• Welcome to Final Fantasy Hacktics. Please login or sign up.
 
May 23, 2024, 12:56:34 am

News:

Please use .png instead of .bmp when uploading unfinished sprites to the forum!


Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Heisho

61
I know, I doesn't make any sense.

However I remember that in a thread another forum member had a problem where he had to delete and rewrite a value on TacText and then it worked.

http://ffhacktics.com/smf/index.php?topic=10676.msg202372#msg202372

So maybe the value that your null string might be a valid value for TacText when using the Edit Selection add-in, but no when deleting the cell contents from FFText sheet.

EDIT: I just added a bunch of new stuff and it keeps working.
62
Hello there!

This is more informative than requesting help.
In the last days I had this error on FFTactext and it was driving me nuts. So I'll tell the experience if anyone is having something like that this might help.

I use Xifanie FFT Text editor which is way more useful than TacText in changing text. I checked all entries for out of chars out of limits, found 2 or 3 but the error still kept coming. The I saw something particular on the Excel. It seems that instead of using the Add-ins to erase entries I just deleted them from the main sheet. This is easily detected if you see the contents of one column tresspasing to another. When I saw this I copied blank cells there and it turns out it stayed blank and the excees of text from the other column was no longer visible.
I did this in all cells in the workbook and voila, it worked just fine.
I believe that if we erase data from the main window it somehow screws what is going to be read by TacText.

I don't know maybe I'm way wrong. But worked for me. So I leave this for anybody who is using Xifanie editor and encounters this problem. This might be an extra troubleshoot step.
63
The Lion War / Re: FFT - The Lion War
September 11, 2018, 03:09:58 pm
Quote from: Elric on September 11, 2018, 12:47:53 pm
Yes that's what it means.

It will be included in TLW, but I will likely add it to her ASM thread soon as well.


Splendid! This is most welcomed news. Now maybe I can add that Ashley just like it was intended. This situation demands for a beer. (Yeah it's Monday, I don't care)
64
The Lion War / Re: FFT - The Lion War
September 11, 2018, 12:06:16 pm
Quote from: Xifanie on September 11, 2018, 10:53:40 am
For the record, I made a patch for the Altima teleports this morning, so no one else needs to attempt this.

It was pretty easy, I just searched for AAAAFF34 in winhex
AAAA = Ability ID
FF = FF (set as wildcard, because it could've been ori r2, r0 / ori r5, r0, who knows)
34 = "ori" opcode

They were all more or less in the same location. It did take me several minutes to reach the Altima fights to test these out though.


So this means the slots are free for use on whatever we might need? That sounds great!
Is this patch added to your list of hacks?
65
The Lion War / Re: FFT - The Lion War
September 11, 2018, 02:23:23 am
Quote from: Elric on September 11, 2018, 12:59:36 am
@Heisho, I looked into those 4 abilities. I see what you mean now. They are indeed movement for Altima 1 and 2, as well as 1 of the 4 being used in one of her events as well, as you can see from the documentation I just did here:

ABILITY - 0028 | EFFECT - 02B Summon Demon (Not used in Events)
ABILITY - 00B8 | EFFECT - 0C0 Summon Angel (Used in Event - Graveyard of Airships (Victory))
ABILITY - 00DB | EFFECT - 0E7 Teleport 3: Send (Not used in Events)
ABILITY - 00DC | EFFECT - 0E8 Teleport 3: Arrive (Not used in Events)

Now, the thing is, these are hardcoded to Altima's movement. An interesting thing to note though, is that you can move an effect like this, that isn't actually an attack or anything, to an ability that doesn't use an effect. This allows you to use the effect in an event while retaining the normal ability as well in battle. This is done for quite a few effects in Jot5, for eventing purposes.

The issue with these 4 specific abilities though, is that they are hardcoded to be used for Altima/Altima 2 movement. Unfortunately, I am not an ASMer, so even if I were to move the 4 effects to a safe spot, like say, the Jump abilities (since they are also hardcoded and no one changes them) I have no idea how to re-point that hardcoding to the new ability slot to call the effect from.

I've PMed someone about this, and also mentioned it on IRC, so maybe someone can make a ASM for this some day and open up those 4 addition slots for normal ability use in a vanilla mod. It would be nice to have them for Dark Knight, since Dokurider made a cone AOE that would work to recreate one of the DK abilities from WotL, but until such an ASM is made, there isn't a whole lot that we can do about those 4 slots unfortunately.

EDIT: to answer your other question

Balthier uses slot:

02D for Barrage and everything else he has is vanilla

Ashley Riot uses the following slots, sort of like Dante in Jot5, but controlled by a lite version of ARH:

165 Shadowweave
166 Wyrm Scorn
167 Vile Scar
168 Cherry Ronde
169 Iron Ripper
16A Ignis Wheel
16B Ruination
16C Scythe Wind
16D Brimstone Hall
16E Sanctus Flare


That was exactly my though. I saw this in the Patcher while I was doing a PSP patch (impossible or REALLY hard to conclude BTW) and I noticed that when I changed them on the PSX some bad stuff happened so I labeled them as DO NOT TOUCH to avoid confusions and the like.

By the way regarding the ASM Choto is making sound pretty nice, however, I already made a "Black Knight" since I was not interested on keeping Bards and Dancers, I mean the latter are hot but that's not good enough. So I hope I can "lock" the job that might surface using data from the oposite genders. The reason is that I planned for a physical (and dark) class for males and a magical (and holy) for females.

And for the skills, man those are a lot  :mrgreen:. I actually can spare 12 slots (yes, I found 2 more) for Balthier and Ashley. Regarding Balthier I'll take the skillset I made a while ago while tampering the PSP in an effort to make him different from Mustadio and a little more close to FFTA and for Ashley...well I'm in a blank  :|.  Maybe I'll rework them to fit a 5-6 slot skillset, maybe something elemental, maybe something to break, or maybe something from the unholy formulas I'm making or trying to make.

Anyway thanks a lot for the info and I'll definitively use your patch as a base, hope the blanks can be filled soon. It really seems promising.

And lastly, although you might heard of it or maybe you can can send me to mind my own business, I don't know if you tried a semi-vegan diet (if you're not  doing it already) A relative have something like that and doctors and nutritionists recommended a high fiber based diet and low sodium. However I'm not a doctor and perhaps I'm thinking about the wrong ailment. Anyway is just a humble opinion in trying to help you get better. I hope you get a quick recover.

Regards.
66
The Lion War / Re: FFT - The Lion War
September 10, 2018, 02:03:48 pm
Quote from: Elric on September 10, 2018, 06:55:40 am
We used the remaining slots to create Balthier and Ashley, just as WotL did to create Dark Knight and Balthier.

There will be a seperate version that adds Luso instead of Ashley, so youll get some extra skill space there though. If you choose to go that route


Got it, so Bathier will be a Mustadio/Thief like clone, just as WotL. And Ashley 5 slots. I think the plan to improve/change Balthier I had when I was working on PSP WotL is going to be used after all since I can only spare 10 slots after the modifications I planned.
Thanks for the info man, I think that I can make something of this and keep the plan of using your patch as my base.

Hope you can resolve the missing pieces since it seems that the result is going to be great.

By the way one question. The slots that used the Dark Knight I think they were hardcoded into an ability that calls the effect somewhere else in PSP. In PSX if I try to use those exactly I'll mess up the animations of Ultima/Altima teleporting. Do you use other slots for Ashley or do you found a way to use said slots? (28, B8, DB, DC)

Regards.
67
The Lion War / Re: FFT - The Lion War
September 09, 2018, 10:36:43 pm
Hey there Elric!

Could it be possible to know how many ability slots are Balthier and Ashley going to use? I know this might top secret but I only want to know the amount of slots needed since I'm interested in using this as a base for my future project and perhaps a rearrange of ability might be needed.

If the info is secret I'll wait until release.

Thanks in advance.

Regards.
68
Help! / Re: Help coding new stealing/breaking routine
August 27, 2018, 12:08:39 pm
@Glain: Yeah I though the same, some routine I have and formulas have only one jr r31, I just though of this a drastic measure to allow testing.
I'll add later what you recommended, I just got out of bed, rough night.

@Pride:
The routine goes like this

[0x00000000] lui r1,0x8019
[0x00000004] lw r9,0x2d98(r1)
[0x00000008] lw r8,0x2d90(r1)
[0x0000000c] lbu r10,0x0006(r9)
[0x00000010] nop
[0x00000014] andi r10,r10,0x0020
[0x00000018] bne r10,r0,0x0000007c
[0x0000001c] nop
[0x00000020] ori r12,r0,0x001a
[0x00000024] ori r13,r0,0x0080
[0x00000028] ori r14,r0,0x0000
[0x0000002c] addu r10,r9,r12
[0x00000030] lbu r11,0x0000(r10)
[0x00000034] ori r10,r0,0x00ff
[0x00000038] beq r11,r10,0x00000044
[0x0000003c] nop
[0x00000040] or r14,r14,r13
[0x00000044] addiu r12,r12,0x0001
[0x00000048] sltiu r10,r12,0x0021
[0x0000004c] bne r10,r0,0x0000002c
[0x00000050] srl r13,r13,0x01
[0x00000054] sb r14,0x0019(r8)
[0x00000058] lhu r11,0x38d6(r1)
[0x0000005c] ori r10,r0,0x0073
[0x00000060] bne r11,r10,0x00000074
[0x00000064] ori r10,r0,0x0010
[0x00000068] sh r10,0x0010(r8)
[0x0000006c] jr r31
[0x00000070] nop
[0x00000074] ori r10,r0,0x0004
[0x00000078] sh r10,0x0010(r8)
[0x0000007c] jr r31
[0x00000080] nop

This is a subroutine, so it lacks Maintenance checks, and all that.
69
Help! / Re: Help coding new stealing/breaking routine
August 27, 2018, 12:53:24 am
Hello everyone! Sorry for taking so long but I just finished testing this.

First of all,  Glain thanks for the code man, I appreciate the help. The thing missing from my original idea was a jump after stealing which I added in order to steal.

Regarding the results of the test I have good news and bad news.

Good news: It work as expect, it stole and broke every single piece of equipment, I even equip it after stealing and the items worked as they should. Tested the stolen items in the formation screen after the battle and they worked fine.

Bad news: After the ability finished it gave a message text: "" Destroyed / Got "". So it seems that i would not load every item name which might be a little problem aesthetically. Also due to my limited knowledge I don't if this can generate bugs later. I even added the text from another skill (Invite) to see if the message could be hidden and it plays the sound and it shows proper text (XXX joined) but after that the Got "" showed.

So pretty much it kinda work, I don't know if not displaying the name of stolen/broken items might create bugs later. Maybe I can make a multi hit version that steal one item at a time so it can display every item name. I tested this before with the random steal formula that I got from another member and it gave good results, however the random factor didn't allow to steal all items on one single try (which is the purpose)

One more thing. For some reason the last jump wasn't working and I replaced it with a jump and return. Could that be a problem?

It looks like this:

[0x0000005c] ori r10,r0,0x0073
[0x00000060] bne r11,r10,0x00000074
[0x00000064] ori r10,r0,0x0010
[0x00000068] sh r10,0x0010(r8)
[0x0000006c] jr r31
[0x00000070] nop
[0x00000074] ori r10,r0,0x0004
[0x00000078] sh r10,0x0010(r8)
[0x0000007c] jr r31
[0x00000080] nop

So anyways thanks for helping, I'll see if editing this formula for a multihit can be better. In the meantime feel free to leave comments or feedback on this strange quest.

Regards.

70
Quote from: Nax on August 17, 2018, 09:53:28 pm
Yes, we have a .prx version of the slowdown fix that is compatible already.
What's the problem with the sound in the PSP version? I'm not aware of that.


The sound effects are suppoused to be the same although they sound a little different, like when you play the game on a PS2 with fast disc settings and smooth graphics. It's no a lot of change but is noticeable. Anyway this sounds excelent, if you guys make a way that the hacks of PSX (ASM, events, etc) can work with this it would be great.

Great job anyway. Keep it up!
71
This is excellent news dude. I suppouse that the slowdown fix will also work along this. Now if only the sound could be just like thw psx version.
72
Help! / Re: Help coding new stealing/breaking routine
August 13, 2018, 03:35:49 pm
Thanks for help, I'll take your advice and see if freeing registers might do the trick.

The reason for multihit goes way back. I tested a random steal formula from one of the hackers here but added a multihit routine (5 hits) and a 100% chance to steal in order to get all equipment. To my surprise the random element allowed to steal 3 or 4 of the hits but the fifth was very rare. Curiously enough it always was the same type of equipment that survived the steal barrage. Then I tried to make something by editing the original steal/break routine with a 5 hit formula. It worked on the first item (Helmet) but on the second attempt the game crashed. Later I made a test againt a target without a helmet and it also crashed, so i believe that something must be done on the routine. The version I'm posting is the vanilla routine with some edits from my part (that haven't worked so far). The multihit would be necessary only it a one hit steal/break all is not possible to make.

However I believe it can be done but maybe I need to understand more about ASM, for starters (and please forgive my ignorance) how can you move registers to the stack? and also (forgive me again) what exactly is the stack? Maybe I already know the answers but don't know the lexicon.

Anyway I'll give a try once I got a chance and will let you guys if I found something.

Thanks once again.
73
Help! / Help coding new stealing/breaking routine
August 12, 2018, 07:35:10 pm
Hello there!

I've been trying to develop a routine that allow you to either break or steal all equipment of the target, however I've hit a wall and do not know how to complete it.
At first it was a rutine that will jump if an item wasn't present and the formula that calls the routine had multihit but the game crashed after stealing the helmet (the first item to remove in the routine). Now with this new one I attempt to break/steal on one single hit by creating a loop, although I don't know if trying to send a routine to go back to the beginning using a jump is valid.

Can someone shed some light on this?

This is the code so far:

lui r3,0x8019   
lw r3,0x2d90(r3)   Current Action Data Pointer
ori r2,r0,0x00fe   
sb r2,0x0019(r3)   Store as 0x00FE
lui r4,0x8019   
lw r4,0x2d98(r4)   Load Defender's Stats
nop   
lbu r2,0x0006(r4)   Load Defender's Gender
nop   
andi r2,r2,0x0020   
bne r2,r0,0x000002bc   Branch to end if Gender is a Monster
nop   
lui r2,0x8019   
lw r2,0x2d98(r2)   Load Defender's Stats
nop   
lbu r3,0x001a(r2)   Load Defender's Headgear
ori r2,r0,0x00ff   
beq r3,r2,0x0000007c   Branch if Headgear ID is FF  (Doesn't exist?)
nop   
ori r2,r0,0x0080   R2 = 80
lui r3,0x8019   
lw r3,0x2d90(r3)   Load Current Action Data Pointer
nop   
sb r2,0x0019(r3)   Store as remove helmet
lui r2,0x8019   
lw r2,0x2d98(r2)   Load Defender's Stats
lui r4,0x8019   
lw r4,0x2d90(r4)   Load Current Action Data Pointer
lbu r3,0x001a(r2)   Load Defender's Headgear
j 0x0000025c           Jump to store item
nop   
lui r2,0x8019   
lw r2,0x2d98(r2)   Load Defender's Stats
nop   
lbu r3,0x001b(r2)   Load Defender's Armor
ori r2,r0,0x00ff   
beq r3,r2,0x000000c8   Branch if Armor doesn't exist
nop   
ori r2,r0,0x0040   R2=40
lui r3,0x8019   
lw r3,0x2d90(r3)   Load Current Action Data Pointer
nop   
sb r2,0x0019(r3)   Store as remove helmet?
lui r2,0x8019   
lw r2,0x2d98(r2)   Load Defender's Stats
lui r4,0x8019   
lw r4,0x2d90(r4)   Load Current Action Data Pointer
lbu r3,0x001b(r2)   Load Defender's Armor
j 0x0000025c           Jump to store item
nop   
lbu r3,0x001e(r4)   Load Defender's Right Hand Shield
ori r2,r0,0x00ff   
beq r3,r2,0x00000110   Branch if Right Hand Shield  doesn't exist?
nop   
ori r2,r0,0x0008   R2 = 8
lui r3,0x8019   
lw r3,0x2d90(r3)   Load Current Action Data Pointer
nop   
sb r2,0x0019(r3)   Store as Remove Right Hand Shield
lui r2,0x8019   
lw r2,0x2d98(r2)   Load Defender's Stats
lui r4,0x8019   
lw r4,0x2d90(r4)   Load Current Action Data Pointer
lbu r3,0x001e(r2)   Load Defender's Shield
j 0x0000025c           Jump to store item
nop
lbu r2,0x0020(r4)   Load Left Hand Shield
nop   
beq r2,r3,0x00000148   Branch if Left Hand Shield doesn't  exist
nop   
ori r2,r0,0x0002   R2=2
lui r3,0x8019   
lw r3,0x2d90(r3)   Load Current Action Data Pointer
nop   
sb r2,0x0019(r3)   Store as remove Left Hand Shield
lui r2,0x8019   
lw r2,0x2d98(r2)   Load Defender's Stats
lui r4,0x8019   
lw r4,0x2d90(r4)   Load Current Action Data Pointer
lbu r3,0x0020(r2)   Load Left Hand Shield
j 0x0000025c           Jump to store item
nop   
lbu r3,0x001c(r4)   Load Defender's Accessory
ori r2,r0,0x00ff   
beq r3,r2,0x00000188   Branch if Accessory doesn't exist?
nop   
ori r2,r0,0x0020   R2=20
lui r3,0x8019   
lw r3,0x2d90(r3)   Load Current Action Data Pointer
nop   
sb r2,0x0019(r3)   Store as remove accessory
lui r2,0x8019   
lw r2,0x2d98(r2)   Load Defender's Stats
lui r4,0x8019   
lw r4,0x2d90(r4)   Load Current Action Data Pointer
lbu r3,0x001c(r2)   Load Defender's Accessory
j 0x0000025c       Jump to store item
nop   
lui r6,0x8019   
lw r6,0x2d98(r6)   Load Defender's Stats
nop   
lbu r3,0x001d(r6)   Load Right Hand Weapon
ori r7,r0,0x00ff   
beq r3,r7,0x000001c8   Branch if Right Hand Weapon  doesn't exist
nop   
addiu r4,r0,0xffff   R4 = FFFF
sll r2,r3,0x01           Right Hand Weapon * 2
addu r2,r2,r3           Right Hand Weapon * 3
sll r2,r2,0x02      Right Hand Weapon * 12
lui r1,0x8006   
addu r1,r1,r2   
lbu r4,0x2eba(r1)   
lbu r3,0x001f(r6)   Load Left Hand Weapon
nop   
beq r3,r7,0x000001e8   Branch if Left Hand Weapon doesn't  exist
nop   
sll r2,r3,0x01           Left Hand Weapon * 2
addu r2,r2,r3           Left Hand Weapon * 3
sll r2,r2,0x02           Left Hand Weapon * 12
lui r1,0x8006   
addu r1,r1,r2   
lbu r5,0x2eba(r1)   
addiu r2,r0,0xffff   R2 = 0xFFFF
bne r4,r2,0x000001fc   
nop   
beq r5,r4,0x0000024a   
nop   
slt r2,r4,r5   
bne r2,r0,0x00000234   
ori r2,r0,0x0004   R2=4
lui r3,0x8019   
lw r3,0x2d90(r3)   Load Current Action Data Pointer
ori r2,r0,0x0010   R2=10
sb r2,0x0019(r3)   Store as remove right hand weapon
lui r2,0x8019   
lw r2,0x2d98(r2)   Load Defender's Stats
lui r4,0x8019   
lw r4,0x2d90(r4)   Load Current Action Data Pointer
lbu r3,0x001d(r2)   Load Right Hand Weapon
j 0x0000025c           Jump to store item
nop   
lui r3,0x8019   
lw r3,0x2d90(r3)   Load Current Action Data Pointer
nop   
sb r2,0x0019(r3)   Store as remove left hand weapon
lui r2,0x8019   
lw r2,0x2d98(r2)   Load Defender's Stats
lui r4,0x8019   
lw r4,0x2d90(r4)   Load Current Action Data Pointer
lbu r3,0x001f(r2)   Load Left Hand Weapon
nop   
ori r2,r0,0x0073   
lui r3,0x8019   
lhu r3,0x38d6(r3)   Load ability used
nop   
beq r3,r2,0x0000028c   Branch if not Great Heist (Thief)
nop   
lui r3,0x8019   
lw r3,0x2d90(r3)   Target current action data pointer
ori r2,r0,0x0010   Special flag -Steal-
sh r2,0x0010(r3)   Store as steal item
j 0x00000000   
nop   
lui r3,0x8019   
lw r3,0x2d90(r3)   
ori r2,r0,0x0004   Special flag -Break-
sh r2,0x0010(r3)   Store as break item
j 0x00000000           return to beginning
nop   
lui r3,0x8019   
lw r3,0x2d90(r3)   Load Current Action Data Pointer
addiu r2,r0,0xffff   R2 = 0xFFFF
sb r0,0x0019(r3)   Store equipment as 0 ?
ori r2,r0,0x0007   
sb r2,0x0002(r3)   
jr r31   
nop   


Thanks in advance to anyone that can help.

Regards.
74
PSX FFT Hacking / Re: ASM Requests
August 11, 2018, 04:15:52 pm
Hello there!

I've been trying to develop a routine that allow you to either break or steal all equipment of the target, however I've hit a wall and do not know how to complete it.
At first it was a rutine that will jump if an item wasn't present and the formula that calls the routine had multihit but the game crashed after stealing the helmet (the first item to remove in the routine). Now with this new one I attempt to break/steal on one single hit by creating a loop, although I don't know if trying to send a routine to go back to the beginning using a jump is valid.

Can someone shed some light on this?

This is the code so far:

lui r3,0x8019   
lw r3,0x2d90(r3)   Current Action Data Pointer
ori r2,r0,0x00fe   
sb r2,0x0019(r3)   Store as 0x00FE
lui r4,0x8019   
lw r4,0x2d98(r4)   Load Defender's Stats
nop   
lbu r2,0x0006(r4)   Load Defender's Gender
nop   
andi r2,r2,0x0020   
bne r2,r0,0x000002bc   Branch to end if Gender is a Monster
nop   
lui r2,0x8019   
lw r2,0x2d98(r2)   Load Defender's Stats
nop   
lbu r3,0x001a(r2)   Load Defender's Headgear
ori r2,r0,0x00ff   
beq r3,r2,0x0000007c   Branch if Headgear ID is FF  (Doesn't exist?)
nop   
ori r2,r0,0x0080   R2 = 80
lui r3,0x8019   
lw r3,0x2d90(r3)   Load Current Action Data Pointer
nop   
sb r2,0x0019(r3)   Store as remove helmet
lui r2,0x8019   
lw r2,0x2d98(r2)   Load Defender's Stats
lui r4,0x8019   
lw r4,0x2d90(r4)   Load Current Action Data Pointer
lbu r3,0x001a(r2)   Load Defender's Headgear
j 0x0000025c           Jump to store item
nop   
lui r2,0x8019   
lw r2,0x2d98(r2)   Load Defender's Stats
nop   
lbu r3,0x001b(r2)   Load Defender's Armor
ori r2,r0,0x00ff   
beq r3,r2,0x000000c8   Branch if Armor doesn't exist
nop   
ori r2,r0,0x0040   R2=40
lui r3,0x8019   
lw r3,0x2d90(r3)   Load Current Action Data Pointer
nop   
sb r2,0x0019(r3)   Store as remove helmet?
lui r2,0x8019   
lw r2,0x2d98(r2)   Load Defender's Stats
lui r4,0x8019   
lw r4,0x2d90(r4)   Load Current Action Data Pointer
lbu r3,0x001b(r2)   Load Defender's Armor
j 0x0000025c           Jump to store item
nop   
lbu r3,0x001e(r4)   Load Defender's Right Hand Shield
ori r2,r0,0x00ff   
beq r3,r2,0x00000110   Branch if Right Hand Shield  doesn't exist?
nop   
ori r2,r0,0x0008   R2 = 8
lui r3,0x8019   
lw r3,0x2d90(r3)   Load Current Action Data Pointer
nop   
sb r2,0x0019(r3)   Store as Remove Right Hand Shield
lui r2,0x8019   
lw r2,0x2d98(r2)   Load Defender's Stats
lui r4,0x8019   
lw r4,0x2d90(r4)   Load Current Action Data Pointer
lbu r3,0x001e(r2)   Load Defender's Shield
j 0x0000025c           Jump to store item
nop
lbu r2,0x0020(r4)   Load Left Hand Shield
nop   
beq r2,r3,0x00000148   Branch if Left Hand Shield doesn't  exist
nop   
ori r2,r0,0x0002   R2=2
lui r3,0x8019   
lw r3,0x2d90(r3)   Load Current Action Data Pointer
nop   
sb r2,0x0019(r3)   Store as remove Left Hand Shield
lui r2,0x8019   
lw r2,0x2d98(r2)   Load Defender's Stats
lui r4,0x8019   
lw r4,0x2d90(r4)   Load Current Action Data Pointer
lbu r3,0x0020(r2)   Load Left Hand Shield
j 0x0000025c           Jump to store item
nop   
lbu r3,0x001c(r4)   Load Defender's Accessory
ori r2,r0,0x00ff   
beq r3,r2,0x00000188   Branch if Accessory doesn't exist?
nop   
ori r2,r0,0x0020   R2=20
lui r3,0x8019   
lw r3,0x2d90(r3)   Load Current Action Data Pointer
nop   
sb r2,0x0019(r3)   Store as remove accessory
lui r2,0x8019   
lw r2,0x2d98(r2)   Load Defender's Stats
lui r4,0x8019   
lw r4,0x2d90(r4)   Load Current Action Data Pointer
lbu r3,0x001c(r2)   Load Defender's Accessory
j 0x0000025c       Jump to store item
nop   
lui r6,0x8019   
lw r6,0x2d98(r6)   Load Defender's Stats
nop   
lbu r3,0x001d(r6)   Load Right Hand Weapon
ori r7,r0,0x00ff   
beq r3,r7,0x000001c8   Branch if Right Hand Weapon  doesn't exist
nop   
addiu r4,r0,0xffff   R4 = FFFF
sll r2,r3,0x01           Right Hand Weapon * 2
addu r2,r2,r3           Right Hand Weapon * 3
sll r2,r2,0x02      Right Hand Weapon * 12
lui r1,0x8006   
addu r1,r1,r2   
lbu r4,0x2eba(r1)   
lbu r3,0x001f(r6)   Load Left Hand Weapon
nop   
beq r3,r7,0x000001e8   Branch if Left Hand Weapon doesn't  exist
nop   
sll r2,r3,0x01           Left Hand Weapon * 2
addu r2,r2,r3           Left Hand Weapon * 3
sll r2,r2,0x02           Left Hand Weapon * 12
lui r1,0x8006   
addu r1,r1,r2   
lbu r5,0x2eba(r1)   
addiu r2,r0,0xffff   R2 = 0xFFFF
bne r4,r2,0x000001fc   
nop   
beq r5,r4,0x0000024a   
nop   
slt r2,r4,r5   
bne r2,r0,0x00000234   
ori r2,r0,0x0004   R2=4
lui r3,0x8019   
lw r3,0x2d90(r3)   Load Current Action Data Pointer
ori r2,r0,0x0010   R2=10
sb r2,0x0019(r3)   Store as remove right hand weapon
lui r2,0x8019   
lw r2,0x2d98(r2)   Load Defender's Stats
lui r4,0x8019   
lw r4,0x2d90(r4)   Load Current Action Data Pointer
lbu r3,0x001d(r2)   Load Right Hand Weapon
j 0x0000025c           Jump to store item
nop   
lui r3,0x8019   
lw r3,0x2d90(r3)   Load Current Action Data Pointer
nop   
sb r2,0x0019(r3)   Store as remove left hand weapon
lui r2,0x8019   
lw r2,0x2d98(r2)   Load Defender's Stats
lui r4,0x8019   
lw r4,0x2d90(r4)   Load Current Action Data Pointer
lbu r3,0x001f(r2)   Load Left Hand Weapon
nop   
ori r2,r0,0x0073   
lui r3,0x8019   
lhu r3,0x38d6(r3)   Load ability used
nop   
beq r3,r2,0x0000028c   Branch if not Great Heist (Thief)
nop   
lui r3,0x8019   
lw r3,0x2d90(r3)   Target current action data pointer
ori r2,r0,0x0010   Special flag -Steal-
sh r2,0x0010(r3)   Store as steal item
j 0x00000000   
nop   
lui r3,0x8019   
lw r3,0x2d90(r3)   
ori r2,r0,0x0004   Special flag -Break-
sh r2,0x0010(r3)   Store as break item
j 0x00000000           return to beginning
nop   
lui r3,0x8019   
lw r3,0x2d90(r3)   Load Current Action Data Pointer
addiu r2,r0,0xffff   R2 = 0xFFFF
sb r0,0x0019(r3)   Store equipment as 0 ?
ori r2,r0,0x0007   
sb r2,0x0002(r3)   
jr r31   
nop   


Thanks in advance to anyone that can help.

Regards.

EDIT: Could someone remove this post. I made a new thread in Help section for this. Thanks
75
Help! / Re: Duplicate efects
July 30, 2018, 07:24:12 pm
I understand. Well I keep looking for it. Thanks for the info
76
Help! / Re: Duplicate efects
July 30, 2018, 06:35:11 pm
This is excelent news!

So using Magic ISO won't do the work I see.

Well I'll have to learn a little more to use this. But anyway is great to know is possible. Thanks for the help Xif.

By way, abusing the occasion, do you know if is possible to change the skillset linked to either Defend and Equip Change supports? And if possible could you point the location on either BATTL.BIN OR SCUS?

Thanks a lot either way.
77
Help! / Duplicate efects
July 30, 2018, 11:56:31 am
Hello there!

In an effort to use as much as possible resources in the game I'll like to know if some effects can be "duplicated", let me explain myself: For example can I have a normal Ramuh and a "summonless" version separately? For this Im planning in saving the edited effects over other that I will not use, like Talk Skill effects.

Anyone knows if it can be doable?

Thanks in advance for any info.

Regards.
78
Help! / Defend, Equip Change Supports skillsets
July 13, 2018, 02:57:04 pm
Greetings!

I recently took a dive on the BATTLE.BIN and SCUS info on the wiki and I'm trying to locate the code that links the Defend and Equip Change supports with skillsets 002 and 003 so I can change them. I'm aware of Xif spreadsheet to normalize them, but I want them to be used by AI and, according to my tests, the AI use them as they originally were (adding Defend status and...well nothing for Equip Change).
Also this will help to see if I can modify other supports to call skillsets like them.

I hope that I explained myself.

Also unrelated to this topic, where can I post something to contribute? I made an excel spreadsheet that allows to identify which abilities and items modify to have additional Draw Out abilities that work 100%

Thanks in advance to anyone who can help.

Regards.
79
Spriting / Re: Zombie/Undead Knight
July 08, 2018, 10:21:32 pm
QuoteWell if you care as much about detail and learning all the different aspects of what we all do here, as you seem to, then I look forward to seeing what you come up with. I've seen you in the spriting section, the eventing section and the ASM section, and thats rare to see someone who wants to actually learn a lot of the different things that we do around here.

If the urge ever arises, there is always room on the Jot5 team, if that's something that interests you in the future.


Wow! Thanks a lot for the offer man!

Believe me, when I finish my stuff I'll definitely help you guys in whatever I can. In the meantime I still need a lot to learn and I believe the key for it is finishing my project.

80
Spriting / Re: Zombie/Undead Knight
July 08, 2018, 09:55:21 pm
Well at the moment I haven't post anything yet since I don't know how much it will take to finish and I don't want to raise expectations, at the moment I've planning and planning (for the last year and a half >.<) and making tests for ASM formula hacks that I'm developing and editing many others form great hackers in this site that could be applicable on my project.

To put it simple it will be a vanilla mod, but I'm aiming to improve some classes, bring others, modify some characters, use the translation from Gamefaqs, and some other surprises that so far I haven't seen implemented here. So if these tests work I might be able to contribute with some neat stuff to the community.

However there is so much to do that sometimes I take a break from planning and edit sprites and then go to ASM and then go back to planning, etc. There's a nasty roller coaster my head and sometimes I feel like giving up but then I picture how it would be if finished and then I jump to planning again. The only thing I don't understand yet is eventing, however I haven't took a dive in that subject yet so I might get it...or not. But I'll know in its due time.