Modding => PSX FFT Hacking => Topic started by: formerdeathcorps on May 18, 2010, 11:30:45 am
Title: Collection of ASM/Hex
Post by: formerdeathcorps on May 18, 2010, 11:30:45 am
It's high time FFH gets back to more research of basic game mechanics:
Deconstructions and Modifications (Debugs/Parts of Razele's Hacks):
Walled units can take damage (v2). The AI may target walled units with healing or damage (needs confirmation). The AI still will not target walled units with healing or damage. BATTLE.BIN 0x120D52 from 0x40 to 0x42 0x124AE2 change 0x40 to 0x42
Remove item duplication (v1). This deletes the best fit feature. WORLD/WORLD.BIN 0xB5254 change 8853 to 303D (courtesy of Cheetah at finding the offset and Jack of All Trades for providing me an old backup of my hack to easily spot this offset)
Performing units will evade attacks. BATTLE.BIN 0x11F3DC change 0x08 to 0x09
BATTLE.BIN Replace XX with amount of max items you want per battle Replace YY with XX + 1 Replace ZZ so that XX+ZZ = 0x100 (in hex) or 256 (in decimal).
Ex : For 10 max items per battle, XX = 0x0A YY = 0x0B ZZ = 0x100-0x0A = 0xF6
Only X species of monsters are mountable. BATTLE.BIN 0x10D3E4 change 0x03 to 0xYY 0xYY = 3 * X. The monsters will go in order of job number, as listed in FFTPatcher.
Blade Grasp now blocks all melee 1 range weapons except bags (v2). BATTLE.BIN 0x126054 change F6384290 to 5C4D0508 0x12605C change 0x10 to 0x20 0xEC570 D8384390 40200300 21208300 80200400 0680053C 2128A400 BD2EA590 F6FFA524 0A00A52C 0300A014 F3384290 17340608 00000224 17340608 00000000
Blade Grasp now blocks all melee and lunging weapons (v2). If you want to exclude bags and cloths, change 0xED to 0xEF and 0x04 to 0x02. BATTLE.BIN 0x126054 change F6384290 to 564E0508 0x12605C change 0x10 to 0x20 0xEC958 D8384390 40200300 21208300 80200400 0680053C 2128A400 BD2EA590 F6FFA524 0A00A52C 0700A014 BD2EA590 EDFFA524 0400A52C 0300A014 F3384290 17340608 00000224 17340608 00000000
Blade Grasp now blocks all sharp weapons + fists (v2) except axes and flails (which are pathetic as is). BATTLE.BIN 0x126054 change F6384290 to 564E0508 0x12605C change 0x10 to 0x20 0xEC958 D8384390 40200300 21208300 80200400 0680053C 2128A400 BD2EA590 FAFFA524 0600A52C 0700A014 BD2EA590 F0FFA524 0100A52C 0300A014 F3384290 17340608 00000224 17340608 00000000
Hex Edits
Change brave gain by chickened units. BATTLE.BIN 0x11C290 change 0x81 to 0xYY The brave gained + 0x80 = 0xYY. Obviously, you cannot gain more than 127 brave.
Change brave gain by Brave Up. BATTLE.BIN 0x124090 change 0x83 to 0xYY The brave gained + 0x80 = 0xYY. Obviously, you cannot gain more than 127 brave.
Change faith gain of Face Up. BATTLE.BIN 0x1240A4 change 0x83 to 0xYY The faith gained + 0x80 = 0xYY. Obviously, you cannot gain more than 127 faith.
Arrow Guard now blocks gunshots. BATTLE.BIN 0x126128 change 0xF5 to 0xF6 0x12612C change 0x02 to 0x03
Change reaction ability activation rate (v1). Note, this affects all reactive counter abilities. BATTLE.BIN 0x12639C change 0x64 to 0xYY The chance of a reaction to activate is (Br / YY).
Change the stat required to activate reactions (v1). Note, this affects all reactive counter abilities. BATTLE.BIN 0x126398 change 0x24 to 0xYY The list of what number corresponds to what stat is here: http://www.ffhacktics.com/wiki/Formula_Hacking (http://www.ffhacktics.com/wiki/Formula_Hacking).
Change initial items. SCUS_942.21 0x3322C-332A7 I will explain how to fix this without knowing any ASM. XX 00 0Y 34 means that you will start out with XX copies of any item ZZ 97 2Y A0, where ZZ references the item. Note how Y corresponds (for the sake of safety, Y should only be either 2 or 3). You will notice 05 00 02 34 appears first and 01 00 02 34 appears second. This is because you start with 5 potions (D0), but 1 of rarer chemist consumables. Thus, changing the 05 will change the initial amount of potions, changing 01 will change the initial amount of all the other chemist items (except antidote and PD).
ASM
Invite will now be appropriately used by the AI (v1).
Blind and Confuse overrides concentrate/transparent accuracy bonus and now divides accuracy by 2 (v3). Will affect monsters and humans equally. BATTLE.BIN 0x11E350 change DC 38 to 82 26 0x11E35C change 42 10 02 00 to 7B 4E 05 08 0xEC9EC 42 10 02 00 00 00 62 A0 24 63 C0 01 00 00 62 90 00 00 00 00 42 10 02 00 D8 14 06 08
Title: Re: Collection of ASM/Hex
Post by: philsov on May 18, 2010, 12:01:33 pm
excellent stuff!
Title: Re: Collection of ASM/Hex
Post by: LastingDawn on May 18, 2010, 12:12:25 pm
My goodness!! This is beautiful work! I love that Reaction = YY hack the most! Instead of gawking, I should probably try to assist you as I can. I'll be on IRC for pretty much this week until Friday.
Title: Re: Collection of ASM/Hex
Post by: philsov on May 18, 2010, 12:16:03 pm
QuoteI love that Reaction = YY hack the most!
It is deliciously tempting, especially with its synergy with the Brave to Fury hack from SB.
Title: Re: Collection of ASM/Hex
Post by: LastingDawn on May 18, 2010, 12:32:11 pm
Eh? Didn't Zodiac create the Fury hack? Or is my mind playing tricks on me...?
Title: Re: Collection of ASM/Hex
Post by: philsov on May 18, 2010, 12:33:47 pm
aha, he did indeed. Don't mind that aspect then >_>.
Still! Synergy! Hoooooooot.
Title: Re: Collection of ASM/Hex
Post by: R999 on May 18, 2010, 03:30:15 pm
About time you posted this Good work man.
By the way, let's help me finish that tutorial. This place needs more hackers.
Title: Re: Collection of ASM/Hex
Post by: formerdeathcorps on May 19, 2010, 10:23:19 am
All right, added some stuff on blade grasp to reflect the options I was discussing in my hack's thread. As for that ASM tutorial, I think it would be easier if we involve more people in the iRC chat or have people here give me questions to answer so I can try to explain what I do.
Title: Re: Collection of ASM/Hex
Post by: philsov on May 19, 2010, 11:47:51 am
I'm rare to chat but would prefer the message board format so everything is easily logged.
So as far as questions go... I'm interested in finding the location of the status inflicting reactions (dragon spirit, regenerator, sunken, caution) for use of hex editing. How can I go about it? Are there ptterns to look for? Etc
Title: Re: Collection of ASM/Hex
Post by: SentinalBlade on May 19, 2010, 02:45:02 pm
Nice work, FDC.
I cant find my notes, but i should be able to make time this weekend, and maybe we could collaborate on some of these things...
Why are you overwriting some of Razel's seemingly unrelated hacks? has Zodiac not allotted you space in battle.bin yet?
Title: Re: Collection of ASM/Hex
Post by: formerdeathcorps on May 19, 2010, 05:54:46 pm
Philsov, I was about to type up what I have found reaction abilities for public notice, and you just happened to ask that question. Yes, there are things to search for, but without knowledge of ASM (or at least the ability to recompile hex => instructions either in your head or with a program), it's hard to decipher. Plus, these abilities are scattered in frightfully illogical ways in BATTLE.BIN. SB, Zodiac has given me space; I just haven't reassigned offsets yet because my patch doesn't need them (I'm overwriting hacks of Razele that I'm not using). When I release the latest version of my patch, I'll repoint my hacks.
Misc Reactions: 0x11706C Hamedo 0x11DFB4 Weapon Guard 0x11E3B0 Abandon 0x121324 Finger Guard (note, it has its denominator set at 0x121334) 0x1213FC Catch (note, it has its denominator set at 0x121404)
Check Phase I (route to 0x125AF0): 0x125AC4: Blade Grasp 0x125ACC: Arrow Guard
Check Phase II (route to 0x125C1C): 0x125B3C: Sunken State 0x125B58: Caution 0x125B60: Dragon Spirit 0x125B7C: Brave Up 0x125B98: Faith Up 0x125BA0: Counter Tackle 0x125BC4: Counter Flood 0x125BE0: Absorb Used MP 0x125BE8: Counter 0x125C0C: Blank
Check Phase III (route to 0x125CC8): 0x125C78: MP Switch 0x125C80: Distribute 0x125CB4: Damage Split
Check Phase IV (route to 0x125DEC): 0x125D1C: A Save 0x125D24: MA Save 0x125D34: Speed Save 0x125D44: Regenerator 0x125DD4: Gilgame Heart 0x125DE0: Auto Potion
Check Phase V (route to 0x125DF4) 0x125D68: HP Restore 0x125D70: MP Restore 0x125D88: Critical Quick 0x125DA0: Meatbone Slash
Changeable Elements:
0x125F0C: 5A008290 0x125F14: 01004230 Changing 5a and 01 lets you change what status effect triggers the reactions of Check Phase V.
0x126070: 64000234 0x126074: 24008390 Changing 64 changes the denominator for blade grasp (and possibly for arrow guard too). Changing 24 changes what status is indexed in the numerator.
0x126134: 64000234 0x126144: 24008390 Changing 64 changes the denominator for some reaction abilities (I suspect the offset I found earlier might not be fully representative of all reactions). Changing 24 changes what status is indexed in the numerator.
0x1261E4: 2C008294 Changing 2C changes what status is indexed (this indexes MP...I think this is the reference for MP Restore).
0x1262C4: 2A00A294 0x1262C8: 2800A394 0x1262CC: 06008484 0x1262D0: 23104300 0x1262D4: 23808200 This one's tricky. I'm not sure which reaction is indexed here. This is calculating MaxHP (2A)-CurHP (28) and then comparing that against the value at 0x192D96.
I'm not sure, but I may have the other half of astra/wall targeting solved. Change 0x120D52 from 0x40 to 0x42. Just don't do input this with your debugger after you cast astra (because I suspect once a unit has wall/astra, the game will loop such that it cannot recheck until the unit has lost wall/astra).
Can't seem to find where counter magic or reflect resides.
Title: Re: Collection of ASM/Hex
Post by: LastingDawn on May 20, 2010, 12:41:02 pm
You sir have now proceeded into one of the most coveted territory! Support and Reactions have long been nearly inaccessible! Thank you for opening the gates wide open for the rest of us!
Title: Re: Collection of ASM/Hex
Post by: Cheetah on May 20, 2010, 07:58:31 pm
Keep up the great work FDC. These are some really great gains.
Title: Re: Collection of ASM/Hex
Post by: Timbo on May 20, 2010, 09:11:42 pm
Pretty excited to see what comes out of this.
Title: Re: Collection of ASM/Hex
Post by: Vanya on May 20, 2010, 09:59:39 pm
Bravo! Commence with the showering of much loves!
*Loves begin showering on FDC*
Title: Re: Collection of ASM/Hex
Post by: AvengerXP on July 14, 2010, 07:15:17 pm
QuoteASM
Invite will now be appropriately used by the AI (v1).
BATTLE.BIN 0x1271E4 change 08004014 to 694E0508 0x127220 change 08004014 to 744E0508 0xEC9A4 08004014 ...
My BATTLE.BIN PSX file contains at 0x1271E4 06004010 0x127220 07004014
Is it an error or a minor difference and I can simply overwrite these? And just to be extra-careful, what does the first line at 0xEC9A4 look like to you in your file before change?
QuoteChange reaction ability activation rate (v1). Note, this affects all reactive counter abilities. BATTLE.BIN 0x12639C change 0x64 to 0xYY The chance of a reaction to activate is (Br / YY).
0x12639C contains 0x33, the closest 64 i see is at 1263A0. Is it that one?
What kind of fucked up PSX do I have? It looks NTSC English alright...
EDIT : I forgot to praise you, my bad. These are all excellent, especially the Brave Value reaction % since having 100% Reactions is in my opinion a superb game-breaking bug when using Hamedo or Blade Grasp.
Title: Re: Collection of ASM/Hex
Post by: zombero on December 12, 2010, 01:50:13 pm
Thanks for the useful information. Though unfortunately, Br/YY is not an accurate formula Blade Grasp and Arrow Guard. It is the abs(Br-YY) mod 100 = hit rate. This means if you set YY to anything other than 100, you get roll over issues. I.E. if I want to nerf Blade Grasp and make it Br-130, at 70 Brave this will work well, abs(70-130) mod 100 = 60% chance to be hit, not nearly so powerful as reducing it to 30% like normal Blade Grasp would. But if you had 29 brave, abs(29-130) mod 100 = 1% chance to be hit. That's no good
Also: 126070 is the location for Blade Grasp's YY only. Arrow Guard's is at 126134.
Title: Re: Collection of ASM/Hex
Post by: formerdeathcorps on December 19, 2010, 03:22:20 pm
OK...my blind hack and blade grasp hacks technically don't work as posted. I'll post the correct versions later.
I'm currently working on a hack from secondadvent's notes. If used correctly, I should be able to delete the NS and non-elemental status from each weapon formula. Now, you truly will have dark sword and MP Drain be dark elemental.
Title: Re: Collection of ASM/Hex
Post by: LastingDawn on December 19, 2010, 03:34:54 pm
And that would be positively fantastic. Welcome back formerdeathcorps. Your presence has been missed.
Title: Re: Collection of ASM/Hex
Post by: zombero on December 24, 2010, 12:57:22 pm
Removing NS and non-elem from formulas is always a good thing :D Though I'm curious, how is it your Blind hack works then? I haven't experimented with that yet.
Title: Re: Collection of ASM/Hex
Post by: formerdeathcorps on January 16, 2011, 06:51:30 pm
All the ASM hackers here write stuff to the Kanji table in FFT, which for a US ISO, is a waste of space. The offset you found, Avenger, is in that section.
Blade Grasp now blocks all sharp weapons (except axes and flails) + fists + poles. BATTLE.BIN 0x126054 change F6384290 to 564E0508 0x12605C change 0x10 to 0x20 0xEC958 D8384390 40200300 21208300 80200400 0680053C 2128A400 BD2EA490 0600842C 03008014 BD2EA490 F1FF8424 0200842C 03008014 F3384290 17340608 00000224 17340608 00000000
Blind and Confuse overrides concentrate/transparent accuracy bonus and now divides accuracy by 2. BATTLE.BIN 0x11E328 E8FFBD27 1000BFAF 2E15060C 00000000 59000291
Title: Re: Collection of ASM/Hex
Post by: RavenOfRazgriz on January 17, 2011, 07:56:18 pm
It's good to see the Blind Hack finally updated, it was one of my favorites.
The Blade Grasp blocks all Melee Range 1 weapons still works properly, yes? I remember you saying there were flaws with at least some of the Blade Grasp hacks and was hoping to use that one, though the fact it blocks Fists does annoy me some.
Title: Re: Collection of ASM/Hex
Post by: Zozma on January 18, 2011, 04:26:46 pm
btw, Razele's ASM of making formula 2E (mighty sword) able to hit monsters for damage, but says ' " broken' is still blockable by maintenance. But it was originally supposed to inflict the hp damage on anything and treat maintenance humans like monsters by only hp damaging them.
Okay as I mentioned in chat. a formula for doing damage on multiple targets but with a backlash of a % of the casters hp as the cost for using it would be nice...
Title: Re: Collection of ASM/Hex
Post by: Vanya on January 19, 2011, 12:28:41 pm
Quote from: Zozma on January 18, 2011, 04:26:46 pm btw, Razele's ASM of making formula 2E (mighty sword) able to hit monsters for damage, but says ' " broken' is still blockable by maintenance. But it was originally supposed to inflict the hp damage on anything and treat maintenance humans like monsters by only hp damaging them.
Okay as I mentioned in chat. a formula for doing damage on multiple targets but with a backlash of a % of the casters hp as the cost for using it would be nice...
I second that! *Looking at Cecil's sad 'Dark Wave' skill*
Title: Re: Collection of ASM/Hex
Post by: formerdeathcorps on January 31, 2011, 05:11:44 am
Some small/easy hacks. Many of these are ideas for my patch.
Guns take bow accuracy penalty at night.
BATTLE.BIN 0x11E768 F6 0x11E76C 03
Don't Act/Deep Water cancels W/S-EV. Don't Move cancels C/A-EV. This is only the physical half for now.
Title: Re: Collection of ASM/Hex
Post by: RavenOfRazgriz on February 01, 2011, 11:39:59 pm
How easy/hard is it to modify the C-Ev hardset of your Abandon hack? Just change 3C to the % needed, right? I'm on the fence as to whether I want to use that or the Abandon becomes 1.5x hack, but 60 is too high for me. Would it be hard to make your Abandon hack go over an existing Support Skill if I tell you which ones I've no need for anymore? Your version is basically a Support Ability now and I kinda want to use both hacks once I adjust the 60 to something that fits my balance better.
Though, since you mentioned Xif's Global C-Ev hack, could you whip up that one I spoke to you a while back about when you get some time? It was C-Ev / W-Ev / S-Ev P / S-Ev M applies 100% of total on front, 50% on sides, 0% on back, if you forget. Just toss it over where Xif's Evasion Hack is since you said it'd be shorter. I'd not bug you about it but it's one I'm in rather high need of and I don't always get to catch you on IRC anymore.
Title: Re: Collection of ASM/Hex
Post by: pokeytax on February 02, 2011, 07:11:30 am
$3C = 60... I'm 90% sure that changing
0x11E3C4 3C000234
will let you set it at will, yeah.
(EDIT: Oh, I see you already know that... nevermind!)
Title: Re: Collection of ASM/Hex
Post by: philsov on February 02, 2011, 10:13:57 am
QuoteDon't Act/Deep Water cancels W/S-EV.
I... thought it already did that?
Title: Re: Collection of ASM/Hex
Post by: The Damned on February 03, 2011, 02:59:06 am
Arrow Guard has Catch's effect. Has no compatibility problems with my other arrow guard hack.
BATTLE.BIN 0x1213FC 02 0x12145C C4
Finger Guard can be stacked with other reaction abilities. Doesn't work. Better workaround is here: http://ffhacktics.com/smf/index.php?topic=1288.20.
Title: Re: Collection of ASM/Hex
Post by: The Damned on February 03, 2011, 07:11:22 am
Can be stacked with other reaction abilities how? Just innately without getting in the way (for humans)? Or they can someone how be stacked on the equipment screen?
Otherwise, interesting....
Title: Re: Collection of ASM/Hex
Post by: formerdeathcorps on February 03, 2011, 07:23:54 pm
Before, with abandon, you couldn't have it and counter (as innates) because abandon would take precedence. This is to remove that problem.
Check this thread http://ffhacktics.com/smf/index.php?topic=1288.20 for more details on the problem.
Title: Re: Collection of ASM/Hex
Post by: formerdeathcorps on February 04, 2011, 04:54:21 am
Going to double post.
Defend is +25% to A-EV during Battle. Overrides the -25% physical damage hack because I never really liked making defend simply a weaker version of protect. NOTE: To make this hack properly work, you should have make any status effect that cancels A-EV override Defend. In vanilla, this would be Charging, Performing, Don't Act, Sleep, Confuse, and Stop.
BATTLE.BIN 0x11E494 DE 0x11E4A0 19004224
If you applied Razele's hack, 11F378 5B004290
Transparent is -25% to enemy C/W/S/A-EV on physical attacks. It should properly be called "Focus" now. It obviously only works on instant attacks, since charged attacks remove transparent before the attack goes off. This stacks with my blind/confuse hack and hacks that allow the AI to target transparent units.
BATTLE.BIN 0x11E4E0 DC 0x11E4E4 86000234 000082A0
Items can now give negative PA/MA/SP/MV/JP. Simply put, if you want -1 SP on armor, you type in FF for SP. NOTE: It also sets the rollover boundary for PA/MA/SP/MV/JP at 127. Thus, do not try making items with +/-127 PA.
Title: Re: Collection of ASM/Hex
Post by: The Damned on February 04, 2011, 06:03:06 am
Rather interesting with that Defend hack. Have you noticed if it affects the AI's use of Defend? For example, will they still whore Defend even if they don't have an accessory (that provides any means of evasion)?
Also, with regards to that hack, does it only boost physical A-EV? Or does it affect magical A-EV as well?
To be honest, I'm not sure the Transparent/"Focus" hack, though that's more because of the AI and the fact that it probably doesn't help that they're still idiots about not wanting to break Transparent. It still has potential, though.
Title: Re: Collection of ASM/Hex
Post by: formerdeathcorps on February 04, 2011, 07:07:02 am
Quote from: The Damned on February 04, 2011, 06:03:06 am Rather interesting with that Defend hack. Have you noticed if it affects the AI's use of Defend? For example, will they still whore Defend even if they don't have an accessory (that provides any means of evasion)?
It adds A-EV even if you aren't equipping a mantle. That's the way my blind hack works too.
QuoteAlso, with regards to that hack, does it only boost physical A-EV? Or does it affect magical A-EV as well?
Yes, it does, because defend is in the magic evasion routine as well.
QuoteTo be honest, I'm not sure the Transparent/"Focus" hack, though that's more because of the AI and the fact that it probably doesn't help that they're still idiots about not wanting to break Transparent. It still has potential, though.
If you apply Razele's ASM hack, the AI will target transparent units. The problem is that the AI puts it at top priority, right under breaking golem.
Title: Re: Collection of ASM/Hex
Post by: The Damned on February 04, 2011, 08:02:55 am
Wow, that Item one will be amazingly useful for those people who wanted to make heavy armor that gave -SP. Outside of the excellent effort beyond it, does it come at any other cost besides us just not having that much Item Attribute space?
Oh, that's not what I meant. I apologize for the vagueness of that.
What I meant that I find it problematic that AI apparently finds Transparent so beneficial status, even when it should know that we can still "see" them, that it often refuses to act when it has Transparent. I was wondering if that had changed given that this is technically a "nerf" to Transparent.
Title: Re: Collection of ASM/Hex
Post by: formerdeathcorps on February 04, 2011, 08:06:51 am
Quote from: The Damned on February 04, 2011, 08:02:55 am Wow, that Item one will be amazingly useful for those people who wanted to make heavy armor that gave -SP. Outside of the excellent effort beyond it, does it come at any other cost besides us just not having that much Item Attribute space?
No. I simply changed a few bytes. Besides, SCUS has no free-space for me to branch to.
Quote What I meant that I find it problematic that AI apparently finds Transparent so beneficial status, even when it should know that we can still "see" them, that it often refuses to act when it has Transparent. I was wondering if that had changed given that this is technically a "nerf" to Transparent.
I didn't know that. If it's seriously that bad, we should do what Raven was suggesting and force Transparent, Golem, and Berserk to use normal AI code.
Title: Re: Collection of ASM/Hex
Post by: RavenOfRazgriz on February 04, 2011, 02:28:33 pm
Wait, 255 is -1 SP? So it rolls down backward to 128, 254 is -2 SP, etc?, or are your instructions on how to use the ASM just overly vague and it rolls over properly at 128 for +/- 127.
And I'm surprised you didn't do what I said yet, since it should save space and give you room to begin playing with other things in regards to the AI while fixing 3 big problems in what's probably the best possible way.
Title: Re: Collection of ASM/Hex
Post by: pokeytax on February 04, 2011, 07:20:59 pm
Yes - this is how negative numbers are handled. You might also have to watch out for negative overflow issues - as long as you can't equip multiple minus-MA items in different slots, though, you should be fine.
Title: Re: Collection of ASM/Hex
Post by: RavenOfRazgriz on February 04, 2011, 08:38:50 pm
I was verifying because FDC has a habit of grossly underexplaining things on a technical level.
FF is -1 for people who know negative numbers are handled that way works well to say what to do, but for people who don't it can just as easily come across as saying you can give gear -1 in a stat by giving it FF but that's all his hack does because his "-1 is FF" has no context.
Overflow issues seem like something he should test if he hasn't already. Regardless, it's a rather useful hack since people have been wanting that utility for ages... though I actually have no intent to use it. Plenty of others here I intend to mug, though.
Title: Re: Collection of ASM/Hex
Post by: Vanya on February 05, 2011, 12:50:25 am
It doesn't seem to me like overflow should be an issue unless it's in a LOLhack that gives you +100 PA on 5 different items you can equip at once.
Title: Re: Collection of ASM/Hex
Post by: RavenOfRazgriz on February 05, 2011, 01:35:02 am
Should have been underflow, which is far easier to have occur if the player gets to the end game at a low level or is just using a job that has one very low XA stat, unless the game already knows enough to stop PA/MA reduction at 0 on the equip screen despite never using that function.
Title: Re: Collection of ASM/Hex
Post by: The Damned on February 05, 2011, 01:43:36 am
I honestly can't think of why you would want to use PA/MA reduction on equipment to begin with, though. Maybe I'm not being imaginative enough about my equipment, though.
Aren't there natural restrictions in-game anyway? Like not being able to above 50 Sp?
Title: Re: Collection of ASM/Hex
Post by: formerdeathcorps on February 05, 2011, 03:09:59 am
There's not enough space in SCUS to address both overflow, underflow, and keep the existing stat caps. I changed it to block underflow (which may happen if you do a level 1 run and made equipment like +5 MA -5 PA), and I'm assuming a sane hacker wouldn't try to go overflow the game with +/- 100 PA.
Title: Re: Collection of ASM/Hex
Post by: Vanya on February 05, 2011, 08:19:07 am
Quote from: The Damned on February 05, 2011, 01:43:36 am I honestly can't think of why you would want to use PA/MA reduction on equipment to begin with, though. Maybe I'm not being imaginative enough about my equipment, though.
A lot of the Dwarven equipment in passed FF games had negative effects on magical stats and certain items had them on physical stats so there is precedent for it. -SP is a no-brainer as the early games almost always had agility penalties for heavy armor.
Title: Re: Collection of ASM/Hex
Post by: Pickle Girl Fanboy on February 07, 2011, 01:00:08 pm
Does your "Items can now give negative PA/MA/SP/MV/JP" hack really reduce the number of item attributes? And are you aware that 0x80 (bit 7) on Jump allows that unit to be used as a stepping stone, like Dragons and Worker 8? I don't know if there are any other used bits, but you should check.
And I doubt this is feasible, but why not allow items to give negative PA/MA/SP/MV/JP in the range of +7/-8, and use the remaining bits for whatever you find useful/space saving or just leave them blank for someone to link them to some Movement/Jump hacks, or weapon formula hacks? Speaking for myself, I will never use anything beyond +7/-8, and only them as a "Cursed" item that penalizes to balance Auto-Reraise or something. And this is feedback, not a request - don't kill yourself to make it happen.
Title: Re: Collection of ASM/Hex
Post by: formerdeathcorps on February 07, 2011, 03:37:31 pm
No, it doesn't. The only thing it forbids is bonuses above +127 on units, but since PA/MA/SP caps at 99 and 50, respectively, you couldn't do that in FFT anyways.
Quote And are you aware that 0x80 (bit 7) on Jump allows that unit to be used as a stepping stone, like Dragons and Worker 8? I don't know if there are any other used bits, but you should check.
Yes, I know that, but that's only on the byte in the job class section. It has nothing to do with items. EDIT: The issue is more likely a problem with signed loading. You'll have tiamats with a base jump of -124. I'll probably have to reroute that flag.
Quote And I doubt this is feasible, but why not allow items to give negative PA/MA/SP/MV/JP in the range of +7/-8, and use the remaining bits for whatever you find useful/space saving or just leave them blank for someone to link them to some Movement/Jump hacks, or weapon formula hacks? Speaking for myself, I will never use anything beyond +7/-8, and only them as a "Cursed" item that penalizes to balance Auto-Reraise or something. And this is feedback, not a request - don't kill yourself to make it happen.
It is...but requires more recoding of SCUS. I'll work on it after formulas if Pokeytax doesn't beat me to it.
Title: Re: Collection of ASM/Hex
Post by: Sephiroth1311 on October 20, 2011, 02:48:09 am
Hello formerdeathcorps, first of all thanks for all the wonderful hacks.
I tried to use your Oil fix (no float or darkness), and while it works flawlessly on emulators, it won't on real hardware, since every Fire spell will cause 999 HP of damage, regardless of the caster
I hope you'll try to fix it soon. :)
Title: Re: Collection of ASM/Hex
Post by: formerdeathcorps on October 25, 2011, 11:31:29 am
I tried to use your Oil fix (no float or darkness), and while it works flawlessly on emulators, it won't on real hardware, since every Fire spell will cause 999 HP of damage, regardless of the caster
I hope you'll try to fix it soon. :)
I made that hack before I learned about load delay. A fixed version is included in the attachment.
No, I'm not dead, but the next hack out from me will be the formula hack v0.5.
Title: Re: Collection of ASM/Hex
Post by: Pickle Girl Fanboy on October 25, 2011, 12:33:03 pm