit unless they are 100% to hit to start with.
BATTLE.BIN
0x0011F5D8
1980013C
CE382294
CE3830A4
D03822A4
D0382394
CE382294
92006492
10008430
03000410
21104300
82180200
21106200
902D248C
Title: Re: The little asm hacking reference
Post by: Vanya on January 14, 2011, 11:41:39 am
Cool, that makes a great replacement for the Archer's Concentrate. Thanks for making it! ^_^
Is there a byte or two in there we can manipulate to change the percentage?
Title: Re: The little asm hacking reference
Post by: Pickle Girl Fanboy on January 14, 2011, 12:10:18 pm
25 is 0x19, so...
Title: Re: The little asm hacking reference
Post by: Vanya on January 14, 2011, 12:52:59 pm
I was thinking that, but the math could be 1.25X which would be 7D.
Since I'm not familiar with the opcodes in mips so...
Title: Re: The little asm hacking reference
Post by: Xifanie on January 14, 2011, 01:30:23 pm
no, it's and addu paired with a srl, you'd have to pick 1.25x, 1.5x or higher. And it was decided 1.25x, concerning it affects so many skills including spells, it's far strong enough as is.
Title: Re: The little asm hacking reference
Post by: Pickle Girl Fanboy on January 14, 2011, 03:12:21 pm
Any way to make it weaker?  1.125%, maybe?
Title: Re: The little asm hacking reference
Post by: FFMaster on January 14, 2011, 04:51:52 pm
Is it a flat 25% bonus to hit?

For example, if Mimic Daravon was a 40% chance to hit, would it be:
A) 50%
B) 65%
C) Some other number
Title: Re: The little asm hacking reference
Post by: Xifanie on January 14, 2011, 05:26:01 pm
A) of course.

1.125% would be easy. Just find the srl and increase the immediate by 1.
82180200 to C2180200
Title: Re: The little asm hacking reference
Post by: Xifanie on January 15, 2011, 07:23:21 pm
Stat gain/break cap + Maintenance prevents stat break
WW/XX = Lower Limit which the stat can be reduced.
YY/ZZ = Upper Limit which the stat can be raised.
For example, a lower limit of 1/3 and a upper limit of 1/4 for someone with 18PA, would be:
lower cap: 18PA - (18PA * 1/3) = 12PA
upper cap: 18PA + (18PA * 1/4) = 22PA
This hack takes full consideration of equipment.

BATTLE.BIN
0x000EDB8C
77777777
77777777
77777777
77777777
77777777
984B6DAC
9C4B6EAC
1980033C
CC086324
2218A300
C0010434
1A006400
10300000
D0FFC724
0300EA2C
2230A600
03000210
00000000
FC520508
21400901
9100CB90
04006B31
02000B14
00000000
22400901
3A000A10
00000000
2150C700
36004B91
30004A91
22706A01
0300CA90
30000D34
1800AA01
12500000
06800C3C
21604C01
03000714
01000D34
0300C624
02008C25
0300A715
00000000
0600C624
04008C25
CA108A91
7800CC90
7900CD90
006A0D00
2160AC01
7A00CD90
006C0D00
2160AC01
18004C01
12600000
19000B3C
1A008B01
12600000
2538C001
21708E01
WW000A34
XX000C34
18004E01
12500000
1A004C01
12500000
2250CA01
22504701
YY000B34
ZZ000C34
18006E01
12580000
1A006C01
12580000
2158CB01
22586701
2A680A01
02000D10
00000000
25404001
2A686801
02000D10
00000000
25406001
1580033C
8C4B6A8C
904B6B8C
944B6C8C
984B6D8C
9C4B6E8C
63000634
6B350608
01000734

BATTLE.BIN
0x00126598
1580033C
8C4B6AAC
904B6BAC
E8520508
944B6CAC
Title: Re: The little asm hacking reference
Post by: RavenOfRazgriz on January 15, 2011, 09:57:58 pm
Does this hack only affect PA/MA/SP?

This is exactly what I'm looking for except I need it for Brave/Faith. :|

Still a very nice hack, I remember Formerdeathcorps needing something like this.
Title: Re: The little asm hacking reference
Post by: Atma on January 21, 2011, 05:26:49 am
i'm loving all the progress on all these asm hacks!
i gotta ask, tho i think i know the sad fact... but... is there a way to apply these hacks to the PSP version of the game?
Title: Re: The little asm hacking reference
Post by: Xifanie on January 21, 2011, 06:56:47 pm
No. But if you could asm hack WotL you could adapt the hack.
Title: Re: The little asm hacking reference
Post by: Vanya on January 21, 2011, 09:59:43 pm
Don't you just need to unpack the files, find the data and edit it in a Hex editor?
Title: Re: The little asm hacking reference
Post by: Kourama on January 21, 2011, 11:48:38 pm
Quote from: Vanya on January 21, 2011, 09:59:43 pm
Don't you just need to unpack the files, find the data and edit it in a Hex editor?
The game crashes or freezes, or any other issue when you try to apply an ASM hack to the PSP version.
Title: Re: The little asm hacking reference
Post by: Xifanie on January 22, 2011, 02:47:59 am
Vanya, without a doubt, the memory addresses aren't the same in WotL for the same data/instructions.
Title: Re: The little asm hacking reference
Post by: Vanya on January 22, 2011, 04:37:56 am
Quote from: Kourama on January 21, 2011, 11:48:38 pm
The game crashes or freezes, or any other issue when you try to apply an ASM hack to the PSP version.


That's because they're made for the PSX version, and also what Xifanie just said.
Title: Re: The little asm hacking reference
Post by: RandMuadDib on May 15, 2011, 11:04:36 pm
Hey Xifanie, i have a question for you. Are you still working/planning on working on the ARH2 and mime fix hacks? If so, will the ARH2 be able to require a specific level or job level?

Not a request, just curious :)

Thanks.
Title: Re: The little asm hacking reference
Post by: Xifanie on May 15, 2011, 11:42:39 pm
Nope I'm not... and anyway the ARH2 would be too complicated to use for anyone but me. I was originally creating it for KoI.
Title: Re: The little asm hacking reference
Post by: Pride on May 16, 2011, 12:09:28 am
Would it be possible for you to post your notes on the mime fix to see if anyone wants to (or is able to) continue working on it?
Title: Re: The little asm hacking reference
Post by: RandMuadDib on May 16, 2011, 12:16:28 am
alright well thanks for the reply Xif, good to know.
Title: Re: The little asm hacking reference
Post by: LastingDawn on May 16, 2011, 09:22:01 am
I wouldn't be so sure about ARH2 being too complicated for *everyone* by this point Xifanie. With the breadth of talent in the community I'm sure one of the advanced users will be able to make heads or tails of it.
Title: Re: The little asm hacking reference
Post by: formerdeathcorps on May 16, 2011, 07:54:05 pm
Quote from: LastingDawn on May 16, 2011, 09:22:01 am
I wouldn't be so sure about ARH2 being too complicated for *everyone* by this point Xifanie. With the breadth of talent in the community I'm sure one of the advanced users will be able to make heads or tails of it.


Furthermore, if you post something that forces people to think and back it up with an explanation (or let someone like LD mentioned write it up for you), more people might actually learn ASM or at least think plan smoother hacks and more complicated mechanics.
Title: Re: The little asm hacking reference
Post by: pokeytax on May 16, 2011, 09:10:44 pm
Yeah, I'm hardly one to talk about abstruse notes, mine are a wreck. But I am definitely planning on updating the ARH; in order to use Jump/Charge/Math as "pure passives" in ALMA, I need to expand the list of abilities ARH can lock. So I'll be fiddling with it anyway if you feel like posting what you have.
Title: Re: The little asm hacking reference
Post by: Xifanie on May 16, 2011, 10:12:48 pm
It's not like I have anything.

You should just disassemble my code... really it's just handling the data in a table.

I started coding the ARH2 but it wasn't working at all when I started debugging it, so it's kinda pointless to post it. Not only that, but it's hundreds of kilometers away.

The way I was going to make it was like:

IF == (byte) : 0x01
IF != (byte) : 0x02
IF < (byte): 0x03
IF > (byte): 0x04
IF == % (half-word): 0x15
IF != % (half-word): 0x16
IF < % (half-word): 0x17
IF > % (half-word): 0x18
AND: 0xFE
OR: 0xFF
etc.

So like 02 8201 00 FF 17 2800 2A00 0A00 FE 18 2A00 0000

Would be

02 8201 00
If [Chocobo Riding] != 0x00 (meaning, the unit IS riding something)
return TRUE


FF
OR

17 2800 2A00 0A00
If [HP] / [Max HP] < 10%
FE
AND
18 2A00 0000
If [HP] > 0
Return TRUE

Anything else would return false
Title: Re: The little asm hacking reference
Post by: Dome on June 14, 2011, 08:28:05 am
Can someone make an .xml file (To easily put those ASM in the first page into the game with FFTorgASM)?
It would be very helpful :-)

The two that I like most are the first one (I'd like to put it in 1.4) and the "no-music" one
Title: Re: The little asm hacking reference
Post by: Atma on December 02, 2011, 01:02:15 pm
haven't tested it, but i just plugged the info into Raven's FFT OrgASM XML Generator (http://ffhacktics.com/smf/index.php?topic=7719.0) and it created it seemingly perfectly. 
Title: Re: The little asm hacking reference
Post by: Generic19 on December 16, 2011, 06:43:54 am
Fury v 1.02, seems to have a formula of (Caster Brave + 50)*(Target Brave + 50)/10000  rather than the listed formula: (Caster Brave + 40)*(Target Brave + 40)/10000

Is there a specific byte that controls the additive?
Title: Re: The little asm hacking reference
Post by: FFMaster on December 16, 2011, 07:23:23 am
Are you using the one in the xml? because the one here has the 40 constant. The one on the xml has the constant at 50. Anyway, let me bold you the numbers to change the constant.

BATTLE.BIN
0x000E930C :
10270000
1980033C
942D628C
982D638C
24004290
24006390
28004224
28006324
18004300
12100000
1500033C
0C0362AC
97180608
00000000
250062A0
12100000
1500043C
0C03848C
18004400
12100000
10270434
1A004400
1500023C
0C0344AC
12100000
65190608
00000000
0x0011F254 :
C4400508
1900013C
942D218C
5A00228C
0x0011F58C :
D1400508
00000000


First bold number is for attacker, second one is for target. Both numbers in hex, of course. Use Windows calculator if you can't convert the number, it's quick and makes sure you don't make mistakes =p
Title: Re: The little asm hacking reference
Post by: Generic19 on December 16, 2011, 01:59:24 pm
I believe I did use the one in the xml out of laziness.  Thank you FFMaster, you are a true master.
Title: Re: The little asm hacking reference
Post by: Generic19 on December 21, 2011, 07:11:54 am
I was wondering if I was interpreting the (#+1%) chance knockback on Dash/Throw Stone correctly?
BATTLE.BIN
0x0011F9C8 :
##000534

That means that if I set ## = 63.  Then that is (99 + 1)% = 100% in decimal?

Also will the knockback effect be present in counter tackle?

Thanks.
Title: Re: The little asm hacking reference
Post by: Xifanie on December 30, 2011, 02:16:51 pm
Counter tackle is essentially the Dash ability, and I'm not sure about the % myself.



Remove forced slowdown for Math Skill (Skillset ID 0x15)

BATTLE.BIN
0x00115F74
00000000
Title: Re: The little asm hacking reference
Post by: FFMaster on January 11, 2012, 06:25:59 am
Holy shit, I didn't notice this. This means a ton for me. Thanks.
Title: Re: The little asm hacking reference
Post by: Rfh on January 21, 2012, 04:26:19 pm
Xifane, ''Number of allowed spritesheets override'' doesn't work. For example, for raising the limit to 13, I use it:

BATTLE.BIN

0x00118910 : 0D

And... when I use 10 different sprites, one sprite is glitched.
Title: Re: The little asm hacking reference
Post by: Xifanie on January 22, 2012, 07:20:11 pm
That's because you can't increase it; it's a VRAM limitation.
Title: Re: The little asm hacking reference
Post by: RandMuadDib on January 22, 2012, 11:05:01 pm
i was under the impression that the point of that hack was so you could have more than 4 enemy sprites in a battle, knowing that you'd have to limit the number of ally spites, since the hardware/emulator limitation is 9
Title: Re: The little asm hacking reference
Post by: Xifanie on January 22, 2012, 11:18:24 pm
Yes, it was a hack designed specifically for Mercenaries since LD wasn't ever going to have over 3 or 4 ally sprites per random battle.
Title: Re: The little asm hacking reference
Post by: Sterling LaVaughn on January 24, 2012, 01:54:16 pm
The "Blank Support ability over Short Charge adds 25% bonus skill hit" (http://"http://ffhacktics.com/smf/index.php?topic=953.msg136413#msg136413") hack seems to mess up Golem's success rate, making it something like Hit = [Faith * 1.3]%. I just changed the formula to be MA+X% since I'm okay with it always being 100%, but might as well mention it for anyone else.
Title: Re: The little asm hacking reference
Post by: Austin on February 02, 2012, 08:45:42 pm
Alright so I'm using the "Stat gain/break cap + Maintenance prevents stat break" hack right now and so far it's working really great, but it looks like it causes a glitch where if you check a person's status in battle, their weapon evade on their left hand will say some off the wall number like 99% usually. Don't know what causes it beyond it seeming to happen after a few turns of fighting. I'm fairly certain that it doesn't affect anything beyond the number being off on the status screen so it isn't a big deal at all, but I figured I'd put it up here. Can someone else verify this happening?

As far as adding stuff, I wanted to see if it were possible to make it so that maintenance can block the magic break ability too, and/or make it so that the game gives you a 0% chance of landing stat increases/decreases when the cap is reached or when someone has maintenance on since it still looks like they work though they actually don't. I imagine the last one was a pain in the ass to get working so that's why it wasn't done in the first place.

And I couldn't find anything, but has anyone found a way to give hp/mp absorb moves like life drain and spell absorb an element so zodiacs can block them or give katanas a pa*wp formula so they can work with poaching?

Thanks again for coming up with all this stuff.  :P
Title: Re: The little asm hacking reference
Post by: Pride on February 02, 2012, 09:09:46 pm
Quotegive katanas a pa*wp formula so they can work with poaching?


There's a hack for PA * WP katanas already... But it shouldn't interfere with poaching since poaching checks what formula you are using (it checks for formula 1) then branches other formulas that are not using it. FDC has a weapon hack asm that you can find in the important links thread for it.

QuoteAnd I couldn't find anything, but has anyone found a way to give hp/mp absorb moves like life drain and spell absorb an element so zodiacs can block them


Its already known how to do but it just depends on how lazy the hackers are to do it, its also annoying since you'd have to jump into the kanji space to properly do it.

Title: Re: The little asm hacking reference
Post by: Austin on February 02, 2012, 11:13:32 pm
Ah cool, totally missed that one. And yeah I had the formulas for my katanas swapped in fftpatcher to some pa*wp+y formula since I didn't know about that asm, didn't mean to make it sound like one of the hacks messed it up or something.

Quote from: Pride on February 02, 2012, 09:09:46 pm
Its already known how to do but it just depends on how lazy the hackers are to do it, its also annoying since you'd have to jump into the kanji space to properly do it.


Ah, well at least it's possible. I hope somebody can find the time to do it one of these days. Thanks for the help dude.
Title: Re: The little asm hacking reference
Post by: Pride on February 02, 2012, 11:26:04 pm
Ahhhhh you were using formula 2D, I see, I see.

I did something slightly different with the Demi, Life Drain, etc. formulas and made units with the ??? flag immune to the attacks rather then elemental.
Title: Re: The little asm hacking reference
Post by: Austin on February 02, 2012, 11:49:25 pm
Whoa, how'd you do that? I actually like that solution a lot better than just sticking dark elemental on everything.

And I know now why I "missed" that weapon hack asm thread, I probably saw it before and didn't have a clue what I was looking at and I still don't lol. It looks like I need to replace some values in that "revised hex" spoiler near the bottom, but I don't know what to put where. And it also looks like it might overwrite the other asm weapon changes I've made too? If so then I'm trying to get katanas and knight swords to just be pa*wp. I swapped the axe and flail formulas with the (rdm{0...pa-1}+pa*wp) hack on the 1st page of this topic but it looks like using the weapon hack asm automatically changes them to RN{1+[PA/2], PA+[PA/2]}? If so then I'm totally cool with that. Anyways, could you or somebody else give me a hand with this?
Title: Re: The little asm hacking reference
Post by: Pride on February 03, 2012, 01:07:37 am
RavenOfRazgriz has a spreadsheet to freely alter the weapon asm

http://ffhacktics.com/smf/index.php?topic=7271.0

Title: Re: The little asm hacking reference
Post by: Austin on February 03, 2012, 10:16:31 am
Just what I needed, thanks man. So... about that making ??? monsters immune to attacks thing. Is that something I could manage to do?

Edit: Just noticed a more serious bug with the stat gain/break cap hack. If you use a brave increasing/decreasing skill (and it's probably the same for faith) on someone their max hp will glitch out and decrease from the few times I tried it. So they can start with 150/300 and get hit with the skill and have 150/30 or something. Screws things up pretty bad obviously, took me forever to notice since I removed permanent brave/faith alteration from my game and don't use the respective skills very often now.
Title: Re: The little asm hacking reference
Post by: Xifanie on June 12, 2013, 02:33:25 pm
Smart Encounters
This hack allows you to travel on the map, completely free of encounter.
If you wish to battle at a certain location, select the given location, and your random battle is guaranteed there.

Examples:
Igros Castle > Araguay woods
You will walk all the way to Araguay woods without encounters, and trigger one at Araguay

Mandalia Plains > Limberry Castle
Since it is a town, you won't trigger any encounter at all
Title: Re: The little asm hacking reference
Post by: Angel on June 12, 2013, 02:36:13 pm
Best. Hack. Ever.
Title: Re: The little asm hacking reference
Post by: Eternal on June 12, 2013, 02:36:22 pm
I approve of this hack oh so very much. Thanks a ton!~
Title: Re: The little asm hacking reference
Post by: NinjaWeazel on June 12, 2013, 02:39:09 pm
Oh my god Xif this is amazing.  SO amazing I am ACTUALLY POSTING ON THE FORUMS to tell you how amazing.
Title: Re: The little asm hacking reference
Post by: Pride on June 12, 2013, 03:06:42 pm
That's amazing...

(https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcSBygPerNIpV-22teWLPCiJDJhld33D9eMOqhrVCltPZi-OZ_vV)
Title: Re: The little asm hacking reference
Post by: Elric on June 12, 2013, 05:14:11 pm
Absolutely genius!
Title: Re: The little asm hacking reference
Post by: Zaen on June 12, 2013, 07:59:49 pm
This is so amazing that I'm posting for the first time in months.
Title: Re: The little asm hacking reference
Post by: RavenOfRazgriz on June 12, 2013, 08:01:33 pm
Quote from: Pride on June 12, 2013, 03:06:42 pm(https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcSBygPerNIpV-22teWLPCiJDJhld33D9eMOqhrVCltPZi-OZ_vV)
Title: Re: The little asm hacking reference
Post by: Jumza on June 12, 2013, 08:15:05 pm
Quote from: Pride on June 12, 2013, 03:06:42 pm
That's amazing...

(https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcSBygPerNIpV-22teWLPCiJDJhld33D9eMOqhrVCltPZi-OZ_vV)
Title: Re: The little asm hacking reference
Post by: Xifanie on May 09, 2014, 09:40:02 pm
Another lazy hack for lazy people:

Cross Skip

Holding X (Cross button), will fly you through dialogue text as if you were mashing the button.
Title: Re: The little asm hacking reference
Post by: Darkholme on May 09, 2014, 10:21:48 pm
I endorse this idea.
Title: Re: The little asm hacking reference
Post by: Pride on May 09, 2014, 11:11:58 pm
Slacker where is the skip event button?






JK nicely done ^_^
Title: Re: The little asm hacking reference
Post by: Angel on May 09, 2014, 11:19:37 pm
My xifi makes the best hax ♥
Title: Re: The little asm hacking reference
Post by: Xifanie on May 13, 2014, 08:19:52 pm
Cross Skip v2

Description:
Holding X (Cross button), will fly you through dialog text as if you were mashing the button.

Improvements (only when holding X):


This results in a page flipping speed of 1 per 2 frames (1 page per 1/30th of a second).
Title: Re: The little asm hacking reference
Post by: Angel on May 13, 2014, 08:21:04 pm
You once again cement yourself as the creator of the most useful and wonderful hacks. Great job, sweetie!
Title: Re: The little asm hacking reference
Post by: nitwit on May 13, 2014, 10:31:08 pm
What happens when you run into options?  Like the battle at Mandalia Plains?
Title: Re: The little asm hacking reference
Post by: Xifanie on May 13, 2014, 10:52:46 pm
Nothing really, you can't select an option with X/Cross/Cancel.
Title: Re: The little asm hacking reference
Post by: Celdia on May 13, 2014, 11:43:49 pm
Just tested this (v2) to see how fast fast is and holy hell I've never seen the Orbonne scene fly by so quickly. This hack is made of magic and DeLoreans.
Title: Re: The little asm hacking reference
Post by: Angel on May 13, 2014, 11:55:47 pm
My xifi is best hacker ever~ ♥
Title: Re: The little asm hacking reference
Post by: nitwit on May 14, 2014, 02:31:14 am
Does this speed up l i t t l e  m o n e y  ?
Title: Re: The little asm hacking reference
Post by: Angel on May 14, 2014, 08:15:47 am
Yes.
Title: Re: The little asm hacking reference
Post by: Xifanie on May 24, 2014, 09:28:06 pm
Cross Skip v3 (Works on console!)

Description:
Holding X (Cross button), will fly you through dialog text as if you were mashing the button.

Improvements (only when holding X):


Known issues:



This results in a page flipping speed of 1 per 2 frames (1 page per 1/30th of a second).

The last version, because of how I coded it, didn't work sometimes with 2 dialogue boxes opened simultaneously. This has been fixed. Now it also speeds things up for chapter ending backgrounds too.~
I'm not sharing the .xml code this time because I want to see how many are going to download it.[/list]
Title: Re: The little asm hacking reference
Post by: Shade on May 26, 2014, 02:02:04 am
Nice, though not going to download it yet anyways.

But if I may ask... Is it possible to edit the tutorials and make them... challenges? Or uses them for events or extra battles?
Title: Re: The little asm hacking reference
Post by: Angel on May 26, 2014, 06:41:57 am
For the longest time, the answer was 'yes', until we actually did use that space for events in TLW... and then we found out we'd been wrong the whole time. They're hard-coded to the point of being pointless to edit. You can, however, replace all 'set up' events in the game, though the subtle nuances of this are unknown to me. You would need to ask Elric or Raven, or wait for one of them to choose to comment on the matter.
Title: Re: The little asm hacking reference
Post by: Xifanie on December 08, 2014, 11:22:57 am
New hack!

2nd Squad is not mandatory
Allows starting a battle with an empty 2nd Squad, even if you have units available.
Title: Re: The little asm hacking reference
Post by: Xifanie on July 08, 2015, 08:30:17 pm
So, while working on the new synth shop, I had to face the fact that it would really suck to still be unable to change which towns have the Fur Shop option or not. So, if you're looking forward to the new synth shop, you can probably wait. It's going to be included in its spreadsheet, so far easier to edit. Otherwise, keep reading. Originally, only 3 towns have a fur Shop: Dorter, Warjilis, Zarghidas. Let's fix this:

Edit: Link to newest version (http://ffhacktics.com/smf/index.php?action=dlattach;topic=953.0;attach=15022)
Title: Re: The little asm hacking reference
Post by: Elric on July 08, 2015, 08:47:03 pm
This is so awesome, it actually made this deer melt when he looked at it.

(https://dl.dropboxusercontent.com/u/53561892/1200.jpg)

I know, I couldn't believe it either, but it happened.
Title: Re: The little asm hacking reference
Post by: Aiolon on July 08, 2015, 08:57:18 pm
oh yes yes yes this is indeed something i was waiting for. now i can finally give useless places such as fort zeakden a purpose \o /

off-topic and totally in the wrong section (and i didnt really want to necro bump synt shop thread and i believe its not relevant at all but..) i found out that if you have 0 patience and press the show description button AK spacebar before the fur shop guy stops talking he gets really mad and will bug out the text then leave never talk to you again unless you go back and try to talk again and in the worst cases he will troll you and instantly freze the game D:
(in emu he usually stops talking. in console the game frezes and thats it but i have tested and can kill emulator too... at least that happens to me)

also new synth shop?? the current one its amazing and i overused it in my personal project wondering what will the new shop have to offer considering the one we have right now seems perfect (ignoring the text bug).


Title: Re: The little asm hacking reference
Post by: Xifanie on July 08, 2015, 09:08:08 pm
The new synth shop is meant to rewrite the poaching routine to allow poached monsters to drop materials (up to 256), which will be useable in the synth shop alongside the 256 original items.

Iron Ingot: 1x Fire Ball + 3x Iron Ore (poached from bombs)
Steel Ingot: 1x Fire Ball + 1x Iron Ingot + 1x Bone (poached from various monsters)
Iron Fan: 5x Iron Ingots
Obelisk: 1x Iron Fan + 2 Steel Ingots

Stuff like that.

It's about 1/4th of the way in development, so no promises.

And sorry, but because of how it works, there's only enough space to have the amount of shop the game currently handles. The best that you could do is to have Zeakden use the same shop as Igros or something... Then again I'm not sure that would work without removing it from Igros? But anyway, that's done with my worldmap editing spreadsheet. This hack does NOT enable menus in locations that don't have any, it only adds Fur Shop inside the menu.
Title: Re: The little asm hacking reference
Post by: Aiolon on July 08, 2015, 09:22:43 pm
Materials~ well i did that with the current version i replaced Katanas and made them into "magicites" each of a diferent element and a diferent purpose of course with this in mind i changed samurai class into Magiciter that does the exact same thing but using magicites instead and with this in mind i had to remove katanas as usable weapons. my idea for this came when i decided to divide weapons by tier since the game is balance-type patch weapons are divided in 3 tiers and of course theres diference but wanted the real rare ones  to be exclusive to synthesis shop .

so i made absolutely all monsters to give Magicites as common poach and tier 2 or rare equipment as a rare item that was necesary to make tier 3 equipment. such as (Ice Fang[T3]: Iceblade[T1] + Icebrand[T2]+ 10 Ice Magicite)

so unless i didnt understand im guessing the new hack will make this posible whitout having to kill/Replace other existing items like i did with katanas?
Title: Re: The little asm hacking reference
Post by: Xifanie on July 08, 2015, 09:24:36 pm
If I do complete it, and if it all works as intended, yes.
Title: Re: The little asm hacking reference
Post by: Aiolon on July 08, 2015, 09:30:32 pm
thats great i hope everything goes well  :D
as for the fort zeakden i never expected it would be posible to randomly open a menu in fort zeakden out of nowhere but then again there are shops i never use... "goug shop" just who buys stuff there? as simple as moving guns to trade cities and bye goug.
Title: Re: The little asm hacking reference
Post by: Jumza on July 08, 2015, 09:57:26 pm
Quote from: Xifanie on July 08, 2015, 08:30:17 pm
[indent=2]Just replace the ???? with these values. Don't forget to flip the bytes! (Originally 0x5200)

0x0001: Lesalia Imperial Capital
0x0002: Riovanes Castle
0x0004: Igros Castle
0x0008: Lionel Castle
0x0010: Limberry Castle
0x0020: Zeltennia Castle
0x0040: Gariland Magic City
0x0080: Yardow Fort City
0x0100: Goland Coal City
0x0200: Dorter Trade City
0x0400: Zaland Fort City
0x0800: Goug Machine City
0x1000: Warjilis Trade City
0x2000: Bervenia Free City
0x4000: Zarghidas Trade City
0x8000: Fort Zeakden[/indent]


Fort Zeakden is on this list but I noticed that places like Thieves Fort (which is also the tiny blue dot type of location) is not. Does that mean it isn't possible to add this to a menu for it?
Title: Re: The little asm hacking reference
Post by: Xifanie on July 08, 2015, 10:00:02 pm
Huh, I should probably edit my hack then. Yes it is possible, I just assumed for some reason only the first 16 locations were blue dots.
Title: Re: The little asm hacking reference
Post by: Aiolon on July 08, 2015, 10:22:40 pm
Nelvesca, golgorand, thieves fort , orbonne and Zeakden are tiny blue dots (1 battle maps :/)
and i think bethla and murond are big blue dots but like the small dots once you are done with them... you are done with them.
Title: Re: The little asm hacking reference
Post by: Elric on July 08, 2015, 10:54:45 pm
I never experienced that bug at all with the text in the Synth shop... (unless you tried to add a line to tactext or remove one) that's the same bug I had in the new (unreleased) version of the proposition hack, but that's cuz I was loading savestate after messing with tactext. The Synth Shop help descriptions should have been fine outside of exit missing a description and synth using sells and sell using exits... Unless you are loading from a savestate, which I can't recommend unless you are doing a battle or something in between testing
Title: Re: The little asm hacking reference
Post by: Xifanie on July 08, 2015, 11:19:05 pm
New version of the Fur Shop Town Availability hack

Title: Re: The little asm hacking reference
Post by: gatebuster202 on July 09, 2015, 12:20:55 pm
@Xifanie.

You mentioned adding raw materials, and then using them to add compound materials. (The Iron Ingot in your example.) Is this working within Synth 1.02 limits of 48 items? Because if more space is possible, this patch would be an absolute overhaul in ways we can obtain equipment. (We still got that item hard limit. But if I was to guess, poach item limit is roughly equal to that limit?) Either way, this is all kinds of awesome. I haven't gone deep into Synth 1.03 but would it be difficult to add to Patcher? (I'm a, hacking infant, I have no idea of scope or ease.)
Title: Re: The little asm hacking reference
Post by: Aiolon on July 09, 2015, 12:59:28 pm
gah D: ok maybe i was not explicit enough regarding the text bug and i did not make a single change in tactext I SWEAR! but this bug is easy to trigger here some pics with proof.
(http://i354.photobucket.com/albums/r403/Aiolon7/synth%20shop/0470ed98-bfe7-41c1-a3b2-cf6abf8fcff2_zpsbrwri7j3.png) (http://s354.photobucket.com/user/Aiolon7/media/synth%20shop/0470ed98-bfe7-41c1-a3b2-cf6abf8fcff2_zpsbrwri7j3.png.html)
ok here the normal window we all know with no problems
(http://i354.photobucket.com/albums/r403/Aiolon7/synth%20shop/e89a5eb0-44d4-4f11-a744-9ee7cd3f1205_zpswixent1w.png) (http://s354.photobucket.com/user/Aiolon7/media/synth%20shop/e89a5eb0-44d4-4f11-a744-9ee7cd3f1205_zpswixent1w.png.html)
here the usual item description window all fine.
(http://i354.photobucket.com/albums/r403/Aiolon7/synth%20shop/c27a5e1a-6cf5-4808-8716-0e1c3ac67e23_zpslz5c4lru.png) (http://s354.photobucket.com/user/Aiolon7/media/synth%20shop/c27a5e1a-6cf5-4808-8716-0e1c3ac67e23_zpslz5c4lru.png.html)
but this is what happens if i open item description window if the guy is still telling you the required items. in this situation the game froze. sometimes gets really buggy and caracters go out of the text window it looks all messed up xD.
(http://i354.photobucket.com/albums/r403/Aiolon7/synth%20shop/0bd4bebd-2bd8-4f8d-88f5-0188d03af19b_zpsmeweaesc.png) (http://s354.photobucket.com/user/Aiolon7/media/synth%20shop/0bd4bebd-2bd8-4f8d-88f5-0188d03af19b_zpsmeweaesc.png.html)
and other times the clerk will stop instantly and his text bubble will dissapear leaving you alone not being able to do a transaction. but if this happens i just go back to the shop menu and its all ok.
Title: Re: The little asm hacking reference
Post by: Xifanie on July 09, 2015, 01:31:14 pm
I just... can't reproduce that bug, but I also don't want to go back to 1.0 to test out. I don't know if anyone can, I just know I fixed a bug that I'm not sure was present in the first version or not. Funky things happen when you change the format of your code. An easy way to tell, if it takes longer to open and navigate the Synthesis menu VS buy/sell (you can notice a pretty obvious pause), then I've already fixed it in the new version.

If that's not it, it might have something to do with how you formatted your item descriptions?
Or I'm just missing something else entirely x.x
Title: Re: The little asm hacking reference
Post by: Aiolon on July 09, 2015, 01:56:47 pm
well i tested it with the original vanilla text descriptions and items and same stuff happened, its really weird. i can't think of anything that could cause the bug. but at least i know when it happens but not why it happens
(http://i354.photobucket.com/albums/r403/Aiolon7/synth%20shop/9a426d31-c6af-4435-b25b-b2d05437a59b_zpswwyf7tht.png) (http://s354.photobucket.com/user/Aiolon7/media/synth%20shop/9a426d31-c6af-4435-b25b-b2d05437a59b_zpswwyf7tht.png.html)

Title: Re: The little asm hacking reference
Post by: Xifanie on July 30, 2015, 11:51:41 pm
~ Bonus Money = (Level+X)*Y ~


Doesn't get clearer than that

For example: (Level+4)*20
Level 1: 100 gil
Level 2: 120 gil
Level 3: 140 gil
Level 4: 160 gil and so on...
Title: Re: The little asm hacking reference
Post by: Xifanie on July 31, 2015, 03:21:52 am
~ Frameskipper v1.1 ~


Enable/Disable Frame skipping whenever you want! Tested on console: Biggest speedups by far coming from text display speed and effect speed (upwards ~300%), walking speed is barely any faster, JP/exp gain display is noticeably faster and AI is just as slow as it's ever been.
Use alongside my Cross Skip (http://ffhacktics.com/smf/index.php?topic=953.msg198443#msg198443) hack for extra skipness!

WARNING: Will cause graphical glitches seen in emulator when frame skipping is on. Right now FFTOrgASM has a bug where if you select the last option then select another, it will set that newer option to FFFF. Beware!

v1.1: Hopefully fixed loading screens and save screens between battles to force the frame skipping off.

You might have seen this before, I figured I'd make a new post given that I updated my last 3 hacks in standalone .xml; The Fur Shop, Bonus Gil, and this one.
Title: Re: The little asm hacking reference
Post by: Xifanie on August 03, 2015, 11:59:49 pm
~ Guests in Randoms & Unit Restrictions ~


Description
[indent=2]This allows you to bring guests into random battles. There is an option to make them uncontrollable in said random battles. This hack also allows guests to be selectable on the squad for any story battle as well, so you have to restrict them if they are already loaded from formation to avoid dupes (which of course the spreadsheet covers. This hack is (hopefully) bug-free in vanilla, as I already configured all guest restrictions. The restrictions don't only apply to guests; you can prevent any special character in your party to join the squad! (And you can force them inside the battle with Load Formation)[/indent]

Non-spreadsheet option
[indent=2]I'll always recommend to use the spreadsheet because it's so much easier to use, but if you don't want to be bothered because you're not making a story hack, you can just download the .xml. If you want to have guests controllable in battle, just remove the last <Location></Location> section. To make Alma + Ovelia able to join random battles, delete 00000C300000 at the start of line 39.[/indent]
Title: Re: The little asm hacking reference
Post by: Angel on August 04, 2015, 08:21:29 am
Time to make Ovelia pull her weight! Woo~
Title: Re: The little asm hacking reference
Post by: Kaijyuu on August 04, 2015, 08:29:31 am
Oooh, awesome. This also obviously brings in the possibility of having AI only units in your roster, which is interesting.
Title: Re: The little asm hacking reference
Post by: Jumza on August 04, 2015, 09:22:20 am
Quote from: Toshiko on August 04, 2015, 08:21:29 am
Time to make Ovelia pull her weight! Woo~


Awesome hack (as always)!
Title: Re: The little asm hacking reference
Post by: Xifanie on October 29, 2015, 01:15:22 pm
2 new hacks!

Monster Skill is disabled
[indent=2]How is this different from Razele's Monster Skill is innate? Well, Razele's hack is very buggy and makes the AI walk next to ally units to use their 4th skill. My hack doesn't have that issue, and it displays all monster skills when you check the unit's status.[/indent]


Move-Find Item is Player only
[indent=2]Tired of enemies stealing your precious Move-Find Items? This hack nulls the effect of Move-Find Item for any unit that isn't blue team. So the only units allowed to pick treasures: Blue team units and charmed/invited units by the blue team.[/indent]
Title: Re: The little asm hacking reference
Post by: dw6561 on October 29, 2015, 01:58:54 pm
Wow, these are great! I always hated them walking onto the traps and stealing my deep dungeon things.
Title: Re: The little asm hacking reference
Post by: Xifanie on November 23, 2015, 01:16:44 am
~ Jumza's request ~ (I'm such a nice xifi)

Can view ??? units' stats
[indent=2]Allows viewing the stats of ??? units. Sadly, as the Unit List does not have a function to hide stats like the battle field does, you should not apply the Unit List portion of this hack if you want stats to remain completely hidden to the player. This means the ??? unit will not show up at all in the Unit List, just like in the original version. By default, this xml disables all stats hiding, so edit it as you see fit (there are plenty of comments).[/indent]
Title: Re: The little asm hacking reference
Post by: Jumza on November 23, 2015, 02:34:03 pm
That was so fast! Thanks Xif, you're the best! Really!
Title: Re: The little asm hacking reference
Post by: theultrawolf on November 23, 2015, 10:00:52 pm
Shield Bash formula? Is it possible?
Like, requires shield, gives 100% knockback, and can inflict status (remove charging/performing)
Title: Re: The little asm hacking reference
Post by: Jumza on November 24, 2015, 02:25:28 pm
Here's what I did (while I still had it in my mod. I decided to remove it though), the ability requirement hack can be made to require a shield, then place the ability over Dash and boom, done.

Edit: Also I used the ASM hack to increase Throw Stone and Dash (now Rush Attack, for me) knockback to 100%
Title: Re: The little asm hacking reference
Post by: Xifanie on November 25, 2015, 03:15:32 am
~ Lockeadon's request/Non-existing? JotF hack ~ (I don't know, I can't find it in JotF's files, and there was definitely 100% chance in the last official release... just remade it I guess [I didn't make the original, this is from scratch and I bet more flexible])

Undead Revival Chance
[indent=2]Chance that undead units will revive once their death counter reaches 0 and 100CT. The chance formula is: (X - 32768) / 32767; meaning that the range is from 0x0000 (0 or 0%) down to 0x8000 (-32768 or 100%). In vanilla, the undead have 50% chance to revive. This hack's default value is 100% revival rate.

Examples:
0% revive: 0000
5% revive: F999
10% revive: F333
25% revive: E000
33.3% revive: D555
50% revive: C000
75% revive: A000
100% revive: 8000
[/indent]

EDIT: Turns out JotF was using a peculiar hack... that has its uses (it forces something to happen, otherwise treasure/crystal immunity when the game tries to get rid of a unit just skips the turn), but basically requires crystal+treasure immunity on a unit to have 100% revival chance.
Title: Re: Xif's Fixes (ASM Hacks & Spreadsheets)
Post by: Xifanie on May 23, 2016, 11:27:28 am
Since Elric was nice enough to reorganize my topic, and also add some hacks I made for JotF, here they are, just so you know which they are. Enjoy!
You can find those hacks in the first post in Xifanie.xml.

Equip Change Fix
Allows changing your Right Hand/Left Hand equipments without consuming your Act.

Formula 59 becomes Phoenix
Applies Heal_(Y)% Hit_F(MA+X)% NE to downed allies within effected area while still applying Dmg_F(MA*Z) ME NS to enemies within the same area.

Incremental Jump Range
Instead of choosing the highest value of the learned jump ability for the horizontal/vertical ranges, instead they are added all together,
meaning no one skill is ever going to be useless; it will always count towards your total horizontal/vertical range.
You could have Horizontal +2, Horizontal +1, Horizontal + 1, together would be the equivalent of Horizontal +4.

Propositions Hack 2.1
Proposition Hack v2 with Gil Cost and the ability to abandon marks. By Xifanie (a bit of help from Pride's original hack)
This hack involves a few more steps than most and it should really only be used if you know what you are doing. This is the hack that is used for the 'Marks' System in Jot5.

This will allow you to unlock a Proposition based on Story Progress rather than Shop Progress. It also changes how propositions work.

First you will want to go to the propositions tab in FFTP. Since this hack changes Propositions to use Story Progress you'll have to either count out the entries to find the correct number or you can rename your shop progress to also include story progress, as I have in the picture here:
(https://dl.dropboxusercontent.com/u/53561892/Xif%20ASM%20Description%20Images/Prop%20Hack%20Image%201.png)

Once this is setup, you can check your game and upon reaching the set story progress, the Proposition should unlock in the Bar as normal. You will NOT be prompted to send out units or select an amount of days for the job. Instead you will be told the job details as normal (These are edited in section 2 of WLDMES.BIN) and you can choose to accept or decline. If you decline the listing remains posted. If you accept then the listing disappears and the variable for the Proposition is set to 2.
The variables for Propositions with this hack work as follows:
0 = Repeat
2 = Started, can call back
4 = Completed

The next thing you would do would be to edit your worldmap conditions to include something like this on the location where you want the Mark/Proposition Event to take place:
010066030200190013010100

What this breaks down to is: IF - Variable 366 = 2 - Run Event 113 - Agressively

NOTE: Variable 366 is the Variable for Envoy ship, Falcon one of the vanilla propositions, and is just an example here. Same with event 113, as it is what I chose to use for this example. Also, the 0100 - Agressively is when you step on a dot and it takes you to a battle, it does the swirl image thing, in comparison to having this set to 0200 - Calmly, which would be the fade out you'd get if you were instead being taken to a non battle cutscene.

So now, in this example, once you accept the job and walk onto the location you put the code on in the worldmap, the battle/scene will start.

VERY IMPORTANT: At the end of the scene or battle you also need to either change the Propositions variable to either 0 or 4. If you set it to 0, the Proposition will appear back in the Bar and can be repeated. If you set it to 4, the Proposition will be flagged as completed and a bravestory entry will be added to the bravestory. Make sure you don't leave the variable as 2, because the battle will repeat everytime you try to leave the dot on the map. Here's an example of what you'd want at the end of your event to mark the proposition as complete:
ZERO(x0366)
ADD(x0366,x0004)

You can also cancel a Proposition in case you want to pass a spot on the map due to a Proposition battle being too difficult or just wanting to put it off for later. Cancelled jobs will reappear the next time you enter the Bar.


Rumors use proposition space
Rumors use proposition completion notes slots based on town ID
Title: Re: Xif's Fixes (ASM Hacks & Spreadsheets)
Post by: Boco on May 26, 2016, 05:36:01 pm
Thank you so much for Smart Encounters! Using it in my current personal patch, works perfectly!
Title: Re: Xif's Fixes (ASM Hacks & Spreadsheets)
Post by: Xifanie on May 26, 2016, 07:54:17 pm
I'm always happy to see my hacks get some use. And I absolutely know the frustrations of that 30% encounter rate, that always triggers when you don't want it to, and never does when you want it to.
Title: Re: Xif's Fixes (ASM Hacks & Spreadsheets)
Post by: Boco on May 27, 2016, 02:25:47 am
I'm amazed at your level of intelligence. As for me, aside from mowing my lawn, I spent my whole weekend bumblefucking through ALREADY MADE EASY TO USE TOOLS to click a few checkboxes and my damn head is about to explode :lol: I feel like a caveman here, well most places actually :lol:
Title: Re: Xif's Fixes (ASM Hacks & Spreadsheets)
Post by: Cerabow on May 29, 2016, 01:09:29 pm
Thanks again for helping me find the smart encounters hack / making all the wonderful tools and hacks that you do and much thanks to Elric for cleaning up the thread.

*goes back to digging into ASM while following tutorials*
Title: Re: Xif's Fixes (ASM Hacks & Spreadsheets)
Post by: Xifanie on May 29, 2016, 05:52:39 pm
Quote from: Boco on May 27, 2016, 02:25:47 am
I'm amazed at your level of intelligence. As for me, aside from mowing my lawn, I spent my whole weekend bumblefucking through ALREADY MADE EASY TO USE TOOLS to click a few checkboxes and my damn head is about to explode :lol: I feel like a caveman here, well most places actually :lol:

Hey don't feel bad. I'll definitely take the compliment; but smarts ain't everything. I can't exactly get a job, so I don't have that going for me. If you do, well, I'm already envious.

Quote from: Cerabow on May 29, 2016, 01:09:29 pm
Thanks again for helping me find the smart encounters hack / making all the wonderful tools and hacks that you do and much thanks to Elric for cleaning up the thread.

He really did a great job. I really couldn't have blamed anyone's googling skills, because my hacks were just all over the place and even I had some trouble finding them sometimes.
Title: Re: Xif's Fixes (ASM Hacks & Spreadsheets)
Post by: Boco on May 30, 2016, 01:48:20 am
Jumping back on to say Cross skip saved at least 4 minutes of my life already, probably going to save a whole bunch more! Makes playtesting less tedious.
Title: Re: Xif's Fixes (ASM Hacks & Spreadsheets)
Post by: Xifanie on May 30, 2016, 08:28:24 am
I'm pretty proud of that one, it works flawlessly except for about 3 events in vanilla. All that happens is that the game is "paused" and you need to release Cross and press it again. It always catches me off guard. I always hated pointlessly button mashing though, and this was also to help me through real console testing.

I wish I could say my Frameskipper is as stable, but unfortunately, while I haven't had any issues in vanilla with it, it makes JotF freeze very early (even when the frameskipping function is not activated). I'm really going to have to go back on this one eventually, but I'm just drowning in FFT hacking work lol.
Title: Re: Xif's Fixes (ASM Hacks & Spreadsheets)
Post by: Elric on June 12, 2016, 05:06:05 pm
Updated to fix an issue in the Proposition Hack Tutorial.
Title: Re: Xif's Fixes (ASM Hacks & Spreadsheets)
Post by: Boco on September 09, 2016, 01:51:11 pm
I don't want to necro bump but I just had to say I'm going to be trying out your spreadsheets, specifically the Guests in Random Battles and the Soldier Office Upgrade. I've browsed through them and they are masterfully crafted, you've made it as easy as possible. I'm not even into serious modding, your hacks just make the game so much better anyway.

Just like to say that if anyone was ever intimidated by using any spreadsheets, they're really easy. Just open them up with excel, make your changes where you want, go to the XML tab to copy it all, paste into a Notepad file and save as a .xml. If there are multiple patches and you copy just one, don't forget to also copy the /patches at the end.

I first started using spreadsheets when I noticed the in-battle sprites for weapons and shields in the vanilla game were wrong. Try it yourself, go into battle and block with a Mythril Shield and you'll see it isn't the same color or shape as the inventory sprite. :lol:
Title: Re: Xif's Fixes (ASM Hacks & Spreadsheets)
Post by: Timbo on December 18, 2019, 11:01:19 am
Quote from: Xifanie on August 03, 2015, 11:59:49 pm
~ Guests in Randoms & Unit Restrictions ~


Description
[indent=2]This allows you to bring guests into random battles. There is an option to make them uncontrollable in said random battles. This hack also allows guests to be selectable on the squad for any story battle as well, so you have to restrict them if they are already loaded from formation to avoid dupes (which of course the spreadsheet covers. This hack is (hopefully) bug-free in vanilla, as I already configured all guest restrictions. The restrictions don't only apply to guests; you can prevent any special character in your party to join the squad! (And you can force them inside the battle with Load Formation)[/indent


This feels like a dumb question but can we use this hack to add generic units as guests? If so, will they function normally and be able to go on propositions?
Title: Re: Xif's Fixes (ASM Hacks & Spreadsheets)
Post by: Xifanie on December 18, 2019, 12:11:10 pm
Quote from: Timbo on December 18, 2019, 11:01:19 am
This feels like a dumb question but can we use this hack to add generic units as guests? If so, will they function normally and be able to go on propositions?

Nah, I originally wrote a hack for that for KoI, and not only was it poorly programmed, I never got to the point where I made a hack that could remove generic guests (to get rid of Ramza's companions at the end of ch1).
Title: Re: Xif's Fixes (ASM Hacks & Spreadsheets)
Post by: Timbo on December 18, 2019, 01:51:43 pm
Quote from: Xifanie on December 18, 2019, 12:11:10 pmNah, I originally wrote a hack for that for KoI, and not only was it poorly programmed, I never got to the point where I made a hack that could remove generic guests (to get rid of Ramza's companions at the end of ch1).


This is exactly what I need for the hack I'm working on. You said it's poorly programmed but is it functional and would you mind sharing it with me?

My idea is to combine your "Guests in Randoms", "Ramza can join as a Guest", and this "unreleased guest hack" with another hack that removes the death timer from everything but Undead and rebalance the cost of Raise, Arise, and Revive. From there it's a simple matter of deleting the "Guest" text that appears in portraits. Having the units be unremovable would actually be a big benefit to me because I need them to stick around. Not having to worry about generics is also a great excuse to use you "Soldier's Office hack" to expand that to monsters as well.

The thing I'm tinkering around with right now is http://ffhacktics.com/wiki/Save_Unit_to_Party (http://ffhacktics.com/wiki/Save_Unit_to_Party) and http://ffhacktics.com/wiki/Find_Free_Party_Index (http://ffhacktics.com/wiki/Find_Free_Party_Index). It seems pretty straightforward to move the guest unit slots from 16 - 20 up to 1 - 4. That said, I feel like there's a whole bunch of hardcoding in other routines and my ASM has thus far been limited to 65c816.
Title: Re: Xif's Fixes (ASM Hacks & Spreadsheets)
Post by: Xifanie on December 18, 2019, 03:12:35 pm
I found a hack but I'm not super sure it works all as intended on its own. I'm guessing half of it allows generics to join as guests and the other half forces LoadFormation to load based on roster ID.
   <Patch name="Allow generics to join as guests (version 1)">
      <Description>The number of the guest is that of the roster number. For example, Sprite Set 0x10 (17) with Load Formation will load unit 17 in roster.&#13;&#10;&#13;&#10;by Xifanie</Description>
      <Location file="SCUS_942_21" offset="4A3D0">
         8300422C
      </Location>
      <Location file="SCUS_942_21" offset="4A7BC">
         06008510
      </Location>
   </Patch>


The main issue is that normally Load Formation and Save Formation work based on the character's Main ID (aka sprite ID). Ideally, it should use the Quote ID because even generics can have those unique. Likewise, removing a guest from the party works in the same way.
Title: Re: Xif's Fixes (ASM Hacks & Spreadsheets)
Post by: Timbo on December 18, 2019, 04:49:19 pm
This is terrific! I'll be sure to check it out as soon as I am able. Thank you.
Title: Re: Xif's Fixes (ASM Hacks & Spreadsheets)
Post by: Timbo on December 18, 2019, 07:13:08 pm
As far as I can tell, this hack doesn't seem to do anything. I tried adjusting the sprite set and the name and I've toggled every combination of save formation, join formation, and join after event.

It is entirely possible that I am just stupid though. *Shrugs* Regardless of the outcome, thank you for taking the time to dig this up for me.
Title: Re: Xif's Fixes (ASM Hacks & Spreadsheets)
Post by: Xifanie on December 19, 2019, 01:29:38 am
See, it's hilarious because the hack was 4 bytes off.

      <Location file="SCUS_942_21" offset="4A3D4">
         00000000
         00000000
      </Location>


I made it cleaner. Of course that still won't help you removing generic guests.
Title: Re: Xif's Fixes (ASM Hacks & Spreadsheets)
Post by: Xifanie on April 07, 2020, 08:39:00 pm
Permadeath Terminator
Eliminates the 'Death Counter' permanent death for the player's units (team  0).
It does NOT affect abilities that inflict crystal/treasure.
Once player units reach a death counter of 0 with 100 CT, instead of crystallizing or turning into a treasure, they will gain the 'stars' death counter (like vanilla guests), the '??? Stats' flag and permanent dead, making them impossible to revive.
Before this, the units are revivable for 3 turns, just as usual.


Download Here
Permadeath Terminator.xlsm

Ready to Go XMLs
Permadeath Terminator - Ramza can decay.xml
Base settings, Ramza can decay, thus being able to trigger a Game Over.

Permadeath Terminator - Ramza cannot decay.xml
Base settings, Ramza cannot decay.
Title: Re: Xif's Fixes (ASM Hacks & Spreadsheets)
Post by: Heisho on April 08, 2020, 02:48:56 am
Jesus Christ you are a mind reader!!
I was thinking about a way to make this yesterday!
In any case, this will allow to keep the unit after battle and does not use additional statuses right?
Sorry if it is a silly question its 2AM here
Title: Re: Xif's Fixes (ASM Hacks & Spreadsheets)
Post by: Xifanie on April 08, 2020, 03:35:32 am
Sorry @RetroTypes, @Heisho

Small bug that had to be fixed, and I updated the spreadsheet software too.

I also created ready-to-go xmls for those that don't want/need the Excel-level configuration.

Quote from: Heisho on April 08, 2020, 02:48:56 amJesus Christ you are a mind reader!!
I was thinking about a way to make this yesterday!
In any case, this will allow to keep the unit after battle and does not use additional statuses right?
Sorry if it is a silly question its 2AM here
Haha, you're welcome~

No, it doesn't use any status other than dead, not even the immortal flag. Turns out a death counter of 0xFF will show stars, so I just prevented the death counter from decreasing if 0xFF. Otherwise I use the ??? stats flag as a visual cue to tell the player the unit can't be interacted with anymore and is not revivable like a guest would be.

And my wife and awake during the night because she works night shift, so no worries there 😛
Title: Re: Xif's Fixes (ASM Hacks & Spreadsheets)
Post by: Heisho on April 08, 2020, 03:41:35 pm
Quote from: Xifanie on April 08, 2020, 03:35:32 amNo, it doesn't use any status other than dead, not even the immortal flag. Turns out a death counter of 0xFF will show stars, so I just prevented the death counter from decreasing if 0xFF. Otherwise I use the ??? stats flag as a visual cue to tell the player the unit can't be interacted with anymore and is not revivable like a guest would be.

Quite impressive indeed. I would never thought about the death counter.
Couple of questions:
The unit will still be alive after the battle ends?
Will this still counts towards the Kill count on the Brave History?
Thanks in advance
Title: Re: Xif's Fixes (ASM Hacks & Spreadsheets)
Post by: Xifanie on April 08, 2020, 05:33:22 pm
Quote from: Heisho on April 08, 2020, 03:41:35 pmThe unit will still be alive after the battle ends?
Yes, the unit will still be in your roster available for the next fight right away. I was trying to avoid any ambiguity but it looks like I failed. Can you think of a way to reword the description to make it crystal clear?

Quote from: Heisho on April 08, 2020, 03:41:35 pmWill this still counts towards the Kill count on the Brave History?
No
Title: Re: Xif's Fixes (ASM Hacks & Spreadsheets)
Post by: Heisho on April 08, 2020, 06:20:14 pm
Quote from: Xifanie on April 08, 2020, 05:33:22 pmYes, the unit will still be in your roster available for the next fight right away. I was trying to avoid any ambiguity but it looks like I failed. Can you think of a way to reword the description to make it crystal clear?

Just add:
Units won't be lost permantly as with crystal or treasure, also the Kill counter on Brave Story screen will not increase.

My two cents.
Title: Re: Xif's Fixes (ASM Hacks & Spreadsheets)
Post by: Pyre Of Word Salsa on September 17, 2021, 12:04:43 pm
Bug Report:

Frameskipper v1.1 on The Lion War 2.0 causes Agrias and Gafgarion to glitch out (turn invisible?) and noclip out of the battlefield in the Chapter 2 Dorter Battle.
Title: Re: Xif's Fixes (ASM Hacks & Spreadsheets)
Post by: Timbo on October 03, 2021, 07:13:02 pm
Regarding Permadeath Terminator, does the game track your party members as killed in the game's bravestory section when they become unrevivable?
Title: Re: Xif's Fixes (ASM Hacks & Spreadsheets)
Post by: Xifanie on October 04, 2021, 07:38:30 am
Quote from: Timbo on October 03, 2021, 07:13:02 pmRegarding Permadeath Terminator, does the game track your party members as killed in the game's bravestory section when they become unrevivable?
No
Title: Re: Xif's Fixes (ASM Hacks & Spreadsheets)
Post by: Timbo on October 04, 2021, 09:03:15 am
Quote from: Xifanie on October 04, 2021, 07:38:30 amNo

I'm sorry. I got excited and wrote the post but I definitely scrolled up to make sure it wasn't answered before posting it. (It was.) Not sure how I did that. Again, sorry for wasting your time on this.
Title: Re: Xif's Fixes (ASM Hacks & Spreadsheets)
Post by: Xifanie on October 20, 2021, 11:20:01 pm
Double Knockback Fix

Prevents abilities that display effects more than once from triggering knockback again
Title: Re: Xif's Fixes (ASM Hacks & Spreadsheets)
Post by: Xifanie on October 22, 2021, 04:37:06 pm
Weapon Range preserves ability AoE
Title: Re: Xif's Fixes (ASM Hacks & Spreadsheets)
Post by: Timbo on October 22, 2021, 05:34:47 pm
Weapon range preserves AoE is awesome. In the case of bow users does the center panel of the AoE get the arrow?
Title: Re: Xif's Fixes (ASM Hacks & Spreadsheets)
Post by: Xifanie on October 22, 2021, 07:18:07 pm
Quote from: Timbo on October 22, 2021, 05:34:47 pmWeapon range preserves AoE is awesome. In the case of bow users does the center panel of the AoE get the arrow?
I didn't test it. Essentially just hoping it does XD
Title: Re: Xif's Fixes (ASM Hacks & Spreadsheets)
Post by: Tyler on April 28, 2022, 02:59:17 am
Hey Xifanie, just wanted to say that your asm hacks are fantastic. They've been a blessing to my personal project time and time again. Appreciate your work!
Title: Re: Xif's Fixes (ASM Hacks & Spreadsheets)
Post by: Nyzer on September 29, 2023, 03:19:37 pm
Looks like the incremental jump range has some issues with the AI. I had seven +1 Horizontal Range Jumps and Izlude could never figure out that he had could Jump more than one panel away when using the normal Dragoon skillset. I tried giving him an 8/8 Jump in the final Vertical Jump slot, but he was still confused.

Turns out the AI only seems to read the highest Horizontal range number from the abilities that are considered Horizontal jumps. When I turned all my Jumps into +1, +2, etc., Izlude's visible range was the whole map, but he capped out at 6 or so because he ran out of Horizontal Jumps. Fixing it for him required reserving Level Jump 8 as his own custom skill and, of course, setting it to +8. Plus giving him the final vertical Jump as another +8. Didn't get too in-depth with Vertical testing, though.

Edit: Got home, did some breakpoint testing. Found where the AI runs the routine to check for the maximum Jump range. Setting it to be a flat max range of 8 seems to fix it, since the AI just ignores invalid tiles anyway.