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Unsure how to read particular gameshark code after altering abilities PSX

Started by Talcall, January 29, 2020, 06:26:38 am

Talcall

After running Oracle abilities through a multitude of changes, i went to the gameshark tab to gather all of the data, and adapt it into a more usable binary form.
However, I ran into an issue knowing how to read a set of data that
A. started with a pattern of 7's and 8's, and i don't know what 7's are supposed to mean, given that 3 means single byte and 8 means two bytes
B. seemed to jump around in the actual binary of the game, paired with the 7's and 8's
the code I'm having trouble reading is as such:

"Abilities\(part 1)
7014E61C F400
801B644C 001C
7014E61C F400
801B6452 0010
7014E61C F400
801B6454 0014
7014E61C F400
801B6456 0018
7014E61C F400
801B6458 007E
7014E61C F400
801B645A 007D
7014E61C F400
801B645C 001F
7014E61C F400
801B645E 007A

in which binary file do these even lie? it's too large to be SCUS, like the rest of the ability data that was given to me. can anyone help?
  • Modding version: PSX & WotL
""The only thing more hardcoded than FFT, is more FFT."
    - A wise man"
       - Talcall
  • Discord username: Talcall

Glain

I think the codes starting with 7 are conditional codes, although I don't know if that's proper form for the Gameshark.  It should probably be D instead of 7.  So essentially, if the value at 0x14E61C == 0xF400, run the next code.  This is probably a test to see if BATTLE.BIN is loaded (and that's the binary file you're looking for).

Glancing at the Data/Table locations page, here's the memory range being edited:
801b63f0 - Ability Effect (2 bytes each, 0x1c6 total)
  • Modding version: Other/Unknown

Raijinili

I usually just Google for something like gameshark psx format, instead of memorizing what the formats are.
  • Modding version: Other/Unknown