Final Fantasy Hacktics

Modding => Tutorials and Learning => Topic started by: philsov on November 12, 2009, 01:06:26 am

Title: Guide to Hex Editing Equip X's
Post by: philsov on November 12, 2009, 01:06:26 am
There are by default eight equip X abilities:

Equip Armor
Equip Shield
Equip Sword
Equip Katana
Equip Crossbow
Equip Spear
Equip Axe
Equip Gun

The names of course mean nothing -- we can easily change them that via Tactext.  But, they can be shifted into a vast array of equipping abilities.  The information to be edited is located in SCUS_942.21

To get SCUS_942:21:
Use a utility such as CDMage, and direct it toward your FFT iso.  Locate it, select it, then extract/save it.  Here's a picture.

(http://philsov.ffhacktics.com/Pictures/equipx7.PNG)

Once your edits are done, you do the exact same process, except instead of Extracting, choose the Import File option, and locate your own edited file.

First off, here are the 32 possible equippable classes and their corresponding values:

(http://philsov.ffhacktics.com/Pictures/EquipX1.PNG)

NOTE:  These values are in hex.  They can be freely added within their table to create composite equip functions -- to create an equip function to equip Daggers (60), Ninja Swords (20), Knight Sword (8), and Katana (4) -- its resulting value is 8C.

As seen the equip bytes are within 4 different tables.

(http://philsov.ffhacktics.com/Pictures/EquipX2.PNG)

On the lower left is Table Reference.  Any equip X can access any table.  Noted are their default values, if you want to minimize inputs.

Secondary Table Access:
By enabling the noted locations (change the 90 to 94 and the A0 to A4), you enable the equip X skill to access a second table, which is always the next one.  If 4A is the primary table, 4B is the secondary.  4C is 4B's secondary, and 4D pairs up with 4C.  If you try this with 4D, you somehow lose equip options.  Worth toying with, but not for now.  There should be a way to combine offsets, like 4A and 4C, but that'll require a little more testing.  Once cracked, expect an update.

And.. that's really it.  Here's a couple examples:

Equip Shield now equips Shield and Ribbon:
0x4CAB4 = 12
Change its value from pure shield to shield + ribbon.

(http://philsov.ffhacktics.com/Pictures/equipx3.PNG)

Equip Sword now equips Longbows:
0x4CAC8 = 4B
0x4DAD4 = 4B
0x4CAD0 = 08
Change Equip sword to reference Table 4B.  Change its value to exclusively longbow.

(http://philsov.ffhacktics.com/Pictures/equipx4.PNG)

Equip Katana now equips Katana, Rod, and Spear:
0x4CAE7 = 94
0x4CAF3 = A4
0x4CAEC = 05
0x4CAED = 01
Enable Katana to access its secondary value.  Since you already want a 4A + 4B combination, no re-reference is required.  Change the Primary (4A) value to 5 (4 + 1) and Secondary to 01 (spears).

(http://philsov.ffhacktics.com/Pictures/equipx5.PNG)

Equip Axe now equips ribbons, bags, and perfumes:
0x4CB38 = 4C
0x4CB44 = 4C
0x4CB3B = 94
0x4CB47 = A4
0x4CB40 = 42
0x4CB41 = 01
Change equip axes' reference to start at 4C, enable the secondary to make it a 4C + 4D equip support, and change the primary to be Bags + Ribbons while the secondary enables Perfumes.  The ultimate transgender support ability!

(http://philsov.ffhacktics.com/Pictures/equipx6.PNG)

Vocabulary/syntax clarification is welcome.  

Information deciphered from Razele's findings + a bit of logic work.
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Post by: Vanya on November 12, 2009, 12:08:44 pm
Thanks a lot for this, Philsov. ^_^
I guess this makes the ASM hacks associated with these skills obsolete.
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Post by: Cheetah on November 12, 2009, 12:25:38 pm
This is great stuff, great job dissecting this stuff Philsov.
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Post by: LastingDawn on November 12, 2009, 12:45:58 pm
Great work Philsov! Thanks for putting this into a very easy to understand and modifiable tutorial! This will help out a lot of people!
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Post by: Vanya on November 12, 2009, 01:12:39 pm
I think this should be stickied for easy access.
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Post by: philsov on November 12, 2009, 02:03:55 pm
Quote from: "Vanya"I guess this makes the ASM hacks associated with these skills obsolete.

Well the ones bundled with orgASM are ready made and this easier to apply.  But, yeah, hex editing of this nature is incredibly easy.  I'll post up a screenie or two for the hexer illerate soon.
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Post by: Cheetah on November 12, 2009, 02:10:57 pm
Great thinking Philsov for visual representations, I also usually post the actual code as well but parsed so that people can see how it is all put together. Make sure to get this up on the Wiki as well Philsov, though I myself an really bad about doing that...
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Post by: Pickle Girl Fanboy on November 12, 2009, 02:29:00 pm
If I were a hot girl, I'd totally do you right now Philsov, but as it is, I'm just gonna give you an internet.

*holds out hand*

Here ya go.
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Post by: FFMaster on November 12, 2009, 03:29:42 pm
Thanks philsov. This will make it a lot easier for noobs like me =)
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Post by: Kokojo on November 12, 2009, 03:53:11 pm
Yeah thanks philsov ! This will be usefull!
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Post by: philsov on November 12, 2009, 07:49:19 pm
added pictures :D
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Post by: Pickle Girl Fanboy on November 13, 2009, 03:39:30 pm
Looking at a list of FFT's abilities.
http://www.ffhacktics.com/wiki/Abilities_List (http://www.ffhacktics.com/wiki/Abilities_List)

I wonder, if you add 0x1C to Equip Gun's Addresses, will you find Half MP's Data?  Half MP is pretty simple, should be easy to mess around with.  I'll screw around with this later.

Also, I wonder if the Change Require Sword to Require X hacks work the same way.
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Post by: philsov on November 17, 2009, 11:39:04 am
QuoteI wonder, if you add 0x1C to Equip Gun's Addresses, will you find Half MP's Data?

It's not that simple, least, from my testings.  I've been snooping around for the cluster of reaction abilities assuming they're a little bit north, but so far I've come up with nothing.  Of this so I can hopefully modify the status inflictors (sunken state, regenerator, etc) and hopefully change the increment on Br/Fa up -- afaik that's the sort of information SCUS messes with.

I would think the more literal data for Half MP (e.g.) would be found in Battle.bin, maybe close to the Attack Up cluster Nate found, if you wanted to somehow make it 75% or 33% or something.

Regarding the Require Sword booleans:

QuoteRequire Sword - Require Knight's Sword
SCUS_942.21
0x4CE68 change 0xFD to 0xFC
0x4CE6C change 0x02 to 0x01

Require Sword - Require Ninja Blade / Sword / Knight's Sword / Katana
SCUS_942.21
0x4CE68 change 0xFD to 0xFE
0x4CE6C change 0x02 to 0x04

I'm not seeing an easy correlation between the two to decipher the rest.  But I'm sure with a little tinkering the rest of it might unlock.