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DW's ASM Thread  (Read 1779 times)
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dw6561 [Posts: 253]
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  • [August 20, 2016, 12:58:36 AM]
DW's ASM Thread
« on: August 20, 2016, 12:58:36 AM »
Credits to Emmy for helping me fix the smart brave/faith hack!

RSM Hacks:

Formula Hacks:

Other Hacks:

AI Hacks:
« Last Edit: January 22, 2017, 06:56:55 AM by dw6561 »
    • Modding version: PSX
  • This is FF Tactics. All the Tactics you can ever have, all in one byte.
    Emmy [Posts: 227]
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    • [August 24, 2016, 06:37:21 AM]
    Re: DW's ASM Thread
    « Reply #1 on: August 24, 2016, 06:37:21 AM »
    Quick question: In your Geomastery hack, what exactly are these lines doing in between where you load the ability ID and the ability element?


    I ask because I'm writing a different tile based ability. 

    Also if you want Geomastery to work with both weapon attacks and abilities, do you patch both hacks?  I'd assume so, but it's unclear.
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    dw6561 [Posts: 253]
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    • [August 25, 2016, 12:39:35 AM]
    Re: DW's ASM Thread
    « Reply #2 on: August 25, 2016, 12:39:35 AM »
    The data for each skill is 0x000e bytes long, so that is multiplying the ability ID by 0x000e and adding it to the table start. That gives me the ability data for the corresponding elemental skill that the attacker is standing on.

    And yeah, you would patch both hacks for that. However, the one that works for weapons is untested as of right now, which is why it is separate.

    • Modding version: PSX
  • This is FF Tactics. All the Tactics you can ever have, all in one byte.
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    dw6561 [Posts: 253]
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    • [November 17, 2016, 05:40:32 AM]
    Re: DW's ASM Thread
    « Reply #3 on: November 17, 2016, 05:40:32 AM »
    I kinda just dumped all of my ASMs that have been tested here just now. Enjoy. A quick note about the formula below: It displays just the hit % if the status can't be added for whatever reason. That being said, it has been tested to work with the AI (I wasn't sure due to the elemental flag weirdness).

    « Last Edit: November 17, 2016, 06:27:47 AM by dw6561 »
    • Modding version: PSX
  • This is FF Tactics. All the Tactics you can ever have, all in one byte.
    nitwit [Posts: 200]
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    • [November 18, 2016, 12:04:12 AM]
    Re: DW's ASM Thread
    « Reply #4 on: November 18, 2016, 12:04:12 AM »
    Where is the sign bit if y is unsigned?
    Timbo [Posts: 521]
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    • [November 18, 2016, 12:05:29 AM]
    Re: DW's ASM Thread
    « Reply #5 on: November 18, 2016, 12:05:29 AM »
    Does this formula still require monster talk to hit monsters?
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    dw6561 [Posts: 253]
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    • [November 18, 2016, 05:44:46 AM]
    Re: DW's ASM Thread
    « Reply #6 on: November 18, 2016, 05:44:46 AM »
    Where is the sign bit if y is unsigned?

    Maybe I'm not getting the terminology right. I wasn't sure what to call it when it adds the stat if you add 0x80 and subtracts it if you don't. Sometimes I think I'm being smart but I'm really not, and this is apparently one of those times.

    Does this formula still require monster talk to hit monsters?

    No, monsters can be hit regardless. I've always thought monster talk was the stupidest support skill ever, but I can make a version for monster talk if need be.

    • Modding version: PSX
  • This is FF Tactics. All the Tactics you can ever have, all in one byte.
    Timbo [Posts: 521]
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    • [November 18, 2016, 09:23:35 PM]
    Re: DW's ASM Thread
    « Reply #7 on: November 18, 2016, 09:23:35 PM »
    Maybe I'm not getting the terminology right. I wasn't sure what to call it when it adds the stat if you add 0x80 and subtracts it if you don't. Sometimes I think I'm being smart but I'm really not, and this is apparently one of those times.

    No, monsters can be hit regardless. I've always thought monster talk was the stupidest support skill ever, but I can make a version for monster talk if need be.

    No need. I also think that monster talk should die in a fire and never return. This is great!
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    dw6561 [Posts: 253]
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    • [December 03, 2016, 07:52:13 PM]
    Re: DW's ASM Thread
    « Reply #8 on: December 03, 2016, 07:52:13 PM »
    UPDATE: Steal hack has been tested, and it works fine if you replace the animation so "stole ..." doesn't appear, as that was my only real concern. I still have no idea how to make this display the item name stolen, so if anyone knows how to do that, please tell me. For example, do I have to store that in the attacker's current action data?

    • Modding version: PSX
  • This is FF Tactics. All the Tactics you can ever have, all in one byte.
    French Maid
    Xifanie (Webmistress) [Posts: 4259]
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    • [December 03, 2016, 08:29:15 PM]
    Re: DW's ASM Thread
    « Reply #9 on: December 03, 2016, 08:29:15 PM »
    I know where it is stored, but I don't know which function writes to it...
    I think anyway? I looked into that stuff a few years ago, but I'm pretty sure the string IDs and the amounts displayed by the special text characters are called from the same table which starts at 0x80165EF4. I'm not sure I remember the sections correctly, but every 0x0400 means another section, and IIRC 0x0000 is the start of ability names and 0x0400 is the start of item names... add the corresponding ID and you got yourself your text string ready to print in whatever message box FFT calls for. So 0x0480 would print "Leather Hat" when requested.
    In this case, there's only one special value, so it should be the first one (the table supports up to 64 entries; it's ridiculous), meaning 0x80165EF4.
    Just tossing that out there or something, idunno.

    I'm way too tired to look deeper into this at the moment.

    • Modding version: PSX
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    <Raijinili> remember that? it was awful
    Timbo [Posts: 521]
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    • [December 11, 2016, 02:49:17 AM]
    Re: DW's ASM Thread
    « Reply #10 on: December 11, 2016, 02:49:17 AM »
    What exactly does the Multi-hit determined by random fire flag asm do? I'm confused.
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    dw6561 [Posts: 253]
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    • [December 11, 2016, 07:43:04 PM]
    Re: DW's ASM Thread
    « Reply #11 on: December 11, 2016, 07:43:04 PM »
    If random fire is checked in the patcher, it makes the skill multi-hit with X or Y being the number of hits (X if math skill is not checked, Y if it is). So rather than hardcode the multi hit functionality to 2-3 formulas like vanilla does, you can use ANY formula as long as it doesn't use one of those variables.

    • Modding version: PSX
  • This is FF Tactics. All the Tactics you can ever have, all in one byte.
    Timbo [Posts: 521]
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    • [December 12, 2016, 02:24:04 AM]
    Re: DW's ASM Thread
    « Reply #12 on: December 12, 2016, 02:24:04 AM »
    If random fire is checked in the patcher, it makes the skill multi-hit with X or Y being the number of hits (X if math skill is not checked, Y if it is). So rather than hardcode the multi hit functionality to 2-3 formulas like vanilla does, you can use ANY formula as long as it doesn't use one of those variables.
    That's great. I'm guessing that all the skills that do this still strike targets in an aoe randomly? Does Math Skill still work with this asm?
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    dw6561 [Posts: 253]
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    • [December 13, 2016, 05:42:13 PM]
    Re: DW's ASM Thread
    « Reply #13 on: December 13, 2016, 05:42:13 PM »
    Yes, targets will still be struck randomly for the time being. I'm hoping that I can find maybe ANOTHER patcher flag to attach multi-hit functionality to so that you can apply as many hits as you want to any skill in the game without sacrificing X or Y (example application- multi-hit raise spell).

    Also, I recommend not using the "spell charging" animation with it because it does repeat that for however many times it hits.

    Most modders remove math skill because it's overpowered, but as long as random fire is not checked it should be fine. I think math skill only accepts skills from WM, BM, time magic, and YY magic also. Therefore, I don't think rafa/malak's skills should be impacted at all. However, just be careful about making sure things are checked where they are supposed to or else funny bugs could happen.

    Maybe I could put in a "check for skillset of used ability, skip multi-hit if math skill" section if that would help. I'd imagine all sorts of bugs could happen if random fire/multi-hit were used with math skill.

    (I kept that in because maybe, just maybe someone with creativity would use it for something I didn't think of.)

    • Modding version: PSX
  • This is FF Tactics. All the Tactics you can ever have, all in one byte.
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    dw6561 [Posts: 253]
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    • [January 22, 2017, 06:59:54 AM]
    Re: DW's ASM Thread
    « Reply #14 on: January 22, 2017, 06:59:54 AM »
    Updated the smart brave/faith hack because apparently it didn't work the way I wanted it to. Credits to Emmy for rewriting it.

    Also, new AI hacks based on the recently decoded AI routines! Still trying to figure out how to give priority to blank status and dark/evil looking though...

    • Modding version: PSX
  • This is FF Tactics. All the Tactics you can ever have, all in one byte.
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