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bcrobert [Posts: 221]
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  • [March 12, 2013, 03:19:08 AM]
Project goal A-Nightmare Modules
This is a dual-purpose topic. The first part of this project is a series of Nightmare modules that I am developing independently. They can be used to edit much of the game's known data. Nightmare 1, which I prefer, does not support binary data. That's why some of the more advanced modules have to be on the less user-friendly Nightmare 2. Also, I will not release modules that edit data if better options (like AIO) already exist. My Nightmare modules will never support ASM, for reasons that should be obvious once you look at the program.

Read about Nightmare:

Using these modules:

Project goal B-Archiving data

The second project is a CALL FOR HELP. I would like to gather as much of the data for FFTA in one place as possible. It's scattered across DataCrystal, insanely derpy, Final Fantasy Hacktics, and assorted other locations (like the hard drives of other hackers). Please help me to archive this data! Interested parties can post their notes anywhere in the topic or, preferably, PM those notes to me so that I can add them to the OP. The pieces of data that we can gather over time will be lumped together in the main archive for convenience.  If you don't have time to organize your notes or to check if I already have the data, I can do it myself.

If you send me a veritable mound of not yet archived data, like a detailed list of ASM routines or a guide to graphics hacking, then I will probably create a separate "user name's notes vX.rar."

If you want to contribute but have any technical/personal issues to consider please contact me here or via PM.

CREDITS:

Darthatron for numerous contributions to FFTA hacking.
Edea for numerous contributions to FFTA hacking.
Eternal for numerous contributions to FFTA hacking.
Looper for the only attempted text editing tool for FFTA.
Pickle Girl Fanboy for the ability spreadsheet.
Various members of Final Fantasy Hacktics and insanely derpy.
Myself for being drop-dead gorgeous.

SITES AND ORGANIZATION CREDITS:

RomHacking.net & DataCrystal.
Final Fantasy Hacktics & Mibbit.
insanely derpy.
Pokecommunity (Strangely...)
Gamefaqs.
Nintendo.
SquareEnix.

If I forget to credit anyone or credit someone falsely, please correct me immediately.

Requested activities
-Submit any data you might have for archiving purposes.
-Test/feedback on any or all of the Nightmare modules.
-Report inaccuracies in the OP or files.
-Show your support for the project by posting.

Activities that will be ignored
-Posts with evidence that you didn't read the OP.
-Complaints that are already covered by the README files.
« Last Edit: August 29, 2015, 11:59:19 AM by bcrobert »
My FFTA hacking tools: http://ffhacktics.com/smf/index.php?topic=9559.0

Believe it or not, I'm still working on this game.
Mediator
Eternal [Posts: 3077]
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  • [March 12, 2013, 06:00:40 AM]
Re: Archiving data & Nightmare modules
« Reply #1 on: March 12, 2013, 06:00:40 AM »
Well color me very, very impressed. This is a very good tool and I'll definitely be using it! Great find, and I look forward to seeing what else you have up your sleeve!

    • Modding version: PSX & WotL
    • Discord username: eternal248#1817
  • "You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
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    bcrobert [Posts: 221]
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    • [March 12, 2013, 06:23:37 AM]
    Re: Archiving data & Nightmare modules
    « Reply #2 on: March 12, 2013, 06:23:37 AM »
    And I'm pleased to announce that thanks to Darthatron I'll also add a law editor. Because while some laws need to be erased forever (Dmg2Animal), I don't like erasing all of them personally.

    EDIT. And I got the data for it literally right after your post, lol.

    My FFTA hacking tools: http://ffhacktics.com/smf/index.php?topic=9559.0

    Believe it or not, I'm still working on this game.
    Mediator
    Eternal [Posts: 3077]
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    • [March 12, 2013, 06:26:43 AM]
    Re: Archiving data & Nightmare modules
    « Reply #3 on: March 12, 2013, 06:26:43 AM »
    I'm playing with Nightmare now, and it seems like it can't be used on FFTA: Grim Grimoire. I attempt to open the .nmm file, but nothing happens. Is there any way to fix that?

    EDIT: I assume it has to do with the ASM used in it or something.

    EDIT 2: Nevermind, it seems to work fine. Just didn't load for whatever reason the first two times.
    « Last Edit: March 12, 2013, 06:46:56 AM by Eternal »
    • Modding version: PSX & WotL
    • Discord username: eternal248#1817
  • "You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
    Random picture of a flower? Check.
    bcrobert [Posts: 221]
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    • [March 15, 2013, 11:36:09 PM]
    Re: Archiving data & Nightmare modules
    « Reply #4 on: March 15, 2013, 11:36:09 PM »
    Minor update. (Although I'm not sure how many people've even seen this topic yet.)

    I had to correct the recruitment file name, and you can preview what I'm working on right now a little bit.  The module available for preview only works with Nightmare 2...so make sure you have that version.  I don't recommend using it as a real tool yet, though.  It's both untested and completely incomplete in every way.

    The preview file, tucked away in other stuff, is HUMAN EDITOR-main plot.nmm.

    EDIT. And the archive has been slightly updated, particularly the "minor hacks" file.
    « Last Edit: March 16, 2013, 12:07:39 AM by bcrobert »
    My FFTA hacking tools: http://ffhacktics.com/smf/index.php?topic=9559.0

    Believe it or not, I'm still working on this game.
    巨大なトロール。
    Darthatron [Posts: 163]
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    • [March 16, 2013, 05:47:54 AM]
    Re: Archiving data & Nightmare modules
    « Reply #5 on: March 16, 2013, 05:47:54 AM »
    Might I ask why you're thanking PokeCommunity?

    Also awesome work!

    [14:43:27] <blanky-blank> 707 was a douche to Darth
    [14:43:32] <Eternal> And me...
    [14:43:39] <Jumza> Yes, but no one cares ET
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    bcrobert [Posts: 221]
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    • [March 16, 2013, 05:58:31 AM]
    Re: Archiving data & Nightmare modules
    « Reply #6 on: March 16, 2013, 05:58:31 AM »
    Lol. You don't remember but that's actually where I met you and subsequently got into FFTA hacking.   :P

    Also, another minor update.  I forgot the reward sets actually have an 8th set pertaining only to random battles (the mythril items).  It's been added to the random reward editor.

    EDIT. The human editors are now complete. Anyone who wants to edit a few humans (like in Clan Dip or something) is more than welcome to try it out. What you see in the human editor is more or less what you can expect from the other editors. Remember that their abilities will only be read correctly if their post-edited class corresponds to the human race.
    « Last Edit: March 17, 2013, 01:53:25 AM by bcrobert »
    My FFTA hacking tools: http://ffhacktics.com/smf/index.php?topic=9559.0

    Believe it or not, I'm still working on this game.
    Random picture of a flower? Check.
    bcrobert [Posts: 221]
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    • [March 17, 2013, 03:35:16 AM]
    Re: Archiving data & Nightmare modules
    « Reply #7 on: March 17, 2013, 03:35:16 AM »
    I now have a double-post-worthy update.  :)

    The revised main race editors are finished. It should now be possible to edit the abilities on every enemy human, bangaa, nu mou, viera, and moogle in the game. The format is clumsy, but you can only do so much with 1's and 0's.

    The monster editors shouldn't be too far behind. The bad news is that because of the race-divided ability lists there will have to be editors for EVERY MONSTER RACE. Lovely. Maybe I'll think of something more convenient.  :(

    EDIT. The special character and totema editors are up too. So is a mission rewards editor. Not quite triple-post worthy though...
    « Last Edit: March 18, 2013, 12:32:52 AM by bcrobert »
    My FFTA hacking tools: http://ffhacktics.com/smf/index.php?topic=9559.0

    Believe it or not, I'm still working on this game.
    巨大なトロール。
    Darthatron [Posts: 163]
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    • [March 18, 2013, 12:56:05 AM]
    Re: Archiving data & Nightmare modules
    « Reply #8 on: March 18, 2013, 12:56:05 AM »
    I think it's triple post worthy. :P

    [14:43:27] <blanky-blank> 707 was a douche to Darth
    [14:43:32] <Eternal> And me...
    [14:43:39] <Jumza> Yes, but no one cares ET
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    bcrobert [Posts: 221]
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    • [March 18, 2013, 11:36:04 PM]
    Re: Archiving data & Nightmare modules
    « Reply #9 on: March 18, 2013, 11:36:04 PM »
    Time for a sexy update!

    The Nightmare 2 enemy editors are done. It's now possible to edit every ability in every skillset on every enemy in every battle in the entire game. This was, by a very wide margin, the most tedious set of editors to actually make.

    Download v9 and enjoy the benefits of full custom enemies.
    « Last Edit: March 19, 2013, 01:37:32 AM by bcrobert »
    My FFTA hacking tools: http://ffhacktics.com/smf/index.php?topic=9559.0

    Believe it or not, I'm still working on this game.
    Event Kid, Mr. Peanut
    Jumza [Posts: 1518]
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    • [March 19, 2013, 12:36:44 AM]
    Re: Archiving data & Nightmare modules
    « Reply #10 on: March 19, 2013, 12:36:44 AM »
    The Nightmare 2 editors are done. It's now possible to edit every ability in every skillset on every enemy in every battle in the entire game.

    • Modding version: PSX
  • Check out my project ~ FFT: A Stone's Ripple : http://ffhacktics.com/smf/index.php?topic=10857.0
    The demo was just released! Come check it out!
    Nyzer: Alma teleports out of her own possessed body.
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    bcrobert [Posts: 221]
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    • [March 19, 2013, 05:56:00 AM]
    Re: Archiving data & Nightmare modules
    « Reply #11 on: March 19, 2013, 05:56:00 AM »
    Darth and I are looking into the bit properties of abilities and some more mission data stuff right now. The findings are enlightening.

    Next time I have a day off, the community might see some more updates. And the new ability editor will use Nightmare 2, for better or for worse.

    This isn't ready to be archived but read it anyway:

    R = Reflectable [confirmed]
    I = Ignore Reaction [untested but very likely]
    O = Offensive? [not tested yet]

    # = Able to target self [confirmed]

    & = Triggers return magic [confirmed]
    S = Stealable [not tested yet]
    X = Blocked by Cover [confirmed]

    L = Triggers Learning [confirmed]
    B = Beastmaster can activate it [confirmed]
    M = Not silencable [confirmed]
    C = Can be double-cast [reported]

    @ = Can Morpher use it? [untested]
    P = Is physical [untested but likely]
    A = Triggers absorb MP [matched to TFergusson's Mechanics FAQ]
    T = Throw/Hurl [triggers Catch?-only on throw/hurl]

    U = unusued [all confirmed as unused]

    Byte  10| Byte  11| Byte  12| Byte  13
    RIOU UUU# &S-X LBMC UUU- @PAT
    1000 0001 0110 0001 0001 0000  Protect
    0000 0001 0110 0001 0001 0000  Dispel
    0010 0001 1111 0001 0001 0010  Holy
    0010 0000 1110 0001 0001 0000  Judge
    0010 0000 1011 0010 0001 0110  U. Blow
    1010 0001 1111 0101 0001 1010  Fire
    0110 0000 0111 0010 0001 0100  Greas. B.
    0010 0000 0011 1111 0001 1110  Goblin P.
    0010 0000 0011 0111 0001 1010  Limit Glove
    0010 0000 0010 1110 0001 1000  Matra M.
    0000 0000 0110 0000 0000 0000  Parley
    0010 0000 0100 0010 0000 0000  Drop Weapon


    Anyone who has a good hunch about the unknown properties in this structure should contact either me or Darthatron.

    Even if I don't get every property, I'll release the unfinished ability editor soonish so more people can run play-tests if they're willing to.
    « Last Edit: March 21, 2013, 11:28:01 PM by bcrobert »
    My FFTA hacking tools: http://ffhacktics.com/smf/index.php?topic=9559.0

    Believe it or not, I'm still working on this game.
    Random picture of a flower? Check.
    bcrobert [Posts: 221]
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    • [March 23, 2013, 08:09:31 AM]
    Re: Archiving data & Nightmare modules
    « Reply #12 on: March 23, 2013, 08:09:31 AM »
    Got another update. This one's relatively minor, but it adds a partial formation editor. All it edits right now is the number of units you can bring into each mission, but that's what I was actually looking for so I'm probably not gonna prioritize this module.

    To clarify, this means you can change the number of allied units allowed in a battle. Adding too many will probably have adverse effects, so it's best used for rebalancing purposes. (Like if you want the showdown with Raven to be 2 on 2.) Guests are included in the limit.

    My FFTA hacking tools: http://ffhacktics.com/smf/index.php?topic=9559.0

    Believe it or not, I'm still working on this game.
    Random picture of a flower? Check.
    bcrobert [Posts: 221]
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    • [March 30, 2013, 11:15:56 PM]
    Re: Archiving data & Nightmare modules
    « Reply #13 on: March 30, 2013, 11:15:56 PM »
    'Nother update. No new modules this time, but there is a new routine by Darthatron in the archive's minor hacks document. The routine modifies Damage>MP to work like the FFTA2 version, where excess damage rolls over into normal HP damage. I might be biased, but I felt it was worth updating the archive version again.

    Progress on the archives and nightmare modules will be slower from now on. Basically it's a combination between "not that much left to do" and "fresh new project impending."

    EDIT.The new Damage>MP routine does not currently activate KO events such as JP and Reraise. The theory is that "legitimate" KOs are registered by something related to a select few pre-existing routines. It can be treated as a prototype for now.
    « Last Edit: April 01, 2013, 06:50:03 AM by bcrobert »
    My FFTA hacking tools: http://ffhacktics.com/smf/index.php?topic=9559.0

    Believe it or not, I'm still working on this game.
    Random picture of a flower? Check.
    bcrobert [Posts: 221]
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    • [April 14, 2013, 01:17:24 AM]
    Re: Archiving data & Nightmare modules
    « Reply #14 on: April 14, 2013, 01:17:24 AM »
    QUADRUPLE POST!!!

    An ability effects editor is now available. This allows you to go even DEEPER into the A-abilities and edit the 4 effects you can put onto an ability directly. By editing the abilities at their core you gain ridiculous new possibilities such as MP stealing, 100% accurate 4 x damage abilities, and forcing status effects to use different accuracy formulas. Like Last Breath with 1/4 the hit rate of a normal attack.

    This, used in tandem with the ability editor, rips abilities wide open for anyone that can handle the juggling. Anything is possible.

    EDIT. Eternal contributed a list of labels for the ability effects so that the new module would be easier to navigate. Instructions for switching between "Eternal's list.txt" and "barebones list.txt" are in README>Overview.

    EDIT2. And now there's a law editor. Not the law cycles, like in the other editor, but the actual laws. Rank, forbidden, recommended, and penalties. YOU NEVER HAVE TO PUT UP WITH A PERMANENT STAT DECREASE EVER AGAIN.
    « Last Edit: April 17, 2013, 04:22:02 AM by bcrobert »
    My FFTA hacking tools: http://ffhacktics.com/smf/index.php?topic=9559.0

    Believe it or not, I'm still working on this game.
    Random picture of a flower? Check.
    bcrobert [Posts: 221]
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    • [April 22, 2013, 05:13:44 AM]
    Re: Archiving data & Nightmare modules
    « Reply #15 on: April 22, 2013, 05:13:44 AM »
    Quintuple post. My updating speed is that unparalleled.

    There's an all new structure by Darthatron that allows laws to be forcibly added or set on a mission by mission basis. The tactical applications are endless. Both the new structure and an editor for it are complete.

    It's also possible to rebalance combo abilities, using a formula hack in the "minor hacks" and another editor that affects the hit% of C-abilities in a chain.

    Lastly, the addresses for various strings [names, dialogue] have been added to the "basic ROM map." They were already available to the community, but the archive felt incomplete without their addresses.
    « Last Edit: April 22, 2013, 05:24:03 AM by bcrobert »
    My FFTA hacking tools: http://ffhacktics.com/smf/index.php?topic=9559.0

    Believe it or not, I'm still working on this game.
    Random picture of a flower? Check.
    bcrobert [Posts: 221]
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    • [May 24, 2013, 03:54:37 AM]
    Re: FFTA: Archiving data & Nightmare modules [Editor package available]
    « Reply #16 on: May 24, 2013, 03:54:37 AM »
    'Nother update. Yep.

    The newest editor updates the inventory in Ezel's shop. It can be used to make certain cards unavailable (Dmg2 hint hint) and make other cards readily available (like Allmighty). That's all it does, but it's still a cute little toy. :P

    My FFTA hacking tools: http://ffhacktics.com/smf/index.php?topic=9559.0

    Believe it or not, I'm still working on this game.
    Random picture of a flower? Check.
    bcrobert [Posts: 221]
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    • [June 13, 2013, 09:02:00 AM]
    Re: FFTA: Archiving data & Nightmare modules [Editor package available]
    « Reply #17 on: June 13, 2013, 09:02:00 AM »
    This update is more about the archive than the modules. I don't think I've actually added any new modules, though I could have added a minor one or two and forgot.

    More importantly, there have been some updates to the archive again. Another little ASM hack by Darthatron has been archived (for creating more spear & bow exclusive abilities) and the structure for treasure hunt rewards is now archived.

    My FFTA hacking tools: http://ffhacktics.com/smf/index.php?topic=9559.0

    Believe it or not, I'm still working on this game.
    Ethereal Embrace [Posts: 117]
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    • [December 13, 2014, 03:05:08 PM]
    Re: FFTA: Archiving data & Nightmare modules [Editor package available]
    « Reply #18 on: December 13, 2014, 03:05:08 PM »
    Regarding the minor hacks notes:
    Quote
    Revival nerf:
    The standard for revival is 50% of max HP. To change this to 25% simply change:
    0x08131a6a: 80 08
    This automatically changes the 50% of max HP formula to 25% (every skill with that value will be affected).

    I'd really like this to be implemented in my game. However my hex editor keeps telling me that the address is invalid?
    All of the other minor hacks seem to work just fine except the Spear/Bow and Damage>Mp ones...
    Unless those are pointers...?
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    bcrobert [Posts: 221]
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    • [December 14, 2014, 05:43:19 AM]
    Re: FFTA: Archiving data & Nightmare modules [Editor package available]
    « Reply #19 on: December 14, 2014, 05:43:19 AM »
    Did you remember to remove "08" from the address? The "actual" address is0x131a6a. Your hex editor's goto function might not read it properly if you leave the 08 at the beginning.

    My FFTA hacking tools: http://ffhacktics.com/smf/index.php?topic=9559.0

    Believe it or not, I'm still working on this game.
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