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July 10, 2025, 09:19:05 pm

News:

Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


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Messages - Talcall

41
Oh. Uh, alright then, I apologise for making assumptions. I thought time working on this stuff translated to that, but, clearly not.
I'm gonna stop talking, the ticket is resolved.
42
I thought maybe targeting the same unti twice would do something along those lines but, you know more than I do. Thank you for answering my question!
43
(only put in help because I'm not sure where else this could go)
Now, as the title implies, I am not requesting this, and I will not be trying to achieve this on my own. Because ouch.
but!
Could it theoretically be feasible to rework calculator/arithmatician into a redmage that can learn duel casting, and is capable of using spells used in other classes?
I say feasible, as well, because anything is technically possible with ASM hacking, but I wanted to know if this was something a generally pretty knowledgeable hacker could achieve with the groundwork calculator provides? I was honestly quite curious
44
Tutorials and Learning / Re: How to market your mod
February 08, 2020, 07:23:45 am
I feel slightly targeted here.
Good advice though.
45
I changed the charge skillset to <default> so I may need to use that hack you're talking about... Can it be found in asmorg or elsewhere on the site?
Edit: I'm going to try again with a clean ISO, Setting Archer charge to <default> In the action menus. I'll report back in another thread if that doesn't work. until then, this can be marked as solved
46
I'm trying really hard to replace the Archer's "charge" skillset with another, (as I've replaced the archer job with a survivalist) because I went though the endeavour of simply replacing the skills inside and that ended up failing; the charge abilities showed up unchanged even though i made edits to the skillset and action menu.
So, i made archer use 1F, Algus' basic skills, (and made him simply use generic squire skills) But what resulted is archer/survivalist not being able to use any skills the job had actually learnt; the abilities that were usable were actually mirrors of what the unit learnt in the squire job (learning the skill in the second place of squire resulted in the ability in the second place of archer being usable in battle, however any abilities learnt actually by archer were unusable in battle)
I was wondering if there was a solution to either of these problems, or if I perhaps just made a mistake when replacing skills for the archer's charge and it actually is possible

Thanks!  :)
47
Oh God, I feel so dumb, I meant PSX XD
Thanks for your help!
48
there are a set of about 10 abilities that seem coded to be direct action abilities, indexes 165 to 16E (information gained from the FFTPatcher), assuming these were to be given names, effects, descriptions, etc, would these be usable in game, or are they hardcoded to not be usable? maybe they simply can't be referenced in game?
while they don't have any AI checks and all have identical hit-checks, they seem to have unique formulas, which implies they do exist in the game's code. If someone could clarify before i accidentally crash or corrupt my save file by some miracle, that would be greatly appreciated!
49
I tried searching those keywords using the engine, but all i found was a link back to this thread here. (nevermind, was searching through only this thread. still need to get used to that) I will keep your assistance in mind though, and will certainly consider repurposing that space
50
the file size, my apologies, i meant file organisation. If i have all the hacks in one place and the games in the other, i feel it's more organised that way.

and I thought the patcher doesn't generate gameshark codes for ENTD data? It's why i haven't really gone through that...

As for making my life way more difficult than it needs to be... maybe! But the mod I just made came with it a sense of gratification. and maybe less "learning" but certainly becoming familiar with the game's code, at least. familiarity makes learning much easier.
51
because I also want to edit the Formulae 0A, 0F, and 10, which the patcher doesn't cover, so i may as well compile it all into the same coherent asm hack anyway. it's much neater on my file space
as well as this, many story encounters will need to be edited so that i don't have a class unable to use rods using rods, or a class that can't use bows using bows.

I'm using the patcher as a tool, as well, to become more familiar with asm coding. this is something i just needed to learn, always be 100% certain i know what I'm doing is right.
52
aww jees, I'm terribly sorry, I'm going to mark this as solved

turns out there was way more of a jump than i anticipated between the data, I'm terribly sorry if i caused any inconvenience

I just checked the offset with a hex calculator, and found out i need to go way further down the editor, I am terribly sorry, again
53
The issue is that the FFTPatcher should only give values that need to be altered. as shown in the image it wants me to change the two bytes "82 00" to "00 00" however if it gave a value that only needed to be altered, it would give me "3005fe74 0000"

And yes, the offset isn't exactly that shown by data given by the patcher, but this is due to the fact that the patcher is designed to patch directly onto the full game, rather than onto each binary file of the game. the game starts with about 0x1000 bytes of unusable kernel data, followed by SCUS_942.21 (I believe this is the order, anyhow) which means i need to use external programs to find the data to be edited (as seen in the note above the one i highlighted, 3005EDCE 0001 actually corresponds to 0x0004f5CE 0001);

first i open the game, find the binary location shown by the patcher, and i recall the bytes shown either there or just before there, depending on if it ends with 0 or not.

then i open an online hex editor and search through each binary file with the byte data until i find the location that resembles the data shown in game, comparing it to the game data so i don't miss anything

then i open the hex editor i installed (because i can copy paste the data there), and find the value the online hex editor shows, compare it to the game, and begin replacing the code.

however my problem arises here now. the patcher wants me to replace data that belongs to the monk's abilities (check my post in 'spam' which made monk abilities cost a ridiculous amount) even though i didn't edit those abilities at all, and also wants me to replace 00 with 00, which shouldn't be right at all
I've performed this once before, however i assumed i was at fault and tried again. the first time i went through this, i found myself replacing patterns in the data, like those columns of 41 in 03 or 0B, and that there was a really suspicious repetition of 11 22 every 12 bytes.

hopefully this clears up something
54
I am editing Oracle abilities to turn them into spellblade abilities, by altering their effects, changing which formula they use, etc (if more information is needed i can send screenshots of each ability and their edits) and i came across this error with the data i received back from the FFTpatcher, which wants me to edit these bytes shown such that the second byte is identical to the byte already there?

I have correctly identified where the first portion is supposed to go using an online editor's search function, and that all runs smoothly, however pulling up SCUS with this hex editor (that i can copy and paste from, making using FFT Org ASM generator far easier to use) it's apparent that something is wrong. is there dummy code here that's being skipped over by the patcher, or is it incorrectly processing what I've fed it?

if anyone can help, this would be greatly appreciated
55
No, but I am using that as a tool to learn more ASM! Besides, I need to do some hacking to formulae and such other things that the patcher doesn't fully cover.
56
I rewrote basically every Oracle ability, and pasted it all into a hack for easy use. Turns out, I pasted the data in the wrong place, and ended up with this hilarious cost for some of the cheapest monk abilities!
57
You say I'd need to move the whole routine to Kanji space (which I'm guessing is free space? googling what it meant didn't help too much... :cry: ), is there anywhere that this would be safe to do so with? and are there any other abilities that use these formula that would make it dangerous to edit these?
otherwise, thank you very much for letting me know, and if you can't answer I'll try my best to simply edit the routine! with everything documented, it's pretty easy to backtrack.
58
After running Oracle abilities through a multitude of changes, i went to the gameshark tab to gather all of the data, and adapt it into a more usable binary form.
However, I ran into an issue knowing how to read a set of data that
A. started with a pattern of 7's and 8's, and i don't know what 7's are supposed to mean, given that 3 means single byte and 8 means two bytes
B. seemed to jump around in the actual binary of the game, paired with the 7's and 8's
the code I'm having trouble reading is as such:

"Abilities\(part 1)
7014E61C F400
801B644C 001C
7014E61C F400
801B6452 0010
7014E61C F400
801B6454 0014
7014E61C F400
801B6456 0018
7014E61C F400
801B6458 007E
7014E61C F400
801B645A 007D
7014E61C F400
801B645C 001F
7014E61C F400
801B645E 007A

in which binary file do these even lie? it's too large to be SCUS, like the rest of the ability data that was given to me. can anyone help?
59
Help! / Can life drain/spell drain formulae be altered?
January 29, 2020, 04:31:01 am
Is it possible to change the formulae for spell drain and life drain such that instead of
hit_F(MA+X)% No Status, Magic Evasion,
it uses
hit_F(PA+X)% No Status, Physical evasion?

I'm trying to make oracle into a spell blade, which is more physical damage with a magical twist, so i thought this would better fit. Thanks!

Edit: Side note, I may also like to change AbsorbHP_(Y)% to AbsorbHP_(WP*PA) for life drain
60
War of the Lions Hacking / Re: Memory Offsets in WoTL
January 16, 2020, 10:26:52 pm
Ahh, terribly sorry. I only knew the information available to me on this site. I'm glad you were able to correct me, however, so thank you