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Topics - Emmy

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Help! / Finding display data
« on: March 07, 2017, 08:11:52 PM »
So I managed to alter how some of the display data appears in battle and formation to numbers that are more useful in my mod.  Example of this:

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

Relevant routines in Battle/World.bin:

Also can't find the routine that handles the +1/2/3 display in formation if a unit equips an ability that was move/jump +1/2/3 in vanilla.  These have all been written to other abilities so it would be nice to remove the preview display.

Help! / Elemental ability/Masshex weirdness
« on: February 20, 2017, 03:19:07 PM »
So I've been attempting to code a single ability that changes its element based on the tile that the user is on.  But it's breaking all elemental spells with unpredictable results. :'(

Fftorgasm patch:

Main routine code/documentation:

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

Help! / Modifying CT, exp, etc (ASM help)
« on: October 15, 2016, 07:12:42 PM »
1.  I can't figure out what is wrong with this ability. :'(  It is meant to replace jump +3, with an ability that reduces CT of a move to 1 if it uses a specific formula (formula 0B). (code to disable jump +3 not included here) Code:

2.  I'd like to modify the code used in Egcc to give out xp at the end of battles.  It needs to be modified though because I still want the player to get gil; and if it's possible, to reduce xp given out per battle such that players gain 1 lv every 2 battles.  However my attempts to recode this haven't worked. :'(

Original (Egcc) code:

My attempt at writing this:

3.  Does anyone know/have any documentation on the actual code that pieces together event instructions? Specifically the code behind this one:  I'd like to know where in the code it links together 0x02 = Poison/Critical, for the purpose of potentially changing that to something else.  **Edit**  Found this routine with the debugger:  I have no idea what 0x80173c78 is though, it's not in data locations. :(

Help! / Weird issue with this ASM hack
« on: September 08, 2016, 03:45:45 AM »
So I came across a strange issue with my Amplify hack.  The intended effect is to +1 AOE on moves with the blank flag in Patcher that's between "hit allies" and "follow target" if the caster has the ability (1/2 mp slot).  Instead it sometimes seems to have some memory of if something acted in the past turn that had it, so it acts both as if the caster who has it does, and the next guy to act as well. :(  I've never had a hack 1/2 work before - usually it either works totally or doesn't work at all in a way that's more obvious (no effect, game crashes, 999 damage everywhere, etc).

For reference here it is:

Relevant routine:

Event Editing / Space in worldmap editor spreadsheet
« on: August 25, 2016, 05:51:08 AM »
Is it possible to increase the number of spaces here without hurting the spreadsheet code?

Before you ask, I am safe in worldmap (2601/3545). :)  I am using the propositions hack to write Extra Battles, with the same instructions for all of them (go to thief fort). I didn't notice until now that I'm running out of space in the box drawn on the spreadsheet. :(

Help! / More ASM Questions
« on: July 08, 2016, 06:44:23 AM »
1.  So I was poking around in World.Bin to see if I can allow the player to rename Holy Dragons.  I used this hack:
I'm not 100% sure how this hack works, but setting r2 = 0 on the line before the branch will function like this hack, and r2 = 1 will disable all renaming.  However I can't find where the hardcoding is that prevents Holy Dragon (job 48) from being renamed. :(  Possibly relevant:

2.  I've had a couple failed attempts at coding Pain Split (like the Pokemon move).  Check in the beginning is the same immortal flag check that I used in several of my other formula hacks (will cause the move to fail if the unit is immortal), you can remove these lines if you want.  I'm not quite sure what I'm doing wrong here. :'(  This one does what I want it to, to the target; but not to the caster:

3.  I'm also making an ability that adds +1 PA/MA to the guy with the ability if he kills something.  I've tried it in at least 7 different routines, no idea if the code is erroneous at this point or if I need to just keep trying routines until I get the right one.  How do I find the right routine for this one?  Possibly erroneous code:

4.  Another method of poking around reveals I might have some hard coding around 0x001a0c80 battle.bin that affects the reaction slots that are screwed up/currently disabled that I mentioned in another topic.  However there's no documentation in the wiki between 0019f2f4 - 001a0f6c.  Does anyone happen to have it?

5.  So I managed to figure out this:  However I'm not quite sure what the addiu r2,r0,0xfffd or addiu r2,r0,0xfffa  lines do outside of what I'd written in the wiki.  By that I mean, is there a way to customize the options of what is locked outside of those options?  Such as if I wanted something to be able to equip items and not equip additional abilities.

Help! / HELP! (Immortal flag immune formula asm, eventing)
« on: June 19, 2016, 08:54:36 PM »
1.  I managed to create a couple formulas which check for immortal, and fail if the unit is immortal.  They work, except for the display.  Will display a 100% and fail if an immortal unit is targeted.  Even worse is with the Endeavor formula I made, since it displays 100% regardless of whether or not it'll work on the target.  I'm probably missing something really dumb here.  Before I work on another formula that fails on immortal targets, is there a way to make it display 0% if it will fail?


Another formula that displays 100% vs. immortal, but will display the damage it does vs. non-immortal:

2.  How do you use the Upgraded Event Instructions to apply Petrify to a target?  Give an example.  (Was trying to do this today and yesterday and it was failing) :(

3.  How do you change whether or not Ramza is mandatory?

Event Editing / Deep dungeon
« on: May 20, 2016, 05:38:54 AM »
1.  Is anything known about the Worldmap commands for Deep Dungeon yet?  Particularly the "1E" in the lines that all look similar to this: 01005C0000001E0000005B000500

As far as I can tell the rest of the line has to do with the selection of the DD entry.

2.  Do you happen to have the vanilla events that correspond to the DD battle start on the new config?  I have the old config versions. This for example Terminate:

3.  Are the variables between 0x00AD and 0x01A3 used in any way? How about any of the ones marked "???"?

4.  Has anything been figured out about what triggers the Deep Dungeon battles to be random?

Help! / Help me figure out why this formula isn't working.
« on: April 17, 2016, 07:30:14 PM »
So, I'm trying to write a formula that deals caster's MP in damage to the target, and effective MP cost = damage dealt; accepting status effect (19%) and element.  Can't figure out why this doesn't work. :(

As you can see, the damage is displaying properly.

But it's not dealing the MP damage to self. :(

FFTOrgasm version (writing over formula 0E):

ASM of this:

Event Editing / Event scripts?
« on: March 31, 2016, 06:03:45 AM »
So, I was trying to add in a sequence to Zeltennia, same method I've used elsewhere in the game.  First battle added in just fine, but to add something else between this and Zalmo 2 requires a new event script?

What I'm talking about is this:

06c is the event before Zalmo 2 (Delita in the church in vanilla), 06d is Zalmo 2.  If I change this box to 06c, it plays the previous battle's eventing again.  If I change to 06d it plays Zalmo 2's event.  Is it possible to change an unused script to be able to fit in a battle here?

Help! / How to find/kill whatever is messing up this code? (Asm help)
« on: March 26, 2016, 05:57:35 PM »
Something strange is going on with my reaction code.  4 slots (Gilgame heart, Blank, Arrow Guard, Blade Grasp) are working perfectly to cast an ability.  4 other slots (Abandon, Weapon guard, Catch, Finger Guard) are casting abilities from random other slots including what it's supposed to cast and the other slots.  It prints the name of the other abilities when it casts them.

I don't think the issue is with the asm itself since it doesn't matter which order i place the abilities in the code, the same 4 slots don't work.  Which leads me to believe there's extra hard coding somewhere messing up these slots, but I have no idea what it is or how to find it.  :cry:

For reference the asm used for this is here:

Help! / Wtf did I break this time? :(
« on: March 10, 2016, 02:50:41 AM »
Gariland's save (between Military Academy and the Gariland battle) is acting strangely.  Opening the save file makes it look like hell froze over.

It only happens on this save.  It only happens if you save here and have to restart from this save (such as by losing this fight or putting the game down), playing from the beginning has no effect on this screen just loading from the save.  Playing from this screen is fine - it doesn't corrupt anything if you continue from here, and the battle loads normally.  What is going on? :(

Event Editing / Troubleshooting why characters won't join ch 3 start
« on: February 21, 2016, 11:17:01 PM »
Is there something in the ch 3 start event that is preventing characters marked as "join after event" from joining the party?  I made them all blue team, join after event, and they're visible on the screen.  Why aren't they joining?

This event:

Note the extra monsters on the screen.

Bugs and Suggestions / Mibbit
« on: February 21, 2016, 02:41:41 PM »
Is anyone else having trouble with Mibbit?  It hasn't been working the past 2 days. :(

Help! / Fft Orgasm/FFtactext/Kanji Nopper
« on: January 22, 2016, 02:13:34 AM »
So, I had an issue where text was writing over hacks that were in Kanji space (at least, what is considered as such according to the Kanji Nopper).  Where does the Kanji space actually start/end?

**Edit**  Patched with Kanji Nopper, patched all my hacks, then applied tactext changes in that order.  Opened the Battle.Bin with a hex editor, and found that the wall of 00's starts at E9850.  Edited here for future reference.

PSX FFT Hacking / Emmy's ASM thread (better stuff for monsters!)
« on: January 03, 2016, 06:11:06 PM »
Sorry, no idea how my thread disappeared.  :'(  But here's the stuff used in Monster Tactics that was made by me or not documented on the site anywhere else, and hopefully better organized than it was before.  Any questions on how to use anything, feel free to ask. :)


Support/Movement abilities:



XML's uploaded by request.  These include other people's hacks too (it was written for my convenience in patching for my mod), but helpful to those who don't want to click on spoilers. :) 

Help! / How to troubleshoot why this doesn't work on some emulators?
« on: December 22, 2015, 07:05:55 PM »
Several people have told me there were issues with my mod on some emulators.  Is it due to any asm in particular and if so how to fix it?

These from Raven's Workbooks:
Misc other ASM:

Also the Game Progression workbook ones.  All ASM has been found somewhere on this site.

Completed Patches / FFT Monster Tactics
« on: April 30, 2015, 02:27:20 PM »
This hack brings a new twist to gameplay: Human population is dying out, and monsters have taken over the land.  Many humans also mysteriously turn into monsters as the plot progresses.  Ramza and Agrias are the only 2 permanent playable humans.  It is a challenge hack, in the sense that after a certain point in the game, my imagination is no longer limited by "this will be too hard" and instead is whatever interesting thing I think of, so long as it's determined to be a fair challenge. 

Total changes are far too much to list (also would include too many spoilers), but a basic run down:

1.  Humans can't be hired anymore.  Monsters are recruited via random battles (they appear as guests and join automatically, provided that you end the battle before the guest unit crystalizes).

2.  Monsters themselves are rebalanced to be a valuable addition to the party.  They have much better stats, multiple innates (innate status, r/s/m, immunities, etc), and an actual moveset (4 moves on most).

3.  Every encounter remade.  These remakes include enemy only classes, general shenanigans, etc.

4.  Tooltips improved to list relevant flags, innates on anything, etc.  Bar repurposed to be a beginner school/in game readme.

**Edit**  For those of you interested, you can now get it here:

New Project Ideas / Concept: Monster takeover
« on: December 03, 2014, 07:57:52 PM »
Not sure where exactly in these forums to post this.  I've been working on this project for a while now, but need to know if certain things are possible to ASM (also how to do this?) to know what direction to take the designs of later game encounters in, etc.

Readme/changelist so far:

What I need to know if these are possible:

1.  How to remove hard coding on monsters equipping items?  I'd like to create a subset of monster only accessories.  I found a topic in the boards that details how to allow monster equipment, and tried that approach and it only worked for allowing an enemy to equip them (which is only useful for making encounters harder).  The ability for a player to access an equip screen as a generic monster appears to be blocked by hard coding.  Custom monsters (which use unused classes) seem to work though.

2.  Editing damage formulas?  I want something like what I saw in patcher but was confirmed to be a broken/mislabelled formula (pa* br/100 * ma).

3.  Minimum brave/faith = 60, except for force edited encounters.  This is both a quality of life issue (so people don't reset until they get something with useable stats in the recruitment areas), and to make randoms slightly more challenging.  Ever see a monster or a monk with <60 brave, or a time mage with <60 faith? You'd know exactly what I'm talking about here...

4.  What on earth could cause this bug?  I've only seen it on that particular battle.  The enemy unit is supposed to be a female summoner, but was replaced with a floating undead lv 1 squire who has no skills learned, but has summoner equips (rod, linen robe, hat).  If my unit is reachable, it just walks up to it and hits it for ~6 damage with the rod.

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