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Razele's ASM Hacks

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

SentinalBlade

February 01, 2009, 08:14:39 pm #220 Last Edit: December 31, 1969, 07:00:00 pm by SentinalBlade
Razele, im actually working on the job wheel, but with all ive got going on...its a little rough, heres what i got

You cant disable squire. it is the base class for everything, it is replaced with a special characters unique class and so forth. basically it looks like a giant variable to be changed at will.

I was experimenting with the job wheel expansion GS code i found a LONG time ago....LD brought it to my attention again a few months ago, at any rate, the jobs seem to let you change into them, but fail to appear on the abilities list...you cant set requirements for these classes and you cant learn skills because they arent listed or selectable...

I thought about having it check for a characters JP and other class relations in a different place, but i havnt had time to mess with it :(

VincentCraven

February 01, 2009, 08:49:53 pm #221 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
SB, is there a way to make generic classes overwrite Squire like special classes do?

Without overwriting everything over a preexisting special unit, I mean.
I changed jobs and that has made all the difference.

Razele

February 01, 2009, 09:14:23 pm #222 Last Edit: December 31, 1969, 07:00:00 pm by Razele
Just a reminder, a few monster have Ignore Height / Fly / Float as innate,
so this change will have effect at monster.

QuoteRazele, im actually working on the job wheel, but with all ive got going on...its a little rough, heres what i got

You cant disable squire. it is the base class for everything, it is replaced with a special characters unique class and so forth. basically it looks like a giant variable to be changed at will.

I was experimenting with the job wheel expansion GS code i found a LONG time ago....LD brought it to my attention again a few months ago, at any rate, the jobs seem to let you change into them, but fail to appear on the abilities list...you cant set requirements for these classes and you cant learn skills because they arent listed or selectable...

I thought about having it check for a characters JP and other class relations in a different place, but i havnt had time to mess with it Sad
Hmm, I'm expecting this. It won't be easy to replace / disable Squire.

QuoteAlso, I was referring to the Books, Razele, Book of Enavia, M - Fiction Book, all those good treasures. If we can harness those... oh the storytelling functions would be incredible!
Can we start with Zodiac Brave Story's Fact section ?
I already tried to enabling it without any success.
Also, any info regarding the Book is appreciated.
I hope the game just disable triangle button function at the other Books.
That will make things easier.

??????

0x0092 : Opens the Brave Story "Fact" section. (contains 8 empty pages in the US version)

    * (0x92000100: to activate it's existence in an event)


QuoteOn a completely different note... can chicken be modified so that it has a normal duration and the game doesn't remove it based on the amount of brave the affected unit has?

Like I already said, status effect that have counter / duration :
Wall, Stop, Slow, Haste, Shell, Protect, Regen, Poison, Death sentence, Reflect, Don't Act, Don't Move, Sleep, Charm, Innocent, Faith.

I have to reallocate other status counter in the new storage area.
If we have 16 units in battle, we need 24 byte * 16 units = 384 bytes of space to store other status counter. That's huge.
Not to mention I have to reset each of the side effect manually, like Chicken :
give back control to the player, set the AI to normal, set the sprite back to normal, etc.


QuoteInteresting! ^_^
Can they also be added to the 3 blank support slots? They have ability IDs 3B, 3E, & 3F.

If you were to add, for example, 1/2 fire to 'Defend' and use the 'All units have Defend' hack would it give all units 1/2 fire? Or does the 1/2 fire only apply if the unit has the 'Defend' ability actually equipped? what I'm getting at is that it might give the 'Defend' ability (not the menu) a new use as a support ability. ^_^

If so I'd like to request these:

ID 3B --> Strengthen all elements.
ID 3E --> 1/2 all elements.
ID 3F --> Immune: Blind, Mute, & Poison.
Defend --> Immune: Confuse, Charm, Sleep, & Innocent.
Equip Change --> Immune: Slow & Stop.
Reflect --> Immune: Petrify, Chicken, & Frog.
At the start of the battle, Float movement ability will give Always:Float.
My initial plan would be to use that function to add the other functionality to other movement ability effect,
So currently, you don't need to be in Defending status to receive Immune:Confuse, Charm, Sleep, & Innocent buff.

QuoteID 3B --> Strengthen all elements.
Personally, I don't think this is appealing.
Strengthen will increase magic attack by 25%
If I'm using Wizard, I either use 108 Gems or X Rod (Strengthen X element) with a combination of Magic Attack Up (increase magic attack by 33%) / Short Charge as support ability.

QuoteID 3F --> Immune: Blind, Mute, & Poison.
Same reason. Support ability is too precious to be used to prevent status immunity.
I prefer to use Accessory slot to prevent status:X, or throw item to cure those status.

QuoteReflect --> Immune: Petrify, Chicken, & Frog.
Doesn't Reflect already reflect those spells ?

There's very little space to be used at Float give Always:Float at the start of the battle routine, so I'll probably merge this hack with Skip's.

LastingDawn

February 01, 2009, 09:32:05 pm #223 Last Edit: December 31, 1969, 07:00:00 pm by LastingDawn
Well,  enabling it is rather simple, Zodiac found that first, and when used ingame it does activate Facts page (which is where Memoirs of a Cadet is going to be able to be read)

"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!

SentinalBlade

February 01, 2009, 09:37:24 pm #224 Last Edit: December 31, 1969, 07:00:00 pm by SentinalBlade
Quote from: "VincentCraven"SB, is there a way to make generic classes overwrite Squire like special classes do?

Without overwriting everything over a preexisting special unit, I mean.

You mean replace a generic unit's squire with something like Holy Knight or even Geomancer? a relinking wouldnt be hard to figure out at all, if and when i find where it would read the default classes used.

Xifanie

February 01, 2009, 09:44:47 pm #225 Last Edit: December 31, 1969, 07:00:00 pm by Xifanie
Activate Facts and its 24 pages.
The first 7 pages are automatically unlocked through instructions at Orbonne at Chapter 2 start.

{B0}(r92000100)
{B0}(rA4010100)
{B0}(rA5010100)
{B0}(rA6010100)
{B0}(rA7010100)
{B0}(rA8010100)
{B0}(rA9010100)
{B0}(rAA010100)
{B0}(rAB010100)
{B0}(rAC010100)
{B0}(rAD010100)
{B0}(rAE010100)
{B0}(rAF010100)
{B0}(rB0010100)
{B0}(rB1010100)
{B0}(rB2010100)
{B0}(rB3010100)
{B0}(rB4010100)
{B0}(rB5010100)
{B0}(rB6010100)
{B0}(rB7010100)
{B0}(rB8010100)
{B0}(rB9010100)
{B0}(rBA010100)
{B0}(rBB010100)

OR

0x8005791E = 04
0x80057940 = F0 FF FF 0F
  • Modding version: PSX
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Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
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Vanya

February 01, 2009, 11:08:33 pm #226 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
QuoteAt the start of the battle, Float movement ability will give Always:Float.
My initial plan would be to use that function to add the other functionality to other movement ability effect,
So currently, you don't need to be in Defending status to receive Immune:Confuse, Charm, Sleep, & Innocent buff.

So you're thinking to modify the routine to check for other R/S/M abilities and then apply certain conditions based on that. That's a good plan. If it works, then with enough space you could add any augments to pretty much any ability you like. ^_^
  • Modding version: Other/Unknown
¯\(°_0)/¯

VincentCraven

February 01, 2009, 11:09:58 pm #227 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
So Razele,

Are you proficient in disabling menus?

I want to disable the ability to job change.


Asmo and I want to make a patch in which even generic classes only have access to their own class, and have preset RSM/no secondary.

This is almost accomplished by making each unit have lv8 requirement in itself and setting the unit in the ENTD to already have it unlocked.

Unfortunately, Squire is still there.

Because these units need a menu sprite, the only other way I know of around this is to either

 A) swap about 11 special characters with generics and tweak events/battles accordingly.  Considering these units also need to be of the type that has a menu sprite, this method still may not be effective.

 B) set up an exception in which if a unit has Squire as the base class, then there is no base class.  If I understand correctly, this method is way too difficult to make the hack for.

If you don't know how, that's okay.  SB says he'll do it as soon as I find PSXTrace for him.  If all else fails, I'll just have to make Squire into a glitchy nothingness.
I changed jobs and that has made all the difference.

Zozma

February 02, 2009, 04:32:56 am #228 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
okay so i made it so all monsters have innate Beastmaster/Monster Skill equipped

but monsters not next to eachother still seem to be able to cast their 4th level spell (but it doesn't display their 4th skill)

is there a way to make it so that all 4 monster skills always display
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Razele

February 02, 2009, 07:02:25 am #229 Last Edit: December 31, 1969, 07:00:00 pm by Razele
The Germonik Scriptures
Is there any period in the game where we can't read this book ?
Which means the game disable the triangle button on this book.
I don't remember that much.

QuoteSo Razele,

Are you proficient in disabling menus?

I want to disable the ability to job change.


Asmo and I want to make a patch in which even generic classes only have access to their own class, and have preset RSM/no secondary.

This is almost accomplished by making each unit have lv8 requirement in itself and setting the unit in the ENTD to already have it unlocked.

Unfortunately, Squire is still there.

Because these units need a menu sprite, the only other way I know of around this is to either

A) swap about 11 special characters with generics and tweak events/battles accordingly. Considering these units also need to be of the type that has a menu sprite, this method still may not be effective.

B) set up an exception in which if a unit has Squire as the base class, then there is no base class. If I understand correctly, this method is way too difficult to make the hack for.

If you don't know how, that's okay. SB says he'll do it as soon as I find PSXTrace for him. If all else fails, I'll just have to make Squire into a glitchy nothingness.

After I make Rad unable to change Class, Rad can't wear any kind of Equipments, like Monster.
Well, it's better if more than one people hack this Class change thing.



Quoteokay so i made it so all monsters have innate Beastmaster/Monster Skill equipped

but monsters not next to eachother still seem to be able to cast their 4th level spell (but it doesn't display their 4th skill)

is there a way to make it so that all 4 monster skills always display
Is that happened to allies with Auto-Battle or with enemies ?

Asmo X

February 02, 2009, 07:06:38 am #230 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
hah. thats still pretty cool razele. I wonder if you can force him to have equipment using the patcher?

Zozma

February 02, 2009, 07:32:43 am #231 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
it seems to be AI able to use it only

whenever i have a recruited monster he wont have access to his 4th level skill unless i am next to another creature with beastmaster.

but enemy bombs were using firaga which i gave them as their 4th spell even tho they were not even next to another beastmaster. but when you look at their stats they dont display the 4th skill even tho they are selecting it with AI
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

LastingDawn

February 02, 2009, 08:09:54 am #232 Last Edit: December 31, 1969, 07:00:00 pm by LastingDawn
That there is not, Razele, you can always read the Germonik Scriptures.
"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!

VincentCraven

February 02, 2009, 08:10:53 am #233 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
That's a pretty useful hack too Raz.

We may be able to get somewhere with that.

It really depends on how monster-like the unit is.
I changed jobs and that has made all the difference.

Razele

February 02, 2009, 09:21:53 am #234 Last Edit: December 31, 1969, 07:00:00 pm by Razele
QuoteThat's a pretty useful hack too Raz.

We may be able to get somewhere with that.

It really depends on how monster-like the unit is.
It's still incomplete hack, but you can achieve the same result by changing Squire's skillset to B0 - DF.

SentinalBlade

February 02, 2009, 09:27:19 am #235 Last Edit: December 31, 1969, 07:00:00 pm by SentinalBlade
Hrmm, i need the Squire to have the correct skillset when its action menu is set to "Katana Inventory"...think you can come up with a fix for the generics and the skillset bug?

As in, if you set geomancer, ninja, samurai, chemist, or lancer to have a different action menu then normal, they glitch up and the attacks have a weapon range with a 00% chance to do nothing... >.< its really limiting my number of classes for SoR

Razele

February 02, 2009, 10:03:12 am #236 Last Edit: December 31, 1969, 07:00:00 pm by Razele
QuoteHrmm, i need the Squire to have the correct skillset when its action menu is set to "Katana Inventory"...think you can come up with a fix for the generics and the skillset bug?

As in, if you set geomancer, ninja, samurai, chemist, or lancer to have a different action menu then normal, they glitch up and the attacks have a weapon range with a 00% chance to do nothing... >.< its really limiting my number of classes for SoR

The menu for DrawOut is probably hardcoded.
I tried to add Cure 2 at Draw Out skillset, and got Defense Ring below Chirijiraden.

The temporary solution for this would be to change Lancer's skillset to other skillset, like 0E Steal or 4D Blank


Dokurider

February 02, 2009, 04:08:53 pm #237 Last Edit: December 31, 1969, 07:00:00 pm by Dokurider
You still looking for a way to buff the other move skills, Raz? I think you should give Fly 1.5 increased evasion. I think giving it initial:faith or whatever is too strong.
QuoteTwo Hands give double damage, at the cost of Shield / Evasion.
Of course, if people want that in their patch, it's possible to raise that multiplier, but I think Two Hands already quite good.

Well, the idea was to make it so that it competitive with Two Swords. Right now, Two Swords > Two Hands. I want Two Hands to be the superior way to deal damage. However, I think Vincent's idea to nerf Two Swords instead is a much better idea. Should be reduced to 75% each swing.

LastingDawn

February 02, 2009, 04:27:51 pm #238 Last Edit: December 31, 1969, 07:00:00 pm by LastingDawn
Well I thought that Defense Ring was very interesting, so I rushed to see what else might appear, needless to say a lot of things did, but unfortunately the game hasn't programmed skills for those "items" to use, therefore it just goes to moving if you use them.
"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!

SentinalBlade

February 02, 2009, 05:03:34 pm #239 Last Edit: December 31, 1969, 07:00:00 pm by SentinalBlade
Razele, i shouldve informed you of this bug as well

If you change a Generic class Skillset, it behaves oddly.

If you place one ability in it, learn it and go into battle, your menu will be greyed out.

If you have say, 4. and learn them all itl only learn a few. if you learn just one or 2, you will learn what seems to be random skills, other than what you spent jp on. If you dont learn anything in it, you might go into battle with the skillset mastered....

such strange things. i managed to delve into some BnE snippets and change their register value to be equal so that it would not go to a far away line of code. needless it say it didnt help much before there were to many to keep track of. I did manage to make the weapon range ability with a 00% chance to do nothing, into a green paneled, target only self 00% chance to do nothing :P