Final Fantasy Hacktics

Modding => PSX FFT Hacking => Topic started by: Pickle Girl Fanboy on December 01, 2010, 11:23:42 am

Title: auto-battle ai brainstorming
Post by: Pickle Girl Fanboy on December 01, 2010, 11:23:42 am
What sort of testing scenarios could we use to find the AI data via state hacking?

Could we, for example, use auto-battle to help us in this endeavor?  Does anyone know enough about the auto-battle settings to make this possible?

Hell, has anyone done any testing to see if, given two targets that are exactly the same, and the same distance from the player, but one is critical, which one will the auto-battle AI attack?  If we can figure this out, then we can search for Critical status in battle.bin's RAM block and repeat the experiment until the AI behaves different.
Note: We might need a custom battlefield for this; one where all the terrain is exactly the same.

Is anyone doing any ASM analysis of battle.bin, which is where I assume the AI data would be?
If anyone has any better guesses, please share them.
Title: Re: auto-battle ai brainstorming
Post by: GeneralStrife on December 11, 2010, 10:56:25 am
One of the wise hackers like FFM would have to come in and clear this up, for I have not a damn clue.
Title: Re: auto-battle ai brainstorming
Post by: formerdeathcorps on December 20, 2010, 01:49:52 am
R999 did a lot on this kind of stuff, though he didn't know ASM.  He played with flags like HP/MP/Add Status to get what he wanted, though without ASM, his solution was incomplete and he had to delete a lot of the mechanics he had in mind.

As for who's doing analysis of BATTLE.BIN, currently, that would be me, secondadvent/Pride (working as a team), FFM, and Xifanie.  We should convert this post into one about the AI's ASM code.

Pickle, your method is extremely laborious.  I tried doing that 8 months ago when I tried to get the AI to target units with wall status once I allowed units with that status to take damage.  I found a lot of offsets, tested them all for weeks on end, and still found nothing.  (That actually was partly I ultimately chose to learn more ASM; I couldn't stand having to test the same battle 23481234 times.)
Title: Re: auto-battle ai brainstorming
Post by: Pickle Girl Fanboy on December 20, 2010, 03:10:49 pm
All I want to do is find a set of circumstances where the AI will ALWAYS do one thing, and then corrupt a save statue until it does something different or I run out of patience.

Quote from: "formerdeathcorps"We should convert this post into one about the AI's ASM code.
Eh?
Title: Re: auto-battle ai brainstorming
Post by: RavenOfRazgriz on December 20, 2010, 04:31:57 pm
Quote from: "Pickle Girl Fanboy"Eh?

Make it a thread about explicitly disassembling and hacking the AI.
Title: Re: auto-battle ai brainstorming
Post by: Pickle Girl Fanboy on December 20, 2010, 04:45:12 pm
Why not make one of your own?  You could edit the first post when you need to update things.

Also, I just noticed that you can set the JP Required for a job class from 0 to 65535.  Since Total JP is capped at 9999, you can use this to make a class inaccessable once you change out of it.