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Messages - Xifanie

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PSX FFT Hacking / ASM Requests
« on: October 30, 2014, 01:16:45 AM »
Feel free to request any ASM here for the PSX version; you will not be judged.
If you have an idea that would benefit more than yourself and understand video game mechanics, feel free to post it in the proposals thread instead.

Who knows, someone just might look into it if it interests them. If you really need a hack done, you should try to avoid relying on luck and do it yourself.

What is ASM?
ASM stands for assembly. It is the compiled language that FFT runs on, and it's what we alter to make hacks to enhance the game. ASMing is literally altering the code of the game; it's not easy like changing the WP value of Excalibur from 21 to 30.

If you don't understand the mechanics behind video games though, don't be surprised if anyone tells you your idea is either impossible or far too much trouble to accomplish.

As a quick note, look at my signature to have a better understanding of what ASM can't do.

PSX FFT Hacking / Re: ASM Hack Proposals
« on: October 30, 2014, 12:39:19 AM »
So I'm gonna do this one. Should human units still give off equipment based treasures, or treasures based off of their job? Should I do the second suggestion where the items randomize on level or go with the original idea? Or something else?

I don't think humans should "generate" items, I saw this more as scavenging/poaching, so I'm not quite sure what you would get from a wizard's bones or a ninja's skin. I think a regular set for all humans if they are without equipped items would do just fine.

I'm quite sad no one looked into Pride's post. I don't personally have anything to add since I already stated my opinion in my original post... I came up with the idea and I would definitely like to see it happen. :/

Added another proposal:

Alternate Animations

Assign a different animation for abilities based on the sprite type to allow things such as flawless animations for Blue Magic (humans using monster abilities), monsters using human reactions, and others.

I would suggest a half-word for the ability ID, one byte for the sprite type (1 bit per type), and all the regular animation bytes. I've never messed with those, but I'm guessing that's all there is to it.

PS: Also added a notice in the first post for new posters

Help! / Re: Object reference not set to an instance of an object.
« on: October 27, 2014, 04:14:09 PM »
load your .ffttext, not the ISO

Help! / Re: How do I edit the World Map Instructions?
« on: October 25, 2014, 03:46:32 PM »
These are all the world map instruction the game uses:

I apologize for the format, because it is meant for the newer spreadsheet, which hasn't been completed and which I haven't touched in 2 months.
Just reverse all the bytes and remove the spaces to use the old format, example:

You also can't just add something to the spreadsheet; you'll break the byte limit. You're going to have to remove something first... Basically you have to go through the conditions of other events and see what seems unnecessary; i.e. things that you can safely remove while making sure the player can't break the game.

Event Editing / Re: Wrong unit delivers text
« on: October 24, 2014, 11:09:02 PM »
Wouldn't it have been wiser to post this under "Help!"? There's next to no one that can event on FFH and I'm sure someone else has attempted this before.

New Project Ideas / Re: Idea : Side-Stories
« on: October 23, 2014, 08:09:27 PM »
I'm not quite sure how necessary that is... you can just skip Alazlam's text by pressing start.

Now skipping naming Ramza and his bday sounds quite more tedious... and then again it's just a few buttons, I mean: start, circle, circle, circle... I'm not quite sure what warrants a hack here.

PSX FFT Hacking / Re: ASM Hack Proposals
« on: October 21, 2014, 03:44:15 PM »
Gosh, wow. If it's going to be that way, I don't even care anymore. Scrap the hack.
I'm sure you know that the player can't remove temp leaving/missing/injured units.

And what about story hacks?
You're not really showing flexibility here. If you're just making the hack for yourself, you might as well keep it to yourself then.

PSX FFT Hacking / Re: ASM Hack Proposals
« on: October 19, 2014, 06:31:04 PM »
You also have to understand that if there is a gil cost, it would be easy to make it 0 gil / 10000 gil / 1000 gil per level.

PSX FFT Hacking / Re: ASM Hack Proposals
« on: October 19, 2014, 12:37:56 PM »
You could just make it like FF1, Where you can go revive your party members for a fee at the church, so there would always be a penalty. Cost would be based on the unit's level.

At this point, adding an option to a menu would be a piece of cake for me, and I could easily teach you how. The issue is what and where. Because ideally it would be somewhere with code that you can easily alter to move to your option.

Help! / Re: Changing Ramza's Default Name
« on: October 18, 2014, 03:00:16 AM »
I honestly don't know if it's in Tactext or not. The way I did it was opening the SCUS in a hex editor, searching for Ramza in hex which is 1B24303D24, then replace it by what I wanted.
You can find the hex values associated to each character on this page

Help! / Re: Random Haste Buff
« on: October 16, 2014, 08:16:12 PM »
The only thing I suspect right now is that you accidentally gave item 00 auto-haste. That or item FE/FF

PSX FFT Hacking / Re: ASM Hack Proposals
« on: October 15, 2014, 12:55:55 AM »
You might want to make sure they're not used in stuff like shops, we never know.
i.e. When checking if items are equippable in regular shops/fitting room/soldier office rename...
They likely all use the same, but better safe than sorry.

Also, I know I'm being a bitch, but that "Injured" isn't properly aligned.

I think the extra space would be best used for monsters; we have quite a bit of unused human sprites, but only Ultima Demon and Elidibs I'm pretty sure when it comes to monsters.

I definitely want to see this hack happen. \o/

New Project Ideas / Re: Idea : Side-Stories
« on: October 12, 2014, 10:11:45 PM »
Pretty sure that would be it.
I don't know what does what, so you'd have to experiment.

This will prevent other videos from playing after the intro video, replace the main video with the jobs showoff video, disable the new game video, and maybe other things.

Code: [Select]
<Patch name="Video Hack">
<Location file="OPEN_OPEN_BIN" offset="3084">00000000</Location>
<Location file="OPEN_OPEN_BIN" offset="3CAC">00000234</Location>
<Location file="OPEN_OPEN_BIN" offset="2E74">0200</Location>
<Location file="OPEN_OPEN_BIN" offset="2E80">C06E</Location>
<Location file="OPEN_OPEN_BIN" offset="2E84">9186</Location>
<Location file="OPEN_OPEN_BIN" offset="2E90">0000</Location>

Spam / Re: Quotes
« on: October 12, 2014, 09:27:14 PM »
<FactCore> Cellular phones will not give you cancer. Only hepatitis.
<CuriosityCore> What's that noise?
<Turret> Put me down.
<GLaDOS> You must really, really love to test.
<SpaceCore> So much space. Need to see it all.

Introduce Yourself! / Re: Hello!
« on: October 10, 2014, 12:44:51 PM »
People shouldn't feel bad for introducing after a few weeks, gosh... we get to greet so many people that don't make it past their introduction topic, which is really depressing.

Welcome. Don't forget to take off your titanium full plate; you could damage the furniture.

PSX FFT Hacking / Re: ASM Hack Proposals
« on: October 10, 2014, 01:04:12 AM »
That sounds fair enough.

Yes Blue team is player team.

Now, what I thought your hack crystallized units in battle, while disabling them for some time afterwards. I'm guessing there's just no crystallization then?

Yes, 0xFF for value 0xD0, like I described, what assigns "Temp Leaving"/"Missing"
0x03 to 0xFF will also display "Missing" so for your purposes I'm guessing you're planning to take one of those bytes. I'm reserving 0xFF for TLW NG+; If you didn't know, units in NG+ will be "missing" until you recruit them again.

PSX FFT Hacking / Re: ASM Hack Proposals
« on: October 09, 2014, 12:56:06 PM »
I LOVE the idea Choto, it would even allow insta-crystal moves to not be that terrible.

But, big problematics:
  • If you allow Ramza to crystalize, that's going to mess up with a bunch of victory events. Crystal/Treasure are normally non-reversible. And even if you made it, what would happen if someone picked Ramza's crystal? I think it would be better to leave him permanently unconscious and unreviveable for the rest of the battle.
  • What about the original mechanics of Crystal? AI seek crystals, but that shouldn't be too hard to fix. As far as the player is concerned: Hello free HP/MP healing from a decayed lvl1 chemist, or just from another unit when necessary, and hello mass ability crystal farming. I'd prefer Blue team units to just vanish rather than keep the current crystal mechanics activated for them.
  • I don't know where the proposition Missing graphic is located, but I hope you can create space for a new one.
  • I'm worried about our hacks conflicting; i.e. for TLW. I'm currently using 0xFF IIRC to set units as missing (0x00 = free, 0x01 = temp leave, 0x02 = missing), so it would be great if you used something else and didn't override the graphic for 0xFF. Thanks.
  • You'll have to hack out the routine which overwrites biographies to says the person died in battle.

Help! / Re: Stacking Reaction And Movement Abilities
« on: October 06, 2014, 11:05:06 PM »

You'll probably want to tackle ASM hacking for your project.
All I know is that for your Move HP+MP Up ability, I think you'll have to write to:
0x192/0x06 - HP Healing Halfword
0x196/0x0a - MP Healing Halfword


Hacking/Patching Tools / pSX Frontend
« on: October 03, 2014, 11:40:16 PM »

The topic speaks for itself.

It allows you to do really nifty things to setup pSX for many games, hide the console window, different memory cards for each game (!!), different settings for each game, auto-load quicksave on startup, etc.
Just figured at least one person using pSX would appreciate this.

I always made shortcuts before to auto-load an ISO, but I'll be using this from now on.

Spam / Re: Super awesome game errors!
« on: October 02, 2014, 09:40:34 PM »

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