Final Fantasy Hacktics

Modding => Non-FFT Modding => FFTA/FFTA2 Hacking => Topic started by: Darien490 on September 16, 2014, 07:36:09 pm

Title: Raise the Level Cap
Post by: Darien490 on September 16, 2014, 07:36:09 pm
I've always wondered if there was a way to raise the level cap, as I feel like 50 is too low. Is this possible? I have a basic understanding of hex editing, but when it comes to finding pointers and stuff, I'm clueless.
Title: Re: Raise the Level Cap
Post by: Darthatron on September 16, 2014, 08:12:00 pm
Quote from: Darien490 on September 16, 2014, 07:36:09 pm
I've always wondered if there was a way to raise the level cap, as I feel like 50 is too low. Is this possible? I have a basic understanding of hex editing, but when it comes to finding pointers and stuff, I'm clueless.

Yes it's relatively easy actually. The tedious part is then changing the stat-growth so stuff like the Blade-Biters and Jelly's don't become useless late-game when they hit 999 defence too early.
Title: Re: Raise the Level Cap
Post by: Darien490 on September 16, 2014, 11:57:56 pm
Okay, cool. So, I know how to change the stat-growth stuff with the AIO editor. Is there an option somewhere in that program that I'm missing to change the level cap? Or do I need to alter the file manually?
Title: Re: Raise the Level Cap
Post by: Darthatron on September 17, 2014, 12:05:12 am
Quote from: Darien490 on September 16, 2014, 11:57:56 pm
Okay, cool. So, I know how to change the stat-growth stuff with the AIO editor. Is there an option somewhere in that program that I'm missing to change the level cap? Or do I need to alter the file manually?

Sorry I forgot to add that.

You say you get hex editing, yes? Change the byte at 0C9BAE from 32 to 63 to change the level cap the 99. Do the same with the byte at 0C9BAA.
Title: Re: Raise the Level Cap
Post by: Darien490 on September 17, 2014, 12:14:59 am
Okay, cool, thanks. That was easy a change. I'll test it later just to make sure it works. Side question, how does the AIO editor estimate the "max stat at lvl 50"? I tried calculating some of them myself, but I always get a different number than what the editor says.

EDIT: Also, is there a way to alter EXP and/or AP gains? Getting larger amounts of EXP might make a higher level cap more feasible. I know AP is given based on the mission, but I'm wondering if there's a quick-and-dirty method for increasing how much you get. That's not too important, though. If it's a matter of either editing the missions one-by-one or editing the ability requirements one-by-one, I might just deal with it as-is. And I'm guessing there's a hard limit for stats at 999?
Title: Re: Raise the Level Cap
Post by: Darthatron on September 17, 2014, 12:23:05 am
RoundDown(Base * 1.15) + Ceiling(Growth) * 49
Title: Re: Raise the Level Cap
Post by: Darien490 on September 17, 2014, 12:27:46 am
Huh. I never would have guessed something like that. Thanks again. I don't know if you noticed, but I edited my previous post a bunch of times. :mrgreen:
Title: Re: Raise the Level Cap
Post by: Darthatron on September 17, 2014, 01:30:42 am
Quote from: Darien490 on September 17, 2014, 12:14:59 amAlso, is there a way to alter EXP and/or AP gains? Getting larger amounts of EXP might make a higher level cap more feasible. I know AP is given based on the mission, but I'm wondering if there's a quick-and-dirty method for increasing how much you get. That's not too important, though. If it's a matter of either editing the missions one-by-one or editing the ability requirements one-by-one, I might just deal with it as-is. And I'm guessing there's a hard limit for stats at 999?
That is a little bit harder. You could double it or half it pretty easily, but anything else become a lot more difficult. And doubling it kind of ruins the point of doubling the level cap, doesn't it?

And the reason it uses that equation is because the game handles the base stats of units somewhere random between 0.85 and 1.15 times the "Base". The growth is rounded up (to the nearest whole number) and multiplied by how the amount of times the unit "levels up"
Title: Re: Raise the Level Cap
Post by: Darien490 on September 17, 2014, 11:17:08 am
Quote from: Darthatron on September 17, 2014, 01:30:42 am
That is a little bit harder. You could double it or half it pretty easily, but anything else become a lot more difficult. And doubling it kind of ruins the point of doubling the level cap, doesn't it?

Well, on a normal run-through for me, I'm usually around lvl 40 by the time I reach the end of the game. Doubling the EXP rate could potentially put me around lvl 80 by that point, which I think is kinda what I'd like to see.

I've decided I don't care about the AP gain thing. That's fine the way it is, and if I really want to, I can change some of the AP requirements later on.

From what I've read, I'm guessing there's no way to have four-digit stats? Or is it just really complicated?
Title: Re: Raise the Level Cap
Post by: rrs_kai on September 17, 2014, 01:00:08 pm
I am interested in this idea of raising the level cap to Lv.99 and probably halving the stat gains.

It solves the issue of rapid leveling in FFTA:GrimGrimoire and also makes level advantage much less of a problem.
I want to see outcome of this idea (just level cap and half stat growth, not sure about doubling the exp gain) and if it changes/balances any aspect of the game.
Quote from: Darthatron on September 16, 2014, 08:12:00 pm
The tedious part is then changing the stat-growth so stuff like the Blade-Biters and Jelly's don't become useless late-game when they hit 999 defence too early.


One thing I can see is that Lv.3 expose (99/3) would be more of a problem than Lv.5 death (50/5) because both of those skills hit all units on the map in FFTA:GG.
Title: Re: Raise the Level Cap
Post by: Darien490 on September 17, 2014, 01:26:59 pm
Quote from: rrs_kai on September 17, 2014, 01:00:08 pm
One thing I can see is that Lv.3 expose (99/3) would be more of a problem than Lv.5 death (50/5) because both of those skills hit all units on the map in FFTA:GG.

Well, it makes sense that if you can change the level cap to 99 (which I confirmed works) you can change it to 100. It may not show up correctly because of how level is displayed, but in theory, it should solve that problem.

I forgot to actually ask in my previous post, but how exactly do you double/half the EXP rate? Oh, and the stat cap thing.
Title: Re: Raise the Level Cap
Post by: Darthatron on September 17, 2014, 09:10:05 pm
Fair enough.

Change the bytes at 12E658 from 25 0C to E5 0B. This will double the exp you get in battle.
Title: Re: Raise the Level Cap
Post by: rrs_kai on September 22, 2014, 11:38:57 pm
Quote from: Darthatron on September 17, 2014, 12:05:12 am
You say you get hex editing, yes? Change the byte at 0C9BAE from 32 to 63 to change the level cap the 99.

how to hex edit? can it be done in the AIO or is there a hex edit tool?

*edit*
I used hex editor neo to change 000c9bae from 32 to 63 and it makes Lv.99 displayble. If a char starts above Lv.50 it changes them to Lv.99 but their stats dont increase, they stop at lv.50 stats. I made a Lv.49 char hit a Lv.99 char and he gained 100exp and got to lv50, the next turn he only got 99exp and stayed at lv.50 and does not seem to gain any exp after that.

Also, is it possible to change one particular stat limit from 999 to a lower number like 149(speed limit in FFTA2)?
Title: Re: Raise the Level Cap
Post by: Darthatron on September 23, 2014, 02:03:55 am
Whoops. Do the same with the byte at 0C9BAA. I fixed my other post.

In regards to the different limits: In short, yes. But it's a bit complex as they are all compared against the same value at the moment.

EDIT: Actually with such a small value (149), you can do it. Changing the bytes at 0C9CAC from 53 49 to 95 21 will cap Speed at 149 (0x95 in Hexadecimal).
Title: Re: Raise the Level Cap
Post by: rrs_kai on September 23, 2014, 11:02:06 am
Quote from: Darthatron on September 23, 2014, 02:03:55 am
Whoops. Do the same with the byte at 0C9BAA. I fixed my other post.(0x95 in Hexadecimal).

EDIT: Actually with such a small value (149), you can do it. Changing the bytes at 0C9CAC from 53 49 to 95 21 will cap Speed at 149 (0x95 in Hexadecimal).


It does allow the character to go beyond lv.50 along with scaling stats but only if you start the game above lv.50
You cannot cross lv.50 because the exp stops at 99, even if I start the game at lv.72 I can only gain 99exp never reaching the next level (tested without cheats in the hope of gaining 10exp but only got 7exp).
Can the lv.50 exp check be bypassed?

The speed limit works fine.

*edit*
Can the AP rate be doubled globally? I decreased the AP costs for skills but since text editing is not available these changes are not reflected on the equipment, so I want to change the rewarded AP.
I found out how to edit equipment skill names descriptions in AIO
Title: Re: Raise the Level Cap
Post by: Mjolln on September 23, 2014, 04:03:11 pm
You can edit the AP rewards with the Nightmare modules  ;)
Title: Re: Raise the Level Cap
Post by: jacobprater1983 on January 27, 2015, 05:04:55 pm
I have hex edited the two 32 to 64. The enemies in random battles will be above 50, however Babus joined at level 51 and will not gain levels past his starting level. Is there a fix for this?
Title: Re: Raise the Level Cap
Post by: Darthatron on January 28, 2015, 06:09:48 pm
Oh I never saw there was another problem! So sorry. Change the byte at 12E672 from 31 to 62 to change the level at which you stop gaining EXP from <=49 to <=98.

I'm sorry I was blind :(
Title: Re: Raise the Level Cap
Post by: bcrobert on January 28, 2015, 10:40:16 pm
Just to make sure I have everything right:

Change max level to 99:

0c9bae: 63
0c9baa: 63
12e672: 62

Double exp gain:

12e658: e5 08

Adding this to the archives misc hacks file.
Title: Re: Raise the Level Cap
Post by: Darthatron on January 29, 2015, 07:35:01 pm
0c9bae: 63
0c9baa: 63
12e672: 62

Double exp gain:

12e658: e5 08

I made a mistake in my previous post. It's in the experience gain function.

Currently it's:
If the unit is level 49 or lower and has over 99 experience, let it level up.

We need to change it to:
If the unit is level 98 or lower and has over 99 experience, let it level up.
Title: Re: Raise the Level Cap
Post by: bcrobert on January 30, 2015, 01:08:24 am
Oops. I'll update that. I also fixed my post.
Title: Re: Raise the Level Cap
Post by: jacobprater1983 on January 30, 2015, 04:51:42 pm
+Darthathon, thanks a million for your posts. I'll be sure to try this out tonight.

A quick question, I've used the All in One Editor to make the non mission battles scale, however is there a way to make all mission battles scale properly? I have most of my party in the high 40's, I just played the Moogle Bride mission and they were all mid 20's (it was extremely one sided). If this post needs to be moved, please let me know, I'm a noob here. Thanks again!
Title: Re: Raise the Level Cap
Post by: bcrobert on January 31, 2015, 12:55:17 am
Wait...what? The non-mission battles already scale to your average level without applying any hacks. Maybe you only applied one of the two level scale hacks that the editor offers?

The first one only changes the enemies that ALREADY SCALE to scale to your highest level. The second level scale hack changes it so that all enemies scale, either to average (if hack1 isn't applied) or to highest level (if hack1 is applied). You can also see which one's which by hovering your mouse over the blue information bubble. So just click on the green checkmark for the one you want and look for the "applied successfully" message. (It'll appear in the bottom of that same window as light gray text.)