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June 13, 2025, 09:50:36 am

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


ASM Requests

Started by The Damned, October 29, 2014, 09:16:45 pm

Nyzer

Depending on what you want to replace it with, it wouldn't be too hard to do. You could copy the effects of certain other reactions and just tweak them slightly. For example, a copy of counter tackle could be turned into counter holy explosion. Or a copy of regenerator could give you haste instead. And someone out there may have done something specifically with this ability slot, but there's no telling just what that would be. Nothing to do but look through the XML files to find out.
  • Modding version: Other/Unknown

pontifficator

November 01, 2024, 02:22:38 pm #401 Last Edit: November 05, 2024, 09:18:09 pm by pontifficator
Quote from: Nyzer on October 29, 2024, 08:16:02 pmDepending on what you want to replace it with, it wouldn't be too hard to do. You could copy the effects of certain other reactions and just tweak them slightly. For example, a copy of counter tackle could be turned into counter holy explosion. Or a copy of regenerator could give you haste instead. And someone out there may have done something specifically with this ability slot, but there's no telling just what that would be. Nothing to do but look through the XML files to find out.

Thanks.

If I understand correctly, the 'Weapon Guard Innate all' ASM's just remove the check for weapon guard. If I change what effect 'Weapon Guard' has in Patcher, I imagine this would 'disable' the normal Weapon Guard mechanic? So I suppose if I wanted to 'replace' Weapon Guard, I would have to remove the original WG ability from skillsets.

Ideally, I would like to make an 'enhanced' variant of WG, which functions like WG but has a higher multiplier or something, or offers magic evasion instead of physical. I suppose this would be more complicated and require ASM hacking the formula WG uses, I haven't looked into how WG functions enough to know yet if it uses a formula or something else.

Lately I've been messing with the 'Move+2=Range+2' Emmy ASM. It's a bit overpowered though since it has no 'downsides' other than having to equip Move+2 instead of something else. I've been trying to edit the ASM code of this hack so that it applies to a support ability instead, by replacing the Move+2 values (the two-digit group/ability values found on the Wiki) with the values of a support ability instead... I'm not yet sure if that will work.

Using the 'Archmage' hack could be an option, but I'd also like to be able to just 'transfer' the +range effect to a support ability, as the range increase covers everything but item/weapon ranges instead of just a smaller pool of magic abilities.

It looks like there is actually an ASM for 'WG innate all', which also buffs the WG mechanic if you equip the ability, at least I think.


  • Modding version: PSX

Krendall

I've been thinking of adding a Thief support ability: Backstab. What I'm thinking is whenever the person attacks the back of an enemy, or when the person is invisible, the attack is an automatic critical. I know the game checks where an attack is coming from (for shields and/or Parry), so is this possible?

RetroTypes

Quote from: Krendall on November 30, 2024, 11:00:57 pmI've been thinking of adding a Thief support ability: Backstab. What I'm thinking is whenever the person attacks the back of an enemy, or when the person is invisible, the attack is an automatic critical. I know the game checks where an attack is coming from (for shields and/or Parry), so is this possible?

Definitely possible! A few hacks like this already exist actually, though I'm having trouble finding links at the moment. It'll take a bit of asm-ing if you dont like any of the ones made already but it's not too bad, because like you said, the game does already do most of the work for you
  • Modding version: PSX
  • Discord username: RetroTypes

Raidus

Hello everyone. I would like to know if it is possible to create the "bleeding" and "burning" status through some asm hack? I know it's not possible to introduce new things into the game, in that case, you could replace "blood suck" for "bleeding" and "oil" for "burning". If someone could do this hack, I think it would bring something more interesting to the game.
  • Modding version: PSX

RetroTypes

Quote from: Raidus on January 30, 2025, 10:12:22 pmHello everyone. I would like to know if it is possible to create the "bleeding" and "burning" status through some asm hack? I know it's not possible to introduce new things into the game, in that case, you could replace "blood suck" for "bleeding" and "oil" for "burning". If someone could do this hack, I think it would bring something more interesting to the game.

So you basically want 2 more versions of Poison? I mean, sure, you can do that, just redirect the code to the poison routine lol. Unless you're asking for a Dark Souls style of bleed where you build up a proc and then it triggers for damage, in which case that's going to be a *lot* harder, as you'll need a free byte of unit data to keep track of the buildup (there currently are no free bytes of unit data for this)
  • Modding version: PSX
  • Discord username: RetroTypes

Raidus

Quote from: RetroTypes on January 31, 2025, 10:52:32 amSo you basically want 2 more versions of Poison? I mean, sure, you can do that, just redirect the code to the poison routine lol. Unless you're asking for a Dark Souls style of bleed where you build up a proc and then it triggers for damage, in which case that's going to be a *lot* harder, as you'll need a free byte of unit data to keep track of the buildup (there currently are no free bytes of unit data for this)
Maybe I asked for too much. I was thinking about the thief class where it could have some ability that causes the bleeding effect that would cause low damage, but would stack with poison, but it seems like it's not possible yet.
  • Modding version: PSX

nasbyart

I would like to remove the NS (no status infliction) from the formulas for Yell(39) and Accumulate(36) if possible?
Does anyone already have this or willing to help me?
  • Modding version: PSX

Atroe

Requesting 2 ASM:

"Monster Treasure Chest always drops item FC"

"Death Sentence inflicts Petrify at end of count"
  • Modding version: PSX
  • Discord username: FE-34923#3865

RetroTypes

Quote from: nasbyart on March 17, 2025, 05:57:50 amI would like to remove the NS (no status infliction) from the formulas for Yell(39) and Accumulate(36) if possible?
Does anyone already have this or willing to help me?
I looked through the default hacks in the patcher suite and didnt see any that did this. These two formulas are very small so modifying them will require a little more work than other formula edits, and may conflict with other hacks as a result of needing to jump to free space for more room. Definitely not impossible, or even difficult, we would just need more info on what other hacks you're using and whatnot. If you want to get a bit of an explanation of ASM hacking, feel free to reach out in our Discord!
  • Modding version: PSX
  • Discord username: RetroTypes

Nyzer

Yeah, the problem there isn't some lack of a flag or anything, it's that formulas that have status infliction all have their own separate lines of code for handling infliction. Which is just a fairly unintuitive way to handle it, since you'd think the main formula code could (and should) have a universal Calculate Status Infliction routine rather than wasting the extra lines of code on so many individual formulas, but... nah. Square doesn't roll like that.
  • Modding version: Other/Unknown

Raidus

April 24, 2025, 02:17:52 pm #411 Last Edit: April 25, 2025, 05:01:17 am by RetroTypes
Hello, friends!
I would like an ASM Hack that would reverse the calculation of the target's faith in the final damage of spells. In the vanilla game, the more faith the unit has, the more magic damage it receives, and the less faith, the less magic damage the unit receives.
That doesn't make sense to me. In my opinion, with a high amount of faith, the unit will believe in the magic and know how to deal with it to receive less damage. I think it would be interesting that way, so that the more faith a unit has, the less magic damage it will receive and the less faith the unit has, the more damage it will receive.

Translated with DeepL [Moderator - link removed]
  • Modding version: PSX

pontifficator

In Remixed, there are the 'Innate Parry' settings. Is there any ASM hack which just adds the 'learned 50%/equipped  100%' for Weapon Guard in isolation?

Thanks.
  • Modding version: PSX

Raidus

Modify formula 08
Could someone make an asm hack that modifies the game's default magic damage calculation formula to:
Formula 08 Dmg = F * ((MA * MA * X) / Y) * (Random(90~110)/100) or something like that that makes the final damage with at least 10% variation?
I want to add a bit of randomness to the game, I think it would be more fun.
  • Modding version: PSX