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Topics - cadence

1
Help! / Routines that determine Move/Act CT costs
May 30, 2019, 03:18:49 am
So by default, if a unit neither moves nor acts it ends its turn with 40 CT, if it does only one or the other it ends with 20, and if it does neither it ends with zero. I've been having a tough time finding the routines that determine this. Conservatively, it'd be nice to tweak those numbers; more ambitiously, knowing where this math comes from means I could try to write new routines to do things like giving abilities custom CT costs, FFX style (this is somewhat possible with damage formulas, but not ideal).

If this info isn't readily available (I had a hard time digging through BATTLE.BIN for it), maybe give me a hint about what I should breakpoint to get started? It'd be nice if eventually I could answer small questions like these on my own.
2
So what I've gathered so far from the wiki is that files are loaded from the ISO through addresses in SCUS 942.21. For example, all the SMD files are listed this way. I'm not entirely sure what the SCUS file is even after scanning through its massive wiki page, but since it holds the PSX kernel and is also apparently used for file loading, my guess is that it's the entry point for the game and its contents are always in RAM, sort of a "Main" file.

I don't know what magic links the SCUS addresses to the SMD files themselves. I can see here that all the SMD files are in contiguous sectors in the same folder, which seems significant, but... maybe it isn't? If I were to, say, add a new SMD file to one of the giant free spaces listed in the CD Index, could I somehow add a pointer to that song in SCUS and play it like any other SMD file? Even if the answer is "no" (which I'm guessing it is) it'd be helpful to know which parts of my conceptual understanding are correct and which are off.
3
Help! / Gender Byte
May 21, 2019, 12:36:14 pm
http://ffhacktics.com/wiki/World_Stats

I see that a Gender Byte shows up at 0x04 in the Stats List, and then again at 0x70 with different flags but some overlap. Does anyone know what's going on there?
4
Hi! This is my first post here. Sorry if this is a basic question; I couldn't find a straightforward answer after a couple days of digging.

I've read the tutorials I could find on Shishi and FFTEVGRP. The tutorials address *replacing existing formation images*, but I couldn't find any indication of whether adding entirely new formation images and spritesheets is possible without overwriting existing content. I can't tell whether this is as simple as expanding the ISO and following a couple steps in an existing GUI tool or whether it would require significant/impractical manual restructuring of files. I'd appreciate being pointed in the right direction. Thank you!