Final Fantasy Hacktics

Modding => PSX FFT Hacking => Topic started by: Pride on April 28, 2017, 08:44:51 AM

Title: Pride's ASM Thread
Post by: Pride on April 28, 2017, 08:44:51 AM
Welcome to my hacking thread. Hopefully you'll find something you like. I do take requests but depending on how difficult the request is... I may decline.

Standard ASM Hacks

[01] MP Switch Overflows damage to HP

[02] Remove Spill Over JP

[03] Earn no extra Gil from Level Bonus

[04] % MP gained at turn start

[05] Enemies can now randomly spawn with PA Save, MA Save, and Speed Save.

[06] Charge gains unique status effects.

[07] World Map script edit. ID x16 now uses a required level.

[08] Move the World Map script to kanji space.

[09] Ability Animation 07 00 00 will always swing weapon

[10] Attribute Rewrite

[11] Move disabled from Attacks

[12] Status CT Timer Edit

[13] Move +1/2/3 & Jump +1/2/3 edits

[14] Transparent not lost on action or taking damage

[15] Defend not removed on act

[16] New Support: Inflict Status (ID) to Weapon Attacks

[17] Disable Secret Hunt

Spreadsheet Hacks

[01] Reaction Rewrite


[02] Generate Treasure Rewrite


If you want to see my old thread with older hacks; please refer to this thread (http://ffhacktics.com/smf/index.php?topic=6999.0). Its very old and several broken hacks, I would not recommend taking any ASM from there but I'll keep it there for anyone that wants to look.
Title: Re: Pride's ASM Thread
Post by: Pride on May 03, 2017, 06:18:14 AM
Reaction Rewrite

A spreadsheet that allows you to change what triggers your reactions (HP Damage, MP Damage, Counter Magic Flag, Physical Attack, Ability uses CT, etc), your reaction roll (Brave %, Faith %, etc), and it allows multiple reactions to be equipped and ignoring the base games restrictions on this. The Settings tab allows you to alter the order the reaction support sets are read, ie if you change the first one to 8c, it'll allow the critical status abilities to be read before pa/ma save if both are equipped on the unit. It also comes with the ability to change the percentage amount of Damage Split, MP Switch, and Distribute allowing some buffs or nerfs those abilities. Hamedo and the evasion based reactions won't be affected by this but they can be used if new reactions are being used in their place, such as the assigning them a Counter Ability ID.

Counter Ability ID basically creates a clone of Counter Tackle and attacks with the assigned Ability ID. No dropdown box because it would be too large so you'll have to look up the ID either through the Patcher or the wiki here (http://ffhacktics.com/wiki/Abilities_List).

Known Bugs: Hamedo completely ignores this and only goes off of its original vanilla function. Abandon looks like it joins this as well. Currently investigating a solution.
Please let me know if you find any other bugs.

v1.0 - Initial hack created
v1.2 - Added additional requirements and added in the ability to assign an ability id to additional counters.

Current version is currently only for excel users, I'll update the original spreadsheet at another time. Left the old version up for anyone that needs a more simple version.

Thanks Xifanie for the Spreadsheet Template, Emmy for the original hack so I could understand what was going on, and fuck RavenOfRazgriz.
Title: Re: Pride's ASM Thread
Post by: RavenOfRazgriz on May 03, 2017, 07:37:15 AM
..., and fuck RavenOfRazgriz.
You wish.
Title: Re: Pride's ASM Thread
Post by: Choto on May 05, 2017, 01:08:28 AM
DOOOOOHHHHHHHHH PRIDE HACKS!!

Cheers to you buddy! Yes I've been drinking.
Title: Re: Pride's ASM Thread
Post by: Pride on May 05, 2017, 02:23:52 AM
Cheers buddy!

/me pours a shot
Title: Re: Pride's ASM Thread
Post by: Xifanie on May 05, 2017, 04:30:10 PM
This reaction rewrite spreadsheet is cool stuff.

Question: What does "Normal Attack (Hamedo)" do?

I planned to make the make the 999 HP/MP cap hack at some point, but I kinda forgot about it... so it's cool I don't have to. :p

Btw, you really want to avoid using the "F" column in the Code sheet for anything, because that column is reserved for the raw hex when you import a xml; it's there in case that the spreadsheet wrongly assumes that the data is an opcode instruction... that way, you can just manually copy/paste the hex data back. Otherwise, converting 4 bytes that are not actually an instruction to one can result into data loss. There is a function called "Clear Hex Backup" which clears that column and hides it.
Title: Re: Pride's ASM Thread
Post by: RavenOfRazgriz on May 05, 2017, 06:23:03 PM
Question: What does "Normal Attack (Hamedo)" do?
This is the incorrectly documented "Normal Attack?" flag in FFTPatcher.  What this flag is actually for is (among other things) flagging the ability as being counterable by Hamedo.
Title: Re: Pride's ASM Thread
Post by: Pride on May 05, 2017, 07:55:22 PM
Yeah raven reminded me that hamedo triggers off of that flag so I made it then hamedo doesn't care about my asm after playing around with it for a bit.  -shrugs-

Edit: ohhh okay good to know xiffy
Title: Re: Pride's ASM Thread
Post by: Pride on May 07, 2017, 04:22:09 AM
Generate Treasure Rewrite

A spreadsheet that rewrites the Generate Treasure (http://ffhacktics.com/wiki/Generate_Treasure) routine. Treasured unit's now can have up to 8 unique items, or fewer if you want to play around with the drop chance of each item, based on the unit's current level as a requirement for that item to be dropped. Any item with a level requirement of 0 is skipped and is then based on the equipment and if the unit is a monster, or naked, it then references the first entry on the spreadsheet to generate a generic drop list. The Chocobo Job is used as an example of how you can play around with the drop rates. At minimum, this asm can allow to control what items are treasured if you've changed the chemist items and may not want the enemies to drop them at all.

Known Bugs: None and hopefully it will stay that way.

version 1.1 - Initial hack created and publicly shared.
version 1.2 - Updated spreadsheet to be compatible with older versions of excel.

My notes (Xifanie's spreadsheet) are attached if you want to use that or just curious.
Title: Re: Pride's ASM Thread
Post by: RavenOfRazgriz on May 09, 2017, 05:22:33 PM
something
Title: Re: Pride's ASM Thread
Post by: Pride on May 11, 2017, 06:13:05 AM
Reaction Rewrite updated. v1.2 - Added additional requirements and added in the ability to assign an ability id to additional counters, like how Counter Tackle functions.

see post for more information and download. (http://ffhacktics.com/smf/index.php?topic=11708.msg220348#msg220348)
Title: Re: Pride's ASM Thread
Post by: Pride on May 25, 2017, 04:31:25 AM
One hack was stealth added requested by Raven and the second adds some quality of life for Charge that I didn't see anywhere... -shrugs- At least you might be less inclined to remove Charge completely and save the ability space. Also fixed a bug in another asm.

Enemies can now randomly spawn with PA Save, MA Save, and Speed Save.

Charge gains unique status effects.
Title: Re: Pride's ASM Thread
Post by: Pride on July 04, 2017, 01:45:06 AM
Hey a couple more

[08] World Map script edit. ID x16 now uses a required level as a world map condition.

[09] Move the World Map script to kanji space.
Title: Re: Pride's ASM Thread
Post by: Xifanie on July 04, 2017, 06:08:49 AM
I actually wanted to move both the world map conditionals and the event conditionals into kanji space (to allow JotF to use only one disc, but then I remembered that we still needed more sprite space), but I figured it would be too much trouble. How bad was it?

http://ffhacktics.com/wiki/World_Map_Instructions#.3F.3F.3F.3F:_Unused

According to my notes, 0x0016 uses 2 half-words... shouldn't you be better off with just one?

EDIT: I fucked up somewhere hardcore in that documentation... 0x0016 has no half-word allocated to it by default.
Title: Re: Pride's ASM Thread
Post by: Pride on July 04, 2017, 06:15:42 AM
The world map conditions were easy to move, i traced it to be loaded from xd4764 but I couldn't find where it stored so took another option and searched for 80097234 to see if it was loaded from a pointer table and showed up at two locations. So I'm assuming the event conditions would be fairly similar and not very difficult.
Title: Re: Pride's ASM Thread
Post by: Heisho on July 28, 2017, 04:58:51 PM
The charge and item drop hacks are awesome Pride, thanks a lot.
The procs on the charge hack is always 100% if all or nothing is flagged on the status?
Title: Re: Pride's ASM Thread
Post by: Pride on July 28, 2017, 08:27:54 PM
I would need to double check that actually, but yes, they should
Title: Re: Pride's ASM Thread
Post by: Pride on July 29, 2017, 02:44:08 AM
Might as well post an asm too.

[10] Ability Animation 07 00 00 will always swing weapon
Title: Re: Pride's ASM Thread
Post by: Heisho on August 01, 2017, 02:20:46 PM
Hi there Pride, I was checking around the Treasure  spreadsheet and came to a stomp.
On the XML tab the cell that has the treasure data suddenly changes to #NAME
I checked a few times and it changes from the original data (that has a lot of zeroes) to #NAME when I change something.
This of course can't let me see the code that generates from changes to the Treasure data tab.

I hope that I explained myself
Title: Re: Pride's ASM Thread
Post by: Pride on August 04, 2017, 12:20:02 AM
I'm thinking the issue is that you're using an older version of Excel that doesn't accept a command (concat) that wasn't valid in 2010 or below? Xifanie pointed it out to me a while ago but I forgot to update spreadsheets that already used this command. I'll have a version that's compatible with previous versions of excel in the next few days so please check out my thread when I have a new post up on it.

Sorry about that!

Edit: Fuck it, just updated it. Check the post for a new download.


Title: Re: Pride's ASM Thread
Post by: Elric on August 04, 2017, 07:04:52 AM
 :mrgreen:
Title: Re: Pride's ASM Thread
Post by: Pride on August 04, 2017, 07:08:31 AM
Hahaha Elric bro <3
Title: Re: Pride's ASM Thread
Post by: Heisho on August 04, 2017, 09:18:56 PM
That was awesome Pride, thank you so much  :P
I already checked it an itnis providing the right code.
Elric is right. You're a luxury to us all.
Title: Re: Pride's ASM Thread
Post by: Elric on August 05, 2017, 01:50:18 AM
Hahaha Elric bro <3
Can't no one stop my bromance
<3
Title: Re: Pride's ASM Thread
Post by: Heisho on August 05, 2017, 06:22:02 AM
Hello there.
Just adding a little fix for the 1.2 version. The original had an error when looking for VLOOKUP data.
I tested it apparently it works fine.

Regards.
Title: Re: Pride's ASM Thread
Post by: Pride on August 16, 2017, 02:55:16 AM
Updated a hack to offer more functionality.

[10] Attribute Rewrite

Title: Re: Pride's ASM Thread
Post by: Arkmore on August 16, 2017, 10:25:54 PM
When I use the % MP gained at turn start it appears to break the tutorial battle for status effects instead of the wizard using the act menu it will instead try to move and then lock up ive narrowed it down to just this asm tested on the base game is there any way to fix this? ive also tried each of the other ams that effect mp regen at turn end and turn start and each produce the same effect.

Edit: I found a work around but ive not tested it much but it appears that after applying Glains hide excessive hp/mp asm that the tutorial will no longer hang but i don't know if this will cause other unintended results not sure if this information is helpful or not but its what ive found out so far.
Title: Re: Pride's ASM Thread
Post by: Pride on August 16, 2017, 10:59:52 PM
... What an odd effect, I'll take a look tonight.

Edit: Took a look earlier this evening and, yeah, definitely leaves the game hanging in tutorial. I'll investigate a solution to this, an oversight by virtually everyone because we all forget that the tutorial even exists.
Title: Re: Pride's ASM Thread
Post by: Pride on December 03, 2017, 08:22:03 PM
Two hacks added; one kinda minor and another that's cool

[11] Move disabled from Attacks

[12] Status CT Timer Edit
Title: Re: Pride's ASM Thread
Post by: White Knight Wiegraf on January 29, 2018, 04:47:25 PM

[11] Move disabled from Attacks
  • Weapon Ranged, Linear AOE, and Draw Out AOE type with a Charge Time all disable Movement while Charging.

This is actually major for me. Regards ^^

I am correct in assuming this also works with 3-direction attacks?
Title: Re: Pride's ASM Thread
Post by: Pride on January 29, 2018, 04:53:45 PM
Not tested cause I didn't think of it but it should be prevented
Title: Re: Pride's ASM Thread
Post by: Pride on May 04, 2018, 05:55:17 AM
Its been a while since I've posted anything and I thought that wasn't cool since I've been working on a bunch of stuff and I haven't been sharing so just dropping off a few.

[13] Move +1/2/3 & Jump +1/2/3 edits

[14] Transparent not lost on action or taking damage

[15] Defend not removed on act

[16] New Support: Inflict Status (ID) to Weapon Attacks

[17] Disable Secret Hunt
Title: Re: Pride's ASM Thread
Post by: Elric on May 04, 2018, 06:04:19 AM
Nice!
Title: Re: Pride's ASM Thread
Post by: stardragoon9 on September 11, 2018, 09:17:18 AM
Constantly receiving this error message from Pride ASM.xlsm