• Welcome to Final Fantasy Hacktics. Please login or sign up.
 
June 16, 2025, 04:26:49 pm

News:

Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


Razele's ASM Hacks

Started by Razele, January 01, 2009, 02:08:08 pm

VincentCraven

January 27, 2009, 09:03:43 am #160 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
Quote from: "Razele"
I'll provide some example :

- It's possible to merge two adjacent group together, ex : Equip Gun -> Equip "Instrument + Book" (group 2) + "Shield + Hat" (group 3)
- It's not possible to merge two distant group, ex : Equip Sword -> Equip "Axe + Rod" (group 1) + "Bag + Armor" (group 3)
- It's possible to change one group to another group, ex : Equip Axe (group 1) -> Equip Shield + Helmet (group 3)
Because there's not enough space to write the asm instruction.

2. "Equip XXX" functions are located in SCUS_942.21
Since I don't have enough space to write asm code in SCUS_942.21, I have to use WORLD.BIN / BATTLE.BIN
BATTLE.BIN is only loaded in battle, so I have to pick WORLD.BIN.
I can write a jump instruction to WORLD.BIN and write a function to change "Equip Axe" to "Equip Axe + Flail + Cloth".
It will works fine in world map, but when you enter battle, the game will load BATTLE.BIN, not WORLD.BIN
Bad things will happen if you use "Equip Change", since the game know you have "Equip Axe", it will jump
to the address in WORLD.BIN, but WORLD.BIN isn't exist anymore in the memory.

Okay, so just to clarify:

It sounds like there is a chart of numbers similar to the list found at

http://www.ffhacktics.com/wiki/Shop_Selling_Lists

that allows several combinations of equipment to be made at that spot.

I would really appreciate it if you would make Equip Gun -> Equip Robe

But if you could post up a table similar to the Shop Selling Lists that lists the combinations, I would prefer that.

The system for Equipment sounds more difficult though, so if it's much work, just say so.
I changed jobs and that has made all the difference.

Razele

January 27, 2009, 09:52:54 am #161 Last Edit: December 31, 1969, 07:00:00 pm by Razele
QuoteSince we're talking about statuses that don't work and you fixed Oil, I was curious as whether you try could looking into why Jump is a separate status from the actual Jump command when it just glitches the hell out of the game.
To grant invulnerability to the jumper.
If you see in fftpatcher, Jump status has "Ignore Attacks" checked.

QuoteSince Asmo did bring up a good point (as per usual), with regards to that Stop + Wall combination, we wouldn't that only make Stop invulnerable to physical attacks? Also, wouldn't that only work as long as we made Wall and Stop have the same CT?
Yeah, you have to set Stop and Wall to have the same CT in fftpatcher.
The original Wall status protect you from all attacks, physical, magical, reaction, etc.

QuoteIf possible I'd also like to have "3B +Brave_(X) +PA/MA/SP_(Y) NS" change into "Heal_(PA*Y) Hit_(PA+X)% NS
Problems :
1. At the result preview, Formula 3B will display Speed+1, not +X HP
2. After you cast the ability, it will says "Ramza's Magic Attack +1!!", "Ramza's Physical Attack +1!!", "Ramza's Brave +10!!"

QuoteDid you change the formula? The 3rd bytes only effect text boxes that appear after the skill is completed. The text appearing over the effected unit's head is controlled by the formula itself it seems. I have tested that. ^_^
I'm using original ISO to test this. I changed value in offset 0x2cfdb from 112219 to 112200


I don't see any difference with normal Scream

QuoteAlso, I reminded of yet another curiosity now: Is there some way to remove the inability to attack Petrified people? I'd be curious if there would be some way to replicate the "SHATTERED!" effect of FFX (without having that character getting erased from the game via Crystallization or Treasure Boxing or whatever.)
I don't know about shattered effect, never play FF X.
But it's possible to make Petrify units to be attacked, that's what I do with the Wall hack.
I disabled Wall's "Ignore All Attacks" check function to make Wall reduces physical damage by 99%.

Quotemake it so for every level the base has +100 jp? by lvl 99 theyd have 9900 jp then. but still having the ability to set another job's level in the editor. ehh i guess its only sounding more complicated.
Yeah, I understand your idea, but I can't guarantee +100 JP / level can be done.
It seems a bit complicated, since I have to deal with RNG.

QuoteBut if you could post up a table similar to the Shop Selling Lists that lists the combinations, I would prefer that.

It's the same as Shop Selling Lists
Staff = 0x80
Flail = 0x40
...
etc

Clothing = 0x80
Robe = 0x40
...
etc

VincentCraven

January 27, 2009, 11:34:07 am #162 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
I got it working.  A few more tests and I can add these equip lists properly to the wiki.

Thanks!
I changed jobs and that has made all the difference.

Vanya

January 27, 2009, 05:21:46 pm #163 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
QuoteI'm using original ISO to test this. I changed value in offset 0x2cfdb from 112219 to 112200

I changed scream to use formula 38 (100%), and to add wall. I changed it's animation bytes in the same way that you did.
When I cast it it grants wall and says so with no dialogue box after wards.
  • Modding version: Other/Unknown
¯\(°_0)/¯

Razele

January 28, 2009, 01:06:32 am #164 Last Edit: December 31, 1969, 07:00:00 pm by Razele
* Added Equip Gun -> Equip Robe

Proposed change on Life Drain, Drain Touch, Mutilate :

1. 0% success rate if target has Cancel: Dark
2. Cap the MAX HP in the formula to 999, so Life Drain will drain 25% * 999 = 250 HP from Zodiac boss, not 999

What do you think ?
Which one should be implemented ? 1 or 2 ?
The second change will convert formula 09 from
09 Dmg_(Y/100)% * MAX_HP Hit_F(MA+X)% to
09 Dmg_(Y/100)% * Min(999,MAX_HP) Hit_F(MA+X)%

For Demi, Demi 2, Lich :
1. Cap the HP damage to 999, so Demi will deal 25% * 999 = 250 damage on Zodiac boss, not 999
2. Keep it as is. Demi already has 0% chance if target has Cancel: Dark

QuoteI changed scream to use formula 38 (100%), and to add wall. I changed it's animation bytes in the same way that you did.
When I cast it it grants wall and says so with no dialogue box after wards.

Do the same thing, use formula 38, add Protect, Shell, Haste.
But I don't change Scream animation byte from 112219 to 112200. I keep it as 112219.
After I cast Scream, there's no "Ramza's Physical Attack +1 !!, etc" message. At the result preview, it says Protect.
It seems the 3rd byte don't affect the message dialogue.
Anyway, I'll pending that "3B +Brave_(X) +PA/MA/SP_(Y) NS" change into "Heal_(PA*Y) Hit_(PA+X)% NS request
until I found out how to fix these problems :

1. At the result preview, Formula 3B will display Speed+1, not +X HP
2. After you cast the ability, it will says "Ramza's Magic Attack +1!!", "Ramza's Physical Attack +1!!", "Ramza's Brave +10!!"

Asmo X

January 28, 2009, 01:14:06 am #165 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
Wow. either of those Life Drain changes would be awesome. Good for 1.3. I vote for option 2 myself. 25% of 999.

Zozma

January 28, 2009, 04:07:25 am #166 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
ill vote on the drain and demi's

for life drain option 2

for demi option 1 (isn't it much better to still allow the spell to be effective without being cheap as hell when used on something with ??? status? besides anyone can simply give any spell an element then make the specific monsters immune to that element with fftpatcher anyway)

anyway thats my votes
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

The Damned

January 28, 2009, 04:15:06 am #167 Last Edit: December 31, 1969, 07:00:00 pm by The Damned
Since we're talking about percentage based spells (finally), one of the many things I've been curious about is whether or not we can change most, if not all, of the Max HP formulas to Current HP formulas.

I would much prefer that over the other two changes, though the second is far and away superior to the first which is just kind of superfluous.
"Sorrow cannot be abolished. It is meaningless to try." - FFX's Yunalesca

"Good and evil are relative, but being a dick cannot be allowed." - Oglaf's Thaumaturge in "The Abyss"

"Well, see, the real magic isn't believing in yourself. The real magic is manipulating people by telling them to believe in themselves. The more you believe, the less you check facts."  - Oglaf's Vanka in "Conviction"

Zozma

January 28, 2009, 04:24:39 am #168 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
like his poison hack, sounds pretty nice

but its a big problem for monsters with ??? stats if everytime it looks at the current hp it takes 999 off because the current breaks the cap for a looong time with some of them. i do prefer something such as demi1 to be doing 250 hp damage in such a case, otherwise game guides will suggest raping the demons with time mages. but i certainly do like the idea of it looking to current hp when factoring that in, as opposed to the max hp. i think you should never really be able to ko someone with demi based on the nature of the spell.
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

VincentCraven

January 28, 2009, 07:42:48 am #169 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
I would definitely like to see the 25% cap at 999 implemented for all of those skills.
I changed jobs and that has made all the difference.

Razele

January 28, 2009, 10:51:05 am #170 Last Edit: December 31, 1969, 07:00:00 pm by Razele
* Poison damage from 1/8 * MaxHP to 1/8 * Min(999,MaxHP)
* Regen heal from 1/8 * MaxHP to 1/8 * Min(999,MaxHP)
* Formula 4D AbsHP_(Y)% * MaxHP Hit_(MA+X)% NS becomes 4D AbsHP_(Y)% * Min(999,MaxHP) Hit_(MA+X)% NS
* Formula 09 Dmg_(Y/100)% * MaxHP Hit_F(MA+X)% becomes 09 Dmg_(Y/100)% * Min(999,MaxHP) Hit_F(MA+X)%
* Formula 10 AbsHP_(Y)% * MaxHP Hit_F(MA+X)% NS becomes 10 AbsHP_(Y)% * Min(999,MaxHP) Hit_F(MA+X)% NS

This should fix Mutilate, Drain Touch, Demi, Demi2, Lich, Life Drain and Drain
Speaking about Poison, I also fixed Regen.
999 HP regen per turn on ??? monster (DD Holy Dragon) is pretty sick.
Examples :

HP : 500/3000
Regen : At the end of its turn, a unit will get 999/8 = 124 HP
Poison : At the end of its turn, a unit will lose 999/8 = 124 HP

HP : 100/400
Regen : At the end of its turn, a unit will get 400/8 = 50 HP
Poison : At the end of its turn, a unit will lose 400/8 = 50 HP

Asmo X

January 28, 2009, 11:07:38 am #171 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
This is excellent.

Vanya

January 28, 2009, 11:16:01 am #172 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
That's a great idea. It will help to balance the game and open up more options for boss AI without raping the player.

As for that 3rd byte thing. I have manipulated that byte to change the messages on various skills. The values also perfectly correspond to the text entries in FFTacText. So I'm not sure what to say about your experience.
  • Modding version: Other/Unknown
¯\(°_0)/¯

Zozma

January 28, 2009, 09:38:00 pm #173 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
hey razele...

is it possible to replace formula 1F (malak's formula)


with a formula similar to Night Sword's formula except that it calculates the sum of damage of all units hit by it as the total amount of hp drained.
this so i can make a drain skill with AoE of 1

its gotta be PA based...
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Razele

January 28, 2009, 10:41:24 pm #174 Last Edit: December 31, 1969, 07:00:00 pm by Razele
Quote from: "Zozma"hey razele...

is it possible to replace formula 1F (malak's formula)


with a formula similar to Night Sword's formula except that it calculates the sum of damage of all units hit by it as the total amount of hp drained.
this so i can make a drain skill with AoE of 1

its gotta be PA based...

If you want Drain with 1 AoE, just change Life Drain's effect area to 1.

Zozma

January 28, 2009, 10:42:28 pm #175 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
i have tested it, and it only heals in the amount of the first(i think) unit hit even tho it damages all units.
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

The Damned

January 28, 2009, 10:44:33 pm #176 Last Edit: December 31, 1969, 07:00:00 pm by The Damned
I'm pretty sure that it should be draining all of them, just that it won't animate past the first person it hits. You should double (or, more likely, triple) check the HP of the person who used it after they hit more than one person with it.

A lot of animations seem to not animate beyond hitting the first person. I'm not sure why. I know it does it for my Cover skill, which is endlessly annoying.
"Sorrow cannot be abolished. It is meaningless to try." - FFX's Yunalesca

"Good and evil are relative, but being a dick cannot be allowed." - Oglaf's Thaumaturge in "The Abyss"

"Well, see, the real magic isn't believing in yourself. The real magic is manipulating people by telling them to believe in themselves. The more you believe, the less you check facts."  - Oglaf's Vanka in "Conviction"

Zozma

January 28, 2009, 10:54:06 pm #177 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
n-no im not referring to the animations. the skill im using animates fine on all the panels, its the numbers if you hit 3 enemies each for 30 hp a pop you will absorb 30 instead of a combined 90 for all 3 of the enemies you just hit. go on, give it a try... i swear im not makin it up lol
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

The Damned

January 28, 2009, 10:58:28 pm #178 Last Edit: December 31, 1969, 07:00:00 pm by The Damned
I believe you since I haven't really messed around with making drain abilities AOE yet, though I was thinking about it the other day for my end boss. I guess I just have to find room in FFTPatcher to test out even more things now.

Hmmm....
"Sorrow cannot be abolished. It is meaningless to try." - FFX's Yunalesca

"Good and evil are relative, but being a dick cannot be allowed." - Oglaf's Thaumaturge in "The Abyss"

"Well, see, the real magic isn't believing in yourself. The real magic is manipulating people by telling them to believe in themselves. The more you believe, the less you check facts."  - Oglaf's Vanka in "Conviction"

Vanya

January 28, 2009, 10:59:26 pm #179 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
I've had the same issue with trying to turn Sylph into her FF4&5 version. I can hit all the enemies on the map, but it only seems to restore HP equal to the amount gained from the last unit hit. At least that's what it displays. ^_^
  • Modding version: Other/Unknown
¯\(°_0)/¯