Modding => Help! => Topic started by: bht on January 11, 2014, 10:50:45 pm
Title: Specific issue with an ASM (Defend = 25% dmg reduction)
Post by: bht on January 11, 2014, 10:50:45 pm
It works fine in an emulator. If I turn the game into an EBOOT with PSX2PSP, the damage reduction goes from XA*0.75 to XA*0.33.
I was wondering if there is a quick fix for this (it's the only ASM that I've run into an issue with on an EBOOT so far), and if so, do I need to get my Raw out or can I just patch it on top?
Thanks. And if it helps, this is the ASM: BATTLE_BIN, offset 11F378, 4B4D0508
Title: Re: Specific issue with an ASM (Defend = 25% dmg reduction)
Post by: Angel on January 11, 2014, 11:03:23 pm
LOOOOOOOOOOTS of ASM hacks bork with PSP/console because of poor practices. Like, too many to list. Like, an embarrassing number. Someone will likely notice and fix eventually, though, especially since you mentioned it.
Title: Re: Specific issue with an ASM (Defend = 25% dmg reduction)
Post by: 3lric on January 11, 2014, 11:03:49 pm
Which version is it? Can you post your XML file into a spoiler and post it here?
Title: Re: Specific issue with an ASM (Defend = 25% dmg reduction)
Post by: Angel on January 11, 2014, 11:16:44 pm
According to Xifanie, that hack is written in such a way that makes 'wtf' a very appropriate response to looking at it. So yeah. It will be fixed, though.
Title: Re: Specific issue with an ASM (Defend = 25% dmg reduction)
Post by: bht on January 12, 2014, 12:08:17 am
Quote from: Toshiko on January 11, 2014, 11:03:23 pm LOOOOOOOOOOTS of ASM hacks bork with PSP/console because of poor practices. Like, too many to list. Like, an embarrassing number. Someone will likely notice and fix eventually, though, especially since you mentioned it.
The only other one I've had an issue with is Equip Crossbow also equips Bow, but I haven't tried too many. Might have to go emulator. Unfortunate, I like my psp.
Title: Re: Specific issue with an ASM (Defend = 25% dmg reduction)
Post by: Zenko on January 12, 2014, 10:30:57 am
Title: Re: Specific issue with an ASM (Defend = 25% dmg reduction)
Post by: Timbo on January 12, 2014, 11:09:12 am
Bad Ass! I've been waiting for this since 1.3 was this site's premier patch.
Title: Re: Specific issue with an ASM (Defend = 25% dmg reduction)
Post by: formerdeathcorps on January 12, 2014, 12:54:57 pm
This is an outdated version of the defend hack. Please use the following.
<Patch name="Status effect bonus damage hack"> <Description> V1/V2/V3: 0x80 - Faith 0x40 - Innocent 0x20 - Charm 0x10 - Sleep 0x08 - Don't Move 0x04 - Don't Act 0x02 - Reflect 0x01 - Death Sentence W1/W2/W3: 0x80 - Oil 0x40 - Float 0x20 - Reraise 0x10 - Transparent 0x08 - Berserk 0x04 - Chicken 0x02 - Frog 0x01 - Critical X1/X2/X3: 0x80 - Poison 0x40 - Regen 0x20 - Protect 0x10 - Shell 0x08 - Haste 0x04 - Slow 0x02 - Stop 0x01 - Wall Y1/Y2/Y3: 0x80 - 0x40 - Crystal 0x20 - Dead 0x10 - Undead 0x08 - Charging 0x04 - Jump 0x02 - Defending 0x01 - Performing Z1/Z2/Z3: 0x80 - Petrify 0x40 - Invite 0x20 - Darkness 0x10 - Confusion 0x08 - Silence 0x04 - Blood Suck 0x02 - Cursed 0x01 - Treasure V1/W1/X1/Y1/Z1 correspond to status effects that multiply physical attacks by M1 / 128. V2/W2/X2/Y2/Z2 correspond to status effects that multiply physical attacks by M2 / 128. These stack with the M1 multiplier. V3/W3/X3/Y3/Z3 correspond to status effects that multiply magical attacks by M3 / 128. 190% is M1/M2/M3 = F4 183% is M1/M2/M3 = EB 180% is M1/M2/M3 = E7 175% is M1/M2/M3 = E0 170% is M1/M2/M3 = DA 166% is M1/M2/M3 = D6 160% is M1/M2/M3 = CD 150% is M1/M2/M3 = C0 (default) 140% is M1/M2/M3 = B4 133% is M1/M2/M3 = AB 130% is M1/M2/M3 = A7 125% is M1/M2/M3 = A0 120% is M1/M2/M3 = 9A 117% is M1/M2/M3 = 96 110% is M1/M2/M3 = 8D 90% is M1/M2/M3 = 74 83% is M1/M2/M3 = 6B 80% is M1/M2/M3 = 67 75% is M1/M2/M3 = 60 70% is M1/M2/M3 = 5A 66% is M1/M2/M3 = 56 60% is M1/M2/M3 = 4D 50% is M1/M2/M3 = 40 40% is M1/M2/M3 = 34 33% is M1/M2/M3 = 2B 30% is M1/M2/M3 = 27 25% is M1/M2/M3 = 20 20% is M1/M2/M3 = 1A 17% is M1/M2/M3 = 16 10% is M1/M2/M3 = D To figure out the correct number for a V/W/X/Y/Z variable, add up the numbers corresponding to all the status effects for a given variable. If you didn't use any statii belonging to a certain variable, that variable has value 00. For example, if I want Chicken and Frog to take 1.5x physical damage, then W1 = 4 (Chicken) + 2 (Frog) = 06 and M1 = C0. Notice that I also could have used W2 and M2, but NOT BOTH W1/M1 AND W2/M2. For example, if I want Blind and Confuse to take 1.33x magical damage, then Z3 = 20 (Darkness) + 10 (Confusion) = 37 and M3 = AB. </Description> <Location file="BATTLE_BIN" offset="11F3C4"> 5800648C </Location> <Variable name="V1" file="BATTLE_BIN" default="10" offset="11F3C8"/> <Location file="BATTLE_BIN" offset="11F3C9"> 004230 </Location> <Variable name="W1" file="BATTLE_BIN" offset="11F3CC"/> <Variable name="X1" file="BATTLE_BIN" offset="11F3CD"/> <Location file="BATTLE_BIN" offset="11F3CE"> 013C </Location> <Variable name="Y1" file="BATTLE_BIN" default="08" offset="11F3D0"/> <Variable name="Z1" file="BATTLE_BIN" offset="11F3D1"/> <Location file="BATTLE_BIN" offset="11F3D2"> 2134 24208100 25208200 08008010 00000000 1980043C CE388294 </Location> <Variable name="M1" file="BATTLE_BIN" default="C0" offset="11F3EC"/> <Location file="BATTLE_BIN" offset="11F3ED"> 000134 19004100 12100000 C2110200 CE3882A4 5C006290 5800648C </Location> <Variable name="V2" file="BATTLE_BIN" offset="11F408"/> <Location file="BATTLE_BIN" offset="11F409"> 004230 </Location> <Variable name="W2" file="BATTLE_BIN" default="06" offset="11F40C"/> <Variable name="X2" file="BATTLE_BIN" offset="11F40D"/> <Location file="BATTLE_BIN" offset="11F40E"> 013C </Location> <Variable name="Y2" file="BATTLE_BIN" offset="11F410"/> <Variable name="Z2" file="BATTLE_BIN" offset="11F411"/> <Location file="BATTLE_BIN" offset="11F412"> 2134 24208100 25208200 08008010 00000000 1980043C CE388294 </Location> <Variable name="M2" file="BATTLE_BIN" default="C0" offset="11F42C"/> <Location file="BATTLE_BIN" offset="11F42D"> 000134 19004100 12100000 C2110200 CE3882A4 00000000 00000000 00000000 00000000 00000000 00000000 0800E003 00000000 </Location> <Location file="BATTLE_BIN" offset="11F4B4"> 5C004390 5800448C </Location> <Variable name="V3" file="BATTLE_BIN" offset="11F4BC"/> <Location file="BATTLE_BIN" offset="11F4BD"> 006330 </Location> <Variable name="W3" file="BATTLE_BIN" default="06" offset="11F4C0"/> <Variable name="X3" file="BATTLE_BIN" offset="11F4C1"/> <Location file="BATTLE_BIN" offset="11F4C2"> 013C </Location> <Variable name="Y3" file="BATTLE_BIN" offset="11F4C4"/> <Variable name="Z3" file="BATTLE_BIN" offset="11F4C5"/> <Location file="BATTLE_BIN" offset="11F4C6"> 2134 24208100 25208300 07008010 1980033C CE386294 </Location> <Variable name="M3" file="BATTLE_BIN" default="C0" offset="11F4DC"/> <Location file="BATTLE_BIN" offset="11F4DD"> 000134 19004100 12100000 C2110200 CE3862A4 0800E003 00000000 </Location> </Patch>
The default values are V1/W1/X1/Y1/Z1/M1 are 10,0,0,8,0,C0, which means that charging and sleep on target cause 1.5x physical damage. The default values are V2/W2/X2/Y2/Z2/M2 are 0,6,0,0,0,C0, which means that frog and chicken on target cause 1.5x physical damage, and it stacks on the above. The default values are V3/W3/X3/Y3/Z3/M3 are 0,6,0,0,0,C0, which means that frog and chicken on target cause 1.5x magical damage.
If you want to add in defend gives 25% DMG reduction: 1) Get an unaltered ISO 2) Apply the above ASM, but merge V1-Z1 with V2-Z2. Specifically, this means that V1/W1/X1/Y1/Z1/M1 are 10,6,0,8,0,C0, which means that charging, frog, chicken, and sleep on target cause 1.5x physical damage. 3) Change V2-Z2 to 0,0,0,2,0,60, which means defend on target causes 0.75x physical damage, stacking with the above.
NOTE: This has a limitation that you can no longer stack frog with sleep to get double the damage bonus.
Title: Re: Specific issue with an ASM (Defend = 25% dmg reduction)
Post by: bht on January 12, 2014, 03:57:05 pm