Modding => PSX FFT Hacking => Topic started by: Choto on February 27, 2012, 06:05:00 pm
Title: Choto's ASM Hacks and Effects
Post by: Choto on February 27, 2012, 06:05:00 pm
Mighty Sword Hack:
This makes it so that the mighty swordskills have a % chance to break equipment, but always function as normal damage swordskills. Maintenance prevents item breakage, but not damage. Change "XX" to whatever chance to break you want. I also changed the damage formula to (WP+Y)*PA like the other swordskills, and divided the damage by 2 to prevent roflstomping. If you don't want this, change the bolded line to "00000000".
Giving FFM's suggestion a shot and making the break chance be whatever the ability X in FFTPatcher is. If anybody gives this one a shot please let me know if it works correctly as I didn't test it yet.
Spells can Crit Hack (Needs fixing, does not work)
Here is a Beta "Spells can crit" hack. This trades compatibility for critical hits in formulas 08, 1a, 1f, 21. Its only a quick and dirty version but with an initial test it seemed to work. Oh, It also cancels the knockback routine for critical hits because last time we tried this it seemed to mess things up. I'd like to expand this hack to make a couple other formulas able to crit.
Blank Support ability Hacks: FFM's originals fixed for load delay
Blank support below Non-Charge increases damage and healing by X%. Blank support 2 under Non-Charge reduces damage/healing by 20%. Note: X value is hexadecimal. Default is 0x14, or 20%.
<Patch name="Supports under non-charge hack"> <Description> Blank support below Non-Charge increases damage and healing by X%. Blank support 2 under Non-Charge reduces damage/healing by 20%. </Description> <Location file="BATTLE_BIN" offset="11F580"> ba600508 00000000 </Location>
Addend: This removes the decrease in healing for the 2nd blank support under Non-Charge.
<Patch name="Supports under non-charge hack Healing Addend"> <Description> This removes the decrease in healing for the 2nd blank support under Non-Charge. </Description> <Location file="BATTLE_BIN" offset="1203bc"> DF470508 00000000 </Location>
@ Raven: Revised these to work with Item and fixed the decrease to be 20% for simplicity.
Blank support Accuracy Hack:
Edit: Apparently the second hack doesn't work correctly. I'm leaving it up just for record, but the first hack after this description will null 20% of the targets evade. This is the one used in JOT5 and should work fine. Thanks to Grond for the tip-off
Combined this with an altered version of Xif's hack that should add % hit to all abilities. This is not thoroughly tested so please report any abilities that are not affected by it.
<Patch name="Support under Equip Change adds XX% Hit (with Xif's Hack)"> <Description> Set YY and XX to be the same value </Description> <Location file="BATTLE_BIN" offset="11e9cc"> FC470508 00000000 </Location>
Sprite ID causes Game Over when crystallized/treasured:
You can put up to 5 different sprites that will cause game over. If you need less, just make the excess ones duplicates and it should work fine. Special thanks to Glain for basically figuring everything out for me and explaining it.
<Patch name="Unit Dismissal Hack"> <Description> You can have up to 12 units that are not dismissable. Enter their Sprite ID and it will be so. Default: 01, 02, 03. </Description>
This will change the time it takes for a jump to land. The default formula is 50/speed. Right now you can only change the constant and the stat chosen. I'd like to expand it a bit and put it in Raven's spreadsheets.
<Patch name="Jump CT formula hack"> <Description> Formula is CONST/STAT. STAT corresponds to offsets in Unit Data. </Description>
*This hack breaks the added damage for having a spear atm. I'll fix this later <Patch name="Jump Formula Hack"> <Variable file="BATTLE_BIN" offset="1247e0" default="64" name="Formula #"/> </Patch>
Break skills miss if break does not occur
This will keep formula 25 from defaulting to a regular attack if no equipment is present. Good for using break skills as a proc-effect and preventing a double-attack. Cheer to Raven for the idea.
<Patch name="Break skills don't default to weapon strike"> <Description>
This hack is a little strange, but it allows you to change which ability effect is used for the thrown bombs. It uses the Evade and Unkown bytes together as the EFFECT ID. Edit these values in FFTPatcher and apply the ASM. Fingers crossed for no bugs :) (It's the unknown byte to the right of "Range" in the Items tab)
Ex: to make Fire ball use Choco Ball: Unknown = 0x01 Evade = 0x3d Total ability = 0x013d
Ok, bear with me. The effects ID's are stored in reverse order. Also, instead of ability ID's over 0xff being 0x0100, they have 0x0900. This simply means that there's an 0x0800 flag active for some reason. In order to not break anything you may need to keep that flag. Edit as follows:
X potion is currently 0x0a09, which is really 0x010a (09 turns into 01 and is placed in front) To change this to 0x0001 (cure), turn the 9 into an 8, and place it in front again: 0x0801
It's a bit strange for the time being, but these will be assimilated into Raven's workbooks where they will be much more intuitive.
This allows you to keep striking with your equipped weapon on multi-strike/weapon strike abilities. If two weapons are equipped, it will alternate between right hand and left hand weapons.
Two hands affects abilities with weapon strike/ranged weapon
This hack doubles WP for any ability using weapon strike/ranged weapon flags. If WP is not in the abilities formula it will have no effect. It also has no effect if the weapon is forced two hands just like vanilla. Brought to you by Limited Testing LLCâ„¢.
V1.2 Fixed a problem with doublecast Fixed a bug that broke all other sprite animations
This has 2 parts. The Multi-Hit editor allows you to designate how many hits each ability will have, if it is a random or set number, and if having two swords will allow 2 hits (attack, break skills, etc.).
The Weapon Effect editor will allow you to give a weapon an effect when used with ATTACK. It mimics an ability, so the designated ability ID must have the effect that you want to set. In other words, this will make a weapon function like a Magic Gun, but adhere to its own weapon formula.
Multi-Target Effect Files
These effect files should allow effects like Wave Fist to display on all targets hit by the ability instead of just a single target. This was done using my effects editor, so there might be some that don't work. Having things like too many particle effects at once, or the camera switching too quickly will cause a crash too. Please post if you find one that doesn't work and I'll fix it up. Just import these via CDMage in the Effect folder. These effects are in the Effects.rar attachment.
E317 - Choco Ball
R/S/M Freedom Hack This hack allows you to designate which R/S/M adhere to reaction slots, support slots, and movement slots. In FFTPatcher if you click on one of the RSM abilities, you'll notice a textbox called "Ability ID". To use this hack, change those numbers to the following:
Reaction - 1 Support - 2 Movement - 3
From what I could tell this byte had no effect in vanilla. Hopefully it won't break anything.
This one will let you choose what ability Hamedo performs. You have to input Skillset number and Ability ID. The Ability Id bytes are swapped, so if I want ability 0x01FF, I need to put in 0xFF01.
<Patch name="Hamedo attack/skillset"> <Description> Ability ID bytes are reversed. For example if I want Stasis Sword (009B) I would enter 9B00 for Ability ID and 21 for Skillset </Description> <Variable file="BATTLE_BIN" offset="1170b8" default="14" name="Skillset"/> <Location file="BATTLE_BIN" offset="1170b9"> 000534 </Location> <Variable file="BATTLE_BIN" offset="1170c0" bytes="2" default="FF01" name="Ability ID"/> <Location file="BATTLE_BIN" offset="1170c2"> 0634 </Location> </Patch>
Chocobo and Unit move independently
This hack will allow both the chocobo and unit riding it a movement per turn. That means you can move from unit to mount, and then move with the mount. Or if you start the turn mounted you can move with the mount and then move off the mount with the unit.
** This hack has bugs, but I can't recreate them. If anybody uses this hack and notices that they can move multiple times, try to get a savestate before the unit moves so I can fix it =)
All Mimes start with 0 abilities in their mimic skillset. Whenever an ability flagged "mimicable" is used, it gets put into their skillset. In this manner they learn abilities over the course of the battle. Original Mimic functionality is deactivated.
Caveats/to be fixed: -Max number of 16 abilities -Item, charge, jump, throw, etc. cannot be mimic'd yet -Katana abilities are usable regardless of inventory (I think). Katanas may not break -Additional miscellaneous bugs that are bound to exist
<Patch name ="Choto's Mime Redesign v2.0 - Mime learns abilities used in battle"> <Description> All Mimes in battle start with 0 abilities learned. When an ability set "mimicable" in FFTP is used, it is added to the
mimic skillset for all units. Max number of skills is currently hardcoded to 16 regardless of variable setting. </Description> <Location file="BATTLE_BIN" offset="11a4a8"> <!-- Allows mimic to show up as a skillset --> 00000000 </Location> <Location file="BATTLE_BIN" offset="11a8ec"> <!-- Set all mimic abilities learned --> FBFF2225 13000334 80470508 00000000 </Location> <Location file="BATTLE_BIN" offset="EAE00"> <!-- Set all mimic abilities learned --> 07004310 1300422C 03004010 00000000 40060608 00000000 43060608 00000000 51060608 00000000 </Location> <Location file="SCUS_942_21" offset="4ad7c"> <!-- load learned abilities --> 90470508 18000334 </Location> <Location file="BATTLE_BIN" offset="EAE40"> <!-- load learned abilities --> 08006414 00000000 1580033C 00206324 21186500 21186500 00006294 89690108 00000334 0680033C 61690108 944A6324 </Location> <Location file="BATTLE_BIN" offset="5ec"><!--Mimic behaves as default skillset--> d8510780 </Location> <Location file="BATTLE_BIN" offset="128030"><!--Store learned ability in mimic skillset--> A4470508 </Location> <Location file="BATTLE_BIN" offset="EAE90"><!--Store learned ability in mimic skillset--> 1980013C FCF5228C 00000000 1F004014 A8382124 00002394 0680013C 1B006010 C0100300 23104300 40100200 F0FB2124 21204100 05008290 1580013C 10004230 12004014 FC1F2290 00000000 2000462C 0E00C010 00000634 21282600 0020A494 00000000 09006410 2000C42C FAFF8014 0200C624 00000000 40300200 2120C100 02004224 FC1F22A0 002083A4 0800E003 00000000 </Location> <Location file="BATTLE_BIN" offset="eAFFC"><!--Store learned ability in mimic skillset--> 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 </Location> <Location file="BATTLE_BIN" offset="00116BD8"><!--Mimic functionality--> FFFF0234 </Location> <Location file="BATTLE_BIN" offset="113980"><!--Item Throw range--> ffff0334 </Location> <Location file="BATTLE_BIN" offset="116b50"><!-- MP Usage--> 00000000 </Location> <Location file="BATTLE_BIN" offset="127f4c"><!--Ability data setting--> 00000000 </Location> <Location file="BATTLE_BIN" offset="11bf64"><!--Mimic Ability storing--> 06004014 </Location> <Location file="BATTLE_BIN" offset="DA84c"><!--Spell Quote--> 00000000 </Location> </Patch>
Title: Re: Choto's ASM hack
Post by: Pickle Girl Fanboy on February 27, 2012, 06:32:50 pm
Is this your ASM hacking thread?
Title: Re: Choto's ASM hack
Post by: Choto on February 27, 2012, 08:52:31 pm
It will be, but for now only 1 hack till i hack more hacks.
Title: Re: Choto's ASM hacks - Mighty Sword chance to break/ Spells can crit
Post by: Celdia on March 02, 2012, 03:46:29 pm
QuoteMighty Sword Hack
Just going on record that I love this idea. A great first contribution to the ASM hacks around here, Choto.
Title: Re: Choto's ASM hacks - Mighty Sword chance to break/ Spells can crit
Post by: Choto on March 24, 2012, 09:49:11 pm
FDC pointed out an error in the Mighty Sword hack that broke the AI usage of the abilities. The OP should now have the fixed version. My bad!
Title: Re: Choto's ASM hacks - No Zodiac Compatibility calculation
Post by: Choto on April 20, 2012, 06:01:19 pm
Updated with a no zodiac compatibility hack
Title: Re: Choto's ASM hacks - No Zodiac Compatibility calculation
Post by: Cherrie on April 20, 2012, 09:16:04 pm
That Zodiac compatibility hack is exactly what I was looking for. I'll try this out after I get some sleep.
Title: Re: Choto's ASM hacks - No Zodiac Compatibility calculation
Post by: Choto on April 20, 2012, 09:52:44 pm
glad to be of service :) I should mention that all i did was prevent formulas from calling the routine, so if you use any formula hacks that DO call the routine, it will still calculate zodiac compatibility. Down the road i'll have to do it the correct way.
Title: Re: Choto's ASM hacks - No Zodiac Compatibility calculation
Post by: Pride on April 20, 2012, 11:11:25 pm
If you're looking to make the game skip over the compat section, couldn't you just start of with, at the start of the compat routine, a jump and return?
jr r31 nop
Title: Re: Choto's ASM hacks - No Zodiac Compatibility calculation
Post by: Glain on April 21, 2012, 01:56:11 am
Probably the reason why it's freezing is because all of your offsets past 0x122018 are off by 0x1000.
But, like Pride said, all you really need for this hack is to make the zodiac compat routine do nothing, instead of removing all the calls to it... which can be accomplished with a simple [jr ra] followed by [nop] at the start of the routine.
Title: Re: Choto's ASM hacks - No Zodiac Compatibility calculation
Post by: Choto on April 22, 2012, 06:37:50 pm
ah thank you sirs. I didn't do it that way because i didn't know if it would mess something else up register-wise, and i didnt' have time to really look into it. I'll give it a shot when i get a chance though. Thanks!
Title: Re: Choto's ASM hacks - No Zodiac Compatibility calculation
Post by: Choto on April 23, 2012, 10:47:23 pm
No Zodiac Compatibility fixed and tested!
Title: Re: Choto's ASM hacks - No Zodiac Compatibility calculation
Post by: Glain on April 24, 2012, 10:33:06 am
Ack, what's up with that offset? That seems to be in the middle of the Gained JP Up section. Shouldn't it be 11D964?
You can make a routine immediately return. You don't have to put a nop before it. (You do need the one after it in the branch delay slot)
Title: Re: Choto's ASM hacks - No Zodiac Compatibility calculation
Post by: Choto on April 24, 2012, 07:21:54 pm
Ack indeed... i thought i changed that lol. Thanks :P. Ya I wasn't sure just wanted to play on the safe side with the pre-emptive nop.
This hack is dedicated to cherrie, for sharing my desire to nuke the zodiac compatibility system. ^_^
Title: Re: Choto's ASM hacks - No Zodiac Compatibility calculation
Post by: Cherrie on April 26, 2012, 12:05:46 pm
Hooray :D
Title: Re: Choto's ASM hacks - No Zodiac Compatibility calculation
Post by: FFMaster on April 28, 2012, 01:29:46 am
As a small suggestion, instead of XX000534, make it load X instead, which is unused, and hence you can change destroy% for each skill separately.
The formula will end up as Dmg_[(WP+Y)*PA] or Dmg_[(WP+Y)*PA/2] X% chance to break equipment, depending on whether you remove the bolded line or not.
Title: Re: Choto's ASM hacks - No Zodiac Compatibility calculation
Post by: Choto on April 28, 2012, 08:10:49 am
I see what you mean, thanks! I'll put this on the big pile of crap to do... eventually i'll throw it in there long as I have the space.
Title: Re: Choto's ASM hacks - No Zodiac Compatibility calculation
Post by: Choto on August 10, 2012, 04:43:03 pm
updated with a fix for Xif's Weapon Innate Hack. It wasn't adding RH shield evade or LH weapon evade... i think.
Updated with the Game Over Hack
Title: Re: Choto's ASM hacks - Game Over Hack
Post by: Pride on August 15, 2012, 07:13:42 pm
QuoteSprite ID causes Game Over when crystallized/treasured
Amazing!!
Title: Re: Choto's ASM hacks - Game Over Hack
Post by: Glain on August 16, 2012, 08:44:41 am
Just an idea so you don't have to keep repeating code if you need to check against more sprite sets...
You could store a list (array) of sprites somewhere in the kanji table, and end it with some value that indicates the end of the list (say 00). Then you could write code to just loop through all the sprite set IDs in the list. Something like this (If you don't need this in routine format, you could eliminate the return address tomfoolery):
addiu sp,sp,-20 sw ra,4(sp) sw s0,8(sp) # Counter for loop sw s1,12(sp) # Result (did we find any crystals/chests?) sw s2,16(sp) # Base pointer for array of sprite sets to check
li s0,0 # Counter starts at 0 la s2,array_pointer # Load in base pointer for array lbu a0,0(s2) # Get first sprite set li s1,0 # Result starts at 0
loop_start: beq a0,zero,loop_end # Exit loop if sprite set is 0 nop
jal 0x180b2c # Call sprite set lookup nop
xori t0,v0,-3 # t0 = 0 if result = -3, non-zero otherwise sltiu t0,t0,1 # Flip t0 (0 becomes 1, non-zero becomes 0) addu s1,s1,t0 # Add t0 to result
addu t1,s2,s0 # Add counter (offset) to base pointer for next sprite set lbu a0,0(t1) # Load in the next sprite set
j loop_start addiu s0,s0,1 # Increment counter and go back to loop start
loop_end: lw ra,4(sp) lw s0,8(sp) lw s1,12(sp) lw s2,16(sp) addiu sp,sp,20 jr ra move v0,s1 # Return result (value in s1)
Title: Re: Choto's ASM hacks - Game Over Hack
Post by: Choto on August 16, 2012, 01:19:09 pm
hmm.... i kind of get it, just gotta reread it a couple times. Thanks Glain for the advice, i'll give this a shot probly late next week
Title: Re: Choto's ASM hacks - Game Over Hack
Post by: LastingDawn on August 16, 2012, 04:18:21 pm
Thank you Choto! Now Rad no longer has to be "invincible" to make sure he doesn't Crystalize/Treasure Box. He can die and cause a game over.
Title: Re: Choto's ASM hacks - Unit Dismissal Hack
Post by: Choto on September 13, 2012, 11:20:20 pm
Added the Unit Dismissal hack. It seems to work fine with qoutes.. but report any bugs if they pop up.
Title: Re: Choto's ASM hacks - Unit Dismissal Hack
Post by: MiKeMiTchi on September 14, 2012, 09:44:34 am
That useful Unit Dismissal Hack. It's undoubtedly a must have for all custom patches out there with new playable main units. Hope there aren't any bugs popping. :)
Title: Re: Choto's ASM hacks - Jump CT Hack
Post by: Choto on October 04, 2012, 08:49:24 am
Added Jump CT hack
Title: Re: Choto's ASM hacks - Break skills hack
Post by: Choto on November 25, 2012, 05:41:44 pm
Added a Break skill hack (formula 25) see OP for details.
Title: Re: Choto's ASM hacks - Break skills hack
Post by: Glain on November 25, 2012, 07:07:07 pm
I can't seem to expand the details for the new hack in the original post. Could be a problem with the tags/formatting?
Title: Re: Choto's ASM hacks - Break skills hack
Post by: RavenOfRazgriz on November 25, 2012, 08:14:16 pm
Spoiler tags can't have apostrophes in them, Choto.
Title: Re: Choto's ASM hacks - Break skills hack
Post by: Choto on November 25, 2012, 08:16:07 pm
Oh, how 'bout that lol.. Should be fixed now
Title: Re: Choto's ASM hacks - Break skills hack
Post by: Timbo on November 25, 2012, 08:37:57 pm
If you have two weapons equipped will you still get two chances to break a weapon?
Title: Re: Choto's ASM hacks - Break skills hack
Post by: RavenOfRazgriz on November 25, 2012, 08:51:10 pm
Yes, all this ASM does is make it so that if your opponent has no item, the skill automatically fails. Like Mighty Sword.
Title: Re: Choto's ASM hacks - Bomb Effect Hack
Post by: Choto on November 28, 2012, 08:11:01 pm
Added Thrown Ball Effect hack. Happy bombing!
hint: removing the feather from feather bomb will yield a perfectly good grenade effect!
Edit: Also added an Item Effect Hack. I dunno why it wasn't included in FFTPatcher in the first place.
Title: Re: Choto's ASM hacks - Bomb/Item Effect Hack
Post by: Choto on December 04, 2012, 11:10:14 pm
Good thing nobody bothered with the unit dismissal hack.. cause it was totally broken.. AND... it had the JoT5 values in there. Silly me...
hopefully fixed now.
Title: Re: Choto's ASM hacks - Bomb/Item Effect Hack
Post by: Vanya on December 08, 2012, 02:06:31 pm
So the bomb/item effect hacks just change what effect is referenced, right?
Title: Re: Choto's ASM hacks - Bomb/Item Effect Hack
Post by: Choto on December 09, 2012, 08:43:23 pm
yup, but in different ways. The items are just read from the ability effect table. I forget what I did with the bombs... I think it may just be hardcoding them?
Title: Re: Choto's ASM hacks - Bomb/Item Effect Hack
Post by: Choto on December 11, 2012, 09:08:46 am
Added a fixed version of Short Charge affects Charge skillset
Title: Re: Choto's ASM hacks - Short Charge affects Charge
Post by: Dome on December 11, 2012, 10:03:58 am
/* Counter Tackle */ 0017e30c: 02202021 addu r4,r17,r0Move Unit Data to r4 0017e310: 3405000b ori r5,r0,0x000br5 = 0x000b 0017e314: 0805f8f7 j 0x0017e3dc 0017e318: 34060093 ori r6,r0,0x0093r6 = 0x0093 (Dash)
Title: Re: Choto's ASM hacks - Short Charge affects Charge
Post by: Choto on January 01, 2013, 01:15:04 pm
Added Multi-weapon-strike Fix
Title: Re: Choto's ASM hacks - Short Charge affects Charge
Post by: Vanya on January 02, 2013, 07:15:01 am
Sweet! That was such a huge thorn in MY side that I stopped working on my hack a couple of years ago. Now with this major stumbling block gone, I can go back and try to finish it.
Title: Re: Choto's ASM hacks - Short Charge affects Charge
Post by: Choto on January 03, 2013, 12:46:21 pm
Added the Two hands affects abilities with weapon strike/Ranged weapon flags hack
Title: Re: Choto's ASM hacks - Short Charge affects Charge
Post by: Choto on March 10, 2013, 12:14:33 pm
Added the Weapon Effect Editor to the Multi-Hit Editor and attached it to the main post. This will allow you to give weapons an effect when used with the ATTACK command. I didn't test this for what happens when things miss or are blocked.. actually now that I think about it I have a feeling it might display the effect anyway. Just aesthetic preference though I guess.
Yes it's totally unnecessary, but hey, why not?
Title: Re: Choto's ASM hacks - Weapon effects hack
Post by: Choto on March 26, 2013, 10:44:18 am
Fixed the Two hands doubles WP hack, was defaulting attack to 00 damage.
Title: Re: Choto's ASM hacks - Weapon effects hack
Post by: DuxorW on April 15, 2013, 09:21:47 pm
Tested your very cool weapon effect hack by giving the flare effect to a rod. While it had the desired effect, whenever my mages cast a spell it is accompanied by a punching animation. It's a fresh ISO with no other patches/hacks. Anyone else that can test this?
Title: Re: Choto's ASM hacks - Weapon effects hack
Post by: Choto on April 15, 2013, 11:06:14 pm
ugh this is a massive failure on my part. I will fix this since this hack is actually one that i care about :(
Title: Re: Choto's ASM hacks - Weapon effects hack
Post by: Choto on April 17, 2013, 05:29:44 pm
Fixed some bugs with the Multi-Hit Editor, see the changelog. I also closed that thread just to unify everything in one thread, so post any future issues here
Title: Re: Choto's ASM hacks - Weapon effects hack
Post by: DuxorW on April 17, 2013, 10:02:38 pm
This still causes my mages to punch when casting spells.
Title: Re: Choto's ASM hacks - Weapon effects hack
Post by: Choto on April 18, 2013, 07:32:30 am
That's cause your spreadsheet is haunted. Light 10 candles and download the new one I just uploaded (for some reason the fix wasn't saved o.O)
Title: Re: Choto's ASM hacks - Weapon effects hack
Post by: Choto on April 30, 2013, 01:55:05 pm
fixed a formatting error with the Item effect hack that caused it to not load into FFTorgASM. Thanks Raven
Edit: Fixed another formatting error that made it straight-up not work.
Title: Re: Choto's ASM hacks - Weapon effects hack
Post by: Choto on June 14, 2013, 07:30:45 pm
For Glain and anybody who does coding in C# I guess.
Spy++, allows you to see the processes, windows (and handles), and threads running on the computer.
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on January 22, 2014, 10:07:01 am
Added Multi-Target Effect Files
Title: Re: Choto's ASM Hacks and Effects
Post by: Timbo on January 22, 2014, 03:07:16 pm
Thanks for the multi hit effects. I had several in mind that I was planning to do. Awesome.
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on January 30, 2014, 04:17:13 pm
Added an R/S/M hack that allows you to designate which abilities use reaction, support, and movement slots. Now you can take all those redundant movement abilities and turn them into Supports or reactions if you know how to. Shout out to Krendall for the idea.
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on February 05, 2014, 10:22:19 am
Added Hamedo fix that lets the original attacker have a turn to attack and a hack that lets you choose what ability hamedo performs.
Title: Re: Choto's ASM Hacks and Effects
Post by: Jumza on February 05, 2014, 11:45:52 am
Woah, Choto that's awesome! I love how everyone else's response to people asking for that was "No one's done it before, and it seems difficult" and your response is "Here you go, I did the thing"
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on February 05, 2014, 11:57:00 am
Haha thanks... I really really lucked out on this one though. It was the equivalent of looking for something in a box in a room full of boxes... and the second box you opened happened to be the right one.
Title: Re: Choto's ASM Hacks and Effects
Post by: Xifanie on February 05, 2014, 12:28:51 pm
I love when that happens, sadly there are more: - That's going to be easy... DAMMIT THAT'S TOUGH! than - That's going to be really tough... well darn that was simple.
Good job anyway :p If you didn't do it, either no one else would have or it would've probably taken a long time. It's definitely the kind of hacks we need.
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on February 13, 2014, 04:45:51 pm
Added a Chocobo Movement hack. See the description for details. This hack went through many iterations of testing, so let me know if something is wrong with the version I posted. Actually... I just found a bug. If the units act and move are spent it will end turn without giving you a chance to move the mount. I'll fix this soon
Edit: Yaaaa we got issues. Don't use this yet..
Edit2: Ok, think i fixed it. Probly more bugs in it but it works at least ^_^
Title: Re: Choto's ASM Hacks and Effects
Post by: Timbo on February 13, 2014, 04:54:01 pm
Consider it done. This hack is brilliant, very creative.
Title: Re: Choto's ASM Hacks and Effects
Post by: Celdia on February 13, 2014, 11:50:29 pm
Well, that's pretty goddamned impressive. I wonder how much it would conflict with in my patch if I tried to apply it. XD
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on February 14, 2014, 12:20:21 am
Tyty! I can always find some more space for you Celdie. With Raven's Kanji Space Nopper it's much easier to see how much real estate you have =)
Title: Re: Choto's ASM Hacks and Effects
Post by: Celdia on February 14, 2014, 07:38:15 am
I'm left wondering if that claim accounts for ALMA 4.
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on February 14, 2014, 07:59:12 am
ALMA 4 is very hungry... if you have an .xml with all of your hacks, send it to me and i'll kanjispacenop a battle.bin, apply your hacks, and take a look. Maybe I should take a pass at those hacks sometime...
Title: Re: Choto's ASM Hacks and Effects
Post by: Vanya on February 14, 2014, 10:06:30 am
Nice work on the Chocobo hack. I'd be curious to see what you could do with ALMA. And for that matter RAD.
Title: Re: Choto's ASM Hacks and Effects
Post by: Timbo on February 14, 2014, 10:50:31 am
If I use hacks to make other monsters mountable. Will this affect them as well?
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on February 27, 2014, 11:28:31 pm
My bad Jack i thought I replied.. It should work exactly the same way for other monsters if they're mountable.
Title: Re: Choto's ASM Hacks and Effects
Post by: BlankM on March 09, 2014, 07:37:51 pm
Great mount hack for chocobos and whatnot. I really like it. However there does seem to be some bugs. Example I'm not mounted, and if I move and attack someone, if I'm guarded I'm allowed to move again.
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on March 09, 2014, 07:54:17 pm
Thanks, and thanks for the feedback, but what exactly do you mean by if you're guarded? More details the better.
Title: Re: Choto's ASM Hacks and Effects
Post by: BlankM on March 09, 2014, 08:03:00 pm
Sorry but I'm not exactly sure how to reproduce it. It seems rather random, but it happens most often if I am guarded/parried, or if my attack misses. Its happened about 3 times so far. Usually while I'm testing in random encounters, twice with no mounts deployed at all.
Edit: With further testing it seems to always happen with specific tiles on the map. Not sure whats special about said tiles.
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on March 12, 2014, 10:57:13 pm
I couldn't reproduce this but I know I've noticed it before.. do you have a savestate with a battle that it was happening in?
Title: Re: Choto's ASM Hacks and Effects
Post by: Grond on March 24, 2014, 01:55:29 pm
Hello, nice hacks you've made here:)
However, your "Blank Support under Equip Change adds XX% to final hit%" patch doesn't seem to function as described. I tried it and it seems to double the base hit rates, and then adds the XX/YY value on top of that, which can lead to very high success rates.
Also, I'm having a minor issue with the Hamedo Fix, though it isn't a bug as much as it is an unintended side-effect, I suppose, but using this patch I noticed that giving Hamedo and Counter to the same unit (all monsters in my mod will have Counter + a second reaction innate) allows the unit to perform Hamedo and/or Counter in response to a single attack (letting it potentially get two hits in retaliation) when normally only one of the two reactions should randomly trigger. I haven't tested if this happens paired with anything besides Counter. I'm not too bothered by this, but if you can fix it without much trouble it would be nice, I suppose.
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on March 30, 2014, 08:04:08 pm
Added two status-related hacks. One that allows you to set which status get removed by hp damage, and one that breaks the chicken status application when a units brave is low.
Grond, forgot to address the Hamedo thing. It probably could be done but it's not really a high enough priority since it's easy to work around. Hamedo is handled pretty uniquely in the code so it's like a high-effort little reward situation.
Title: Re: Choto's ASM Hacks and Effects
Post by: Grond on March 30, 2014, 11:22:58 pm
No worries about the Hamedo quirk. I actually had it (+Counter) on a monster class that had Two Swords innate as well, so they were able to get 4 attacks in on whoever hit 'em.:D But I've just removed Two Swords from them to compensate for the quirk (it didn't function with their normal attack anyway). So yes, it's easy to work around.
Title: Re: Choto's ASM Hacks and Effects
Post by: LastingDawn on May 18, 2014, 12:07:37 am
Hello Choto, I have a little bit of a request, but its a request I can put forth with full details, I would try my hand at it myself, but I'm not really sure about correct PSX ASM terminology and the like or where this formula is in RAM or ROM.
Do you recall the "Libra" skills from other FF games? It shows you the enemy's stats, weaknesses, etc. Well I always thought that the "???" would be a perfect reason for a Libra skill in FFT. In a normal sense its plain why they didn't use anything like that, because removing the "???" normally means they have about 999 HP.
But with the ability to change the divisor of HP that "???" increases there's no need for any HP increase at all.
Here is the thought. To take formula 5D Dragon: Set_Quick and change it to 5D Clear ??? from Target if applicable.
The way to go about this is rather simple. Have the code look at the target's stats. Look at 0x0006 (where the formula for Steal Heart would look) and have it look for a 04 bit. If found, Libra would minus that value by 04, thereby showing you the stats and equipment of the enemy in question. The exceptions would be if the enemy is a Monster and Male/Female to allow players the choice to have enemies that they don't want scanned to not be scanned (or use an unknown in the ENTD if easier)
This is just a thought I'd throw out there, but it might help people who want to keep more than the Lucavi mysteries, but also in giving it a classic FF feel with Libra.
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on May 18, 2014, 01:15:57 pm
Well the formula end of it would be cakesauce. The hard part would be finding the "divisor" that modifies the HP amounts and stuff. AFAIK it's tied to raw stats....
The harder part would be finding the time to do it. I'll put it on my list of back burner stuff but if you can find the divisor or where the game makes the modification it would make things very easy to do.... assuming there are no other complications. fwiw I think it's a neat idea.
Edit: Well I happen to have found where it uses the divisor... maybe i'll look into it soon
Title: Re: Choto's ASM Hacks and Effects
Post by: LastingDawn on May 18, 2014, 09:11:03 pm
Ah, sorry about that. The Divisor is in Raven's Terrain, Status, and Multiplier Workbooks. I wouldn't have mentioned this at all had that part not already been found, hehe. My first worry was that it wasn't dynamic, but that was also my first test. The "???" is dynamically loaded and can be added and removed whenever one would please, had there been functionality for it in the game itself.
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on May 18, 2014, 10:16:40 pm
So you have all the stuff you need except the formula. It's as simple as load a value, subtract from the value, store that value.
Here is where the targets data is loaded from:
80192d8c - Attacker Current Action Data Pointer 80192d90 - Target Current Action Data Pointer 80192d94 - Attacker's Data Pointer 80192d98 - Target Data Pointer
So we do:
lui r1, 0x8019 lw r2, 0x2d98(r1) #load address of targets data nop lbu r3, 0x06(r2) #load from that address + 6 (the ??? flag) nop andi r3, r3, 0xfb #mask off the 0x04 bit (only that flag is turned off) sb r3, 0x06(r2) #store back into targets data without ??? flag jr r31 nop
then we just need to put it into the right spot of the formula but I'll get into that later. I'm going to edit this post as I go along in the hack since it's simple. If you want to learn the ASM side of it perhaps it will help you to see the process.
Title: Re: Choto's ASM Hacks and Effects
Post by: LastingDawn on May 18, 2014, 10:46:00 pm
Hmm, that does seem remarkably simple. Very similar to SNES ASM in many regards. It's just a matter of knowing where the mirror data is and what is located there. It seems like FDC did a large disassembly of FFT's Battle.bin as I did with FFIV, it seems like it's mostly a matter of knowing what each Formula works to from that specific area. The Current Action matter is lost on me though, what does that particularly refer to?
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on September 16, 2014, 08:30:16 pm
Added a mime redesign hack. Some things need to be added later on so this is v1.0
Lastingdawn, sorry I just saw that I dropped the ball on that hack. Now of course I have no time but remind me down the road and we'll finish it up.
Title: Re: Choto's ASM Hacks and Effects
Post by: Xifanie on September 16, 2014, 10:07:39 pm
That's pretty awesome, I love the idea. It's mostly the only way it can work; well if we wanted it FFVI style, you could have one ability slot per ally on the field, but I'd just keep it the way it is. I just wish compatibility was better than it is... stupid skillset types.
Title: Re: Choto's ASM Hacks and Effects
Post by: Vanya on September 18, 2014, 06:11:25 am
Bravo, Choto. That is a waaay better Mime.
Title: Re: Choto's ASM Hacks and Effects
Post by: Timbo on September 18, 2014, 09:32:53 am
Excellent work!
Title: Re: Choto's ASM Hacks and Effects
Post by: Jumza on September 18, 2014, 04:48:32 pm
Holy crap, that's crazy and amazing Choto!
Title: Re: Choto's ASM Hacks and Effects
Post by: MiKeMiTchi on September 18, 2014, 06:51:20 pm
Love the redesign idea! Great job, Choto. ;)
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on September 18, 2014, 08:10:15 pm
If I ever get to it, I think i can trick the game into accepting other types of abilities in normal skillsets. I got potion to work from a normal skillset once.. we'll see
Title: Re: Choto's ASM Hacks and Effects
Post by: nitwit on September 19, 2014, 05:29:08 am
What hacks do you want to see Choto?
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on September 19, 2014, 09:03:23 am
Hahaha take requests from Choto! As if could pick up MIPS that fast!
I wouldn't say I'm asking what you think should be done, although I do want to know that. More like what kind of things do you want? You could make two lists, one realistic which considers time and effort and the other assuming infinite time and resources.
I don't know. Most people seem to ask hackers for requests. I want to know what the hackers want.
Title: Re: Choto's ASM Hacks and Effects
Post by: Xifanie on September 19, 2014, 10:53:17 am
I think this is kinda what my topic is for? :v ASM Hack Proposals (http://ffhacktics.com/smf/index.php?topic=10535)
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on September 19, 2014, 11:21:30 am
I have some desires that are kind of pipe dreams. I'd like to load formation sprites into sample.lzw and get them to load correctly. I'd like to be able to allow a unit to end up somewhere else after they use an ability.
More.attainable ideas... getting ability types to work in any skillset. I have a berserker.hack that I want to get to. I'd love to get a much better handle on effect editing. I think I'm close to attempting a legit red.magic skillset. I think pride cracked into that a bit but it may be doable now. I have an alternate crystallization mechanic in mind that would just set the unit unusable for some number of days.
I also want chapter 2 of jot5 to be finished because until then I have to try to pick up other people's slack with spriting, forcing me to put off any further asm hacks. Speaking of which there should be a reaction hack associated with that which will give us much more freedom in terms of proc triggers/chances and counter abilities
Title: Re: Choto's ASM Hacks and Effects
Post by: DuxorW on September 19, 2014, 10:55:09 pm
When you say legit red magic skillset, what exactly do you mean? Just curious/interested, as I use red mages in my personal hard mode patch.
Title: Re: Choto's ASM Hacks and Effects
Post by: Celdia on September 20, 2014, 10:03:39 am
By legit I would assume he means (not to put words in your mouth, Choto, so feel free to correct me here) something like how RM worked in previous job-oriented FF games where if you learned Cure and Esuna as a White Mage and Bolt and Fire as a Black Mage then when you changed that character's job to Red Mage they would have Cure, Esuna, Bolt and Fire all already learned on the RM skillset.
Mechanically speaking, I would guess that the Calculator routines could be most-easily modified to do it...but that's just a non-ASMer's opinion.
Title: Re: Choto's ASM Hacks and Effects
Post by: DuxorW on September 20, 2014, 11:52:40 am
Yeah, that's what I was assuming as well.
I wish there was a similar fix for blue mages so that they could learn monster abilities from crystals. Learn on hit doesn't care what skillset the caster's ability is in as long as the same ability is in the target's primary skill set, so it would be great if crystals operated similarly.
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on September 20, 2014, 09:35:17 pm
The both of you bring up good points and are probably hacks that should be done if I do the doublecast one too.
I was more referring to how one would pick an ability and target a unit, then another menu would pop up of skills as well and allow you to pick another ability and target another unit. It would essentially be like charging and executing two skills instead of one. They would each resolve at their respective CT's.
Title: Re: Choto's ASM Hacks and Effects
Post by: Rufio on September 23, 2014, 12:23:52 am
If you ever crack that nut, let me know. that is a routine i would be greatly interested in.
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on January 12, 2015, 07:01:42 pm
Update: Fixed the Chocobo hack somewhat. You shouldn't get multiple turns by accident now. BUT, sometimes when you first mount a chocobo it will be tired from its last move and not be able to move. Hopefully it happens consistently so I don't have to fix it again ^_^
Title: Re: Choto's ASM Hacks and Effects
Post by: Jumza on March 13, 2015, 03:10:10 pm
Hey Choto, I'm trying to use the Mime Redesign hack (v1.0) but it doesn't seem to be working as intended. The mimic skillset does appear at the start of the battle greyed out (because no mimicable actions had been taken yet), but even after using throw stone, dash and heal I couldn't get anything to appear in the skillset. It stayed grayed out. But the mime didn't mimic the action either, so a few parts of the hack are working for me. Any idea as to what's up?
Title: Re: Choto's ASM Hacks and Effects
Post by: Pride on March 13, 2015, 06:55:39 pm
Mime hardcoding OP
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on March 13, 2015, 08:45:37 pm
Title: Re: Choto's ASM Hacks and Effects
Post by: Aqueous on March 23, 2015, 05:01:12 pm
Hi Choto,
Sorry to bother you but could I ask about the hack you made for statuses breaking on HP damage?
I'm a bit unsure as to what the inputs are. At first I thought they would be the status IDs but I'm not sure. It looks like it's looking at the list of statuses from the Data/Table section.
So I should be using those IDs. And I'm guessing Status 1 is for Table 1 (0x20) and Status 2 for Table 2 etc.
Or am I just interpreting this completely wrong?
I also wanted to ask if it's possible to specify the type of damage ie. whether it's physical or magical. I'm trying to create a Magic Ward-like status at the moment (like in Vagrant Story) so I'd only want the status to cancel on magical damage.
Thanks in advance :)
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on March 23, 2015, 10:57:09 pm
so setting status 5 = 0xC0 would make faith and innocent be canceled by HP damage. nah mean? Any combination of statii for each group can be added to make a hex number. 0xFF would be all status of the group.
As for physical vs. magical... I forget how the hack is laid out but I'm guessing it mimics how sleep is cancelled when hit. Same rules should apply.
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on March 29, 2015, 02:27:21 pm
Update the Mime Redesign hack. Should work more good now. I have to see if mimes keep their abilities after battle though.
Title: Re: Choto's ASM Hacks and Effects
Post by: Vanya on March 30, 2015, 09:35:52 pm
It could be interesting to have a version of this patch that allows Mimes to keep the abilities they pick up. That is supposing there is a way for the player to remove individual mimed abilities.
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on March 30, 2015, 10:28:20 pm
That is an interesting thought.... I think there's a way to do it too. Maybe someday, would be a pimped out mime
Title: Re: Choto's ASM Hacks and Effects
Post by: Vanya on March 31, 2015, 07:49:13 pm
Lol. Pokemon-ized mimes that can only keep 4 abilities. :P
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on April 09, 2015, 08:55:18 am
Uploaded Mime Redesign v2.1 - abilities now get reset after battle. Everything should be working in a usable fashion now.
Title: Re: Choto's ASM Hacks and Effects
Post by: CONMAN on May 26, 2015, 10:32:21 pm
Hey Choto! I was trying to apply your unit dismissal hack and failed miserably..... I tried to double and triple check this sucker, but no success :( My game didn't crap out on me (I keep cyclical backups), but my units got kicked out just like before....
.... so .... I have no idea....
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on June 13, 2015, 04:50:34 pm
Sorry CONMAN, I just saw this thread since I got internet back after like 2 weeks of the dark ages. If you post a savestate I can take a look at what's happening.
Title: Re: Choto's ASM Hacks and Effects
Post by: Luiakyn on June 14, 2015, 12:25:14 pm
I feel like I'm doing something wrong with the multi-hit hack -- for PSX, are 165-16B not usable? The game freezes in battle :< (troubleshot it to be the multihitter)
Title: Re: Choto's ASM Hacks and Effects
Post by: deus-misereatur on June 17, 2015, 12:55:30 am
Quote from: Luiakyn on June 14, 2015, 12:25:14 pm I feel like I'm doing something wrong with the multi-hit hack -- for PSX, are 165-16B not usable? The game freezes in battle :< (troubleshot it to be the multihitter)
Is the AI even working for you? I've messed about with the multi-hit editor as well, but it makes everyone in the Orbonne Monastery battle just walk around without doing anything.
Title: Re: Choto's ASM Hacks and Effects
Post by: Luiakyn on June 17, 2015, 03:31:05 pm
Nay, it just freezes :<
I'm editing 5 skills, and then putting it from the psx to psp. so I'll edit 1 skill at a time, now, to see
Title: Re: Choto's ASM Hacks and Effects
Post by: CONMAN on June 17, 2015, 08:38:31 pm
You are awesome choto!
The specials: chelsea: job> Ace: (originally olan's base job-*15 in patcher) Jenna: job> Indigo: (originally Rafa's guest version of heaven knight *19) LaLa: job> Outlaw: (I think this was teta's job? *1C in patcher)
Title: Re: Choto's ASM Hacks and Effects
Post by: deus-misereatur on June 25, 2015, 09:41:36 am
Sorry for the extra bother, but is the multi-weapon-strike fix working for anyone as well?
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on June 25, 2015, 09:57:21 pm
i'm sorry guys, life's been crazy lately. I'm gonna try to get to these as soon as I can... i'm bummed out so many hacks are having issues >_>. If you guys can post savestates with some info about what's happening I'll fix things up when I get a chance to.
Title: Re: Choto's ASM Hacks and Effects
Post by: deus-misereatur on June 26, 2015, 09:45:36 pm
Don't worry. Take your time. We are, after all, just bloodsuckers leeching of the time of someone who actually has RL things to do, anyhow. *shifty eyes* :mrgreen:. Attached together are my saves (in .psv format) for both the weapon strike fix and the multi-hit edit. They are separate ASM'ed ISOs, with the only ASM I did were the weapon strike fix, and multi-hit edit, respectively.
For the former, I added Dark Whisper to my Guts skillset, giving it weapon strike, and changing its animation to 07 00 00. First strike was a nice sword strike, the rest, not so nice punches.
For the latter, I changed Dash to do a crazy 12 hits, which works, but results in the rest of the AI-controlled characters just moving and not using any of their skills. I once got the enemies to actually attack, but I can't seem to repeat that feat.
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on July 09, 2015, 08:58:30 am
Updated the weapon strike fix with a fix. Apparently I fixed this problem before but never posted it lol...
this multi hit thing.... whaaaat the fuck. Apparently if I attack something, the AI will then use attack, but nothing else. Idk what happened here. I'm gonna have to mess with that for awhile
Title: Re: Choto's ASM Hacks and Effects
Post by: deus-misereatur on July 10, 2015, 09:37:38 pm
Weapon strike fix is working now! Thanks a lot! Take your time with the multihit editor though, as I can always hack Malak's formula to my liking! :)
Title: Re: Choto's ASM Hacks and Effects
Post by: Luiakyn on July 20, 2015, 06:56:12 am
No worries Choto! I've been uber busy myself. I *just* now started messing with the hacks, again.
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on January 23, 2016, 12:29:47 pm
Posted Alternate Permadeath hack I was talking about awhile ago.
Title: Re: Choto's ASM Hacks and Effects
Post by: LastingDawn on January 23, 2016, 12:58:25 pm
Wow! This is classic Final Fantasy/Dragon Quest work with this! I am eager to see how people use this.
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on January 25, 2016, 07:42:47 pm
Thanks LastingDawn, hope people get some use out of it!
Posted a hack that lets berserk units use abilities in a specifiable skillset if they are weapon-range flagged. Go Go Deathblow!
Title: Re: Choto's ASM Hacks and Effects
Post by: Jumza on January 25, 2016, 09:09:05 pm
Woah, that's super creative! How does the AI pick which ability it will use from the skillset? Will it always prioritize high damage (ala crazy berserk AI :P)?
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on January 25, 2016, 09:19:54 pm
Thanks :) and well... nope. It's basically random. The game gets a random number, then does (random % number of usable abilities). That's the modulus symbol which gives you the remainder of a division. So you wind up with a random number between 1 and the max number of usable abilities. Then it counts to zero. So if it was 5, it uses the 5th ability. TMI, I know...
Title: Re: Choto's ASM Hacks and Effects
Post by: Jumza on January 25, 2016, 09:36:55 pm
(Hey, I already knew what a modulus symbol was! ... Fun fact about me :P)
But it's good to know! That let's people who are going to use the hack know what they can put in the skillset... Which is everything! Woo!
Title: Re: Choto's ASM Hacks and Effects
Post by: Starmage21 on February 24, 2016, 08:29:22 am
Choto, I have a request for Mighty Sword.
I like your fix, but I would want to tweak it a bit myself. Vanilla game, the Mighty Sword attacks break gear and deal damage, else miss.
Can we change the algorithm to: If gear = yes, then break gear, deal no damage, Else deal damage. The intent is a sort of "one-two" effect where breaking gear AND doing damage hurts too much, while failing completely on a pack of monsters, or against humans who have no gear (weapon break against monks, for example), where Meliadoul sits on the sidelines stripped of gear.
I say "we" because I will attempt to do the same thing myself, based on your hack, but I have no assembly experience. I dunno how well this is gonna turn out :)
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on February 25, 2016, 11:10:36 pm
the logic isn't hard at all to put in there. ASM takes a little effort to learn but it's pretty simple once you get it. If you have any questions you can always post on here. I'll try to post something by the end of the weekend to help but time is crunched atm >_>
Title: Re: Choto's ASM Hacks and Effects
Post by: DuxorW on March 06, 2016, 11:31:28 pm
The berserk hack is really cool.
How hard would it be to repurpose it? I have always wanted to be able to make bosses use more powerful skills (at a low frequency, to add some tension to the battle) but the "random hits" flag doesn't necessarily work for that, and sometimes neither does tweaking the CT of skills, especially when it comes to status effects. I could imagine something similar to this except instead of berserk, it is tied to another status (like dark/evil looking) or ??? stats that you could make innate to bosses. Instead of having a 50% chance of physical attack, it could give an X% chance of acting normally and a Y% chance of randomly using an ability from a specified skillset (could it just check the units secondary skillset? That would allow you to use different abilities for different bosses). You could indirectly control the relative frequencies of the random abilities, ie if you put galaxy stop in the random skillset twice, then, when the enemy is forced to use a random ability, it would be chosen 2/16 of the time instead of 1/16. I guess a problem would be to keep the unit from using the uber-abilities when acting normally, but if you unchecked "used by AI" in fftpatcher would it prevent them from using it normally but allow them to use it when they are forced to use a random ability from the specified skillset?
Sorry for the rambling in your asm thread, the berserk hack just got me overexcited :)
Title: Re: Choto's ASM Hacks and Effects
Post by: Emmy on March 07, 2016, 05:35:56 pm
I'm not sure you necessarily need ASM to get ai units to do what you want. In my experience, AI units will more frequently use status effects if their stats are lower (too low to get a kill on anyone), and/or if you give them the defensive AI flag. You wouldn't want something that'll use moves that the player is immune to, which can happen with a random ability.
Title: Re: Choto's ASM Hacks and Effects
Post by: DuxorW on March 07, 2016, 06:41:33 pm
That's kind of my point, you have to weaken the enemy's stats in your example. Or give them an AI flag that might change their behavior in other ways. And what if I wanted them to randomly cast a more powerful offensive spell? In my hands they will default to it most of the time even with random hits flag, if their skillset has other offensive spells in it. Maybe what I want for myself doesn't have broad appeal, but I'd just prefer to have them randomly use a powerful ability now and then without having to micromanage their stats and abilities to get them to use it at the desired frequency.
Title: Re: Choto's ASM Hacks and Effects
Post by: Xifanie on March 07, 2016, 06:50:45 pm
That hasn't been my experience... with Random Hits flag, the behaviour I've gotten was: - Never use the ability UNLESS it is randomly forced. - If it is randomly forced, and a target is in range (won't target allies if AI isn't checked to target allies), ALWAYS use it, even if the consequences are negative.
Title: Re: Choto's ASM Hacks and Effects
Post by: DuxorW on March 07, 2016, 07:01:43 pm
EDIT: i erroneously said that an enemy would default to a spell flagged as random hits if it were more powerful than other offensive skills in their skillset. It has been some time since I experimented with this and because of Xif's observation I went back and tested it since I knew there was something about random hits that wasn't working the way I thought it should, and noted the following.
If I only have one ability flagged as random hits, it works like it should. And I can increase the frequency with which that attack is used if I put it in the skillset more than once.
However, if two skills, say flare2 and ultima lvl 2 are flagged as random hits, the ai will choose the stronger one if all else is equal (ct, can hit the same number of units). For example, I made Adramelk's lvl 4 black magic spells random hits, and also gave him flare 2 and ultima lvl 2 (both flagged as random hits). He essentially never used his skills that weren't flagged as random hits, and spammed ultima over and over (with very rare exception) since it was his strongest spell.
I'm guessing that when the ai is forced to use a random hits ability, if there is more than one ability flagged as random hits, it decides between them in a way that is nonrandom? Maybe it acts the same way it normally would if the abilities flagged as random hits were the only ones in the skillset?
In my case with Adramelk, I had flagged the lvl4 black magic spells, flare 2, and ultima as random hits. I am suggesting that when he is forced to use a random hits ability, he only sees the abilities labeled as random hits and chooses accordingly in the same way he would if I put those skills in his skillset (not flagged as random hits) and removed everything else. If this is correct, being forced to use a random hits ability is random, but which ability is chosen when there is more than one ability flagged is nonrandom. So, there could still be some utility to the hack I suggest, although I guess I might be the only one interested.
Title: Re: Choto's ASM Hacks and Effects
Post by: Kurosabes on July 19, 2016, 12:50:48 am
Hey Choto,
Just wanted to report that the RSM Freedom hack makes A Save disappear from the list of abilities.
Title: Re: Choto's ASM Hacks and Effects
Post by: Timbo on November 14, 2016, 12:16:17 am
I just wanted to let you know that the Alternate Permadeath Hack conflicts with the Sound Test Hack. Is there any way you could change that?
Title: Re: Choto's ASM Hacks and Effects
Post by: stardragoon9 on September 04, 2018, 04:03:35 am
Hey Choto,where are all your hacks gone?And is the AI problem from Multi Hit Hack fixed?
Title: Re: Choto's ASM Hacks and Effects
Post by: Choto on September 08, 2018, 01:18:46 pm
I honestly have no clue how my hacks disappeared. It says that I edited it but unless I got reaaaaaaaaally drunk I have no recollection of it. Sorry guys, but I think I put all the hacks into the default FFTPatcher hacks. So I think it's available. I hope
Title: Re: Choto's ASM Hacks and Effects
Post by: Timbo on September 08, 2018, 01:55:16 pm
Actually Choto. At least 1 hack didn't make the cut. You made a hack that allows the AI to use skills in a certain skillset. Do you have a copy of that lying around?
Title: Re: Choto's ASM Hacks and Effects
Post by: 3lric on September 08, 2018, 01:57:12 pm
I'm working on restoring the OP to its state as of 2015, if any are missing after that Choto will need to fill in the blanks as 2015 was the latest snapshot i could find of the thread.
It'll be a bit later today since I have to watch my kid until my wife is home from work today, but it'll be fixed later tonight.
Title: Re: Choto's ASM Hacks and Effects
Post by: 3lric on September 08, 2018, 03:41:18 pm
Fixed OP as of 2015, Choto will have to fill in any blanks on hacks that may have been added after that, such as the alternate death hack.
Title: Re: Choto's ASM Hacks and Effects
Post by: Nyzer on September 08, 2018, 05:14:34 pm
I apparently have a notepad file with Choto's name on it last modified Jan 8 2016. It's got the Alternate Death Hack on it. I don't know if that's any use to you guys here, but if so, here it is.
Title: Re: Choto's ASM Hacks and Effects
Post by: stuminator on September 20, 2021, 07:43:23 pm
Hi Choto, I found this formula of yours back in the ASM request thread:
Broadening Finger Guard:
<Patch name="Finger Guard blocks XX Formulas"> <Description> Can block up to 4 formulas. If using less, set unused slots as copies of one that it does block. So to block only formula 2a, set them to 2a, 2a, 2a, 2a. </Description> <Location file="BATTLE_BIN" offset="121334"> 00000000 </Location> <Location file="BATTLE_BIN" offset="121344"> 25100000 </Location> <Location file="BATTLE_BIN" offset="124940"> C4470508 00000000 </Location> <Location file="BATTLE_BIN" offset="EAf10"> E8FFBD27 1400BFAF 1980013C E5382390 <Variable name="Formula 1" file="BATTLE_BIN" offset="EAF20" default = "26"/> <Variable name="Formula 2" file="BATTLE_BIN" offset="EAF21" default = "27"/> <Location file="BATTLE_BIN" offset="EAF22"> 013C </Location> <Variable name="Formula 3" file="BATTLE_BIN" offset="EAF24" default = "28"/> <Variable name="Formula 4" file="BATTLE_BIN" offset="EAF25" default = "29"/> <Location file="BATTLE_BIN" offset="EAF26"> 2134 FF002230 08006210 020A0100 FCFF2014 00000000 2A000134 03006110 00000000 D6470508 00000000 BE20060C 00000000 1400BF8F 1800BD27 1980023C 522E0608 902D428C </Location> </Location> </Patch>
I tried using it to block the swordskill formulas (2D, 2E, 2F, and 30) and it's working perfectly... Too perfectly in fact. It appears to block the formulas 100% of the time, regardless of brave. Can we get a version that works Brave% of the time like reaction abilities normally do?