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Xif's Fixes (ASM Hacks & Spreadsheets)

Started by Xifanie, September 12, 2008, 10:50:17 pm

Kourama

Quote from: Vanya on January 21, 2011, 09:59:43 pm
Don't you just need to unpack the files, find the data and edit it in a Hex editor?
The game crashes or freezes, or any other issue when you try to apply an ASM hack to the PSP version.

Xifanie

Vanya, without a doubt, the memory addresses aren't the same in WotL for the same data/instructions.
  • Modding version: PSX
Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
<R999> My target market is not FFT mod players
<Raijinili> remember that? it was awful

Vanya

Quote from: Kourama on January 21, 2011, 11:48:38 pm
The game crashes or freezes, or any other issue when you try to apply an ASM hack to the PSP version.


That's because they're made for the PSX version, and also what Xifanie just said.
  • Modding version: Other/Unknown
¯\(°_0)/¯

RandMuadDib

Hey Xifanie, i have a question for you. Are you still working/planning on working on the ARH2 and mime fix hacks? If so, will the ARH2 be able to require a specific level or job level?

Not a request, just curious :)

Thanks.
I will show you the power of SARDIIIIINES!!!!

Xifanie

Nope I'm not... and anyway the ARH2 would be too complicated to use for anyone but me. I was originally creating it for KoI.
  • Modding version: PSX
Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
<R999> My target market is not FFT mod players
<Raijinili> remember that? it was awful

Pride

Would it be possible for you to post your notes on the mime fix to see if anyone wants to (or is able to) continue working on it?
  • Modding version: PSX
Check out my ASM thread. Who doesn't like hax?

RandMuadDib

alright well thanks for the reply Xif, good to know.
I will show you the power of SARDIIIIINES!!!!

LastingDawn

I wouldn't be so sure about ARH2 being too complicated for *everyone* by this point Xifanie. With the breadth of talent in the community I'm sure one of the advanced users will be able to make heads or tails of it.
"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!!!!

formerdeathcorps

Quote from: LastingDawn on May 16, 2011, 09:22:01 am
I wouldn't be so sure about ARH2 being too complicated for *everyone* by this point Xifanie. With the breadth of talent in the community I'm sure one of the advanced users will be able to make heads or tails of it.


Furthermore, if you post something that forces people to think and back it up with an explanation (or let someone like LD mentioned write it up for you), more people might actually learn ASM or at least think plan smoother hacks and more complicated mechanics.
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.

pokeytax

May 16, 2011, 09:10:44 pm #369 Last Edit: May 16, 2011, 09:13:02 pm by pokeytax
Yeah, I'm hardly one to talk about abstruse notes, mine are a wreck. But I am definitely planning on updating the ARH; in order to use Jump/Charge/Math as "pure passives" in ALMA, I need to expand the list of abilities ARH can lock. So I'll be fiddling with it anyway if you feel like posting what you have.
  • Modding version: PSX

Xifanie

May 16, 2011, 10:12:48 pm #370 Last Edit: May 16, 2011, 10:34:14 pm by Xifanie
It's not like I have anything.

You should just disassemble my code... really it's just handling the data in a table.

I started coding the ARH2 but it wasn't working at all when I started debugging it, so it's kinda pointless to post it. Not only that, but it's hundreds of kilometers away.

The way I was going to make it was like:

IF == (byte) : 0x01
IF != (byte) : 0x02
IF < (byte): 0x03
IF > (byte): 0x04
IF == % (half-word): 0x15
IF != % (half-word): 0x16
IF < % (half-word): 0x17
IF > % (half-word): 0x18
AND: 0xFE
OR: 0xFF
etc.

So like 02 8201 00 FF 17 2800 2A00 0A00 FE 18 2A00 0000

Would be

02 8201 00
If [Chocobo Riding] != 0x00 (meaning, the unit IS riding something)
return TRUE


FF
OR

17 2800 2A00 0A00
If [HP] / [Max HP] < 10%
FE
AND
18 2A00 0000
If [HP] > 0
Return TRUE

Anything else would return false
  • Modding version: PSX
Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
<R999> My target market is not FFT mod players
<Raijinili> remember that? it was awful

Dome

June 14, 2011, 08:28:05 am #371 Last Edit: June 14, 2011, 08:30:53 am by Dome
Can someone make an .xml file (To easily put those ASM in the first page into the game with FFTorgASM)?
It would be very helpful :-)

The two that I like most are the first one (I'd like to put it in 1.4) and the "no-music" one

"Be wise today so you don't cry tomorrow"

Atma

haven't tested it, but i just plugged the info into Raven's FFT OrgASM XML Generator (http://ffhacktics.com/smf/index.php?topic=7719.0) and it created it seemingly perfectly. 
My name is Atma... I am pure energy... and as ancient as the cosmos.

Generic19

Fury v 1.02, seems to have a formula of (Caster Brave + 50)*(Target Brave + 50)/10000  rather than the listed formula: (Caster Brave + 40)*(Target Brave + 40)/10000

Is there a specific byte that controls the additive?

FFMaster

Are you using the one in the xml? because the one here has the 40 constant. The one on the xml has the constant at 50. Anyway, let me bold you the numbers to change the constant.

BATTLE.BIN
0x000E930C :
10270000
1980033C
942D628C
982D638C
24004290
24006390
28004224
28006324
18004300
12100000
1500033C
0C0362AC
97180608
00000000
250062A0
12100000
1500043C
0C03848C
18004400
12100000
10270434
1A004400
1500023C
0C0344AC
12100000
65190608
00000000
0x0011F254 :
C4400508
1900013C
942D218C
5A00228C
0x0011F58C :
D1400508
00000000


First bold number is for attacker, second one is for target. Both numbers in hex, of course. Use Windows calculator if you can't convert the number, it's quick and makes sure you don't make mistakes =p
  • Modding version: Other/Unknown
☢ CAUTION CAUTION ☢ CAUTION CAUTION ☢

Generic19

I believe I did use the one in the xml out of laziness.  Thank you FFMaster, you are a true master.

Generic19

I was wondering if I was interpreting the (#+1%) chance knockback on Dash/Throw Stone correctly?
BATTLE.BIN
0x0011F9C8 :
##000534

That means that if I set ## = 63.  Then that is (99 + 1)% = 100% in decimal?

Also will the knockback effect be present in counter tackle?

Thanks.

Xifanie

Counter tackle is essentially the Dash ability, and I'm not sure about the % myself.



Remove forced slowdown for Math Skill (Skillset ID 0x15)

BATTLE.BIN
0x00115F74
00000000
  • Modding version: PSX
Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
<R999> My target market is not FFT mod players
<Raijinili> remember that? it was awful

FFMaster

Holy shit, I didn't notice this. This means a ton for me. Thanks.
  • Modding version: Other/Unknown
☢ CAUTION CAUTION ☢ CAUTION CAUTION ☢

Rfh

Xifane, ''Number of allowed spritesheets override'' doesn't work. For example, for raising the limit to 13, I use it:

BATTLE.BIN

0x00118910 : 0D

And... when I use 10 different sprites, one sprite is glitched.
  • Modding version: PSX