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Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


ASM Requests

Started by The Damned, October 29, 2014, 09:16:45 pm

3lric

Request: ASM to bring the original Zodiac Calendar over to the NTSC-U version, from the Japanese and PSP versions of the game

As some of you already know, I'm working on a WotL version of FFT - The Lion War. This will add more content, such as the rendezvous missions, as well as the WotL translation of the game. I've covered quite a bit already that never made it into FFT: Complete, due to when it was created and what we had available at the time.

However one thing we still haven't gotten working yet is the proper Zodiac calendar as displayed here:


This was most commonly seen in English format, on the PSP version of the game, however this data is also from the Japanese version of the PS1 game.

There are a few pieces to this puzzle, the former being less important than the latter.

1. The Japanese PS1 game, and the PSP game, both show the Solar and Zodiac Calendar dates when selecting your birthday, where as the English PS1 version does not. As seen below:
vs
As we can see here. Line 1 is January 1st for both the Japanese and English release of the game, but the Japanese release also shows that January 1, is Capricorn 10, on the Zodiac calendar.

So ideally, we would have the same thing here. I can tell you, thanks to Glain that the date data for this in the English version is located at 0xCF33 in OPEN.BIN, but I've been able to find the same data in another location in the Japanese version of the game's OPEN.BIN. and the portion with the second box does not seem to be controlled here...

This part is not 100% essential, as long as even via the solar calendar, the world map displays correctly and compat is unaffected.

2. The most important part. The onscreen display for the date on the world map. In the PS1 English version of the game, you start on January 1st. In the Japanese version and the PSP version of the game, you start on Aries 1, which is actually March 21st. The days would need to be the correct amount of days as well...

As far as I can find, i see no differences in the data for these between the Japanese and English versions of the game. However, while I do a lot around here, ASM is not, and likely never will be something I know much about, due to time constraints and the projects I'm working on...  Also, thanks to Glain, we know that the world map date location is 569CE in SCUS.

If someone find the time to figure out this mess and possibly even bring over the routines used for this from the Japanese or PSP version of the game, I would be eternally grateful.

If this request is at all unclear, please PM me or contact me on our discord channel for clarification, as I'm well aware that articulating my thoughts and requests is not always my strongest attribute.

I do have a modified version of the town names thanks to some help from one of Xifanie's sheets, as well as some of the old image from FFT: Complete. I've personally also added the Zodiac names to this to replace the months, which I'm fairly certain I can work out with some other locations that Glain supplied us with. But getting it working as intended is paramount to even worrying about the images/month names themselves.

From what I can gather, all the info for the Zodiac calendar is still in the English version, I'm just not sure how they call that on the world map, instead of the Solar calendar like we have in the English version

Thank you for your time.
  • Modding version: PSX

FFMaster

Done.

ASM to change the initial starting date of a new file:

0x44b0c
ori r2,r0,0x0001(month 01 = january, 0a = oct, 0b = nov, 0c = dec, [don't go outside range, game will hang])
lui r1,0x8005
sw r2,0x77d4(r1)
lui r1,0x8005 ---> change to ori r2,r0,0x0015 (day - 01 = 1st, 10 = 16th)
sw r2,0x77d8(r1)

This routine actually loads right before the crystals fmv, and doesn't seem to ever be used again.

Attached is an xml version.
  • Modding version: Other/Unknown
☢ CAUTION CAUTION ☢ CAUTION CAUTION ☢

Arimala

I was hoping to edit formula 2D Dmg_(PA*(WP+Y)) PE  to  Dmg_(PA*(WP+Y))/X

Sorry if this already exists, I thought for sure it did, but I cannot seem to find it anywhere now.
Any help would be much appreciated.
  • Modding version: PSX

EnderC

Request: Fur Shop free pickup

I'm not sure to what extent this is feasible but the idea here is that any items in the Fur Shop can be "purchased" for free.

Items purchased from the fur shop must sell for the normal price when sold to any other vendor.
  • Modding version: PSX
  • Discord username: EnderC

Atroe

Request: Formula 58 change.

Unit becomes class set to variable Y, instead of Morbol
  • Modding version: PSX
  • Discord username: FE-34923#3865

zoiwillxx

All I want is to replace original damage formulas for basic formulas listed below:

WEAPON
> Physical damage (can be dodge): (WP + PA + X) * Y
> Magic damage (can be dodge): (WP + MA + X) * Y

SKILL
> Physical damage (can be dodge): (PA * X) + (MA * Y)
> Magic damage (can be dodge): (PA * X) + (MA * Y)

*If possible to be able to select the element of the damage for all the formulas above, I would appreciate.

The idea behind the formulas is to create flexible formulas that would allow me and others to change how combat is played and how damage scales in the game.

Thank you in advance!
  • Modding version: PSX & WotL

dl26045

So idk if im posting in the right area of this site or not lol but i was wondering has anyone created a hack/mod for the psx version that enables jobs to be unlocked for all available units like in tactics advance instead of individually?
  • Modding version: PSX & WotL

Nyzer

What? TA unlocks jobs on an individual level, too.
  • Modding version: Other/Unknown

CONMAN

January 09, 2021, 03:08:06 pm #328 Last Edit: January 10, 2021, 09:30:26 pm by CONMAN
Not a hundred percent that this fits here, but what the heck.

Could a fix be made so that the Kanzen sprite sheet can be pulled up properly from different sprite slots.  Outside of the Altima2 slot, the sprites are only pulled up partially in game.  Only the top third of a sheet like this will load on the map.  It would be pretty awesome if alternate giant sprites could be used for boss battles.

Edit: After some messing around, i found that I can use the arute (altima1) in different slots, but kanzen (altima2) will function in the altima1 sprite slot along with it's own.  This solves my issue.  Still a bit strange.  I'm assume some check for sprite id is used when the kanzen sprite attempts to be loaded.  Sort of unlikely that someone would need more than 2 spots for a Kanzen sprite.
  • Modding version: PSX

EnderC

Quote from: zoiwillxx on November 24, 2020, 07:56:52 amAll I want is to replace original damage formulas...

I've been playing around with the base damage formula and it's important to understand how tricky this would be exactly as you've requested.

If you're going to do this it's important to understand that the damage formulas (weapons and skills) don't actually calculate the final damage themselves. They set two variables referred to as XA and YA. Another chunk of code (ie. routine) multiplies whatever values are stored in these variables together to get the damage.

So it's one thing to change how XA and YA are calculated, and that's what different weapons do:

(Knight Sword)
XA := PA(Br/100)
YA := WP

(Guns)
XA := WP
YA := WP

It's another thing entirely to change the multiplication of XA and YA, because this will have an impact on every damage formula that relies on it.

Don't get me wrong, it's not impossible, but realistically you'd have better luck learning assembly (which I encourage you to do!) and doing it yourself.
  • Modding version: PSX
  • Discord username: EnderC

Squaresoft

January 23, 2021, 09:19:43 pm #330 Last Edit: February 21, 2021, 08:33:34 pm by Squaresoft Reason: Unneeded request
1) !!
2) !!

3) An ASM to set X-Job have Y-Skill greyed out for selection.
(Just like Chemist has Throw Item greyed out)
  • Modding version: PSX

nitwit

Quote from: Squaresoft on January 23, 2021, 09:19:43 pm3) An ASM to set X-Job have Y-Skill greyed out for selection.
(Just like Chemist has Throw Item greyed out)
I can't find it, but I think Glain or maybe pokeytax wrote a hack that makes inherent skills (the 4 reaction, support, or movement skills any job class can have permanently equipped in hidden slots) unequippable by players and generated AI characters.

Squaresoft

Quote from: nitwit on January 24, 2021, 08:00:07 amI can't find it, but I think Glain or maybe pokeytax wrote a hack that makes inherent skills (the 4 reaction, support, or movement skills any job class can have permanently equipped in hidden slots) unequippable by players and generated AI characters.

Oh my, Glain did it and it WORKS LIKE A CHARM, even in TLW 1.06, thank you!.
  • Modding version: PSX

nitwit

Quote from: Squaresoft on February 05, 2021, 05:12:24 pmOh my, Glain did it and it WORKS LIKE A CHARM, even in TLW 1.06, thank you!.
This?
WORLD_WORLD_BIN
0x42D6C
40100700
2010E200
00210200
0680023C
20204400
B8108424
01008290
FF00C330
06006210
0F008330
0E006328
FAFF0314
02008424
02000010
00000000
0040C634
01001026
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
0x44B08
0680013C
0x44B28
0680013C
40280300
20286500
00290500
20082500
B8102124
01002294
62008594
00000000
0200A214
02002124
620080A4
0F002530
F8FF0514
00000000
F8FF2120
01002294
64008594
00000000
0200A214
02002124
640080A4
0F002530
F8FF0514
00000000
F8FF2120
01002294
66008594
00000000
0200A214
02002124
660080A4
0F002530
F8FF0514
00000000
F8FF2120
62008194
64008294
00000000
02004114
00000000
620080A4
66008294
00000000
02004114
00000000
620080A4
64008194
00000000
02004114
80101400
640080A4

Instead of preventing Chemist & Throw Item / Mediator & Monster Talk / Ninja & Two Swords / Monk & Martial Arts, this hack prevents all inherent abilities from being equipped. So in vanilla it alters nothing, but it will adjust to whatever you do in FFTPatcher. If you're feeling silly, you can do things like giving Knights innate Equip Armor / Equip Sword / Equip Shield to prevent the player from equipping junk. It does not stack with the previous hack; you can't ban specific combos.

It also prevents equipping multiple copies of a single R/S/M ability, which again has no effect in vanilla, but is probably desirable if you're using a "merge Support/Movement" hack.

---HattoriIga---

 :)  Hello, I would like if I could change the Moldball set of formula 58 to be able to choose any ID, whether human or monster, or change to human ID, if there is no way to put the choice of ID
  • Modding version: PSX

Squaresoft

Pokeytax did an amazing "First four armors become headgear when flagged in FFTPatcher".

Is it possible to do a "First four SHIELDS become ACCESORIES when flagged in FFTPatcher"?.
  • Modding version: PSX

CloudsOverFF

asm request for changing gun dmg formula to Speed times Weapon power, and unarmed formula to be physical attack times 3. I tried to get this to work through ravens workbook/xml generator and fftorgASM, but I haven't had any luck. I used "STAT1*STAT2" for guns, whereby stat1 was "38" and stat2 was "WP" and vice versa, but neither worked, and it still just does WP^2. As for fists, I used "STAT1*CONST" with STAT1 being 36, and CONST being 03. This again just made the characters do PA^2 instead. I got the other formulas to work including the "STAT1*STAT2/CONST*STAT3", which I used for staves and rods to make them do (MA*Faith)/100*WP. This one worked flawlessly.

I am using PSX version ISO, FFTorgASM, and FFTpatcher.

Atroe

Request:

Change command 02 Defend to inflict Transparent instead of Defending

Change Death Sentence to inflict Petrify after countdown ends

Low brave kicks in at 20Br, inflicts Critical instead of Chicken
  • Modding version: PSX
  • Discord username: FE-34923#3865

Rads24

March 26, 2021, 04:22:29 am #338 Last Edit: March 26, 2021, 05:38:32 am by Rads24
Can I request for a sword with magic gun formula? I saw that there's no magic gun formula in raven's workbook. Or is there an asm for this already?

I tried to change a cloth weapon into something like a magic sword (sword with magic gun formula), but I heard that by only changing the weapon formula in patcher won't let the attack to do secret hunt. I tried to change the item type into sword with magic gun formula too but the animation when I attack is not weapon strike instead it became like casting magic.
  • Modding version: PSX

Rads24

Quote from: CloudsOverFF on March 03, 2021, 09:35:17 pmasm request for changing gun dmg formula to Speed times Weapon power, and unarmed formula to be physical attack times 3. I tried to get this to work through ravens workbook/xml generator and fftorgASM, but I haven't had any luck. I used "STAT1*STAT2" for guns, whereby stat1 was "38" and stat2 was "WP" and vice versa, but neither worked, and it still just does WP^2. As for fists, I used "STAT1*CONST" with STAT1 being 36, and CONST being 03. This again just made the characters do PA^2 instead. I got the other formulas to work including the "STAT1*STAT2/CONST*STAT3", which I used for staves and rods to make them do (MA*Faith)/100*WP. This one worked flawlessly.

I am using PSX version ISO, FFTorgASM, and FFTpatcher.
Did you change the gun formula to "01 Dmg_[Weapon] PE" in FFTPatcher??
Iirc the asm will work when the formula in FFTPatcher is set to "01 Dmg_[Weapon] PE" and in patcher the gun formula is set to "WP^2" while staff and rod are already set to "01 Dmg_[Weapon] PE"
  • Modding version: PSX