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Topics - Heisho

Pages: [1] 2
1
PSX FFT Hacking / A monster tame/invite subroutine -Completed-
« on: April 29, 2019, 07:24:37 AM »
Hello there!

I've working on some unholy formulas lately and finally made (in my opinion) a subroutine for a formula that will make taming or inviting monsters a little more fun.
The thing is this: It checks the type of monster, tier, damage and status in order to give a hit% based on all those.

Quick example:
A Chocobo will have a base of 30% due his monster class and an extra 10% since its the first tier. Up to 20% more will be added depending on remaining HP and a 5% more for each of the following status: Don't Act, Don't Move, Sleep and Charm adding 20% more giving a total of 80% if all this conditions are met. If the unit is in chicken status an additional 20% is given to the total amount, but if the unit is in Berserk status 30% will be substracted for the total amount. This last two can stack so if you have a enraged chicked roaming the map it will have a -10% after the total sum if you wan to invite it.

Now the code:


Yes, is big. However this is what I'm planning to add on my future patch, that's the reason that you will see a check for a Job ID (99) since this will be a secret character that could be invited.
Also you saw that I used a palette check, this is because the 2nd tier would be more difficult to invite, and the 3rd can't be invited (at least in this patch). And yes, this is my humble version of a "Pokemonesque" formula.

What I would ask from the great ASM masters is to know if this routine makes sense. Meaning that I'm looking for feedback in this one. Just remember that I'm a little too green on this so don't put on the flamethrowers if I messed up. By the way, the branches and jumps redirect to temporary offsets, I'm aware of this. This will be adjusted after I decide where in BATTLE.BIN this will be located. Also I checked and no load delays were detected.
 
Thanks for reading.

Regards.


2
Event Editing / Story Progression Byte
« on: November 22, 2018, 12:25:33 AM »
Hello there!

I was wondering if someone have the complete list of the progression bytes. I check it in the wiki but the list is incomplete. Or if there is somewhere else some pointers will be appreciated.

Thanks in advance.

3
Help! / A little help with ARH 1.32
« on: September 29, 2018, 11:12:07 PM »
Hello there!

I'm trying to use this version since it has more customizable options, but I'm seeing something that I don't understand.
The AND/OR are like conditionals, for lets say
Zodiac // Total JP for summoner = (JP for Lv8)  AND  (X item)  OR  Job (Serpentarious)

Will this means that when reaching  JP and having the item equipped will enable the skill? And by having the Serpentarious job will also enable it without the former requirements?

Also when applying the (=) I cannot add any value that starts with number 1 (01, 1F, 1FF, etc) or an error happens

I unhide all columns to check for errors and in some colums the error #NUM! appears if (=) is present.

I know this might not be for newbies, but a least a little instuctions would help to see what knowledge I'm lacking or what I'm doing wrong

Thanks in advance to anyone that can help

Regards

4
Hello there!

This is more informative than requesting help.
In the last days I had this error on FFTactext and it was driving me nuts. So I'll tell the experience if anyone is having something like that this might help.

I use Xifanie FFT Text editor which is way more useful than TacText in changing text. I checked all entries for out of chars out of limits, found 2 or 3 but the error still kept coming. The I saw something particular on the Excel. It seems that instead of using the Add-ins to erase entries I just deleted them from the main sheet. This is easily detected if you see the contents of one column tresspasing to another. When I saw this I copied blank cells there and it turns out it stayed blank and the excees of text from the other column was no longer visible.
I did this in all cells in the workbook and voila, it worked just fine.
I believe that if we erase data from the main window it somehow screws what is going to be read by TacText.

I don't know maybe I'm way wrong. But worked for me. So I leave this for anybody who is using Xifanie editor and encounters this problem. This might be an extra troubleshoot step.

5
Help! / Help coding new stealing/breaking routine
« on: August 12, 2018, 11:35:10 PM »
Hello there!

I've been trying to develop a routine that allow you to either break or steal all equipment of the target, however I've hit a wall and do not know how to complete it.
At first it was a rutine that will jump if an item wasn't present and the formula that calls the routine had multihit but the game crashed after stealing the helmet (the first item to remove in the routine). Now with this new one I attempt to break/steal on one single hit by creating a loop, although I don't know if trying to send a routine to go back to the beginning using a jump is valid.

Can someone shed some light on this?

This is the code so far:

Thanks in advance to anyone that can help.

Regards.

6
Help! / Duplicate efects
« on: July 30, 2018, 03:56:31 PM »
Hello there!

In an effort to use as much as possible resources in the game I'll like to know if some effects can be "duplicated", let me explain myself: For example can I have a normal Ramuh and a "summonless" version separately? For this Im planning in saving the edited effects over other that I will not use, like Talk Skill effects.

Anyone knows if it can be doable?

Thanks in advance for any info.

Regards.

7
Help! / Defend, Equip Change Supports skillsets
« on: July 13, 2018, 06:57:04 PM »
Greetings!

I recently took a dive on the BATTLE.BIN and SCUS info on the wiki and I'm trying to locate the code that links the Defend and Equip Change supports with skillsets 002 and 003 so I can change them. I'm aware of Xif spreadsheet to normalize them, but I want them to be used by AI and, according to my tests, the AI use them as they originally were (adding Defend status and...well nothing for Equip Change).
Also this will help to see if I can modify other supports to call skillsets like them.

I hope that I explained myself.

Also unrelated to this topic, where can I post something to contribute? I made an excel spreadsheet that allows to identify which abilities and items modify to have additional Draw Out abilities that work 100%

Thanks in advance to anyone who can help.

Regards.

8
Spriting / Zombie/Undead Knight
« on: July 08, 2018, 12:46:06 AM »
Something that was bugging my mind in order to replace certain units for my project. Any feedback is appreciated.

Regards


9
Help! / Enemy Monsters equip items
« on: April 16, 2018, 06:53:05 PM »
Hello there!

I've been looking for a way for monsters to equip items. The only reference I found is an old thread (Monster takeover) where Emmy says there was a method on other thread for enemy monsters equip items.

I search for said thread with no positive results. My goal is to assign specific items on monsters. Regarding allied monsters I found the code that address that but at the moment is not a priority.

Anyone knows that thread Emmy spoke of?

Thanks in advance

10
Help! / Help fixing a formula I'm making
« on: March 01, 2018, 10:53:01 PM »
Hello there.

I've been struggling in attempting to change the original formula 3B (Scream/Shout) to allow adding positive and negative values (as some ASM from Emmy) by changing their values on the Patcher and also trying to have the Proc ID, X, and Y values to change PA, MA and SP respectively.
So far I've hit a wall. This is the code that I have at the moment.

[0x00000000] lui r5,0x8019
[0x00000004] lbu r5,0x38f9(r5)
[0x00000008] lui r3,0x8019
[0x0000000c] lw r3,0x2d90(r3)
[0x00000010] andi r5,r5,0x0080
[0x00000014] sb r2,0x0014(r3)
[0x00000018] lui r3,0x8019
[0x0000001c] lbu r3,0x38fa(r3)
[0x00000020] lui r2,0x8019
[0x00000024] lw r2,0x2d90(r2)
[0x00000028] andi r3,r3,0x0080
[0x0000002c] sb r3,0x0015(r2)
[0x00000030] lui r4,0x8019
[0x00000034] lbu r4,0x38fb(r4)
[0x00000038] lui r2,0x8019
[0x0000003c] lw r2,0x2d90(r2)
[0x00000040] andi r4,r4,0x0080
[0x00000044] sb r4,0x0012(r2)
[0x00000048] lui r3,0x8019
[0x0000004c] lw r3,0x2d90(r3)
[0x00000050] ori r2,r0,0x0001
[0x00000054] jr r31
[0x00000058] sb r2,0x0025(r3)

Any help is welcome. BTW I'm still way green regarding ASM, so far I've managed to edit simple formulas but many terms and things are still a mystery for me. So If a dummy language can be used for me to understand will be appreciated.

Regards.

11
Help! / Unused spritesheets on Shishi
« on: January 18, 2018, 06:53:45 PM »
Hello there!
I was checking Shishi for available slots for use in battle and I'm pretty sure that spritesheets from 4A to 51 are no used according what I check on the ENTD. Is this right? Could I replace them with something else for use on battle?

Thanks in advance

12
Help! / Max number of abilities per character
« on: January 09, 2018, 05:04:08 PM »
Greetings everyone.

I read sometime ago that the max number of abilities per character is 32 plus defend and equip change. Most of this info came when looking for information on ALMA, which has been labeled as buggy by many people.

The point is that while messing around with the extra skillsets (Defend in this case) by normalizing them (using Xif's spreadsheet) I load it with other 16 abilities they showed correctly and worked (at least the 16th). Then I added 2 normal full skillsets (16 abilities each) and everything seem to work. And yes, all abilities were different, not a single slot was repeated so 48 different skills were loaded on that single character.

So is this common knowledge? Or have I found something new?

BTW, I didn't test Equip Chang along everything else

13
Help! / Question about Blood Suck
« on: November 04, 2017, 03:48:37 AM »
Hello everyone.
I would like to know if the Blood Suck status calls the Blood Suck ability on C8 (like Counter Tackle calls for Dash) or is it hardcoded on said status.

Thanks in advance

14
Help! / Object reference not set to an instance of an object FFTactext
« on: August 18, 2017, 07:03:22 PM »
Hello there!
I searched in the forums about this but nothing came close to a solution in my case.
In the past I got this error message when edited Cure4/Curaja description, and returning it to the original description solve it.
But now the problem is that if something is written from Cure3/Curaga uo to Fire2/Fira, the message appears, if I delete all those entries the patch is successful.

Anyone got an idea about this? I have tried versions from .457 onward but the same result. Also I tried to deleted those entries on certain files instead of Quick Edit and nothing.

Thanks in advance.

Regards.

15
Help! / FFTacText error when loading a file
« on: August 09, 2017, 06:03:10 PM »
Hello everyone.

After editing one of the files and tried to load it on FFTacText it gave this error message:

Error loading file: Exception of type 'FFTPatcher.TextEditor.InvalidStringException' was thrown

I already tried in all versions of TacText that I have with the same result. Anyone have an idea about it since I cannot see where the error is, and also after I finish with this error I have to deal with the "object reference not set to an instance of an object" error.

Thanks in advance.

Regards.

16
Help! / Weapon behavior
« on: July 15, 2017, 04:40:06 AM »
Greetings everyone.
I was wondering if there is a way to set a weapon on the patcher as one category (for example a Flail) and to behave like another in the game (like a sword). And I mean in the whole sense (animation, sound effect, etc) It's like if there was a duplicate category.
I know about Raven tools which are awesome, but as far as I have understand you change weapon in-battle sprites, formulas but I don't know if is possible to convert a whole category to another.

Thanks to anybody that can provide hints or info.

Regards.

17
Event Editing / How to make any other unit into guests units
« on: July 03, 2017, 05:30:02 AM »
Hello there.

First of all, if this doesn't belong here I'll glady remove it.

Now an explanation about this question. You can skip if you like.


So the question is if the units that join you since Gariland can stay as guest trough all the first chapter and then get removed when is finished.

Thanks to anybody that can shed some light on this.

Regards.

18
Help! / Adding "Break/Rend" to any skill slot
« on: June 29, 2017, 05:25:41 PM »
Hello there.

I remember a while ago that I found a thread about a spreadsheet that can add the "Break/Rend" feature to any given skill (or formula, I don't remember correctly). After searching on the forum I came empty handed so I I don't if it really existed or it maybe it was my imagination.

I'm asking for help to those who saw it or are familiar with it with some directions to that thread.

Thanks in advance.

19
Spriting / Iron Giant Pulverize animation change
« on: June 17, 2017, 07:32:47 PM »
Greetings everyone. I'm making (or trying) some changes on the last animation of the Iron Giant.
Instead of using a drill, it will be like a cannon, I'm no sprite artist tough, but still I'm learning and wanted some feedback.
Thanks in advance. Also I added some new palettes, the sample is for something like a boss or the like. Still is a work in progress.


20
Help! / Formula 37 on multiple targets.
« on: June 09, 2017, 12:09:19 AM »
Greetings everyone.
I would like to know if the effect can happen when a skill is multi target since I made a few tests without success. I gave up pretty easily and maybe I wasnt lucky.

Any leads regarding this?

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