Final Fantasy Hacktics

Modding => PSX FFT Hacking => Topic started by: Choto on February 27, 2012, 06:05:00 pm

Title: Choto's ASM Hacks and Effects
Post by: Choto on February 27, 2012, 06:05:00 pm
Mighty Sword Hack:

This makes it so that the mighty swordskills have a % chance to break equipment, but always function as normal damage swordskills. Maintenance prevents item breakage, but not damage. Change "XX" to whatever chance to break you want. I also changed the damage formula to (WP+Y)*PA like the other swordskills, and divided the damage by 2 to prevent roflstomping. If you don't want this, change the bolded line to "00000000".


Battle.bin
0x122b94
E8FFBD27
1000BFAF
8E1D060C
00000000
0C004014
64000434
B63B060C
XX000534
08004014
00000000
721E060C
00000000
1E004014
1980033C
902D638C
04000234
100062A0
01000234
020060A0
4421060C
000062A0
9717060C
00000000
E917060C
00000000
A921060C
00000000
1980033C
902D638C
42100200
040062A4
1980043C
DC388290
2A0062A0
00000000
00000000
00000000
00000000
00000000
F41B060C
00000000
3F1C060C
00000000
1000BF8F
1800BD27
0800E003
00000000


Giving FFM's suggestion a shot and making the break chance be whatever the ability X in FFTPatcher is. If anybody gives this one a shot please let me know if it works correctly as I didn't test it yet.


<Patch name="Mighty sword uses X as % to break">
  <Location file="BATTLE_BIN" offset="00122B94">
E8FFBD27
1000BFAF
8E1D060C
1980053C
0C004014
64000434
B63B060C
F938A590
08004014
00000000
721E060C
00000000
1E004014
1980033C
902D638C
04000234
100062A0
01000234
020060A0
4421060C
000062A0
15004014
00000000
9717060C
00000000
E917060C
00000000
A921060C
00000000
1980033C
902D638C
42100200
040062A4
1980043C
DC388290
2A0062A0
00000000
00000000
00000000
F41B060C
00000000
3F1C060C
00000000
1000BF8F
1800BD27
0800E003
00000000
</Location>
</Patch>


Spells can Crit Hack (Needs fixing, does not work)

Here is a Beta "Spells can crit" hack. This trades compatibility for critical hits in formulas 08, 1a, 1f, 21. Its only a quick and dirty version but with an initial test it seemed to work. Oh, It also cancels the knockback routine for critical hits because last time we tried this it seemed to mess things up. I'd like to expand this hack to make a couple other formulas able to crit.


<?xml version="1.0" encoding="utf-8" ?>
<Patches>

<Patch name="Spells can Crit v.1">
<description> Affects formulas 08, 1A, 1F, 21</description>
  <Location file="BATTLE_BIN" offset="121764">
3E19060C

</Location>
<Location file="BATTLE_BIN" offset="11f550">
00000000
</Location>
</Patch>
</Patches>


No Zodiac Compatibility Calculation:

Finally fixed, thanks Pride and Glain!


-<Patch name="No Zodiac Compatibility">
<Description> This removes zodiac compatibility damage calculations </Description>
<Location offset="11D964" file="BATTLE_BIN"> 00000000 0800E003 00000000    </Location> </Patch>


Blank Support ability Hacks:
FFM's originals fixed for load delay

Blank support below Non-Charge increases damage and healing by X%. Blank support 2 under Non-Charge reduces damage/healing by 20%. Note: X value is hexadecimal. Default is 0x14, or 20%.


<Patch name="Supports under non-charge hack">
    <Description>
      Blank support below Non-Charge increases damage and healing by X%. Blank support 2 under Non-Charge reduces damage/healing by 20%.
    </Description>
<Location file="BATTLE_BIN" offset="11F580">
        ba600508
   00000000
       </Location>

       <Location file="BATTLE_BIN" offset="F12E8">
64000324
1980043C
942D848C
00000000
92008490
00000000
02008430
02000410
00000000
   </Location>
    <Variable file="BATTLE_BIN" offset="f130c" default="14" name="X"/>
   <Location file="BATTLE_BIN" offset="F130d">
006324   
1980043C
982D848C
00000000
92008490
00000000
01008430
02000410
14000234
23186200
12200000
00000000
00000000
18006400
12180000
00000000
64000424
1A006400
1980033C
902D638C
62190608
00000000



    </Location>
  </Patch>


Addend: This removes the decrease in healing for the 2nd blank support under Non-Charge.


<Patch name="Supports under non-charge hack Healing Addend">
<Description>
       This removes the decrease in healing for the 2nd blank support under Non-Charge.
    </Description>
<Location file="BATTLE_BIN" offset="1203bc">
        DF470508
   00000000
       </Location>

       <Location file="BATTLE_BIN" offset="EAF7C">
1980033C
982D638C
00000000
92006390
00000000
01006330
12000310
00000000
1980033C
D8386390
00000000
04006010
00000000
F0006328
0A006010
00000000
64000324
19006324
18004300
12100000
00000000
64000324
1A004300
12100000
00000000
060082A4
25008290
F11C0608
00000000



    </Location>
  </Patch>


@ Raven: Revised these to work with Item and fixed the decrease to be 20% for simplicity.

Blank support Accuracy Hack:

Edit: Apparently the second hack doesn't work correctly. I'm leaving it up just for record, but the first hack after this description will null 20% of the targets evade. This is the one used in JOT5 and should work fine. Thanks to Grond for the tip-off


<Patch name="Support under Equip Change removes 20% Evade">
<Description>
What's a description. It tells you what the hack does. Evades are removed in this order:
A-Ev, W/S Ev, C-Ev
</Description>
<Location file="BATTLE_BIN" offset="11e828">   
00000000
1000B0AF
1980023C
F6384290
1980013C
942D308C
02004230
92001092
8E004010
00000000
10001032
05000012
14001024
FC470508
21280000
00000000
00000000
DC382890
E1382790
DE382390
DF382490
E0382690
21280001
00000000
00000000
00000000
00000000
00000000
2B106800
04004010
2B108800
02004010
2B10C800
00004010
2B10E800
06004014
23100301
902D428C
00000000
000040A0
74160608
2A0040A4
</Location>
<Location file="BATTLE_BIN" offset="EAFF0">
DE382424
00008390
00000000
2B107000
04004014
00000000
23187000
0B480508
000083A0
23800302
000080A0
0300A22C
0100A524
F3FF4014
01008424
1B160608
00000000
</Location>
</Patch>


Combined this with an altered version of Xif's hack that should add % hit to all abilities. This is not thoroughly tested so please report any abilities that are not affected by it.


<Patch name="Support under Equip Change adds XX% Hit (with Xif's Hack)">
<Description>
        Set YY and XX to be the same value
    </Description>
<Location file="BATTLE_BIN" offset="11e9cc">
        FC470508
   00000000
       </Location>

       <Location file="BATTLE_BIN" offset="EAFF0">

1980043C
942D848C
00000000
92008490
10000334
06006414
00000000
   </Location>
<Variable file="BATTLE_BIN" offset="EB00c" default="14" name="XX"/>
   <Location file="BATTLE_BIN" offset="EB00d">
004224
64004328
02006014
00000000
64000224
2A00A2A4
21800001
75160608
00000000

    </Location>
<Location file="BATTLE_BIN" offset="11f5d8">
1980013C
CE382294
CE3830A4
D03822A4
D0382394
CE382294
92006492
10008430
03000410
21104300
</Location>
<Variable file="BATTLE_BIN" offset="11f600" default="14" name="YY"/>
   <Location file="BATTLE_BIN" offset="11f601">
004324
21106200
902D248C

       </Location>
  </Patch>


Weapon Guard innate all v2:

Fixed a bug with Xif's Weapon guard innate all hack


The Patch:


<Patch name="Weapon Guard Innate All fixed">
<Description>
       Untested
    </Description>
<Location file="BATTLE_BIN" offset="11e0c8">
10400008
00000000
   00000000
       </Location>

       <Location file="BATTLE_BIN" offset="11e178">

   00000000

    </Location>
  </Patch>


Sprite ID causes Game Over when crystallized/treasured:

You can put up to 5 different sprites that will cause game over. If you need less, just make the excess ones duplicates and it should work fine.
Special thanks to Glain for basically figuring everything out for me and explaining it.


<Patch name="Sprite ID Causes Gameover when crystal">
  <Location file="BATTLE_BIN" offset="EB048">
FDFF1424
  </Location>
<Variable file="BATTLE_BIN" offset="EB04c" default="01" name="Sprite 1"/>
   <Location file="BATTLE_BIN" offset="EB04D">
000434
CB02060C
21800400
17005410
00000000
</Location>
<Variable file="BATTLE_BIN" offset="EB060" default="02" name="Sprite 2"/>
   <Location file="BATTLE_BIN" offset="EB061">
000434
CB02060C
21800400
12005410
00000000
</Location>
<Variable file="BATTLE_BIN" offset="EB074" default="03" name="Sprite 3"/>
   <Location file="BATTLE_BIN" offset="EB075">
000434
CB02060C
21800400
0D005410
00000000
</Location>
<Variable file="BATTLE_BIN" offset="EB088" default="03" name="Sprite 4"/>
   <Location file="BATTLE_BIN" offset="EB089">
000434
CB02060C
21800400
08005410
00000000
</Location>
<Variable file="BATTLE_BIN" offset="EB09c" default="03" name="Sprite 5"/>
   <Location file="BATTLE_BIN" offset="EB09d">
000434
CB02060C
21800400
03005410
00000000
12070508
21900000
12070508
01001224

</Location>
<Location file="BATTLE_BIN" offset="DAc1c">
12480508
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000

</Location>

</Patch>


Sprite ID cannot be dismissed:


<Patch name="Unit Dismissal Hack">
<Description>
        You can have up to 12 units that are not dismissable. Enter their Sprite ID and it will be so. Default: 01, 02, 03.
    </Description>


    <Location file="WORLD_WORLD_BIN" offset="B9918">
7B480508
00000000


</Location>
<Location file="WORLD_WORLD_BIN" offset="5d454">
00000134
00000434
1580043C
21202400
24228890
00000000
05004810
0C00292C
F9FF2015
01002124
49820408
00000000
4A820408
00000234



</Location>
<Variable file="WORLD_WORLD_BIN" offset="5d48c" default="01" name="Unit 1"/>
<Variable file="WORLD_WORLD_BIN" offset="5d48d" default="02" name="Unit 2"/>
<Variable file="WORLD_WORLD_BIN" offset="5d48e" default="03" name="Unit 3"/>
<Variable file="WORLD_WORLD_BIN" offset="5d48f" default="00" name="Unit 4"/>
<Variable file="WORLD_WORLD_BIN" offset="5d490" default="00" name="Unit 5"/>
<Variable file="WORLD_WORLD_BIN" offset="5d491" default="00" name="Unit 6"/>
<Variable file="WORLD_WORLD_BIN" offset="5d492" default="00" name="Unit 7"/>
<Variable file="WORLD_WORLD_BIN" offset="5d493" default="00" name="Unit 8"/>
<Variable file="WORLD_WORLD_BIN" offset="5d494" default="00" name="Unit 9"/>
<Variable file="WORLD_WORLD_BIN" offset="5d495" default="00" name="Unit 10"/>
<Variable file="WORLD_WORLD_BIN" offset="5d496" default="00" name="Unit 11"/>
<Variable file="WORLD_WORLD_BIN" offset="5d497" default="00" name="Unit 12"/>
</Patch>


Jump Hacks:

This will change the time it takes for a jump to land. The default formula is 50/speed. Right now you can only change the constant and the stat chosen. I'd like to expand it a bit and put it in Raven's spreadsheets.


<Patch name="Jump CT formula hack">
<Description>
        Formula is CONST/STAT. STAT corresponds to offsets in Unit Data.
    </Description>

<Variable file="BATTLE_BIN" offset="115740" default="32" name="CONST"/>
    <Location file="BATTLE_BIN" offset="115741">
  000334
</Location>
<Variable file="BATTLE_BIN" offset="115744" default="38" name="STAT"/>


</Patch>


*This hack breaks the added damage for having a spear atm. I'll fix this later
<Patch name="Jump Formula Hack">
<Variable file="BATTLE_BIN" offset="1247e0" default="64" name="Formula #"/>
</Patch>


Break skills miss if break does not occur

This will keep formula 25 from defaulting to a regular attack if no equipment is present. Good for using break skills as a proc-effect and preventing a double-attack. Cheer to Raven for the idea.


<Patch name="Break skills don't default to weapon strike">
<Description>
     
    </Description>
    <Location file="BATTLE_BIN" offset="122700">
00000000
961d060c
00000000
e1250608
00000000
00000000
00000000

</Location>

</Patch>


Formulas 43, 45, 4F damage divided in half:

This divides all of the health-difference formulas damage by 2, not including self-destruct. Also credit to Raven for the idea.


<Patch name="Formulas 43,45,4f damage cut in half">
<Description>
     
    </Description>
    <Location file="BATTLE_BIN" offset="11fe28">
1980013C
942D228C
902D258C
2A004394
28004494
80000234
2500A2A0
23186400
42180300
0800E003
0400A3A4


</Location>
  <Location file="BATTLE_BIN" offset="11fe78">
1980013C
982D228C
902D258C
2A004394
28004494
80000234
2500A2A0
23186400
42180300
0800E003
0400A3A4


</Location>

</Patch>


Ninja Ball Effect Hack:

This hack is a little strange, but it allows you to change which ability effect is used for the thrown bombs. It uses the Evade and Unkown bytes together as the EFFECT ID. Edit these values in FFTPatcher and apply the ASM. Fingers crossed for no bugs :)     (It's the unknown byte to the right of "Range" in the Items tab)

Ex: to make Fire ball use Choco Ball:
Unknown = 0x01
Evade = 0x3d
Total ability = 0x013d


<Patch name="Thrown Ball Effect Hack">
  <Location file="BATTLE_BIN" offset="146fac">
1980013C
AE382490
0680023C
C0200400
21104400
BB3A4490
001A0400
BD3A4290
25104300
00000000
00000000
00000000
00000000
0800E003
00000000


</Location>
<Location file="BATTLE_BIN" offset="13a5f8">
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
95850608
00000000
</Location>

</Patch>


Item Effect Hack:

Ok, bear with me. The effects ID's are stored in reverse order. Also, instead of ability ID's over 0xff being 0x0100, they have 0x0900. This simply means that there's an 0x0800 flag active for some reason. In order to not break anything you may need to keep that flag. Edit as follows:

X potion is currently 0x0a09, which is really 0x010a (09 turns into 01 and is placed in front)
To change this to 0x0001 (cure), turn the 9 into an 8, and place it in front again: 0x0801

It's a bit strange for the time being, but these will be assimilated into Raven's workbooks where they will be much more intuitive.


<Patch name="Item Effect Hack">
<Location file="BATTLE_BIN" offset="14f6d0">
04090709
0a090d09
10091109
05090609
09090f09
0b090e09
08090c09
</Location>
</Patch>


Short Charge affects Charge Skillset

FFM did this hack originally, but it didn't work for JoT5 for whatever reason. I guess just posting it for fun lol.


<Patch name="Short Charge affects Charge Skillset FIX">
<Location file="BATTLE_BIN" offset="1157e4">
16f20508
</Location>
<Location file="BATTLE_BIN" offset="11AAc8">
37610508
1000A627
</Location>
<Location file="BATTLE_BIN" offset="F14DC">
0680013C
21082200
180D3090
F000A18F
00000000
03002010
00000000
01001026
42801000
B6060608
00000000

</Location>
</Patch>


Weapon Strike Fix

This allows you to keep striking with your equipped weapon on multi-strike/weapon strike abilities. If two weapons are equipped, it will alternate between right hand and left hand weapons.


<Patch name="Weapon strike rewrite">
<Location file="BATTLE_BIN" offset="124274">
1980013C
C4382594
02120500
FF000334
02004314
FF00A230
01000534
02004314
03000334
0200A534
0300A314
01000334
D02C0608
25280000
05006510
0300A52C
0500A010
00000000
BD2C0608
C5382590
BD2C0608
C4382590
C3382290
02000334
1A004300
00000000
00000000
10100000
F5FF4010
00000000
B12C0608
00000000
08008290
00000000
03004010
00000000
D12C0608
D83822A0
01008290
0680013C
21082200
B45C2390
1980013C
09000234
02004314
0A000234
D83820A0
03004310
00000000
C1D00508
02008484
D83825A0
0800E003
00000000

</Location>
<Location file="BATTLE_BIN" offset="10d304">
0D008010
70018228
00004010
C0100400
23104400
40100200
0680013C
21082200
F3FB2290
00000000
24004230
02004014
00000000
21280000
D02C0608
00000000
</Location>

</Patch>


Two hands affects abilities with weapon strike/ranged weapon

This hack doubles WP for any ability using weapon strike/ranged weapon flags. If WP is not in the abilities formula it will have no effect. It also has no effect if the weapon is forced two hands just like vanilla. Brought to you by Limited Testing LLCâ„¢.


<Patch name="Two hands affects weapon strike abilities">
<Location file="BATTLE_BIN" offset="124744">
35004014
</Location>
<Location file="BATTLE_BIN" offset="124818">
02003092
1980023C
FF384290
</Location>
<Location file="BATTLE_BIN" offset="124830">
1980013C
942D238C
</Location>
<Location file="BATTLE_BIN" offset="124854">
02392590
09008214
40280500
</Location>
<Location file="BATTLE_BIN" offset="124874">
023925A0
</Location>
<Location file="BATTLE_BIN" offset="1248ac">
023925A0
</Location>
</Patch>


Equip Change only allows weapon switching

Just putting this here for now. I need to add a portion that prevents act from being disabled along with this.


<Patch name="Equip Change only allows Weapon changes">
<Description>
</Description>
<Location file="EVENT_EQUIP_OUT" offset="5580">
02000434
</Location>
</Patch>


Multi Hit Editor v1.2


V1.2
Fixed a problem with doublecast
Fixed a bug that broke all other sprite animations


This has 2 parts. The Multi-Hit editor allows you to designate how many hits each ability will have, if it is a random or set number, and if having two swords will allow 2 hits (attack, break skills, etc.).

The Weapon Effect editor will allow you to give a weapon an effect when used with ATTACK. It mimics an ability, so the designated ability ID must have the effect that you want to set. In other words, this will make a weapon function like a Magic Gun, but adhere to its own weapon formula.

Multi-Target Effect Files

These effect files should allow effects like Wave Fist to display on all targets hit by the ability instead of just a single target. This was done using my effects editor, so there might be some that don't work. Having things like too many particle effects at once, or the camera switching too quickly will cause a crash too. Please post if you find one that doesn't work and I'll fix it up. Just import these via CDMage in the Effect folder. These effects are in the Effects.rar attachment.


E317 - Choco Ball


R/S/M Freedom Hack
This hack allows you to designate which R/S/M adhere to reaction slots, support slots, and movement slots. In FFTPatcher if you click on one of the RSM abilities, you'll notice a textbox called "Ability ID". To use this hack, change those numbers to the following:

Reaction - 1
Support - 2
Movement - 3

From what I could tell this byte had no effect in vanilla. Hopefully it won't break anything.


<Patch name="R/S/M freedom hack">
<Location file="WORLD_WORLD_BIN" offset="0429a8">
8E69010C
0F000534
21304002
21804000
01000334
21200002
00F50408
00000000
848A0408
A5010234
0680013C
5C102224
00008394
00000000
0AF50408
5AFE6324
0000A590
00000000
0200C510
01005226
000080A4
1800412A
F5FF2014
02008424
908A0408
00000000
00008684
00000000
2A28C300
0300A014
2A284600
0200A010
00000000
000080A4
01005226
1800452A
F5FFA014
02008424
</Location>
<Location file="WORLD_WORLD_BIN" offset="05D400">
05004012
0400522E
05004016
FD010234
848A0408
21900000
728A0408
21900000
748A0408
21900000
</Location>
<Location file="WORLD_WORLD_BIN" offset="05D428">
02006018
21286200
7A8A0408
00000000
7D8A0408
00000000
</Location>
<Location file="SCUS_942_21" offset="04db24">
00000000
</Location>
</Patch>
</Patches>


Hamedo Fix and chosen ability hack

This will allow the original attacker to hit after the unit with hamedo equipped hits.


<Patch name="Original attacker hits after hamedo">
<Location file="BATTLE_BIN" offset="1095c">
00000000
</Location>
<Location file="BATTLE_BIN" offset="117114">
00000000
</Location>
</Patch>


This one will let you choose what ability Hamedo performs. You have to input Skillset number and Ability ID. The Ability Id bytes are swapped, so if I want ability 0x01FF, I need to put in 0xFF01.


<Patch name="Hamedo attack/skillset">
<Description>
Ability ID bytes are reversed. For example if I want Stasis Sword (009B)
I would enter 9B00 for Ability ID and 21 for Skillset
    </Description>
<Variable file="BATTLE_BIN" offset="1170b8" default="14" name="Skillset"/>
<Location file="BATTLE_BIN" offset="1170b9">
000534
</Location>
<Variable file="BATTLE_BIN" offset="1170c0" bytes="2" default="FF01" name="Ability ID"/>
<Location file="BATTLE_BIN" offset="1170c2">
0634
</Location>
</Patch>


Chocobo and Unit move independently

This hack will allow both the chocobo and unit riding it a movement per turn. That means you can move from unit to mount, and then move with the mount. Or if you start the turn mounted you can move with the mount and then move off the mount with the unit.

** This hack has bugs, but I can't recreate them. If anybody uses this hack and notices that they can move multiple times, try to get a savestate before the unit moves so I can fix it =)


<Patch name="Chocobo Movement Hack">
<Location file="BATTLE_BIN" offset="D9a88 "><!--functionality jump-->
004B0508
1680013C
</Location>
<Location file="BATTLE_BIN" offset="EBbfc"><!--menu functionality-->
10000000
845F2890
00000000
D2FF0225
0600422C
18004010
C0100400
23104400
80110200
21104300
00090800
23082800
80400100
1680013C
106B2124
21402800
38000891
1580013C
08000015
FC2B28AC
82014290
00000000
1F004230
C0080200
23082200
80090100
21102300
87014290
1680033C
04004010
1680033C
845F638C
A4020508
00000000
B5020508
845F638C
</Location>
<Location file="BATTLE_BIN" offset="E45e8"><!--menu display jump-->
404B0508
00004592
8C5F25AC
</Location>
<Location file="BATTLE_BIN" offset="EBd00"><!--menu display-->
1680013C
845F2390
1980013C
D2FF6224
0600422C
25004010
20F5218C
00000000
C0100100
23104100
80110200
10006130
1980033C
CC086324
21104300
03002014
1680013C
544B0508
DF372124
41382124
09003210
00000000
07002124
13003214
87014290
00000000
10004014
00000000
6b4B0508
00000534
82014190
00000000
1F002130
C0100100
23104100
80110200
21104300
87014290
00000000
03004014
00000000
00000534
00000000
7C2D0508
1680013C
</Location>
<Location file="BATTLE_BIN" offset="11a1c8">
2f000434
</Location>
<Location file="BATTLE_BIN" offset="11a1d8">
31000434
</Location>
<Location file="BATTLE_BIN" offset="11bb64">
704B0508
</Location>
<Location file="BATTLE_BIN" offset="ebdc0"><!--Clear mount movement-->
870120A2
82012292
00000000
80004130
07002010
1F004230
C0080200
23082200
80090100
1980033C
CC086324
21086100
870120A0
DB0A0608
00000000
</Location>
<Location file="BATTLE_BIN" offset="EBE00"><!--Store movement taken-->
80004330
0F006010
01000134
1F004230
1580053C
FC2BA38C
01000134
0A006014
FC2BA1AC
C0080200
23082200
80090100
1980033C
CC086324
21086100
01000234
934B0508
870122A0
870181A0
0300C010
00000000
0F0F0608
01000234
100F0608
00000000
</Location>
<Location file="BATTLE_BIN" offset="11cc30"><!--Store movement taken-->
804B0508
82018290
</Location>
<Location file="BATTLE_BIN" offset="EBE80"><!--End of turn-->
1980013C
CC082124
80008330
0C006010
FF00C330
1F008330
C0200300
23208300
80210400
21202400
87018490
FF00C330
03008014
00000000
570F0608
00000000
03006014
00000000
570F0608
00000000
560F0608
00000000
</Location>
<Location file="BATTLE_BIN" offset="11cd50"><!--End of turn-->
A04B0508
82010492
</Location>
</Patch>


Status removed by hp damage

Makes these status effects behave like sleep and charm in that they're removed when hit by HP damage ability


<Patch name="Status removed on HP damage">
<Location file="BATTLE_BIN" offset="125438">
22006294
</Location>
<Location file="BATTLE_BIN" offset="125444">
220062a4
</Location>
<Location file="BATTLE_BIN" offset="125454">
20006294
</Location>
<Location file="BATTLE_BIN" offset="125460">
200062a4
</Location>

<Variable name="Status 1" file="BATTLE_BIN" default="00" offset="12545c"/>
<Variable name="Status 2" file="BATTLE_BIN" default="10" offset="12545d"/>
<Variable name="Status 3" file="BATTLE_BIN" default="10" offset="125440"/>
<Variable name="Status 4" file="BATTLE_BIN" default="00" offset="125441"/>
<Variable name="Status 5" file="BATTLE_BIN" default="30" offset="125424"/>
</Patch>


Chicken is not applied when brave is low

Removes the application of chicken status when brave is low; useful if replacing chicken with a different status


<Patch name="Chicken status not set when brave low">
<Location file="BATTLE_BIN" offset="1253dc">
00000000
</Location>
</Patch>


Equip change uses Move instead of Act


<Patch name="Equip Change Uses Move instead of Act">
<Location file="BATTLE_BIN" offset="E1C0">
40490508
05000192
</Location>
<Location file="BATTLE_BIN" offset="EB500">
03000534
05002514
00000000
F30E060C
00000000
72D40108
00000000
EA0E060C
00000000
72D40108
00000000
</Location>
<Location file="BATTLE_BIN" offset="11a6fc">
50490508
FF00C230
</Location>
<Location file="BATTLE_BIN" offset="11a5b4">
21882000
</Location>
<Location file="BATTLE_BIN" offset="EB540">
0C001034
06005014
01000234
530A3192
00000000
02002012
00000000
25100000
C1050608
00000000
</Location>
        </Patch>


Disable unit leaving because of brave/faith


<Patch name="Disable Br/Fa leaving/warning">
<Location file="EVENT_REQUIRE_OUT" offset="50f4">
A0000010
00000000
</Location>
<Location file="EVENT_REQUIRE_OUT" offset="5488">
A0000010
00000000
</Location>
</Patch>


Mime Redesign v2.0

All Mimes start with 0 abilities in their mimic skillset. Whenever an ability flagged "mimicable" is used, it gets put into their skillset. In this manner they learn abilities over the course of the battle. Original Mimic functionality is deactivated.

Caveats/to be fixed:
-Max number of 16 abilities
-Item, charge, jump, throw, etc. cannot be mimic'd yet
-Katana abilities are usable regardless of inventory (I think). Katanas may not break
-Additional miscellaneous bugs that are bound to exist

<Patch name ="Choto's Mime Redesign v2.0 - Mime learns abilities used in battle">
<Description>
All Mimes in battle start with 0 abilities learned. When an ability set "mimicable" in FFTP is used, it is added to the

mimic skillset for all units.
Max number of skills is currently hardcoded to 16 regardless of variable setting.
</Description>
<Location file="BATTLE_BIN" offset="11a4a8"> <!-- Allows mimic to show up as a skillset -->
00000000
</Location>
<Location file="BATTLE_BIN" offset="11a8ec"> <!-- Set all mimic abilities learned -->
FBFF2225
13000334
80470508
00000000
</Location>
<Location file="BATTLE_BIN" offset="EAE00"> <!-- Set all mimic abilities learned -->
07004310
1300422C
03004010
00000000
40060608
00000000
43060608
00000000
51060608
00000000
</Location>
<Location file="SCUS_942_21" offset="4ad7c"> <!-- load learned abilities -->
90470508
18000334
</Location>
<Location file="BATTLE_BIN" offset="EAE40"> <!-- load learned abilities -->
08006414
00000000
1580033C
00206324
21186500
21186500
00006294
89690108
00000334
0680033C
61690108
944A6324
</Location>
<Location file="BATTLE_BIN" offset="5ec"><!--Mimic behaves as default skillset-->
d8510780
</Location>
<Location file="BATTLE_BIN" offset="128030"><!--Store learned ability in mimic skillset-->
A4470508
</Location>
<Location file="BATTLE_BIN" offset="EAE90"><!--Store learned ability in mimic skillset-->
1980013C
FCF5228C
00000000
1F004014
A8382124
00002394
0680013C
1B006010
C0100300
23104300
40100200
F0FB2124
21204100
05008290
1580013C
10004230
12004014
FC1F2290
00000000
2000462C
0E00C010
00000634
21282600
0020A494
00000000
09006410
2000C42C
FAFF8014
0200C624
00000000
40300200
2120C100
02004224
FC1F22A0
002083A4
0800E003
00000000
</Location>
<Location file="BATTLE_BIN" offset="eAFFC"><!--Store learned ability in mimic skillset-->
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
</Location>
<Location file="BATTLE_BIN" offset="00116BD8"><!--Mimic functionality-->
FFFF0234
</Location>
<Location file="BATTLE_BIN" offset="113980"><!--Item Throw range-->
ffff0334
</Location>
<Location file="BATTLE_BIN" offset="116b50"><!-- MP Usage-->
00000000
</Location>
<Location file="BATTLE_BIN" offset="127f4c"><!--Ability data setting-->
00000000
</Location>
<Location file="BATTLE_BIN" offset="11bf64"><!--Mimic Ability storing-->
06004014
</Location>
<Location file="BATTLE_BIN" offset="DA84c"><!--Spell Quote-->
00000000
</Location>
</Patch>
Title: Re: Choto's ASM hack
Post by: Pickle Girl Fanboy on February 27, 2012, 06:32:50 pm
Is this your ASM hacking thread?
Title: Re: Choto's ASM hack
Post by: Choto on February 27, 2012, 08:52:31 pm
It will be, but for now only 1 hack till i hack more hacks.
Title: Re: Choto's ASM hacks - Mighty Sword chance to break/ Spells can crit
Post by: Celdia on March 02, 2012, 03:46:29 pm
QuoteMighty Sword Hack


Just going on record that I love this idea. A great first contribution to the ASM hacks around here, Choto.
Title: Re: Choto's ASM hacks - Mighty Sword chance to break/ Spells can crit
Post by: Choto on March 24, 2012, 09:49:11 pm
FDC pointed out an error in the Mighty Sword hack that broke the AI usage of the abilities. The OP should now have the fixed version. My bad!
Title: Re: Choto's ASM hacks - No Zodiac Compatibility calculation
Post by: Choto on April 20, 2012, 06:01:19 pm
Updated with a no zodiac compatibility hack
Title: Re: Choto's ASM hacks - No Zodiac Compatibility calculation
Post by: Cherrie on April 20, 2012, 09:16:04 pm
That Zodiac compatibility hack is exactly what I was looking for. I'll try this out after I get some sleep.
Title: Re: Choto's ASM hacks - No Zodiac Compatibility calculation
Post by: Choto on April 20, 2012, 09:52:44 pm
glad to be of service :) I should mention that all i did was prevent formulas from calling the routine, so if you use any formula hacks that DO call the routine, it will still calculate zodiac compatibility. Down the road i'll have to do it the correct way.
Title: Re: Choto's ASM hacks - No Zodiac Compatibility calculation
Post by: Pride on April 20, 2012, 11:11:25 pm
If you're looking to make the game skip over the compat section, couldn't you just start of with, at the start of the compat routine, a jump and return?

jr r31
nop
Title: Re: Choto's ASM hacks - No Zodiac Compatibility calculation
Post by: Glain on April 21, 2012, 01:56:11 am
Probably the reason why it's freezing is because all of your offsets past 0x122018 are off by 0x1000.

But, like Pride said, all you really need for this hack is to make the zodiac compat routine do nothing, instead of removing all the calls to it... which can be accomplished with a simple [jr ra] followed by [nop] at the start of the routine.
Title: Re: Choto's ASM hacks - No Zodiac Compatibility calculation
Post by: Choto on April 22, 2012, 06:37:50 pm
ah thank you sirs. I didn't do it that way because i didn't know if it would mess something else up register-wise, and i didnt' have time to really look into it. I'll give it a shot when i get a chance though. Thanks!
Title: Re: Choto's ASM hacks - No Zodiac Compatibility calculation
Post by: Choto on April 23, 2012, 10:47:23 pm
No Zodiac Compatibility fixed and tested!
Title: Re: Choto's ASM hacks - No Zodiac Compatibility calculation
Post by: Glain on April 24, 2012, 10:33:06 am
Ack, what's up with that offset? That seems to be in the middle of the Gained JP Up section. Shouldn't it be 11D964?

You can make a routine immediately return. You don't have to put a nop before it. (You do need the one after it in the branch delay slot)
Title: Re: Choto's ASM hacks - No Zodiac Compatibility calculation
Post by: Choto on April 24, 2012, 07:21:54 pm
Ack indeed... i thought i changed that lol. Thanks :P. Ya I wasn't sure just wanted to play on the safe side with the pre-emptive nop.

This hack is dedicated to cherrie, for sharing my desire to nuke the zodiac compatibility system. ^_^

Title: Re: Choto's ASM hacks - No Zodiac Compatibility calculation
Post by: Cherrie on April 26, 2012, 12:05:46 pm
Hooray :D
Title: Re: Choto's ASM hacks - No Zodiac Compatibility calculation
Post by: FFMaster on April 28, 2012, 01:29:46 am
As a small suggestion, instead of XX000534, make it load X instead, which is unused, and hence you can change destroy% for each skill separately.

The formula will end up as Dmg_[(WP+Y)*PA] or Dmg_[(WP+Y)*PA/2] X% chance to break equipment, depending on whether you remove the bolded line or not.
Title: Re: Choto's ASM hacks - No Zodiac Compatibility calculation
Post by: Choto on April 28, 2012, 08:10:49 am
I see what you mean, thanks! I'll put this on the big pile of crap to do... eventually i'll throw it in there long as I have the space.
Title: Re: Choto's ASM hacks - No Zodiac Compatibility calculation
Post by: Choto on August 10, 2012, 04:43:03 pm
updated with a fix for Xif's Weapon Innate Hack. It wasn't adding RH shield evade or LH weapon evade... i think.

Updated with the Game Over Hack
Title: Re: Choto's ASM hacks - Game Over Hack
Post by: Pride on August 15, 2012, 07:13:42 pm
QuoteSprite ID causes Game Over when crystallized/treasured


Amazing!!
Title: Re: Choto's ASM hacks - Game Over Hack
Post by: Glain on August 16, 2012, 08:44:41 am
Just an idea so you don't have to keep repeating code if you need to check against more sprite sets...

You could store a list (array) of sprites somewhere in the kanji table, and end it with some value that indicates the end of the list (say 00). Then you could write code to just loop through all the sprite set IDs in the list. Something like this (If you don't need this in routine format, you could eliminate the return address tomfoolery):


      addiu   sp,sp,-20
      sw      ra,4(sp)
      sw      s0,8(sp)                  # Counter for loop
      sw      s1,12(sp)                # Result (did we find any crystals/chests?)
      sw      s2,16(sp)                # Base pointer for array of sprite sets to check

      li      s0,0                          # Counter starts at 0
      la      s2,array_pointer         # Load in base pointer for array
      lbu     a0,0(s2)                  # Get first sprite set
      li      s1,0                         # Result starts at 0
     
loop_start:
      beq     a0,zero,loop_end    # Exit loop if sprite set is 0
      nop
     
      jal     0x180b2c               # Call sprite set lookup
      nop
     
      xori    t0,v0,-3               # t0 = 0 if result = -3, non-zero otherwise
      sltiu   t0,t0,1                 # Flip t0 (0 becomes 1, non-zero becomes 0)
      addu    s1,s1,t0             # Add t0 to result
     
      addu    t1,s2,s0              # Add counter (offset) to base pointer for next sprite set
      lbu     a0,0(t1)                # Load in the next sprite set
         
      j       loop_start           
      addiu   s0,s0,1               # Increment counter and go back to loop start
     
loop_end:
      lw      ra,4(sp)
      lw      s0,8(sp)
      lw      s1,12(sp)
      lw      s2,16(sp)
      addiu   sp,sp,20
      jr      ra
      move    v0,s1                 # Return result (value in s1)
Title: Re: Choto's ASM hacks - Game Over Hack
Post by: Choto on August 16, 2012, 01:19:09 pm
hmm.... i kind of get it, just gotta reread it a couple times. Thanks Glain for the advice, i'll give this a shot probly late next week
Title: Re: Choto's ASM hacks - Game Over Hack
Post by: LastingDawn on August 16, 2012, 04:18:21 pm
Thank you Choto! Now Rad no longer has to be "invincible" to make sure he doesn't Crystalize/Treasure Box. He can die and cause a game over.
Title: Re: Choto's ASM hacks - Unit Dismissal Hack
Post by: Choto on September 13, 2012, 11:20:20 pm
Added the Unit Dismissal hack. It seems to work fine with qoutes.. but report any bugs if they pop up.
Title: Re: Choto's ASM hacks - Unit Dismissal Hack
Post by: MiKeMiTchi on September 14, 2012, 09:44:34 am
That useful Unit Dismissal Hack. It's undoubtedly a must have for all custom patches out there with new playable main units. Hope there aren't any bugs popping. :)
Title: Re: Choto's ASM hacks - Jump CT Hack
Post by: Choto on October 04, 2012, 08:49:24 am
Added Jump CT hack
Title: Re: Choto's ASM hacks - Break skills hack
Post by: Choto on November 25, 2012, 05:41:44 pm
Added a Break skill hack (formula 25) see OP for details.
Title: Re: Choto's ASM hacks - Break skills hack
Post by: Glain on November 25, 2012, 07:07:07 pm
I can't seem to expand the details for the new hack in the original post.  Could be a problem with the tags/formatting?
Title: Re: Choto's ASM hacks - Break skills hack
Post by: RavenOfRazgriz on November 25, 2012, 08:14:16 pm
Spoiler tags can't have apostrophes in them, Choto.
Title: Re: Choto's ASM hacks - Break skills hack
Post by: Choto on November 25, 2012, 08:16:07 pm
Oh, how 'bout that lol.. Should be fixed now
Title: Re: Choto's ASM hacks - Break skills hack
Post by: Timbo on November 25, 2012, 08:37:57 pm
If you have two weapons equipped will you still get two chances to break a weapon?
Title: Re: Choto's ASM hacks - Break skills hack
Post by: RavenOfRazgriz on November 25, 2012, 08:51:10 pm
Yes, all this ASM does is make it so that if your opponent has no item, the skill automatically fails.  Like Mighty Sword.
Title: Re: Choto's ASM hacks - Bomb Effect Hack
Post by: Choto on November 28, 2012, 08:11:01 pm
Added Thrown Ball Effect hack. Happy bombing!

hint: removing the feather from feather bomb will yield a perfectly good grenade effect!

Edit: Also added an Item Effect Hack. I dunno why it wasn't included in FFTPatcher in the first place.
Title: Re: Choto's ASM hacks - Bomb/Item Effect Hack
Post by: Choto on December 04, 2012, 11:10:14 pm
Good thing nobody bothered with the unit dismissal hack.. cause it was totally broken.. AND... it had the JoT5 values in there. Silly me...

hopefully fixed now.
Title: Re: Choto's ASM hacks - Bomb/Item Effect Hack
Post by: Vanya on December 08, 2012, 02:06:31 pm
So the bomb/item effect hacks just change what effect is referenced, right?
Title: Re: Choto's ASM hacks - Bomb/Item Effect Hack
Post by: Choto on December 09, 2012, 08:43:23 pm
yup, but in different ways. The items are just read from the ability effect table. I forget what I did with the bombs... I think it may just be hardcoding them?
Title: Re: Choto's ASM hacks - Bomb/Item Effect Hack
Post by: Choto on December 11, 2012, 09:08:46 am
Added a fixed version of Short Charge affects Charge skillset
Title: Re: Choto's ASM hacks - Short Charge affects Charge
Post by: Dome on December 11, 2012, 10:03:58 am
Quote from: Choto on December 11, 2012, 09:08:46 am
Added a fixed version of Short Charge affects Charge skillset

Actually, I used FFM' hack for FFT: Plus and it worked...
What did you fix?
Title: Re: Choto's ASM hacks - Short Charge affects Charge
Post by: Choto on December 11, 2012, 11:29:50 am
Really? Lol... It must have had some issues with the other hacks for jot5... I wrote that one because it wasn't working for us.

Do you know if it displayed the correct turn when you open the skill set? Also do you know if it displayed correctly in the AT list?
Title: Re: Choto's ASM hacks - Short Charge affects Charge
Post by: Dome on December 11, 2012, 01:46:39 pm
Yep to both your questions, it worked perfectly :-)+
And now, a question...which version should I use for 1.02? Yours or FFM's?
Title: Re: Choto's ASM hacks - Short Charge affects Charge
Post by: Choto on December 11, 2012, 03:39:13 pm
I guess... either should work. If it don't work don't fix it. Use FFM's if it's been working for you
Title: Re: Choto's ASM hacks - Short Charge affects Charge
Post by: Glain on December 12, 2012, 05:06:43 pm
Quote from: Choto on December 11, 2012, 03:39:13 pm
If it don't work don't fix it.


That philosophy makes things much easier! :)
Title: Re: Choto's ASM hacks - Short Charge affects Charge
Post by: RavenOfRazgriz on December 12, 2012, 05:37:56 pm
I like not fixing things that don't work.  Buying new things is so much better.
Title: Re: Choto's ASM hacks - Short Charge affects Charge
Post by: Oroborobo on December 22, 2012, 10:17:23 am
I like deconstructing things and reconstructing different things from the pieces

broken stuff can be pretty useful that way

like you can create some pretty cool abilities by "breaking" them (counter-tackle via modification of the dash skill for example...)
Title: Re: Choto's ASM hacks - Short Charge affects Charge
Post by: Glain on December 22, 2012, 10:36:24 pm
You can also change which ability counter tackle actually causes.  I'm sure I found where that's stored at one point...
Title: Re: Choto's ASM hacks - Short Charge affects Charge
Post by: Pride on December 22, 2012, 11:05:14 pm
Should be here!

/* Counter Tackle */
0017e30c: 02202021 addu r4,r17,r0 Move Unit Data to r4
0017e310: 3405000b ori r5,r0,0x000b r5 = 0x000b
0017e314: 0805f8f7 j 0x0017e3dc
0017e318: 34060093 ori r6,r0,0x0093 r6 = 0x0093 (Dash)
Title: Re: Choto's ASM hacks - Short Charge affects Charge
Post by: Choto on January 01, 2013, 01:15:04 pm
Added Multi-weapon-strike Fix
Title: Re: Choto's ASM hacks - Short Charge affects Charge
Post by: Vanya on January 02, 2013, 07:15:01 am
Sweet! That was such a huge thorn in MY side that I stopped working on my hack a couple of years ago. Now with this major stumbling block gone, I can go back and try to finish it.
Title: Re: Choto's ASM hacks - Short Charge affects Charge
Post by: Choto on January 03, 2013, 12:46:21 pm
Added the Two hands affects abilities with weapon strike/Ranged weapon flags hack
Title: Re: Choto's ASM hacks - Short Charge affects Charge
Post by: Choto on March 10, 2013, 12:14:33 pm
Added the Weapon Effect Editor to the Multi-Hit Editor and attached it to the main post. This will allow you to give weapons an effect when used with the ATTACK command. I didn't test this for what happens when things miss or are blocked.. actually now that I think about it I have a feeling it might display the effect anyway. Just aesthetic preference though I guess.

Yes it's totally unnecessary, but hey, why not?
Title: Re: Choto's ASM hacks - Weapon effects hack
Post by: Choto on March 26, 2013, 10:44:18 am
Fixed the Two hands doubles WP hack, was defaulting attack to 00 damage.
Title: Re: Choto's ASM hacks - Weapon effects hack
Post by: DuxorW on April 15, 2013, 09:21:47 pm
Tested your very cool weapon effect hack by giving the flare effect to a rod. While it had the desired effect, whenever my mages cast a spell it is accompanied by a punching animation. It's a fresh ISO with no other patches/hacks. Anyone else that can test this?
Title: Re: Choto's ASM hacks - Weapon effects hack
Post by: Choto on April 15, 2013, 11:06:14 pm
ugh this is a massive failure on my part. I will fix this since this hack is actually one that i care about :(
Title: Re: Choto's ASM hacks - Weapon effects hack
Post by: Choto on April 17, 2013, 05:29:44 pm
Fixed some bugs with the Multi-Hit Editor, see the changelog. I also closed that thread just to unify everything in one thread, so post any future issues here
Title: Re: Choto's ASM hacks - Weapon effects hack
Post by: DuxorW on April 17, 2013, 10:02:38 pm
This still causes my mages to punch when casting spells.
Title: Re: Choto's ASM hacks - Weapon effects hack
Post by: Choto on April 18, 2013, 07:32:30 am
Quote from: DuxorW on April 17, 2013, 10:02:38 pm
This still causes my mages to punch when casting spells.


That's cause your spreadsheet is haunted. Light 10 candles and download the new one I just uploaded (for some reason the fix wasn't saved o.O)
Title: Re: Choto's ASM hacks - Weapon effects hack
Post by: Choto on April 30, 2013, 01:55:05 pm
fixed a formatting error with the Item effect hack that caused it to not load into FFTorgASM. Thanks Raven

Edit: Fixed another formatting error that made it straight-up not work.
Title: Re: Choto's ASM hacks - Weapon effects hack
Post by: Choto on June 14, 2013, 07:30:45 pm
For Glain and anybody who does coding in C# I guess.

Spy++, allows you to see the processes, windows (and handles), and threads running on the computer.
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on January 22, 2014, 10:07:01 am
Added Multi-Target Effect Files
Title: Re: Choto's ASM Hacks and Effects
Post by: Timbo on January 22, 2014, 03:07:16 pm
Thanks for the multi hit effects. I had several in mind that I was planning to do. Awesome.
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on January 30, 2014, 04:17:13 pm
Added an R/S/M hack that allows you to designate which abilities use reaction, support, and movement slots. Now you can take all those redundant movement abilities and turn them into Supports or reactions if you know how to. Shout out to Krendall for the idea.
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on February 05, 2014, 10:22:19 am
Added Hamedo fix that lets the original attacker have a turn to attack and a hack that lets you choose what ability hamedo performs.
Title: Re: Choto's ASM Hacks and Effects
Post by: Jumza on February 05, 2014, 11:45:52 am
Woah, Choto that's awesome!
I love how everyone else's response to people asking for that was "No one's done it before, and it seems difficult" and your response is "Here you go, I did the thing"
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on February 05, 2014, 11:57:00 am
Haha thanks... I really really lucked out on this one though. It was the equivalent of looking for something in a box in a room full of boxes... and the second box you opened happened to be the right one.
Title: Re: Choto's ASM Hacks and Effects
Post by: Xifanie on February 05, 2014, 12:28:51 pm
I love when that happens, sadly there are more:
- That's going to be easy... DAMMIT THAT'S TOUGH!
than
- That's going to be really tough... well darn that was simple.

Good job anyway :p
If you didn't do it, either no one else would have or it would've probably taken a long time.
It's definitely the kind of hacks we need.
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on February 13, 2014, 04:45:51 pm
Added a Chocobo Movement hack. See the description for details. This hack went through many iterations of testing, so let me know if something is wrong with the version I posted. Actually... I just found a bug. If the units act and move are spent it will end turn without giving you a chance to move the mount. I'll fix this soon

Edit: Yaaaa we got issues. Don't use this yet..

Edit2: Ok, think i fixed it. Probly more bugs in it but it works at least ^_^
Title: Re: Choto's ASM Hacks and Effects
Post by: Timbo on February 13, 2014, 04:54:01 pm
Consider it done. This hack is brilliant, very creative.
Title: Re: Choto's ASM Hacks and Effects
Post by: Celdia on February 13, 2014, 11:50:29 pm
Well, that's pretty goddamned impressive. I wonder how much it would conflict with in my patch if I tried to apply it. XD
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on February 14, 2014, 12:20:21 am
Tyty! I can always find some more space for you Celdie. With Raven's Kanji Space Nopper it's much easier to see how much real estate you have =)
Title: Re: Choto's ASM Hacks and Effects
Post by: Celdia on February 14, 2014, 07:38:15 am
I'm left wondering if that claim accounts for ALMA 4.
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on February 14, 2014, 07:59:12 am
ALMA 4 is very hungry... if you have an .xml with all of your hacks, send it to me and i'll kanjispacenop a battle.bin, apply your hacks, and take a look. Maybe I should take a pass at those hacks sometime...
Title: Re: Choto's ASM Hacks and Effects
Post by: Vanya on February 14, 2014, 10:06:30 am
Nice work on the Chocobo hack. I'd be curious to see what you could do with ALMA. And for that matter RAD.
Title: Re: Choto's ASM Hacks and Effects
Post by: Timbo on February 14, 2014, 10:50:31 am
If I use hacks to make other monsters mountable. Will this affect them as well?
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on February 27, 2014, 11:28:31 pm
My bad Jack i thought I replied.. It should work exactly the same way for other monsters if they're mountable.
Title: Re: Choto's ASM Hacks and Effects
Post by: BlankM on March 09, 2014, 07:37:51 pm
Great mount hack for chocobos and whatnot. I really like it. However there does seem to be some bugs. Example I'm not mounted, and if I move and attack someone, if I'm guarded I'm allowed to move again.
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on March 09, 2014, 07:54:17 pm
Thanks, and thanks for the feedback, but what exactly do you mean by if you're guarded? More details the better.
Title: Re: Choto's ASM Hacks and Effects
Post by: BlankM on March 09, 2014, 08:03:00 pm
Sorry but I'm not exactly sure how to reproduce it. It seems rather random, but it happens most often if I am guarded/parried, or if my attack misses. Its happened about 3 times so far. Usually while I'm testing in random encounters, twice with no mounts deployed at all.

Edit: With further testing it seems to always happen with specific tiles on the map. Not sure whats special about said tiles.
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on March 12, 2014, 10:57:13 pm
I couldn't reproduce this but I know I've noticed it before.. do you have a savestate with a battle that it was happening in?
Title: Re: Choto's ASM Hacks and Effects
Post by: Grond on March 24, 2014, 01:55:29 pm
Hello, nice hacks you've made here:)

However, your "Blank Support under Equip Change adds XX% to final hit%" patch doesn't seem to function as described. I tried it and it seems to double the base hit rates, and then adds the XX/YY value on top of that, which can lead to very high success rates.

Also, I'm having a minor issue with the Hamedo Fix, though it isn't a bug as much as it is an unintended side-effect, I suppose, but using this patch I noticed that giving Hamedo and Counter to the same unit (all monsters in my mod will have Counter + a second reaction innate) allows the unit to perform Hamedo and/or Counter in response to a single attack (letting it potentially get two hits in retaliation) when normally only one of the two reactions should randomly trigger. I haven't tested if this happens paired with anything besides Counter. I'm not too bothered by this, but if you can fix it without much trouble it would be nice, I suppose.

Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on March 30, 2014, 08:04:08 pm
Added two status-related hacks. One that allows you to set which status get removed by hp damage, and one that breaks the chicken status application when a units brave is low.

Grond, forgot to address the Hamedo thing. It probably could be done but it's not really a high enough priority since it's easy to work around. Hamedo is handled pretty uniquely in the code so it's like a high-effort little reward situation.
Title: Re: Choto's ASM Hacks and Effects
Post by: Grond on March 30, 2014, 11:22:58 pm
No worries about the Hamedo quirk. I actually had it (+Counter) on a monster class that had Two Swords innate as well, so they were able to get 4 attacks in on whoever hit 'em.:D But I've just removed Two Swords from them to compensate for the quirk (it didn't function with their normal attack anyway). So yes, it's easy to work around.
Title: Re: Choto's ASM Hacks and Effects
Post by: LastingDawn on May 18, 2014, 12:07:37 am
Hello Choto, I have a little bit of a request, but its a request I can put forth with full details, I would try my hand at it myself, but I'm not really sure about correct PSX ASM terminology and the like or where this formula is in RAM or ROM.

Do you recall the "Libra" skills from other FF games? It shows you the enemy's stats, weaknesses, etc. Well I always thought that the "???" would be a perfect reason for a Libra skill in FFT. In a normal sense its plain why they didn't use anything like that, because removing the "???" normally means they have about 999 HP.

But with the ability to change the divisor of HP that "???" increases there's no need for any HP increase at all.

Here is the thought. To take formula 5D Dragon: Set_Quick and change it to 5D Clear ??? from Target if applicable.

The way to go about this is rather simple. Have the code look at the target's stats. Look at 0x0006 (where the formula for Steal Heart would look) and have it look for a 04 bit. If found, Libra would minus that value by 04, thereby showing you the stats and equipment of the enemy in question. The exceptions would be if the enemy is a Monster and Male/Female to allow players the choice to have enemies that they don't want scanned to not be scanned (or use an unknown in the ENTD if easier)

This is just a thought I'd throw out there, but it might help people who want to keep more than the Lucavi mysteries, but also in giving it a classic FF feel with Libra.
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on May 18, 2014, 01:15:57 pm
Well the formula end of it would be cakesauce. The hard part would be finding the "divisor" that modifies the HP amounts and stuff. AFAIK it's tied to raw stats....

The harder part would be finding the time to do it. I'll put it on my list of back burner stuff but if you can find the divisor or where the game makes the modification it would make things very easy to do.... assuming there are no other complications. fwiw I think it's a neat idea.

Edit: Well I happen to have found where it uses the divisor... maybe i'll look into it soon
Title: Re: Choto's ASM Hacks and Effects
Post by: LastingDawn on May 18, 2014, 09:11:03 pm
Ah, sorry about that. The Divisor is in Raven's Terrain, Status, and Multiplier Workbooks. I wouldn't have mentioned this at all had that part not already been found, hehe. My first worry was that it wasn't dynamic, but that was also my first test. The "???" is dynamically loaded and can be added and removed whenever one would please, had there been functionality for it in the game itself.
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on May 18, 2014, 10:16:40 pm
So you have all the stuff you need except the formula. It's as simple as load a value, subtract from the value, store that value.

Here is where the targets data is loaded from:

80192d8c - Attacker Current Action Data Pointer
80192d90 - Target Current Action Data Pointer
80192d94 - Attacker's Data Pointer
80192d98 - Target Data Pointer


So we do:

lui r1, 0x8019
lw r2, 0x2d98(r1)        #load address of targets data
nop
lbu r3, 0x06(r2)           #load from that address + 6 (the ??? flag)
nop
andi r3, r3, 0xfb          #mask off the 0x04 bit (only that flag is turned off)
sb r3, 0x06(r2)            #store back into targets data without ??? flag
jr r31
nop


then we just need to put it into the right spot of the formula but I'll get into that later. I'm going to edit this post as I go along in the hack since it's simple. If you want to learn the ASM side of it perhaps it will help you to see the process.
Title: Re: Choto's ASM Hacks and Effects
Post by: LastingDawn on May 18, 2014, 10:46:00 pm
Hmm, that does seem remarkably simple. Very similar to SNES ASM in many regards. It's just a matter of knowing where the mirror data is and what is located there. It seems like FDC did a large disassembly of FFT's Battle.bin as I did with FFIV, it seems like it's mostly a matter of knowing what each Formula works to from that specific area. The Current Action matter is lost on me though, what does that particularly refer to?
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on September 16, 2014, 08:30:16 pm
Added a mime redesign hack. Some things need to be added later on so this is v1.0

Lastingdawn, sorry I just saw that I dropped the ball on that hack. Now of course I have no time but remind me down the road and we'll finish it up.
Title: Re: Choto's ASM Hacks and Effects
Post by: Xifanie on September 16, 2014, 10:07:39 pm
That's pretty awesome, I love the idea. It's mostly the only way it can work; well if we wanted it FFVI style, you could have one ability slot per ally on the field, but I'd just keep it the way it is.
I just wish compatibility was better than it is... stupid skillset types.
Title: Re: Choto's ASM Hacks and Effects
Post by: Vanya on September 18, 2014, 06:11:25 am
Bravo, Choto. That is a waaay better Mime.
Title: Re: Choto's ASM Hacks and Effects
Post by: Timbo on September 18, 2014, 09:32:53 am
Excellent work!
Title: Re: Choto's ASM Hacks and Effects
Post by: Jumza on September 18, 2014, 04:48:32 pm
Holy crap, that's crazy and amazing Choto!
Title: Re: Choto's ASM Hacks and Effects
Post by: MiKeMiTchi on September 18, 2014, 06:51:20 pm
Love the redesign idea! Great job, Choto. ;)
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on September 18, 2014, 08:10:15 pm
tyty guys :D was a fun hack

Quote from: Xifanie on September 16, 2014, 10:07:39 pm
I just wish compatibility was better than it is... stupid skillset types.


If I ever get to it, I think i can trick the game into accepting other types of abilities in normal skillsets. I got potion to work from a normal skillset once.. we'll see
Title: Re: Choto's ASM Hacks and Effects
Post by: nitwit on September 19, 2014, 05:29:08 am
What hacks do you want to see Choto?
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on September 19, 2014, 09:03:23 am
Quote from: nitwit on September 19, 2014, 05:29:08 am
What hacks do you want to see Choto?


What are you asking? Are you implying that you are going to take requests or just want my opinion of what I think should be done?
Title: Re: Choto's ASM Hacks and Effects
Post by: nitwit on September 19, 2014, 09:58:18 am
Quote from: Choto on September 19, 2014, 09:03:23 amWhat are you asking? Are you implying that you are going to take requests or just want my opinion of what I think should be done?

Hahaha take requests from Choto!  As if could pick up MIPS that fast!

I wouldn't say I'm asking what you think should be done, although I do want to know that.  More like what kind of things do you want?  You could make two lists, one realistic which considers time and effort and the other assuming infinite time and resources.

I don't know.  Most people seem to ask hackers for requests.  I want to know what the hackers want.
Title: Re: Choto's ASM Hacks and Effects
Post by: Xifanie on September 19, 2014, 10:53:17 am
I think this is kinda what my topic is for? :v
ASM Hack Proposals (http://ffhacktics.com/smf/index.php?topic=10535)
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on September 19, 2014, 11:21:30 am
Quote from: Xifanie on September 19, 2014, 10:53:17 am
I think this is kinda what my topic is for? :v
ASM Hack Proposals (http://ffhacktics.com/smf/index.php?topic=10535)


Wrong thread :P

I have some desires that are kind of pipe dreams. I'd like to load formation sprites into sample.lzw and get them to load correctly. I'd like to be able to allow a unit to end up somewhere else after they use an ability.

More.attainable ideas... getting ability types to work in any skillset. I have a berserker.hack that I want to get to. I'd love to get a much better handle on effect editing. I think I'm close to attempting a legit red.magic skillset. I think pride cracked into that a bit but it may be doable now. I have an alternate crystallization mechanic in mind that would just set the unit unusable for some number of days.

I also want chapter 2 of jot5 to be finished because until then I have to try to pick up other people's slack with spriting, forcing me to put off any further asm hacks.  Speaking of which there should be a reaction hack associated with that which will give us much more freedom in terms of proc triggers/chances and counter abilities
Title: Re: Choto's ASM Hacks and Effects
Post by: DuxorW on September 19, 2014, 10:55:09 pm
When you say legit red magic skillset, what exactly do you mean? Just curious/interested, as I use red mages in my personal hard mode patch.
Title: Re: Choto's ASM Hacks and Effects
Post by: Celdia on September 20, 2014, 10:03:39 am
By legit I would assume he means (not to put words in your mouth, Choto, so feel free to correct me here) something like how RM worked in previous job-oriented FF games where if you learned Cure and Esuna as a White Mage and Bolt and Fire as a Black Mage then when you changed that character's job to Red Mage they would have Cure, Esuna, Bolt and Fire all already learned on the RM skillset.

Mechanically speaking, I would guess that the Calculator routines could be most-easily modified to do it...but that's just a non-ASMer's opinion.
Title: Re: Choto's ASM Hacks and Effects
Post by: DuxorW on September 20, 2014, 11:52:40 am
Yeah, that's what I was assuming as well.

I wish there was a similar fix for blue mages so that they could learn monster abilities from crystals. Learn on hit doesn't care what skillset the caster's ability is in as long as the same ability is in the target's primary skill set, so it would be great if crystals operated similarly.
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on September 20, 2014, 09:35:17 pm
The both of you bring up good points and are probably hacks that should be done if I do the doublecast one too.

I was more referring to how one would pick an ability and target a unit, then another menu would pop up of skills as well and allow you to pick another ability and target another unit. It would essentially be like charging and executing two skills instead of one. They would each resolve at their respective CT's.
Title: Re: Choto's ASM Hacks and Effects
Post by: Rufio on September 23, 2014, 12:23:52 am
Quote from: Choto on September 19, 2014, 11:21:30 am
I'd like to be able to allow a unit to end up somewhere else after they use an ability.



If you ever crack that nut, let me know.  that is a routine i would be greatly interested in.
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on January 12, 2015, 07:01:42 pm
Update: Fixed the Chocobo hack somewhat. You shouldn't get multiple turns by accident now. BUT, sometimes when you first mount a chocobo it will be tired from its last move and not be able to move. Hopefully it happens consistently so I don't have to fix it again ^_^
Title: Re: Choto's ASM Hacks and Effects
Post by: Jumza on March 13, 2015, 03:10:10 pm
Hey Choto, I'm trying to use the Mime Redesign hack (v1.0) but it doesn't seem to be working as intended. The mimic skillset does appear at the start of the battle greyed out (because no mimicable actions had been taken yet), but even after using throw stone, dash and heal I couldn't get anything to appear in the skillset. It stayed grayed out. But the mime didn't mimic the action either, so a few parts of the hack are working for me. Any idea as to what's up?
Title: Re: Choto's ASM Hacks and Effects
Post by: Pride on March 13, 2015, 06:55:39 pm
Mime hardcoding OP
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on March 13, 2015, 08:45:37 pm
Quote from: Pride on March 13, 2015, 06:55:39 pm
Mime hardcoding OP


I'll take a look tomorrow
Title: Re: Choto's ASM Hacks and Effects
Post by: Aqueous on March 23, 2015, 05:01:12 pm
Hi Choto,

Sorry to bother you but could I ask about the hack you made for statuses breaking on HP damage?

I'm a bit unsure as to what the inputs are. At first I thought they would be the status IDs but I'm not sure. It looks like it's looking at the list of statuses from the Data/Table section.

So I should be using those IDs. And I'm guessing Status 1 is for Table 1 (0x20) and Status 2 for Table 2 etc.

Or am I just interpreting this completely wrong?

I also wanted to ask if it's possible to specify the type of damage ie. whether it's physical or magical. I'm trying to create a Magic Ward-like status at the moment (like in Vagrant Story) so I'd only want the status to cancel on magical damage.

Thanks in advance :)
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on March 23, 2015, 10:57:09 pm
They correspond to this data:

0x0058: Current Statuses 1
      0x80 -
      0x40 - Crystal
      0x20 - Dead
      0x10 - Undead
      0x08 - Charging
      0x04 - Jump
      0x02 - Defending
      0x01 - Performing
   0x0059: Current Statuses 2
      0x80 - Petrify
      0x40 - Invite
      0x20 - Darkness
      0x10 - Confusion
      0x08 - Silence
      0x04 - Blood Suck
      0x02 - Cursed
      0x01 - Treasure
   0x005a: Current Statuses 3
      0x80 - Oil
      0x40 - Float
      0x20 - Reraise
      0x10 - Transparent
      0x08 - Berserk
      0x04 - Chicken
      0x02 - Frog
      0x01 - Critical
   0x005b: Current Statuses 4
      0x80 - Poison
      0x40 - Regen
      0x20 - Protect
      0x10 - Shell
      0x08 - Haste
      0x04 - Slow
      0x02 - Stop
      0x01 - Wall
   0x005c: Current Statuses 5
      0x80 - Faith
      0x40 - Innocent
      0x20 - Charm
      0x10 - Sleep
      0x08 - Don't Move
      0x04 - Don't Act
      0x02 - Reflect
      0x01 - Death Sentence


so setting status 5 = 0xC0 would make faith and innocent be canceled by HP damage. nah mean? Any combination of statii for each group can be added to make a hex number. 0xFF would be all status of the group.

As for physical vs. magical... I forget how the hack is laid out but I'm guessing it mimics how sleep is cancelled when hit. Same rules should apply.

Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on March 29, 2015, 02:27:21 pm
Update the Mime Redesign hack. Should work more good now. I have to see if mimes keep their abilities after battle though.
Title: Re: Choto's ASM Hacks and Effects
Post by: Vanya on March 30, 2015, 09:35:52 pm
It could be interesting to have a version of this patch that allows Mimes to keep the abilities they pick up.
That is supposing there is a way for the player to remove individual mimed abilities.
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on March 30, 2015, 10:28:20 pm
That is an interesting thought.... I think there's a way to do it too. Maybe someday, would be a pimped out mime
Title: Re: Choto's ASM Hacks and Effects
Post by: Vanya on March 31, 2015, 07:49:13 pm
Lol. Pokemon-ized mimes that can only keep 4 abilities. :P
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on April 09, 2015, 08:55:18 am
Uploaded Mime Redesign v2.1 - abilities now get reset after battle. Everything should be working in a usable fashion now.
Title: Re: Choto's ASM Hacks and Effects
Post by: CONMAN on May 26, 2015, 10:32:21 pm
Hey Choto!  I was trying to apply your unit dismissal hack and failed miserably..... I tried to double and triple check this sucker, but no success :(  My game didn't crap out on me (I keep cyclical backups), but my units got kicked out just like before....


.... so .... I have no idea....
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on June 13, 2015, 04:50:34 pm
Sorry CONMAN, I just saw this thread since I got internet back after like 2 weeks of the dark ages. If you post a savestate I can take a look at what's happening.
Title: Re: Choto's ASM Hacks and Effects
Post by: Luiakyn on June 14, 2015, 12:25:14 pm
I feel like I'm doing something wrong with the multi-hit hack -- for PSX, are 165-16B not usable? The game freezes in battle :< (troubleshot it to be the multihitter)
Title: Re: Choto's ASM Hacks and Effects
Post by: deus-misereatur on June 17, 2015, 12:55:30 am
Quote from: Luiakyn on June 14, 2015, 12:25:14 pm
I feel like I'm doing something wrong with the multi-hit hack -- for PSX, are 165-16B not usable? The game freezes in battle :< (troubleshot it to be the multihitter)


Is the AI even working for you? I've messed about with the multi-hit editor as well, but it makes everyone in the Orbonne Monastery battle just walk around without doing anything.
Title: Re: Choto's ASM Hacks and Effects
Post by: Luiakyn on June 17, 2015, 03:31:05 pm
Nay, it just freezes :<

I'm editing 5 skills, and then putting it from the psx to psp. so I'll edit 1 skill at a time, now, to see
Title: Re: Choto's ASM Hacks and Effects
Post by: CONMAN on June 17, 2015, 08:38:31 pm
You are awesome choto!

The specials:
chelsea: job> Ace: (originally olan's base job-*15 in patcher)
Jenna:  job> Indigo: (originally Rafa's guest version of heaven knight *19)
LaLa: job> Outlaw: (I think this was teta's job? *1C in patcher)

Title: Re: Choto's ASM Hacks and Effects
Post by: deus-misereatur on June 25, 2015, 09:41:36 am
Sorry for the extra bother, but is the multi-weapon-strike fix working for anyone as well?
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on June 25, 2015, 09:57:21 pm
i'm sorry guys, life's been crazy lately. I'm gonna try to get to these as soon as I can... i'm bummed out so many hacks are having issues >_>. If you guys can post savestates with some info about what's happening I'll fix things up when I get a chance to.
Title: Re: Choto's ASM Hacks and Effects
Post by: deus-misereatur on June 26, 2015, 09:45:36 pm
Don't worry. Take your time. We are, after all, just bloodsuckers leeching of the time of someone who actually has RL things to do, anyhow.  *shifty eyes* :mrgreen:. Attached together are my saves (in .psv format) for both the weapon strike fix and the multi-hit edit. They are separate ASM'ed ISOs, with the only ASM I did were the weapon strike fix, and multi-hit edit, respectively.

For the former, I added Dark Whisper to my Guts skillset, giving it weapon strike, and changing its animation to 07 00 00. First strike was a nice sword strike, the rest, not so nice punches.

For the latter, I changed Dash to do a crazy 12 hits, which works, but results in the rest of the AI-controlled characters just moving and not using any of their skills. I once got the enemies to actually attack, but I can't seem to repeat that feat.
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on July 09, 2015, 08:58:30 am
Updated the weapon strike fix with a fix. Apparently I fixed this problem before but never posted it lol...

Hopefully this takes care of the issues:

<Patch name="Weapon strike rewrite">
    <Location file="BATTLE_BIN" offset="124274">
      1980013C
      C4382594
      02120500
      FF000334
      02004314
      FF00A230
      01000534
      02004314
      03000334
      0200A534
      0300A314
      01000334
      D02C0608
      25280000
      05006510
      0300A52C
      0500A010
      00000000
      BD2C0608
      C5382590
      BD2C0608
      C4382590
      C3382290
      02000334
      1A004300
      00000000
      00000000
      10100000
      F5FF4010
      00000000
      B12C0608
      00000000
      08008290
      00000000
      03004010
      00000000
      D12C0608
      D83822A0
      01008290
      0680013C
      21082200
      B45C2390
      1980013C
      09000234
      02004314
      0A000234
      D83820A0
      03004310
      00000000
      C1D00508
      02008484
      D83825A0
      0800E003
      00000000

    </Location>
    <Location file="BATTLE_BIN" offset="10d304">
      0D008010
      70018228
      00004010
      C0100400
      23104400
      40100200
      0680013C
      21082200
      F3FB2290
      00000000
      24004230
      02004014
      00000000
      21280000
      D02C0608
      00000000
    </Location>
    <Location file="BATTLE_BIN" offset="eb0fc">
      00000434
      1980013C
      C4382594
      02120500
      FF000334
      02004314
      FF00A230
      01000434
      02004314
      03000334
      02008434
      03008314
      00000334
      0800E003
      25380000
      07006410
      01000334
      03006410
      00000000
      0800E003
      C5382790
      0800E003
      C4382790
      C3382290
      02000334
      1A004300
      00000000
      00000000
      10100000
      F7FF4010
      00000000
      52480508
      00000000

    </Location>
    <Location file="BATTLE_BIN" offset="124454">
      C0100200
      1980013C
      21102200
      CCF84290
      C3382390
      3F004230
      3F48050C
      CD3822A0
      00000000
      00000000
      00000000
      00000000
      00000000
      00000000
      00000000
      00000000
      00000000
      1100A393
      13000234
      04006214
      FF00E230
      1800A793
      00000000
      FF00E230
      8000422C
      02004014
      00000000
      21380000
      1200A397
    </Location>
  </Patch>


this multi hit thing.... whaaaat the fuck. Apparently if I attack something, the AI will then use attack, but nothing else. Idk what happened here. I'm gonna have to mess with that for awhile
Title: Re: Choto's ASM Hacks and Effects
Post by: deus-misereatur on July 10, 2015, 09:37:38 pm
Weapon strike fix is working now! Thanks a lot! Take your time with the multihit editor though, as I can always hack Malak's formula to my liking!  :)
Title: Re: Choto's ASM Hacks and Effects
Post by: Luiakyn on July 20, 2015, 06:56:12 am
No worries Choto! I've been uber busy myself. I *just* now started messing with the hacks, again.
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on January 23, 2016, 12:29:47 pm
Posted Alternate Permadeath hack I was talking about awhile ago.
Title: Re: Choto's ASM Hacks and Effects
Post by: LastingDawn on January 23, 2016, 12:58:25 pm
Wow! This is classic Final Fantasy/Dragon Quest work with this! I am eager to see how people use this.
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on January 25, 2016, 07:42:47 pm
Thanks LastingDawn, hope people get some use out of it!

Posted a hack that lets berserk units use abilities in a specifiable skillset if they are weapon-range flagged. Go Go Deathblow!
Title: Re: Choto's ASM Hacks and Effects
Post by: Jumza on January 25, 2016, 09:09:05 pm
Woah, that's super creative! How does the AI pick which ability it will use from the skillset? Will it always prioritize high damage (ala crazy berserk AI :P)?
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on January 25, 2016, 09:19:54 pm
Thanks :) and well... nope. It's basically random. The game gets a random number, then does (random % number of usable abilities). That's the modulus symbol which gives you the remainder of a division. So you wind up with a random number between 1 and the max number of usable abilities. Then it counts to zero. So if it was 5, it uses the 5th ability. TMI, I know...
Title: Re: Choto's ASM Hacks and Effects
Post by: Jumza on January 25, 2016, 09:36:55 pm
(Hey, I already knew what a modulus symbol was! ... Fun fact about me :P)

But it's good to know! That let's people who are going to use the hack know what they can put in the skillset... Which is everything! Woo!
Title: Re: Choto's ASM Hacks and Effects
Post by: Starmage21 on February 24, 2016, 08:29:22 am
Choto, I have a request for Mighty Sword.

I like your fix, but I would want to tweak it a bit myself. Vanilla game, the Mighty Sword attacks break gear and deal damage, else miss.

Can we change the algorithm to: If gear = yes, then break gear, deal no damage, Else deal damage. The intent is a sort of "one-two" effect where breaking gear AND doing damage hurts too much, while failing completely on a pack of monsters, or against humans who have no gear (weapon break against monks, for example), where Meliadoul sits on the sidelines stripped of gear.

I say "we" because I will attempt to do the same thing myself, based on your hack, but I have no assembly experience. I dunno how well this is gonna turn out :)
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on February 25, 2016, 11:10:36 pm
the logic isn't hard at all to put in there. ASM takes a little effort to learn but it's pretty simple once you get it. If you have any questions you can always post on here. I'll try to post something by the end of the weekend to help but time is crunched atm >_>
Title: Re: Choto's ASM Hacks and Effects
Post by: DuxorW on March 06, 2016, 11:31:28 pm
The berserk hack is really cool.

How hard would it be to repurpose it? I have always wanted to be able to make bosses use more powerful skills (at a low frequency, to add some tension to the battle) but the "random hits" flag doesn't necessarily work for that, and sometimes neither does tweaking the CT of skills, especially when it comes to status effects. I could imagine something similar to this except instead of berserk, it is tied to another status (like dark/evil looking) or ??? stats that you could make innate to bosses. Instead of having a 50% chance of physical attack, it could give an X% chance of acting normally and a Y% chance of randomly using an ability from a specified skillset (could it just check the units secondary skillset? That would allow you to use different abilities for different bosses). You could indirectly control the relative frequencies of the random abilities, ie if you put galaxy stop in the random skillset twice, then, when the enemy is forced to use a random ability, it would be chosen 2/16 of the time instead of 1/16. I guess a problem would be to keep the unit from using the uber-abilities when acting normally, but if you unchecked "used by AI" in fftpatcher would it prevent them from using it normally but allow them to use it when they are forced to use a random ability from the specified skillset?

Sorry for the rambling in your asm thread, the berserk hack just got me overexcited :)
Title: Re: Choto's ASM Hacks and Effects
Post by: Emmy on March 07, 2016, 05:35:56 pm
I'm not sure you necessarily need ASM to get ai units to do what you want.  In my experience, AI units will more frequently use status effects if their stats are lower (too low to get a kill on anyone), and/or if you give them the defensive AI flag.  You wouldn't want something that'll use moves that the player is immune to, which can happen with a random ability. 
Title: Re: Choto's ASM Hacks and Effects
Post by: DuxorW on March 07, 2016, 06:41:33 pm
That's kind of my point, you have to weaken the enemy's stats in your example. Or give them an AI flag that might change their behavior in other ways. And what if I wanted them to randomly cast a more powerful offensive spell? In my hands they will default to it most of the time even with random hits flag, if their skillset has other offensive spells in it. Maybe what I want for myself doesn't have broad appeal, but I'd just prefer to have them randomly use a powerful ability now and then without having to micromanage their stats and abilities to get them to use it at the desired frequency.
Title: Re: Choto's ASM Hacks and Effects
Post by: Xifanie on March 07, 2016, 06:50:45 pm
That hasn't been my experience... with Random Hits flag, the behaviour I've gotten was:
- Never use the ability UNLESS it is randomly forced.
- If it is randomly forced, and a target is in range (won't target allies if AI isn't checked to target allies), ALWAYS use it, even if the consequences are negative.
Title: Re: Choto's ASM Hacks and Effects
Post by: DuxorW on March 07, 2016, 07:01:43 pm
EDIT: i erroneously said that an enemy would default to a spell flagged as random hits if it were more powerful than other offensive skills in their skillset. It has been some time since I experimented with this and because of Xif's observation I went back and tested it since I knew there was something about random hits that wasn't working the way I thought it should, and noted the following.

If I only have one ability flagged as random hits, it works like it should. And I can increase the frequency with which that attack is used if I put it in the skillset more than once.

However, if two skills, say flare2 and ultima lvl 2 are flagged as random hits, the ai will choose the stronger one if all else is equal (ct, can hit the same number of units). For example, I made Adramelk's lvl 4 black magic spells random hits, and also gave him flare 2 and ultima lvl 2 (both flagged as random hits). He essentially never used his skills that weren't flagged as random hits, and spammed ultima over and over (with very rare exception) since it was his strongest spell.

I'm guessing that when the ai is forced to use a random hits ability, if there is more than one ability flagged as random hits, it decides between them in a way that is nonrandom? Maybe it acts the same way it normally would if the abilities flagged as random hits were the only ones in the skillset?

In my case with Adramelk, I had flagged the lvl4 black magic spells, flare 2, and ultima as random hits. I am suggesting that when he is forced to use a random hits ability, he only sees the abilities labeled as random hits and chooses accordingly in the same way he would if I put those skills in his skillset (not flagged as random hits) and removed everything else. If this is correct, being forced to use a random hits ability is random, but which ability is chosen when there is more than one ability flagged is nonrandom. So, there could still be some utility to the hack I suggest, although I guess I might be the only one interested.
Title: Re: Choto's ASM Hacks and Effects
Post by: Kurosabes on July 19, 2016, 12:50:48 am
Hey Choto,


Just wanted to report that the RSM Freedom hack makes A Save disappear from the list of abilities.
Title: Re: Choto's ASM Hacks and Effects
Post by: Timbo on November 14, 2016, 12:16:17 am
I just wanted to let you know that the Alternate Permadeath Hack conflicts with the Sound Test Hack. Is there any way you could change that?
Title: Re: Choto's ASM Hacks and Effects
Post by: stardragoon9 on September 04, 2018, 04:03:35 am
Hey Choto,where are all your hacks gone?And is the AI problem from Multi Hit Hack fixed?
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on September 08, 2018, 01:18:46 pm
I honestly have no clue how my hacks disappeared. It says that I edited it but unless I got reaaaaaaaaally drunk I have no recollection of it. Sorry guys, but I think I put all the hacks into the default FFTPatcher hacks. So I think it's available. I hope
Title: Re: Choto's ASM Hacks and Effects
Post by: Timbo on September 08, 2018, 01:55:16 pm
Actually Choto. At least 1 hack didn't make the cut. You made a hack that allows the AI to use skills in a certain skillset. Do you have a copy of that lying around?
Title: Re: Choto's ASM Hacks and Effects
Post by: 3lric on September 08, 2018, 01:57:12 pm
I'm working on restoring the OP to its state as of 2015, if any are missing after that Choto will need to fill in the blanks as 2015 was the latest snapshot i could find of the thread.

It'll be a bit later today since I have to watch my kid until my wife is home from work today, but it'll be fixed later tonight.
Title: Re: Choto's ASM Hacks and Effects
Post by: 3lric on September 08, 2018, 03:41:18 pm
Fixed OP as of 2015, Choto will have to fill in any blanks on hacks that may have been added after that, such as the alternate death hack.
Title: Re: Choto's ASM Hacks and Effects
Post by: Nyzer on September 08, 2018, 05:14:34 pm
I apparently have a notepad file with Choto's name on it last modified Jan 8 2016. It's got the Alternate Death Hack on it. I don't know if that's any use to you guys here, but if so, here it is.
Title: Re: Choto's ASM Hacks and Effects
Post by: stuminator on September 20, 2021, 07:43:23 pm
Hi Choto, I found this formula of yours back in the ASM request thread:

Broadening Finger Guard:
<Patch name="Finger Guard blocks XX Formulas">
<Description>
Can block up to 4 formulas. If using less, set unused slots as copies of one that it does block. So to block only formula 2a, set them to 2a, 2a, 2a, 2a.
</Description>
<Location file="BATTLE_BIN" offset="121334">
00000000
</Location>
<Location file="BATTLE_BIN" offset="121344">
25100000
</Location>
<Location file="BATTLE_BIN" offset="124940">
C4470508
00000000
</Location>
<Location file="BATTLE_BIN" offset="EAf10">
E8FFBD27
1400BFAF
1980013C
E5382390
<Variable name="Formula 1" file="BATTLE_BIN" offset="EAF20" default = "26"/>
<Variable name="Formula 2" file="BATTLE_BIN" offset="EAF21" default = "27"/>
<Location file="BATTLE_BIN" offset="EAF22">
013C
</Location>
<Variable name="Formula 3" file="BATTLE_BIN" offset="EAF24" default = "28"/>
<Variable name="Formula 4" file="BATTLE_BIN" offset="EAF25" default = "29"/>
<Location file="BATTLE_BIN" offset="EAF26">
2134
FF002230
08006210
020A0100
FCFF2014
00000000
2A000134
03006110
00000000
D6470508
00000000
BE20060C
00000000
1400BF8F
1800BD27
1980023C
522E0608
902D428C
</Location>
</Location>
</Patch>

I tried using it to block the swordskill formulas (2D, 2E, 2F, and 30) and it's working perfectly... Too perfectly in fact.  It appears to block the formulas 100% of the time, regardless of brave.  Can we get a version that works Brave% of the time like reaction abilities normally do?