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June 16, 2025, 07:43:00 am

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1
Here's the patches on mediafire split into 3 parts each.

Mediafire link:
FFT JP Version 1.0 ppf: Part 1 Part 2 Part 3
FFT JP Version 1.1 ppf: Part 1 Part 2 Part 3
2
I've just created a new account on Fileserve and uploading one of the patches there now. Should have used Megaupload, but oh well, its already more than halfway uploaded. May as well finish it. I've also split the patches up into 3 pieces each using winrar, will be uploading them to mediafire where they should remain stored for a while.

Edit: Here's the link to the first patch: fft jp ver 1.0.ppf It changes the US FFT to version 1.0 of the Japanese FFT. If I'm not wrong, version 1.0 is the original Japanese release while version 1.1 is the Square Millennium Collection release.
3
I've made the two PPF patches to convert the US FFT to version 1.0 and 1.1 of the Japanese FFT. The patches are huge though. Like 316mb each. It'll take a while to upload.
4
I understand what you mean Glain, editing those values wouldn't help because they are dynamic. Making the options visible and selectable at will seems way too difficult for me to pull off. I guess I can only leave it here for now. Hopefully in the future someone will be interested in this to pick this up and make this possible.

The reason I was interested in this in the first place was after playing around with the debug codes in the Japanese version. The Japanese debug menus are much more organised than in the US version. It would be nice if something like that can be recreated in the US version.

For anyone interested, in the world debug menu, the three new options that appear below the usual six have proper text and are labeled 'Debug', 'Flag' and 'Party'. All the game crashing options that were present in the US debug menus are not present and cannot be selected. Overall, it functioned more like a real menu. Pressing down when the cursor is highlighting 'Party' will bring it back to 'Move' rather than scroll it out of the screen.

For the battle debug menu, there is an additional 'Parameter Change' listed in the menu along with the standard 'AT', 'Unit List' and 'Options'. There are two more invisible options below 'Parameter Change', and they function exactly like they do in the US battle debug. The 1st invisible option cancels the menu, while the 2nd invisible option brings up a weird menu showing the active character's Action commands. Similar to the world debug menu, pressing down when the cursor is highlighting the second invisible option will return it to 'AT'. None of the game crashing options are present either.

These are the codes for the Japanese version if anyone wants to try them out.


World Debug

D016781E 0005
8016781E 0008
D016781C A010
8016781C A00F
D0167806 0070
80167806 00A0
D0167816 0070
80167816 00A0

Battle Debug

D0164E6E 0002
80164E6E 0005
D0164E6C 502E
80164E6C 502C
D0164E56 0040
80164E56 0050
D0164E66 0040
80164E66 0050


To mimic the Japanese version, the values 06, 07, 08 would be made visible and selectable at will in 0xB8090 of WORLD.BIN, and likewise for 03, 04 and 05 in 0x104C1C of BATTLE.BIN.

I don't really know much about programming and am new to hacking. This seem quite impossible for me to pull off.. >_<

Thanks for your help too PGF. I really wish I could do more.. >_<
5
In the first *.PSV file (world map save state), when I changed the value of the 198340 from 00 to 06, upon loading the state, the cursor is automatically placed at the bottom of the menu options as shown in the screen shot below. This means the code is activated. But if I scroll up back into the main menu, I can no longer select the debug options. The code becomes deactivated. Pressing down when the cursor is highlighting 'options' will move it back to 'Move' just like the original main menu. Is there another value that I need to change to make the debug menu always selectable? I'm thinking it has to do with the first code: D0198090 0000

The same thing happened for the battle debug code as well. In the second save state (Mid battle), changing 16BECC causes the cursor to be automatically located below 'Options' when loaded, as shown in the screen shot below. However, scrolling back into the default menu causes the code to be deactivated.

I've attached the updated save states at the end of this post. They are the original states that I've posted previously, but with the 198340 altered to 06 in save state 1(world map) and 16BECC altered to 03 in save state 2(mid battle).

Also, I'm having a really difficult time searching for the exact location of the two save state addresses in the game's files.. >_< Is there a trick to it?
6
Yup, that save state took place on the world map. It occurs right after I load the date from the memory card. The debug codes were not activated. Or rather, I don't really know how to get gameshark codes to work with psxfin yet. Haha. I tried playing with the debugger, but don't really understand how to get it working either.. >_> I'll have to read more about that...

I've also made another save state during mid battle. I suppose that's when the battle debug codes will be activated? The world debug modifies ram address of the data loaded from the disk when we are on the world map, while the battle debug modifies ram address of the data loaded from the disk when we are in battle. I should be searching for the world debug address in the first world map save state, and the battle debug address in the second mid battle save state right? Since that's supposed to be when the codes are in effect.

I've attached both screenshots at the point where I saved the states, also as you suggested, the *.zip of both the *.psv save states.
7
Alright. 2B0+198090=198340, 2B0+16BC1C=16BECC.
8
Is this what is needed? Using HxD to open the .psv savestate and going to the memory addresses stated in the gameshark codes.
9
Yup, that's what it does. These are the actual codes.

World Debug Menu code:
D0198090 0000
80198090 0006

Battle Debug Menu code:
8016BC1C 0003

I'm still not sure how determining which file is loaded works. Like for the sound novel example with wldcore.bin, the offset conversion page did not list wldcore.bin. How did you figure out that it loads wldcore.bin at 0x67000 and not, for example, world.bin?

For the world debug codes, how do I figure out which file they are modifying? 198090 - E0000 = B8090. I tried changing the value at B8090 in world.bin to 06 (it was 00 originally), but it didn't work.

For the battle debug code, 16BC1C - E0000 = 8BC1C. I tried changing the value at 8BC1C in battle.bin, it didn't activate the code as well.
10
I see. So we need to first figure out which file the gameshark modifies, and then using the gameshark address, subtract the offset where the file is loaded, to obtain the actual offset change. If we modify the iso itself like I initially did, why wouldn't it work?

Hmm.. Since we need to find the file that the code is modifying, has it been documented in this site which file is loaded at which offset?
11
Alright thanks. I'm still figuring out the basic of hacking fft though. I love your FFT Complete patch btw. It got me interested to learn more about hacking.  ;)

I'm thinking of trying another thing related to gameshark - enable the world debug and battle debug codes through asm. Has this been done before? Is it possible to figure out the offset address from the asm just by looking at the gameshark codes? I can't see the link between the offset address for the asm and the gameshark codes in the sound novel case...
12
It works! Thank you so much!
13
Cheetah, that would be great! I've read through every post in the complete area but couldn't find the hack. Or perhaps I missed it somewhere.

I wanted to make a simple patch to unlock the sound test and novels in the US version and leaving them as they are with Japanese text. No other changes will be made in that patch. This way there wouldn't be a need to hunt down the Japanese iso just to mess around with these two removed features in their original form. Also, the patched iso can still be used as a base to play around with FFTpatcher. The iso is still technically 'clean' as no changes were made that directly affects the core gameplay mechanics of fft.
14
Hmm.. I've just downloaded psxfin. Tried playing with the r3000 debugger but couldn't figure out how to use it. How do I find the ram location?
15
I'm searching for such a hack in the forum currently, wondering if it exists. If not, how do I make it myself?

The gameshark codes for activating the sound novels are in the FFT Complete main info thread. But I'd prefer if I could access the novels without needing to use the gameshark every time.


3009EB99 0001
3009EB9A 0002
3009EB9B 0003
3009EB9C 0004


Edit: Hmm, I just watched Wiz's video tutorial on hex editing using HxD and CDmage. Its a great tutorial! Can these gameshark codes be translated into some sort of code that we can use to hex edit in the iso?

Edit2: Alright, I went to read up on gameshark files on the following site: http://gamehacking.org/faqs/hackv500c.html#playstation_code_types

Using HxD, I opened up my ISO file (FF Tactics.img) and tried changing the values in the four offset addresses according to the above gameshark codes.

In offset 09EB99, changed 00 to 01
In offset 09EB9A, changed 00 to 02
In offset 09EB9B, changed 00 to 03
In offset 09EB9C, changed 00 to 04

After doing that, I hit save and then tried loading it up using epxse. But the novels still don't work.  :cry:

I've attached a screenshot of the HxD window for the changes I've made. Is there any step that I've done wrong? The gameshark codes themselves should be correct as I've tried them using pec.
16
Thanks! It works now. I found out my mistake too.. It's with the name of the location file  :cool:
17
Hmm, yeah seems like the generator missed out a few lines. I added in the missing values. But it still doesn't show up in FFTorgASM.  :?


<?xml version="1.0" encoding="utf-8"?>
<Patches>

  <Patch name="Enable Sound Test">
    <Description>Describe Your Patch Here</Description>
    <Location file="OPEN_BIN" offset="0441c">
      00001724
    </Location>
    <Location file="OPEN_BIN" offset="04434">
      94cb0108
      00000000
    </Location>
    <Location file="OPEN_BIN" offset="05C88">
      d4
    </Location>
    <Location file="OPEN_BIN" offset="05CBC">
      02
    </Location>
    <Location file="OPEN_BIN" offset="0BE50">
      1000038e
      03001714
      05000234
      0fad0108
      00000000
      10ad0108
      00000000
    </Location>
    <Location file="OPEN_BIN" offset="0CFAC">
      19322F2E
      2419322F
      2E24
    </Location>
    <Location file="OPEN_BIN" offset="04580">
      7CF50408
    </Location>
    <Location file="WORLD_BIN" offset="05D5F0">
      00000536
      0000A390
      0780013C
      AC3F2134
      21082400
      00002290
      00000000
      06006214
      0a000234
      01008424
      0a008228
      F5FFA014
      0100A524
      0a000234
      09008214
      05000234
      100002AE
      00000434
      FA0E010C
      60000534
      A49F010C
      20000434
      89AD0108
      01001724
      BC66010C
      00000434
      62AD0108
      00000000
    </Location>
  </Patch>

</Patches>
18
I tried using FFT OrgASM XML Generator v1.21 to key in the sound test codes by FFMaster. After generating the XML file, it let me opened up FFTorgASM. However I couldn't find my patch in the FFTorgASM list.

This was the xml that was generated.

<?xml version="1.0" encoding="utf-8"?>
<Patches>

  <Patch name="Enable Sound Test">
    <Description>Describe Your Patch Here</Description>
    <Location file="OPEN_BIN" offset="0441c">
      00001724
    </Location>
    <Location file="OPEN_BIN" offset="94cb0108">
      PasteHex
      Here
    </Location>
    <Location file="OPEN_BIN" offset="05C88">
     
    </Location>
    <Location file="OPEN_BIN" offset="05CBC">
     
    </Location>
    <Location file="OPEN_BIN" offset="0BE50">
      1000038e
      03001714
      05000234
      0fad0108
      00000000
      10ad0108
      00000000
    </Location>
    <Location file="OPEN_BIN" offset="0CFAC">
      19322F2E
      2419322F
      2E24
    </Location>
    <Location file="OPEN_BIN" offset="04580">
     
    </Location>
    <Location file="WORLD_BIN" offset="05D5F0">
      00000536
      0000A390
      0780013C
      AC3F2134
      21082400
      00002290
      00000000
      06006214
      0a000234
      01008424
      0a008228
      F5FFA014
      0100A524
      0a000234
      09008214
      05000234
      100002AE
      00000434
      FA0E010C
      60000534
      A49F010C
      20000434
      89AD0108
      01001724
      BC66010C
      00000434
      62AD0108
      00000000
    </Location>
  </Patch>

</Patches>


This is the original codes by FFMaster that I was trying to generate.

OPEN.BIN
0x441c
00001724

OPEN.BIN
0x4434
94cb0108
00000000

OPEN.BIN
0x5C88
d4

OPEN.BIN
0x5CBC
02

OPEN.BIN
0xBE50
1000038e
03001714
05000234
0fad0108
00000000
10ad0108
00000000

OPEN.BIN
0xCFAC
19 32 2F 2E 24
19 32 2F 2E 24

OPEN.BIN
0x4580
7C F5 04 08

WORLD.BIN
0x5D5F0
00 00 05 36
00 00 A3 90
07 80 01 3C
AC 3F 21 34
21 08 24 00
00 00 22 90
00 00 00 00
06 00 62 14
0a 00 02 34
01 00 84 24
0a 00 82 28
F5 FF A0 14
01 00 A5 24
0a 00 02 34
09 00 82 14
05 00 02 34
10 00 02 AE
00 00 04 34
FA 0E 01 0C
60 00 05 34
A4 9F 01 0C
20 00 04 34
89 AD 01 08
01 00 17 24
BC 66 01 0C
00 00 04 34
62 AD 01 08
00 00 00 00

Change Ramza's name to PolkaPolka in the New Game screen to activate it.


Am I doing something wrong?  :?