Final Fantasy Hacktics

Modding => PSX FFT Hacking => Topic started by: FFMaster on August 09, 2010, 06:18:26 am

Title: FFMaster's small ASM hacks{Another Oil hack made}
Post by: FFMaster on August 09, 2010, 06:18:26 am
Thank you Zodiac for a great tutorial! This is just to show how good your tutorial is! And it only took less than 2 hours to learn and tinker to edit my own formula!
Use these things at your own risk! I am still a noob at this. All these hacks are for BATTLE.BIN except for the sound test hack and the Brave/Faith hacks! They have been labelled for you!

FORMULA HACKS
0x11ECD8
change 37 to 36
0x11ECCC
change 37 to 36

Both 36's can be changed to other things.
http://www.ffhacktics.com/wiki/Formula_Hacking (http://www.ffhacktics.com/wiki/Formula_Hacking)

0x11FE38
24004390
26004490

0x11FE48
21186400

0x11ED94
1980013c
21104200
d03823a4

0x11F708
a9600508
00000000
1980033c
902d638c
0xF12A4
2a006296
28006196
00000000
c4190608
22104100

0x122974
05004310

0x11F958
change 0x01 to 0xZZ
Example. Setting ZZ to 0a will make it (0...(Y-1)+10)*PA

0x11EED4
f8600508
00000324
40180200

0x11EEF4
f8600508
01000324

0xF13E0
18004290
XX000124
18002200
12100000
YY000124
1a004100
12100000
03000310
00000000
bf170608
00000000
b7170608
00000000

XX and YY are constants and can be changed. 18 is bolded because it can be changed. It load's the stat you want. For example, if you wanted it to be WP*Speed*3, then you change 18 to 38, change XX to 03 and YY to 01. Tinker as you wish.
http://www.ffhacktics.com/wiki/Formula_Hacking (http://www.ffhacktics.com/wiki/Formula_Hacking)



OTHER HACKS

0x126358
change 42 to 82

0x11F3DC
change 08 to XX
40 - Crystal
20 - Dead
10 - Undead
08 - Charging
04 - Jump
02 - Defending
01 - Performing

This is an extension to Razele's performing damage bonus hack. For example, if you made XX 18, units with Undead or Charging would both gain 50% damage bonus. However, A unit with both Undead and Charging would still only receive 50% bonus damage. IT DOES NOT STACK.

0x11E444
change 09 to XX
40 - Crystal
20 - Dead
10 - Undead
08 - Charging
04 - Jump
02 - Defending
01 - Performing

This is an extension to Razele's performing evasion hack. For example, if you made XX 03, units with either defending or performing would lose all evasion.

0x11E340
change 0x30 to 0x10
0x11E064
ae600508
00000000
0xF12B8
583F2290
59006392
1980013C
20006330
02000310
00000000
XX004224
1B140608
00000000

XX = percentage decrease. For example, making XX = 32 will mean a 50% decrease in accuracy while the unit is blinded.

0x126144
XX000324
0x126398
XX000524
Example: Setting XX to 10 will mean 16% chance for reactions to activate.

The empty space just below Non-Charge increases damage/healing done by the unit by XX%. The one after that decreases all damage/healing done to the unit by ZZ%.

0x11F580
ba600508
00000000

0xF12E8
64000324
1980043c
942d848c
92008490
02008430
02000410
00000000
XX006324
1980043c
982d848c
92008490
01008430
02000410
00000000
YYff6324
12200000
18006400
12180000
64000424
1a006400
1980033c
902d638c
62190608
00000000
XX = % damage/healing increase. Setting XX = 14 will mean a 20% damage/healing increase.
YY = (0x100 - 0xZZ[hex subtraction!]) : This is the damage/healing decrease %. Setting it to EC will mean a 20% damage/healing decrease. Please be careful with the subtraction.

If you use the weapon guard innate hack, this means the unit can use weapon guard from the back and sides!
0x11E6F4
d9600508
00000000

0xF1364
8D00A290
00000000
04004230
01000210
00006290
2330C600
000066A0
C0150608
00000000

0x125F0C
e2600508

0xF1388
XX006230
02000214
5a008290
01000224
c5330608
00000000

# 0x40 = HP Restore
# 0x20 = MP Restore
# 0x10 = Critical Quick
# 0x08 = Meatbone Slash
XX can be changed. This one is a bit trickier. You want to add the ones you only want activated while critical. For example, if you only want MP Restore and Critical Quick to activate without being in critical status, then XX = 48, since HP Restore and Meatbone Slash are the ones you don't want activating. If you have problems, ask on IRC.

0x10D860
ed600508

0xF13B4
95002292
02004230
06000210
3a003092
5a002292
01004230
02000210
00000000
XX001026
1ad20508
00000000

Currently, it is tied to Silent Walk, which is why 95 and 02 are bolded. Change XX to whatever number you like.
http://www.ffhacktics.com/wiki/Formula_Hacking

0x11AA78
Change 01 to 00

0x115868
change 01 to 00

I better explain this one. Say for example, in FFTPatcher, you have a spell with CT = 3. Normally, Short Charge will halve it, and round up, meaning that the spell is now CT = 2. With this small hex edit, Short Charge will now round down, so the spell is now CT = 1(cast as soon as everyone who has 100 speed has had a turn). As a special case, a spell with original CT = 1 + Short Charge + this hack will be effectively a spell with Non-Charge, since the CT is now 0. So if you really want to use this, remember this special case.

0x11CCDC
change 14 to XX

0x11CCE8
change 14 to YY

XX = bonus CT for not moving
YY = bonus CT for not acting

0x11B9F8
change 42 to 82

0x11B9EC
change 42 to 82

0x11E3C0
DC386290
00000000
00022882
00451023

0x50cc Require.out
05610508
00000000

0xf1414 battle.bin
XX000324
2a106600
03000214
00000000
21306000
10610508
YY000324
2a10c300
02000214
00000000
21306000
2300e6a0
2400e6a0
35100708
00000000

XX = minimum, YY = maximum.

0x50ec Require.out
14610508
00000000

0xf1450 battle.bin
XX000324
2a286900
03000514
00000000
21486000
1f610508
YY000324
2a282301
02000514
00000000
21486000
2500e9a0
1000422c
3d100708
00000000

XX = minimum, YY = maximum.

0x120984
XX000524

This sets all Katana to XX% break when a Draw Out is used. 00 for 0% break chance, 64 for 100% break chance. A lot of people have been waiting for this one =p
NOTE: If you set a formula other than the Draw Out ones, the Katana will still break at 100% chance!

0x11AA48
05610508
00000000

0xF1414
0c008290
0b000210
XX008391
YY001024
1a007000
12800000
2a180202
04000314
00000000
01000224
94060608
05008390
23105000
94060608
05008390

0x115848
12610508
00000000

0xF1450
0c004390
0b000310
XX007792
YY001224
1a00f202
12900000
2ab84302
04001714
00000000
01000324
14f20508
05004290
23187200
14f20508
05004290

XX = Stat to be used - http://ffhacktics.com/wiki/Formula_Hacking
YY = divider constant number

This hack reduces ALL ability CT by XX/YY, rounded down. If the CT of an ability is lower than XX/YY, it will be forced to be 1CT. Abilities with 0CT will not be affected. For example, I have a spell with 5 CT, XX = 38, YY = 09. If I have 18 speed and the divider is 9, the final CT of the spell is then 3. THIS HAPPENS BEFORE SHORT CHARGE.
Does not affect Charge(Archer skillset), does affect skills with Persevere flagged(Sing/Dance).

0x113978
Change 04 to XX

0x1157C8
46610508
00000000

0x11AADC
37610508
00000000

0xF14DC
C0010824
18008800
12480000
1980083C
CC080825
21400901
92000891
00000000
08000831
02000810
00000000
01001026
42801000
C805060C
21280002
B9060608
00000000
21082200
92006292
180D3290
08004230
02000210
00000000
01005226
F4F10508
42901200

If you want the game to round down instead of up, change the bolded 01's to 00.


Oil status grants weakness to element(s), overrides Absorb/Null/Half element
BATTLE.BIN
0x11DE98

1980023C
982D428C
E8FFBD27
5A004590
1000BFAF
8000A130
6D004590
02002010
9C014194
XX00A530
24188500
02006010
00042334
9C0143A4
5A004190
6E004590
80002130
02002010
00000000
XX00A530
24188500
05006010
00000000
9013060C
00000000
D6130608
00000000
6F004590
02002010
90014194
0300A530
24188500
02006010
43080100
900141A4
5A004190
70004590
80002130
02002010
90014194
YY00A534
24188500
05006010
40080100
9C014394
900141A4
00086334
9C0143A4
1000BF8F
1800BD27
0800E003
00000000

BATTLE.BIN
0x120020
change 80 to YY


XX = Elements not affected by Oil
YY = Elements affected by Oil


TABLE
0x80 = Fire
0x40 = Lightning
0x20 = Ice
0x10 = Wind
0x08 = Earth
0x04 = Water
0x02 = Holy
0x01 = Dark


For example, if you want Oil to grant weakness to Fire/Holy/Dark, then XX = 73 and YY = 83

For those who want to mess with the effects more:
First XX = Elements to ignore Absorb on target
Second XX = Elements to ignore Null/Half on target
First YY = Elements to grant Weak on target
Second YY = Elements that will remove Oil


The combination of Null/Half: Elements was due to laziness.

BATTLE.BIN
0x1205BC
1980023C
982D428C
E8FFBD27
92004290
1000BFAF
80004230
00000000
00000000

The bolded numbers can be changed to fit any RSM. Check the wiki for which numbers correspond to which RSM. You can also set it to work with other things.
Example: changing 92 to 06 and 80 to 20 will make Reis formula work with monsters only.



AI Hacks
0x12D2E8
e8600508
00000000

0xF13A0
3a008290
1a80013c
XX004224
bc500608
00000000

0x124AE2
change 40 to 00

0x137F56
change 80 to 00

This makes the status itself blank, but allows the CT to be used elsewhere, or you can code your own status effect if you really wanted to.


SOUND TEST
OPEN.BIN
0x441c

00001724

OPEN.BIN
0x4434

94cb0108
00000000

OPEN.BIN
0x5C88

d4

OPEN.BIN
0x5CBC

02

OPEN.BIN
0xBE50

1000038e
03001714
05000234
0fad0108
00000000
10ad0108
00000000

OPEN.BIN
0xCFAC

19 32 2F 2E 24
19 32 2F 2E 24

OPEN.BIN
0x4580

7C F5 04 08

WORLD.BIN
0x5D5F0

00 00 05 36
00 00 A3 90
07 80 01 3C
AC 3F 21 34
21 08 24 00
00 00 22 90
00 00 00 00
06 00 62 14
0a 00 02 34
01 00 84 24
0a 00 82 28
F5 FF A0 14
01 00 A5 24
0a 00 02 34
09 00 82 14
05 00 02 34
10 00 02 AE
00 00 04 34
FA 0E 01 0C
60 00 05 34
A4 9F 01 0C
20 00 04 34
89 AD 01 08
01 00 17 24
BC 66 01 0C
00 00 04 34
62 AD 01 08
00 00 00 00

Change Ramza's name to PolkaPolka in the New Game screen to activate it.

Maybe more to come.
Title: Re: FFMaster's first ASM hack!
Post by: Dome on August 09, 2010, 06:45:24 am
Congratulations FFMaster :-)
But...what's the purpose behind this ASM?
Title: Re: FFMaster's first ASM hack!
Post by: FFMaster on August 09, 2010, 06:51:44 am
I made this for use in Arena, since Ninja is getting an overhaul. This formula basically is going to be used for spells that are meant to copy Throw. It might be used for other spells later too. The problem with the old formula was that damage depended on the weapon you carried (0 damage if you were barehanded) or could deal a lot of damage (Knight Sword equipped with new Throws for example).
Title: Re: FFMaster's first ASM hack!
Post by: Xifanie on August 09, 2010, 08:33:24 am
.... h4x!
Title: Re: FFMaster's first ASM hack!
Post by: philsov on August 09, 2010, 09:12:07 am
does this carry over into the normal Throw command, or is this a stand-alone formula for various funsies?

Either way, excellent work!
Title: Re: FFMaster's first ASM hack!
Post by: LastingDawn on August 09, 2010, 12:25:47 pm
Good to see FFMaster! That's definite proof that any of us should be able to make our own formula hacks, if we follow that tutorial! I look forward to see what can come of it!
Title: Re: FFMaster's first ASM hack!
Post by: Pride on August 09, 2010, 01:28:12 pm
What tutorial are you speaking of?

Either way, that's awesome. Good work!
Title: Re: FFMaster's first ASM hack!
Post by: Vanya on August 09, 2010, 02:21:00 pm
What would be great for me would be to know the addresses of the formulas so I don't have to track them down.
Then I'd be making all kinds of hacks for them.
I think, though, the holy grail for Formula editing would be to locate the pointers so the empty formula slots could be adjusted for proper use.
Title: Re: FFMaster's first ASM hack!
Post by: Pickle Girl Fanboy on August 09, 2010, 05:21:20 pm
We already have the addresses for several formulas.  Just look at the various asm hack threads.  And what tutorial?
Title: Re: FFMaster's first ASM hack!
Post by: FFMaster on August 09, 2010, 05:28:38 pm
Quotedoes this carry over into the normal Throw command, or is this a stand-alone formula for various funsies?
Yes, it should carry over to the Throw command.
QuoteWhat tutorial are you speaking of?
http://ffhacktics.com/tutorials.php?id=11 (http://ffhacktics.com/tutorials.php?id=11)
Title: Re: FFMaster's first ASM hack!
Post by: Vanya on August 09, 2010, 05:33:31 pm
Quote from: "Pickle Girl Fanboy"We already have the addresses for several formulas.  Just look at the various asm hack threads.  And what tutorial?

Actually we only have a handful of those. That doesn't do much for me though because the rest of them are, from what SB told me, scattered all over battle.bin in a rather nonsensical manner.
Title: Re: FFMaster's small ASM hacks
Post by: FFMaster on August 09, 2010, 07:12:09 pm
Updated first post with a few extensions to Razele's hacks.
Title: Re: FFMaster's small ASM hacks
Post by: Vanya on August 09, 2010, 08:35:59 pm
Pretty cool & very useful. Great job!
Title: Re: FFMaster's small ASM hacks
Post by: FFMaster on August 09, 2010, 09:08:36 pm
Added:
Formula 1F ((100-CasF)*(100-TarF)*(MA+Y)*MA/2) #Hit(Rdm{1,X}) becomes ((100-CasF)*(100-TarF)*(XX+Y)*YY/2) #Hit(Rdm{1,X})
0x11ECD8
change 37 to XX
0x11ECCC
change 37 to YY

For example, putting 38 into XX and 36 into YY would make it ((100-CasF)*(100-TarF)*(SP+Y)*PA/2) #Hit(Rdm{1,X}).
http://www.ffhacktics.com/wiki/Formula_Hacking (http://www.ffhacktics.com/wiki/Formula_Hacking)
Title: Re: FFMaster's small ASM hacks
Post by: FFMaster on August 11, 2010, 08:32:45 am
I didn't find any problems with this one so...

Formula 4F becomes Dmg_(Casters Brave+Casters Faith) Hit_(MA+X)%
0x11FE38
24004390
26004490

0x11FE48
21186400

If I had more space, I would have tried something more special... but oh well.
Title: Re: FFMaster's small ASM hacks
Post by: FFMaster on August 27, 2010, 07:33:52 pm
Formulas 09,0a,0b,0d,0e,0f,10,12,14,15,16,17,29,2a,3d,41,4d,4f,50,51,53,55,56,58,59,61,62(maybe more) change Hit_F(MA+X)%/Hit_(MA+X)%/whatever to become Hit_F(MA*2+X)%/Hit_(MA*2+X)%/whatever

0x11ED94
21104200
1980013c
d03823a4
Title: Re: FFMaster's small ASM hacks
Post by: Zozma on August 27, 2010, 08:48:44 pm
c'mon fix "blind" somebody!
Title: Re: FFMaster's small ASM hacks
Post by: FFMaster on August 27, 2010, 09:11:41 pm
Fix Blind? What do you mean?
Title: Re: FFMaster's small ASM hacks
Post by: Zozma on August 27, 2010, 09:13:02 pm
the status blind really doesnt do much, i mean there should be like a 10% chance of actually hitting units with physical attacks when thats in place in my opinion lol
Title: Re: FFMaster's small ASM hacks
Post by: Vanya on August 27, 2010, 11:16:41 pm
I have to agree.
Title: Re: FFMaster's small ASM hacks
Post by: Zozma on August 28, 2010, 03:38:58 pm
it should probably drastically lower the affected units evade% as well
Title: Re: FFMaster's small ASM hacks
Post by: LastingDawn on August 28, 2010, 04:24:59 pm
I like what FFTA2 did in this regard, they made it a Solid 50% chance to hit, even with magic. Not sure how evasion and such effected it though, to be honest. If there was such a thing in this game. In that case though Blind could be sort of a... buff. In the right situation.

Say your foe has Immense evasion, and you'd normally be dealing 23% or so from the front. Put Blind on one of your own units and your chance more than doubles to him him. Would need a new name in that case, of course.
Title: Re: FFMaster's small ASM hacks
Post by: Zozma on August 28, 2010, 04:37:03 pm
thats an interesting idea, and if you dont want it to be able to be used as a buff you can simply make it so it does not hit allys
Title: Re: FFMaster's small ASM hacks
Post by: Vanya on August 29, 2010, 12:25:18 pm
Isn't the target's evade taken into account in the formulas anyway?
I mean, you'd think the Blind penalty was set up to cut the affected unit's hit% by a percentage rather than setting the unit's hit% to a specific amount.


Quote from: "Zozma"it should probably drastically lower the affected units evade% as well

Yes! I always thought it should, too. Not being able to see for a a species that relies heavily on sight (humans) should be very debilitating.
Title: Re: FFMaster's small ASM hacks
Post by: Skip Sandwich on August 30, 2010, 12:15:24 pm
Currently it doubles the evade rate of targets attacked by the afflicted, but that doesn't really matter when attacking low-evade units, so it should reduce the base chance to hit from 100% to 50%, this has the same net effect against high-evade units, but a much greater effect against low-evade. It would even overwrite Concentrate if it worked this way, since Concentrate just skips the step where the target's evade rate is taken into consideration, so a blinded unit with concentrate would still ignore evasion, but would have only a 50% chance to hit.
Title: Re: FFMaster's small ASM hacks
Post by: Xifanie on August 30, 2010, 12:45:50 pm
Make a ASM hack that checks the accessorie's Physical Evasion:
Like normally a feather mantle would have 40% evade
Normal: 100 - 40 = 60% to hit

with new blind:
(100 - 40) / 2 = 30% to hit

Instead of doubling evasion, divide by two the chance to hit. This would work regardless of the C-Ev, shield or accessory equipped
Title: Re: FFMaster's small ASM hacks
Post by: FFMaster on August 30, 2010, 09:43:32 pm
Updated first post with Darkness hack and a crappy formula hack.

Thanks Zodiac for the method to do it.
Title: Re: FFMaster's small ASM hacks
Post by: LastingDawn on August 31, 2010, 02:17:58 pm
And Blind is now a viable status! Thanks Zodiac and  FFMaster!
Title: Re: FFMaster's small ASM hacks
Post by: FFMaster on September 01, 2010, 06:59:05 am
Here is a terrible one I just made. I could make it far more interesting, but right now, I have no ideas on what I should do. Maybe require the caster to have Max HP or something? Anything is possible really.

0x122974
05004310
Title: Re: FFMaster's small ASM hacks
Post by: Skip Sandwich on September 01, 2010, 10:10:57 am
I'd like to see the dash ability use a formula like the following, so that you deal more damage if you're "heavier" then the target
dmg=((PA * CasMaxHP)/(2 * TarMaxHP)) * PA

being mindful of the power of exponential scaling, this formula is set up so that if Caster and Target hp are equal, damage equals (PA * PA)/2

:EDIT: alternatively, you could invert this, making it deal more damage when you're "lighter" then the target, which could make a good skill for thieves ("backstab" or "flank attack") or possibly monks ("hip toss" or "leg sweep")

:EDIT2: possible ability use for same gender target status infliction, provided the original opposite gender target remains as well
Bifauxnen (dancer) or Dandyism (bard) - charm target of same gender
Title: Re: FFMaster's small ASM hacks
Post by: Zozma on September 01, 2010, 04:19:55 pm
I'd like to see drain's (and aspel) formula able to multi target and then heal in the total amount of hp drained from all units hit instead of what it does now which is heal in the value of only one of the units hit
Title: Re: FFMaster's small ASM hacks
Post by: Pickle Girl Fanboy on September 01, 2010, 06:21:24 pm
Some questions:
1. Are all of these BATTLE.BIN?
2. Do you mind if I add these to the wiki?
3. Should I add them to the ASM Hacking page, or the BATTLE.BIN page?  Both?
4. And what would you call each of the offsets you found?   Like the requisite for Formula 29, which is normally opposite gender.
Title: Re: FFMaster's small ASM hacks
Post by: FFMaster on September 01, 2010, 06:27:40 pm
Q1)Yes, all of them are for BATTLE.BIN

Q2/3)Do whatever, I don't mind.

Q4) What do you mean? Can you rephrase that?

EDIT:
0x11F958
change 0x01 to 0xZZ
Example. Setting ZZ to 0a will make it (0...(y-1)+10)*PA

EDIT2:
0x126144
XX000324
0x126398
XX000524
Example: Setting XX to 10 will mean 16% chance for reactions to activate.
Title: Re: FFMaster's small ASM hacks
Post by: Pickle Girl Fanboy on September 02, 2010, 12:32:24 pm
I'm trying to build a map of everything currently known and editable in every file in the game, and, to do that with formulas, I need a name for every part of a formula.

For instance, your hack to Formula 29 (Steal Heart) alters it's target requisite, which is normally Opposite Gender... Looks like I answered my own question.
Title: Re: FFMaster's small ASM hacks
Post by: philsov on September 02, 2010, 01:24:28 pm
QuoteChange reaction activation to XX% constant

And... I need to go change my pants now.
Title: Re: FFMaster's small ASM hacks
Post by: ronan on September 02, 2010, 02:48:47 pm
Same here. Thanks!  :D
Title: Re: FFMaster's small ASM hacks
Post by: FFMaster on September 03, 2010, 05:46:31 pm
Here is a new one. It combines both Attack UP and Magic Attack UP, but is weaker and uses an empty supoort ability.

EDIT: Removed until I fix some bugs.
Title: Re: FFMaster's small ASM hacks
Post by: Vanya on September 03, 2010, 06:31:52 pm
There isn't an editable byte to change the percentage?
Title: Re: FFMaster's small ASM hacks
Post by: FFMaster on September 03, 2010, 06:44:47 pm
Yeah, there is. But I don't know how it works exactly, never really looked into it. I just used Nate's hack.
viewtopic.php?f=8&t=2008 (http://www.ffhacktics.com/forum/viewtopic.php?f=8&t=2008)
To edit the ability:
0xf12fc - currently cc4c
0xf130c - currently cdcc
Title: Re: FFMaster's small ASM hacks
Post by: Pickle Girl Fanboy on September 04, 2010, 01:21:27 pm
Noticed this just now.

From Razele's hacking topic:
Transparent loses 100% accuracy bonus
BATTLE.BIN
0x11E4D0 change 0x10 to 0x00

From Formula Hacking wiki page:
0x005A
* 0x80 Oil
* 0x40 Float
* 0x20 Reraise
* 0x10 Transparent
* 0x08 Berserk
* 0x04 Chicken
* 0x02 Frog
* 0x01 Critical


And, just to verify, the 50% bonus damage associated with Charging status means whoever has Charging status takes 50% more damage, correct?
Title: Re: FFMaster's small ASM hacks
Post by: philsov on September 04, 2010, 01:38:50 pm
berserk having 100% shots does sound pretty spiffy.
Title: Re: FFMaster's small ASM hacks
Post by: LastingDawn on September 04, 2010, 02:48:53 pm
Impressive! What would it be called... I wonder? "Augment" (Increases PA and MA but not as much as their Attack Up Counterparts?)
Title: Re: FFMaster's small ASM hacks
Post by: FFMaster on September 04, 2010, 08:00:42 pm
I've remade the damage increase completely. The problem was that I based it off Nate's hack, but his Attack UP hack only affects weapon physical attacks, and not things like Punch Art. This new one won't work like Attack UP and friends. Instead, it will work similar to Zodiac's Fury hack.

The empty space just below Non-Charge increases damage/healing done by the unit by XX%. The one after that decreases all damage/healing done to the unit by ZZ%.

0x11F580
ba600508
00000000

0xF12E8
64000324
1980043c
942d848c
92008490
02008430
02000410
00000000
XX006324
1980043c
982d848c
92008490
01008430
02000410
00000000
YYff6324
12200000
18006400
12180000
64000424
1a006400
1980033c
902d638c
62190608
00000000
XX = % damage/healing increase. Setting XX = 14 will mean a 20% damage/healing increase.
YY = (0x100 - 0xZZ[hex subtraction!]) : This is the damage/healing decrease %. Setting it to EC will mean a 20% damage/healing decrease. Please be careful with the subtraction.

EDIT: Also, if you feel like it, you can increase/decrease all damage/healing done by editting the 64 right at 0xF12E8. For example, changing it to 32 will halve all damage/healing. Conversely, increasing it to C8 will double all damage/healing. It doesn't matter if you don't use the supports.

EDIT2: If you plan to both reduce overall damage and use the new supports, you need to change XX and YY by the same ratio as well.
Title: Re: FFMaster's small ASM hacks
Post by: Vanya on September 05, 2010, 02:40:08 am
That's pretty slick there!
Title: Re: FFMaster's small ASM hacks
Post by: philsov on September 05, 2010, 12:30:27 pm
QuoteImpressive! What would it be called... I wonder? "Augment"

I think "Amplify" and uh... "reduction"?
Title: Re: FFMaster's small ASM hacks
Post by: Vanya on September 05, 2010, 02:53:23 pm
"Power Up" & "Hold Back"?
Title: Re: FFMaster's small ASM hacks
Post by: FFMaster on September 14, 2010, 06:49:35 pm
0x11E43C
d2600508

0xF1348
5800a290 //Status block 58 (Block A)
5a00a390 //Status block 5a (Block B)
09004230 // Statii from Block A
08006330 // Statii from Block B
21104300
12150608
00000000

You can change the bolded parts to whatever you want.
http://www.ffhacktics.com/wiki/Formula_Hacking (http://www.ffhacktics.com/wiki/Formula_Hacking)

In the above example, statii Charging, Performing and Berserk would lose all evasion. If I changed 5a to 5b, then instead of Berserk, Haste would lose evasion.
Title: Re: FFMaster's small ASM hacks
Post by: Zozma on September 15, 2010, 05:37:02 pm
I was wondering if you could replace one of the formulas thats useless to me like the dragon formulas or truth or un truth with a copy of formula 2 with a 100% success rate of casting a second skill.

the normal formula 2 has a bug causing 999 damage if there is a damage value (if it is used as a skill, not as a weapon formula), i really just want this skill to act like a normal attack that casts a second, indexed spell afterwards. possible?

what i want this for is to change the archers skillset, this formula would let them shoot with a longbow, then fire off a spell AFTER the bow animates PROPERLY
Title: Re: FFMaster's small ASM hacks
Post by: FFMaster on September 15, 2010, 11:08:04 pm
Probably not possible for me. I have no idea how to rebuild formulae. If I did, I would have made a bunch for the empty formula spaces in FFTPatcher a long time ago. I also don't have any idea about animations.
Title: Re: FFMaster's small ASM hacks
Post by: Zozma on September 16, 2010, 03:10:22 am
well its not directly related to animations, the problem with trying to make a Bow related skill right now is that if it has an effect file, for example:
say you want to create a skill "Fire Arrow" and it uses the effect for Fire1. here is how it will look in game...
1) the Fire1 effect executes over the selected target immedeatly
2) at the same time, the unit is just pulling the string of the bow back and shooting the arrow in some random direction
3) by the time the arrow finishes flying wherever it was going, the Fire1 effect has already finished

Using formula 2 for archer skills would be Ideal, if it werent for the fact that there is a serious glitch with damage
Basically what i meant was Making a skill thats only purpose is to fire off an indexed skill immediately after the arrow hits the target
for example making a skill "Cupid Arrow" the skill does nothing itself, but is set to cast "Steal Heart" on the target at a 100% chance,
just like if you hit someone with the icebrand and it casts ice2 on the target afterwards.

It seems kinda like a waste of skill slots, however If it actually worked in such a way then you could have longbow skills with good effect files attached to them...

Oh well, i figured id ask. maybe I'm wrong and even with effect FFFF the arrow still flys randomly?... no wait, theres a "range of weapon" box too...
Title: Re: FFMaster's small ASM hacks
Post by: Vanya on September 16, 2010, 01:32:13 pm
Here's an alternative then. Can you mod formula 2 to use Y as the chance to execute the second ability instead of a fixed value?
This would solve most issues for use as an ability formula... but it might break it as a weapon formula...
Perhaps the mod should be to use Y as % chance to trigger the indexed ability except if Y=0 it should use the original fixed value.
Are ether of these a possibility?
Title: Re: FFMaster's small ASM hacks
Post by: RandMuadDib on November 02, 2010, 06:44:05 am
@Zozma i'm sure you've resolved this issue already, but you could use formula 4 if you just want to cast fire/lightning/ice with a special ability.
Title: Re: FFMaster's small ASM hacks
Post by: Zozma on November 07, 2010, 03:40:50 pm
unfortunately those werent the effects i wanted to cast with it...
Title: Re: FFMaster's small ASM hacks
Post by: Pickle Girl Fanboy on November 08, 2010, 05:53:57 pm
Random ideas for R/S/M

1. Restore xx mp for every yy hp damage taken
2. Restore xx mp for every yy hp damage dealt
3. Restore xx mp for every  debuff dealt
4. Restore xx mp for every yy hp restored
5. Restore xx mp for every debuff on self


Ideas taken from Jeanne D'Arc

Gawdspeed
*Set CT to 100 when you kill an enemy

Piercing Power
*Can hit two targets in a row with a Spear or Stick

Desperation
*Increase damage dealt and recieved (kinda like the Support you hacked)

Pre-emptive
*When attacked from side or back, turn to face attacker and receive appropriate evasion

Sneak by
*Walk through enemies as if they are allies
Title: Re: FFMaster's small ASM hacks
Post by: FFMaster on November 13, 2010, 04:48:16 am
Updated darkness hack to be smaller and less buggy.
Title: Re: FFMaster's small ASM hacks
Post by: Zaen on November 14, 2010, 03:48:54 pm
Is it possible that the darkness % changes have any relation to concentrate (in a different location, of course)? Because a % boost concentrate would be much better, especially in conjunction with the darkness hack.
Title: Re: FFMaster's small ASM hacks
Post by: FFMaster on November 14, 2010, 04:02:09 pm
For now, I know how to completely disable concentrate. As for making it a flat hit% increase, that is a bit harder. I might be able to find where it does the final calculation for evasion, but don't expect too much.
Title: Re: FFMaster's small ASM hacks
Post by: Zaen on November 14, 2010, 04:10:36 pm
I figured as much. It's definitely worthwhile to look into, though.
Title: Re: FFMaster's small ASM hacks
Post by: FFMaster on November 14, 2010, 06:45:28 pm
If you use the weapon guard innate hack, this means the unit can use weapon guard from the back and sides! Even if you didn't, this hack allows 100% C-EV from the sides and back.
0x11E6F4
d9600508
00000000

0xF1364
8d00a290
04004230
02000210
00000000
2330c600
000066a0
00006290
c0150608
00000000
Title: Re: FFMaster's small ASM hacks
Post by: FFMaster on November 18, 2010, 05:13:32 am
0x125F0C
e2600508

0xF1388
XX006230
02000214
5a008290
01000224
c5330608
00000000

# 0x40 = HP Restore
# 0x20 = MP Restore
# 0x10 = Critical Quick
# 0x08 = Meatbone Slash
XX can be changed. This one is a bit trickier. You want to add the ones you only want activated while critical. For example, if you only want MP Restore and Critical Quick to activate without being in critical status, then XX = 48, since HP Restore and Meatbone Slash are the ones you don't want activating. If you have problems, ask on IRC.
Title: Re: FFMaster's small ASM hacks
Post by: RavenOfRazgriz on November 23, 2010, 03:39:45 pm
Quote from: "FFMaster"
0x11F708
a9600508
00000000
1980033c
902d638c
0xF12A4
2a006296
28006196
22104100
c4190608
00000000

Does this accept Elements/etc or is it a copy of 43 Dmg_(CasMaxHP-CasCurHP) NS?  If it's the former, I love you.  If it's the latter, why did you make this?

I like a lot of these myself.  Very nice work.
Title: Re: FFMaster's small ASM hacks
Post by: FFMaster on November 23, 2010, 04:31:03 pm
Latter. I made it for Arena ages back, and to test what I could do.
Title: Re: FFMaster's small ASM hacks
Post by: RavenOfRazgriz on November 27, 2010, 01:50:04 am
Quote from: "FFMaster"Latter. I made it for Arena ages back, and to test what I could do.

Ah, I see.  Makes sense I suppose.  I was just hoping it did so it could be used with some fuckery to recreate Quistis' version of White Wind or something.  Alas.

Does Formula 37 still knock back with your ASM?   If so that Formula actually stops sucking some, win.

Do you take requests at all?  Mostly asking because you make good hax and I haven't had the chance to get versed in ASM yet, though I'm planning to soon.  It's cool if you don't though, I understand, ASM can be a bitch from what I've heard.
Title: Re: FFMaster's small ASM hacks
Post by: FFMaster on November 27, 2010, 05:51:37 am
Yeah, it still has knockback. And I don't really take requests. If it is something I can do and have a bit of spare time, then I will probably make it. Otherwise, it basically gets ignored. Just remember to have a backup plan if the hack never appears.
Title: Re: FFMaster's small ASM hacks
Post by: RavenOfRazgriz on November 27, 2010, 04:14:00 pm
Quote from: "FFMaster"Yeah, it still has knockback. And I don't really take requests. If it is something I can do and have a bit of spare time, then I will probably make it. Otherwise, it basically gets ignored. Just remember to have a backup plan if the hack never appears.

Ah, alright.  That's cool and I do, was just curious.

And good, I can actually make use of that formula now and get both controllable results and 100% Knockback.  Win.  <3
Title: Re: FFMaster's small ASM hacks
Post by: FFMaster on December 01, 2010, 07:23:01 pm
AI teleports XX spaces further than it's max move

0x12D2E8
e8600508
00000000

0xF13A0
3a008290
XX004224
1a80013c
bc500608
00000000

So, if XX = 3, and the unit's Move is currently 3, that means the AI will attempt to move 6 spaces if it feels like it's a smart idea. However, the AI does not know about the fail rate. All this really does is trick the AI into thinking it's max move is higher than it actually is.
Title: Re: FFMaster's small ASM hacks
Post by: FFMaster on December 01, 2010, 10:51:29 pm
New Movement! Flee - Add's XX move when unit is in critical

0x10D860
ed600508

0xF13B4
95002292
02004230
06000210
3a003092
5a002292
01004230
02000210
00000000
XX001026
1ad20508
00000000

Currently, it is tied to Silent Walk, which is why 95 and 02 are bolded. Change XX to whatever number you like.
Title: Re: FFMaster's small ASM hacks
Post by: RavenOfRazgriz on December 01, 2010, 11:18:38 pm
Quote from: "FFMaster"AI teleports XX spaces further than it's max move

0x12D2E8
e8600508
00000000

0xF13A0
3a008290
XX004224
1a80013c
bc500608
00000000

So, if XX = 3, and the unit's Move is currently 3, that means the AI will attempt to move 6 spaces if it feels like it's a smart idea. However, the AI does not know about the fail rate. All this really does is trick the AI into thinking it's max move is higher than it actually is.

Ohhh.  This is nice.  I remember R999 was able to make the AI do this at one point via some kind of manipulation but it was so rare he could never record it.  An ASM for it is quite nice in anything that wants to keep Teleport around in its basic form.

Do you have any intent to manipulate Teleport in other ways, such as changing the failure rates or making it factor in height/etc, or is just making the AI use it a bit more competently as far as you're going to be taking it?

Quote from: "FFMaster"New Movement! Flee - Add's XX move when unit is in critical

0x10D860
ed600508

0xF13B4
95002292
02004230
06000210
3a003092
5a002292
01004230
02000210
00000000
XX001026
1ad20508
00000000

Currently, it is tied to Silent Walk, which is why 95 and 02 are bolded. Change XX to whatever number you like.

I like this one too, but I'm more of a fan of an Concentrate/Always: Transparent style of Silent Walk.

Dunno how useful this would be or if I'd use it in general unless that +X was pretty high and damage scaling made the chances of me being in Critical outside of Phoenix Down decent enough though.  I'm assuming changing 95 and 02 allows it to be tied to one of the other Movement skills as well, yes?  Also, if it is tied to a skill besides Silent Walk, will it be Move +X when in Critical, or will it be Move +X when in Critical and that Movement skill's original bonus?
Title: Re: FFMaster's small ASM hacks
Post by: FFMaster on December 01, 2010, 11:51:23 pm
Well, not just movement. You can tie it to any RSM really. For example, tying to Critical Quick would be pretty interesting. Critical Quick activates, gives you plenty of move to get away from anything. And I chose Silent Walk because Silent Walk has no use in the game.

EDIT: And yes, I plan to change Teleport, if I can manage to find the way it calculates the success %
Title: Re: FFMaster's small ASM hacks
Post by: RavenOfRazgriz on December 02, 2010, 12:00:02 am
Quote from: "FFMaster"Well, not just movement. You can tie it to any RSM really. For example, tying to Critical Quick would be pretty interesting. Critical Quick activates, gives you plenty of move to get away from anything. And I chose Silent Walk because Silent Walk has no use in the game.

So it can be tied to anything, and that anything will maintain all its original properties and gain Critical: Move +X?

...That's actually really cool and really interesting.  There's a lot of potential there, honestly.

Quote from: "FFMaster"EDIT: And yes, I plan to change Teleport, if I can manage to find the way it calculates the success %

Win.  Looking forward to seeing what you can do to it.
Title: Re: FFMaster's small ASM hacks
Post by: Vanya on December 02, 2010, 11:48:58 am
Quote from: "FFMaster"New Movement! Flee - Add's XX move when unit is in critical
...

Excellent! I think this will be very useful. ^_^
Title: Re: FFMaster's small ASM hacks
Post by: Pickle Girl Fanboy on December 02, 2010, 12:28:24 pm
It's be funny if you tied flee to teleport.  Wiegraf goes critical and then NINJA VANISH!
Title: Re: FFMaster's small ASM hacks
Post by: FFMaster on December 08, 2010, 10:22:41 pm
Formula hack
0x11EED4
f8600508
00000324
40180200

0x11EEF4
f8600508
01000324

0xF13E0
18004290
XX000124
18002200
12100000
YY000124
1a004100
12100000
03000310
00000000
bf170608
00000000
b7170608
00000000

XX and YY are constants and can be changed. 18 is bolded because it can be changed. It load's the stat you want. For example, if you wanted it to be WP*Speed*3, then you change 18 to 38, change XX to 03 and YY to 01. Tinker as you wish. Wiki is down unfortunately.
Title: Re: FFMaster's small ASM hacks
Post by: Vanya on December 09, 2010, 12:28:27 pm
Very nice! I gotta say I love the way you explain your ASM hacks and include info on how to further mod them.
If more ASM hackers did this they'd get pestered less for small modifications.
Title: Re: FFMaster's small ASM hacks
Post by: FFMaster on December 09, 2010, 11:29:58 pm
Here is a small one I stumbled on. I doubt anybody will use it, but it's here just in case.
0x11AA78
Change 01 to 00

0x115868
change 01 to 00

I better explain this one. Say for example, in FFTPatcher, you have a spell with CT = 3. Normally, Short Charge will halve it, and round up, meaning that the spell is now CT = 2. With this small hex edit, Short Charge will now round down, so the spell is now CT = 1(cast as soon as everyone who has 100 speed has had a turn). As a special case, a spell with original CT = 1 + Short Charge + this hack will be effectively a spell with Non-Charge, since the CT is now 0. So if you really want to use this, remember this special case.
Title: Re: FFMaster's small ASM hacks
Post by: Vanya on December 10, 2010, 05:47:30 pm
Actually since this allows abilities with CT = 1 to be instant I can see someone using it to replace Short/Non-charge and replacing Non-charge with something else.
Title: Re: FFMaster's small ASM hacks
Post by: FFMaster on December 10, 2010, 11:31:14 pm
0x11CCDC
change 14 to XX

0x11CCE8
change 14 to YY

XX = bonus CT for not moving
YY = bonus CT for not acting
Title: Re: FFMaster's small ASM hacks
Post by: ronan on December 11, 2010, 03:47:09 am
Nice! Thanks a lot FFMaster!
Title: Re: FFMaster's small ASM hacks
Post by: Kourama on December 11, 2010, 07:31:32 am
Quote from: "FFMaster"
0x11CCDC
change 14 to XX

0x11CCE8
change 14 to YY

XX = bonus CT for not moving
YY = bonus CT for not acting

This is a great one. Thanks!
Title: Re: FFMaster's small ASM hacks
Post by: RavenOfRazgriz on December 11, 2010, 11:51:59 pm
Quote from: "FFMaster"
0x11CCDC
change 14 to XX

0x11CCE8
change 14 to YY

XX = bonus CT for not moving
YY = bonus CT for not acting

Outside of edits to Global Evasion, this has to be the one hack I've wanted most of all.

This and the Jump and Teleport ones basically win the entire thread by themselves imo, everything else mostly being quality hacks is just gravy now.  This one especially since it's probably one of the bigger ways of leveling the playing field between the player and AI.
Title: Re: FFMaster's small ASM hacks
Post by: Skip Sandwich on December 12, 2010, 05:40:07 pm
earlier on, you made an edit to critical-dependant reactions to not require critcal status, so i'm wondering, whould it be possible to edit a non-critical dependant reaction to become critical dependant? I'm thinking specifically of MP Switch, Hamedo and possibly Blade Grasp. MP Switch might actually be BETTER with such a change, since it would only activate in an emergency, allowing casters to equip it without fear of having their entire mp guage depleted after the first hit they suffer. Likewise, Hamedo and Blade Grasp I feel would be much more balanced if you had to risk death to trigger them.
Title: Re: FFMaster's small ASM hacks
Post by: FFMaster on December 13, 2010, 05:48:00 pm
Here is one quite a few have wanted.

0x11B9F8
change 42 to 82
0x11B9EC
change 42 to 82

Sorry that I didn't do it freely editable. I don't think people would be using other numbers, so I left it as a basic division. If you want to divide by a bigger number(has to be to the power 2) then just say. But yeah, I doubt anyone would go lower than 25%, and I highly doubt people want haste to be higher than 50%.
Title: Re: FFMaster's small ASM hacks
Post by: RavenOfRazgriz on December 13, 2010, 09:05:15 pm
I think the only other value anyone would want would be 33% on this one anyway, but being able to manipulate them between 25% or 50% as needed is already really cool.
Title: Re: FFMaster's small ASM hacks
Post by: AvengerXP on December 14, 2010, 04:20:08 pm
My ISO for the Haste hack has the value 21 in 0x11B9FC by default, not 42. I have no idea why. So do I just put 82 and it becomes 25%?
Title: Re: FFMaster's small ASM hacks
Post by: FFMaster on December 14, 2010, 04:30:31 pm
it should be 0x11B9F8. Fixed and thanks for telling me.


EDIT:

This is very messy because I edited melonhead's original code. Once I had a working version, I didn't want to try other things to break it.
Removed for being buggy.
Title: Re: FFMaster's small ASM hacks *NEW SOUND TEST HACK*
Post by: Cheetah on December 14, 2010, 08:59:40 pm
SWWEETTTT! FFT:C finally has a good reason for an update. I will try to get a release out with this included this week. Obviously this unlockes it, but it is still all in japanese.
Title: Re: FFMaster's small ASM hacks *NEW SOUND TEST HACK*
Post by: FFMaster on December 14, 2010, 10:09:10 pm
DO NOT USE SOUND TEST! I THINK I DID SOMETHING WRONG!

EDIT: Not working because the game doesn't load WORLD.BIN until later. I need to work out a way to solve this.

EDIT2: Should be fixed. Tried it myself in a proper patch. Game loaded perfectly

EDIT3: Added a newer xml on the first post. It has a few of the other hacks.

EDIT4: Removed. Get the newer code down below. XML for FFTorgASM is on the first post.
Title: Re: FFMaster's small ASM hacks
Post by: Cheetah on December 15, 2010, 01:35:02 am
Ah dude you are soo close but not quite. The code for the menu is incomplete, because it is a normal looking window usually.


The good news is I know how to fix the menu and I know the offset for it in the RAM. The only problem is that I haven't been able to find said code anywhere in the actual game files. We will have to work on this tomorrow. SO CLOSE!
Title: Re: FFMaster's small ASM hacks
Post by: FFMaster on December 15, 2010, 11:27:12 pm
0x11E3C8
82280200
23104500
Title: Re: FFMaster's small ASM hacks
Post by: RavenOfRazgriz on December 16, 2010, 01:40:36 am
Quote from: "FFMaster"
0x11E3C8
82280200
23104500

Sheer win.  This is one of those hacks I'm surprised no one has made before now and have wanted for forever.

Is it possible to extend this to Defend for the people who want to combine Defend Innate All + Not Acting gives 0 Bonus CT hacks?


Also, sweet progress on enabling Sound Test Mode.
Title: Re: FFMaster's small ASM hacks *CHECK OUT THE SOUND TEST*
Post by: FFMaster on December 16, 2010, 04:13:55 am
Fixed a bug when you cancel from the menu, go into the Load screen, and go back into New game. 1 less bug is always good =)
OPEN.BIN
0x441C

00001724

OPEN.BIN
0x4434

94cb0108
00000000

OPEN.BIN
0xBE50

1000038e
03001714
05000234
0fad0108
00000000
10ad0108
00000000

OPEN.BIN
0xCFAC

19 32 2F 2E 24
19 32 2F 2E 24

OPEN.BIN
0x4580

7C F5 04 08

WORLD.BIN
0x5D5F0

00 00 05 36
00 00 A3 90
07 80 01 3C
AC 3F 21 34
21 08 24 00
00 00 22 90
00 00 00 00
06 00 62 14
0a 00 02 34
01 00 84 24
0a 00 82 28
F5 FF A0 14
01 00 A5 24
0a 00 02 34
09 00 82 14
05 00 02 34
10 00 02 AE
00 00 04 34
FA 0E 01 0C
60 00 05 34
A4 9F 01 0C
20 00 04 34
89 AD 01 08
01 00 17 24
BC 66 01 0C
00 00 04 34
62 AD 01 08
00 00 00 00

Change Ramza's name to PolkaPolka in the New Game screen to activate it.


Updated first post with new XML
Title: Re: FFMaster's small ASM hacks *CHECK OUT THE SOUND TEST*
Post by: Skip Sandwich on December 16, 2010, 01:30:23 pm
quick call for clarification about the Awareness hack. In the arena tables it says it lets W-ev and C-ev apply to sides and back, but the description here is simply "perfect evasion from all sides" which would imply shield evasion as well, which is it?
Title: Re: FFMaster's small ASM hacks *CHECK OUT THE SOUND TEST*
Post by: FFMaster on December 16, 2010, 04:10:54 pm
Should have S-EV as well.

EDIT: Updated first post with a fixed xml. Should work fine now.
Title: Re: FFMaster's small ASM hacks *SOUND TEST 100% WORKING*
Post by: FFMaster on December 16, 2010, 07:55:00 pm
Sound test 100% working. FFTorgASM xml is on the first post.

(http://i272.photobucket.com/albums/jj174/FF255Master/soundtest.png)
Title: Re: FFMaster's small ASM hacks *SOUND TEST 100% WORKING*
Post by: LastingDawn on December 16, 2010, 09:39:30 pm
Very nice! Well done FFMaster! Now Complete is only steps away from true completion!
Title: Re: FFMaster's small ASM hacks *SOUND TEST 100% WORKING*
Post by: Vanya on December 18, 2010, 03:55:45 am
With this kind of progress I'm going to actually have to go finish prepping all the possible units for editing like I was s'posed to do months ago. =P
Title: Re: FFMaster's small ASM hacks *SOUND TEST 100% WORKING*
Post by: Pickle Girl Fanboy on December 18, 2010, 02:01:42 pm
Turn transparent into blink?  Or bubble?  Or the mp equivalent of regen?
Title: Re: FFMaster's small ASM hacks *SOUND TEST 100% WORKING*
Post by: GeneralStrife on December 20, 2010, 12:49:48 am
You're the man FFM.
Title: Re: FFMaster's small ASM hacks *SOUND TEST 100% WORKING*
Post by: FFMaster on January 02, 2011, 09:48:35 pm
0x50cc Require.out
05610508
00000000

0xf1414 battle.bin
XX000324
2a106600
03000214
00000000
21306000
10610508
YY000324
2a10c300
02000214
00000000
21306000
2300e6a0
2400e6a0
35100708
00000000

XX = Minimum, YY = Maximum, in hex of course.
Any units with permanent Brave below XX or above YY will be forced with XX/YY Brave. This happens regardless of Brave before battle! For example, if you set XX = 28 (40 Brave) Rafa will end up with 40 Brave at the end of the battle, since 31 < 40, so be careful.


0x50ec Require.out
14610508
00000000

0xf1450 battle.bin
XX000324
2a286900
03000514
00000000
21486000
1f610508
YY000324
2a282301
02000514
00000000
21486000
2500e9a0
1000422c
3d100708
00000000

XX = Minimum, YY = Maximum, in hex of course.
Any units with permanent Faith below XX or above YY will be forced with XX/YY Brave. This happens regardless of Faith before battle! For example, if you set XX = 28 (40 Faith) Malak will end up with 40 Faith at the end of the battle, since 31 < 40, so be careful.
Title: Re: FFMaster's small ASM hacks
Post by: RavenOfRazgriz on January 02, 2011, 09:54:43 pm
Does this ASM also block Brave / Faith from being gained / lost mid-battle if it would go beyond the set limit or does this just do a pre-battle check on permanent Faiths and and force the value to the set default?
Title: Re: FFMaster's small ASM hacks
Post by: FFMaster on January 02, 2011, 10:13:33 pm
No, it just stops the permanent Brave/Faith gained/lost if it goes past the limits. You can push a unit to 100 Brave for the purpose of the battle, but after the battle, the Brave will reset to what it should be normally, and if what it normally should be is over the limit, Brave is set back to the limit.
Title: Re: FFMaster's small ASM hacks
Post by: FFMaster on January 04, 2011, 05:24:17 am
0x120984
XX000524

This sets all Katana to XX% break when a Draw Out is used. 00 for 0% break chance, 64 for 100% break chance. A lot of people have been waiting for this one =p
Title: Re: FFMaster's small ASM hacks[Katana Break % edit!]
Post by: Dome on January 04, 2011, 05:31:15 am
The maximum brave limit and this one are awesome!
Thanks, FFMaster!
Title: Re: FFMaster's small ASM hacks[Katana Break % edit!]
Post by: LightningHax on January 04, 2011, 03:54:14 pm
Quote from: FFMaster on January 04, 2011, 05:24:17 am
0x120984
XX000524


:D Oh God YES :D
Title: Re: FFMaster's small ASM hacks[Katana Break % edit!]
Post by: RavenOfRazgriz on January 04, 2011, 05:23:21 pm
Quote from: FFMaster on January 04, 2011, 05:24:17 am
0x120984
XX000524

This sets all Katana to XX% break when a Draw Out is used. 00 for 0% break chance, 64 for 100% break chance. A lot of people have been waiting for this one =p



You've tested to be sure this doesn't affect the WP of the Asura Knife when it's used during battle, correct?
Title: Re: FFMaster's small ASM hacks[Katana Break % edit!]
Post by: FFMaster on January 04, 2011, 05:31:33 pm
Yes. It leaves the WP alone and forces a new number in instead.
Title: Re: FFMaster's small ASM hacks[Katana Break % edit!]
Post by: Vanya on January 04, 2011, 07:46:02 pm
You are well on the way to being one of the most loved members of this community! ^_^
Title: Re: FFMaster's small ASM hacks[Katana Break % edit!]
Post by: Mando on January 04, 2011, 09:00:42 pm
On the way? I can't really recall anyone being like ::grumble:: curse that FFM and his "Dreaded" asm hacks!
<3 the ffm but don't embrace...(unless you a chick)
Title: Re: FFMaster's small ASM hacks[Katana Break % edit!]
Post by: Vanya on January 05, 2011, 03:05:52 am
True, but we can't overlook the work of the other ASM mages. Lord knows the Ability Requirement Hack was well received.
Title: Re: FFMaster's small ASM hacks[Katana Break % edit!]
Post by: FFMaster on January 05, 2011, 05:33:16 am
A completely custom formula is possible, using one of the blank slots.

HOWEVER, it takes a lot of ASM space. If enough people want a formula, I guess I can make it.
Title: Re: FFMaster's small ASM hacks[Katana Break % edit!]
Post by: Vanya on January 05, 2011, 07:17:16 pm
A lot of people have wanted to have Riskbreaker as a custom job but most of the formulas for the skills in Vagrant story have nothing reasonably comparable in FFT. Perhaps something like these would be useful for fans of Ashly's job and could also replace some of the many sword skill formulas:

Dmg_(EquippedWeaponFormula)*(X)%
DmgMP_(EquippedWeaponFormula)*(X)%
AbsHP_(EquippedWeaponFormula)*(X)%
AbsMP_(EquippedWeaponFormula)*(X)%
Dmg_(TargetMaxHP-TargetCurHP)*(X)%
DmgMP_(TargetMaxMP-TargetCurMP)*(X)%
Dmg_(EquippedWeaponFormula)*(X)% DmgSelf_(EquippedWeaponFormula)*(Y)%
Dmg_(EquippedWeaponFormula)*(X)% #Hit_(Indexed as Range)* DmgSelf_(Y)
*This formula would be intended to be used with the weapon range flag, but not using it should only result in the range equaling the number of hits.

Many of these can replace some of the weapon attacks used in the game such as the various sword skills. However this largely depends on weather or not the Equipped weapon formulas are accessible during Ability formula calculation. If not, a generic WP*WP can be used.
Title: Re: FFMaster's small ASM hacks[Katana Break % edit!]
Post by: Pickle Girl Fanboy on January 05, 2011, 07:33:06 pm
Are you sure throwing the door open for formula requests is a good idea?  It killed Razele.

Actually, the truck killed Razele, but only because his brain shut down from too much hacking.
Title: Re: FFMaster's small ASM hacks[Katana Break % edit!]
Post by: FFMaster on January 06, 2011, 12:05:04 am
0x11AA48
05610508
00000000

0xF1414
0c008290
0b000210
XX008391
YY001024
1a007000
12800000
2a180202
04000314
00000000
01000224
94060608
05008390
23105000
94060608
05008390

0x115848
12610508
00000000

0xF1450
0c004390
0b000310
XX007792
YY001224
1a00f202
12900000
2ab84302
04001714
00000000
01000324
14f20508
05004290
23187200
14f20508
05004290

XX = Stat to be used - http://ffhacktics.com/wiki/Formula_Hacking
YY = divider constant number

This hack reduces ALL ability CT by XX/YY, rounded down. If the CT of an ability is lower than XX/YY, it will be forced to be 1CT. Abilities with 0CT will not be affected. For example, I have a spell with 5 CT, XX = 38, YY = 09. If I have 18 speed and the divider is 9, the final CT of the spell is then 3. THIS HAPPENS BEFORE SHORT CHARGE.
Title: Re: FFMaster's small ASM hacks{CHARGE TIME EDIT!}
Post by: Vanya on January 06, 2011, 10:27:03 am
Quote from: Pickle Girl Fanboy on January 05, 2011, 07:33:06 pm
Are you sure throwing the door open for formula requests is a good idea?  It killed Razele.

Actually, the truck killed Razele, but only because his brain shut down from too much hacking.


That's why mine is more of a suggestion+inquiry than an actual request. Plus it should be fine as long as people don't get demanding about it and are severely reprimanded and ridiculed if they do.

@FFMaster: That is a pretty cool CT hack. Could it be attached to a support ability slot?
Title: Re: FFMaster's small ASM hacks{CHARGE TIME EDIT!}
Post by: RavenOfRazgriz on January 06, 2011, 06:14:41 pm
For that CT hack - does it still allow you to check CT as normal, or does it function like Jump?

If it's the former, that's quite a lot of potential there.
Title: Re: FFMaster's small ASM hacks{CHARGE TIME EDIT!}
Post by: Gotwald on January 06, 2011, 06:22:05 pm
Does the CT hack affect charge?
Title: Re: FFMaster's small ASM hacks{CHARGE TIME EDIT!}
Post by: RavenOfRazgriz on January 06, 2011, 07:15:11 pm
And for that matter, Perservering skills such as Sing/Dance?
Title: Re: FFMaster's small ASM hacks{CHARGE TIME EDIT!}
Post by: FFMaster on January 06, 2011, 07:20:41 pm
Does not affect Charge, does affect skills with Persevere flagged(Sing/Dance). I'll add that note to the main page.
Title: Re: FFMaster's small ASM hacks{CHARGE TIME EDIT!}
Post by: FFMaster on January 06, 2011, 11:18:58 pm
0x113978
Change 04 to XX
Title: Re: FFMaster's small ASM hacks{CHARGE TIME EDIT!}
Post by: RavenOfRazgriz on January 06, 2011, 11:42:15 pm
Knowing what I do of how Square codes, I am seriously surprised they made it that simple.

Thanks.  Also, you never answered, with the CT hack, does checking CT still function normally since skill CT seems like it would be calculated on-the-fly a-la Jump, or have you not tested that?
Title: Re: FFMaster's small ASM hacks{CHARGE TIME EDIT!}
Post by: FFMaster on January 06, 2011, 11:51:36 pm
For normal abilities, they worked properly. Not sure about Jump. I know Charge isn't affected at all.
Title: Re: FFMaster's small ASM hacks{CHARGE TIME EDIT!}
Post by: Pride on January 07, 2011, 01:26:43 am
If you are going to do some formula hacks, I think one of the biggest ones would be a simple PA*Y formula so the worker formula doesn't have to be used and such.
Title: Re: FFMaster's small ASM hacks{CHARGE TIME EDIT!}
Post by: pokeytax on January 07, 2011, 06:52:52 pm
That CT hack is great. Is there any way to get CT scaling with 10/SP? That would be the holy grail, IMO - 1 CT would be roughly 10% of an AT for the whole game, speed growth issues solved.
Title: Re: FFMaster's small ASM hacks{CHARGE TIME EDIT!}
Post by: FFMaster on January 07, 2011, 07:48:07 pm
Right now, I have a PA*Y formula, but it doesn't inflict statii and doesn't have an element. No idea what is causing the problem, but if people still want it, I can put it up... it's better than the Worker 8 formula at least, it's evadable, and is affected by AUP and friends.
Title: Re: FFMaster's small ASM hacks{CHARGE TIME EDIT!}
Post by: Pride on January 07, 2011, 08:19:11 pm
It's an improvement, so there's no need to complain. So please post it ^_^
Title: Re: FFMaster's small ASM hacks{CHARGE TIME EDIT!}
Post by: FFMaster on January 07, 2011, 08:34:12 pm
Use at your own risk. I'm not putting it on the front page. It doesn't deserve it.

EDIT: Removed, use the one below.
Title: Re: FFMaster's small ASM hacks{CHARGE TIME EDIT!}
Post by: FFMaster on January 08, 2011, 05:41:03 am
Here is a much better version. This will always use weapon element, unless you use the Weapon Strike ASM.

Basically, it is formula 2D with PA*Y as the formula, and is accessed by using formula 11. So remember, 100% status.
0x122124
23610508

0xF148C
e8ffbd27
1000bfaf
6e21060c
00000000
03000214
00000000
2f61050c
00000000
1000bf8f
1800bd27
0800e003
00000000

0xF14BC
e8ffbd27
1000bfaf
4421060c
00000000
8117060c
00000000
d0260608
00000000

If people can think of a better formula to base it off (Physical damage, takes elements, takes statii) then please tell me.
Title: Re: FFMaster's small ASM hacks{CHARGE TIME EDIT!}
Post by: Pride on January 08, 2011, 05:47:43 am
FFMaster is the man, I know I'll use this and I'm sure many others will as well. Good PA formulas are hard to come by
Title: Re: FFMaster's small ASM hacks{CHARGE TIME EDIT!}
Post by: formerdeathcorps on January 08, 2011, 06:08:04 am
Pride, if you need that many lines, you might as well cannibalize the Steal EXP formula, which is poorly coded and probably will never be used in your Arena hack.
Title: Re: FFMaster's small ASM hacks{CHARGE TIME EDIT!}
Post by: FFMaster on January 09, 2011, 12:31:11 am
Here is one a lot of people have wanted. For examples, Mercenaries.

0x124AE2
change 40 to 00

0x137F56
change 80 to 00

This makes the status itself blank, but allows the CT to be used elsewhere, or you can code your own status effect if you really wanted to.



EDIT: According to FDC, this should also allow the AI to attack units with Death Sentence. Can anyone test that out? Kind of busy right now.
Title: Re: FFMaster's small ASM hacks{AI Attacks units with Wall Status}
Post by: RavenOfRazgriz on January 09, 2011, 12:19:09 pm
Quote from: FFMaster on January 09, 2011, 12:31:11 amEDIT: According to FDC, this should also allow the AI to attack units with Death Sentence. Can anyone test that out? Kind of busy right now.


I'm also kind of busy right now, but if this turns out to be true, would it be possible to get a version of this that only includes the "AI attacks units with Wall status" portion for the people who would like to keep Wall as-is but still have a working Death Sentence that doesn't distort the fuck out of the AI?

Also, for custom formulas, are you interested in taking any requests in those?  I have a number that I think are of varying degrees of complexity that more than just myself would probably like to see if you're interested in taking a crack at them.
Title: Re: FFMaster's small ASM hacks{AI Attacks units with Wall Status}
Post by: FFMaster on January 09, 2011, 03:56:54 pm
Depends. If you want to leave Wall as is, then don't edit the first part. That is the part to disable Wall status. As for custom formulae, if they are simple equation changes, then it should be fine. The problem is that they just take up a lot of space. If you have an equation that can be replaced(Steal Gil, lol), then it should take much less space.

EDIT: The Wall hack doesn't affect DS AI. Unit ignored the DS'ed unit completely.
Title: Re: FFMaster's small ASM hacks{AI Attacks units with Wall Status}
Post by: formerdeathcorps on January 10, 2011, 02:38:51 am
Quote from: FFMaster on January 09, 2011, 03:56:54 pm
EDIT: The Wall hack doesn't affect DS AI. Unit ignored the DS'ed unit completely.


Next test a unit with re-raise.  If I'm not mistaken, the AI knows to use re-raise to remove DS.  Does that still work after you apply this ASM hack?
Title: Re: FFMaster's small ASM hacks{AI Attacks units with Wall Status}
Post by: RavenOfRazgriz on January 10, 2011, 05:37:50 pm
Alright then.  Thanks.

There are a number of formula I would definitely want / like to see, but if you don't mind the one I find most important is the one I spoke to you of on IRC - Fist Formula becomes Dmg_((PA+5[or ZZ if possible?])/2*PA).  This is rather integral to one of my Projects so it'd be amazing if you could do it.  I have a number of others I'd like, but they're of far less importance so they can wait unless you're interested in trying them as well.  If you do, just tell me and I'll let you know what they are and what formula you can feel free to nuke the shit out of for space.

If you want to try writing a formula into a new spot entirely, I think one that a lot of people wouldn't mind seeing (myself included despite not knowing if I'd use it in my current Project) is Dmg_(PA*(WP+Y)) DmgCas_(PA*(WP+Y)/X), so that the War of the Lions Dark Knight could be recreated.  Only problem is using the obvious Work formula as the base means no Status no Elemental and people will probably want that too, so... yeah.  Then again, I suppose using 2D as the base and adding a DmgCas section would remedy this.  I'd recommend writing this over the defunct 05 Dmg_[Weapon] Formula if you can so everyone can use it.
Title: Re: FFMaster's small ASM hacks{AI Attacks units with Wall Status}
Post by: Vanya on January 10, 2011, 06:38:16 pm
Quote from: RavenOfRazgriz on January 10, 2011, 05:37:50 pm
If you want to try writing a formula into a new spot entirely, I think one that a lot of people wouldn't mind seeing (myself included despite not knowing if I'd use it in my current Project) is Dmg_(PA*(WP+Y)) DmgCas_(PA*(WP+Y)/X), so that the War of the Lions Dark Knight could be recreated.  Only problem is using the obvious Work formula as the base means no Status no Elemental and people will probably want that too, so... yeah.  Then again, I suppose using 2D as the base and adding a DmgCas section would remedy this.  I'd recommend writing this over the defunct 05 Dmg_[Weapon] Formula if you can so everyone can use it.


This would be great for some of the Riskbreaker skills also.
Title: Re: FFMaster's small ASM hacks{AI Attacks units with Wall Status}
Post by: FFMaster on January 13, 2011, 03:04:52 am
REMOVED: USE THE ONES ON FIRST POST
Title: Re: FFMaster's small ASM hacks{Short Charge affects Charge skillset}
Post by: Pickle Girl Fanboy on January 14, 2011, 11:13:39 am
Does this affect Non-Charge?
Title: Re: FFMaster's small ASM hacks{Short Charge affects Charge skillset}
Post by: FFMaster on January 14, 2011, 04:49:02 pm
No, sorry. If you want a Non-Charge version as well, I could edit this version and put some Non-Charge checks.
Title: Re: FFMaster's small ASM hacks{Short Charge affects Charge skillset}
Post by: The Damned on January 24, 2011, 09:04:18 pm
Pretty great hacks here as well.

If you have the time to clarify, I was wondering something with regards to your Minimum and Maximum Brave/Faith hacks, I'm curious. Does it just force people to have the minimum (or the maximum) Brave/Faith just when coming into the battle? Or does it make utterly impossible for Brave or Faith to be lowered or raised above the new floor or ceiling chosen?

For example, let's say I made the new Brave floor 11 with this. Would I be unable to thus Chicken any unit in the game with whatever -Brave abilities? Or it would it just force units that somehow got permanent Brave less than 11 outside of battle to have 11 Brave inside of battle?
Title: Re: FFMaster's small ASM hacks{Short Charge affects Charge skillset}
Post by: FFMaster on January 24, 2011, 11:01:45 pm
The latter. Temporary Brave is unaffected. If a unit should have less than 11 Brave after the battle, he instead gets pushed up to 11.
Title: Re: FFMaster's small ASM hacks{Short Charge affects Charge skillset}
Post by: Darkholme on March 28, 2011, 02:20:35 pm
Did you end up making a non-charge check for archers?

Do they work on jump?
Title: Re: FFMaster's small ASM hacks{Short Charge affects Charge skillset}
Post by: Zozma on March 28, 2011, 03:26:47 pm
definately would like a non charge version as well
Title: Re: FFMaster's small ASM hacks{Short Charge affects Charge skillset}
Post by: Zaen on April 16, 2011, 06:05:15 pm
Ok, the Short Charge on the Charge Skillset just makes Charges resolve after the unit's turn. I was seeing archers let off charge +7's and stuff instantly. Not cool.
Title: Re: FFMaster's small ASM hacks{Short Charge affects Charge skillset}
Post by: Celdia on April 28, 2011, 10:19:36 pm
Hey FFM. I tried applying your Darkness % hack and it has literally no effect at all. I tried dickering around with the XX value, setting it to various things and testing it and it never changed the unit's hit % at all. I've triple checked my BATTLE.BIN against the hack and it all matches up. Could you help me out with this?
Title: Re: FFMaster's small ASM hacks{Short Charge affects Charge skillset}
Post by: formerdeathcorps on May 04, 2011, 08:22:44 pm
Quote from: Celdia on April 28, 2011, 10:19:36 pm
Hey FFM. I tried applying your Darkness % hack and it has literally no effect at all. I tried dickering around with the XX value, setting it to various things and testing it and it never changed the unit's hit % at all. I've triple checked my BATTLE.BIN against the hack and it all matches up. Could you help me out with this?


That's because his jump command was put in the A-EV calculation routine, but before where A-EV was loaded by the game.  Hence, his changes to A-EV are overwritten (by unmodified A-EV).  Furthermore, by putting his jump command in the normal evasion routine, the hack allows units with transparent or concentrate to get 100% over blind.
Title: Re: FFMaster's small ASM hacks{Short Charge affects Charge skillset}
Post by: FFMaster on May 27, 2011, 06:34:39 am
Actually, what it does it load the A-EV, and then adds XX to it. And it's working fine for me it seems. But yeah, you can overflow it if you set the number too high.

Going to look at Charge now.

I checked through the code, and 1 bit was wrong. What was happening was that all Charge abilities were having their CT halved, whether the caster had Short Charge or not. I've been testing it out and it works fine now. The problem is that even though the game says "Turn 08" or something, that is the CT without it being halved. You have to press the right arrow to check the proper AT location. I'm trying to fix that right now.
Title: Re: FFMaster's small ASM hacks{Short Charge affects Charge skillset}
Post by: FFMaster on May 27, 2011, 06:58:30 pm
Ok, I've fixed Charge up. It should be displaying the right numbers everywhere now. I've tested it with 2 exact clone units(except one has SC, and the other doesn't), using Charge +5 on the same character. Unit with SC procced first, and the bug which causes Charge to hit automatically has been fixed.

0x1157C8
46610508
00000000

0x11AADC
37610508
00000000

0xF14DC
c0010824
18008800
12480000
1980083C
cc080825
21400901
92000891
08000831
03000810
00000000
01001026
42801000
C805060C
21280002
B9060608
00000000
21082200
180D3290
92006292
08004230
03000210
00000000
01005226
42901200
F4F10508
00000000

If you want the game to round down instead of up, change the bolded 01's to 00.
Title: Re: FFMaster's small ASM hacks{Short Charge affects Charge skillset(BUGS FIXED)}
Post by: FFMaster on June 25, 2011, 06:47:54 pm
Updated ASM hacks to comply with the new standard. The ones that don't comply are the ones labelled (NEEDS FIXING). The Sound Test hasn't been checked yet.

EDIT: If someone could test the darkness hack on pSX and tell me the results, that would be awesome.
Title: Re: FFMaster's small ASM hacks{Short Charge affects Charge skillset(BUGS FIXED)}
Post by: FFMaster on August 27, 2011, 07:38:30 pm
Small random thing here

Damage Split returns 25% of damage instead of 50%

BATTLE.BIN
0x126358
change 42 to 82
Title: Re: FFMaster's small ASM hacks{Short Charge affects Charge skillset(BUGS FIXED)}
Post by: RavenOfRazgriz on August 27, 2011, 08:02:07 pm
Haha.  That's one I've been wanting for a long time.

I assume you can further change the output by changing 42 to other values, or are something like 100/50/25/12.5/6.25 the only acceptable set of values for it?
Title: Re: FFMaster's small ASM hacks{Short Charge affects Charge skillset(BUGS FIXED)}
Post by: FFMaster on August 27, 2011, 09:24:54 pm
has to be 1/2^n, where n is a natural number. I could make it take any fraction I guess, but that would mean kanji space. May do it some other time though.
Title: Re: FFMaster's small ASM hacks{Short Charge affects Charge skillset(BUGS FIXED)}
Post by: RavenOfRazgriz on August 27, 2011, 11:45:27 pm
It's okay, I was just curious.

You shouldn't need other values, but it's always good to know what your design space is ahead of time.
Title: Re: FFMaster's small ASM hacks{Short Charge affects Charge skillset(BUGS FIXED)}
Post by: FFMaster on August 31, 2011, 08:25:09 am
Here is a bit of useless code. Monkey Grip v0.01. Right now, there is no actual use to gameplay. All this does is allow units with weapons flagged "Forced 2 Hands" to hold it in one hand. Offhand can't equip shields or any other weapons if they have 2 Swords. If a unit also has 2 Hands, 2 Hands takes priority(don't know if it still increases damage, but most likely not). This only works in the formation screen right now, but can be extended to unit select screen and in battle pretty easily. But first, trying to make it useful =p

For those who just want to see the code(This is currently tied to Monster Talk, units without Monster Talk will not be able to be badass and hold axes in 1 hand):
WORLD.BIN
0x40AFC
21380000
00008384
02008284
05006010
21300000
06004014
00000000
CB820408
FF036630
02004010
21184000
FF036630
1100C010
7A00C228
0F004010
C0100600
0680013C
21082200
0a004286
B93A2390
D9010124
07004110
01006230
05004010
00000000
0400A010
04006230
07004010
2110E000
01000734
2110E000
00000000
00000000
00000000
00000000
0800E003
00000000
Title: Re: FFMaster's small ASM hacks{Short Charge affects Charge skillset(BUGS FIXED)}
Post by: Dome on August 31, 2011, 08:31:24 am
Monkey grip? Awesome!
Looking foward to see it completed
Title: Re: FFMaster's small ASM hacks{Short Charge affects Charge skillset(BUGS FIXED)}
Post by: pokeytax on August 31, 2011, 04:56:21 pm
That's great! I have spent a lot of time on this and gotten nowhere, so good show.
Title: Re: FFMaster's small ASM hacks{Short Charge affects Charge skillset(BUGS FIXED)}
Post by: FFMaster on September 13, 2011, 09:07:24 am
The Disable Move hack. Units using abilities flagged Weapon Strike and not flagged Follow Target will not be able to move after acting. Found it while looking for some other stuff last night, it looks like it, but may not be. I haven't got time to check it due to 10000000 assessments.

0x11CBAC
51610508
00000000

0xF1544
1980053C
F338A690
F438A590
1000BFAF
2000C630
1000A530
0400A010
21280000
0200C010
00000000
0100A524
ED0E0608
00000000
Title: Re: FFMaster's small ASM hacks{Short Charge affects Charge skillset(BUGS FIXED)}
Post by: Dome on September 13, 2011, 09:29:53 am
Oh, this would allow us to make an archer skillset with charge and other stuff, without shitty bugs
Good find!
Title: Re: FFMaster's small ASM hacks{Short Charge affects Charge skillset(BUGS FIXED)}
Post by: Vanya on September 25, 2011, 10:29:41 pm
Indeed! That's one I've been wanting for ages. I hated those"shitty bugs" Dome mentioned. Thanks a lot. ^___^
Title: Re: FFMaster's small ASM hacks{Short Charge affects Charge skillset(BUGS FIXED)}
Post by: Rouenne on October 01, 2011, 07:25:41 pm
May I request if it's not much trouble, a hack that removes the requriement of targeting dragons with Reis's moves in the PSP version?
Title: Re: FFMaster's small ASM hacks{Short Charge affects Charge skillset(BUGS FIXED)}
Post by: Timbo on October 07, 2011, 09:50:35 pm
Quote from: FFMaster on September 13, 2011, 09:07:24 am
The Disable Move hack. Units using abilities flagged Weapon Strike and not flagged Follow Target will not be able to move after acting. Found it while looking for some other stuff last night, it looks like it, but may not be. I haven't got time to check it due to 10000000 assessments.

0x11CBAC
51610508
00000000

0xF1544
1980053C
F338A690
F438A590
1000BFAF
2000C630
1000A530
0400A010
21280000
0200C010
00000000
0100A524
ED0E0608
00000000


Will the AI know well enough to move before targeting or will it cheat itself out of it's own move action?
Title: Re: FFMaster's small ASM hacks{Short Charge affects Charge skillset(BUGS FIXED)}
Post by: RandMuadDib on October 07, 2011, 10:15:03 pm
I would think it doesnt matter. Either they are already in range of their target or they move to get to said target, either way they won't move afterward.
Title: Re: FFMaster's small ASM hacks{Short Charge affects Charge skillset(BUGS FIXED)}
Post by: Wiz on October 28, 2011, 05:57:16 pm
I asked you about it a while back FFM, but I was just wondering (once you get the time to hack again after your exams are over) if you could find the offset again that cancels the mid-charge bonus on charging units (mages with spells most notably in Arena)?

I think you said that it was a single-byte change iirc and that you lost the location of it unfortunately.

If you ever discover it, let everyone know because I think it's great :D
Title: Re: FFMaster's small ASM hacks{Short Charge affects Charge skillset(BUGS FIXED)}
Post by: FFMaster on November 08, 2011, 09:49:18 pm
Changes Reaction Rate from Br% to (Br+Fa)/2%

0x126398
5E610508
00000000

0xF1578
24008590
26008490
00000000
2128A400
42280500
3378010C
64000434
EC340608
00000000

EDIT:

Change Damage split to shift 33%

0x126358
67610508
5555103C

0xF159C
56551026
18000202
10800000
D8340608
1980033C
Title: Re: FFMaster's small ASM hacks{Short Charge affects Charge skillset(BUGS FIXED)}
Post by: Pickle Girl Fanboy on November 08, 2011, 10:19:35 pm
Quote from: FFMaster on November 08, 2011, 09:49:18 pmChange Damage split to shift 33%

0x126358
67610508
5555103C

0xF159C
56551026
18000202
10800000
D8340608
1980033C

Are there a couple of bytes to change which will change the % Damage Split shifts?
Title: Re: FFMaster's small ASM hacks{Short Charge affects Charge skillset(BUGS FIXED)}
Post by: FFMaster on November 08, 2011, 10:45:00 pm
Yeah, let me highlight them

0x126358
67610508
xxww103C

0xF159C
zzyy1026
18000202
10800000
D8340608
1980033C

This one reads wwxxyyzz

The fraction you get is 0xWWXXYYZZ/0xFFFFFFFF, a hex division. I don't really know how it works, better off asking fdc on the proper way to do it. I just know 1/3 is 55555556.
Title: Re: FFMaster's small ASM hacks{Short Charge affects Charge skillset(BUGS FIXED)}
Post by: RavenOfRazgriz on November 09, 2011, 09:09:30 am
Quote from: FFMaster on November 08, 2011, 10:45:00 pmThe fraction you get is 0xWWXXYYZZ/0xFFFFFFFF, a hex division. I don't really know how it works, better off asking fdc on the proper way to do it. I just know 1/3 is 55555556.


00:33   FFMaster: ok, in vanilla, Attack Up is 4/3
00:34   FFMaster: so we want to increase PA by 1/3
00:35   FFMaster: we start with the number FFFF
00:35   FFMaster: FFFFFFFF*
00:35   FFMaster: divide that by the denominator
00:35   FFMaster: in this case 3
00:35   FFMaster: =55555555
00:35   FFMaster: and add 1
00:35   FFMaster: =55555556
00:35   FFMaster: and multiply that by the numerator
00:36   FFMaster: [14:23] <FFMaster> 5555043C
00:36   FFMaster: [14:23] <FFMaster> 56558424
00:36   FFMaster: is basically making the number 55555556
00:37   FFMaster: so the first 2 bytes in the first line
00:37   FFMaster: reverse them
00:37   FFMaster: and those are the first 2 numbers
00:37   FFMaster: reverse the first 2 bytes for the second line
00:37   FFMaster: and you have the remaining numbers
00:38   FFMaster: if you wanted 2/5 for example
00:38   FFMaster: FFFFFFFF/5
00:38   FFMaster: =33333333
00:38   FFMaster: add 1
00:38   FFMaster: =33333334
00:38   FFMaster: multiply by 2
00:39   FFMaster: 66666668
00:39   FFMaster: so the code will be
00:39   FFMaster: 6666043C
00:39   FFMaster: 68668424
00:39   FFMaster: if that makes any sense
00:39   RavenOfRazgriz: I think I get it
00:40   RavenOfRazgriz: So you take FFFFFFF to represent your start value
00:40   RavenOfRazgriz: divide
00:40   RavenOfRazgriz: Add 1 for some reason I assume is code-related
00:40   RavenOfRazgriz: multiply
00:40   RavenOfRazgriz: split your answer into part A and part B, in this case 6666 and 6668
00:41   RavenOfRazgriz: Reverse the bytes
00:41   FFMaster: yep
00:41   RavenOfRazgriz: Concatenate 043C to the first part
00:41   RavenOfRazgriz: 8424 to the second
00:41   RavenOfRazgriz: ?
00:41   FFMaster: yep
00:41   RavenOfRazgriz: I assume those numbers are always used then?
00:41   FFMaster: yeah
00:41   RavenOfRazgriz: That's pretty simple honestly.
00:42   FFMaster: the other numbers just tell the location and what to do
00:42   RavenOfRazgriz: I see.
00:42   RavenOfRazgriz: So for 4/3...
00:42   RavenOfRazgriz: FFFFFFFF / 3
00:42   RavenOfRazgriz: = 55555555
00:42   RavenOfRazgriz: +1
00:42   RavenOfRazgriz: 55555556
00:42   RavenOfRazgriz: * 4
00:43   RavenOfRazgriz: = 155555558
00:43   RavenOfRazgriz: um
00:43   FFMaster: wait... would that overflow....
00:43   RavenOfRazgriz: Is that okay?
00:43   FFMaster: i'm not sure
00:43   FFMaster: you will have to ask fdc
00:43   RavenOfRazgriz: That sounds like it should overflow
00:44   FFMaster: yeah
00:44   FFMaster: so you will have to keep between 0 and 1
00:44   FFMaster: the increase has to be a fraction between 0 and 1, yeah
00:44   RavenOfRazgriz: OH
00:44   RavenOfRazgriz: So this is an increase
00:44   RavenOfRazgriz: So it's below 1
00:44   RavenOfRazgriz: So in this case I'd do 1/3
00:44   FFMaster: yes
00:44   RavenOfRazgriz: To get ATKUP
00:44   FFMaster: yes
00:44   RavenOfRazgriz: which is 55555556
00:45   RavenOfRazgriz: Now the code you showed me makes sense
00:45   FFMaster: so if i wanted to increase by 7/8
02:02   FFMaster: Raven, if it's not too late, i messed up a tiny bit
02:02   FFMaster: it's FFFFFFFF
02:02   FFMaster: divide by denominator
02:02   FFMaster: multiply by numerator
02:02   FFMaster: and then add 1
02:04   RavenOfRazgriz: kk
Title: Re: FFMaster's small ASM hacks{Short Charge affects Charge skillset(BUGS FIXED)}
Post by: Pickle Girl Fanboy on November 09, 2011, 11:39:48 am
What about the damage restored to the character by Damage Split?
Title: Re: FFMaster's small ASM hacks{Short Charge affects Charge skillset(BUGS FIXED)}
Post by: RavenOfRazgriz on November 12, 2011, 02:27:06 pm
What about it?  You always get healed by the amount of damage shifted to the enemy.
Title: Re: FFMaster's small ASM hacks{Short Charge affects Charge skillset(BUGS FIXED)}
Post by: Pickle Girl Fanboy on November 12, 2011, 04:33:49 pm
Ah, didn't think of it.  I thought it was 2 separate routines, one to shift damage and another to restore hp.  I didn't anticipate that it would use the same routine to determine damage, and then shift that number to enemy hp damage and self hp restoration.
Title: Re: FFMaster's small ASM hacks{Short Charge affects Charge skillset(BUGS FIXED)}
Post by: Austin on May 06, 2012, 02:06:35 pm
I'm having some trouble with the katana break chance constant hack. I set the XX to 00, but all it looks like it did was get rid of the message telling you the katana broke. When I check my inventory I still have katanas come up missing pretty regularly, I guess about as often as they would before. Anyone else having the same problem?
Title: Re: FFMaster's small ASM hacks{Short Charge affects Charge skillset(BUGS FIXED)}
Post by: FFMaster on August 21, 2012, 06:41:38 pm
Oil status grants weakness to element(s), overrides Absorb/Null/Half element
BATTLE.BIN
0x11DE98

1980023C
982D428C
E8FFBD27
5A004590
1000BFAF
8000A130
6D004590
02002010
9C014194
XX00A530
24188500
02006010
00042334
9C0143A4
5A004190
6E004590
80002130
02002010
00000000
XX00A530
24188500
05006010
00000000
9013060C
00000000
D6130608
00000000
6F004590
02002010
90014194
0300A530
24188500
02006010
43080100
900141A4
5A004190
70004590
80002130
02002010
90014194
YY00A534
24188500
05006010
40080100
9C014394
900141A4
00086334
9C0143A4
1000BF8F
1800BD27
0800E003
00000000

BATTLE.BIN
0x120020
change 80 to YY


XX = Elements not affected by Oil
YY = Elements affected by Oil


TABLE
0x80 = Fire
0x40 = Lightning
0x20 = Ice
0x10 = Wind
0x08 = Earth
0x04 = Water
0x02 = Holy
0x01 = Dark


For example, if you want Oil to grant weakness to Fire/Holy/Dark, then XX = 7C and YY = 83

For those who want to mess with the effects more:
First XX = Elements to ignore Absorb on target
Second XX = Elements to ignore Null/Half on target
First YY = Elements to grant Weak on target
Second YY = Elements that will remove Oil


The combination of Null/Half: Elements was due to laziness.

This hack is based off fdc's version and bloated with stuff that I wanted.
Title: Re: FFMaster's small ASM hacks{Another Oil hack made}
Post by: Vanya on August 21, 2012, 09:30:49 pm
Nice, FFM. I always appreciate these customizable asm hacks, even if I don't have time right now to put them to use myself.
Title: Re: FFMaster's small ASM hacks{Another Oil hack made}
Post by: FFMaster on October 24, 2012, 08:22:31 pm
Fun ASM hack here.

Reis formulas(Dragon hit only) becomes Monster Skill hit only

BATTLE.BIN
0x1205BC
1980023C
982D428C
E8FFBD27
92004290
1000BFAF
80004230
00000000
00000000

The bolded numbers can be changed to fit any RSM. Check the wiki for which numbers correspond to which RSM.
Title: Re: FFMaster's small ASM hacks{Another Oil hack made}
Post by: The Damned on November 22, 2012, 03:02:22 am
(Sigh.)

This is probably horribly obvious, but I figure that I need to ask this question in part for "Human Advancement":

Quote from: FFMaster on August 21, 2012, 06:41:38 pm
XX = Elements not affected by Oil
YY = Elements affected by Oil


TABLE
0x80 = Fire
0x40 = Lightning
0x20 = Ice
0x10 = Wind
0x08 = Earth
0x04 = Water
0x02 = Holy
0x01 = Dark


For example, if you want Oil to grant weakness to Fire/Holy/Dark, then XX = 7C and YY = 83

For those who want to mess with the effects more:
First XX = Elements to ignore Absorb on target
Second XX = Elements to ignore Null/Half on target
First YY = Elements to grant Weak on target
Second YY = Elements that will remove Oil


Let's say that I just want a weakness to Fire and only Fire and that I don't want Fire to remove Oil (probably).

When it comes to the first and second XX, do these still have to be the elements not affected by Oil, i.e. everything that isn't Fire in this case? Or do I just make everything but the second YY 80 according to this since I want Oil to override Absorb? Alternately, would I make only the first XX and the first YY 80 if I want Oil to still be affected by Null: Fire and Half/Resist: Fire?

Thanks in advance.
Title: Re: FFMaster's small ASM hacks{Another Oil hack made}
Post by: FFMaster on November 22, 2012, 03:38:55 am
So you want Oil to override Null/Half/Absorb for Fire, Oil to grant Weak to Fire and not be removed?

First and second XX = 7F
First YY = 80
Second YY = 00

If you want it to still be affected by Half/Absorb/Null, then both XX = FF.
Title: Re: FFMaster's small ASM hacks{Another Oil hack made}
Post by: The Damned on November 22, 2012, 08:23:32 am
(Okay, so it is what I thought.)

I see. Thanks.

Just to clarify further: If I wanted it to override Absorb, but NOT Null and Half, then I would just use 7F for the First XX and FF for the Second XX, yes?
Title: Re: FFMaster's small ASM hacks{Another Oil hack made}
Post by: FFMaster on November 22, 2012, 04:16:49 pm
Yes.
Title: Re: FFMaster's small ASM hacks{Another Oil hack made}
Post by: Lockeadon on March 05, 2014, 09:41:10 pm
ffmaster can you put your undead units always revive asm here please?
Title: Re: FFMaster's small ASM hacks{Another Oil hack made}
Post by: Kurosabes on June 20, 2014, 02:13:01 am
Lockeadon, I believe the 'Units rot or reanimate without skipped turns' hack that comes with FFTorgASM can do that. Make the undead units that you want to always revive become immune to both Crystal and Treasure, and they should revive without fail. I've not tested it extensively, however.
Title: Re: FFMaster's small ASM hacks{Another Oil hack made}
Post by: scbw1234 on July 08, 2014, 05:47:51 am
I don't understand these two

QuoteNot moving and not acting bonus CT edit


Wasn't this editable in patcher?

QuoteReis formulas(Dragon hit only) becomes Monster Skill hit only


Does this not affect certain Job but affects RSM?Or does it makes a certain RSM to affect monster?kind of confused.
Title: Re: FFMaster's small ASM hacks{Another Oil hack made}
Post by: Lockeadon on November 08, 2015, 11:58:02 pm
@White Knight, that would work, but to do so for *all* undead would seem to require making every job immortal o.o sorry for late reply.

@anyone also, what happens if you have a drain effect over 100% o.o trying to make a vampire class similar to fftsocial or bravely default. finally, some way to make vampire status not take control? i've (finally) got my other classes sorted, mostly. (blue, angel, mystic knight) but vampire is giving me trouble.
Title: Re: FFMaster's small ASM hacks{Another Oil hack made}
Post by: Emmy on December 30, 2015, 12:56:59 am
QuoteRaijinili: also ask xif if she would edit ffm's post with a corrected version of the hack so it won't happen again


Please?

  <Patch name="Silent Walk becomes Flee - FIXED for branching/load issue">
    <Description>Add 4 move when unit is in critical. FIXED thanks to Raijinili!!</Description>
    <Location file="BATTLE_BIN" offset="10D860">
      ED600508
    </Location>
    <Location file="BATTLE_BIN" offset="F13B4">
      95002292
      00000000
      02004230
      07000210
      3A003092
      5A002292
      00000000
      01004230
      02000210
      00000000
      04001026
      1AD20508
      00000000
    </Location>
  </Patch>

Bolded numbers can be changed, as per original directions of this hack.  (95 and 02 tie it to Silent Walk, 04 change to whatever move you want to add/4 is default here)
Title: Re: FFMaster's small ASM hacks{Another Oil hack made}
Post by: JadeKnightblazer on June 07, 2021, 05:58:51 am
Quote from: FFMaster on September 13, 2011, 09:07:24 amThe Disable Move hack. Units using abilities flagged Weapon Strike and not flagged Follow Target will not be able to move after acting. Found it while looking for some other stuff last night, it looks like it, but may not be. I haven't got time to check it due to 10000000 assessments.

0x11CBAC
51610508
00000000

0xF1544
1980053C
F338A690
F438A590
1000BFAF
2000C630
1000A530
0400A010
21280000
0200C010
00000000
0100A524
ED0E0608
00000000

What ever happened to this ASM Hack? Was is ditched?
Title: Re: FFMaster's small ASM hacks{Another Oil hack made}
Post by: JadeKnightblazer on September 16, 2021, 01:02:56 am
Sadly I am confused once the numbers go into the 100+... (Haven't learnt when alphabet kicks in)

What would the value be if
0x80 = Fire
0x40 = Lightning
0x20 = Ice
0x10 = Wind
0x08 = Earth
0x04 = Water
0x02 = Holy
0x01 = Dark

I want oil to effect all elements, and be removed by all elements?

Title: Re: FFMaster's small ASM hacks{Another Oil hack made}
Post by: Orkney on September 16, 2021, 02:54:57 am
Hi,

Here is a tutorial that explain hexadecimal https://ffhacktics.com/tutorials.php?id=11 (https://ffhacktics.com/tutorials.php?id=11). At the beginning, you'll see all the value going up.

So after 9 you'll go to A then B until F, and then go back to 0. (So 8 + 4 = C). Your windows calculator can do the job too if you configure it to programmer (not sure how it's called in english). Then it will give you access to hexadecimal operations.

Anyway,  if you want to affect all elements the value will be FF.





Title: Re: FFMaster's small ASM hacks{Another Oil hack made}
Post by: JadeKnightblazer on September 16, 2021, 03:19:11 pm
Tyvm!!!

And more so for including the tutorial link! :)