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Use of ePSXe before 2.0 is highly discouraged. Mednafen/RetroArch is recommended for playing/testing, pSX is recommended for debugging.

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Messages - Xifanie

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Help! / Re: Zodiac Compatibility Modify?
« on: September 24, 2018, 11:02:49 AM »
Have you tried looking at the routine on the wiki?

Help! / Re: About Xifanie Maximum Levelup Hack in FFTP suite
« on: September 24, 2018, 03:18:50 AM »
I guess it never existed; I can't find it either.

But the hack was still incomplete and thus impractical regardless.

Well, this is confusing to me because:
Blank cells don't have a type assigned to then, just a null value
If a blank cell prevents text from overlapping, it has a value of "" / null string / empty string, but still returns as blank.
My workbook should be returning an empty string in either case though, but I admit it's possible that's not the case.

I'll investigate, but worst case scenario I could add a button to automate pasting a null string for everything, which would be useful visually speaking anyway.

Help! / Re: About Xifanie Maximum Levelup Hack in FFTP suite
« on: September 22, 2018, 11:55:25 PM »
What exactly does my 10 year old hack that I spend 15 minutes making back when I had an extremely poor diet that gave me serious memory problems? Yeah, I'm afraid my memory fails me. Plus why would you care? Like I said there's a better hack out there.

Help! / Re: help with mods
« on: September 22, 2018, 11:30:11 AM »
Any changes to the SCUS are permanent, and you need to hard reset the game for changes to take effect. SCUS changes include:
- Everything in FFTPatcher except for the ENTD tab
- Nothing in FFTTactText

Files are loaded dynamically, so you can normally just load a save to make many files refresh, or enter/leave a battle and so on.
No idea about your memory card problem, but A) This is not an emulator forum B) You didn't even mention the emulator you used, making helping you pretty much impossible.

Help! / Re: About Xifanie Maximum Levelup Hack in FFTP suite
« on: September 22, 2018, 11:25:03 AM »
Because there's a better hack. I never completed mine, it still allowed units to be generated above that level. I forgot who made the new hack... Choto I think?

Find my hack called "Incremental Jump Range", apply it, and change all Jump skills to something like:
- Horizontal & Vertical Jump +1
- Horizontal Jump +1
- Horizontal Jump +2
- Horizontal Jump +3
- Vertical Jump +1
- Vertical Jump +2
- Vertical Jump +3

With my hack, they'll be cumulative, not "the highest one wins". Oh and make them different skills, I'm pretty sure if you learn Jump + 1 twice it will still be +1, just make sure they're 2 different abilities for the cumulative effect to work.

PSX FFT Hacking / Re: ASM Requests
« on: September 12, 2018, 12:20:08 PM »
I personally haven't tested the camera instruction theory, but I think it wouldn't be enough and it would get reset after an ability's effect plays. You probably need to also toggle the flag controlling the angle state, otherwise "I'm at 30 degrees, but this flag says I'm not, so I better switch to 30 degrees".

My take would be a bit silly, scanning all the event instructions until EventEnd(), and overriding the very last camera instruction. Whoever, this would be far from perfect and you would need to somehow detect if an event is a battle. DarkScreen() is usually a good indicator of battles, but it's also used to make characters join. Thus, I think that DisplayConditions() in an event is the best indicator of a battle... either that or March(), but if you're going to force the camera to adjust, it's probably better to do it during a DarkScreen().

...and you'd also have to somehow make it compatible with your event skip hack.

New Project Ideas / Re: FFT - The Lion War
« on: September 11, 2018, 02:53:40 PM »
For the record, I made a patch for the Altima teleports this morning, so no one else needs to attempt this.

It was pretty easy, I just searched for AAAAFF34 in winhex
AAAA = Ability ID
FF = FF (set as wildcard, because it could've been ori r2, r0 / ori r5, r0, who knows)
34 = "ori" opcode

They were all more or less in the same location. It did take me several minutes to reach the Altima fights to test these out though.

Help! / Re: How to check the exact HP value if a unit has ??? flag?
« on: September 08, 2018, 09:05:38 PM »
The game will only display the last 3 digits, whether you remove the ??? display, or if you make a non-??? unit able to break the HP/MP cap. No one has ever made a hack to fix this problem. The damage displayed over a unit is also limited to 3 digits.

I'm just going to clarify that only HP and MP are multiplied by 10, other stats are unaffected.

Generics joining as guests is too specific of a hack that won't see any practical use without the ability to have said guests in any battle. i.e. the way I originally developed the hack was a bit ugly; it meant to go by roster ID, and I never made a hack to allowed removing those units either. It was a hack I developed for a specific project, and without any extension, all you will be able to do is complain about how it just screws up the game on its own. There's a good reason for the removal of any of my hacks. Some were just not doing what they were meant to do, others were transformed into a more convenient spreadsheet form. I can't speak for others though, but I would guess the same.

Help! / Re: What does "Random Fire" Flag do?
« on: September 08, 2018, 04:25:02 PM »
IIRC it would just hit all the targets within the area, but since these effects were not coded for AoE, it will only display the effect on one target, and only display damage for that one, while still affecting all the targets in the AoE.

Help! / Re: What does "Random Fire" Flag do?
« on: September 08, 2018, 03:06:04 PM »
No, it's not part of the Truth/Un-truth formula, you need the flag for those abilities and any other that you wish to apply the behaviour to, force a randomly selected tile to be the target of the ability.

Help! / Re: multi-hitting
« on: September 02, 2018, 01:40:44 PM »
A .psv file is a pSX emulator savestate. You won't be able to use that to patch your ISO.

You can just get his editor/spreadsheet here instead:

No, they're not accurate.

I do have an adapter that allows me to record audio from my PSX to my computer, but it would still take a lot of time to rip everything, to the point that I feel this solution is a bit absurd... recording every song and every sound effect in the game? Ouch. We don't even know where the regular, non-ability sound effects are stored. Could you even make a wav file loop?

Help! / Re: What are the effects of "load delay"?
« on: August 28, 2018, 01:29:56 PM »
It means the hack was poorly coded and is unlikely to work for the following:
- PSX console and eboot: Almost guaranteed to freeze the game
- More accurate emulators such as Mednafen + Beetle PSX, PCSX-R: Almost guaranteed to freeze as well
- Less accurate emulators such as pSX: Might still work
- Fairly inaccurate emulators such as ePSXe older than v2.0: The hack could have very well been designed with this emulator and makes it very unlikely to work with any other emulator.

PSX FFT Hacking / Re: Level Capping
« on: August 27, 2018, 01:23:10 AM »
There's an ASM hack for that. I've never personally used it, but it's in there somewhere in FFTOrgASM.

Event Editing / Re: Bravestory Shenanigans
« on: August 21, 2018, 01:27:32 AM »
I tried changing variables 0x01FC and 0x01FD after the event started (in memory), and the vanilla event changed the story progression. Sooo, that definitely looks like the right thing to investigate.

Edit: 0x8008319C sets variable 0x01FC to 1. When 0x800BC2F0 = 0x00000010... aaaaaaaaaand that's where it gets hard to debug.

Help! / Re: Equip Two Different Weapons.
« on: August 13, 2018, 02:46:51 AM »
What do you mean? We can't just guess what you have in mind

Help! / Re: Help coding new stealing/breaking routine
« on: August 13, 2018, 12:39:19 AM »
I'm not sure I can help (I'm ASM dyslexic, making me really bad at helping people with it), but your code looks really messy.

You can just use r1 for lui... just once:
Code: [Select]
lui r1,0x8019   
lw r2,0x2d98(r1)   Load Defender's Stats
lw r4,0x2d90(r1)   Load Current Action Data Pointer
lbu r3,0x001a(r2)   Load Defender's Headgear
j 0x0000025c           Jump to store item
lw r2,0x2d98(r1)   Load Defender's Stats
lbu r3,0x001b(r2)   Load Defender's Armor

But you should also just free up some registers by temporarily moving them in the stack instead of reloading again.

Is the multi-hit necessary though? That sounds like it could cause problems

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