Modding => Non-FFT Modding => FFTA/FFTA2 Hacking => Topic started by: Miona on November 01, 2014, 06:25:12 pm
Title: FFTA: Llednar as playable character - Problems & questions
Post by: Miona on November 01, 2014, 06:25:12 pm
Hello :)
I have some questions about adding Llednar in my clan via AIO-Editor and Hex-Editor. Unfortunately there are some problems with Llednar:
1) The party menu shows the enemy Soldier sprite, instead Llednar's sprite. Is it somehow possible, to change the sprite into Llednar's sprite? I assume the game has a matching / useable Llednar sprite for the party menu (standing, not animated). Llednar's sprite appears in battle and his status screen, but not in the party menu.
(http://i.imgur.com/6APwQPQ.png)
2) How can I disable / enable Llednar's invincibility? In the first two Storybattles, he is immune to damage. Unfortunately this immunity stays until the third Storybattle against Llednar starts. This is boring, because even as playable character, his invincibility stays.
And for some special Missions, I would like add this immunity to some other enemy characters. Is this even possible? Llednar's invincibility has some advantages over the standard physical/elemental (Job-)Immunity: Geomancy can't bypass it.
3) Llednar's abilities are not listed as Expert-Abilities. The Special-Flag for Llednar's Job "Biskmatar" in the AOI-Editor is activated. This works for Cid, Babus and Ezel, but Llednar is different. When I change Llednar to an enemy or even an NPC, his movesets change back to normal. But as playable character, his movesets look like this:
(http://i.imgur.com/7Hzqku1.png)
Is there a way to fix this?
4) Llednar receives no EXP. Is this changeable?
Can some of the problems fixed via hex-editor? I appreciate your help and sorry for my English.
Title: Re: FFTA: Llednar as playable character - Problems & questions
Post by: bcrobert on November 02, 2014, 01:21:31 am
Well...these are all fixable via hex editor, technically. And they would probably be minor tweaks if you knew exactly where to edit each of these values. Unfortunately Llednar's many missing pieces have never been fully documented to my knowledge. And you didn't note one of the biggest hurdles. If Llednar gets the dialogue for a mission report, it comes out as gibberish because it points to a part of the ROM that doesn't have dialogue.
Tl;dr: It is absolutely feasible, but I do not know how to do it.
Title: Re: FFTA: Llednar as playable character - Problems & questions
Post by: Darthatron on November 02, 2014, 09:17:24 pm
1) He doesn't have a menu sprite. It's stored differently to the animated sprites for walking and such. Only playable units have these (and also Mewt, if I recall correctly, implying that he was probably going to be playable at some point in development.)
2) I will look into this for you when I get a chance. I've been very busy with a new job and moving house over the past couple of months.
3) This is very strange... I can't imagine why. There must be some specific check. I'll see what I can find.
4) Yeah. There's a check for this. It makes it so characters you can't have or haven't got through normal methods (GameShark or something) don't gain exp. Change the byte at 12E5C3 from D9 to E0 in a hex editor. This will bypass all of the checks.
Title: Re: FFTA: Llednar as playable character - Problems & questions
Post by: bcrobert on November 03, 2014, 01:22:10 am
Quote from: Darthatron on November 02, 2014, 09:17:24 pm 4) Yeah. There's a check for this. It makes it so characters you can't have or haven't got through normal methods (GameShark or something) don't gain exp. Change the byte at 12E5C3 from D9 to E0 in a hex editor. This will bypass all of the checks.
I learned a thing. :D
Also that was a dick move for them to add that check. Did they really expect FFTA to have a big enough competitive metagame to justify cheat-blocking? Jerks.
Title: Re: FFTA: Llednar as playable character - Problems & questions
Post by: Darthatron on November 03, 2014, 06:22:44 am
Also that was a dick move for them to add that check. Did they really expect FFTA to have a big enough competitive metagame to justify cheat-blocking? Jerks.
I swear I've posted that somewhere. I looked through all my PMs and posts to find it and I couldn't. So odd. I've known about it for a loooooooong time.
And yes it is strange. High hopes I suppose.
Title: Re: FFTA: Llednar as playable character - Problems & questions
Post by: Miona on November 03, 2014, 06:41:16 am
Quote from: bcrobert on November 02, 2014, 01:21:31 am Well...these are all fixable via hex editor, technically. And they would probably be minor tweaks if you knew exactly where to edit each of these values. Unfortunately Llednar's many missing pieces have never been fully documented to my knowledge. And you didn't note one of the biggest hurdles. If Llednar gets the dialogue for a mission report, it comes out as gibberish because it points to a part of the ROM that doesn't have dialogue.
Tl;dr: It is absolutely feasible, but I do not know how to do it.
Yes, the missing dialogue for mission report is another problem. :(
Quote from: Darthatron on November 02, 2014, 09:17:24 pm 1) He doesn't have a menu sprite. It's stored differently to the animated sprites for walking and such. Only playable units have these (and also Mewt, if I recall correctly, implying that he was probably going to be playable at some point in development.)
So the only way is switch the enemy soldier sprite with a (custom) Llednar sprite?
This is even the case with original Llednar in his storybattles, after I changed him to a playable character.
Quote from: Darthatron on November 02, 2014, 09:17:24 pm 4) Yeah. There's a check for this. It makes it so characters you can't have or haven't got through normal methods (GameShark or something) don't gain exp. Change the byte at 12E5C3 from D9 to E0 in a hex editor. This will bypass all of the checks.
I found this: http://ffhacktics.com/smf/index.php?topic=9705.msg188684#msg188684 (http://ffhacktics.com/smf/index.php?topic=9705.msg188684#msg188684)
Title: Re: FFTA: Llednar as playable character - Problems & questions
Post by: Miona on November 06, 2015, 01:23:10 pm
Hello :)
I found something about Llednar's invincibility. Unfortunately, it is only RAM-Editing and maybe useless information:
0x02402190 - 16 and 1A
Codebreaker-Codes (use only one code at the same time and don't save):
32402190 0016 32402190 001A
If the value in 0x02402190 (RAM) is 16 or 1A then Llednar will be invincible. Other values make Llednar vulnerable. Problem: That address is probably a "special" Story-Mission-Counter. 16 shows up, when [Quiet Sands] Mission is available, 1A shows up on the [Present Day] Mission.
After each Story-Mission and / or cutscene the value increases at 1:
01 = [Snowball Fight] <- Llednar is vulnerable 02 = [Herb Picking] <- Llednar is vulnerable ... 15 = [Desert Patrol] <- Llednar is vulnerable 16 = [Quiet Sands] Part 1 (vs. Llednar) <- Llednar is invincible 17 = [Quiet Sands] Part 2 (vs. Totema) <- Llednar is vulnerable again ... 1A = [Present Day] Part 2 (vs. Llednar) <- Llednar is invincible
It appears that adding Llednar's immunity to other characters via ROM-Editing is not an easy task.
Title: Re: FFTA: Llednar as playable character - Problems & questions
Post by: Darthatron on November 08, 2015, 07:47:44 pm
That doesn't seem quite right. Could you link me to that page? WRAM only goes up to 0x203FFFF on the GBA system. But that byte would be very helpful to my research.
Title: Re: FFTA: Llednar as playable character - Problems & questions
Post by: Miona on November 09, 2015, 10:08:38 am
WRAM only goes up to 0x203FFFF ? I thought it goes up to 0x2FFFFFF :
(http://i.imgur.com/ycwFwDp.jpg)
I'll post some screenshots with the addresses:
[Snowball Fight] Mission: 0x2402190 - 01
(http://i.imgur.com/loQHQ4k.jpg)
Before I start the [Desert Patrol] Mission: 0x2402190 -15
(http://i.imgur.com/GmseznI.jpg)
Before I start the [Quiet Sands] Mission: 0x2402190 -16 (Part 1) If 0x2402190 = 16 (and later 1A) then Llednar gains his immunity.
(http://i.imgur.com/scabCQ8.jpg)
I was only searching for Llednar's immunity address but i found some other stuff, too.
Address for Gold:
(http://i.imgur.com/my0t0ov.jpg)
Overworld Map-Addresses:
(http://i.imgur.com/4H2Xpov.jpg)
Change the addresses for Cyril, Sprohm and Giza Plains to 0 and you get this:
(http://i.imgur.com/kk2040E.jpg)
Title: Re: FFTA: Llednar as playable character - Problems & questions
Post by: Darthatron on November 09, 2015, 10:25:41 am
Oh I know what's happening. VBA just duplicates those 0x40000 bytes afterwards, and editing them edits the originals. The actual "Clan Funds" value is stored at 0x02001F64.
I still can't find any references to 02002190 at all, though. Except in a function that is called just before a script is run:
3) Llednar's abilities are not listed as Expert-Abilities. The Special-Flag for Llednar's Job "Biskmatar" in the AOI-Editor is activated. This works for Cid, Babus and Ezel, but Llednar is different. When I change Llednar to an enemy or even an NPC, his movesets change back to normal. But as playable character, his movesets look like this:
(http://i.imgur.com/7Hzqku1.png)
Is there a way to fix this?
I haven't found a solution for that problem. Maybe that's because Llednar hasn't the A-Ability "Item". Every other playable Unit has this A-Ability.
@ Darthatron If you have time, could you please look for a fix?
01 = Normal Unit (all non-special units & monster are now invincible) 02 = Marche 03 = Mewt 04 = Ritz 05 = Queen Remedi 06 = Cid 07 = Doned 08 = Montblanc 09 = Babus 0A = Ezel ... 0D = Llednar
Same rules: Only in [Quiet Sands] Part 1 and [Present Day] Part 2 active.
Title: Re: FFTA: Llednar as playable character - Problems & questions
Post by: Darthatron on November 09, 2015, 11:08:11 pm
Could you send me a .SAV (not save state) from inside of the battle with three Llednar's? One an ally. One an enemy. And one a guest. Then I will look into it :)
Title: Re: FFTA: Llednar as playable character - Problems & questions
Post by: Miona on November 10, 2015, 05:25:20 am
I've sent you a PM with the .sav file. :)
I have two questions. Changing the 4 bytes at 08130870 to 01 20 00 00 gives all units complete invulnerability in battle. Can this be changed? Only one unit should be affected ...
Alternatively, can I bypass the vulnerability / invulnerability check like I can bypass the EXP-Check for special characters? I managed to give Ezel invulnerability (ROM:0812F3F6 - Byte 0D to 0A), but it lasts only for 2 Missions ([Quiet Sands] Part 1 and [Present Day] Part 2). I need the invulnerability permanently on for a fixed character. I'm sure ROM:0812F3F6 - Byte 0D to 0A is not a clean edit, what else should be changed?
Title: Re: FFTA: Llednar as playable character - Problems & questions
Post by: Darthatron on November 10, 2015, 09:20:55 am
ROM:0812F3E6 CMP R0, #0x16 ROM:0812F3E8 BEQ CheckLlednar ROM:0812F3EA CMP R0, #0x1A ROM:0812F3EC BNE Return0 change those 8 bytes to 00 and it will work fine all the time. You'll just need to change those 4 bytes to their original values. Then you can make that byte (0D for Llednar) any index you like.
As for the icon thing, I will look into it tomorrow morning and I am totally exhausted.
Title: Re: FFTA: Llednar as playable character - Problems & questions
Post by: Miona on November 10, 2015, 03:59:59 pm
ROM:0812F3E6 CMP R0, #0x16 ROM:0812F3E8 BEQ CheckLlednar ROM:0812F3EA CMP R0, #0x1A ROM:0812F3EC BNE Return0 change those 8 bytes to 00 and it will work fine all the time. You'll just need to change those 4 bytes to their original values. Then you can make that byte (0D for Llednar) any index you like.
Title: Re: FFTA: Llednar as playable character - Problems & questions
Post by: Darthatron on November 11, 2015, 02:13:45 am
I'm afraid if I don't do it sooner, rather than later, it would never get done. Ask Eternal ;)
Okay so the (stupid) reason that this is happening is that there is a check to see if the unit is Ezel, Cid, Babus or a guest/enemy and displays the Hume default jobs unless one of those conditions is met. After initially changing that condition (by re-writing the whole function; a 76 byte change) to include Llednar, I realised that the same thing can be achieved by just assuming that one of those conditions in met; a two byte change.
Title: Re: FFTA: Llednar as playable character - Problems & questions
Post by: Miona on November 11, 2015, 10:10:30 am
Again, many thanks for your efforts! I have tested both versions and both are working. :) This game has some strange checks.
Llednar as a playable character is nearly complete. There are two problems left, but they have no higher priority. Probably these problems are hard or (currently) impossible to fix.
However, if your time allows it, could you please look into it? There's no hurry.
Problem 1 + my idea for a fix
Quote from: _Sephiran_ on November 01, 2014, 06:25:12 pm The party menu shows the enemy Soldier sprite, instead Llednar's sprite. Is it somehow possible, to change the sprite into Llednar's sprite? I assume the game has a matching / useable Llednar sprite for the party menu (standing, not animated). Llednar's sprite appears in battle and his status screen, but not in the party menu.
(http://i.imgur.com/6APwQPQ.png)
Quote from: Darthatron on November 02, 2014, 09:17:24 pm 1) He doesn't have a menu sprite. It's stored differently to the animated sprites for walking and such. Only playable units have these (and also Mewt, if I recall correctly, implying that he was probably going to be playable at some point in development.)
Llednar hasn't a menu sprite. Because of this the enemy Soldier menu sprite appears. I planned to edit the "enemy" Soldier menu sprite, but ... that's probably not a good idea. If I edit the enemy Soldier menu sprite, then this will probably affect the normal Soldier menu sprite as well. I have a better idea. Mewt has a menu sprite. He doesn't need it*. My plan: Repoint the menu sprite so Llednar has Mewt's menu sprite (is this possible?). Then edit the menu sprite. This way nothing should go wrong, because Mewt's menu sprite is never used. I found the sprite animations for walking, attacking and such. But where are the party menu sprites located?
* Some offtopic: Mewt as playable / enemy character:
Changing jobs has some bugs. You can't change his job. Well, the option is there and useable but his job won't change at all.
Unfortunately Mewt's missing sprites causes the game to freeze. He has no cast animation and even unarmed attacks are not possible.
And you didn't note one of the biggest hurdles. If Llednar gets the dialogue for a mission report, it comes out as gibberish because it points to a part of the ROM that doesn't have dialogue.
bcrobert is right. If Llednar gets the dialogue for a mission report, the game shows some unrelated text or even freezes. Is repointing an option? For example: Llednar finishes a mission and the game uses the mission report from another character (for example Hume / Moogle / Cid's mission report).
EDIT: Maybe this is helpful:
If you change the race of a unit, then this will also change the mission report. Special characters have a special race. Llednar's race value: 13
For testing: The address for changing the race of the 3rd unit in your clan: RAM: 0x02000296
Title: Re: FFTA: Llednar as playable character - Problems & questions
Post by: bcrobert on November 11, 2015, 09:30:33 pm
Well...if you change his race to human and move his abilities into the human A-abilities list then technically it would fix playable Llednar. BUT it would also require a lot of repointing, add Biskmatar to the human job wheel in a glitchy way, and be generally a pain.
Even if you make it so characters can't job change to Biskmatar, you run into a problem of Llednar being able to use any other human job at the cost of never being able to go back to his own job. So...yeah. It would be smarter to try and find the mechanic that points to post-mission dialogue and rewrite that to read from a list of pointers instead of using whatever asinine formula it uses right now.
Title: Re: FFTA: Llednar as playable character - Problems & questions
Post by: Darthatron on November 12, 2015, 08:33:12 am
This will fix the game breaking mission dialog. Change the bytes at 0x08047978 to:
Original change thay didn't work. Was setting the wrong register. Whoops.
Llednar has now a temporary menu sprite. Unfortunately, it's currently only VRAM editing. I edited Mewt's party menu sprite:
(http://i.imgur.com/yt7kDqd.png)
That's Llednar's status screen sprite (standing). First, I searched Mewt's party menu & status screen sprites with the tile viewer. Then I compared the values of both sprites in the memory viewer:
(http://i.imgur.com/315S91P.png)
Same values, but different order.
With Llednar's status screen sprite values I can now edit Mewt's / slot 4 party menu sprite:
(http://i.imgur.com/qcOY57Y.png)
↓
(http://i.imgur.com/3fuc5Rn.png)
I tested a little bit and just as I thought, editing the Soldier party menu sprite will change both: Ally and enemy Soldier party menu sprites.
Title: Re: FFTA: Llednar as playable character - Problems & questions
Post by: sniper_zero on January 11, 2016, 07:38:56 am
Does anyone have any ideas why clan battles freeze even with the ASM work?
EDIT: Perhaps it would also help if Llednar's race is given Human dialogues. That way, there'd be more insurance that a dialogue will happen after random battles?
Title: Re: FFTA: Llednar as playable character - Problems & questions
Post by: sniper_zero on January 12, 2016, 09:49:54 pm
Sorry for the double post but I think the crashes at clan battles might have something to do with the rewards. Whenever a glitched dialogue shows up, you don't get any rewards in clan battles (No AP, no gold, no law cards). The crashes might have something to do with that.
Title: Re: FFTA: Llednar as playable character - Problems & questions
Post by: sniper_zero on January 19, 2016, 09:44:08 am
I am sorry for posting again but I would like to add something to Darthatron's fix for the expert icons. The next few bytes after that is also a check. It checks which characters can set the Item ability. If you use the 2 byte fix, then no one can set the Item Abiltiy so you also need to set the first two bytes at 080C8F1E to 1E E0 to fix this problem.
Title: Re: FFTA: Llednar as playable character - Problems & questions
Post by: Miona on February 11, 2016, 06:52:44 am
EDIT: Perhaps it would also help if Llednar's race is given Human dialogues. That way, there'd be more insurance that a dialogue will happen after random battles?
Maybe the fix has some errors. A part of the fix works.
Quote from: sniper_zero on January 19, 2016, 09:44:08 am I am sorry for posting again but I would like to add something to Darthatron's fix for the expert icons. The next few bytes after that is also a check. It checks which characters can set the Item ability. If you use the 2 byte fix, then no one can set the Item Abiltiy so you also need to set the first two bytes at 080C8F1E to 1E E0 to fix this problem.
Oh nice, thanks. I use the 76 byte fix. With your fix for the 2 byte version, Llednar can use the Item ability as well. Normally he can't do that. :D EDIT: This works even with the 76 byte fix. Llednar can set and use the Item ability, if you set the first two bytes at 080C8F1E to 1E E0.
- - - - - - - -
Now I can edit Mewt's party menu sprite via ROM editing. But unfortunately, it's not so easy. Mewt's party menu sprite address start at 083B7EBD.
(http://i.imgur.com/orneWqS.png)
I can edit the green values without problem, but what should I do with the red ones? Some posts above this one, I posted a picture about the RAM values of Mewt's party menu sprite. In the ROM, a lot of the RAM values appears again, but not all of them. You can find all the green values in the RAM:
(http://i.imgur.com/Qv3CwFP.png)
(http://i.imgur.com/DYdZkBg.png)
Result:
(http://i.imgur.com/aByiejC.png)
The sprite is incomplete. I need to know, how the red values are working. Has someone an idea?
Title: Re: FFTA: Llednar as playable character - Problems & questions
Post by: Miona on February 17, 2016, 05:31:22 am
Sorry for the double post, but I found the reason, why the clan battle dialogues with Llednar still crashes. Darthatron's fix is not the problem. After some testing I came to the conclusion, that the Mission-Complete-Text can't involve the Clan-Battle-Complete-Text. So it can't be fixed with Darthatron's fix, because it is at a different location. I found the location. :)
The Mission-Complete-Text-Function starts at 0x08047952. For more information: http://ffhacktics.com/smf/index.php?topic=10685.msg212006#msg212006 (http://ffhacktics.com/smf/index.php?topic=10685.msg212006#msg212006)
The Clan-Battle-Complete-Text-Function starts at 0x08047BBA.
Both functions start with checking Marche. I did a successful test, I changed the byte 02 at 0x08047BBC to 0D. 02 = ID for Marche. 0D = ID for Llednar. Now Llednar has Clan-Battle-Complete-Text! Of course, this is only a test and you can't use that effectively, because now the game will crash, if Marche ends a clan battle.
(http://i.imgur.com/YrgT3p6.png)
So we need a second fix, this time for the Clan-Battle-Complete-Text. I tried to create a fix, but i failed several times. I think, I have the right location, but some values need to change. Here are the locations:
(http://i.imgur.com/MQjc1Yo.png)
Has someone an idea, how to create the fix for the Clan-Battle-Complete-Text?
Title: Re: FFTA: Llednar as playable character - Problems & questions
Post by: bcrobert on March 04, 2016, 01:50:35 am
Quote from: _Sephiran_ on February 17, 2016, 05:31:22 am Sorry for the double post, but I found the reason, why the clan battle dialogues with Llednar still crashes. Darthatron's fix is not the problem. After some testing I came to the conclusion, that the Mission-Complete-Text can't involve the Clan-Battle-Complete-Text. So it can't be fixed with Darthatron's fix, because it is at a different location. I found the location. :)
The Mission-Complete-Text-Function starts at 0x08047952. For more information: http://ffhacktics.com/smf/index.php?topic=10685.msg212006#msg212006 (http://ffhacktics.com/smf/index.php?topic=10685.msg212006#msg212006)
The Clan-Battle-Complete-Text-Function starts at 0x08047BBA.
Both functions start with checking Marche. I did a successful test, I changed the byte 02 at 0x08047BBC to 0D. 02 = ID for Marche. 0D = ID for Llednar. Now Llednar has Clan-Battle-Complete-Text! Of course, this is only a test and you can't use that effectively, because now the game will crash, if Marche ends a clan battle.
(http://i.imgur.com/YrgT3p6.png)
So we need a second fix, this time for the Clan-Battle-Complete-Text. I tried to create a fix, but i failed several times. I think, I have the right location, but some values need to change. Here are the locations:
(http://i.imgur.com/MQjc1Yo.png)
Has someone an idea, how to create the fix for the Clan-Battle-Complete-Text?
Hot damn! I wish I knew the fix, but I at least wanted to congratulate you for closing the gap on this Llednar dilemma. As I recall, playable Llednar was a hot topic back in the day, so I'm impressed that someone's this close. Have you looked into how the generic classes select dialogue?
I -think- they select their dialogue based on race, whereas Marche selects his independently of race. Stapling Llednar into the generic human routine somehow might be a bit easier.
Title: Re: FFTA: Llednar as playable character - Problems & questions
Post by: Miona on April 01, 2016, 10:44:15 am
Big News!
Llednar is now fully playable! You can use Llednar in Missions and Clan Battles and the game will not crash. Llednar uses now the same dialogues as Marche. This should prevent awkward reports. For example, if I use Cids dialogue, Llednar would sometimes refer himself as Cid.
Interesting fact: We need four fixes, not only two. I have changed Darthatron's fix, so Llednar uses Marche's dialogues. Only 1 byte was changed.
I wrote the other 3 fixes yesterday and tested all fixes today. It should work. :)
Information, where the functions starts: All four functions start with checking Marche.
Mission-Dialouge (for successful Missions) function starts at 0x08047952. Clan-Battle-Dialouge (Battle won) function starts at 0x08047BBA. Clan-Battle-Dialouge (Battle lost) function starts at 0x08047D00. Mission-Dialouge (for failed Missions) function starts at 0x0804814A.
Here the four fixes:
Mission-Dialouge (for successful Missions) fix (This is Darthatron's fix. Now it uses Marche's dialouge.)
Now I need only find a solution for Llednar's party menu sprite. But all game breaking problems should be fixed now. :D
Title: Re: FFTA: Llednar as playable character - Problems & questions
Post by: dck on April 01, 2016, 12:58:41 pm
Very nice, I had been looking on my own for ways to get new units to apply for joining the clan- Llednar among them. I was going for a different approach with a different unit type being the playable Llednar, I still might try it that way so I can keep his boss skills boss-only, but this is quite impressive regardless.
Title: Re: FFTA: Llednar as playable character - Problems & questions
Post by: bcrobert on June 11, 2016, 02:13:52 am
Great dialogue fix! I honestly thought that was the thing least likely to be fixed.
And frankly I still think it's stupid that the battle sprites and clan menu sprites are even "different" to begin with. They sure look the same to me. >_>
Although I suppose the issue that occurs in battles with too many units would be a cause for concern since the menu displays a full 24 units on the same page.
Title: Re: FFTA: Llednar as playable character - Problems & questions
Post by: Miona on September 08, 2016, 04:38:37 pm
And frankly I still think it's stupid that the battle sprites and clan menu sprites are even "different" to begin with. They sure look the same to me. >_>
Although I suppose the issue that occurs in battles with too many units would be a cause for concern since the menu displays a full 24 units on the same page.
Thank you! I'm glad that all game breaking problems are now fixed. :) It would be so easy, if both sprites would be the same. But no, of course, there are some differences and I don't know, how to overwrite Mewts clan menu sprite with a Llednar clan menu sprite. Clan menu sprites and battle sprites share a lot of values, but it appears that clan menu sprites have additional data such as height, width and such. If I had the right values, Mewt would have a Llendar clan menu sprite. It should be easy, to rewrite the code, so Llednar uses Mewt's overwritten clan menu sprite, so Llednar would have his own clan menu sprite. If someone has a solution for this problem, please let me know.
Recently I found new minor problems (already fixed) with Llednar and other useful stuff:
Table of Contents
Llednar and water
Llednar and shields
Llednar and status defence
Alchemist and the hidden Item A-Ability
Llednar and water
Llednar is unable to go into the water.
(http://i.imgur.com/7UDQmnQ.png)
The game prevents him from entering the water, because he has no sprites for water related stuff. There are two easy ways, to fix that problem.
1) Equip Llednar with "Feather Boots". Now he is able to walk on water.
(http://i.imgur.com/CU9TLRw.png)
2) With the AIO-Editor, use the Job Editor and change Biskmatar's standing style to float:
(http://i.imgur.com/BEIL7XL.png)
Now Llednar can walk on water (and lava!*) without the "Feather Boots". You should use this option, if you use hacks which allows to steal boots ...
*
(http://i.imgur.com/jNQWTCZ.png)
Llednar and shields
Llednar should be able to equip shields. His Job Biskmatar uses an Equipment-Table-ID, which allows shield equipping, but he can't equip shields. Unlike weapons and other stuff, shields (and ribbons) have an additional check, which determines which job can equip shields.
In the AIO-Editor you can set the possible equipment for each job:
(http://i.imgur.com/15c737B.png)
As you can see, Llednar should be able to equip shields. But in the game, you get this:
(http://i.imgur.com/NgIT6nu.png)
The Biskmatar job is not included in the additional check, so Llednar is not able to equip shields.
There are some possible combinations, which determines if a job can equip shields or not:
S-Ability Shieldbearer: As long a unit has this support ability active, shields become equipable. Other related checks doesn't matter. AIO-Editor checkbox (enabled) + not included in the second check: Shields are not equipable. <- Llednar's case AIO-Editor checkbox (disabled) + included in the second check: Shields are not equipable. AIO-Editor checkbox (enabled) + included in the second check: Shields are equipable.
The second check is only a hindrance, we already have the first check, which can be edited via AIO-Editor. I found the location for the second check. Now I can include Llednar or ... how about a modification, which includes all existing jobs in the second check?
Change the bytes at 0x080CAD5E to 73 2A 12 DD
This will include all existing jobs in the check. In Llednar's case, this is the result:
(http://i.imgur.com/XnIt2QC.png)
Finally he can equip shields. AIO-Editor: Now you can enable / disable shield equipping for all jobs like weapons, armor and such.
Llednar and status defence
Llednar's job Biskmatar has a very high status defence. A high status defence value will automatically prevent some status effects (like Haste, Stop, Frog, ...) and other effects (like Matra Magic, %-Damage, ...). Judgemaster Cid also has a high status defence. Because of this, he is completely immune to Haste, a positive status effect.
If you want Cid and / or Llednar with reduced status defence values, so they can have the haste status or for other reasons, you will probably use the AIO-Editor and set the value to 50, which is the default value for almost all playable characters. This will not work!
Unfortunately the AIO-Editor has a slight bug. The AIO-Editor shows 100 status defence for the Biskmatar job and 80 status defence for the Judgemaster job. But [Biskmatar] and [Judgemaster] status defence value is way higher than 100 and 80.
Now let's look into a clean ROM via Hex-Editor and see, which values these jobs have:
Woah, [Biskmatar] and [Judgemaster] have very high status defence values! For some reason, the AIO-Editor shows wrong values here. But if you check the status defence value of the Paladin job, you will see this:
Job ID | Job name | Status DEF offset | Value (Hex) | Value (Dec) | AIO-Editor (Dec)
03 Paladin 0x08521AC6 32 50 50
Correct values. I think I know, why the AIO-Editor shows wrong values. The highest possible value for status defence in the AIO-Editor is 127. [Biskmatar] and [Judgemaster] status defence values are over this limit. So perhaps this is why the AIO-Editor shows wrong status defence values for [Biskmatar] and [Judgemaster].
Let's say, we reduce the status defence values from [Biskmatar] and [Judgemaster] to 50 via AIO-Editor, now we have these values:
Well ... interesting results. But as you can see, via AIO-Editor you can't make [Biskmatar] and [Judgemaster] like the other playable jobs. To fix that, you need to edit the status defence values via Hex-Editor!
For Biskmatar: Change the byte at 0x08522BA2 to ?? (? = your desired value). For Judgemaster: Change the byte at 0x08523186 to ?? (? = your desired value).
Default value for most playable characters is 32. Set the value to 00 for no status defence. Set the value to FF for max status defence. This should prevent all positive and negative status effects!
Alchemist and the hidden Item A-Ability
The Alchemist job has a hidden Item A-Ability. This allows the Alchemist to use three A-Abilities.
Lets see what differences the Alchemist job because of the hidden A-Ability has:
(http://i.imgur.com/mOpclu1.png)
As you can see, the Item A-Ability is not in the ability list and thus can't set as the second A-Ability. Alchemists don't need Item as the second A-Ability, because they already have the Item A-Ability as thrid A-Ablility. In battle, you can see the hidden Item A-Ability:
(http://i.imgur.com/Wa0xavU.png)
Via RAM-View, you can find the hidden Item A-Ability next to the first and second A-Ability. If you have another job active, set Item as the second A-Ability and then change the job to Alchemist, the second A-Ability gets removed. This prevents redundancy, as the change to the Alchemist job will set Item as the third hidden A-Ability.
No other job can have the hidden Item A-Ability! Until now ...
Change the byte at 0x080C8232 to ?? (?? = Job ID).
You can find all Job IDs here: http://datacrystal.romhacking.net/wiki/Final_Fantasy_Tactics_Advance:Jobs#Default_List_of_Jobs
This will give your chosen job the hidden Item A-Ability, but the Alchemist job will lose the hidden Item A-Ability (but can now set Item A-Abiliy as the second A-Ability)!
Default value is 18 (Alchemist).
Example: Let's change the byte at 0x080C8232 to 56. 56 = Biskmatar. Llednar has now permanently the hidden Item A-Ability!
(http://i.imgur.com/YKcnsQz.png)
If you want all jobs with the hidden Item A-Ability, use this:
Change the bytes at 0x080C8232 to 73 28 00 DC
If you want only playable and changeable jobs with the hidden Item A-Ability, use this:
Change the bytes at 0x080C8232 to 2B 28 00 DC
Keep in mind, the effects of the change activates only, if the unit data in the RAM gets an update. In the US version, this is only (I guess) the case, if the unit is created or the job changes. Special jobs, which can't change jobs, have a problem. In Llednar's case, this worked, because I started a new game and Llednar is in the default party formation, therefore created. For already existing units in the save file with non changeable jobs, you need most likely RAM-Editing.
You can even edit the hidden Item A-Ability to units via RAM-Editing, without altering the ROM. But after a unit data update (job changes), the hidden Item A-Ability vanishes and changing back to the old job doesn't regain the hidden Item A-Ability. But this is perfect, if you want the Item A-Ability on a non changeable job.
If you want Llednar with the hidden Item A-Ability, I recommend to use the second Icon-Fix (76 byte change) posted here http://ffhacktics.com/smf/index.php?topic=10685.msg211974#msg211974 . This fixes Llednar's Icons in battle and the Item A-Ability don't appear in the ability list. But in battle, Llednar has access to the hidden Item A-Ability! If you use the 2 byte Icon-Fix, you need to use another fix, posted here: http://ffhacktics.com/smf/index.php?topic=10685.msg213521#msg213521 . But in this case, Llednar has the Item-Ability visible in the list and you can set the Item A-Ability as second A-Ability, while the hidden Item A-Ability is already set.
Title: Re: FFTA: Llednar as playable character - Problems & questions
Post by: ChrisLightblade92 on September 05, 2019, 12:23:43 pm
Hello, I'm sorry for the replay, but finally? what i have to do to play biskmatar with all this beautiful work? Thanks