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Xif's Fixes (ASM Hacks & Spreadsheets)

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

Xifanie

March 08, 2009, 06:30:01 pm #200 Last Edit: December 31, 1969, 07:00:00 pm by Xifanie
- Generics can join as guests
Without major asm hacking, it is impossible to have this effective unless you never have any generics in your rooster...
  • Modding version: PSX
Love what you're seeing? https://supportus.ffhacktics.com/ 💜 it's really appreciated

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

Skip Sandwich

March 08, 2009, 08:42:33 pm #201 Last Edit: December 31, 1969, 07:00:00 pm by Skip Sandwich
well, I suggest keeping that hack around, since there ARE projects like Mercenaries where that is exactly the case (having no generics)
"Dave?  Are you there?"
"Yeah.  I can't get you through the cell now."
"You have to talk through the bratwurst from now on. I'm sorry. I didn't know it would do that."
http://www.johndiesattheend.com

Xifanie

March 16, 2009, 08:24:35 pm #202 Last Edit: December 31, 1969, 07:00:00 pm by Xifanie
+ generics join as guests and "Load Formation" based on roster number (with "Sprite Set")
+ Ramza can join as a guest

I fell on the first one by accident, so I was able to hack it to make my previous hack usable. As it can't be effective alone in any way, I merged them.
  • Modding version: PSX
Love what you're seeing? https://supportus.ffhacktics.com/ 💜 it's really appreciated

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

LastingDawn

March 23, 2009, 08:27:09 am #203 Last Edit: December 31, 1969, 07:00:00 pm by LastingDawn
Hmm, Zodiac I recall you mentioning having guests in the Formation screen and that you had cracked it a while back, am I just blind, or have you not posted it up yet? It's what I'm going to use for Rad in Mercenaries.
"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!!!!

Xifanie

March 23, 2009, 05:52:58 pm #204 Last Edit: December 31, 1969, 07:00:00 pm by Xifanie
Quote from: "Zodiac"SCUS_942.21

0x0004A3D0
8300422C
0x0004A7BC
06008510
Allow generics to join as guests and "Load Formation" based on roster number. Example: Sprite Set 0x10 (17) with Load Formation will load unit 17 in roster.

I still have to make a hack for the removal of a specific roster ID as well.
Gonna do that soon.
  • Modding version: PSX
Love what you're seeing? https://supportus.ffhacktics.com/ 💜 it's really appreciated

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

Yuri Otani

March 24, 2009, 10:40:02 am #205 Last Edit: December 31, 1969, 07:00:00 pm by Yuri Otani
I've poked through threads here looking at things, and asked a couple questions, which people directed me to ASM hacks as the only solution to what I was asking for. I was wondering if you knew of an ASM hack (or if it would be too hard to make one) that makes secret hunt activate on any attack instead of just regular weapon strikes?

or if there was/could be one to make malboro spore effect more than one target.

TentacleCassanova

April 02, 2009, 10:21:46 am #206 Last Edit: December 31, 1969, 07:00:00 pm by TentacleCassanova
Change Poach to Eat - kill a monster with a normal Attack and get full hp & mp restore.  
EDIT
Now that I think about it, it would be cool if monsters could do the opposite... eat humans to restore hp and mp.  It's more realistic, at least.  But it would also be realistic for a human to kill and eat a monster.  Maybe Poach should be for humans to eat monsters, and monsters could get a support ability that lets them eat generics and other monsters.

Allow Charge and Jump to follow target.

Allow Short Charge and Non-Charge to effect Jump and Charge.

Make JUMP work like...
Vertical+1
Vertical+1
Vertical+1
Vertical+1
Vertical+1
Vertical+1
Vertical+1
Vertical+1
Horizontal+1
Horizontal+1
Horizontal+1
Horizontal+1
Horizontal+1
Horizontal+1
Horizontal+1
Horizontal+1
Every ability will add 1 to your base jumping ability, and they should all cost the same.  This is the system Sqeenix should have used in the first place.

Change the base level from 1 to 0.

Skip Sandwich

April 02, 2009, 11:50:45 am #207 Last Edit: December 31, 1969, 07:00:00 pm by Skip Sandwich
instead of having so many duplicate abilities, it could just be the following (with all skills stacking, as you suggested)
Vertical +1
Vertical +2
Vertical +3
Horizontal +1
Horizontal +2
Horizontal +3
"Dave?  Are you there?"
"Yeah.  I can't get you through the cell now."
"You have to talk through the bratwurst from now on. I'm sorry. I didn't know it would do that."
http://www.johndiesattheend.com

Cyril

April 27, 2009, 01:31:01 pm #208 Last Edit: December 31, 1969, 07:00:00 pm by Cyril
Quote0x0011F468 :
##000534
(#+1%) chance of Knockback for Dash/Throw Stone

Perhaps I'm doing this wrong, but I can't seem to get this ASM hack working? Every single other one I've tried (and on Razele's list) has been successful so I find this weird.

I tried using both dec and hex values for the ## portion and Throw Stone/Dash still refuse to change from anything but roughly 50% (want to alter it to be 100%). Is there something I'm missing?

Asmo X

April 27, 2009, 01:54:45 pm #209 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
You aren't trying to throw stones at Ramza/Delita/Immortal-flagged units are you? They are all immune to knockback

Cyril

April 27, 2009, 02:23:33 pm #210 Last Edit: December 31, 1969, 07:00:00 pm by Cyril
Nah, I'm testing them on my generic PCs and on random monsters. It still works at roughly the original rate, like I said (so it's not running into immunity or anything), just doesn't seem to have changed at all.

Zozma

April 27, 2009, 04:42:23 pm #211 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
it seems like the knockback for mine isnt 100% either, but perhaps i was testing it on immortal flagged units as well.
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Cyril

April 27, 2009, 04:44:11 pm #212 Last Edit: December 31, 1969, 07:00:00 pm by Cyril
The thing about immortal-flagged units or anything that's immune to knockback is that it should never work. My Throw Stone was working on the stuff I tested, just not at the expected rate (which I tried at 99%, 90%, 100%, 10%, etc. in both the dec and hex values for the ## digits) - over a lot of testing it roughly correlated to the original 50% rate.

So, yeah. Can anyone confirm that this ASM hack does indeed change the rate as expected?

Archael

April 27, 2009, 05:27:38 pm #213 Last Edit: December 31, 1969, 07:00:00 pm by Archael
Quote from: "Cyril"The thing about immortal-flagged units or anything that's immune to knockback is that it should never work. My Throw Stone was working on the stuff I tested, just not at the expected rate (which I tried at 99%, 90%, 100%, 10%, etc. in both the dec and hex values for the ## digits) - over a lot of testing it roughly correlated to the original 50% rate.

So, yeah. Can anyone confirm that this ASM hack does indeed change the rate as expected?

I can in 13027.

Make SURE you are not trying to knock non-immortals back into terrain that doesn't allow knock back.

You'd be surprised how often the unit is standing in front of obstacles, water, cliffs or voids or other terrains which the game will simply not allow knock backs to go into, even if 100%.

Even the slightest elevation change in mandalia plains can prevent a generic from getting knockbacked.

Zozma

April 27, 2009, 06:13:51 pm #214 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
aha, so thats why
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Cyril

April 27, 2009, 07:29:20 pm #215 Last Edit: December 31, 1969, 07:00:00 pm by Cyril
Nah, again, that can't be it - I'm using savestates to reload to use the -exact same- Throw Stone and sometimes it knocks back and sometimes it doesn't. If terrain was blocking it, it wouldn't work ever.

Could you give me the exact address value that's being used for 13027? I'll try it out again, but I'm pretty confident I tested this multiple times.

LastingDawn

April 27, 2009, 07:37:29 pm #216 Last Edit: December 31, 1969, 07:00:00 pm by LastingDawn
When did you make this savestate? Before you put in the extra %?
"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!!!!

Cyril

April 27, 2009, 07:39:54 pm #217 Last Edit: December 31, 1969, 07:00:00 pm by Cyril
No, I make new savestates everytime I make a change - I know they don't retain when you patch/edit the ISO. These were on an individual basis.

Xifanie

April 27, 2009, 11:02:37 pm #218 Last Edit: December 31, 1969, 07:00:00 pm by Xifanie
...why haven't I fixed this yet? Fuck... I thought I did; twice!

sorry the offset is 0x0011F9C8 I'll be updating the main post NOW.
  • Modding version: PSX
Love what you're seeing? https://supportus.ffhacktics.com/ 💜 it's really appreciated

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

Archael

April 27, 2009, 11:43:01 pm #219 Last Edit: December 31, 1969, 07:00:00 pm by Archael
Quote from: "Cyril"No, I make new savestates everytime I make a change - I know they don't retain when you patch/edit the ISO. These were on an individual basis.

You were using the wrong ASM hack

use the one Zodiac just posted, it works 100%