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Topics - Heisho

1
Hello there!

This question might sound silly, but the thing it's that I hit a wall. I found the info on the wiki and also the routine that checks for status to do not engage Learn by hit, but this is where I'm lost.

018e784: 02002021 addu r4,r16,r0
0018e788: 0c01786c jal 0x0005e1b0   check status
0018e78c: 34050004 ori r5,r0,0x0004
0018e790: 14400035 bne r2,r0,0x0018e868      branch status present

If r5= the status set that will be check, how did it determine that was all those status (Blood Suck, Petrify, Confusion, Berserk, Stop, Sleep, Don't Act, Frog, Charm and, of course, Dead, Crystal and Treasure) with only 0004?

Or is there something more complicated than I'm missing due my lack of knowledge? (of course this is the answer)

Thanks in advance.

Regards
2
The Lion War / About the future New Game+ feature
April 11, 2020, 10:17:59 pm
Hello there!
Simple question: If this feature ends getting on this patch do you guys know if is going to be from the very beginning, or right before the last battles series at Orbonne?

Not to be pushy, is just that I was thinking of something that could be achieved on my project depending on this.

Thanks and keep up the good work!
3
PSX FFT Hacking / Inflict status question
April 01, 2020, 07:28:16 pm
Hello there!

I apologize if this question is dumb but I'm having second thoughts about what I'm doing.
The thing is like this:
If I add a store inflict status on a formula routine and specify the status on the routine itself instead of using the Procs box for status WITHOUT adding the check for valid status changes, will it be inflicted?
Say that I want to add petrify but adding all pertaining code on the formula and not adding the check. If a unit that has inmunity to petrify (except for immortals) will be petrified?

Sorry if my explanation is not good.

Thanks in advance
4
PSX FFT Hacking / Dithering OFF
July 15, 2019, 03:07:56 pm
Hello there!

Do you guys know if applying something like this could corrupt an already patched ISO?

I found it tempting since I'm using a Raspberry Pi with PSX patched games and removing dithering could improve (in my humble opinion) the visuals of the game.

Regards.
5
Hello there!

I've working on some unholy formulas lately and finally made (in my opinion) a subroutine for a formula that will make taming or inviting monsters a little more fun.
The thing is this: It checks the type of monster, tier, damage and status in order to give a hit% based on all those.

Quick example:
A Chocobo will have a base of 30% due his monster class and an extra 10% since its the first tier. Up to 20% more will be added depending on remaining HP and a 5% more for each of the following status: Don't Act, Don't Move, Sleep and Charm adding 20% more giving a total of 80% if all this conditions are met. If the unit is in chicken status an additional 20% is given to the total amount, but if the unit is in Berserk status 30% will be substracted for the total amount. This last two can stack so if you have a enraged chicked roaming the map it will have a -10% after the total sum if you wan to invite it.

Now the code:


[0x00000000] lbu r2,0x0003(r6)   # Load Job ID
[0x00000004] nop   
[0x00000008] addiu r2,r2,0xffa2   # Job ID - 5D
[0x0000000c] sltiu r2,r2,0x0009   
[0x00000010] beq r2,r0,0x000000fc   # Branch if Job ID is 5D or lower or  if Job ID is over 66
[0x00000014] nop   
[0x00000018] ori r2, r0, 0x0001e   # r2=30
[0x0000001c] j 0x00000110   
[0x00000020] nop   
[0x00000024] lbu r2,0x0003(r6)   # Load Job ID
[0x00000028] nop   
[0x0000002c] addiu r2,r2,0xff99   #Job ID - 66
[0x00000030] sltiu r2,r2,0x0006   
[0x00000034] beq r2,r0,0x000000fc   # Branch if Job ID is 66 or lower or  if Job ID is over 6c
[0x00000038] nop   
[0x0000003c] ori r2, r0, 0x00019   # r2=25
[0x00000040] j 0x00000110   
[0x00000044] nop   
[0x00000048] lbu r2,0x0003(r6)   # Load Job ID
[0x0000004c] nop   
[0x00000050] addiu r2,r2,0xff93   # Job ID - 6C
[0x00000054] sltiu r2,r2,0x0006   
[0x00000058] beq r2,r0,0x000000fc   # Branch if Job ID is 6C or lower or  if Job ID is over 72
[0x0000005c] nop   
[0x00000060] ori r2, r0, 0x00014   # r2=20
[0x00000064] j 0x00000110   
[0x00000068] nop   
[0x0000006c] lbu r2,0x0003(r6)   # Load Job ID
[0x00000070] nop   
[0x00000074] addiu r2,r2,0xff8d   # Job ID - 72
[0x00000078] sltiu r2,r2,0x0006   
[0x0000007c] beq r2,r0,0x000000fc   # Branch if Job ID is 72 or lower or  if Job ID is over 78
[0x00000080] nop   
[0x00000084] ori r2, r0, 0x00012   # r2=18
[0x00000088] j 0x00000110   
[0x0000008c] nop   
[0x00000090] lbu r2,0x0003(r6)   # Load Job ID
[0x00000094] nop   
[0x00000098] addiu r2,r2,0xff87   # Job ID - 78
[0x0000009c] sltiu r2,r2,0x0003   
[0x000000a0] beq r2,r0,0x000000fc   # Branch if Job ID is 78 or lower or  if Job ID is over 7B
[0x000000a4] nop   
[0x000000a8] ori r2, r0, 0x0000a   # r2=10
[0x000000ac] j 0x00000110   
[0x000000b0] nop   
[0x000000b4] lbu r2,0x0003(r6)   # Load Job ID
[0x000000b8] nop   
[0x000000bc] addiu r2,r2,0xff84   # Job ID - 7B
[0x000000c0] sltiu r2,r2,0x0009   
[0x000000c4] beq r2,r0,0x000000fc   # Branch if Job ID is 7B or lower or  if Job ID is over 84
[0x000000c8] nop   
[0x000000cc] ori r2, r0, 0x0000f   # r2=15
[0x000000d0] j 0x00000110   
[0x000000d4] nop   
[0x000000d8] lbu r2,0x0003(r6)   # Load Job ID
[0x000000dc] nop   
[0x000000e0] addiu r2,r2,0xff7b   # Job ID - 84
[0x000000e4] sltiu r2,r2,0x0009   
[0x000000e8] beq r2,r0,0x000000fc   # Branch if Job ID is 84 or lower or  if Job ID is over 8D
[0x000000ec] nop   
[0x000000f0] ori r2, r0, 0x0000a   # r2=10
[0x000000f4] j 0x00000110   
[0x000000f8] nop   
[0x000000fc] ori r5, r0,0x0099   
[0x00000100] lbu r3, 0x0003 (r6)   # Load Job ID
[0x00000104] nop   
[0x00000108] beq r3, r5, 0x00000260   # branch if Job ID = 99 (Chaos Daemon)
[0x0000010c] nop   
[0x00000110] lbu r3, 0x0004 (r6)   # Load pallete
[0x00000114] ori r5,r0,0x0000   
[0x00000118] bne r3,r5, 0x0000012c   #Branch if not Tier 1 monster
[0x0000011c] nop   
[0x00000120] ori r3,r0, 0x000a   
[0x00000124] addu r2,r2,r3   # Class + Tier 1 bonus (+10%)
[0x00000128] nop   
[0x0000012c] sh r2,0x002a(r6)   # Store Hit%
[0x00000130] lhu r3, 0x0028(r6)   #Target Cur HP
[0x00000134] lhu r4, 0x002a(r6)   #Target Max HP
[0x00000138] nop   
[0x0000013c] div r3,r4   
[0x00000140] mflo r5   # Cur HP/Max HP
[0x00000144] nop   
[0x00000148] ori r2,r0,0x0064   # R2=100
[0x0000014c] mult r2,r5   # Actual HP %
[0x00000150] mflo r3   
[0x00000154] subu r2,r2,r3   # Hit% = 100 - HP%
[0x00000158] ori r3,r0,0x0005   # r3=5
[0x0000015c] div r2,r3   
[0x00000160] mflo r2   # Hit%/5
[0x00000164] nop   
[0x00000168] lbu r3, 0x002a(r6)   # Load Hit%
[0x0000016c] nop   
[0x00000170] addu r2,r2,r3   # Add Class% + HP Dmg bonus
[0x00000174] nop   
[0x00000178] sh r2,0x002a(r6)   # Store Hit%
[0x0000017c] ori r4, r0, 0x0004   
[0x00000180] lbu r5, 0x005c (r6)   # Load 5th set of current status
[0x00000184] nop   
[0x00000188] bne r4,r5, 0x00001a4   # branch if unit doesn't has don't act (disable)
[0x0000018c] ori r6, r0, 0x0005   
[0x00000190] lbu r3, 0x002a(r6)   # Load Hit%
[0x00000194] nop   
[0x00000198] addu r2,r6,r3   # Add Hit% +  status bonus
[0x0000019c] nop   
[0x000001a0] sh r2,0x002a(r6)   # Store Hit%
[0x000001a4] ori r4, r0, 0x0008   
[0x000001a8] bne r4,r5, 0x00001c4   # branch if unit doesn't has don't move (immobilize)
[0x000001ac] ori r6, r0, 0x0005   
[0x000001b0] lbu r3, 0x002a(r6)   # Load Hit%
[0x000001b4] nop   
[0x000001b8] addu r2,r6,r3   # Add Hit% +  status bonus
[0x000001bc] nop   
[0x000001c0] sh r2,0x002a(r6)   # Store Hit%
[0x000001c4] ori r4, r0, 0x0010   
[0x000001c8] bne r4,r5, 0x00001e4   # branch if unit doesn't has sleep
[0x000001cc] ori r6, r0, 0x0005   
[0x000001d0] lbu r3, 0x002a(r6)   # Load Hit%
[0x000001d4] nop   
[0x000001d8] addu r2,r6,r3   # Add Hit% +  status bonus
[0x000001dc] nop   
[0x000001e0] sh r2,0x002a(r6)   # Store Hit%
[0x000001e4] ori r4, r0, 0x0020   
[0x000001e8] bne r4,r5, 0x0000204   #  branch if unit doesn't has charm
[0x000001ec] ori r6, r0, 0x0005   
[0x000001f0] lbu r3, 0x002a(r6)   # Load Hit%
[0x000001f4] nop   
[0x000001f8] addu r2,r6,r3   # Add Hit% +  status bonus
[0x000001fc] nop   
[0x00000200] sh r2,0x002a(r6)   # Store Hit%
[0x00000204] ori r4, r0, 0x0008   
[0x00000208] lbu r5, 0x005a (r6)   # Load 3rd set of current status
[0x0000020c] nop   
[0x00000210] bne r4,r5, 0x000022c   # branch if unit doesn't has berserk
[0x00000214] ori r6, r0, 0x001e   
[0x00000218] lbu r3, 0x002a(r6)   # Load Hit%
[0x0000021c] nop   
[0x00000220] subu r2,r6,r3   # Substract Hit% -20
[0x00000224] nop   
[0x00000228] sh r2,0x002a(r6)   # Store Hit%
[0x0000022c] ori r4, r0, 0x0004   
[0x00000230] bne r4,r5, 0x000024c   # branch if unit doesn't has chicken
[0x00000234] ori r6, r0, 0x0014   
[0x00000238] lbu r3, 0x002a(r6)   # Load Hit%
[0x0000023c] nop   
[0x00000240] addu r2,r6,r3   # Add Hit% +  20
[0x00000244] nop   
[0x00000248] sh r2,0x002a(r6)   # Store Hit%
[0x0000024c] bgez  r2, 0x00000268   # Branch if Hit% > 0
[0x00000250] nop   
[0x00000254] sh r0,0x002a(r6)   # Store Hit% = 0%
[0x00000258] j 0x00000268   
[0x0000025c] nop   
[0x00000260] ori r2,r0,0x000a   # Store Hit as 10%
[0x00000264] sh r2,0x002a(r6)   # Store Hit%
[0x00000268] jr r31   
[0x0000026c] nop   


Yes, is big. However this is what I'm planning to add on my future patch, that's the reason that you will see a check for a Job ID (99) since this will be a secret character that could be invited.
Also you saw that I used a palette check, this is because the 2nd tier would be more difficult to invite, and the 3rd can't be invited (at least in this patch). And yes, this is my humble version of a "Pokemonesque" formula.

What I would ask from the great ASM masters is to know if this routine makes sense. Meaning that I'm looking for feedback in this one. Just remember that I'm a little too green on this so don't put on the flamethrowers if I messed up. By the way, the branches and jumps redirect to temporary offsets, I'm aware of this. This will be adjusted after I decide where in BATTLE.BIN this will be located. Also I checked and no load delays were detected.

Thanks for reading.

Regards.

6
Event Editing / Story Progression Byte
November 21, 2018, 08:25:33 pm
Hello there!

I was wondering if someone have the complete list of the progression bytes. I check it in the wiki but the list is incomplete. Or if there is somewhere else some pointers will be appreciated.

Thanks in advance.
7
Help! / A little help with ARH 1.32
September 29, 2018, 07:12:07 pm
Hello there!

I'm trying to use this version since it has more customizable options, but I'm seeing something that I don't understand.
The AND/OR are like conditionals, for lets say
Zodiac // Total JP for summoner = (JP for Lv8)  AND  (X item)  OR  Job (Serpentarious)

Will this means that when reaching  JP and having the item equipped will enable the skill? And by having the Serpentarious job will also enable it without the former requirements?

Also when applying the (=) I cannot add any value that starts with number 1 (01, 1F, 1FF, etc) or an error happens

I unhide all columns to check for errors and in some colums the error #NUM! appears if (=) is present.

I know this might not be for newbies, but a least a little instuctions would help to see what knowledge I'm lacking or what I'm doing wrong

Thanks in advance to anyone that can help

Regards
8
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.
9
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.
10
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.
11
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.
12
Spriting / Zombie/Undead Knight
July 07, 2018, 08:46:06 pm
Here is my take of the Undead Units. Any feedback is appreciated.Enjoy

Regards

13
Help! / Enemy Monsters equip items
April 16, 2018, 02:53:05 pm
Hello there!

I've been looking for a way for monsters to equip items. The only reference I found is an old thread (Monster takeover) where Emmy says there was a method on other thread for enemy monsters equip items.

I search for said thread with no positive results. My goal is to assign specific items on monsters. Regarding allied monsters I found the code that address that but at the moment is not a priority.

Anyone knows that thread Emmy spoke of?

Thanks in advance
14
Help! / Help fixing a formula I'm making
March 01, 2018, 06:53:01 pm
Hello there.

I've been struggling in attempting to change the original formula 3B (Scream/Shout) to allow adding positive and negative values (as some ASM from Emmy) by changing their values on the Patcher and also trying to have the Proc ID, X, and Y values to change PA, MA and SP respectively.
So far I've hit a wall. This is the code that I have at the moment.

[0x00000000] lui r5,0x8019
[0x00000004] lbu r5,0x38f9(r5)
[0x00000008] lui r3,0x8019
[0x0000000c] lw r3,0x2d90(r3)
[0x00000010] andi r5,r5,0x0080
[0x00000014] sb r2,0x0014(r3)
[0x00000018] lui r3,0x8019
[0x0000001c] lbu r3,0x38fa(r3)
[0x00000020] lui r2,0x8019
[0x00000024] lw r2,0x2d90(r2)
[0x00000028] andi r3,r3,0x0080
[0x0000002c] sb r3,0x0015(r2)
[0x00000030] lui r4,0x8019
[0x00000034] lbu r4,0x38fb(r4)
[0x00000038] lui r2,0x8019
[0x0000003c] lw r2,0x2d90(r2)
[0x00000040] andi r4,r4,0x0080
[0x00000044] sb r4,0x0012(r2)
[0x00000048] lui r3,0x8019
[0x0000004c] lw r3,0x2d90(r3)
[0x00000050] ori r2,r0,0x0001
[0x00000054] jr r31
[0x00000058] sb r2,0x0025(r3)

Any help is welcome. BTW I'm still way green regarding ASM, so far I've managed to edit simple formulas but many terms and things are still a mystery for me. So If a dummy language can be used for me to understand will be appreciated.

Regards.
15
Help! / Unused spritesheets on Shishi
January 18, 2018, 02:53:45 pm
Hello there!
I was checking Shishi for available slots for use in battle and I'm pretty sure that spritesheets from 4A to 51 are no used according what I check on the ENTD. Is this right? Could I replace them with something else for use on battle?

Thanks in advance
16
Help! / Max number of abilities per character
January 09, 2018, 01:04:08 pm
Greetings everyone.

I read sometime ago that the max number of abilities per character is 32 plus defend and equip change. Most of this info came when looking for information on ALMA, which has been labeled as buggy by many people.

The point is that while messing around with the extra skillsets (Defend in this case) by normalizing them (using Xif's spreadsheet) I load it with other 16 abilities they showed correctly and worked (at least the 16th). Then I added 2 normal full skillsets (16 abilities each) and everything seem to work. And yes, all abilities were different, not a single slot was repeated so 48 different skills were loaded on that single character.

So is this common knowledge? Or have I found something new?

BTW, I didn't test Equip Chang along everything else
17
Help! / Question about Blood Suck
November 03, 2017, 11:48:37 pm
Hello everyone.
I would like to know if the Blood Suck status calls the Blood Suck ability on C8 (like Counter Tackle calls for Dash) or is it hardcoded on said status.

Thanks in advance
18
Hello there!
I searched in the forums about this but nothing came close to a solution in my case.
In the past I got this error message when edited Cure4/Curaja description, and returning it to the original description solve it.
But now the problem is that if something is written from Cure3/Curaga uo to Fire2/Fira, the message appears, if I delete all those entries the patch is successful.

Anyone got an idea about this? I have tried versions from .457 onward but the same result. Also I tried to deleted those entries on certain files instead of Quick Edit and nothing.

Thanks in advance.

Regards.
19
Help! / FFTacText error when loading a file
August 09, 2017, 02:03:10 pm
Hello everyone.

After editing one of the files and tried to load it on FFTacText it gave this error message:

Error loading file: Exception of type 'FFTPatcher.TextEditor.InvalidStringException' was thrown

I already tried in all versions of TacText that I have with the same result. Anyone have an idea about it since I cannot see where the error is, and also after I finish with this error I have to deal with the "object reference not set to an instance of an object" error.

Thanks in advance.

Regards.
20
Help! / Weapon behavior
July 15, 2017, 12:40:06 am
Greetings everyone.
I was wondering if there is a way to set a weapon on the patcher as one category (for example a Flail) and to behave like another in the game (like a sword). And I mean in the whole sense (animation, sound effect, etc) It's like if there was a duplicate category.
I know about Raven tools which are awesome, but as far as I have understand you change weapon in-battle sprites, formulas but I don't know if is possible to convert a whole category to another.

Thanks to anybody that can provide hints or info.

Regards.
21
Hello there.

First of all, if this doesn't belong here I'll glady remove it.

Now an explanation about this question. You can skip if you like.

Story wise the academy of Gariland accepted only nobles (except of Delita, but that was a special request from Balbanes) so my point is that those generics should have bailed Ramza at the end of Chapter 1 (or viceversa since he also quit being a noble, therefore joined Gaffgarion) My point is that generics that can join you should be available from chapter 2 but that doesn't mean that you should not get help (that where an ASM hack of guests joining random battle might come to scene).

This will add a little more realism to the story, in my humble opinion of course, since Ramza supposedly ditched everything after the Zeikden tragedy and when the chapter 2 starts is when he finally decides to make a move. Also it will add a little more challenge to the game.


So the question is if the units that join you since Gariland can stay as guest trough all the first chapter and then get removed when is finished.

Thanks to anybody that can shed some light on this.

Regards.
22
Help! / Adding "Break/Rend" to any skill slot
June 29, 2017, 01:25:41 pm
Hello there.

I remember a while ago that I found a thread about a spreadsheet that can add the "Break/Rend" feature to any given skill (or formula, I don't remember correctly). After searching on the forum I came empty handed so I I don't if it really existed or it maybe it was my imagination.

I'm asking for help to those who saw it or are familiar with it with some directions to that thread.

Thanks in advance.
23
Spriting / Iron Giant Pulverize animation change
June 17, 2017, 03:32:47 pm
Greetings everyone. I'm making (or trying) some changes on the last animation of the Iron Giant.
Instead of using a drill, it will be like a cannon, I'm no sprite artist tough, but still I'm learning and wanted some feedback.
Thanks in advance. Also I added some new palettes, the sample is for something like a boss or the like. Still is a work in progress.

24
Help! / Formula 37 on multiple targets.
June 08, 2017, 08:09:19 pm
Greetings everyone.
I would like to know if the effect can happen when a skill is multi target since I made a few tests without success. I gave up pretty easily and maybe I wasnt lucky.

Any leads regarding this?
25
Spriting / Reworking Cloud sprites.
May 31, 2017, 02:55:35 pm
Hi everyone!
This is my first attempt to "fix" sprites. I started with Cloud since I didn't liked at all the FFT version and I'm trying to make it as close as possible to the FF7 once without changing the original pallete.

I would like to know if I'm in the right path because I know that in the original design the brown treads in the back form a "Y" but n this one is a "X". On the standing animation shot I totally got it but on regular ones I don't really get since the view its isometric.

This is my advance so far:

26
Help! / Counter Learne by hit
May 27, 2017, 03:15:52 am
In short is it possible to learn IE Counter Tackle if being hit by it?

I know you must toogle the flag on the ability but it wasn't learned when the "master" countered the "learner". Do I must set anything else or it just can't happen?

Thanks in advance.
27
Hello!

I've trying to change the palette for Miluda in the event after the Thieve's Fort. I've changed the palettes on the EVENT_EVTCHR_BIN_678400_25600.bmp file that correspond to the Dead Corps theme.

I've changed the palette for battles and it works but in the event I can't get any results.

Any ideas?

Thanks in advance.

BTW I've cheking this event trough the records section. I don't know if it got something to do with it.
28
Greetings!

I've been working on the PSP version and using text editor .457 version.

The situation is that when I found an item with Find item ability it only displays the first 2 characters of said item. I found a post with something similar but the workarounds didn't work for me. (I've made changes on unit names for porpouses of this project)

I've cleaned the added info on Unit names on all recurrences but the issue is still there.

Anyone has an idea what data must be restored to default to solve this problem?

Thanks in advance to any leads/info.

Regards.
29
I recently found this:

http://ffhacktics.com/smf/index.php?topic=10443.0

This method worked wonders for me. The only difference is that I was patching directly to the modded ISO and saving a ffttext file just for backup using only one FFTacText (ver .457). As pointed before, the trick is to patch directly and not using a ffftext file.

A call to the mods, this needs to be stickied. It took sometime to find something useful like this.
This will help a lot to the newbies like myself who would like to do something with WOTL and can't find enough info.