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Help with Heal + Revive

Started by Rfh, September 18, 2011, 08:34:31 am

Rfh

September 18, 2011, 08:34:31 am Last Edit: September 18, 2011, 11:46:28 am by Rfh
Hi! (I'm Spanish and I'm 14 years old, sorry for my English Level)

I want to create an ability to do the same as FFTA Sage raise skill or FFTA2 summoner Fenix skill (Heal + Revive) in the PSP VERSION, FFT TWotL.

I work with 0D Heal_(Y)% Hit_F(MA+X)% formula, but it needs cancel anything status. Status is applied first; if status is blocked by target, no heal.
I have tried many things, but all ideas have not worked well. (like I was using FFTPatcher in 'inflict statuses' I edited 20h add blank status, and in 'status effects' blank status cancels dead, but this idea heal units and add status blank, but it 00% inflict in Dead units.)

Now, I'm interesting  in change which routine the formula calls. In the PSX version the ASM hacking is:

<Patch name="Formula 0D can hit when status not applied">
   <Description>
      Formula 0D can hit when status not applied
   </Description>
   <Location file="BATTLE_BIN" offset="121F60">
     ad1f060c
   </Location>
 </Patch>


But... How can I do this in the PSP version?
Does anyone have any other ideas?


Other post in this forum related to it: http://ffhacktics.com/smf/index.php?topic=7491.0 and http://ffhacktics.com/smf/index.php?topic=5873.0

Please Help!  :cry: :cry: :cry:
  • Modding version: PSX
  • Discord username: rfh

usckitty

I had the same question and the experts here helped me out! Check Pride's ASM hack...

http://ffhacktics.com/smf/index.php?topic=7491.msg151411#msg151411

Rfh

Quote from: usckitty on September 19, 2011, 01:40:28 am
I had the same question and the experts here helped me out! Check Pride's ASM hack...

http://ffhacktics.com/smf/index.php?topic=7491.msg151411#msg151411


But Pride's ASM hack is only for PSX version. Is possible an ASM hack for PSP version?
  • Modding version: PSX
  • Discord username: rfh

Pride

There is almost no knowledge of psp asm hacking and no one is doing asm hacking for the psp (probably because there isn't a psp debugger to my knowledge) so there will likely not be a hack like that for a long while.
  • Modding version: PSX
Check out my ASM thread. Who doesn't like hax?

formerdeathcorps

Pride, let's not forget I already documented how you convert PSX to PSP offsets for formulas.  It's here: http://ffhacktics.com/smf/index.php?topic=6826.0.  Thus, every single hack on FFH that currently affects any aspect of formulas should be translatable to PSP offsets.

Thus, to satisfy Rfh's request:

PSP BATTLE.BIN
Offset: 0x11FF2C
New Hex: A017060C
The destruction of the will is the rape of the mind.
The dogmas of every era are nothing but the fantasies of those in power; their dreams are our waking nightmares.

Glain

fdc, it's worth a shot, but... they changed some things in the PSP version, so the source code is different, it's a different target processor, it's probably a different compiler, etc. The "same" routines aren't going to have the same ASM... I'd bet on it.
  • Modding version: Other/Unknown

formerdeathcorps

Quote from: Glain on September 19, 2011, 07:26:53 pm
fdc, it's worth a shot, but... they changed some things in the PSP version, so the source code is different, it's a different target processor, it's probably a different compiler, etc. The "same" routines aren't going to have the same ASM... I'd bet on it.


Although I haven't looked too deeply, from what I've seen so far, both games have identical size formula tables (just in different places in the respective files), and corresponding routines in both versions are structured in exactly the same order (they have the exact same # of jal commands, interspersed by exactly the same branch checks on r2, and all equivalent routines in both versions are in the same places on all shared formula routines).  The only difference I've found so far is the values of the addresses used by the branch/jump/load instructions and a couple of added efficiencies on some of the longer non-formula routines.  The different processor (PSP vs. PSX) runs a later version of MIPS, but all early versions of MIPS are still forwards compatible (so Square could conceivably C/P PSX binary code into their PSP files without an issue).  Thus, even though I haven't documented every line, I think it's safe to assume the formula routines are equivalent, except for small and mostly trivial exceptions.
The destruction of the will is the rape of the mind.
The dogmas of every era are nothing but the fantasies of those in power; their dreams are our waking nightmares.