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Messages - Talcall

61
I'm not sure there is any other way to explain it. i must have gone off on too much of a tangent.
breakpoints only work in battles, and not on the world map or formation screen, i want it to work on the formation screen. I can edit the code, and the game reacts accordingly, but breakpoints,  don't work on the formation screen.
62
Not sure if this is just a version thing, but I've found out that using breakpoints in the formation screen on any address for WORLD.BIN doesn't trigger anything, but the breakpoint will trigger immediately when a battle is loading (likely due to the breakpoint triggering an address in BATTLE.BIN instead. I've heard these two bins can't be loaded at the same time). this is really unhelpful when the things i want to edit in particular are on the party screen, and not any battles, as it makes it hard to learn what any given address will do when it isn't listed explicitly on the site wikipedia. Is this something that occurs to everyone? is there a solution?
63
PSX FFT Hacking / Re: Novice ASM hack: Useful monsters
January 08, 2020, 12:41:32 am
was everyone struggling that bad? Maybe this is a bit more work than i thought it would be... i only edited one line of code that was on the wiki under WORLD.BIN, and i managed to get a chocobo i hacked in to wear a hat, I may have to ask about further checks regarding equipment over in that thread

edit, thinking about it, I'm not sure i actually managed to get the hat on the chocobo, just that it was black in the equipment menu. i should have tested this more thoroughly.

edit 2, yeah, there is some more hardcoding around this than i thought there was. square is so mean. turns out even removing that check and equipping stuff just... deletes the item. so. that's fun. maybe don't use this yet.
64
PSX FFT Hacking / Novice ASM hack: Useful monsters
January 07, 2020, 10:41:54 pm
I'm not sure exactly where novice hacking goes, so if this thread needs to be moved i have no issues with that.
That being said, i am proud to have completed my first hack! (would have been done sooner but i was banned from technology for a week)
Useful monsters! Gives monsters the ability to use human tools and armour, so they can have a slightly higher health pool and attack damage.
list of changes below!

don't use this hack, there are still many manky kinks to iron out, I have learnt.



  • Yellow chocobos can use: Polearms, Shields, Clothing, Armour/Armor, Hats, Helmets, Robes, Cloaks

  • Black chocobos can use: Flails, Shields, Clothing, Armour/Armor, Hats, Helmets, Robes, Armlets

  • Red chocobos can use: Swords, Shields, Clothing, Armour/Armor, Hats, Helmets, Robes, Shoes

  • All goblins can use: Hats, Clothing, Knives

  • All panthers can use: Cloaks

  • Piscodemons can use: Knives, Clothing, Rings

  • Squidlarken can use: Staffs, Robes, Rings

  • Mindflare can use: Rods, Robes, Rings

  • Skeletons can use: Knives, Swords, Axes, Flails, Hats, Clothing, Shoes, Arm guards, Cloaks

  • Snatchers can use: Knives, Swords, Axes, Flails, Helmets, Armour/Armor, Shoes, Arm guards, Cloaks

  • Living Bone can use: Swords, Knight's swords, Helmets, Armour/Armor, Shoes, Arm guards, Cloaks

  • All ghosts can use: robes

  • All Aevis can use: Shoes, Arm guards, Rings

  • All Swine can use: Rings

  • All Dryads can use: Rods, Staffs, Instruments

  • All Minitaurs can use: Axes, clothing, Arm guards

  • All dragons can use: Armour/Armor, Helmets, Shoes, Cloaks

  • Hyudra can use: Knives, Swords, Shields, Hats, Helmets, Hair adornments, Armour/Armor

  • Hydra can use: Swords, Axes, Shields, Hats, Helmets, Hair adornments, Armour/Armor

  • Tiamat can use: Swords, Knight's swords, Shields, Hats, Helmets, Hair adornments, Amour/Armor




Planned additions (that are perhaps, slightly too ambitious)



  • monster job wheel with simple jobs (like knight, cleric, mage)

  • Wild monsters spawning with low-grade equipment (makes encounters harder, but not ridiculously so)

  • More monster abilities (like, come on, why you gotta treat yellow chocobo like dat? give it another thing!)




Feel free to critique. I need the motivation to improve this (and I'm tired after my week of tech ban)

This isn't particularly praise worthy, but from what I've seen no one really wants to give monsters the love they really deserve, all because square decided that monsters were gonna be practically worthless. So, now they can wear things for more health, (and as a bonus gives the player a slightly larger feeling of control over their party)
65
apologies. another job wheel for monsters. and probably just yellow chocobos as i can already see problems arising if I'm using multiple generic classes as the same branching point, i.e., base job becoming corrupt.
and duly noted, i will not be adding to the end of the table.

I'm going to start simpler than making 15 jobs for them, at yellow chocobo lvl 2 leads to chocobo knight.
66
a new problem arises, there is only job point data for the human jobs, which i think may be why monsters can't earn jp. this may necessitate either moving everything in the data table to make space for the few jobs i wanted to add and editing everything that jumps to or references the data table after unit data, or i could add unit data to the end of the data table and add checks to everything referencing job points. the latter seems arguably easier? but not having to add checks to everything also seems easier?
67
right, I will try to breakpoint the routine. i should be mostly fine to find the address. thank you
68
I looked through through the data table locations and WORLD.BIN on the wiki and i couldn't find anything about monsters not earning jp, knowing all abilities available, or about a job wheel check (i saw that for special monsters but not generic ones? and i think that was just about sprite's being greyed out anyway (WORLD.BIN, 0x00122262)), and i was wondering if any of these really were known about.
(I also figure that there won't be enough room for me to do jobs for all monsters, so I'm mostly going to stick to yellow chocobos, and maybe only give them 3 or 4 jobs at most.)
69
PSX FFT Hacking / Re: Any ASM tutors available?
January 02, 2020, 07:03:44 pm
that being said, I've found what I'm looking for, and for all intents and purposes this thread can be marked as solved to avoid further toxicity caused by my end
"00125540 - 001255e0: Locks the screen that allows equipment/ability change if unit is Monster or Mime"
70
PSX FFT Hacking / Re: Any ASM tutors available?
January 02, 2020, 06:27:56 pm
The outburst, I can understand, was a bit much. I'm sorry. Life is no excuse given the two completely different circumstances and I should not have treated you all in this way.

Glain, by operations I mean anything with an OPcode in the disassembly and memory, like branching, jumping, logic operations and such. You can edit the bytes of the word with the operation to change the overall effect. That kind of stuff.
And to be more specific, i want to know how to find job and 'gender' (male, female andd monster) data. In the psx version. There's a reason I posted in psx hacking instead of psp hacking, and it's because I know not a lot of people here want to or know how to extently hack the psp version.

Nyzer, Again, I posted explicitly to the psx hacking part of the forum because there are people who know how to hack this version of the game. I understand the difficulty, and this is why I'm trying to ask for help because I know I can't learn myself if I have no basis. I'm aware it's way harder that ffpatcher and I haven't given up yet.
I'll be sure to take your collective advice on the singular question asking.

Elric, im sorry. I'm not exactly sure what to say to that. But I'm sorry. I honestly am trying my best to learn asm. I wasn't sure where I was supposed to go after the tutorials on the site, but I shouldn't have made an outcry like I did, it was childish of me.

Xifanie, I'm sorry I forced you to write that in your condition. I would never have expected you to write anything if you're literally dying.

I should have made myself clearer in all aspects of my initial posts, and I sincerely apologise to all of you for being so childish.
71
PSX FFT Hacking / Re: Any ASM tutors available?
January 01, 2020, 08:05:23 pm
I'm really trying to learn here but neither you guys nor your tutorials are exactly helping very much.
So I figure I'd expand on what i would like help with
i don't need help with the definitions of the code, or what hex/binary is, or what the ANDI operation does. I know how ANDI works. i need help finding things. i need help learning how to find what operations do what in this game, and how to look for specific things.

I understand it's christmas and new years, but i have seen replies to comments elsewhere in the forums since and frankly I'm insulted that you don't think i'm even worth enough your time to say "no"
72
Ahh perfect! So there is some documentation about the debugging program! I probably wouldn't have gone through these lengths if I knew that. Again, I did search google but the only help it gave me were guides on MIPS code about things I already knew.
Thank you very much for this enlightening reply
73
Given my requests for help were ignored twice, i figured I'd go ahead and spend my spare time creating a complete documentation of every operation i could work out, inside out and looped. Even includes operations that i don't believe would have a real impact on the registers or game.
The only things I'm missing are the exact functionality of several functions that i couldn't find anywhere on the internet or work out contextually. I still included notes on the limitations of the bytes within the operations, however, in case that helps.
74
nevermind i have found the solution!
the actual memory of the game seems to be offset by a minimum 0x04000000 bytes.
VRAM is at 0x04000000
User memory is at 0x08800000
default load address is at 0x08804000
Kernel memory is at 0x88000000
I will hence mark this thread as solved.
75
Heyo, found a bug concerning the onion knight;
The "blue mage" like functionality of the class works to learn the moves, however, they cannot be used in combat. Only the moves fire, ice, thunder breath and charm seem to be workable. If this is a result of the necessity to master other jobs, then I apologise for not knowing this beforehand.
76
PSX FFT Hacking / Any ASM tutors available?
December 27, 2019, 08:19:33 pm
I understand this isn't something that comes for free, but i was hoping i could organise some sort of deal with whomever would accept. I would be more than happy to work on bigger projects with people! I have read through the thread posted elsewhere that many newcomers do not have the determination to continue, but i promise that i definitely do, and i am incredibly eager to learn ASM code with somebody, mostly because i don't believe i could learn the ins and outs of the language without initial guidance. If there's anybody available I would really appreciate, and help them with their own endeavours as 'payment.'
77
Run into a new problem since the last thread i posted. I'll relay some things I've done first:
I've gone through the site's tutorial on ASM modding, and have successfully reconstructed the fire element cure.
to help draw parallels to the psp version of the game, i thought i would boot up fftpatcher and the debugger for wotl and make the same mod to this version. only problem now is the debugger doesn't seem to have any effect on the game itself. The memory loaded on the debugger is completely blank, every byte filled with question marks.
i then tried to draw a breakpoint on cure's Y value (obtained from fftpatcher), for its default calculation, and then make the game access this value results in the game... not breaking. no breakpoint occurs and the debugger fails to read the value at this memory location. I thought maybe this would help shed light on the memory issue and it seems it has.
Is this an issue i can resolve, or is this universal and there is no solution?
78
Run into a new problem. I'll relay some things I've done first:
I've gone through the site's tutorial on ASM hacking, and have successfully reconstructed the fire element cure.
to help draw parallels to the psp version of the game, i thought i would boot up fftpatcher and the debugger for wotl and make the same mod to this version. only problem now is the debugger doesn't seem to have any effect on the game itself. The memory loaded on the debugger is completely blank, every byte filled with question marks and the guide to the right all blank dots.
i then tried to draw a breakpoint on cure's Y value (obtained from fftpatcher), for its default calculation, and then make the game access this value results in the game... not breaking. no breakpoint occurs and the debugger fails to read the value at this memory location. I thought maybe this would help shed light on the memory issue and it seems it has.
Is this an issue i can resolve, or is this universal and there is no solution?
79
Oh of course! i can't believe i didn't think to check the emulator itself for a disassembly! that will certainly make future endeavours quite a bit easier, thank you.
as for starting with the PSX version, I believe that adaptation instead if learning from scratch may be far easier, so I will take your advice and start with that. thank you very much for the input!
80
I certainly appreciate the feedback as to the difficulty but i'm still not sure where I can read the assembly code. editing the disc ISO with notepad++ doesn't work, as many of the characters are nul.
as for googling what ASM is, it's a language used by computers to assemble a program. it can only take a certain function, and a hexadecimal value for the function, ranging from A to F for each digit. I did some research before asking the main question, I really just don't know where i can access it