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Messages - Orkney


Quote from: nitwit on August 03, 2022, 09:07:23 pmTreat it like a range (0 to 4), basically? I could accomplish that by bit shifting it and masking out the parts I don't need, though I don't know if that would be simpler in ASM than dealing with bits and branches.

You might achieve that, but still the weapon and the shield section are peculiar. Shield section check the 2 hands, weapon section too, but it compare the two weapons to choose the one to break... So in the end you'll have to deal with some branches i guess.
Ho man ! That's a ton of details...

I can't answer all of this point at once. And even if i would to, i don't have the required skills.

I can't answer you for the AI, i've no experience with it yet. (All i know is that when i write a hack that adds a support ability adding fire to weapon element, AI was smart enough to figure it).

If you want to spare some bit you can use the ability AI flags too.
Affect MP --> MP damage
Affect stat to point to the stat section (unequip for break/steal)
Undead reverse for absorption (but you'll have to implement real undead absorption for the AI sake)
Target enemy for damage, target ally for heal.

Your signed Y from -4 to 3 is more easy if you using a bitmask then using sll 0x05 then sra 0x05 (100 is - 4 and 111 is -1)

For the break/steal info, you can save some bit too, no need to use one bit per equipment part since you won't be able to break/steal more than one slot per action (not without writing a lot a stuff i guess). so bit 7 alone is weapon, bit 6 alone is armor, bit 7 and bit 6 is shield etc...

Changing the Jal should work just fine (used weapon ID is ok with swordskills.

I'm not sure for the require sword things, because i haven't deal with this yet. But i don't see why you couldn't grab the weapon characteristics instead of ID or type. (you can use the ARH hack too)

Not sure to understand the integrate thing with swordskills formulas. You mean merge them into one ? It's doable of course but it's more complicated.

Logical or is possible (i've done it) but you'll have to write these lines. (I merge the ability and weapon element if weapon strike or weapon range is checked in patcher)

Y signed is possible, i have not messed with it, but i would start by changing the loading and maths instructions (suppressing the "u")

Switching to unarmed formula ? you mean just the XA and YA ? or a totally different formula ? If you want to alter XA and YA, i think you'll have to write a custom routine instead of using the base XA one. For a different formula, you can jump directly into it and then exit 0x2d directly as soon as you return from the jal.
Tutorials and Learning / Re: JP gained modifier
July 04, 2022, 02:51:03 pm
Nop. Not with the Patcher

You might found some hacks in FFTorgASM library
Help! / Re: Edit Random Battle
June 21, 2022, 06:02:03 am
For the ennemies on field FFTPatcher is what you need. (Tools section)
For the squad size, You will need this : https://ffhacktics.com/smf/index.php?topic=9749.0

Not sure there's a tuto. But it's quite intuitive. You'll have to try and see what happens. :mrgreen:
Help! / Re: edit item price
June 21, 2022, 01:15:08 am
You could do that in FFTPatcher. You will find it in the Hacking/Tools section of this forum
Help! / Re: Need explanation to Status CT
June 06, 2022, 06:57:45 am
In vanilla statuses do not share a timer. So there is no list.

The two first in the list are Poison and regen. But since Poison infliction cancels Regen, and that Regen infliction cancels poison, they are a perfect example of two statuses that can share a timer (since they can not be inflicted at the same time).

Innocent and Faith are another example, as Haste and Slow... etc you can check/set in Patcher which status cancels what.
Help! / Re: Need explanation to Status CT
June 05, 2022, 07:37:24 am

In patcher you can edit the CT value of the statuses that already have a CT. But some statuses are hard coded to not have a CT (for example petrify will never go away).
Every unit has 16 "slots" to manage their status CT :

0x005D Poison CT
0x005E Regen CT
0x005F Protect CT
0x0060 Shell CT
0x0061 Haste CT
0x0062 Slow CT
0x0063 Stop CT
0x0064 Wall CT
0x0065 Faith CT
0x0066 Innocent CT
0x0067 Charm CT
0x0068 Sleep CT
0x0069 Don't Move CT
0x006A Don't Act CT
0x006B Reflect CT
0x006C Death Sentence CT

Every other status CT will just be ignored unless you are using Pride's hack.
PSX FFT Hacking / Re: ASM Requests
May 13, 2022, 08:18:22 am

Here. Tested only by patching a save state. It should work the same patched to an ISO.

Update 22/11/2023.
Initial Hack alters all abilities. I rename it and post a fixed one (yhanks to Sardek to point the mistake)
PSX FFT Hacking / A hack saving place in SCUS
January 19, 2022, 04:44:12 pm
Hi everyone,

I rewrite the routine setting rotation matrix elements to GTE. Three_Angle_Sine_and_Cosine_Maths
The routine is 9 lines shorter and free 3646 words entries in SCUS. from 0x8002ce6c to 0x8002fee4
If you use psxfin there's a key to free framerate (default is backspace)
New Project Ideas / Re: Patch Ideas Proposal Thread
December 04, 2021, 06:47:09 am

The salvage skill is a good idea. But you'll have to allow that ability to target dead unit.
I think that you can target a dead unit only if the ability is going to cancel death. It's possible but it'll require some ASM skills.
It happens here Set_some_data_for_current_attack The routine is called in Pre formula set up routine just after the return from the formulas.

And there might be others checks in the routines that modify target equipment...

You're probably right for bloodsuck (i don't use it at all, and i can remember only one combat where it was a problem)

For death sentence, it's because of the 3 turns delay. Since in vanilla you can kill anybody in 2 blows (if not one), i never use it.

Assuming they've a 100% hit. And i guess it's very subjective and bound to my way to play the game
 Dead 9
 Undead 1
 Petrify 9
 Invite 9
 Darkness 3 - 5
 Confusion 6
 Silence 3
 Blood Suck 0
 Oil 3
 Berserk 6 - 3
 Chicken 6
 Frog 6
 Poison 1
 Slow 5
 Stop 7
 Charm 7
 Sleep 7
 Don't Move 3
 Don't Act 6
 Death Sentence 3 - 3

 Defending 0
 Float 0
 Reraise 6
 Transparent 5
 Regen 3
 Protect 7
 Shell 7
 Haste 7

 Faith 4
 Innocent 4
 Reflect 1

It's something i was thinking about too.

I went to something slightly different :
- Healing + absorb --> the Heal is boosted
- Healing + cancel --> No Heal (taking it as an immunity to that element)
- Healing + Weak --> Half the heal (like if the target is uncompatible to that element)
- Healing + Half --> Normal amount : it's a heal, there's nothing to resist at. it could be think as an affinity to the element too (with a slight boost).
Help! / Re: filetype question - savedata
September 19, 2021, 01:48:17 am

Not sure to understand your problem.

Memcardrex (1.8) can convert opened .mcr into .gme (via save as)
Help! / Re: Changing ASM formula hack to different formula
September 18, 2021, 01:59:17 pm
Yes, it's quite simple.

Watch this tutorial : https://ffhacktics.com/smf/index.php?topic=12477.0 : at the beginning of the first video Xifanie point to three formulas. You just have to follow the same steps with the formula you want.


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

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

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


This happened only with FFTPatcher or you use some ASM Hack too ?
Help! / Re: Holy Knight Ramza. please help
August 11, 2021, 05:20:12 pm
What are you meaning by changing his job ? Stats growth ? Name ? Look ?