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Messages - yamish

61
Help! / Re: Status CT timer to turn number
February 24, 2019, 08:18:19 pm
Glanced it over, gonna look a little more closely and google some asm syntax i reckon.

I did notice that there's a comment in the decrease routine that says it applies to poison through reflect. Reflect's timer is located at 0E (in wherever they're located) and doom is right after it at 0F. But maybe i missed a comment where it states a section is for doom.

Thanks for the links! I'll see if I can figure it out.

Edit: Given that below is the start address of the routine



Would here be where it's using jal to call for it to run and plug in the remainder?


If so, then maybe I can spot a similar call? I don't know...i just started asm seconds ago.
62
Help! / Status CT timer to turn number
February 24, 2019, 11:54:57 am
I know when setting timers for abilities that they must cancel each other out in order to share a timer. And their times are set in fftpatcher.

Doom seems to have a unique timer in that its CT in fftpatcher is 3, indicative that it is a variable for turn number rather than clockticks. I'd like to apply this same mechanic to other timers, but without cancelling or being cancelled by doom.

I assume this would be a very simple hex edit to copy a pointer from one timer over the pointer of another. Can anybody point me in the right direction how to do this?

Edit: meant turn number, not turn length
63
Help! / Re: Synthesis Shop and Scavenging
February 22, 2019, 09:05:23 am
Ahhh ok. I was confusing myself thinking some of the stuff in development for v2 was live in v1. Thanks yall
64
Help! / Re: Synthesis Shop and Scavenging
February 21, 2019, 10:12:35 pm
Ah ok. So currently there's no way to harvest materials for synthesis, they just all exist within the synthesis shop, unless it's an item already in the game, like gear?
65
Help! / Synthesis Shop and Scavenging [solved]
February 20, 2019, 05:14:51 pm
I want to implement this gem of pure loveliness, and what I can see in the file is pretty intuitive for the most part.

I'm seeing nothing related to the scavenging routine mentioned in Xif's ASM thread. I do notice that there are supposed to be 5 sheets in the workbook, but I have three tabs: sheets 1, 2, and 5...or Synth Requirements, Text, and xml.

I am using OpenOffice Calc. I'm aware that Calc doesn't have support for all VBA in Excel.

Is this the root of my issue? And if so, any advice on freeware to get beyond this limitation? I'm not opposed to needing to use multiple applications and tedium to get this done. My experience with code is with object oriented languages, so while I understand that ASM is (appears to be?) just moving memory around, I have no idea how to build this myself.
66
PSX FFT Hacking / Re: ASM Requests
February 20, 2019, 02:51:59 pm
Not sure if it's been done, but has anybody done any work with tying things to the proposition ranks.

While currently eventing is beyond me, the ability to set an event to trigger at a location after reaching treasure hunter 3 etc could open up some side story arcs.

Trying to outwit a rival treasure hunter comes to mind, or a battle map that opens up after a max rank adventurer discovers its location under Goug with some good stealing or move/find item prospects.

Just an idea to add something to the props
67
Help! / Re: Clarity on FFTorgASM's Conflict Checker
February 15, 2019, 04:25:22 pm
Thanks for clearing that up
68
Help! / Clarity on FFTorgASM's Conflict Checker [solved]
February 15, 2019, 12:51:11 pm
The Conflict Checker is divided into files. In each one it has the patch's memory location and which location is conflicting, as well as a patch number.

There are situations where a patch appears to be conflicting with itself. It lists its own location, which I'm going to assume is the start/beginning address (i don't know proper ASM semantics), its own patch number, then a conflict location that is always very near the patch's own listed location.

Is this the conflict checker throwing a false positive due to how the patch rewrites the instructions/variables or expanded/decreased memory block size or something like that? The conflicting memory location in the situations appear to be less than/before the write location of the selected patch.
69
Asking because i know there is stuff out there that isn't bundled with fftorgasm.

Looking to replace gained jp up, move get xp and jp (hiker is not a job), and monster skill specifically.

I figured maybe there is some stuff already since these are regular removals/replacements.
70
Confirmed working now.

Thanks for the patch update Glain!
71
Help! / Re: FFTorgASM appears to be doing nothing
February 13, 2019, 12:27:56 am
Awesome! I'll give it a go tomorrow and report back.
72
Help! / Re: FFTorgASM appears to be doing nothing
February 12, 2019, 04:24:36 pm
Using epsxe for android

Ok so it appears FFTorgASM doesn't give any kind of indication that has successfully applied anything.

I applied two ASM hacks, the one that changes formula 11 to MA*(WP+Y) and the one that says All formulas apply element (v2)

This is the only modification thus far.

All goes well with opening sequence, Gaf and Agr converse, then when Gaf goes to take his first turn, epsxe crashes. Behavior is normal with an a unaltered iso.

Are one of these reliant on another ASM hack to be in place? Is there a list somewhere of conflicting ASM hacks that aren't readily apparent? Am I just dumb?
73
Help! / Re: FFTorgASM appears to be doing nothing
February 11, 2019, 09:11:52 pm
Ah, i thought if i opened the iso itself it would show the formula. Thanks for clearing that up.

And i didn't check timestamp cause...ok look i smoked a lot today

So FFTorgASM gives no success/fail message upon tunning?
74
Help! / FFTorgASM appears to be doing nothing [solved]
February 11, 2019, 05:26:36 pm
I am using the latest version of the Patcher Suite.
I am modding the PSX version.
The ISO being used is a bin/cue that i confirmed as usable via md5 against the thread that lists md5s
The ISO is not read only
FFTPatcher successfully patches the ISO
FFTorgASM has been run regularly and with admin privileges

When using FFTorgASM to attempt to apply patches, nothing happens. They are selected, bin is selected, no confirmation nor error messages nor anything when clicking to apply it. Open up the iso in FFTPatcher to see if formula 11 is no longer blank (what im using to quickly see if it is succeeding) and it remains blank.

I've looked everywhere and can't find a single thing I'm missing or have done wrong. Any insights into this?
75
Thanks for all your help. I have 3 ideas to try to achieve what I'm going for. Gotta tweak and reapply patch then do lioneditor to hop straight to testing. Will take a minute but I'll post here my results

Edit: Results. Using the Geomancer formula with weapon strike checked results in applying the element and status modifiers appropriately while swinging the sword. Without weapon strike results as you stated, a punch during the animation even though a sword is still required to be equipped to use the skill.

76
Wow thanks for quick reply

1. BRB, gotta go cry
2. So much for my beast tamer style class for now

3. I figured it had to be doing that, thanks for confirming. Given the class is "Warmage", I'm not opposed to using a MA formula. But I'm going for an elemental importing, status applying, faith independent solution. It appears the formula for Geomancer's may work for this.

Given that: If I use the geomancer formula, but have weapon strike set, can i assume that it will override and again pull element from the weapon even though WP is not part of the actual formula. Also, if I leave the animations as they are (modeled after Beowulf sword abilities) but uncheck weapon strike, will the animation still play with the equipped weapon? I'm curious because if so, then the sword requirement for the abilities could stay in place and there would be no aesthetic impact.
77
Hey yall, I've browsed here for quite a bit and can't find exact answers to what I'm looking for, so sorry if some of this is a repost.

I'm patching WOTL, and so far I've worked through a myriad of bugs to get where I needed to be, thanks much to all here who figured out PSP patching for the rest of us.
I'm asking these because I'm trying to avoid yet another playthrough until halfway through the game only to start over.

1. Math Skill/Arithmetics. I have added these into Mustadio's skillset. They flash red and give an insufficient MP message. I assume this is due to Mustadio's menu being Default and Math skill needing the math skill menu. My question is, if I change Mustadios skillset menu from default to Arithmetics, will it alter the behavior of Leg Aim, Arm Aim, Seal Evil?

2. Monster Skill/Beastmaster. Is there a way to change the range that this impacts without ASM hacking? No range for the skill in the patcher and I can't find what its Ability ID field is referencing in the patcher.

3. Damage Formula 2D. This is the formula used for Agrias' Holy Sword abilities. I have made custom abilities that use this and are supposed to apply elemental mods, much like lightning stab adds in lightning damage. This does not appear to be occuring. I have checked different abilities to have differing elements, but there is no change. My fire based ability hurts bombs as much as lightning, rather than healing them, for example. Is there something I am missing? Are abilities using this formula pulling elemental from the weapon rather than from the ability's elemental attribute? I looked at the ASM labeled breakdown and it appears there is a grab for elemental modification within that Formula, there just isn't specification as to where it's grabbing it from.

Thanks in advance folks.