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Use of ePSXe before 2.0 is highly discouraged. Mednafen/RetroArch is recommended for playing/testing, pSX is recommended for debugging.

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Timbo [Posts: 537]
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  • [December 06, 2013, 02:24:32 AM]
Has anyone managed to create a functioning Jump Ability?
« on: December 06, 2013, 02:24:32 AM »
This is not a request or anything, I was just wondering if anybody has all ready managed to cobble together a working Jump ability that jumps and lands normally, that can be used in a normal skillset? If you have done it, would you mind sharing it?
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Pride [Posts: 838]
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  • [December 06, 2013, 02:46:40 PM]
Re: Has anyone managed to create a functioning Jump Ability?
« Reply #1 on: December 06, 2013, 02:46:40 PM »
No one has done that asm to the best of my knowledge (unless FDC is hiding things) its also not particularly easy as well.

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    Timbo [Posts: 537]
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    • [December 06, 2013, 04:31:22 PM]
    Re: Has anyone managed to create a functioning Jump Ability?
    « Reply #2 on: December 06, 2013, 04:31:22 PM »
    Thanks Pride. I just don't want to overlook somethin potentiallly huge for my patch. The closest I've seen is using ALMA to attach Izlude's Jump to an unused support skill. While this works fine and allows you to create a fully fleshed out Lancer skillset, it uses Alma which is probably too big for a full patch, like mine.
    « Last Edit: December 07, 2013, 10:22:09 PM by Jack of All Trades »
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    Elric (Overseer) [Posts: 4037]
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    • [December 06, 2013, 05:20:26 PM]
    Re: Has anyone managed to create a functioning Jump Ability?
    « Reply #3 on: December 06, 2013, 05:20:26 PM »
    Alma is also a bit broken and causes issues when trying to use certain emulators or trying to play a mod on the PSP or other hardware that isn't
    ePSXe

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    Pride [Posts: 838]
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    • [December 06, 2013, 05:23:03 PM]
    Re: Has anyone managed to create a functioning Jump Ability?
    « Reply #4 on: December 06, 2013, 05:23:03 PM »
    I have an asm to attach Jump to a job ala ALMA, I'll find it for you later.

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    Timbo [Posts: 537]
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    • [December 06, 2013, 11:43:11 PM]
    Re: Has anyone managed to create a functioning Jump Ability?
    « Reply #5 on: December 06, 2013, 11:43:11 PM »
    I appreciate that Pride, but is that safe? Doesn't adding it to a job in addition to their two skillsets allow a player to add defend and exceed the maximum number of battle commands/menus?
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    Pride [Posts: 838]
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    • [December 07, 2013, 12:36:25 AM]
    Re: Has anyone managed to create a functioning Jump Ability?
    « Reply #6 on: December 07, 2013, 12:36:25 AM »
    Pretty sure its programmed to handle both change equip and defend if they are both innate, don't see why this would be an issue. Your welcome to test it.

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    Timbo [Posts: 537]
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    • [December 07, 2013, 12:42:37 AM]
    Re: Has anyone managed to create a functioning Jump Ability?
    « Reply #7 on: December 07, 2013, 12:42:37 AM »
    No, I believe you. This is something I may or may not have read a long time ago. If you find the ASM I'd be happy to test it.
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    Celdia [Posts: 1642]
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    • [December 07, 2013, 11:08:28 AM]
    Re: Has anyone managed to create a functioning Jump Ability?
    « Reply #8 on: December 07, 2013, 11:08:28 AM »
    I appreciate that Pride, but is that safe? Doesn't adding it to a job in addition to their two skillsets allow a player to add defend and exceed the maximum number of battle commands/menus?

    I had a lot of stacking possible in CCP 2nd. There is a limit to the number of extra skills that can show up on the action list but going over it doesn't break anything...you just can't reach the last one. I know you can manage two extra without 'losing' any of them. I know I decided to specifically set things up in my patch so you couldn't ever put more of them than you could access on at once. Since I have jobs with EC and Jump innate to their skillsets [which is also a fun idea instead of binding to the job] and I removed the Defend support skill, that would likely mean it can't handle 3 extra without more ASM applied.

    Of course the only problem with binding Jump to a job/skillset is the unit will get them for 'free' with the class. You can't make them pay JP for the different Level/Distance tiers. It'll just be the highest of each that you put in the skillset.
    Timbo [Posts: 537]
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    • [December 07, 2013, 02:21:05 PM]
    Re: Has anyone managed to create a functioning Jump Ability?
    « Reply #9 on: December 07, 2013, 02:21:05 PM »
    When I was playing with ALMA at first I added Jump to the Lancer skillset as well. If I remember correctly I had to do it once for when it was a primary skillset and again for when it was a secondary. I later decided that Jump needs to have some sort of JP cost so I bound it to a support which I made innate for Lancers.

    Beggers can't be choosers. Celdia, did you use ALMA for your patch or did you use an ASM hack and if so, would you be willing to share it with me?
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    Pride [Posts: 838]
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    • [December 07, 2013, 06:26:05 PM]
    Re: Has anyone managed to create a functioning Jump Ability?
    « Reply #10 on: December 07, 2013, 06:26:05 PM »
    She used ALMA, I have mine and it's easy enough to tie it to a support skill, just need to change the check from job Id to a support.

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    Timbo [Posts: 537]
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    • [December 07, 2013, 07:46:20 PM]
    Re: Has anyone managed to create a functioning Jump Ability?
    « Reply #11 on: December 07, 2013, 07:46:20 PM »
    You guys are awesome. Thank you.
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    Pride [Posts: 838]
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    • [December 07, 2013, 08:05:15 PM]
    Re: Has anyone managed to create a functioning Jump Ability?
    « Reply #12 on: December 07, 2013, 08:05:15 PM »
    Well what support do you want to replace silly

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    Timbo [Posts: 537]
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    • [December 07, 2013, 09:12:40 PM]
    Re: Has anyone managed to create a functioning Jump Ability?
    « Reply #13 on: December 07, 2013, 09:12:40 PM »
    The 1st blank support under Non-Charge seems like a pretty good spot.
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    Celdia [Posts: 1642]
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    • [December 07, 2013, 09:26:06 PM]
    Re: Has anyone managed to create a functioning Jump Ability?
    « Reply #14 on: December 07, 2013, 09:26:06 PM »
    When I was playing with ALMA at first I added Jump to the Lancer skillset as well. If I remember correctly I had to do it once for when it was a primary skillset and again for when it was a secondary. I later decided that Jump needs to have some sort of JP cost so I bound it to a support which I made innate for Lancers.

    Beggers can't be choosers. Celdia, did you use ALMA for your patch or did you use an ASM hack and if so, would you be willing to share it with me?

    Yeah, you have to set it for when it's Primary and again for Secondary in ALMA. Pride has the right of it though, use his way. I use ALMA for a whole bunch of shit and that is the only reason anyone should use it at all. I love what it cando but holy fuck is it a huge headache. If you can find any functional alternative to it, do so. I've had to find some creative workarounds for the problems it causes and there are a few things I've just been like "well....fuck it" over and dealt with the problems. However, to its credit, it has come a long way from the first version I used.
    Timbo [Posts: 537]
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    • [December 07, 2013, 10:00:39 PM]
    Re: Has anyone managed to create a functioning Jump Ability?
    « Reply #15 on: December 07, 2013, 10:00:39 PM »
    Honestly, I was not expecting to get any response at all. This is a very awesome and unexpected surprise. I have to go back to my plans and redo a few things, but its totally worth it. I'm very excited.
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    Pride [Posts: 838]
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    • [December 07, 2013, 10:06:57 PM]
    Re: Has anyone managed to create a functioning Jump Ability?
    « Reply #16 on: December 07, 2013, 10:06:57 PM »
    Over two year old hack so testing is probably required, I did make sure it worked right now but you never know... As always copy + paste the code below, save as a .xml in the same folder as FFTorgASM and apply. Enjoy!

    Code: [Select]
    <?xml version="1.0" encoding="utf-8" ?>
    <Patches> 
    <Patch name="Support Equip Jump">
        <Description>Support skill below Non-Charge gives access to skillset x34</Description>
    <Location file="BATTLE_BIN" offset="F762C">
          E8FFBD27
      1000BFAF
      92004392
      00000000
      02006330
      03006010
      21302002
      7E69060C
      34000534
      12004392
      1000BF8F
      1800BD27
      0800E003
      00000000
      92006590
      00000000
      0200A230
      04004010
      00000000
      34000234
      000002A2
      01001026
      FF000234
      000002A2
      0800E003
      00000000
    </Location>
    <Location file="BATTLE_BIN" offset="11A4F0">
      9979050C
      00000000
    </Location>
    <Location file="BATTLE_BIN" offset="13347C">
      8B79050C
    </Location>
      </Patch>
    </Patches>

    Edit: It uses skillset x34 aka Izlude's Jump, not the lancer Jump as an fyi.

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    Timbo [Posts: 537]
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    • [December 07, 2013, 10:22:39 PM]
    Re: Has anyone managed to create a functioning Jump Ability?
    « Reply #17 on: December 07, 2013, 10:22:39 PM »
    Thanks Pride, I'll test this as soon as I get a chance.
    Vanya [Posts: 3958]
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    • [December 08, 2013, 07:59:32 AM]
    Re: Has anyone managed to create a functioning Jump Ability?
    « Reply #18 on: December 08, 2013, 07:59:32 AM »
    Hey, Pride. If I wanted to change which skill set this patch binds to a support skill and which support skill it's bound to which hex values would I change?

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    Pride [Posts: 838]
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    • [December 08, 2013, 08:12:00 AM]
    Re: Has anyone managed to create a functioning Jump Ability?
    « Reply #19 on: December 08, 2013, 08:12:00 AM »
    <?xml version="1.0" encoding="utf-8" ?>
    <Patches> 
    <Patch name="Support Equip Jump">
        <Description>Support skill below Non-Charge gives access to skillset x34</Description>
       <Location file="BATTLE_BIN" offset="F762C">
          E8FFBD27
         1000BFAF
         92004392
         00000000
         02006330
         03006010
         21302002
         7E69060C
         34000534
         12004392
         1000BF8F
         1800BD27
         0800E003
         00000000
         92006590
         00000000
         0200A230
         04004010
         00000000
         34000234
         000002A2
         01001026
         FF000234
         000002A2
         0800E003
         00000000
       </Location>
       <Location file="BATTLE_BIN" offset="11A4F0">
         9979050C
         00000000
       </Location>
       <Location file="BATTLE_BIN" offset="13347C">
         8B79050C
       </Location>
      </Patch>
    </Patches>

    x92 is the support set, x02 is the specific support skill in the set, and x34 is the skillset.

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