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Topics - nates1984

1
The Lounge / Humanity Lost
November 25, 2009, 04:35:16 am
By: Nathaniel L Pillow

            And gray was his color.

            His body was thin and weak; it looked as though a thin layer of skin had been pulled over a skeleton and they were the only two ingredients used in his creation. His complexion was pale and his eyes protruded in a way that looked like they were going to fall out of his eye sockets at any moment; eyes held in place by only the deep-seeded urge to fix, to restore, to find, to live.

            Desperation was his motive.

            He sat on the edge of his bed observing his feline friend. The cat's disposition did not change as a white mouse scurried mere inches away; it's eyes were half open and no part of it's body perked up in the usual manner one might expect. Moments after the rodent had vanished the feline slithered to it's silver food bowl and started to consume. This angered and frustrated him in a way he could neither convey nor understand.

            Something within his being clicked at the sight of the cat's actions. It was the truth buried under the falsehoods and promises of a life not worth living pressing itself into his will. This caused a change in his eyes; they glossed over and all but the simplest conscious parts of his awareness was stripped away. More accurately they were burning to ashes by the blinding truth of what he was.

            He moved from his bedroom to his kitchen. His steps were lazy; his legs and feet were dragging moments behind the rest of his body; the momentum his forward-leaning body created was all that propelled him. They were half-steps in a half-life.

            He picked up a dull strip of steel, but scarcely seemed aware of it. It bounced around in his loose grip, it was but an unneeded accessory. This was no kitchen utensil, but he used it as such. Something about the unorthodox approach of using it to slice food was appealing to him; many times it took the place of his forks as well, which were hardly used at all. When company came he had always hidden this steel-strip, but he could not figure out why he felt the need to do such a thing.

            He opened his apartment door and slowly made his way down the stairs to the first floor exit. On his way he passed a fellow tenet who seemed unaware of the change that had a grip on him. He wandered into the street; plastic-metal beasts, not sufficient for hunt or companionship, raced by. There were some yells originating from both the beasts and beast-occupants as he crossed, but no swerves and no slowing of movement.

            He was surrounded by his color; he felt saturated by it, as if it was forcing itself upon him; even the sky brought the color. The rare patches of greens and browns in his city had been dulled by the overpowering grays, which sapped the energy from any available target. The survival of the remaining original trees in this place was testament to their strength; even when mixed with the fake greenery unnaturally implanted into the earth the originals stood out and beckoned to him; he was not fooled by superficial appearances.

            He finished crossing the street and paused for a moment at one of these original trees. He contemplated carving his name into it. How he longed to take his steel and imbed his name in the trunk. Eventually he suppressed his urge to defile this survivor and moved on, but the urge would again bubble up to the surface soon enough.

            He continued in the same direction, cutting a straight path through the city. He knew not of his destination, only that he had one. Above him a confused Black Vulture circled; this young bird had left it's wake to stalk. Every couple of city blocks it would swoop down as if feeding, but would always return to the high skies after coming within inches; upon this return it would always let out a curious squawk. This cycle repeated itself all the way to city's edge.
           
            And green was her color.

            Her body was healthy and plump, reminiscent of the central figure in Botticelli's The Birth of Venus. Her long golden locks were restrained by a ribbon at the back of her neck. The sunlight was out in full force and bounced off her hair with an angelic aura. The tank top she usually wore while working outside revealed a single word tattooed across her upper back: Verticordia.

            Peace was her motive.

            She was on her knees in their garden pulling the moist dirt up from it's seclusion to replace the dry, dulled dirt that occupied the surface. The earthy smell filled her nostrils and she enjoyed the scent. The perspiration on her exposed arms, legs, and face turned the dirt accumulated on these places to mud. Sweat rolled off her nose and into the ground beneath her. The dirt swallowed up her offering and a piece of herself went with it. She was not concerned about losing a part of herself to this place, for it always returned to her in due time.

            She felt at home here more than anywhere else she had been in her life. A quaint cottage sat on top of a slight hill squashed between an untouched forest and an untouched mesic prairie. Just inside the forest was a brook barely six feet wide.

            She heard rustling in the grass nearby and turned to investigate. A feline approached her with a gray mass in it's mouth, she knew it immediately to be dead mouse. The cat stopped a foot away from her and dropped it's catch, then proceeded to purr affectionately and rub up against her leg. She responded with a smile and affection of her own. The cat returned to it's catch, picked it back up and turned to her as if offering to share. After no response from it's owner the cat hopped back into the secluded grass to feast.

            It was midday and she was expecting her feathered friend to show up soon. A small pile of bird seed sat on top of a post that was part of the fence that surrounded her home. Sure enough the Turtle Dove appeared and flew right to it's lunch. She stopped her gardening and focused the whole of her attention on this visitor. A complacent smile overtook her soft lips when the bird chirped thankfully at her. She often wondered if this friend knew when she was happy or sad, tired or energetic. She knew when it had a good day or a bad one. Sometimes it's feathers were ruffled from a daring escape from danger. Sometimes they were smooth from a comfortable day of lounging. Always they radiated life.

            Her male, human companion emerged from the forest with fish and vegetation in tow. It was not lack of monetary wealth that made them eat such things, simply the preference of their taste buds. He briefly went inside their home and reemerged without the various items he was carrying with him. He spoke something to her about a quick trip into the nearby city and she responded with the typical pleasantries exchanged between lovers. Their last interaction was of the sort every pair of lovers hope for: Calm, peaceful, happy. The coming incidents happened so fast these were the last feelings he had a chance to experience.
           
            And his color changed from gray to red.

            He did not notice the commotion at city's edge until he was right on top of it. A plastic-metal beast had struck the male companion and splattered a deep shade of red all over the immediate area. The man did not feel sad or mournful, in fact he felt nothing at all. The motionless body was occupying the attention of everyone nearby, so they did not notice his static face or steel-accessory. The Black Vulture who had been following the man perched itself upon the murderous beast. It saw the feast down below and it's stalking ended there. If it could have conversed in language it surely would have thanked the man for leading it to this treasure.

            "Another dead luddite," he mumbled, and where there was once one lifeless body, there was now two.

            He continued down the path laid out before him. Shortly outside the city he was exposed to the warmth of the sun for the first time in his life. His whole existence felt like a waking limb and this brought him considerable pain. Suddenly emotion crept into him again; he was afraid, confused, and lost. These feelings sank into his bones and he felt distant panic from somewhere within himself, yet he continued onward.

            He came to the mesic prairie and crossed it. Shortly afterwards he was face-to-face with her. In that moment he was the creature in his hovel, looking through the chink upon the cottagers, forever longing to join their group but ultimately barred from doing so. His grip on the steel-strip tightened and the urge returned.

            "Another dead luddite," he mumbled, and where there was once two lifeless bodies, there was now three.
2
Spam / I got a blowjob this morning~
May 14, 2009, 09:49:24 am
That is all.
3
http://www.thedailyshow.com/full-episod ... eId=220533

Heyas, just droppin' in to say watch this.
4
The Lounge / I'm glad I left that woman
February 04, 2009, 08:30:14 pm
http://www.thetelegraph.com/news/county ... unday.html

QuoteA former Jersey County man is in custody and his stepfather dead after an apparent quarrel led to a weekend stabbing near Freeport, Ill.

Joey M. Clark (also known as Joey Douglas) 32, is charged with first-degree murder of his stepfather, Kenneth Douglas, 51. Both men were formerly from the Joywood area near Elsah in Jersey County.

I shit you not, I was in a relationship for 7 years with this girl named Steph. Ken is her biological father, and Joey is her older brother.

I left her about 2 and a half years ago. Glad I did too, there's no doubt in my mind I would have been right in the middle of this bullshit had I stayed with her.
5
PSX FFT Hacking / Nate's ASM Hacks
January 26, 2009, 07:23:50 am
Attack Up bonus becomes 25%
BATTLE.BIN
Offset: 0x11F0BC
Change 5555 to 0050
Offset: 0x11F0CC
Change 5655 to 0100

Attack Up bonus becomes 20%
BATTLE.BIN
Offset: 0x11F0BC
Change 5555 to CC4C
Offset: 0x11F0CC
Change 5655 to CDCC

Magic Attack Up bonus becomes 25%
BATTLE.BIN
Offset: 0x11F220
Change 5555 to 0050
Offset: 0x11F230
Change 5655 to 0100

Magic Attack Up bonus becomes 20%
BATTLE.BIN
Offset: 0x11F220
Change 5555 to CC4C
Offset: 0x11F230
Change 5655 to CDCC

Defense Up bonus becomes 25%
BATTLE.BIN
Offset: 0x11F2E8
Change 5555 to 0050
Offset: 0x11F2F8
Change 5655 to 0100

Defense Up bonus becomes 20%
BATTLE.BIN
Offset: 0x11F2E8
Change 5555 to CC4C
Offset: 0x11F2F8
Change 5655 to CDCC

Magic Defense Up bonus becomes 25%
BATTLE.BIN
Offset: 0x11F338
Change 5555 to 0050
Offset: 0x11F348
Change 5655 to 0100

Magic Defense Up bonus becomes 20%
BATTLE.BIN
Offset: 0x11F338
Change 5555 to CC4C
Offset: 0x11F348
Change 5655 to CDCC

Remove target's faith from spell damage calculations
BATTLE.BIN
Offset: 0x1201F8
64000234
00000000

Longbow, Knife, and Ninja Blade formulas become PA*WP
BATTLE.BIN
Offset: 0x11EBA0
Change 38 to 36

Crossbow formula becomes WP*WP
BATTLE.BIN
Offset: 0x11EB4C
00000000
71520508
Offset: 0xED9C4
0B000234
02006210
D0382290
D5160608
CE3822A0
20170608
00000000

Rod formula becomes MA*WP Updated
BATTLE.BIN
Offset: 0x11EB54
00000000
78520508
Offset: 0xED9EO
07000234
02006210
942D2290
D7160608
37002290
CE3822A0
20170608
00000000

Pole (Stick) formula becomes PA*WP
BATTLE.BIN
Offset: 0x11EC0E
Change 26 to 30

Instrument, Dictionary, and Cloth formulas become MA*WP
BATTLE.BIN
Offset: 0x11EC72
Change 0202 to 4200

Bag formula becomes PA*WP
BATTLE.BIN
Offset: 0x11EC24
00000000
80520508
Offset: 0xEDA00
11000234
03006210
00000000
16170608
F3FF8224
DA160608
00000000

Cloth formula becomes... "axe formula"
Note: Overrides changes done to Cloths in the "Instrument, Dictionary, and Cloth formulas become MA*WP" hack
BATTLE.BIN
Offset: 0x11EC64
00000000
87520508
Offset: 0xEDA1C
12000234
03006210
00000000
20170608
FF00C230
0C170608
00000000
6
PSX FFT Hacking / ASM notes
January 24, 2009, 05:19:14 am
I'll probably add this to the wiki eventually, but for now I'll keep it on the forum for anyone who wants to take a look at it. I gotta give back to the forum in some way, and I figure something like this will help anyone trying to ASM edit.

The fact of the matter there is limited space in BATTLE.BIN and WORLD.BIN to write ASM code. Eventually we will run out of the space. However, if you aren't using every single ASM hack that has been posted on the site, you will actually have space in your own patch's files that hasn't been used. Anyone serious about making a patch should have some basic understanding of ASM so they can change jumps and what-not to add in stuff they wouldn't otherwise be able to. Changing jumps is fairly easy, and people like Razele and Zodiac do most of the footwork if that's all you have to do to add in stuff.

Mostly though, Razele's topic is swamped with requests, and some us don't feel comfortable walking into a topic and requesting shit. DIY isn't just for punk rock bitches.

Notes: (for anyone interested)

Clarification: raw value means the actual value you see, otherwise the "value" is referencing a memory address.

The PSX is little endian. This means values are "reversed" in a way. If an opcode (instruction) writes a value to the memory the bytes get reversed. Example: If it's writing 8019 to the memory, the two bytes are reversed, this means 80 19 is actually stored at the memory address as 19 80. They are read backwards just like they are stored backwards.

Some examples may seem confusing, like addiu (why would I use an example that has r29 as two values?), this is because I'm strictly going to use examples I have seen in the debugger, or "in the wild," unless I'm 100% sure I'm right.

This is meant to compliment Zodiac's ASM lessons which you'll find in another thread. You should read it, although a thorough understanding isn't really required. I barely understood it when I started anyways.

0x8FFFAAAA is the same thing as 0x0FFFAAAA, you'd know that if you read the lessons thread, and you'd know why you use the 8





addiu r29,r29,0xffe8

add r29 to 0xffe8 and store the result in back into r29, the first instance of r29 is the destination

r29 was 801ffec8
r29 became 801ffeb0

A difference of 18.

801ffec8 plus ffe8 is 8020feb0, but notice how the first four digits do not change, only the last four.

you can use addiu to store new values, like if r3 is nothing but zeros, you could do addiu r3,r3,0x0064 to store 64 to r3, this is probably more reliable then ori, addiu r?,r0,0x0000 can probably be used to zero out r?

addu r16,r4,r0

add r4 and r0 together and store the result to r16... r0 is ALWAYS a series of zeros, this particular example is used to move a value from r4 to r16 without changing it

blez r5,0x0005e664

if r5 is something, you do something, then something happens, and you get yummy pie, r5 was higher then the value at that address, which was 08, and r5 was less then 5e664, it skipped the instruction right after it

bne r2,r0,0x0005e650

if r2 and r0 are not equal, go to 0x8005e650

lbu r2,0x0026(r3)

take the value at r3, add 0x0026, and store the byte from the resulting memory address to r2, if r3 was 0x80192bcc, you add 26 to that, which is 80192bf2, the byte at 0x80192bf2 is then stored at r2

lui r1,0x8019

loads raw value 0x8019 into first four "slots" of r1

lw r2,0x2d98(r3)

add 0x2d98 to r3, go to that memory address, and write the 4 bytes (8 digits) to r2

ori r2,r0,0x0001

Zodiac said:
ori is more appropriate to set a value in a register.

ori r2, r0, 0x0000
r2 = 0x00000000

ori r3, r0, 0x0063
r3 = 0x00000063

I think you should go back at lessons to understand how or and ori works. 0x00000000 OR 0x0063 = 0x00000063.


basically ori is used to load constants/immediates into the registries, while lbu and lui are used to store memory addresses into the registries

sb r2,0x38e5(r1)

stores last two digits of r2 to r1+0x38e5, if r1 is 80190000, then it will store the two digits at 0x801938e5, it adds the two values together, although ive never seen it add to a value that didnt end with four zeros, it probably does at some point in time

ive seen sb r0,0x0000(r4), in that example it used the r0 register (which is always a series of zeros) to zero out the byte at he memory address r4 references

sh r2,-0x2f7e(r1)

this operates just like sb, except the length of data being stored is differed (sb is byte, sh is half-word), this is worthy of being noted because of the negative sign you see before 0x2f7e, this means exactly what you think it means, rather then take r1 and add 0x2f7e, it instead subtracts it, if r1 was 80150000, then it will store at 0x8014d084

slt r2,r3,r5

if r3 is less that r5, write r3 to r2

sw r31,0x0010(r29)

stores all eight digits of r31 at r29 + 0x0010

Shift Word commands (sll, sllv, sra, srav, srl, srlv, ect)

http://www.cs.uaf.edu/~cs301/notes/Chapter5/node3.html

QuoteBATTLE.BIN
Offset: 11EBA0
Change 0x38 to 0x36

Crossbow, Knife, and Ninja Blade Formulas become PA*WP

How this was accomplished:

First I looked at 0x80192D94, which is where the current units address is stored (http://www.ffhacktics.com/wiki/Current_ ... ts_address) then I added the SP value to the current units address (http://www.ffhacktics.com/wiki/Formula_Hacking), now I know what specific byte that units speed is stored at.

You have to look at the current units address after you've selected something to attack/cast a spell on/ect. There can be old or incorrect data at that address. Basically, if the game is telling you the amount of damage, or percentage to hit, then it has the correct unit address there. It's best to err on the side of caution in this instance.

Generally, just breaking on the units address is a bad idea. It's interesting enough, you get a chance to see the game loading all sorts of values, from X/Y coordinates to equipment, but it'd take an eternity to zero in on the relevant stat.

The problem I had with this particular edit is that it seemed to alter the SP stat right after throwing it into the registry rather then assigning a temporary address it could pull from later. This meant I could easily see the SP value in the registries after it was called, but no temporary address to follow after that. It is entirely possible I overlooked it though.

Instead, I took the address I got from the units address plus 0x0038 and just followed that. In this case It came up a number of times. It showed up six times at 0x80183968 for all three weapon types, once at 0x80185ba4 for the crossbow and ninja blade, and twice at 0x80133814 for the crossbow and ninja blade.

Rather then edit all three of those addresses I did one at a time to see which one effected all three weapon types. Even though the game never broke at 0x80185ba4 for knife, it ended up being the one that effected the damage on all three.

I wanted to stay as far away as I could from the address that showed up six times. You always have to keep in mind that parts of a formula may be reused elsewhere in the game. Logically it would make sense the address that only showed once would be the one the game uses for those formulas. Indeed, the edit I posted above could very well screw something else up and I just didn't pick up on it. It's probably a good idea to alter as little as possible.

Another thing to keep in mind, take a look at the area around 0x80133814. You see lots of different stats being loaded and stored right? To me that says that this is an area that is used by lots of things. As if the game goes through this area for a lot of skills/spells/weapons/ect, and loads up a whole bunch of (mostly irrelevant to these formulas) values. That was a red flag, if I screw with things here there's a much higher chance I'll inadvertently effect other things.

QuoteBATTLE.BIN
Offset: 1201F8
64000234
00000000

This removes the target's faith from damage calculations, and likely accuracy calculations as well.

How this was accomplished:

Just like the first edit, I found target unit's address using the same method. This time, I added 0x0026 to it for the exact location of the target's faith and set a break point on that stat, and the game broke 0x801838d2. However, once again, there are a lot of values being called and stored in this area, so it was best not to alter this area. This time I did find a temporary address, which was 0x801938d2, and thus it became my second break point.

The temporary address was called at 0x801871f8, and the game broke there. I wanted to know where the game jumps into this area though, because I see multiple mult commands, and I see these mult commands dumping out huge numbers. It jumps in at 0x801871f0, and the first two commands I want to stay clear of. It isn't loading any value from either units address. The address at 0x801871f8 is calling the target's faith, and this is where having a target and unit with different faiths helps, otherwise both values will be the same and it becomes harder to see which is which with certainty.

Rather then try to alter this large string of commands and mults to get it to dump out proper numbers while only considering the caster's faith (which is impossible unless you got a shitload of time to kill), I simply replaced the two commands used to call the target's faith with one "nop" (just zeros) and one ORI command (ori r2,r0,0x0064). 64 is 100 in hex, so basically I just forced a value of 100 instead of letting the game load the target's faith. The formula has a TargetFaith/100 part to it, and this makes it 100/100 (or 1) regardless of the target's faith.

After this the game did break one more time, but I ignored this because when I let the game go one step at a time it seemed to lead me nowhere. More importantly, the step I just did altered the damage the way I expected it to. In all likely hood this edit will effect both damage and accuracy calculations, but at this point I can't say for sure.

Why does the game line up mult commands the way it does around the area I edited? Well, rather then actually using division to calculate this stuff, it simply does a TaFa*CaFa*MA*Y / 10000 formula (to simplify it greatly). Those huge numbers are needed so that after the last mult command it can pull the value from hi rather then lo. This way no division command in necessary, thus it can avoid the nasty effect of division's quotient and remainder being split between hi and lo. It probably does it in less commands this way as well.
7
Old Project Ideas / Hostile Takeover
January 19, 2009, 08:11:39 pm
Video Demonstrations: http://www.youtube.com/user/nates1984

Patching Instructions: Download the zip file attached to this post. Apply extend_ISO first, then Hostile_Takeover_v.25, if you don't have ppf-o-matic3, which is used to apply PPF patches, then you can find that in the zip file as well.

Criticism isn't just welcomed, it is encouraged. Current version is broken pretty badly.

Recognition:

First and foremost, thank you to Zodiac, for running this site to begin with. Without it none of us could be here, literally and figuratively. Also thank you for the various ASM edits you've provided us with, a few of them are present in my patch.

Razele, for his ASM edits, many of which are present in this patch, and many of which are a dream come true.

Melonhead, for FFTPatcher, TacText, and Shishi, because without them, I wouldn't have even started this project. Hex editing all this shit would take far, far too long.

Zozma, Cheetah, Vanya, GreenArcher, VincentCraven, AuraDragon, Kuraudo Sutoraifu, Miroshi Beshima, and McCracker. All of the new sprites in my patch come from these guys.

A second thanks to Zozma, due to the sheer number of his sprites I used.

Squaresoft, for the game engine, and making the original game so ridiculously easy that I seeked out ways to make it harder, which in turn led me here.

Voldemort, for 1.3, because if I hadn't played that I wouldn't have realized the extent I could alter FFT. I still don't forgive him for what he did to Elmdor though.

My ex-girlfriend, for being so much of a lazy shithead and alcoholic that I left her. It's what has given me enough free time to work on this.

And last, and definitely least, our college education system, for being so much of a fucking joke that I seriously studied less then 10 hours last semester and still walked away with good grades. If it was actually worth a damn I wouldn't have had this much free time. So thank you, Mr. Big Brother, for lowering the standards and expectations so much that those of us with half a brain aren't challenged in the slightest.

To-do List

Formula 08 becomes MA*MA

Formula for all weapon types becomes PA*WP

Create MA+Y formula for status effect spells accuracy, or accurately be able to use current formula.

Rebalance items.
8
There are some limitations to giving Two Swords and Two Hands innate to a single job. Two Hands will function properly, and Two Swords will as well to a certain extent. When you do this using the Best Fit option will only equip one sword. You can still manually equip a second one with no problem. However, if enemies have their weapon slot(s) set to random then they will only equip one sword. The obvious work-around is to manually set a weapon in each hand, but that has obvious draw backs.

So yeah, trying to give a job both of those is totally fucked. Has anyone found out why that doesn't work? Can something like this be fixed with an ASM hack, or has anyone found a fix?

I'm guessing there is some kind of check ran against abilities to see what can be equipped, and my guess is that it reads Two Hands first and then doesn't continue.

Anyway, it's fucking lame.
9
The Lounge / The wiki....
January 16, 2009, 06:16:58 pm
http://www.ffhacktics.com/wiki/Talk:Map ... Attack.out

Dunno what the fuck that shit is, but I doubt it was Zodiac who put it in there.

So yeah...
10
PSX FFT Hacking / ENTD
January 01, 2009, 02:22:08 am
How did Voldemort get Beowolf to join in 1.3 with Oracle open and all jobs at level 6?

I think that's what it was anyways.

I can set one jobs level in the ENTD tab, but doing it for multiple jobs is not immediately obvious. When characters join they don't even have the prerequisites leveled. It's funny to see something like bard opened up with all of jobs at level 1.
11
PSX FFT Hacking / Various questions, most are yes/no
November 28, 2008, 03:08:43 am
Hello people, how you doing? Did you have a good turkey day? Good, good... I'm just going to jump right in to my questions. Pretend like I wrote a snappy introduction.

1) WORLD.BIN and BATTLE.BIN are the only two files that have to be the same size after you edit them correct? All the other files containing ability, job, and item names and descriptions, as well as dialog during events and what-not, aren't this way? Note: I know all graphical files have to retain their file sizes, this question is just in the context of text.

2) WORLD.BIN and BATTLE.BIN are the only two files you really shouldn't edit with the text editor included with the FFTPatcher correct?

3) I understand there are 6 special skillsets you can't muck with; item, elemental, throw, jump, charge, and draw out, but....

3a) You can fully edit these skillsets if you change the value in the "Action Menu" tab in FFTPatcher to "default," you simply can't mix and match the abilities in the 6 special sets? For example, you can't add Wish to the vanilla Charge skillset, but you could change the Charge skillset to default, remove all the Charge+ abilities, and then add Wish, right?

3b) You can rename the abilities in these 6 sets correct?

3c) Can you remove skills from these sets? For example, say I wanted to remove Charge+20 from the Archer skillset. I know you can't add more and I know you can alter them in certain aspects, but removal?

3d) You can rename the jobs that are attached to these skillsets correct? Like I could change Chemist to Medic, or Samurai to Boobies, or whatever?

4) Outside of the blank spot directly above Potion in the "Ability" tab in FFTPatcher that is used for the standard attack command, are there any other blank slots in any of the tabs that I shouldn't touch?

5) In the "Skill Sets" tab in FFTPatcher the amount of abilities you can assign to a single set is 16, and a couple jobs like Summoner and Wizard hit this cap. Theoretically, could you hex edit additional skills in to go beyond the apparent limit of 16? In other words, was it limited to 16 because no jobs have more then than, or because you can't have more then that?

6) Here's a technical question, in the form of a picture. =P

BATTLE.BIN, I know from looking at SentielBlade's ASM request topic that 0x11eccc is related to Rafa's formula, which is named 1E in FFTPatcher, hence the second part of the question, although that seems like a hell of a lot of space to dedicate to one formula.



7) You can mix and match any sprite/skillset combination for enemies in ENTD, but if you let the player invite an odd combo it'll revert to the sprite the skillset is attached to, glitch, or crash the game, correct?

8} You could replace Bard and Dancer with new sprites, abilities, ect, to create new female and male only classes right? Theres nothing glitchy with messing with these guys like the jobs/skillsets I mentioned in question 3?

Luckily editing sprites and effects is pretty well documented in the forums, so I don't need to ask any questions about those. Heh, this is kind of a wall o' text, sorry about that.