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Topics - formerdeathcorps

Pages: [1] 2 3
1
Introduce Yourself! / Farewell
« on: May 12, 2012, 10:29:53 AM »
I'll be gone for at least a month.  I'll probably be gone the entire summer, if not longer.

2
Bugs and Suggestions / Dead Links
« on: April 25, 2012, 11:39:52 AM »
There's a good number of links on the main page that are now obsolete or dead.  If anyone notices such a link, post it and if possible, post a correction.

3
Bugs and Suggestions / Wiki Letter Search
« on: March 27, 2012, 10:13:32 PM »
I want the ability to search for all FFH Wiki articles that start with a given letter.

1) This will better allow us to find and delete spam.
2) This will allow us to better categorize Wiki threads as there are many buried articles which contain good information without links to the front page.

4
Spam / Magitek for Spam Mod
« on: March 25, 2012, 05:50:40 PM »
Dome, let's face it.  Ever since you've taken over this place, this place has been in decline.  Spam is now populated with:
1) Serious posts.
2) Insufficient trolling.
3) Posts insulting your authority.

All this reduces the volume of posts in Spam.  This reflects on your lack of creativity and skill at trolling, which is an insult to the traditions of this subforum.  Thus, we need to transfer your authority to someone more skilled at trolling, hence the title.  Either that, or we satisfy Celdia and Eternal's wish of closing this place since it is now completely worthless.

5
Recruitment / FFT Patcher 0.479 ASM Hack Collection
« on: January 13, 2012, 10:49:17 PM »
I'm collecting and editing all of FFH's ASM hacks for the upcoming official release of FFT Patcher .479.  However, the task of tracking down all of my private hacks is already wearing me out; I really don't think I'll be in a fit state to track down everyone else's hacks.

Hence, I humbly request everyone who's ever written ASM hacks for FFH except myself, Razele, Xifanie, and nates1984 to please gather all your non-table ASM hacks posted in either on the forums (regardless of whether in a help topic or in a specialized personal hacks thread) or in a FTP.  Please post the gathered ASMs in .XML form in this thread.  It would be really nice if you could also check your hacks for errors (load delay, does not do as advertised, has unintentional effects on mechanics), if only to save me the work of scrutinizing every hack.

NOTE: You do not need to be proficient at ASM.  If you simply want to help search the Hacking and Help! section for hacks authored by someone that wasn't organized previously into a personal hacks thread, I'd certainly appreciate the help as well.

6
RP Forum / MOVED: Poll: Strictly support, no Offense
« on: January 13, 2012, 04:11:23 PM »
Topic moved to General.  Link

Reason: It's more about one's preferences in RP combat and less about roleplaying itself (either starting a RP or pointing to a well-done RP on another forum).  Hence, the discussion is essentially one that could involve anyone who's ever played ANY RPG, and thus, belongs in General.

7
Non-FFT Mods / LuCT Hacking (PSX)
« on: December 29, 2011, 05:48:32 AM »
I am simply starting this, but I'm going to post my work.


So far:

PRG.EXE is the ASM file that contains the battle and world routines.
PRG RAM = PRG ROM + 0xF900

SLUS_005.60 is the ASM file that contains the routines only loaded when the game is turned on (up until the New GAme/Continue/Tutorial menu).  As far as I can tell, it is not loaded during the actual game.
SLUS RAM = SLUS ROM + 0x157000

UBF.BIN is the file that contains almost no ASM (I haven't looked too carefully, the LEDecoder decompiled file is 125 MB and takes minutes to open).  I suspect it contains all the storyline events, names, sprites, maps, and possibly sounds as well.  This file is 16 MB, so I doubt all of it is loaded into the RAM; instead probably only the relevant sections are loaded.

UBF2.BIN is the file that contains ASM with variable RAM to ROM translation.  I suspect it contains all the event triggers that tells the game to load only a subset of the events for the different story routes.  The file is 1.4 MB, but I suspect only parts of it are loaded into RAM.

From what I've seen so far of the RAM, it seems like nothing changes much, and most of the RAM consists of tables.  The same RAM data exists between across between the World Map, Formation Screen, and Battle.  I suspect this is to track everything that happened in the storyline (which is more complicated than FFT).  By comparison, in FFT, almost all of the RAM is reloaded between the World Map and Battle Screens (meaning FFT has more data to load when it comes to battle mechanics).


What I Need:

Gameshark Codes (This should help me figure out RAM addresses to track)
Debuggers (You must be proficient in using a PSX debugger.  Hopefully, you have played LuCT before as well.
Hexers (You must be patient.  Scan the UBF.BIN file for patterns and correspondences to game data.  Let's make an event editor by the time we're done.)


Attached Files:
Decompiled by LEDecoder (Thanks, Glain!)

Key.txt (This Post)
UBF2.txt (Decompiled version of UBF2.BIN)
SLUS.txt (Decompiled version of SLUS_005.60)
PRG.txt (Decompiled version of PRG.EXE)
UBF.BIN (Too large to decompile, most of the contents are gibberish, but I suspect TO's meat lie in here; hence why I need hexers and time to unravel this)

8
Recruitment / Recruitment Forum Rules
« on: December 18, 2011, 02:00:32 AM »
RECRUITMENT SUBFORUM

This subforum is for people who make large projects they cannot test themselves.  This includes large ASM hacks / tools, as well as your traditional game patches.  FFH right now has way too many solo projects (many of which may be impossibly large), not enough teamwork, and virtually no testing (for bugs or balance).  Even when there is teamwork, it's never durable.  This impairs our ability to comprehensively hack the game.

To stop laziness, recruiters must meet the following requirements
1) They must have, by their own work, released a WORKING BETA with at least some of the desired features.
2) After the recruitment process, they will continue to do work on the patch.  MERE ADMINISTRATION OF THE RECRUITS IS NOT WORK ON THE PATCH ITSELF.
3) They must specify an estimate of how many people they need and what each person should be doing.  In particular, testers should be told to analyze whatever the recruiter thinks could be broken/bugged (whether this be in the plot, in the balance, or in the ASM code).

Similarly, to ensure work is done steadily, fairly, and without duplication, recruits must meet the following requirements.
1) They should voluntarily agree to work for the project and do what they are best at.
2) If more than one person is working on a section, there should exist constant communication between all members working on that section.  This way, the final result is self-consistent.
3) SELF-IMPOSED DEADLINES ARE TO BE EXPECTED FROM EVERY RECRUIT'S WORK.  Essentially, a recruit will say that he expects to finish some % of the total work by a given time when he starts the task.  If unforeseen difficulties arise, it is acceptable for the work to not be entirely completed, but on the deadline, WHAT WAS COMPLETED WILL BE SUBMITTED AS WELL AS AN EXPLANATION OF WHAT IT DOES DO AND DOES NOT YET DO.  Either not submitting work or submitting minimal changes between any two deadlines WILL RESULT IN TERMINATION FROM THE PROJECT.
4) THE RECRUITER HIMSELF IS NOT EXEMPT FROM THESE RULES.  A RECRUITER WHO REFUSES TO ABIDE BY THESE GUIDELINES HIMSELF LOSES ANY AUTHORITY TO COMPEL OTHERS TO WORK.

The categories (not mutually exclusive nor exhaustive) for recruits are:
1) ASMers
2) Event Editors
3) Mechanics (i.e. people who work on/balance battle mechanics)
4) Spriters/Graphic Editors (the latter includes battle animations)
5) Writers
6) Testers

9
Bugs and Suggestions / Subforum Proposal
« on: December 09, 2011, 02:49:45 AM »
1) LEARNING SUBFORUM

This subforum, under Help!, should be for people who want someone to tutor them in whatever they wish to learn.  FFH right now has way too large a knowledge divide between people who are new and people who have been here for years.  Furthermore, not everyone learns well from written or video tutorials.  Thus, I feel some people may need active help to learn how to event edit, write ASM hacks, sprite, or whatever else.  This should be entirely voluntary (and obviously without charge) for the tutors and learners.  This way, FFH can better make use of all of her potential.

Learners should submit two things
A) What they want to learn
B) Their learning style, if they know it...this makes it easier to find the right tutor or for the tutor to teach the most effectively

Tutors obviously should only teach in what they know as well as post how they intend to teach (over PM/Skype/iRC/in real life [if you live nearby]...)  Curious onlookers are obviously welcome; detractors will be asked to leave.


2) RECRUITMENT SUBFORUM

This subforum, under Help!, should be for people who make large projects they cannot test themselves.  This includes large ASM hacks / tools, as well as your traditional game patches.  FFH right now has way too many solo projects (many of which may be impossibly large), not enough teamwork, and virtually no testing (for bugs or balance).  Even when there is teamwork, it's never durable.  This impairs our ability to comprehensively hack the game.

To stop laziness, recruiters must meet the following requirements
1) They must have, by their own work, released a WORKING BETA with at least some of the desired features.
2) After the recruitment process, they will continue to do work on the patch.  MERE ADMINISTRATION OF THE RECRUITS IS NOT WORK ON THE PATCH ITSELF.
3) They must specify an estimate of how many people they need and what each person should be doing.  In particular, testers should be told to analyze whatever the recruiter thinks could be broken/bugged (whether this be in the plot, in the balance, or in the ASM code).

Similarly, to ensure work is done steadily, fairly, and without duplication, recruits must meet the following requirements.
1) They should voluntarily agree to work for the project and do what they are best at.
2) If more than one person is working on a section, there should exist constant communication between all members working on that section.  This way, the final result is self-consistent.
3) SELF-IMPOSED DEADLINES ARE TO BE EXPECTED FROM EVERY RECRUIT'S WORK.  Essentially, a recruit will say that he expects to finish some % of the total work by a given time when he starts the task.  If unforeseen difficulties arise, it is acceptable for the work to not be entirely completed, but on the deadline, WHAT WAS COMPLETED WILL BE SUBMITTED AS WELL AS AN EXPLANATION OF WHAT IT DOES DO AND DOES NOT YET DO.  Either not submitting work or submitting minimal changes between any two deadlines WILL RESULT IN TERMINATION FROM THE PROJECT.
4) THE RECRUITER HIMSELF IS NOT EXEMPT FROM THESE RULES.  A RECRUITER WHO REFUSES TO ABIDE BY THESE GUIDELINES HIMSELF LOSES ANY AUTHORITY TO COMPEL OTHERS TO WORK.

The categories (not mutually exclusive) I can think of for recruits are:
1) ASMers
2) Event Editors
3) Mechanics (i.e. people who work on/balance battle mechanics)
4) Spriters/Graphic Editors (the latter includes battle animations)
5) Writers
6) Testers

10
General / Music as Image
« on: December 07, 2011, 05:12:16 AM »
Zaen found this site and it looks pretty neat.  It effectively lets you generate your own rhythm as a picture.

Site:
http://www.sembeo.com/media/Matrix.swf

Sample picture with .MP3 file provided.

11
Introduce Yourself! / Gone for the Week
« on: November 19, 2011, 06:22:24 AM »
I won't be back until the night of Thanksgiving.  I'll be in Las Vegas with my friends and it's unknown if the hotel/casino will have free Internet.

However, on my return, I may do several things.

1) Post a picture of me.
2) Release v.2 of the Formula Hack
3) Post pending requests via PM.  The 3-4 of you know who you are and what you can expect.

Anything else you all would like me to see or do?

12
Final Fantasy Tactics Hacking / Formula Hack v0.37
« on: November 14, 2011, 11:41:21 PM »
I will update the version numbers as features get added.

v0.1 means only the existing formulas that allow evasion will have the evasion toggle.
v0.2 means that all existing formulas will be evadable, if you so flag it.
v0.3 will render my blind/transparent hacks entirely obsolete by rewriting how the AI understands base hit chance.  Doing it this way makes it very easy to make skills that boost/lower accuracy by X%.
v0.37 allows you to set W and C-M-EV.  It also contains Xif's global C-EV hack and my monster C-EV = A-EV hack.
Currently Working On: v0.4 and v0.47, which consolidates FFTP ability tab flags so I'll have the room to add requested game mechanics.

Ev Toggle = how to set an attack as taking P/M-EV
Equip EV Explanation = how to set weapons/jobs as having P/M-EV
If you don't understand the Equip EV Explanation, there's always a spreadsheet listing the same information, courtesy of Choto.


Part I (Evasion)



Optional Features



Part II (XA/YA values)

Part III (Multipliers)

Part IV (Special Effects)

13
Progressing Patches / Enforced Generic Class Challenge
« on: October 25, 2011, 11:14:08 AM »
Patch Instructions: Unzip the .rar file and patch the enclosed .ppf file to a clean vanilla ISO.  I did not do any sprite edits, so your ISO does not need to be pre-expanded with ShiShi .457.  I also attached my orgASM .XML file so you all can see what I've been up to.

This is my attempt to make a hard patch, but one that still feels like vanilla.







14
RP Forum / RP Request Thread
« on: July 08, 2011, 02:15:13 AM »
There's two purposes for this thread.

1) RPers who have an idea for an RP can post ideas here to gauge interest and pick up potential members of the RP.
2) RPers looking for a RP that fits their interests can find one to join.

Do not use this thread for any other purpose.

15
RP Forum / FFT CYOA
« on: July 03, 2011, 09:06:11 AM »
This RP stands for FFT Choose Your Own Adventure.

Rules:
1) We will run through the story and game of FFT over the forum.  However, at key junctures, instead of following FFT's script, we will subject the actions of Ramza (and his squad, if during battle) to public vote.  Actions may be submitted by anyone on FFH.  The most popular action will then be followed.  I am not allowed to vote except to break ties.
2) That being said, we must still stay somewhat true to the original plot.  IN short, you cannot change the game to produce anachronisms (Ramza pulls out a machine gun and kills everyone), contrary-to-fact occurrences that would ruin the basis for FFT's plot/personality of major characters (Algus not being a jerk, The Lion War not occuring, Ovelia not getting kidnapped, Wiegraf not joining the Lucavi, Delita not becoming King of Ivalice at the end of the Lion War, Ramza not vanishing from history or not fighting Ultima...), or involve of special characters not included in FFT's combat system (like Aerith) or indulge in non-canon fan memes (like Agrias being raped by a marlboro).
3) I will try my best, for logistics and simplicity reasons, to not involve tabletop style tactics during battle.  For complicated scenarios, I may occasionally post screenshots from vanilla FFT itself (with edited ENTDs and memcards) so people can see the progression of the battle.  This means your choices during combat should be more along the lines of general strategy (think of it more like FFXII where you have some control over the AI that controls the guests to attack enemies).
4) For obvious logistics and balance reasons, I will try my best to avoid the JP system altogether.  Instead, as the story progresses, I will inform you of which characters can use which jobs.  Good RPing on the part of everyone will ensure characters "learn skills" in their jobs faster.  Poor RPing or inept battle decisions will result in minimal skills learned, or even death.  All dead humans will yield "treasure boxes", essentially you are allowed to loot their dead bodies for one randomly chosen equip.  Monsters will yield nothing, though this may change with the advent of secret hunt in Chapter 2.
5) This will be played as vanilla, except the damage/CT/evasion system wouldn't be rigidly adhered to.  Essentially this means that good RPing will result in a thief or mediator being more effective than in vanilla, or a black mage being able to cast Fire4 even against enemy ninjas, while bad decisions will result in total ineptitude, even from ninjas and knights with abandon.  However, since this is vanilla, squires do not have a resurrection spell, calculators aren't Zalera worshipers, thieves can't use katanas, mimes don't have extraordinary move...
6) For storyline, balance, and length reasons, we assume Ramza and company take the fastest possible route towards the next assignment.  In short, you should not expect repeated grindfests in Mandalia Plains (at least past Chapter 1, anyways).  Similarly, this means when units enter a town, they must decide what they want to buy while there because they usually will not have a second chance to reenter that town.  However, to make sure adequate EXP is actually gained, if during the course of advancing towards a destination, the party must cross a wilderness area ("green" dot in FFT), RPers should always expect a random battle.  Obviously, there is no save feature, so please think through your actions.
7) The first battle will be the first battle of Chapter 1, rather than the tutorial introduction battle because if the plot is changed sufficiently in Chapter 1, that battle may not occur.  Ovelia will still be kidnapped, though.
8) Have fun.


First decision:

What is the main character's name?
A) Ramza
B) Pac-Manza
C) Soledad
D-Z) Your choice here

What are the names of your 6 starting generics?
A) Randomly chosen names from FFT's name bank; 3 male/3 female
B) Blinky (Male); Pinky (Female); Inky (Female); Clyde (Male); Sue (Female); Tim (Male)
C-Z) Your choice here.  Please submit a name for 3 males and 3 females

16
RP Forum / RP Forum Rules
« on: July 01, 2011, 09:34:55 PM »
This forum is for roleplays.  This includes:

1) Tabletop gaming (with or without storytelling)
  i) With storytelling includes games like D&D and its variants
  ii) Without storytelling includes games like Risk, Diplomacy...
2) Collaborative storytelling (carried by sequences of pictures or words)
  i) Freeform RP (written with words)
  ii) A "picture war" thread with a plot
3) Fixed Plot Games where players determine roles
  i) Mafia
  ii) A RP where players reenact a known (video)game according to the game's plot

Rules for making and joining RP threads:

1) The topic author (known in D&D as the DM) is the one responsible for stating the type of RP he wants to start, the mechanics (if any) he wants to employ, the types of allowed characters, and the setting/starting plot.  As the RP progresses, players may modify such designs if the topic author allows it, but the topic author is the one primarily in charge of mediating this process and resolving conflicts that occur.
2) The above does not give any player free license to break forum rules, spam, or post things clearly unrelated to the RP in posts.
3) It is usually considered bad taste to control/kill off another player's character without their consent.  Of course, the topic author has more leeway in this respect.
4) It is generally considered bad form to pick an invincible character, or one with no character flaws.
5) Please conform to whatever posting standards the topic author asks for.  If the RP is to issue commands (like in Diplomacy), please post commands in the correct format.  If the RP is to post character actions, please post with readable spelling and grammar (except for characterization purposes).  If the RP is to post pictures, please post clear pictures that do not require further written explanations to be understood.

Rules for locking RP threads:

1) If a RP is dead from disinterest, it will be locked 2 weeks after the last active post unless the topic author states a reason beforehand (such as going on vacation, being sick, taking a break from FFH...)
2) A RP thread is not a place for spam or petty out-of-character arguments.  Posts made of this character will be deleted if the topic author is unable to resolve the issue.  Repeated occurrences in one RP will cause the RP to be locked, though I will give warning before this happens.
3) If a RP is completed, it will be locked.
4) I'm willing to also accept fanfiction and fanart (as long as the latter has nothing to do with spriting) in this forum, but poorly drawn/written examples will be archived upon public vote (just like how dead RPs will be locked).

17
Final Fantasy Tactics Hacking / Floating Point Multiplication
« on: June 28, 2011, 04:36:06 AM »
OK, here's a way to implement floating point multiplication in FFT.  Here's a basic outline from me (SA, feel free to improve this routine's register use efficiency):

r1 = numerator
r2 = denominator
r3 = FFFFFFFF
r4 = INT PART
r5 = FRAC PART
IF r1 < r2, r3 = r3 / r2 * r1 + 1
ELSE:
   r3 = r3 / r2 + 1
   r2 = 1
DO r4 * r3
r4 = MFHI
r6 = MFLO
DO r5 * r3
r3 = MFHI
r5 = r3 + r6
If r5 < r3, then r4 = r4 + 1 (carry-over)
If r2 = 1, then:
  DO r4 * r1
  r4 = MFLO
  DO r5 * r1
  r6 = MFHI
  r5 = MFLO
  r4 = r4 + r6.

Anyone care to code this?

18
General / RP Forum Name?
« on: June 26, 2011, 11:19:06 AM »
Eternal is soon to make the RP forum.  What would you all want it to be named?  Please propose names and vote on the choices given.  You may only vote for one name.  If you propose a name, you voted for it, unless you post otherwise.  Voting and nominations will end by next Friday.

1) The Goug (or Grog) Tavern
2) Roleplay Forum
3) Writer's Lounge
4) RP'n shit
5) Forum Games Section
...Your idea here

19
Final Fantasy Tactics Hacking / Coding Standards Sticky
« on: June 22, 2011, 09:40:21 AM »
There have been too many instances of code that only works on one emulator and not another.  I suspect the primary reason is load delay.  IN short, r3000 does not allow:

RAM (0x8000) load rX from memory
RAM (0x8004) any command involving rX

You must type:

RAM (0x8000) load rX from memory
RAM (0x8004) nop
RAM (0x8008) any command involving rX

However, I suspect certain (but not all) versions of ePSXe allows the former to occur.  Thus, it is possible to code a hack that works on ePSXe but not pSXfin or the real PSX.

To ensure compatibility, all coders should obey the latter format.  If you have code that's written in the former method, please rewrite and republish it.  If you know of someone who no longer ASMs, but has contributed hacks that look like the above, please post the corrected versions in this thread as well.

20
Final Fantasy Tactics Hacking / Weapon Hacking Part I
« on: June 15, 2011, 09:22:11 PM »
OK, I just rewrote the weapon XA routine because it was a mess.

XA can be:
PA
MA
(PA+SP)*.5
(PA+MA)*.5
[PA*Br*.01]
RN{1+[PA/2], PA+[PA/2]} (yes, before you ask, I did hack that last one in to replace the old RN{1...PA} formula because nobody liked the axe/bag/flail formula)
It also leaves some extra space for people who want to hack new formulas/make older ones more complex.   For anyone interested, you can now make a quick spreadsheet that can make any weapon type use any existing formula type.  All you have to do is change the branch offsets to the start of the appropriate formula type.

The following documentation is mostly SA's, though I fixed a few bits (code is now in little-endian).  All the offsets posted are RAM so you must subtract 0x67000 to get the BATTLE.BIN offset (which is 0x11EA9C).



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