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ASM Requests

Started by The Damned, October 29, 2014, 09:16:45 pm

TheKillerNacho

Quote from: saw2th on January 21, 2020, 10:01:40 am
Ah, my bad :) **Pride's CT hack works when adding a ct to confuse - just add the asm and set the ct in patcher!

I had another question.

Sorry if this is the wrong place to ask,
But does there already exist a hack that grants all Monsters the ability to use basic Attack? thus freeing up a slot on their monster skills while still giving them access to regular physical damage. I have noticed monsters call regular attack or possibly frog attack while under berserk (this might call to the same attack slot?) so maybe the asm just gives monsters that option ? i am not sure.


Yeah I got it to work after talking to some people on the FFT Arena discord. Turns out I was just being a massive derp and miscounted, setting Silence to have the CT instead.
  • Modding version: PSX
  • Discord username: TheKillerNacho#0666

Tony75

How would I go about changing the Gather skill to increase the MA stat instead of PA .
  • Modding version: WotL

Zantetsuken

Hi!

I know i can enable evasion while charging, using the status evadability hack, but i wonder if it would be possible to also cancel charging when you dodge, parry or block attacks.
  • Modding version: PSX
  • Discord username: Zanmato

ekaiser

Hi! I want to use a modified version of Bisenboat "Absorb Mp:Limit Break" posted in page 15

<Patch name="Absorb Used MP -> Limit Bar">

In less words "Obtain MP:half of all Hp damage"
But for the entire game, make all have Limit Bar, without use the skill Absorb Used MP.
I use the ASM "Start with 0 MP" so the metod to obtain Mp in my mod is by recharge with one Skill in each Job, but also it will be great to gained Mp when received all type of damage (Hp Damage/2 to Mp).
  • Modding version: PSX

PrometheusBR

April 22, 2020, 05:56:21 am #304 Last Edit: April 22, 2020, 06:27:07 pm by ZeroX
Main request: Nullify EXP gain hack.

Hi guys,  I'm a bit desperate, cause my patch, the way I envisioned it, really need a hack that nullifies EXP Gain. I want the characters to stay stuck on the level that I set for them on the FFT Patcher.


Extra challenge: Job multipliers scale with Job levels hack.

And MUCH more complicated, is it possible, a hack where class stats multipliers, scale with job level?
Ex:
job level 1 = 100% multiplier (stays the same)
job level 2 = 105% multiplier
Job level 3 = 110% muktiplier
job level 4 = 115% multiplier
job level 5 = 120% multiplier
job level 6 = 125% multiplier
job level 7 = 130% multiplier
job level 8 = 135% multiplier
Mastered = 150% multiplier

I dont know if I really would use this, if this is indeed possible, but I find this much more interesting than leveling up to level 99 through EXP.
...
  • Modding version: PSX
  • Discord username: ZeroX

PrometheusBR

Request ARH (ability requirement hach?)for Charge abilities.

I need Charge abilities to be integrated with the ARH spreadsheet, to make some abilities only available to bow users and some only to crossbow users.

This is specially to crossbows to give them a mechanic where they need to be reloaded, so this is why the CT requirement. O want to make crossbows powerful but slow, more close to the way they really were. This way I would nerf their normal attack, and they need Charge to function properly.

If you have other ideas to how I can make a "crossbow needs to be reloaded mechanic" Im all ears.


  • Modding version: PSX
  • Discord username: ZeroX

PrometheusBR

Request: Draw Out Redesign Hacks

This comes in two ways, the first more simple and useful, the second is a really big push, but could be nice.


1) Draw Out considers the equipped weapon in its inventory.

This is for lets say, theres only one Masamune in the game, and you want to use the Masamune Draw Out while having it equipped, so it needs to show up in the inventory to be selected.

2)Assign each Draw Out skill to a.weapon type instead of individual Katana:

Why this? Hear me out.

Combining this with the first hack and Xifanie's Skillset X Innate All hack, we could have an specific skill locked to each characters equiped weapon type. This innate  wouldn't mess the game because monsters would have no weapon to acess it.

This could be a really cool way to give the game limits/finisher moves.

I particularly only need the first hack, but I guess I'm tripping a little.




  • Modding version: PSX
  • Discord username: ZeroX

Nyzer

Unless you are willing to learn how to write the ASMs yourself, do NOT plan your hack around them.

A lot of the time, on the rare occasions requests here ARE fulfilled, they're quick ASMs that the writers haven't tested.

That said, at least some of what you want could probably be done by the hack that attaches extra skills to weapons. Not sure how public that is though
  • Modding version: Other/Unknown

ibostyle11

I had a question about the 2 swords penalty ASM.
I've seen a few versions of it on the board.

1. Let's you put in the XX and YY to have reduced damage on each hit.
But it seems to cause crashes.

2. Has it attached to ATK UP, but is talking about dividing 2 different things by 128 (which I don't get)

3. Has a working hack that said it was 75% damage, but is actually 67%. Would anyone happen to know what part of the code (pasted below) is changeable to affect the damage formula?

<Patch name="2 Swords Penalty">
    <Description>2/3 damage per hit by units with 2 swords.  Affects all abilities with Formulas 01-07, no effect on other physical formulas.</Description>
    <Location file="BATTLE_BIN" offset="11EF80">
      30420508
      00000000
    </Location>
    <Location file="BATTLE_BIN" offset="E98C0">
1980023C
942D428C
00000000
91004290
00000000
01004230
0B004010
00000000
1980023C
CE384284
00000000
40180200
21186200
C2170300
21186200
83180300
1980013C
CE3823A4
1980023C
E2170608
CE384224
    </Location>
  </Patch>

PrometheusBR

Quote from: Nyzer on April 22, 2020, 08:58:14 pmUnless you are willing to learn how to write the ASMs yourself, do NOT plan your hack around them.

A lot of the time, on the rare occasions requests here ARE fulfilled, they're quick ASMs that the writers haven't tested.

That said, at least some of what you want could probably be done by the hack that attaches extra skills to weapons. Not sure how public that is though

Hi Nyzer. I've known this forum, played its hacks watched its youtube videos for a few years now, but only now I've decided to try and make my own mod.

I need to read a lot of stuff to catalog all you guys developed, there's a lot of hacks and tips lost in old topics, that is not in the FFT Patcher or the tools section. I consider myself smart, but I'm smart to also recognize what i don't know, and I'm not a data programmer, I have ideas of how ASM Hacks works, but I can't write my own right now. Once I've tested and done all I can with what is available, then I'll proceed to try and learn some ASMhacking to do wat I still need.

Right now, yes, the nullify EXP request for example. If no one develop one, for now I'll minimize stat growth to the minimum (255 C values rates in all stats).

The reason I'm launching ideas is: if someone find them interesting enough to develop, win for them and win for me, right?

Right now all i can do is that, try to inpire people.

  • Modding version: PSX
  • Discord username: ZeroX

Nyzer

I've got no problem with trying to inspire ideas for mutual benefit, I'm just saying that if you're going in with the expectation that you'll need certain hacks to make your mod work, you'd better be prepared from the start to have to make those hacks yourself. Maybe you'll be pleasantly surprised, but just don't plan on it.
  • Modding version: Other/Unknown

nitwit

Quote from: ZeroX on April 22, 2020, 05:56:21 amMain request: Nullify EXP gain hack.

Hi guys,  I'm a bit desperate, cause my patch, the way I envisioned it, really need a hack that nullifies EXP Gain. I want the characters to stay stuck on the level that I set for them on the FFT Patcher.


Extra challenge: Job multipliers scale with Job levels hack.

And MUCH more complicated, is it possible, a hack where class stats multipliers, scale with job level?
Ex:
job level 1 = 100% multiplier (stays the same)
job level 2 = 105% multiplier
Job level 3 = 110% muktiplier
job level 4 = 115% multiplier
job level 5 = 120% multiplier
job level 6 = 125% multiplier
job level 7 = 130% multiplier
job level 8 = 135% multiplier
Mastered = 150% multiplier

I dont know if I really would use this, if this is indeed possible, but I find this much more interesting than leveling up to level 99 through EXP.
...
You will usually get a better response if you attempt some research on the subject and ask more specific questions on what to modify. The adage that the best way to get a correct answer is to post the wrong one holds true.

Start by searching for "experience" on the wiki.

https://ffhacktics.com/w/index.php?search=experience&title=Special%3ASearch&go=Go

Since you're just nullifying experience you could try to look for comments that tell you what is happening where, and set the gains to zero.

If you want to learn how to write ASM hacks you could start by watching any of the tutorials in the tutorials section.

Timbo

This is more of a suggestion than a request. I was just thinking about how equipment breaking sucks and often results in a full reset. What if, instead of breaking, gear just became unequipped instead? To give this more value Equip Change would have to be modified to a single item and to take a full turn if it doesn't all ready.

If I could do this hack I would've but it's more than just swapping a few bytes around. I definitely don't need this hack for anything but as a quality of life hack I think it's more than a good enough idea to put out there for others who may be interested in toying with idea.
  • Modding version: PSX
  • Discord username: Timbo

Nyzer

I know there's a hack to make broken equipment reappear at the Fur Shop, but I don't know how feasible it might be to make that work for the regular inventory.
  • Modding version: Other/Unknown

Timbo

Quote from: Nyzer on April 26, 2020, 05:01:31 pmI know there's a hack to make broken equipment reappear at the Fur Shop, but I don't know how feasible it might be to make that work for the regular inventory.

Thanks Nyzer, I am aware of this hack. I've messed with it in the past. It's buggy. Iirc, pretty much everything that gets broken appears in the Fur Shop, enemy and ally gear alike and it might even make duplicates.

Again, this isn't really a problem that I'm looking to get solved. I'm just putting ideas out there.
  • Modding version: PSX
  • Discord username: Timbo

FFMaster

Ask and ye shall receive

Broken/Stolen Equipment reappear in inventory(these will reappear right away, so I suspect Equip Change will be able to requip them right away)


0x18D46c
j 0x00153888            -- jump to location
lw r4,0x2d98(r2)         -- load target pointer

0x153888
lui r2,0x8005
lbu r4,0x01ba(r4)         -- load the byte that stores team flag
ori r2,r2,0x96e0
srl r4,r4,0x0004         -- check for team flag = blue
bne r4,r0,0x(END)         -- go to end if not team blue
addu r2,r2,r5
lbu r4,0x0000(r2)         -- load the corresponding item inventory count
nop
addiu r4,r4,0x0001         -- add 1 to item stock
sb r4,0x0000(r2)         -- save new value
lui r2,0x8019            -- code from original routine (END)
lw r2,0x2d90(r2)         -- code from original routine
j 0x0018d474            -- go back to main routine
nop

BATTLE.BIN

0x12646C
224E0508
982D448C

0xEC888
0580023C
BA018490
E0964234
02210400
05008014
21104500
00004490
00000000
01008424
000044A0
1980023C
902D428C
1D350608
00000000
  • Modding version: Other/Unknown
☢ CAUTION CAUTION ☢ CAUTION CAUTION ☢

Timbo

Well, this certainly was unexpected. Thank you. I really like the idea of knights disarming their foes instead of breaking their stuff.

Does this really make it so stolen items do the same thing? Because that doesn't make a lot sense to me.
  • Modding version: PSX
  • Discord username: Timbo

FFMaster

Yeah, I based this off Razele's hack, which runs during the routine where it sets the targeted equipment to FF(nothing). So for now, it affects both broken and stolen equipment.
  • Modding version: Other/Unknown
☢ CAUTION CAUTION ☢ CAUTION CAUTION ☢

cadence

Quote from: Timbo on May 24, 2020, 01:43:18 amBecause that doesn't make a lot sense to me.

Think of it as being fenced?
  • Modding version: PSX
  • Discord username: cadence#6190

FFMaster

Broken Equipment reappear in inventory, stolen equipment ignored
0x12646C
224E0508
902D448C

0xEC888
982D428C
10008494
BA014290
04008430
09008010
02110200
07004014
0580033C
E0966334
21186500
00006490
00000000
01008424
000064A0
1980023C
902D428C
1D350608
00000000

0x18D46c
j 0x00153888            -- jump to location
lw r4,0x2d90(r2)         -- load attack type pointer

0x153888
lw r2,0x2d98(r2)      -- load the target pointer
lhu r4,0x0010(r4)      -- load attack type
lbu r2,0x1ba(r2)      -- load team flag
andi r4,r4,0x0004      -- check if attack type is BATTLE SKILL
beq r4,r0, (END)      -- jump to END if not BATTLE SKILL
srl r2,r2,0x0004
bne r2,r0, (END)      -- jump to END if not team blue
lui r3,0x8005   
ori r3,r3,0x96e0
addu r3,r3,r5
lbu r4,0x0000(r3)      -- load corresponding item inventory
nop
addiu r4,r4,0x0001      -- add 1 to item stock
sb r4,0x0000(r3)      -- save new value
lui r2,0x8019            -- code from original routine (END)
lw r2,0x2d90(r2)         -- code from original routine
j 0x0018d474            -- go back to main routine
nop
  • Modding version: Other/Unknown
☢ CAUTION CAUTION ☢ CAUTION CAUTION ☢