• Welcome to Final Fantasy Hacktics. Please login or sign up.
 
April 26, 2024, 12:08:27 pm

News:

Please use .png instead of .bmp when uploading unfinished sprites to the forum!


So i got this formula Editor....

Started by SentinalBlade, February 21, 2009, 02:22:39 am

IceCreamedNinja

March 05, 2009, 11:48:42 pm #20 Last Edit: December 31, 1969, 07:00:00 pm by IceCreamedNinja
awesome! i can't wait til this is released..good work man.

red_bird

March 09, 2009, 11:33:56 am #21 Last Edit: December 31, 1969, 07:00:00 pm by red_bird
about asm hacks... should they be implemented before or after i'm done with all the other patching?

Vanya

March 10, 2009, 10:50:38 am #22 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Should not have any effect on your FFTPatcher changes since the patchers does not modify the formula data in any way. Right, SB?
  • Modding version: Other/Unknown
¯\(°_0)/¯

red_bird

March 10, 2009, 08:22:58 pm #23 Last Edit: December 31, 1969, 07:00:00 pm by red_bird
final question:  should i apply asm and fftpatcher before or after i apply fftacttext?

melonhead

March 10, 2009, 11:01:57 pm #24 Last Edit: December 31, 1969, 07:00:00 pm by melonhead
Quote from: "red_bird"final question:  should i apply asm and fftpatcher before or after i apply fftacttext?

You should do FFTorgasm last, but it really doesn't matter.
All of the programs edit different parts of the ISO. EXCEPT that FFTorgasm can be configured to overwrite ANYTHING (but usually it probably shouldn't be).

One thing to beware of is to not modify the font in FFTPatcher.

red_bird

March 11, 2009, 11:14:32 am #25 Last Edit: December 31, 1969, 07:00:00 pm by red_bird
what does FFTorgasm do?

Tea

March 11, 2009, 05:06:51 pm #26 Last Edit: December 31, 1969, 07:00:00 pm by Tea
It's the name of the program that is made public in this topic.

red_bird

March 16, 2009, 11:06:28 am #27 Last Edit: December 31, 1969, 07:00:00 pm by red_bird
thanks.  looking foreward to it coming out.

and Tea?  your sig is getting me dirty looks from the librarians.  keep it up.

jimmyjw88

March 16, 2009, 11:22:33 am #28 Last Edit: December 31, 1969, 07:00:00 pm by jimmyjw88
That's Eve from BlackCat right? ^^
I love her =D
She is so pretty and cute, not to mention deadly. Lol =p
Kindly upload the images to other image hosting sites. I can't view imageshack. Thanks.

Tea

March 16, 2009, 01:34:18 pm #29 Last Edit: December 31, 1969, 07:00:00 pm by Tea
That's Eve alright. No idea why librarians look funny at it, it's pretty decent.

SentinalBlade

March 16, 2009, 04:03:42 pm #30 Last Edit: December 31, 1969, 07:00:00 pm by SentinalBlade
her boobs are extenuated~

Lets keep this topic on topic please.

Im up to formula 33 now. i found the offsets for alot of them in the japanese documentation, but the code is rewritten/coded differently in american, in the US release, its all a few bytes to change for EACH formula, in the japanese one, all magic attacks appearntly link to a really big block of code, that branches for each formula used. its all very confusing, but its faster than debugging the snot out of the formulas the normal way.

Tea

March 16, 2009, 04:14:04 pm #31 Last Edit: December 31, 1969, 07:00:00 pm by Tea
nice going. Is it, by the way, possible to change the undead reversal? And the chance that the formula gives a status? And can we use even more terms than the original formulas do? Giddy giddy giddy so excited~ :p

SentinalBlade

March 18, 2009, 11:33:22 pm #32 Last Edit: December 31, 1969, 07:00:00 pm by SentinalBlade
Lets not get ahead of ourselves. eventually you can do things like that, but for now itl be changing a bit of simple things. after i get them all in there i can work out which ones can have new parts are which parts replaced.

@more terms question::: And you cant add things to formulas if it makes it bigger than it actually was. like you cant make the MA+x% formula into PA - SP + (Y * x) / 3

there just isnt enough space. and to do this, we would have to sacrifice a bit of each ASMers battle.bin space(Which means alot less hacks) in the future it may be possible, but there are plenty that are overly big and useless for the moment.

Status: up to 3D

Vanya

March 19, 2009, 01:55:02 pm #33 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
I look forward to using this tool. Quick question. The formula slots after 64; are they too small to hold a small formula?
  • Modding version: Other/Unknown
¯\(°_0)/¯

LastingDawn

March 20, 2009, 10:32:30 am #34 Last Edit: December 31, 1969, 07:00:00 pm by LastingDawn
Not quite... Razele once mentioned in IRC the game has a piece of code to Stop formula's at 64, and to revert to 01 past them. So he said it will eventually be possible to have many custom formulas.
"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!

Vanya

March 20, 2009, 10:38:45 am #35 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Thanks. I imagine that bit of code just needs a couple of NOP's placed over it, no? I'd do it myself if I knew where the code was.

Off topic: LD, are you able to get on chat right now?
  • Modding version: Other/Unknown
¯\(°_0)/¯

Skip Sandwich

April 06, 2009, 08:17:42 am #36 Last Edit: December 31, 1969, 07:00:00 pm by Skip Sandwich
okay, just making sure I understand the size issue correctly, so I don't go bother our ASMers without good cause

would changing the unarmed formula from PA * [(PA * CasterBrave)/100] to PA * [(PA * CasterMaxHP)/CasterCurHP)] be theoretically possible? the only real change other then the swapped variables is replacing one of the constants (100) with another variable (CasterCurHP)

likewise, changing the Axe formula from rnd(1..PA) * WP to become [(PA * CasterMaxHP)/CasterCurHP)] * WP probablly wouldn't be possible with this utility, as it would increase the size of the formula, by adding additional variables and operations, right?
"Dave?  Are you there?"
"Yeah.  I can't get you through the cell now."
"You have to talk through the bratwurst from now on. I'm sorry. I didn't know it would do that."
http://www.johndiesattheend.com

Vanya

April 06, 2009, 08:29:54 am #37 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Your logic seems sound.
  • Modding version: Other/Unknown
¯\(°_0)/¯

Skip Sandwich

April 06, 2009, 08:53:17 am #38 Last Edit: December 31, 1969, 07:00:00 pm by Skip Sandwich
okay good, I was pretty sure I had it right, I just wanted to confirm.
"Dave?  Are you there?"
"Yeah.  I can't get you through the cell now."
"You have to talk through the bratwurst from now on. I'm sorry. I didn't know it would do that."
http://www.johndiesattheend.com

SentinalBlade

April 06, 2009, 09:50:44 am #39 Last Edit: December 31, 1969, 07:00:00 pm by SentinalBlade
100 to HP is actually a bit more complicated.

100 is a static number. its just there, and preset.

HP you have to load into a register(4 bytes of space) and then have space for math(at least 4 bytes), rather than just 100(which is just 4 bytes by itself(as an operation to load it))

Honestly, it depends on the formula. sometimes when a formula uses a flat/static number, it takes 3 lines of ASM(12 bytes). one to save a register's value, 1 too ORI 64(100) into the register, math involved. IF the register needs to be used later, it calls it back into the register, which is at least a total of 4 lines.

Like i said, it all depends on the formula. sometimes the same operation is written in different ways. when i finish this, i should have a list of the amount of space needed and how much there is for each formula.

an example is Rafa's Truth formula, and Dark Whisper(tiamat monster skill). same operation(up until DArk Whisper's 6.25% status) but the code for both of them differs greatly, for no appearnt reason at all. Rafa's truth formula has at least 4 extra lines of code that Dark whisper does not(up until it tries to add the status %)