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Messages - Ram

1
The Lounge / Re: How My Dawgz Doin?
March 16, 2019, 07:37:25 pm
I haven't had IRC open for a while either, mainly because I don't know if I'm suppose to connect to a new server like the title suggests. I don't see any info about a new one to switch to.

For the past few months I've been playing FFIX Alternate Fantasy mod. Its decent and at times really fun but there is so much more that I can think of to spice it up further.

Sucks to hear that Xifanie, how are things now?
2
Completed Mods / Re: Auto-SCC Patch
December 05, 2018, 11:06:02 pm
I just found this, fantastic stuff Glain! I'll have to try this out on console soon. I've been wanting to do more SCCs but the setup and cutscenes were always a turn off to do more. The start button skip feature sounds unbelievably awesome and is a game changer! To further enhance some of these I'll apply Hard Mode (Enemy abilities and JP bypass).
3
Bugs and Suggestions / Re: Mibbit
September 21, 2016, 04:55:41 pm
Its not just Mibbit as FFH wasn't connecting on mIRC earlier for a day (cannot connect to server). I just tried and its working again right now.
4
Final Fantasy Tactics / Time Mage SCC Bumps
April 29, 2015, 07:11:46 pm
I picked up my Time Mage SCC (No Meteor) challenge again after leaving it for quite a long time and I decided to try it from a different angle where the reaction abilities for all 5 of my units are set to Critical Quick instead of a mix of MP Switch and that. I have gone through another 4 or 5 attempts and one yesterday was pretty darn good and I think I had a shot of winning if I didn't miss Stop on Gaf right from the start and had Don't move resolve on the two knights on the ground.

Here is how it went: For the first formation I had Ramza and the 2 units back to the far corner and then the 2nd formation was the 2 TMs in the back row. There was a slight delay with every unit getting hasted but it ended up being perfect timing. I waited where needed. The placement of units in this scenario was Gaf needs to target the 2 lone TM units on your team where the wall is, archer needs to make a rare move to the right of the map (where your 3 units start) to have TMs gang up and destroy early, 2 knights on the ground Don't Moved right away (even before haste is cast), one TM over on the north end comes over and gangs up on the aforementioned archer who is the first enemy to be killed, then get Gaf to leave (get him critical) with two units attacking him, then the TM on the wall, then knight at the top of the wall, etc. From there the battle will be winnable as long as crytals can be gathered from dead enemies. The tipping point is 4 enemies wiped out with all 5 units on your side still living in my estimation. The key is not to let the enemies get too many hits during the first 40% of the battle, I managed to hold off more than a few hits for a surprisingly long time. As mentioned, ganging up is pretty effective and I was surprised when this strat worked because I thought everything would need to be slowed/stopped and then demi'd but this works even better. The 3rd key to this latest good battle was many enemy units wasted time with don't move, and trying to catch up to the other side where my units are at...maximizing the waste of enemy turns is important.

Near the end of this, I had 3 misses on Gaf with Stop, and 3 misses on the knight at the top and some 90% misses with a TM!! That was horrible luck and I still managed to kill 3 foes and stop Gaf by the end (could have killed 4 but bad luck got in). One enemy TM used demi for the first time that I've seen it in memory (mid-battle). Enemy TMs also seem to do nothing a lot of the time (mid-to-end game) for some reason but other fights they are always up to something...their MP is fullish so I'm confused by why this is but I'll take it! :lol: .

This is what will cause an instant reset for this: Gaf must not have anything other than 200-209 HP (any higher and its a reset), if stop misses the first time on Gaf, if Slow resolves on your TMs from enemy TMs, and if one of your units dies before 4-5 enemies are KO'd.

Critical Quick is working better than MP Switch did for a reaction ability on all 5 units of mine...these are the 2 types of battles for this challenge. The placement of the TMs are extremely important, just one square off during testing caused a playthrough to go from the closest scenario to winning to the worst set of happenings I've ever had since doing this challenge!! That's how big!! :shock: The only wild card aside from the obvious ones, is what the 2nd enemy archer does on the far end of the map and if she even stays over there, otherwise more damage will be dealt and less turns wasted. It was a balance of sorts making sure that archer stayed over there instead of moving across. Another thing with the use of CC is to get away in a hurry and wait for a crystal from an enemy.
5
Quote from: Zolias on March 08, 2015, 04:56:28 pm
For a quick second, an off-topic comment: First Post!

Anyway, I'm actually highly interested in Jot5.  In fact, even though I've never played FFT before (FFTA and FFTA2 are the only ones I have played), I've actually found a psp and a copy of FFT:WotL from a friend, so I'm finally starting down that road.  In fact, the only reason I'm doing this is because I want to understand the mechanics of the game, so I'm not just wandering in the dark.  I HAVE seen videos of it on YouTube by DaTruth, and I've actually been highly anticipating the re-release of Ch.1, as well as Ch.2. 

I told myself I would try it when Ch.2 is released, so I'm not just boiling with anticipation of Ch.2, so yeah... this is basically a new guy to the site enjoying the idea.  I might actually download the current Ch.1 so I have something to do until Ch.1+Ch.2 are released/re-released.

Hello and welcome. Most of us can't wait for Ch.2 to be released and in the darkest year (2014) it was one very bright point finding out about this. I would play it on the PS1 if possible because on the PSP version, there are several changes that I deem to be bad or losey. The audio isn't as good and its slower and that's a major issue for what is already a slow-ish game to begin with. If I was very interested in playing FFT for the first time, I'd go out of my way to get the PS1 hardware if you don't have one or play it on a PS1 emulator. There was 2 job classes added and some minor stuff to the PSP one but its IMO not that amazing as I love FFT as the 2nd best game and have no interest in the PSP one.

You'll find the mechanics to be masterful, and up there with the best in gaming (I take it most would say the best). And I echo the shout-out to DaTruth, I loved watching Jot5 on his channel and it was both very funny and entertaining...I will play the actual game and then watch those videos for sure. DaTruth posted in this subfourm/topic so we're all ready for it.
6
Final Fantasy Tactics / Re: Time Mage SCC Bumps
October 08, 2014, 12:27:36 pm
Here is what transpired:

I got past the 1st Weigraf fight in my SCC Time Mage playthrough, now the Algus fight. Auto-potion was always the big problem with him so I assume I need to stop him and then demi until he's toast? Problem is, Ramza is in the best position for that and before he can get a stop off, MP switch from the black mage's spell or just plain death come before stop goes off on Algus. I might try to have Ramza placed further away from a black mage's reach so no spells are used. Interestingly enough, Algus' 35 brave or close to that doesn't do anything to stop auto-potion from going off more like 75% of the time. He got it 5-6 times in a row. Not only that, but for the 2 battles and then another Time Mage SSCC video I watched it was the same exact thing, auto-potion went off 75% or more of the time' The most fun battle was Miluda 1st fight, by far. It was entertainment pure and simple. When I gave everyone in Weigraf 1 fight demi, I had everything perfect until 2 demi's missed on him, then the tide turned and everyone died.

I made Delita a monk for Algus fight, he does 40 dmg hit with that. No auto-potion either which was great. Then its lights out for him. On my 2nd attempt, I got very lucky with the Algus battle, damn it was a nail-biter. I screwed up trying to put stop on him, then demi'd anyways and got lucky with hits and no auto-potion...black mages also didn't target Ramza at the start which is huge, but they instead went after other TMs on the opposite side...almost ended it. One TM was out of range to do another Demi or was out of MP, and 2 BMs targeted Ramza when Algus was in critical with only 6 HP!! I then got Ramza in this position where he would share the spells onto 3 enemies including the BMs!! It was one of the most spectacular redirects ever, total blowup with all 3 blasted to death...this allowed just remaining TMs to go after Algus with 2 knights and I caught up with Algus, tried to hit for 71% to end this chapter...and it missed!! Holy crap WTF?!? One of my dead TMs was at 0 counter! Thank God I had another chance with a back-attack soon and critical hit Algus back to Hades! Very close!

The wild "luck" went on as the very first attack by Gaf in Chapter 2's first fight, was also critical hit so 2 in a row separated by chapters. I also had 3 MP Switches go off in a row in that battle when the enemy started targeting non-guests. Gaf started using haste because he had TM secondary near the end...he knows what SCC this is! Lol.

The battle where you are with Delita and the princess at the waterfall...I just milked it for all its worth and then some lol. I planned on hasting my core unit and then slowing everything else as much as possible including Agrias, Delita. I hasted a bare priest Gaf so I could get some chuckles in. Cooly enough, Gaf did put shell and cure to pretty decent use which was excellent to prolong the battle for grinding JP and levels a bit. Then on top of that, some knights had potion, grabbed crystals when low on HP, Delita's death proc didn't go off much, and one of the knights even used Water Ball elemental on one of my TMs which frogged him! Perfect because grinding JP is easy when 1 dmg is only done. I attacked my own units on the other side of the map to grind and the frog was great. Agrias and Olivia went to the very top of the map after a long time, Delita got down to 90 HP. I spent 1 hour at least in battle, 3-4X longer than the longest previous for this one.

Now I'm at the save Mustadio fight, looks quite tough and I died for my first time try here. I believe I'll need teleport on 2 units, reflect+short charge on 2 or more, and luck with demis. Only Agrias, demis, and staff whacking are means to dmg here. Something crazy though, I thought I had outsmarted the AI or the AI was being stupid but really it was clever...a reflected TM was targeted by one BM with a big spell and I thought WTH is he doing here? Turns out just before it went off...reflect wore off! Damn! Also, Mustadio died within 2 turns so that wasn't in my favor...needs to stay with it with Agrias and him hasted always. Slow down the enemies as expected and avoid the Wizards until they're incapacitated. Very likely I'll need to don't move some of those knights that try and come over the wall and get at least 1 crystal from a dead enemy unit.

I beat the Mustadio fight and with the right abilities, max equipment for everyone, some levels but still around Level 12, and Mustadio himself staying alive...it was easier by 9 fold!! :) . Teleport and that reflect spell on 4 units made an enormous difference and none of the black mages could even get off any attacks, much less a magic spell on me.  Don't moving the knights completely destroys their game, BMs were dead within 3 turns, Archers were not doing heavy damage. Those rainbow staffs really punch hard, 50-75 dmg now which is a huge help because when there is no MP, it changes everything. I didn't need Demi at all this battle, just staff whacking and Agrias.

I also beat the hill fight on my first try, wasn't too bad but a lot more TMs got critical status and some had to hang back a long time. Mustadio was useful for sure this time, he crit shot a summoner mid-charge and killed her so that saved the day. During the course of the battle, 2 archers got stop and don't-act put on them which helped.

I beat Goug Machine City and took 3 tries. No meteor was used. I "don't moved" the 2 thieves for almost the whole battle which is effective. Summoners only got 1 summon off...for some reason 1 always withholds doing a summon. Get the archer in the right spot and she can't attack at all or move away...pretty cool.  Goug wasn't bad, I thought of it as a hard battle back when I first played this game. Summoners were dead meat once slow was applied. I think one didn't even get a single attack off. Archers did surprising low dmg too. What really helps is those Rainbow staffs, they whack great dmg and keeping your level down to 13-14 means randoms and some monster story battles are easy. I got 80 dmg off on one of the archers while she was charging.

I finally beat that awful save Agrias fight, took 8 tries to not have one of my units crystallize because of BS, one action events. It was indeed hard, I thought it would have been much easier than it was, I could win but not without some unit dying and crystallizing. It was just a ton of horseshit moves that screwed me over every time when I should have taken it easily, like just one little action destroyed it 4 times. For example, Agrias got stop off on the first knight and wizard and that battle I lost a TM because of that wizard reflecting back on a reflected TM right beside the other...happened twice for this playthrough! Another BS move for the Save Agrias fight, a 46% arrow hit her while she was in critical and if it hadn't, I would have won that with all TMs intact too! Agrias getting a helm broken for 26% when everything was going perfect, thankfully I still won with all my mages intact. It was the positioning that won it I believe.

My plan for execution site is to haste and whack and slow but save enough JP for demi 1, and then get units on that tall execution thing where no enemy can attack and use demi there. Then rotate the units in and out of that position. I can flee faster with teleport so the gang-up is harder, maybe going to the arch "roof" and then using demi there or whatever.

When trying the execution site a few times, I was raped even with Agrias in my team (after one of my TMs crystallized but still won the previous fight, I went on with Agrias just to try this battle) when I decided to check it out before finishing the later properly...ugh. I couldn't even take out Gaf with the whole party. I tried demi on Gaf but its hard to get him down to under 70 hp before he wakes up or gets a turn. Even getting them up on that ledge or roof only delays the punishment and crush. What also made me chuckle was how when the enemy time mages cast stop which they did 2 times, its 65% and hits instead of mine always missing, AI cheating assholes!! Not only that, but neutral compat!! WTF?!? I never go above 54% even when best compat! I don't know if anyone has done a Time Mage SCC without meteor or the execution site without it, so I wonder if there is a method for execution site. If it seems impossible I'll cave and use meteor with one of the TMs that has more than 1500 JP. I will try not to use short-charge and meteor in this SCC (just short-charge alone) including the execution site but trying it twice looks to be nearly impossible without it.

So when thinking about it, I might have to get Stop to work on multiple enemies at once and more than once, then kill Gaf, then target one enemy and get him dead and move onto the next, maybe using Demi and the roof at this time. When everyone is out of MP, just acquire a possible crystal to restore health and use more haste and demis. Getting a 3rd stop on more than 3 enemies at a time and maybe using Slow 2 is the answer here. Efficient use of MP will be key here, can't waste it. This is likely the only way to do it without Meteor. This might take 20-40 retries.
7
Spam / Re: Super awesome game errors!
October 03, 2014, 02:36:39 am
I just had another game error of my own while doing the Time Mage SCC. While in that wooded area "saving" Boco with Gaf and Agrias, Boco the chocobo had normal HP for a level 11 monster. However after I won the battle and the join up offer of Bobo came up, I saw its HP was only 11!!  :shock: What? I wasn't misreading it as the level value either, which also happens to be 11.
8
Spam / Re: Super awesome game errors!
October 02, 2014, 08:14:19 am
Quote from: TristanBeoulve on October 02, 2014, 12:31:12 am
Just post funny errors in games.
I.E. "Defeat Dycedarg's elder brother"

So the game actually said that? I never caught it, I just thought that someone in the FFH community came up with that joke and Archeal used that name in a video which is still the funniest thing I've seen from FFT or related. I lol at the mere title "Dycedarg's elder brother" because whatever he is he was never mentioned and it goes along with the theme of FFT. Beyond that its complex. Same video had the "Beardful" voice titles (itself extremely funny) and fight.

Quote from: skiploom188 on October 02, 2014, 05:11:49 am
Figure the error out yet?
My whole life playing FFT, I always wanted this to happen. And it finally happened that one time when I wasn't expecting. Why is life like that?[/spoiler]

I can't, don't see it.

I was going to post this in my introduction thread which may come much later on, but the error/glitch that stands out for me in FFT was once I was in a random battle at Fanith River and a monster that has all those tentacles (don't know the name off the top) had the portrait of Professor Daravon :lol: . I guess he's a monster!
9
Final Fantasy Tactics / Time Mage SCC Bumps
October 01, 2014, 02:16:49 am
I have continued playing a Time Mage SCC (Straight Character Challenge) from a long time ago where I barely started but now I'm almost done Chapter 1. I encountered some tough fights where I barely won Dorter, had to use GS codes to balance my party and guest(s) for Sand Rat Cellar (I just adjusted the faith values for the 4 Time Mages and gave enough JP for Delita and Algus to learn Accumulate and Phoenix Down. Only Delita got accumulate, the faith values were set to 72 for the 4 mages.), and then easily won the Thieves Fort fight. This one was incredibly fun BTW, reflect I had on one of the TM's bounced a cure 2 on Delita unexpectedly to heal him back to full HP :) . The 2nd Miluda battle was not easy but I managed to box her in and whack whack whack. I was close to being screwed though, many times dumb luck came through. Now I'm stuck on the 1st Wiegraf fight because Delita keeps charging in and using stupid throw stone instead of accumulate  :mad: . Usually he is near death before I get even 1 playable turn. Even with everything going right in this fight, I still can't beat Wiegraf since I only have Delita for big damage attacks, one demi from one of the TMs, and then staff whacking. I "don't move" everything and then try and slow and/or stop Wiegraf but it wears off too quickly. The position of graffy and terrain of the field make it hard to access him. There is no way to surround graffy. I tried 3 times and there is really no hope of winning with my current setup. I have up to par equips with MP switch on 2 and Short Charge on 1. Here are options that I have come up with:

All TMs have demi, Give Delita only accumulate through GS codes, Give Delita auto-potion through GS codes, and/or Change Delita's class.

My question is, is it possible to win without auto-potion on Delita and having him not have Summon? Maybe archer would work? I have gone through YouTube videos (no TM SCC videos on there (except 1 or 2) surprisingly but just SSCC) and some tips with 1 main guide but it doesn't address this battle. If I go the demi on all TMs route, that would barely allow for any haste and don't move which would ruin the team  ;) . If I isolate Delita's accumulate skill, what modifier for # 0x2b - Base Action Abilities 1-8 and # 0x2c - Base Action Abilities 9-16 do I use? There is no lookup for that and if I was playing this with an emulator I could check myself to play around with Delita's Squire combos of what is learned and what isn't. 80058F9F ????
10
I updated the first post for codes that are left to be hacked, added 2 new ideas.

I can confirm that I forgot to check the assassin I targeted for invite for a item that cancels it, one does have Ribbon which negates so there are no problems now. An ASM hack for a "catch-all" invite code would be required but I'm not eager to figure it out right now! My original idea as to what was going on does apply to other status effects for Zodiac monsters and other special enemies because I can't petrify, zombie, death sentence Velius even though all those flags are unchecked in FFTP. Something in the ENTD must interfere.

Speaking of ENTD, FFTP says no codes are generated from changes to that which is disappointing but not surprising, I didn't think all that would be incorporated into it as the level of work would be immense. I assume it would all involve complex conditional modifiers. Is the range of addresses for that area of the game known and could one poke around it trying stuff out? Didn't find anything on it but based on the codes already known, the ranges are either around 0x190??? - 0x198???, 0x050??? - 0x060???, or 0x0D0??? - 0x0F0???.

I confirmed that "D0" is a conditional modifier. When ability codes are generated in FFTP, the first one for an edit is starting with "70" which isn't gameshark, its Xploder. The Secrets Of Professional Gameshark Hacking Manual doesn't have it listed for a GS code type.
11
Quote from: Toshiko on July 17, 2014, 01:52:00 pm
Off the top of my head, I made an admittedly buggy control all units code, I fixed the in-battle stats modifiers, fixed the full inventory codes, mapped out all jobs and abilities (which was later more accurately noted in the GameFAQs guide), changed the effect patterns and ranges for abilities (which is totally done in FFTP now), and poked around at a lot of things that either made the game crash or bug the hell out. I spent most of my time trying to work out the mechanics and RNGs (which I never did; I stumbled onto FFH 6 years ago while specifically Googling to see if there was any knowledge available on FFT's RNGs yet). So, mostly things that have since been done by other people, and a few things other people did first that I corrected the errors in.

Also, I started typing this post 14 hours ago and toooooooootally forgot about it.

Control all units was one of the first GS codes I tried, it was amazing discovering what was behind the hood. I was stunned that there were so many classes and sprites that could be nearly fully used for a bunch of units that never had battle parts. Then cut-scene only maps fully usable including maps never used, and a few attacks almost never seen too. Impressive hack. Whenever you say "fixed", I'm not sure what you mean by that. Effect patterns and ranges for abilities modifier is a code that wasn't hacked until FFTP so that was one on my list that's been covered. As I said part of the fun is seeing the effect in the game like glitches and bugs that come from unexpected parts like I had a time mage guest in the 4th battle before you get to the final boss and he became immortal because with 0 hp, he would continue getting turns and be healed with potions...funny part was the sprite would be laying dead but when its his turn, he gets up, attacks, then goes back down  :lol: . No code was used for that, just random glitching. The most memorable effect from a long time ago when I was messing around with PEC, is I think I was playing around with battle groups modifier for story battles (don't know for sure) and during the Velius battle Velius is present per usual but instead of Archaic Demons, yellow Chocobos appeared in such a weird way like in defense mode or something! One side of their wing is in front of them titled upwards. I have a screenshot of it on my old system.

It does seem like almost everything you found was found again so it wasn't like the content was never discovered again. I still don't know how these memory hackers got the more advanced stuff done in regards to what they used to view ASM code in memory. Was it in the SLUS file they were looking, what program and how the connection between hard-coded data (ISO editing) and memory was paired for FFTP.

Something I forgot at the time and then just struck me was when Mediator Ramza tried to use Invite on one of the assassins and it gave the 00%, I didn't check her equipment to see if something was equipped that cancels invite  :mad: :oops: . It didn't even occur to me because I thought nothing should prevent 100% invite with these codes but equipment can I bet and assassins often wear the type that can block that. Maybe everything about that is solved afterall...
12
Quote from: Celdia on July 17, 2014, 01:29:41 am
There may be some underlying code elsewhere that also affects them which is something that erroneously gets referred to as 'hardcoded' which really just means we haven't found what controls it yet. In this case that's not too surprising since I don't think anyone has ever really looked into the details of Invite immunity beyond what FFTPatcher can modify.

That's what I thought until I tried it again. I was thinking of isolating the 65E79 address and just using that to see if anything was different but I didn't do it yet, I played around with a bunch of GS codes I made in FFTPatcher. I also unchecked the flag for dead when Inviting so I could try inviting them too. Because I unchecked every immunity from Velius, I had to replace the code for Warlock with a new separate one as it became [30061C17 0040 - 80061C18 0000]. I loaded the 111 lines of code total using V4.0 and this time the experience was very entertaining. I just happened to have invited a male mediator on one of the files I use for this and he just learned Invitation. I wanted 2 because Ramza alone wasn't enough. I got to Zombie Zalbag and could 100% invite him as expected but amazingly, as Ramza switched to another class or the generic male mediator I attempted to target a demon just to confirm I couldn't do it and it showed 100%!!  :D Ramza can when not Squire, this generic can "in general". I tested this by accident and found a solution. After I did so many fun things in a random battle with Zalera (with Grand Cross), Zalbag, Archaic Demon (innate poison), and Ramza. I can't invite dead units despite the code, must have a 'hardcoded' block.

I thought it must be be Ramza's Squire job or something doing it. Then I loaded the Velius battle and I wish I recorded it or something, he was teleporting 2 everywhere yelling. I could once again target any demon and Velius (finally) for 100% invite! He did Wiznaibus along with Grand Cross :lol: . I confused him where he takes his defeated pose for that, and went into water. After berserking 2 units I caused two other status affects before inviting him where he yelled on himself and Ramza often until I defeated my new guest. I got to keep him after too! For Elmdor I tried inviting one of the assassins and for Ramza it was 00%  :mad: . Now I think it is a male to female thing. Elmdor was 100%. Not sure at all what is behind this.
13
Quote from: Celdia on April 09, 2014, 06:48:10 pm


I was looking for the name of that song 9 months ago and it just so happens its here (and the first post of the last page no less), it does get stuck! I googled "Duh" instead of "Da"...Duh!

Another piece I could not find until recent was Locksley - The Whip which has to be one of the most pervasive tunes to get stuck playing in one's head:



First heard it in 2011, have occasionally had it playing in my mind since then up til McDonald's used it again this month.
14
Quote from: Choto on July 13, 2014, 08:32:30 am
Yes, FFTPatcher creates gameshark codes based on the edits that you made in the program. My guess is that Celdia unflagged "Immune to invite" for all special characters in FFTP. So most any edit you make in FFTP should be convertable to gameshark code.

That's great, will help immensely.

QuoteKeep in mind too that ASM hacking and Gameshark codes are really the same thing. Lets break down a code: 30061198 0000

"3"  - This is a conditional modifier which tells the game when to apply the code (different files on the CD are loaded into memory at different times, so if you intend to write to one file but it's not open, it could cause a crash)

Wasn't the "30" header meaning 1-byte constant re-write? I don't know all of them off the top, but I thought "D0" had something to do with a conditional modifier. On the side, do these files and data get swapped around and addresses used for more than one thing depending on what mode your game is in (overworld, battle for Final Fantasy)?

Quote"0061198" - This is the address in memory of where the following hex code is going to be written

"0000" - This is the hex code to be written. ASM commands are 4 bytes of hex (the "0000" is 2 bytes), so it would take 2 gameshark codes to edit one line of ASM code. Hex could be a variety of different information though. If it's say, a data table, then the GS code is straight modifying the value (as in the case of the invite codes).

For example, an ASM command would look like this:
34100002 ori r16,r0,0x0002

Where "34100002" is the hex encoding of the command, and "ori r16, r0, 0x0002" is a logical description of the ASM command. So if I had a gameshark code that edited this location, and changed the 02 to 05, I would change the command to: "ori r16, r0, 0x0005".

I know the first part but the ASM command thing was a "teachable moment".

QuoteSo when Toshiko says "expect to do things for yourself", She means that hacks that can't be done in a simple way or require custom code, you'd have to go through the process of writing the hack yourself, then converting it to GS code. There are very few sightings of ASM hackers around here these days, and I'm bogged down in JoT5 work.

Yep. Not surprised about the few ASM hackers, its like that for all game editing communities.

QuoteFor some of the hacks ideas you mentioned it could just take a small hex edit, others would require custom routines of code. Some are just impossible.

Which ones do you think are impossible with the exceptions of Speed up the game and Jump added to any attack?

Quote from: Toshiko on July 13, 2014, 10:15:50 am
My notes were on paper, because that's what I used at the time. I had one lined notebook filled, which spilled into a second notebook. I had no computer; my 486 went down for the count (which, while it housed the original run of my notes, was never connected to the internet), and I was limited to using a Dreamcast for internet access. If you think I wanted to recreate all those notes using a Dreamcast to post on GameFAQs or whatever, you're sorely mistaken. While there wasn't much overlap with what I personally found (I didn't tread in already forged paths unless what had been shared was obviously incorrect), there was still an awful lot that I never saw anywhere else (with the exception of some various stats in the hacking guide on GameFAQs - some of which I also had to correct because the guide caused unintended bugs when altering brave/faith/level/speed/etc.). It's not that I had no desire to share so much as that it would have been incredibly tedious to type out my findings on a Dreamcast web browser interface.

My notes were destroyed in storage, along with all my dolls, plushies, and most of my books. My PlayStation itself was stolen (as were nearly all of my consoles and games). I simply have no record anymore.

Ah, the late 1990s or early 00s which was the golden era of gameshark hacking. That is a very interesting method (Dreamcast for internet access) and unique "process" if one can call it that. So what type of stuff in FFT did you find if you can remember? Anything that stood out or was different? One day maybe I can try and find some of what you discovered since I'm only focused on a very narrow set of games for this activity (5 or so). Final Fantasy Tactics in a game that deserves to have its whole RAM and ROM mapped out similar to SMW.

Also that really sucks about stuff destroyed and stolen. If it was a storage unit (unlikely), maybe one day an episode of Storage Wars will come on and a notebook filled with FFT notes will be found...now that would be valuable!  :lol: Its a joke, don't get mad!  :P

Quote from: Celdia on July 13, 2014, 11:58:00 am
Yes, that is exactly how it was done and the spaces were just notations FFTP puts in that I took out since they aren't relevant to GS use. However...It was for literally every Job except Ramza's three which is why it is so ludicrously long. Except that very last line which is the flag for Invite under Cancelled By Immortal from the Status Effects tab instead. There is very likely a much, MUCH more efficient way of doing this with ASM hacking instead of GS codes, especially considering it only affects one status effect through the entire game. Probably involving whatever routine checks the unit's Job for that immunity and just jumping around it when it goes to look for Invite.

The flag for Invite Canceled By Immortal seems to not affect the Velius, both types of demons, and Adramelk units for some reason.

QuoteWow, it's almost like real life happened or something. Who would have ever predicted such a strange and unexpected explanation...truly a foreign concept.

There was no way of knowing this occurred in the late 90s and the unusual circumstances that followed, its not normal to lose a bunch of your stuff suddenly and have most of your games stolen. Your right, who would have ever predicted such a strange and unexpected explanation.
15
Help! / Re: pSX on windows 7 64 bit?
July 16, 2014, 07:10:28 pm
You could also try some older emulators if you have no luck with some current ones such as VGS (Virtual Game Station PS1 Emulator). I used that on my old machine and had no problems with it for FFT. You can't customize it or toggle many options like quality levels.
16
 :lol: "I like swords!, I like swords!"

Welcome, we're both new here and have 3 letter usernames. I agree with the first paragraphs but we can chat more in the introduction thread if you stay.

I would have thought his type of input request would have been modded but I guess not. I've seen changed job classes that replace others and commands that go with it, I'm sure that's fine to replace a class we don't often use but I wouldn't hard mod that type of thing, I'd go towards the memory editing route if its possible (gameshark, constant write codes, etc.). You can replace commands right because I've seen that? What's the limit of actions per command? Does this limit change with the class?
17
I'll reply to what was posted yesterday later, but I tested that code out and it doesn't fully work. For reference I also had the move anywhere and 100% invite code on but that shouldn't affect anything. I load a save before Riovanes Castle battle with Weigraf and it was indeed 100% so here I'm excited and the first time just kill him. Then onto Velius, I target and to my dismay it was the usual 00%! Even the Ultima Demons had 00%. How anti-climatic  :( . I guess all jobs aren't covered or as someone mentioned, the block involves whatever routine checks the unit's Job for that immunity but only certain ones. My original path to hacking this would have been jumping around it which might cover this. But I found something later that contradicts this.

Nothing crashed which was awesome, Weigraf invited but had to be killed like I thought, then loaded another save before Elmdor in his Castle and invited him which is hilarious. Here's where it got strange, when Elmdor got a turn he used Chirijiraden out of nowhere and then when I checked his class, he doesn't have that learned!! No idea. Blue Ultima demons couldn't be invited either. Elmdor didn't join up at the battle, but then I was shocked at the next part with Zalera. I attempted invite on the undead knights and 00% for that, but 100% for Zalera!! Crazy. I got him and I couldn't check out his stats but he just cast Flare 2 on the knights. Bone snatches 00%. After I killed Zalera which you must do despite being a guest lol, he joined up! Level 45. On Dycedarg's battle, I could invite him but not Zalbag which should bypass guest status but maybe not. I couldn't invite Adramelk at all and when this battle was over, Dyce didn't join up. Its hit or miss.

I had a blast though so far, really great stuff! Still want Velius in his battle invited.
18
Help! / Yes!
July 13, 2014, 04:01:55 am
Quote from: Celdia on July 13, 2014, 02:04:54 am
Okay. I just spent 3 minutes using the tools we have on-site here to collect this data for you, if I'm understanding your request which is you would like GS codes. The following will make it possible to use Invite on every single character in the game, including Immortal-flagged units [stars over their heads when dead instead of the 3 count]. Ah, for all the codes involved, that is the ONLY thing they will do and you will need to use all of them to do it.



30061198 0000
300611C8 0004
300611F8 0004
30061228 0000
30061258 0000
30061288 0094
300612B8 0000
300612E8 0000
30061318 0080
30061348 0000
30061378 0000
300613A8 0000
300613D8 0084
30061408 0084
30061438 00BD
30061468 0000
300614C8 0010
300614F8 0000
30061528 0000
30061558 0000
30061588 0000
300615B8 0000
300615E8 0094
30061618 00BD

30061648 0000
30061678 0000
300616A8 0000
300616D8 0094
30061708 0000
30061738 0000
30061768 0000
30061798 0094
300617C8 0094
300617F8 0094
30061828 0094
30061858 0094
30061888 0000
300618B8 0000
300618E8 0094
30061918 00BD
30061948 0080
30061978 0080
300619A8 0080
300619D8 0000
30061A08 0000
30061A38 0000
30061A68 0000
30061A98 0000

30061AC8 0000
30061AF8 0000
30061B28 0000
30061B58 0000
30061B88 0000
30061C18 0095
30061C48 0024
30061C78 009D
30061CA8 0024
30061CD8 009D
30061D08 009D
30061D38 0024
30061D68 009D
30061D98 0024
30061DC8 0095
30061DF8 0024
30061E28 0024
30061E58 0004
30061E88 00BD
30062BD8 0004
30062C08 00AC
30062CF8 0004
30062D28 009D
30062D88 0004

30062DB8 0004

30065E79 0009


No guarantees that using Invite on normally non-invitable units won't crash the game or that events that trigger making those units leave the battlefield [say Gafgarion teleporting away at Zirekile] will even allow the unit to still Join Up. Good luck!

Oh man, thank you so much!!! Holy crap, that is long! I am curious to see this in action now, just like I have been for years. Looks like its going to be fun seeing what happens because as far as I know, no one has really tried or said what the game does. I wouldn't have been able to pull that together myself so it appears I found the right place to ask.

I saw a tab on a FFTPatcher screenshot called Gameshark and I wondered if that creates codes based on what the program itself does, was that part of this pull-together? I can find out later but I need to learn how this was "found". Is there any meaning to those spaces (the last one specifically)?

To the "no guarantees" part, that is part of the fun not knowing what the hell is going to happen, one of the reasons I love gameshark and memory editing.
19
Quote from: Toshiko on July 13, 2014, 12:05:14 am
If you have a Gameshark Pro, you can make most of these yourself easily. If you have a regular Gameshark, there's a limit (15, iirc) to number of lines per code, so you'd have a ton of codes for one individual function. If you have a Gameshark CDX, you're screwed; faaaaaaaaaaaaar too many lines to be able to be loaded in memory, and the majority of them wouldn't be written. If you use an emulator, most emulators also have a very harsh limit set on maximum lines to load at once (usually 100 or so), and thus also be impossible.

I just got a Gameshark Pro last fall, which was awesome because I never thought I'd have one since before a major influx on them became available in the last year or so on Ebay, they were incredibly rare and worth a lot. The problem is now I need a PS1 that has the parallel port for it since I only have the PSone version console hardware but I do have 2 CDX versions of Gameshark. I've had version 5.0 since 2005. About making the codes easily, I'd have to disagree with that unless I was one of you guys that have modded the game for years and understood a lot of the memory mapping and routines. These aren't integer codes were talking about, these are functions that have to be modified and in a sense memory hacking these are more difficult than what this site mainly does to hard data. I'm not sure what you mean by being screwed with the CDX version of GS, version 4 for some reason allows tons of lines and codes in general and had no problem putting hard mode into it broken up into 8 parts or so. No issues running them all either. I didn't know about the emulator limits but can't say I'm shocked with that. There are ways around all that. So your not thinking all these codes will be activated at once do you? I thought that would be funny, but I'd remove the "No info at the bottom of the screen" one because I like that lol.

QuoteIf you choose to stick with emulators, you'll probably want to use a separate program (like artmoney) with emulator functions that support correct address mapping for using actual Gameshark constant writes. In this scenario, you are not limited by maximum lines or any such thing, and searching for the values themselves becomes much easier. For anything that you don't want constant write for, you have no choice but to use something that supports GS 5x, Dx, Ex etc code types (which don't leave you many options, I'm afraid).

Artmoney is my favorite, found it in 2004 and if and when I go back to this activity, it will be my program of choice.

QuoteIn the end, expect to fulfill your requests yourself. I've done quite a lot of memory editing for FFT, but all my notes are long gone, and so are my PlayStation and GS Pro. Everyone else prefers to modify the game directly, because it's so much more versatile and easier to accomplish what you desire.

You can't be serious with this, no one would spend all that time doing something unique and fun that takes no effort and space to post online and/or save yourself just to toss it away (unless it was already found which I suspect is the case, happened to me too), and yet still be invested in FFT hacking and modding too. I see why modding the game directly is the best way for a lot of stuff, but for what I'm talking about there is no sense in modding just for 1 little thing or something that should be for fun and temporary (permanent "When truly Game Over, continue to the main map screen anyways with nothing changed" is silly). Just off the top of your head, was a memory address or range found for enemy immunities to modify? I already searched this site and lots of chatting about modifying it hard data wise was to be seen, no reference points however.

QuoteApologies if I come across like a bitch. Just been one of those days.

That's fine, but I don't think you got the gist of what I'm getting at because I know most of what you posted already about gameshark hacking, been reading about it on and off for a decade. I'm not asking for anyone to hack these codes, but just getting comments about what you folks think about these ideas of things I haven't seen yet. Some of you will have a good idea of how hard some would be or if some are impossible since years of experience have seeped in about this game. The main thing I really want to get input on is the 100% invite on any enemy above all else since I know various members here have changed that aspect. Point me to it so I can figure it out myself but giving me the address if it exists already would be even better (and I'd be super duper grateful).
20
Help! / Potential Gameshark Codes Left to be Hacked
July 12, 2014, 09:24:25 pm
I was torn between putting this topic in the Help sub-forum or the FFT Hacking one so sorry if this is the wrong one. I compile lists of gameshark codes that I want to see eventually hacked for my favorite games and for FFT. These "ideas" are what I have collected over the years:

*Status Effects modifier on enemies and friends, *Immune modifiers on enemies, *Panel modifier for any attacks/spells/etc., Act and/or Move never grayed (separate from CT always 100 and speed), Skip opening movies and screens, Weather modifier, *Everything heals/absorbs for team, Map modifier on STORY battles, Trap modifier, Jump is added to any action modifier, Speed up game (may not be possible), Skip animations (attacks/spells/etc), When Ramza becomes crystallized, its NOT game over; When your team dies, gameplay continues with enemies only; Skip battle dialogue, *Shop Anywhere, Shop has everything, Camera modifier, Skip cut scenes, Attack under menu has 4+ main options, Move "anywhere" in battle, When truly Game Over, continue to the main map screen anyways with nothing changed; *True 100% Invite Code (can invite Zodiac monsters), Story battle modifier, No bottom info at all during battles, Parties start in different areas of map, Mimes do nothing, Mimes attack opponents even though they are out of range, Random CT for anyone, Boss or otherwise has total random attacks with magic (like Grand Cross and uses it), any action is possible from the game; Invite prompt comes up at the end of battle for all enemy units every time, Can embark on any monster whether with your team or enemy, Add command modifier on party member (for attack), Damage does not appear visually, Panel modifier for Geo class, Start anywhere on the battlefield modifier, Experience and leveling up routine not loaded at all, Kanta or sword never breaks when using Samurai skill set, Kanta or sword ALWAYS breaks when using Samurai skill set for enemies, Main job class of storyline enemies during battle are always randomized to something else (any job class), Different enemy units appear from pre-made game list in storyline battles, Attacks force unit off 1 or more panels every time, Attacks force unit off randomly anywhere on the map, Automatic camera angle shift disabled, *Innate Counter Magic or Attack on some Job Class, Units randomly become crystals out of nowhere (not dead or anything!), Mimes will mimic other mimes on the same party (like attack), CT break knight skill, Charge! Attack added skill (Where when in critical, everyone in that state attacks like a mime would), A counter that affects all enemy units (magic?), Music Modifier, Storyline Point Modifier, (45)

*Already Hacked

I'm aware some of these have already been hacked via ISO image editing but not memory address editing. I'm more into the memory hacking side of things and have a great interest in all facets but this is something that I'm not deeply into, but want to get my feet wet more. I could probably hack new codes without major learning of new concepts. I believe these ideas are possible to hack with the exception of one or two but many look like they would be exceedingly complex with great understanding of the game's programming required.

Out of all of these the one I'd like to see most and hack if not known yet, is the red bolded Invite 100% on any enemy unit. The so called 100% invite code that currently exists only applies to units that have any % to begin with, but for story-driven enemies like Zodiac monsters and foes, they have Immune Invite. I'd like a code that disables Immune for everything and this applies to more than this game too (FF9). Of course I can hack a Zodiac monster into my party but what I really want to see is how the game responds to this action like inviting Velius to your party...would the game freeze up or would the battle end or get control of the unit? That's the real entertainment. Based on what I've read, I'm positive the memory addresses are known for enemy Immunities so it would be easy to derive a code from it so if someone knows it or can point me to it so I can figure it out myself, that would be great!

Just a quick few other questions that I thought about are has enemy units ever used equip change in battle whether vanilla FFT or modded and for those who know a ton about FFT's programming and memory, how much room is there before the PS1 Hardware is maxed out by it? That implies how much is going on "under the hood" so to speak before a slowdown arises for the PS1 Hardware because the AI to me is very impressive but graphically not resource heavy based on guessing.

Comments, questions, answers, thoughts are welcome. I'll introduce myself in a few days in the proper subforum but hello from another FFT lover!