Modding => Non-FFT Modding => FFTA/FFTA2 Hacking => Topic started by: Miona on March 06, 2012, 11:35:11 am
Title: RAM editing, Anti-Law-Medal, Effects
Post by: Miona on March 06, 2012, 11:35:11 am
Hello everyone,
I'm new here and I'm very interested in FFTA editing. I'll would like to support you with some screenshots and descriptions, I hope my information is not useless for you, because its only RAM editing, not ROM editing. But maybe there are some (new) possibilities for ROM editing, so I show you, what I found via memory viewer in the RAM section. Some information can used for FFTA hardcore mods, for example, Marche with a weakness against physical damage or all enemies have "Anti-Law"-Medals. I would like, or better, I try to help you with some information I collected via RAM editing. Sorry for my bad English, my English isn't so good. :(
I want to show you some screenshots from the memory viewer and the game. I posted the explanation of the screenshots below the screenshots.
Here a screenshot about the memory viewer and an original unit (not edited) in clan-slot 3:
You can create an "Anti-Law"-Medal on your units. The "Anti-Law"-Medal prevents the unit against red cards and even against all penalties after battle. Once you created an "Anti-Law"-Medal on an unit, it will remain on it, even after a soft-reset or hard-reset. The only exception is Marche, his Anti-Law-Medal will disappear, if you reset the game, I don't know why.
If you change one of your units to a NPC or an enemy, the unit will remain in your clan but will stay as a NPC or an enemy, until you set your unit back to normal, use digit 00 or 40 (+ "Anti-Law"-Medal).
Here the addresses and codes for all slots in your clan:
Here the digits, they change the group of your and other units (+ some of them add an "Anti-Law"-Medal on the unit):
00 = Your unit 10 = Judge 20 = NPC unit 30 = Judge 40 = Your unit with an "Anti-Law"-Medal 50 = Judge 60 = NPC unit with an "Anti-Law"-Medal 70 = Judge 80 = Enemy unit 90 = Judge A0 = NPC unit B0 = Judge C0 = Enemy unit with an "Anti-Law"-Medal D0 = Judge E0 = NPC unit with an "Anti-Law"-Medal F0 = Judge
About the picture (avatar) from units:
Some unit pictures have some "special" effects. An example: Llednar ordinarily absorbs all elements and receives normal damage from physical attacks. But Llednar's avatar is the reason for his immunity against any damage. This effect starts around the mission "Quiet Sands" and is permanently removed again when Cid removes Llednar's immunity with an Anti-Law-Card. You can create Llednar's avatar on an unit, every unit with Llednars avatar becomes immune against every damage, around the mission "Quiet Sands" was started and until Llednar's immunity was not removed by Cid. Every unit with Llednar's avatar can't leave your clan. If Llednar is on your side, his skill set shows messed up and is not classified as [Expert]-Skill. But if you use, for example, Babus' avatar with Llednar's skill set, the skill set appears normal, if Llednar with his avatar is a NPC or an enemy his skill set return back to normal, too.
About "Job Mask":
Standard is 00. If you change this bit then the name of the job will change. The normal functions of your old job will not be altered, only the name will change. If the digit set to 00 the normal job name will appear again.
About weakness, resistance, immunity and absorption:
Some jobs affect the weakness, resistance, immunity and absorption against some elements. For example, an unit with the job "Biskmatar" absorbs all elemental damage with the exception of neutral damage (incl. physical damage). Via ROM editing it might be possible to edit a job with, for example, a permanent weakness against neutral/physical damage.
I changed Llednar's group, now I can contol him. His skill set looks a little strange, this is caused by his avatar, Llednar was not programmed to be an controllable unit. Despite his ability, absorb every elemental damage with the exception of neutral damage, he is in this mission immune to all damage (ignores Biskmatar "absorb elements boni"), caused by his avatar, too.
I changed Cid's group, now he is an enemy. He has already HP and MP and can be attacked. Each judge starts a battle with HP and MP. In the memory view a judge appears as last unit in the enemy section.
Yes, you can kill the judge.^^ If the judge is modified as an enemy or NPC (or controllable unit), the battle laws will disappear, lawcards will not be useable, you can't escape from the battle and no one will receive any JP. If the judge is KO, his battlesprite will disappear, but the judge is not removed from battle. You can revive the judge. Defeated units will survive, if the battle ends, the "Jagds"-Effect will not occur. I'm not sure about this will work in each mission, because some mission events involves the judges ... , this judge modifying seems to be buggy, my game crashed one time, after I modified the judge as an enemy.
32000168 0002 This code sets Marche to have the "Quick" status. I will post (some) more details when I have some free time.
Thank you. :)
I use the Quick-Status code always for testing some stuff, this makes testing a lot easier and it is more comfortable than these battlefield coordination codes. I have some old lists about status codes, for clan units and enemy units. Maybe these lists are useful for you. :)
I renamed some status effects, because "Quick"-Status sounds better than "Infinite movement" (infinite movement is wrong, because "Quick" is a status effect and only infinite, when a code is permanently activated). I added some countdown addresses, some status effects use these: For each turn, the countdown is reduced by 1. If the countdown reach 00, then the status effect will disappear (Shell, Charm) or the status effect will activate a second effect (Doom).
Here my old list for status effects and their digits. Some of them are not fully tested:
0x02000168
01 = Unknown [Items and abilities can't hit the unit (Hit chance always 0%), only normal attacks will hit.] 02 = "Quick"-Status 04 = Auto-Life 08 = Regena 10 = Astra 20 = Reflect 40 = Petrify 80 = Berserk
01 = ? 02 = ? 04 = "Morph" 08 = Cover (Takes damage for target) 0x02000166 = targeted unit battle ID 10 = Doom (0x02000159 = countdown for Doom) 20 = Haste (0x0200015A = countdown for Haste) 40 = Slow (0x0200015B = countdown for Slow) 80 = Stop (0x0200015C = countdown for Stop)
0x0200016B
01 = Shell (0x0200015D = countdown for Shell) 02 = Protect (0x0200015E = countdown for Protect) 04 = Sleep (0x0200015F = countdown for Sleep) 08 = Silence (0x02000160 = countdown for Silence) 10 = Confuse (0x02000161 = countdown for Confuse) 20 = Charm (0x02000162 = countdown for Charm) 40 = Immobilize (0x02000163 = countdown for Immobilize) 80 = Disable (0x02000164 = countdown for Disable )
0x0200016C
01 = Addle (0x02000165 = countdown for Addle) 02 = Prevents all HP and MP damage for 1 turn (Expert Guard) 04 = Decreased Speed 08 = Increased Weapon Atk 10 = Decreased Weapon Atk 20 = Increased Magic Pow 40 = Decreased Magic Pow 80 = Increased Weapon Def
0x0200016D
01 = Decreased Weapon Def 02 = Increased Magic Res 04 = Decreased Magic Res 08 = Control 10 = ? 20 = ? 40 = Not targetable / Ignored 80 = ?
You can combine two or more status effects from the same address. For example, if you want the Auto-Life status, Regena status and Berserk status, then add the digits together. In this case, the result is: 04 + 08 + 80 = 8C
Put this digit in 0x02000168 or use the code 32000168 008C and Marche has Auto-Life-, Regena- and Berserk status in battle.
Here my lists about status addresses and codes for clan units and enemy units.
That's right, you can go to the value and change it. If you change the value, the new value becomes the new number of remaining turns for the active status effect. If you changed the turn value for Doom higher than 3, the status bubble will disappear, because the game has only Doom-bubble-sprites with the numbers 1, 2 and 3. But the Doom status effect will work normal and if the turn value reaches 03, then the Doom bubble will reappear.
Title: Re: RAM editing, Anti-Law-Medal, Effects
Post by: Eternal on March 08, 2012, 05:39:43 pm
Now this only affects the duration of a unit currently under a status, and not the status itself, right? i.e, if I do this, I can make Protect last 10 turns on Marche, but for everyone else it'd only be 3?
Title: Re: RAM editing, Anti-Law-Medal, Effects
Post by: Ethereal Embrace on March 08, 2012, 05:55:30 pm
Quote from: Eternal248 on March 08, 2012, 05:39:43 pm Now this only affects the duration of a unit currently under a status, and not the status itself, right? i.e, if I do this, I can make Protect last 10 turns on Marche, but for everyone else it'd only be 3?
That's what I was thinking about. The way the data was presented suggested that was referring to a current battle, meaning it would only pertain to 1 character, and not the status as a whole towards everybody - which is what I was hoping for.
Title: Re: RAM editing, Anti-Law-Medal, Effects
Post by: Eternal on March 08, 2012, 06:03:41 pm
Ah, sorry about the misunderstanding then. :P
Yeah, editing the actual status itself would be amazing.
Title: Re: RAM editing, Anti-Law-Medal, Effects
Post by: Pickle Girl Fanboy on March 08, 2012, 08:41:42 pm
If there's any info on ability bytes, please post it here: http://ffhacktics.com/smf/index.php?topic=7956.0
Title: Re: RAM editing, Anti-Law-Medal, Effects
Post by: Miona on March 09, 2012, 09:20:55 am
Yeah, editing the actual status itself would be amazing.
My status addresses and codes affect only the data in the RAM and they only affect the current battle. If you want to edit the actual status effect itself, you can do this via editing the ROM section. I checked some ability bytes for status duration in the ROM section, but I found only things like:
Name ID Range MP cost Element AP requirements Power Add an additional status effect on the ability (For example: Cure heals HP an add Shell status) Add another effect on the ability (For example: Cure reduces Speed) Change the ability animation (For example: Cure looks like Fire) Effect ID (Contains targetable units (ally, enemy, all), status effects, determinate heal or damage HP / MP, etc., for example: Effect ID for Cure: Healing HP. Switch this with effect ID for Cupid, Cure will cause Charm status and only enemy are targetable.) Reflectable or not (For example: Cure ignores Reflect status)
and such things. But I couldn't find any status duration modifier. I'm not good in ROM editing, but I'll check some more ability bytes, perhaps I find some bytes, they allow change the status duration time. Maybe status effect duration changing is only possible via editing the status effect section in the ROM, but I don't know, where this section is.