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January 16, 2022, 08:53:34 pm

News:

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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Messages - Darthatron

21
FFTA/FFTA2 Hacking / Re: -
February 13, 2015, 07:51:58 am
That cleared a few things up for me too. Thanks Elric.
22
FFTA/FFTA2 Hacking / Re: Raise the Level Cap
January 29, 2015, 07:35:01 pm
0c9bae: 63
0c9baa: 63
12e672: 62

Double exp gain:

12e658: e5 08

I made a mistake in my previous post. It's in the experience gain function.

Currently it's:
If the unit is level 49 or lower and has over 99 experience, let it level up.

We need to change it to:
If the unit is level 98 or lower and has over 99 experience, let it level up.
23
FFTA/FFTA2 Hacking / Re: FFTA hacking requests
January 28, 2015, 06:18:20 pm
To get 3/4 I would just get 1/4+1/2. I would probably be able to fit that in.

ROM:0812F7DC                 MOVS    R0, 460
ROM:0812F7E0                 MULS    R0, R4
ROM:0812F7E2                 ASRS    R4, R0, #8


That's taken from the Petrify check that you suggested. It takes 8 bytes instead of 6 and is a bit slower because it multiplies.
24
FFTA/FFTA2 Hacking / Re: Raise the Level Cap
January 28, 2015, 06:09:48 pm
Oh I never saw there was another problem! So sorry. Change the byte at 12E672 from 31 to 62 to change the level at which you stop gaining EXP from <=49 to <=98.

I'm sorry I was blind :(
26
I'd say... 46.83%
27
Still no ETA sorry. I've been super busy with stuff in my real life and haven't had too much of a chance to do much. I may release an unfinished version some time soon so everyone an test it out.
28
FFTA/FFTA2 Hacking / Re: FFTA hacking requests
December 28, 2014, 08:30:39 pm
I thought you wanted combos removed completely anyway?
29
FFTA/FFTA2 Hacking / Re: FFTA hacking requests
December 25, 2014, 06:46:47 am
I've had the damage formula for a long while now. I just checked it out. Apparently it's roughly 20%, but it uses the same value for MagPOW+ and WepATK+. So changing the byte will make everything change.

The way it calculates it at the moment is: Damage = (BaseDamage * 307) / 256

I'll see if I can find some way of doing it simply ASAP. Value is stored at 0812F524 as a 32bit signed value. 00000133 by default.
30
FFTA/FFTA2 Hacking / Re: FFTA hacking requests
December 24, 2014, 03:00:10 am
The first one should be pretty easy to do. I'll look into it. :) Unless I already did? bcrobert?

As for 2 and 3... They are a little harder. Editing the way something works and adding something new are very different. But I'll look into both when I can get a chance. :)

Would accuracy still be effected by Facing as well?
31
Well the way that Mission Items are stored is inefficient and could be halved. So we could boost the limit to 128 very easily if that would be better?
32
FFTA/FFTA2 Hacking / Re: Some general modding questions
December 18, 2014, 04:52:50 am
It kind of works like that. Except there is no "Master List" each routine links to it's own offsets and such. Since it works like this, there are sometimes multiple pointers to the same data. AIO generally checks the first pointer that points to the required data and loads/edits everything from there.
33
FFTA/FFTA2 Hacking / Re: Some general modding questions
December 18, 2014, 04:26:07 am
2. Well if I recall most of the data is read from the pointers, rather than the hard-coded offsets... I haven't got the source-code with me at the moment. I won't have it until the new year either, so I can't give the pointer location to you. bcrobert may have it though?
34
FFTA/FFTA2 Hacking / Re: Some general modding questions
December 18, 2014, 01:55:42 am
Yeah the game would almost definitely crash if he's not in your party for the early missions.
35
Press the little pencil icon and it will open up the "Race Editor" that lets you change the race's abilities. :) Hope this helps
36
To clarify why we sometimes put the 08 before the address: It's because in the actual game, the ROM addresses are stored in the 08000000 RAM area. So addresses that are pointers in the game data show the 08 to show that it means the ROM and not another section of RAM.
37
GBA games can be up to 32mb, so that's not an issue. The issue is with Lunar IPS. You can either use try to keep the ROM <=16mb or you can use a different patcher (UPS is good).

Although it's also possible that you may have put some extra bytes in the middle somewhere, which may have thrown everything after that point out of whack... If that's the case, the only way of telling is if your game spontaneously implodes when you are testing it.
38
FFTA/FFTA2 Hacking / Re: Marche race change
December 04, 2014, 09:24:51 pm
The issue with Marche is that he has a lot of cut-scene sprites in the location of a lot of ability ones, so changing his race throws some issues because of that. So Marche "jump[ing] up in a weird sort of fashion" was probably because it was trying to use an animation that wasn't intended for that, and then it ended early or something. I'll need to look into it, but I probably won't be able too until after the New Year. :(
39
I've stickied this thread as I think it's a great base to build new mods off of. Keep up the great work!
40
Quote from: bcrobert on November 03, 2014, 01:22:10 am
I learned a thing. :D

Also that was a dick move for them to add that check. Did they really expect FFTA to have a big enough competitive metagame to justify cheat-blocking? Jerks.

I swear I've posted that somewhere. I looked through all my PMs and posts to find it and I couldn't. So odd. I've known about it for a loooooooong time.

And yes it is strange. High hopes I suppose.