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Messages - FFMaster

1
PSX FFT Hacking / Re: ASM Requests
August 18, 2020, 09:04:00 am
Done.

ASM to change the initial starting date of a new file:

0x44b0c
ori r2,r0,0x0001(month 01 = january, 0a = oct, 0b = nov, 0c = dec, [don't go outside range, game will hang])
lui r1,0x8005
sw r2,0x77d4(r1)
lui r1,0x8005 ---> change to ori r2,r0,0x0015 (day - 01 = 1st, 10 = 16th)
sw r2,0x77d8(r1)

This routine actually loads right before the crystals fmv, and doesn't seem to ever be used again.

Attached is an xml version.
2
PSX FFT Hacking / Re: ASM Requests
May 25, 2020, 06:29:56 am
Broken Equipment reappear in inventory, stolen equipment ignored
0x12646C
224E0508
902D448C

0xEC888
982D428C
10008494
BA014290
04008430
09008010
02110200
07004014
0580033C
E0966334
21186500
00006490
00000000
01008424
000064A0
1980023C
902D428C
1D350608
00000000

0x18D46c
j 0x00153888            -- jump to location
lw r4,0x2d90(r2)         -- load attack type pointer

0x153888
lw r2,0x2d98(r2)      -- load the target pointer
lhu r4,0x0010(r4)      -- load attack type
lbu r2,0x1ba(r2)      -- load team flag
andi r4,r4,0x0004      -- check if attack type is BATTLE SKILL
beq r4,r0, (END)      -- jump to END if not BATTLE SKILL
srl r2,r2,0x0004
bne r2,r0, (END)      -- jump to END if not team blue
lui r3,0x8005   
ori r3,r3,0x96e0
addu r3,r3,r5
lbu r4,0x0000(r3)      -- load corresponding item inventory
nop
addiu r4,r4,0x0001      -- add 1 to item stock
sb r4,0x0000(r3)      -- save new value
lui r2,0x8019            -- code from original routine (END)
lw r2,0x2d90(r2)         -- code from original routine
j 0x0018d474            -- go back to main routine
nop
3
PSX FFT Hacking / Re: ASM Requests
May 24, 2020, 02:02:51 am
Yeah, I based this off Razele's hack, which runs during the routine where it sets the targeted equipment to FF(nothing). So for now, it affects both broken and stolen equipment.
4
PSX FFT Hacking / Re: ASM Requests
May 24, 2020, 12:58:48 am
Ask and ye shall receive

Broken/Stolen Equipment reappear in inventory(these will reappear right away, so I suspect Equip Change will be able to requip them right away)


0x18D46c
j 0x00153888            -- jump to location
lw r4,0x2d98(r2)         -- load target pointer

0x153888
lui r2,0x8005
lbu r4,0x01ba(r4)         -- load the byte that stores team flag
ori r2,r2,0x96e0
srl r4,r4,0x0004         -- check for team flag = blue
bne r4,r0,0x(END)         -- go to end if not team blue
addu r2,r2,r5
lbu r4,0x0000(r2)         -- load the corresponding item inventory count
nop
addiu r4,r4,0x0001         -- add 1 to item stock
sb r4,0x0000(r2)         -- save new value
lui r2,0x8019            -- code from original routine (END)
lw r2,0x2d90(r2)         -- code from original routine
j 0x0018d474            -- go back to main routine
nop

BATTLE.BIN

0x12646C
224E0508
982D448C

0xEC888
0580023C
BA018490
E0964234
02210400
05008014
21104500
00004490
00000000
01008424
000044A0
1980023C
902D428C
1D350608
00000000
5
Non-FFT Modding / Re: Xenogears Fast text version 1.1
February 14, 2017, 06:27:00 pm
Updated patch to work on battle text. Added PPF patches.
6
Non-FFT Modding / Re: Xenogears Fast text
February 13, 2017, 06:04:25 pm
Added a PPF after a ton of pain. Stupid encrypted ISOs.

EDIT: Created the patch for disc 2. Please don't mix up the patches.

EDIT2: Removed PPFs due to bugs. Please use the gameshark codes for now.
7
Non-FFT Modding / Xenogears Fast text version 1.1
February 13, 2017, 02:57:54 am
Dramatically increases the text speed of all text in the game. Unfortunately, since the text is moving so quickly, things such as cameras can become broken and lock the game. The game has been speedrun from beginning to end multiple times so it's a very safe hack. Still, I suggest doing saves frequently just in case. These are the currently known locks:

Bledavik(Aveh) (when you enter the first time) - ending dialog too quick causes the lock - wait until they enter the base to finish the text. The last line is "Yes Sir" by Miang. There is no time loss in waiting before that, since they have to walk up to Margie's room.
Ethos HQ - camera panning causes the lock - Wait when Verlaine talks after Jessie appears for the camera to pan fully and stop. The last word in the message when this should be done is when Verlaine says "Bishop".
Zohar modifier scene - water ripples cause the lock - When Fei says "Alright, I'll defeat Deus... And save Elly" pause for about a second for the camera to pan out and for the water ripples to stop completely.

Here is a small example of the text speed: https://www.youtube.com/watch?v=fX4m2FU0etw

Gameshark Code v1.1:
30034964 00FF
30034967 0034

These are here for reference and there is no reason to use them over the new code.
Gameshark Codes:
D007FD20 0002
3007FD20 00FF

D007FD24 0001
3007FD24 00FF

D0034414 0001
30034414 00FF


Thank you to Cordellium (https://www.twitch.tv/cordellium) for speedrunning with this code, as it also helped a ton to work out bugs and improve it!
8
Help! / Re: Cancelling charging
July 10, 2015, 09:29:48 am
I think you have to change the Action Menu for Charge to <Default>. You can find it in FFTPatcher under "Action Menus".
9
Help! / Re: Cancelling chargin
July 10, 2015, 06:53:16 am
Some formulas can't add or remove status. They are noted with "NS" at the end of the formula. Make sure you aren't using one of those.
10
OK, I'm back with a nice long break. I haven't been able to keep up with the balance changes at all for the year, and have only skimmed the past few pages, but it looks like I might finally have to make a decision on where to take Scholar. Here are a few random thoughts:

- Wizard has no more space for spells, so cannot be given the Bio spells unless we lose something like say... Water or things like Frog/Death/Flare/Poison.

- Priest has always had problems with Protect/Shell. I've tried multiple things before. The current easiest way is to use the Raise formula, which will heal a % amount and add status. Rewriting the Cure spells to accept status may be possible, depending on how friendly the game is.

- I'm sure most people saw Time Mages bonus speed as more of a liability than a help, since 9 base speed means you will be more likely to act first, rather than last, like you want a mage to. I have no ideas on how to keep the class unique while fitting the theme of a time mage. Any suggestions will be appreciated.

- I like the change to Jump. Along with that, there were some Spear changes in the background, as everyone knows.
Gungnir - Spear that ignores evasion
Ethereal Spear - Spear that deals only MP damage

- I really dislike Daggers adding speed. This stat was a major problem in early versions of Arena, among other things. The weapon just became used because it added 1 speed, and other skills were cast instead, making all daggers look the same except the ones with other benefits (evasion, PA, MA)

- The new reaction to give P-EV/M-EV to casting/performing characters sounds good. I can definitely make it, or attach it to another reacion (most likely Awareness) as well.

- As far as Defend support goes, for 139 I spent about a week trying to make it not use up an action. Needless to say, I failed miserably. Which is why it's there, pretty much acting as a noob trap.

- I can definitely add new weapons and stuff, like a staff made solely for Time Mages, or whatever archetype is needed.
11
FFT Arena / Re: Arena Team Battle
November 21, 2014, 03:18:08 am
This is going to cause so much rage, but we need more players.
12
FFT Arena / Re: Arena battle videos and discussion
November 20, 2014, 06:18:50 am
Some information regarding Shieldrender and friends.

- Shieldrender (Shield Break) works fine, mechanics wise. If a unit has a shield though, it gets broken with no animation played. Otherwise, the 2nd hit animation is played.

- Bow Gun (Armor Break) is bugged. On an armored unit, the animation will not be played, but works fine. If the unit has no armor, no animation is played, and no bonus damage is dealt. In other words, a regular hit.
13
FFT Arena / Re: Arena battle videos and discussion
November 16, 2014, 02:18:31 am
Chakra Band should have the immunity. I will add it in 140, along with sword/spear changes.
14
The Lounge / Re: Wark!
November 14, 2014, 05:43:21 pm
Wark wark kweh wark warrk warrrrk kweh kweeeeh wark. Waaaaark wark kweh wark warrrrrrk warrrrk. Wark wark kweh wark warrrk kweh waaaarrk.


15
FFT Arena / Re: Arena battle videos and discussion
November 14, 2014, 07:37:53 am
A few clarifications on Mimes since this is the most active thread and will be seen the most.

- Mimes cannot equip Bags
- A few people are confused when the Mime refuses to Mimic something. From what I have seen, this is probably because of height differences. For example, the 1 panel Chakra has a height tolerance of 0. If a Mime tries to Mimic it but the panel in front is not the same height as the Mime, nothing will happen. If there are any other issues, please feel free to point them out.
- Mimes can equip weapons, as long as they have the required secondary. Same with Shields. For example, a Defender wielding Mime with Awareness and Equip Heavy Blade, similar to the old Thief builds except this time, they have some armor to go with it.

I've been overall annoyed at the problems with Mime. I can't believe I didn't test them charging a spell at all. I was tempted to give them non-charge, but that would be stupid. I'll try to fix the charging bugs, but I highly doubt that it will be possible for someone of my level.
16
FFT Arena / Re: FFT Arena: Balance Discussion Thread
November 05, 2014, 06:24:17 pm
Chaos Blade was already close to being untouched even before the other Knight Sword buffs. Paladin just has way too many options to care about a single Chaos Blade, especially when most Paladins are doing Grand Cross/Southern Cross spam anyway.
17
FFT Arena / Re: FFT Arena: Balance Discussion Thread
November 04, 2014, 04:52:00 am
Berserk is 50% bonus PA, rounded down. Also note that they can use reactions properly, unlike in vanilla.

Once again, I will say that Phoenix Blade was changed because it made many battles 30 minute stallfests with the Phoenix Blade users getting no ground most of the time. I personally don't believe it was unbalanced, maybe a bit on the stronger end for sure with the right setups, but not outright OP like spellguns.

As a general rule, I try not to balance things based on "fun" or lack of it, and believe said "fun" will be derived from a well balanced game. However, I truly believe Phoenix Blade crossed way beyond my threshold of tolerance. When I would sometimes start falling asleep watching Arena videos, something is wrong.

If there is a way to bring back the idea of Phoenix Blade back but not be completely borked, we can give it another attempt. For now though, let's just leave it in the hole to rot.
18
FFT Arena / Re: Arena battle videos and discussion
October 23, 2014, 06:41:36 am
Dual wielding Healing Staff Kagesougi. Sounds pretty angry on paper, but the Squire preferred hitting teammates for low healing instead.

Oh man, those Spellbreaker shots are insane. Who the hell thinks to stack Bard with that much MA as a melee killer? The Mimic Magic Songs with Summons is a really nice idea. Those Hawkeye shots from the Mime stopped Barren from doing what his team does best. Andante, killing single units causes a ton of disruption to the AI. If the enemy tries to revive, your Summons will knock the revived unit back down and punish them even more. It's a solid strategy.

Both physical heavy teams, which focuses on a lot of defense as well. Originally thought these battles would last a long time(I never look at the video duration). Some really unlucky problems for fdc. Using Berserk to get the Mimes into good positions near the enemy is a good idea though.

MAD SAMURAI IS MAD!
19
FFT Arena / Re: FFT Arena: Balance Discussion Thread
October 23, 2014, 03:37:41 am
Yes, you are allowed to have as many Mimes as you want, as long as it fits the rules. There is no restrictions on base class. You can make a team with 4 Monks if you wanted to, as long as it follows the rules for Skillsets/Items.
20
FFT Arena / Re: Arena battle videos and discussion
October 21, 2014, 08:38:56 pm
The game checks for the base class. If anything is done by Job 5D (Mime), it is ignored by Mimic, or as Reks said, it would cause an infinite loop. In fact, by disabling the check, it would likely cause the Mime to Mimic itself forever. Don't even need a 2nd one.