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One Extra Job Hack (OEJ)  (Read 118 times)
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xjamxx [Posts: 41]
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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).

« Last Edit: April 19, 2019, 11:01:56 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: 4108]
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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: 41]
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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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    Elric (Overseer) [Posts: 4108]
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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
  • <@Angel> Teach a man to fish and he'll open up a fishery to compete against yours.
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    Xifanie (Webmistress) [Posts: 4427]
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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: 225]
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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
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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: 41]
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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.
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