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Messages - Xifanie

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1
News / Transfer to a new server
« on: April 24, 2015, 03:40:51 PM »
If you can see this, it means you have successfully transferred to the new server!

Thanks again to kivutar for providing us a server.
Please warn me of anything not working properly, I might very well have forgotten something.

Also, sorry it was down for so long.

2
PSX FFT Hacking / Re: ASM Help
« on: April 15, 2015, 03:14:27 PM »
Well, I haven't tested your hack or anything, so I cannot say if it will interfere with anything else. We all sometimes make the mistake to overwrite a register that will be used later on without saving/loading it.
r29 is the stack offset, so, you really want to make sure you're not overwriting data that was saved there before it is used. I'm just not seeing any addiu r29, r29, 0xFFC0 with addiu r29, r29, 0x0040 or the like, so it does catch my eye...

As far as the code you just posted is concerned, if you doubled checked, you'd have noticed you don't even need that last nop, you have just move the sb r2,0x0025(r3) there instead (unless I'm missing something, of course). Otherwise this is looking fine to me.

3
PSX FFT Hacking / Re: ASM Help
« on: April 15, 2015, 01:19:37 PM »
It is considered "bad practice" to use r1 for anything else than addresses. The game will never do that, so in only very exceptional cases should you need to store it and load it back later. The game nearly always reassigns a value to r1 right before using it to load/store a value to/from another register. We don't really know the consequences of using r1 for values rather than addresses, but we avoid doing so in case.

Code: [Select]
lbu r2,0x38f9(r3)
andi r2,r2,0x007f
This is a big no. Load opcodes require a delay opcode to allow properly loading the value.
Else what is going to happen? Let's say the value in r2 was 0x0008476A.
lbu r2,0x38f9(r3) <- Starts loading 0x04 from 0x801938F9
andi r2, r2, 0x007F <-  performs andi r2, 0x0008476A, 0x007F because the lbu wasn't done loading the value into the register.
This only applies to loading, not storing; so this affects lb/lbu/lh/lhu/lw. This is a console bug, and proper emulators will bug if you do that as well.


Code: [Select]
beq r4,r0,0x00001878bc
lbu r1,0x0025(r3)
sb r2,0x0017(r3)
ori r2,r1,0x0001
Same thing here. lbu r1,0x0025(r3) is in a branch's delay slot, and r1 will not be done loading if the branch returns true.

Worst case scenario, if you don't have anything "useful" to add to a load/branch/jump delay slot, just put a nop there. Yes this will lengthen your hack, but this is necessary if you want your hack to work on all consoles/emulators.

I'd suggest reading or re-reading the Coding Standards Sticky topic.

4
PSX FFT Hacking / Re: What can currently be done and what can't?
« on: April 14, 2015, 09:17:02 PM »
If you haven't been interested enough to stick around for the last 2 years, you'll probably be disappointed.

Same reason we've lost a lot of our userbase; despite the hard work from some people, the interest keeps fading and thus there has been less going on, even if some amazing things were made.

5
The Lounge / Re: Cake
« on: April 14, 2015, 12:59:06 AM »
Happy birthday~


6
That effect particularly wouldn't work well because it can't display damage.

I know someone has removed leviathan from the leviathan effect to just get a water spell that wasn't a summon... not sure where the hell that is. Thing is, it would be pretty useless to you unless you figure out how to replace Effect files in WotL. Never heard of such a thing done by anyone.

7
PSX FFT Hacking / Re: ASM Hack Proposals (for modders and ASMers)
« on: April 07, 2015, 07:44:00 PM »
This isn't the first time someone had this idea. But practically, it is impossible or would require very heavy limitations, completely killing the point. There can only be 9 spritesheets loaded at a time. It will only ever properly work if the spritesheet was already loaded in the VRAM.

Let's say you have 9 spritesheets loaded, including 2 shapeshifter. One shapeshifter transforms, bam, 10 sprites. The result is a glitchy sprite.

Same scenario with 1 shapeshifter... you would need to hack the game to unload a spritesheet and load a new one mid-effect. This takes -seconds-.

I'm sorry, I wish I could say this is viable, but it is not at all. You would need to think of something new that covers those enormous limitations.

8
PSX FFT Hacking / Re: Soldier Office Upgrade
« on: April 02, 2015, 07:56:50 PM »
Updated~

Just a few bugfixes, but still pretty important ones.

9
PSX FFT Hacking / Re: ASM Help
« on: March 31, 2015, 10:03:56 PM »
It's creating a Breakpoint automatically this way then when I continue playing it triggers it.

Yes, see, that's the weird thing.

Using this method because of your architecture incompatibility:
If you delete the breakpoint, it won't work anymore.
If you Debug/Run (F9), the breakpoint will stay in the list but it won't work anymore. You have to repeat the process all over again.
I'm pretty sure loading a quicksave will make the breakpoint not work either.

And of course manually adding an execute breakpoint to the list isn't doing crap in our case. It is VERY strange behaviour, but I'm glad I could inform you about it; it's not your fault, you're not stupid. You just have to handle that debugger differently than other people. I really wish the author of pSX would have fixed it, but it's never going to happen. So annoying. >_>

10
PSX FFT Hacking / Re: ASM Help
« on: March 30, 2015, 07:03:01 PM »
You might be experiencing a processor instruction set architecture incompatibility. It is a known issue, along with another I forgot about (it tends to be one or the other). Basically, if it's the case with you, you're screwed. There IS a way to make it work though:
  • Force a break (Debug, Break)
  • In the disassembler window, ctrl+g (go) and type in the desired offset
  • Press F6 (Run to cursor)
At this point, if you interrupt the debugging process in any way, you have to start all over.

Tell me how that works. Yes it's annoying, but for me it's the only way I can use execute breakpoints, so I do use it.

11
That's not going to help; they were disabled entirely.

I'm honestly not sure how to go at it myself though.
All I know is that it is linked with the "Display effects" option.

I did make a hack for the PSX version to make them appear 100% of the time, but again, very blurry how that would help.

12
PSX FFT Hacking / Re: ASM Help
« on: March 22, 2015, 09:43:06 PM »
That is... some strange code...

Pretty sure instead of:
lui r3,0xcccc
lhu r2,0x002e(r16)
ori r3,r3,0xcccd
multu r2,r3
mfhi r3
srl r3,r3,0x03

This would achieve the same thing:
lhu r2,0x002e(r16)
ori r3, r0, 0x000A
divu r2, r3
mflo 3

You could also add this if there was enough space (I doubt there is, since this would take 1 extra line) to round up if the number is uneven:
lhu r2,0x002e(r16)
ori r3, r0, 0x000A
divu r2, r3
mfhi r2
beq r2, r0, 0x0008
mflo r3
addiu r3, r3, 0x0001

Of course, there are many ways to go at it.

Multiplying a value by 0xCCCCCCCD means only 80% of the original value makes it into the hi register.
It's basically the same way as doing Value * 4 / 5. Which could be translated as:
lhu r2,0x002e(r16)
ori r3, 0x0005
sll r2, r2, 0x0002
divu r2, r3
mflo r3
(which then gets divided by 8 with srl to get 10%)

Which isn't more or less effective AFAIK.

If you just want to change 10% to 5%...
Change srl r3,r3,0x03 to srl r3,r3,0x04
So your 80% / 8 = 10% becomes 80% / 16 = 5%

13
The Lounge / Re: I Like Sw.. NO! I LOVE Swords!
« on: March 04, 2015, 05:20:55 AM »
When I woke up, I couldn't even tell it was a mosaic XD still too sleepy.
I really love how you worked this out, working with mostly the warrior's very few colours.
My favourite thing has to be your improvements on fonts. I've seen some on your previous work where you went WAY too small and it just became a headache to read. In this case everything is your style but still big and clean enough to be readable. Good job! :o

14
Spam / Welcome to FFH where all your dreams come true!
« on: February 27, 2015, 03:48:45 AM »

15
Help! / Re: Create New Skill!
« on: February 02, 2015, 11:59:16 AM »
This skill basically can't work as a skill... unless you have a very specific setup in mind.

For a specific battle, you would need to use at most 8 spritesheets for all the units on the field, +1 for the werewolf.

The werewolf sprite would need to at least be pre-emptively loaded into the VRAM, if not just present as a unit on the map. You would basically need to use the Moldball Virus formula. Because of these limitations, it would be impossible to say, recruit and use a werewolf. Well it would be possible, but you'd end up with a glitched sprite instead of a werewolf; other than that the unit would be perfectly functional.

Moldball Virus in vanilla always works because only Malboro class monsters can use the skill. So the spritesheet has to be already loaded.

Also, by default the Moldball virus formula can only affect generic units, it will have 0% chance to hit special characters.

16
Help! / Re: Add New Job
« on: February 02, 2015, 03:16:50 AM »
Oh yes definitely, there are a bunch of unused job slots, and a few formation sprites slots left as well.

Use FFTPatcher to edit the jobs as you like, Shishi for the sprites, EVTGRP for the formation sprites.

17
Help! / Re: Add New Job
« on: February 02, 2015, 02:37:23 AM »
You can't; you have to replace an existing one. Mime is not really an option either because it doesn't have space for learning abilities, but otherwise there is a hack to make them like the other generic jobs.

18
Help! / Re: question about memory cards psx = psp
« on: January 30, 2015, 06:37:43 PM »

19
Do you get a prize? No, I think you get bored. Very very bored. Even I was pretty bored at 60 days. There's nothing fulfilling in refreshing the forum and not seeing new posts.

20
Help! / Re: question about memory cards psx = psp
« on: January 30, 2015, 07:11:26 AM »
Sure, I don't know if PSP saves are encrypted, but the format shouldn't be that complicated. I already wrote down notes about the PSX format: http://ffhacktics.com/wiki/Memory_Card_Format

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