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One Extra Job Hack (OEJ)  (Read 773 times)
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xjamxx [Posts: 43]
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  • [April 17, 2019, 02:48:46 PM]
One Extra Job Hack (OEJ)
« on: April 17, 2019, 02:48:46 PM »
"if all you have is a hammer, everything looks like a nail"

Only one drawback:
The new job will be placed after bard/dancer and before mime (it can be worked but it requires more code to move it).

How to use it:
1. All parameters (or labels) are in the first location (eqvs are not global):
2. For job requirements use the second location, and edit:

Whatever:
1. It would be nice if others test it, but i doubt it.
2. Use it as you like.
3. Thanks pokeytax (though i never spoke to you, i know u are still there).
4. If some1 needs help on how to use it, ask it here.
5. This is my last week here, i won't be back for a long time (could be months, could be years).


Final Update:
-Cleaned a bit more the code, removed that battle.bin inner jump call and skip (had to rewrite the entire routine), free more space so any can add more jobs req (there is an example in a second patch). Fixed some undetected load delays, added a require.out location just in case. (more details in https://github.com/xjamxx/FFTPatcher)

Since people won't READ and keep downloading outdated xml files, and i made some important fixes to my patches (though i uploaded them some days ago in github), i will replace the xml files here too...

As far as i know MJW.xml, OEJ.xml and PRE.xml are complete and without any issues (they work on all emus and they should work on psx hardware).
« Last Edit: May 08, 2019, 01:24:03 PM by xjamxx »
    • Modding version: PSX
  • <Random> This seems to be a PSX issue.
    <Elric> A psx issue? That makes no sense. Sounds more like an issue with your OS.
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    Elric (Overseer) [Posts: 4147]
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    • [April 17, 2019, 07:15:04 PM]
    Re: One Extra Job Hack (OEJ) WIP
    « Reply #1 on: April 17, 2019, 07:15:04 PM »
    We already have this hack well into development o_O

    • Modding version: PSX
  • <@Angel> Teach a man to fish and he'll open up a fishery to compete against yours.
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    xjamxx [Posts: 43]
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    • [April 18, 2019, 06:03:48 AM]
    Re: One Extra Job Hack (OEJ) WIP
    « Reply #2 on: April 18, 2019, 06:03:48 AM »
    Yeah i know, but I had the time.

    • Modding version: PSX
  • <Random> This seems to be a PSX issue.
    <Elric> A psx issue? That makes no sense. Sounds more like an issue with your OS.
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    • [April 18, 2019, 06:14:13 AM]
    Re: One Extra Job Hack (OEJ) WIP
    « Reply #3 on: April 18, 2019, 06:14:13 AM »
    So this is tied to chemist job requirements?

    • Modding version: PSX
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    Xifanie (Webmistress) [Posts: 4448]
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    • [April 18, 2019, 06:28:00 AM]
    Re: One Extra Job Hack (OEJ) WIP
    « Reply #4 on: April 18, 2019, 06:28:00 AM »
    I think he's assuming that people will want chemist to be a job unlocked from the start like in vanilla. Personally I would've just made a xml ASM patch for this. Or at least that fits his personal purpose.

    • Modding version: PSX
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    Valkirst [Posts: 258]
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    • [April 18, 2019, 07:51:21 AM]
    Re: One Extra Job Hack (OEJ) WIP
    « Reply #5 on: April 18, 2019, 07:51:21 AM »
    The way I'm reading it, it seems like he saying that he has it so, that there is an extra empty job available through a chemist requirement that works like all the others with a female/male set. I may be completely wrong about that though! 😅

    • Modding version: PSX
    • Discord username: Valkirst
  • Completed Sprites
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    • [April 18, 2019, 08:09:35 AM]
    Re: One Extra Job Hack (OEJ) WIP
    « Reply #6 on: April 18, 2019, 08:09:35 AM »
    Ill probably just wait for choto to finish the TLW version, its completely customizable

    • Modding version: PSX
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    xjamxx [Posts: 43]
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    • [April 18, 2019, 12:30:36 PM]
    Re: One Extra Job Hack (OEJ) WIP
    « Reply #7 on: April 18, 2019, 12:30:36 PM »
    I think he's assuming that people will want chemist to be a job unlocked from the start like in vanilla. Personally I would've just made a xml ASM patch for this. Or at least that fits his personal purpose.
    Yes. I was tired yesterday and rushed it to finish.

    If you check in scus unlocked jobs (modded):
    Code: [Select]
          lui t2,0x0040 #Current Unlock Check = 0x400000.
          lui t3,0x00c0 #Jobs Unlocked = 0xC00000 (start squire and chemist).
          addiu t6,zero,0x0000 #Counter = 0.
    Inside the loop, i just added these:
    To fix the female unlock for dancer so it goes to bard slot in the unlocked bytes
    Code: [Select]
    UJS2: ori v0,zero,0x0010
          bne v0,t6,UJS3
          andi v0,a1,0x0040
          beq v0,zero,UJS4 #Branch if Unit is not Female.
          lui a0,0x00ff
          sll t2,t2,0x01
          ori v0,a0,0xff80
          and t3,t3,v0
          bne t1,zero,UJLP
          or a1,zero,zero
          j UJLP
          or t3,t3,t2
    And with only 5 lines of code (i haven't use a single code cave for the entire patch, only used the space i free myself) i set the requirements for the new job, cuz chemist will be always unlocked
    Code: [Select]
    UJS4: beq t5,t8,UJS3
          addiu t5,t8,0x00aa
          sll t2,t2,0x01
          j UJLP
          or t5,t8,zero

    If needed i can rewrite so it work like vanilla (chemist check chemist....), and  set a zero for the new job and add a nop for custom jump to an special routine (which i won't make).

    Give it a try

    UPDATE:  i just rearrange the code and added its own job level requirement. Chemist is like vanilla it reads its own req.
    « Last Edit: April 18, 2019, 01:52:16 PM by xjamxx »
    • Modding version: PSX
  • <Random> This seems to be a PSX issue.
    <Elric> A psx issue? That makes no sense. Sounds more like an issue with your OS.
    Timbo [Posts: 547]
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    • [April 25, 2019, 06:43:48 PM]
    Re: One Extra Job Hack (OEJ)
    « Reply #8 on: April 25, 2019, 06:43:48 PM »
    This is pretty cool. Did you include Spillover JP and is it compatible with RAD?
    Bonesy [Posts: 128]
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    • [April 25, 2019, 06:54:37 PM]
    Re: One Extra Job Hack (OEJ)
    « Reply #9 on: April 25, 2019, 06:54:37 PM »
    Wasn't RAD the one I've seen a few people around here dissuade people from using or was that a different thing?
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    • [April 25, 2019, 11:25:14 PM]
    Re: One Extra Job Hack (OEJ)
    « Reply #10 on: April 25, 2019, 11:25:14 PM »
    RAD has a bunch of bugs and also has load delay. Its not recommended for use generally.

    • Modding version: PSX
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    Timbo [Posts: 547]
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    • [April 26, 2019, 04:17:41 AM]
    Re: One Extra Job Hack (OEJ)
    « Reply #11 on: April 26, 2019, 04:17:41 AM »
    RAD has a bunch of bugs and also has load delay. Its not recommended for use generally.
    I've been gone awhile, I thought Aqueous cleaned it up. Either way, this is more of a curiosity than anything I'm considering using.
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    • [April 26, 2019, 07:25:12 AM]
    Re: One Extra Job Hack (OEJ)
    « Reply #12 on: April 26, 2019, 07:25:12 AM »
    I remember him working on it a bit. But i cannot confirm that its 100% now. Im aware that im standards are incredibly high, and it may be fine to use. But until its shown to be 100% without load delay or buggy, i wouldnt recommend it without a buttload of testing for whatevee patch its used on (refering to RAD)

    • Modding version: PSX
  • <@Angel> Teach a man to fish and he'll open up a fishery to compete against yours.
    Journey of the Five Youtube ChannelThe Lion War Current Status
       
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