• Welcome to Final Fantasy Hacktics. Please login or sign up.
 

FFMaster's small ASM hacks{Another Oil hack made}

Started by FFMaster, August 09, 2010, 06:18:26 am

Darkholme

Did you end up making a non-charge check for archers?

Do they work on jump?

Zozma

  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Zaen

Ok, the Short Charge on the Charge Skillset just makes Charges resolve after the unit's turn. I was seeing archers let off charge +7's and stuff instantly. Not cool.
"Oh, God!! The Hokuten!!" ~Guard, Sand Rat Cellar

Celdia

Hey FFM. I tried applying your Darkness % hack and it has literally no effect at all. I tried dickering around with the XX value, setting it to various things and testing it and it never changed the unit's hit % at all. I've triple checked my BATTLE.BIN against the hack and it all matches up. Could you help me out with this?
  • Modding version: PSX
  • Discord username: Celdia#0

formerdeathcorps

Quote from: Celdia on April 28, 2011, 10:19:36 pm
Hey FFM. I tried applying your Darkness % hack and it has literally no effect at all. I tried dickering around with the XX value, setting it to various things and testing it and it never changed the unit's hit % at all. I've triple checked my BATTLE.BIN against the hack and it all matches up. Could you help me out with this?


That's because his jump command was put in the A-EV calculation routine, but before where A-EV was loaded by the game.  Hence, his changes to A-EV are overwritten (by unmodified A-EV).  Furthermore, by putting his jump command in the normal evasion routine, the hack allows units with transparent or concentrate to get 100% over blind.
The destruction of the will is the rape of the mind.
The dogmas of every era are nothing but the fantasies of those in power; their dreams are our waking nightmares.

FFMaster

Actually, what it does it load the A-EV, and then adds XX to it. And it's working fine for me it seems. But yeah, you can overflow it if you set the number too high.

Going to look at Charge now.

I checked through the code, and 1 bit was wrong. What was happening was that all Charge abilities were having their CT halved, whether the caster had Short Charge or not. I've been testing it out and it works fine now. The problem is that even though the game says "Turn 08" or something, that is the CT without it being halved. You have to press the right arrow to check the proper AT location. I'm trying to fix that right now.
  • Modding version: Other/Unknown
☢ CAUTION CAUTION ☢ CAUTION CAUTION ☢

FFMaster

Ok, I've fixed Charge up. It should be displaying the right numbers everywhere now. I've tested it with 2 exact clone units(except one has SC, and the other doesn't), using Charge +5 on the same character. Unit with SC procced first, and the bug which causes Charge to hit automatically has been fixed.

0x1157C8
46610508
00000000

0x11AADC
37610508
00000000

0xF14DC
c0010824
18008800
12480000
1980083C
cc080825
21400901
92000891
08000831
03000810
00000000
01001026
42801000
C805060C
21280002
B9060608
00000000
21082200
180D3290
92006292
08004230
03000210
00000000
01005226
42901200
F4F10508
00000000

If you want the game to round down instead of up, change the bolded 01's to 00.
  • Modding version: Other/Unknown
☢ CAUTION CAUTION ☢ CAUTION CAUTION ☢

FFMaster

Updated ASM hacks to comply with the new standard. The ones that don't comply are the ones labelled (NEEDS FIXING). The Sound Test hasn't been checked yet.

EDIT: If someone could test the darkness hack on pSX and tell me the results, that would be awesome.
  • Modding version: Other/Unknown
☢ CAUTION CAUTION ☢ CAUTION CAUTION ☢

FFMaster

Small random thing here

Damage Split returns 25% of damage instead of 50%

BATTLE.BIN
0x126358
change 42 to 82
  • Modding version: Other/Unknown
☢ CAUTION CAUTION ☢ CAUTION CAUTION ☢

RavenOfRazgriz

Haha.  That's one I've been wanting for a long time.

I assume you can further change the output by changing 42 to other values, or are something like 100/50/25/12.5/6.25 the only acceptable set of values for it?

FFMaster

has to be 1/2^n, where n is a natural number. I could make it take any fraction I guess, but that would mean kanji space. May do it some other time though.
  • Modding version: Other/Unknown
☢ CAUTION CAUTION ☢ CAUTION CAUTION ☢


FFMaster

Here is a bit of useless code. Monkey Grip v0.01. Right now, there is no actual use to gameplay. All this does is allow units with weapons flagged "Forced 2 Hands" to hold it in one hand. Offhand can't equip shields or any other weapons if they have 2 Swords. If a unit also has 2 Hands, 2 Hands takes priority(don't know if it still increases damage, but most likely not). This only works in the formation screen right now, but can be extended to unit select screen and in battle pretty easily. But first, trying to make it useful =p

For those who just want to see the code(This is currently tied to Monster Talk, units without Monster Talk will not be able to be badass and hold axes in 1 hand):
WORLD.BIN
0x40AFC
21380000
00008384
02008284
05006010
21300000
06004014
00000000
CB820408
FF036630
02004010
21184000
FF036630
1100C010
7A00C228
0F004010
C0100600
0680013C
21082200
0a004286
B93A2390
D9010124
07004110
01006230
05004010
00000000
0400A010
04006230
07004010
2110E000
01000734
2110E000
00000000
00000000
00000000
00000000
0800E003
00000000
  • Modding version: Other/Unknown
☢ CAUTION CAUTION ☢ CAUTION CAUTION ☢

Dome


"Be wise today so you don't cry tomorrow"

pokeytax

That's great! I have spent a lot of time on this and gotten nowhere, so good show.
  • Modding version: PSX

FFMaster

The Disable Move hack. Units using abilities flagged Weapon Strike and not flagged Follow Target will not be able to move after acting. Found it while looking for some other stuff last night, it looks like it, but may not be. I haven't got time to check it due to 10000000 assessments.

0x11CBAC
51610508
00000000

0xF1544
1980053C
F338A690
F438A590
1000BFAF
2000C630
1000A530
0400A010
21280000
0200C010
00000000
0100A524
ED0E0608
00000000
  • Modding version: Other/Unknown
☢ CAUTION CAUTION ☢ CAUTION CAUTION ☢

Dome

Oh, this would allow us to make an archer skillset with charge and other stuff, without shitty bugs
Good find!

"Be wise today so you don't cry tomorrow"

Vanya

Indeed! That's one I've been wanting for ages. I hated those"shitty bugs" Dome mentioned. Thanks a lot. ^___^
  • Modding version: Other/Unknown
¯\(°_0)/¯

Rouenne

May I request if it's not much trouble, a hack that removes the requriement of targeting dragons with Reis's moves in the PSP version?

Timbo

Quote from: FFMaster on September 13, 2011, 09:07:24 am
The Disable Move hack. Units using abilities flagged Weapon Strike and not flagged Follow Target will not be able to move after acting. Found it while looking for some other stuff last night, it looks like it, but may not be. I haven't got time to check it due to 10000000 assessments.

0x11CBAC
51610508
00000000

0xF1544
1980053C
F338A690
F438A590
1000BFAF
2000C630
1000A530
0400A010
21280000
0200C010
00000000
0100A524
ED0E0608
00000000


Will the AI know well enough to move before targeting or will it cheat itself out of it's own move action?
  • Modding version: PSX
  • Discord username: Timbo