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Messages - Tirlititi

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601
The limitations of texts, scripts, number of enemy attacks or groups are no more.
The others are still there. The ones you're talking about are hardcoded in the game, and I mean really hard coded. It would require to rewrite a big part of the game's engine and the game's script to change these numbers. I don't think that'll ever be possible :/

602
This is the day !

Update to v0.34 :
 - Hades Workshop is now compatible with the Steam version of the game.

You can also use the .hws files created by HW for a PSX file and apply it to the Steam version.

Pretty much everything has been tested and works fine. However, there are the following limitations :
 - MIPS code and Battle Scenes models can't be modified,
- The battle scene of the different battles can't be changed,
 - Text opcodes are displayed raw ; that's not so different from the text tags you can find in any forum,
 - The texts may be imported from a .hws file created for the PSX version, but that's not recommended as the opcodes are not handled,
 - The fields' preloading datas are not the same as for the PSX and can't be imported,
 - Contrary to the PSX version, the spell lists in the "Command" and the "Stats" panels must match (if a character has a command, he must be able to learn all the spells inside it). The exceptions are the temporary characters' commands and Steiner's Sword Magic which don't need to be learnable,
 - The two unused item shops can't be used for now,
 - There's some bug with the fields : I think that's a RAM problem, as fields need a lot of memory to be read. If you look at too many fields without closing/reopening the program, it will likely crash. Same problem for the background batching : you shouldn't be able to export all the background images in one shot.

I write the saving instructions again as they are still valid.

Saving Instructions
You have to backup your files yourself. The program asks for the "FF9_Launcher.exe" file when opening the game, and then for a folder where you want to save your modded files. In any case, never choose the folder in which the selected "FF9_Launcher.exe" lies, either create a new folder either save it in a folder containing another "FF9_Launcher.exe".

The files created this way are intended to replace the files in the sub-folders of your "FINAL FANTASY IX" folder.

Here are the 2 safest possible choices :
1) Start by creating a backup of your "FINAL FANTASY IX" folder. When you use HW, only open the backup files and choose the non-backup "FINAL FANTASY IX" folder when you save (it's important that you keep that default name). As that's the game launched by Steam, you'll have your game directly modded.
2) Start by creating a backup of your "FINAL FANTASY IX" folder and use that backup for HW, but create a new folder somewhere else for the saving. To apply the mod, you need to replace manually the files in the "FINAL FANTASY IX" folder by the modded ones.

In any case, a 3rd backup is not a bad idea, unless you don't mind downloading the game again in case of problems.

About texts
The support for texts (in the Steam version) is quiet minimal, as the formatting is displayed as it is in the game's files. In particular, you have to write the size of the text box yourself in the 【STRT】 tag when needed, as well as the hexadecimal code to add color, etc...
As said, you shouldn't import the texts from PSX-saved .hws (just unckeck the related boxes), as only the text will be imported and the opcodes will be lost. This is particulary important for text blocks as the game bugs if the texts there don't start by the 【STRT】 tag.

The text preview window doesn't display the opcodes' effect either for now.

Also, there's a special UI text block, called "Localization", which contains generic texts of all the languages available. I let you guess how to properly modify them, but know only that the texts here must be single-line (use the escape character '\n' if you want to add a new line). Also, the format is so easy that the devs themselves messed up with it and there are a few help texts that don't work the intended way :p (I'm thinking of the "OrderTargetHelp" field, which doesn't work in languages other than english and japanese).

About localization
You're asked to choose language when you open the game files. In general, your mod will work only for the chosen language.
More precisely, there are files that are shared by all the languages and files that are not. In this second category, there are all the texts, off course, but also the game's script (AI of enemies, World Map scripts and Field scripts). If you either change a text or a script, it will be ok only for the chosen language.

Handling several languages at once will surely be possible in the future.


What's next?
I'll upload the program's source code on github and create a community project for that. I'll also import my mod Alternate Fantasy to Steam. Don't hesitate to ask if you have troubles importing your own mod to Steam.

I also have a project idea of a Boss-rush mode. It's an idea I've had since a long time, but the 4 discs of the PSX and the preloading system was problematic.

I'll also soon improve a bit the script editor (again) and allow to add entries (and not just functions) ; you'll then have full control over the NPC and so a real mod including Beatrix as a playable character (consistent story-wise) will become possible.
A CIL code editor, similar to the MIPS editor, is also planned. I don't think I'll implement a "CIL <-> C Sharp" converter, but since there are other tools doing that, it'll undoubtly be more simple and more efficient to use.

Fiou, I think I said everything I wanted... Enjoy and see you soon !  8)

EDIT : I forgot to say that there's no check about the file access rights. Verify that HW has the write to read and/or write the files you're manipulating with it or it may crash (or worse, it may bug without telling you anything !).

603
I've started working on it again a couple of days ago. For now, you can do a few things on the Steam game with an unstable version of HW.
Once the stable version is out, it'll hopefully be simple to import this mod on the PC version, so it's better to wait until then.

604
FF9 Tools / Re: [FF9] Save editor - Memoria (0.6.1b)
« on: 2016-07-04 09:15:39 »
The enemies' stats can't possibly be modified using Memoria : it only changes the memory card data and the enemies are not saved on memory cards ^^

I think your bug comes from overflow. If the "number of successful steals" is too high (say 30000), then the damage for Thievery works oddly. The damage it should deal is too high to be stored in a 16-bits variable (the number of steals is 16-bits since it's a short integer) and the game interprets that high number as a negative number.
That means you're actually healing the Adamantoise instead of hurting it. The damage number is white (and not green) because the damage are not flagged as heal ; they're only negative.

You have to reduce the "number of successful steals". Also check the "number of dragons killed" and such...

605
[...] you can link Dagger's eidolons (trance and normal) and the 2 Beatrix Seikens (dunno why there is 2 of them) [...]

How many commands am I describing here?

No, linking Dagger's commands with Beatrix's commands is not a good idea. And yes, what I said about linking Dagger's summoning commands together and linking Beatrix's Seikens together to gain 12 spell slots still holds.

606
I didn't say it was in the script (it's not). I said that it was easy to write lines in the code to replace them :
Code: [Select]
    RemoveItem( 236, 7 )
    RemoveItem( 237, 2 )
    RemoveItem( 238, 2 )
    RemoveItem( 240, 2 )
    RemoveItem( 247, 2 )
    RemoveItem( 249, 1 )
    RemoveItem( 253, 1 )
    AddItem( .... )
Put them in the main function of the first Prima Vista's Cargo Room, it's fine (out of any "if" block).

The starting equipements are in the "Party -> Stats" panel, search harder :p

As for temporary characters' abilities, uzoko stated the problem : the game doesn't allow the Supporting Abilities menu to be enabled for temporary characters. A fix for that would require to modify the equip menu's MIPS code (which is not accessible using HW yet).

Here is the fix to have Beatrix & co equip supporting abilities using an hex-editor :
1) Search for the hexadecimal sequence : 00 00 00 00 01 00 42 2c 21 28 40 00 21 20 80 02
2) The following bytes should be something like 8c d2 00 0c     (the 00 0c is important ; the 8c d2 is an offset and changes from disc to disc)
3) Replace those 4 bytes by 01 00 02 20
4) Repeat for all the discs

This allows all temporary characters to get in their "Equip Abilities" menu. However, they still automatically learn any supporting abilities you give to them (I think you'd have to corrupt the memory card saving process to fix that). Also, a few tooltips will be wrong in-game (when you press "Select" on the "Equip Abilities", the moogle tells you that you can't use them ; and the 3-stars mastery icon is not displayed on supporting abilities).

607
Actually, I do have an important work to do in the following month and I neglected it too much, so I won't work on HW for some time (unless there's a incredibly bad bug that can be fixed without too much effort).

Also, I lost my magic stick that makes modding games a piece o' cake  :'(

I let another WIP here, more interesting though, cause you can mod a bunch of things with it. I call it a beta release, because there will be much more bugs than usual.

Link removed ; the program has been updated in the first post

Special Warnings
  • I'm not sure that you can open modded versions of the game. I only know for sure that it's not compatible with Albeoris's Memoria (maybe applying Memoria after HW mods would work, but not the other way around).
  • You can't export your mod informations into .hws files as for the PSX version (it will come next though). That means there's no guarantee that you can create a mod, close the program and come back editing it, since I'm not sure HW will correctly read your modded game. You can try though.
  • The program creates no backup. You must create them yourself. More infos in the Save Instructions below.
  • You can't modify texts or Cards, only read them.
  • You can't modify the Battle Scenes in the "Enemies" panel, and they display wrong.
  • Editing things in the "Regular Items" and in the party's "Stats" panels will most likely make your game unplayable. Avoid it.
  • Modifying the game script's size strangely makes the game unplayable as well. Modifying the arguments of functions, such as "SetPartyReserve", should be fine, but don't add/remove lines of code. Remember the scripts are language-dependant.
  • The features under the menus "Batch" and "Tools" will likely bug.
  • I have absolutely no idea of how the PSX file edition fares... Safest plan for it is to use the last version of HW.

Everything else should work fine, unless it is disabled, like MIPS code edition. Also, contrary to the last WIP, it should still work after a SquareEnix update.

Saving Instructions
As said, you have to backup your files yourself. The program reads a "FF9_Launcher.exe" file and ask you a folder where you want to save your modded files. In any case, never choose the folder in which the selected "FF9_Launcher.exe" lies, either create a new folder either save it in a folder containing another "FF9_Launcher.exe".

Here are the 2 safest possible choices :
1) Start by creating a backup of your "FINAL FANTASY IX" folder. When you use HW, only open the backup files and choose the non-backup "FINAL FANTASY IX" folder when you save (it's important that you keep that default name). As that's the game launched by Steam, you'll have your game directly modded.
2) Start by creating a backup of your "FINAL FANTASY IX" folder and use that backup for HW, but create a new folder somewhere else for the saving. To apply the mod, you need to replace manually the files in the "FINAL FANTASY IX" folder by the modded ones.

In any case, a 3rd backup is not a bad idea, unless you don't mind downloading the game again in case of problems.

For the wisest of you, I'll see you when I release a stable version  :P

608
@uzoko1 : That means you can't mod the game with this version of HW. Only see the datas (and enjoy the program's crashes :p ).
About transferring mods from the PSX version to the Steam version : yes it will be possible minus a few things :
1) MIPS code and Battle Scene model changes won't be importable,
2) Maybe the Spell Animations won't be either for the first versions,
3) All the texts will likely be in that case as well (moreover, Steam's datas have 7 different languages ; you'll need to modify the texts in each one to have a proper mod),
4) It might be that the script importation will be buggy, as there is also 1 script per language. Though they are mostly the same among the different versions, there are few differences (the only one I noticed is the Ragtime Mouse's way of talking : in the US, the dialogs are split in 2 windows while in the french version, the dialogs are in a 2-lines window).

Also, I hope to have more features for the Steam version. Most of the data size limitations will be removed in the next release (they'll still be there for the PSX versions). Later, I think I'll add an IL code modifier looking like the PSX's MIPS code and an Unity Archive editor, to have something a bit more adapted to FF9's assets files.


I updated the WIP link ; most of the datas can be properly viewed now (the field scripts can sometimes crash the program... I think it's a RAM capacity problem, but that's kinda weird). The field backgrounds and texts are still badly displayed.

I'm also planning to create a github project for this, as it's getting bigger and bigger. I'll finish that version first, but tell me if you're interested in coding the tool with me.

609
Needless to say you can't have a practical use for this version
It seems it was needed in the end...

610
Dunno, you'll have to try.
If it's not compatible with the Steam version, that means the texts are likely to be written in UTF-8 or a similar standard encoding. Most hex editors have a text-searching and editing feature that will work just fine in that case.

611
There's this, but it still needs to be coupled with an hex editor.

612
Open the Launcher.exe file. You're not supposed to know in which file whichever data is : the program does it for you ^^"

I don't put the .dll inside the download link to avoid potential misunderstandings. This is not a working version of the tool, only a way to respond to the "how the progression goes" question by a sample.

613
Hum... here is my progress so far (expect a bunch of errors terminating the program when you look at it) :
HadesWorkshop_ProgressVersion

- I've made some file mapping about the assets and all.
- Most of the texts are readed (the accent/ponctuation errors, I'll take care of it soon ; the opcodes will remain displayed like this for a moment).
- Several Chunk datas are readed (enemy stats and scripts).

[UPDATE 16/05] : Link updated. It can now read Fields, World Maps and Tetra Master related datas. The field background are messed up because I need to find out how the tiles are sorted.
[UPDATE 21/05] : Link updated. It can now read all the datas except MIPS code, Battle Scenes and Spell animations (shared ones ; the enemies' ones can be seen).

Needless to say you can't have a practical use for this version ^^"
Even the PSX files won't be loaded correctly for the time I do the compatibility changes.

614
I don't know about FF VIII, but for IX, that's far from the most simple thing to modify ^^"
Spell formulas are written in MIPS code in the PSX version.

615
There're functions that setup the party's spell datas. I modified the argument setting Thunder Slash's accuracy to 0% and turned it to the maxmimum value possible instead.

Changing background images, I don't know yet.

616
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2016-04-25 20:49:15 »
That sounds promising, I'll check that this week.
But there's already a Final Fantasy IX tool called Memoria. There're not many tools and it would be a shame if they shared the same name ^^"

617
Thanks Satoh, but the unknown integers are displayed properly ; the values are too round to be 2 splitted numbers and the Steam code source name them "offsets" (as signed shorts).

There are usually sufficient free space to add a bit of code (in general, a good big entry would fit in). The problem is that the exact free space is quiet random and can indeed cause trouble if you need to add some constant code to all the scripts ; there are surely several for which you'll be unlucky and there won't be enough space... For now, and for long, the only solution will be to be inventive and grab some space elsewhere in the script (either by shortening the code, either by cutting unneeded lines).
The length by itself will never "corrupt" the script. You'll get bugs if the script that you added is in conflict with the normal script (or if you do things like dividing by 0 :evil: ), but that's all.

It would be really useful to have a list of unused variables, indeed. I know there are a few gaps in the "chest-opened" flags, but I don't know if there are large ranges of unused (and memory card-saved) variables. I don't have time to investigate it for the moment though :/

I updated my Hidden Dialogs video with the Steam version ; t'was a good practice to see what problems arise with the Steam version when trying to import the modification patterns from the PSX version.

I have a clearer idea of how Hades Workshop could be made compatible with the Steam version now. Don't expect it to come out before 2 weeks (that's my target time, but I know from experience I always pass it because of technical problems I didn't expect ^^"). You won't be able to use the most basic features of HW with the Steam version at the beginning. Oddly enough, the modification of party's spells and items will be more difficult than the enemies spells and AI, or Field scripts.

EDIT : I've had even more technical difficulties than I thought, and I'm just at the stage of reading datas (after that, I'll need to create modded files). And overall, I'm fed up of this steam version...
I'll definitely make a compatibility update next, but it'll take more time than expected.

618
FF9 Tools / Re: [FF9] Save editor - Memoria (0.6b)
« on: 2016-04-23 15:36:32 »
You can try to stop flooding, write in proper english and wait.
This game is out since a week ! Stop thinking gjoerulv owe you anything...

EDIT : just received this PM from Zara...
lowering my karma does not work on me
Speak of a parasite ><

619
Here is a mod to have Thunder Slash with 100% accuracy instead of 0%.

https://dl.dropboxusercontent.com/u/98687557/Resources/ThunderSlashSteam.zip

However, maybe Square will fix it by itself. In any case, I don't think this file will be compatible with any official updates (unless that's a really little one).

620
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2016-04-18 22:16:04 »
My biggest issue is with the Assembly-CSharp.dll file. It contains a lot of useful datas to mod but it's extremely unconvenient to modify it directly.
The best would be to recompile it to have a modded version... but I don't like that solution either (you'd always need to have the source code).

Seriously, who said PC modding was easier than PSX? I feel the contrary here ^^"

621
Wow, where was that hidden? That's awesome !
Flags are given names here... I will never have to guess anything blindly anymore :D

I've seen those datas in the assets so far :
Code: [Select]
p0data2.bin :
  Enemy Stats Data "dbfile0000.raw16"
  Enemy Battle Data "[nb].raw17"

p0data3.bin :
  World 0x00 Chunk part "disc.img" "discmr.img" "map.bin"
  IMG DIR 13 "model_hm.nwp" "model_vm.nwp"

p0data4.bin :
  ??? "[NAME].tab"

p0data5.bin :
  Seems to be 3D models

p0data7.bin :
  FMV stuff? "FMV[nb].mbgdata" "MBG[nb].mbgdata"
  Field Scripts "[NAME].eb"
  Battle Scripts "[NAME].eb"
  World Scripts "EVT_WORLD_WORLD[nb].eb" "EVT_WORLD_WORLDSV.eb" "EVT_WORLD_WORLDTS.eb"

p0data11.bin & 12 to 18 :
  Field Walkmesh "[NAME].bgi"
  Field 0x16 Chunk "[nb].sps"
  Field 0x17 Chunk "spt.tcb"
  Field Tiles "[NAME].bgs"

p0data61.bin :
  Music "music[nb].akb"

p0data62.bin :
  Songs "song[nb]_[nb].akb"

p0data63.bin :
  SE Sound "se[nb][nb].akb"

resources.assets :
  File List "file.list"
  Texts
    Battles "[nb].mes"
    Text Blocks "[nb].mes"
    Items "itm_name.mes" "itm_help.mes" "itm_btl.mes"
    Key Items "imp_name.mes" "imp_skin.mes" "imp_help.mes"
    Fields "loc_name.mes"
    Worlds "[nb].mes"
    World Places "worldloc.mes"
    Spells "aa_name.mes" "aa_help.mes"
    Supports "sa_name.mes" "sa_help.mes"
    Commands "com_name.mes" "com_help.mes"
    Battle Infos "follow.mes"
    Battle Scan "libra.mes"
    Battle Spell Naming "cmdtitle.mes"
    Choco Menu "ff9choco.mes"
    Card Menu "card.mes"
    Cards "minista.mes"
    Tetra Master "minigame.mes"
    Menus "Localization.txt"
  World 0x00 Chunk part "fx[nb].sps"
  Cards
    Stats "MINIGAME_CARD_DATA_ADDRESS"
    Decks "MINIGAME_CARD_LEVEL_ADDRESS"
    Games "MINIGAME_STAGE_ADDRESS"

Assembly-CSharp.dll :
  Shops 0x201DC0
  Status Sets 0x1EF144
  Spell Naming Rules 0x202BE0
  Max Stats 0x1F14BC
  Character UI 0x1F14C4
  Initial Equips 0x1F14D0

622
Update to v0.33b. It fixes the bugs :
 - The preloading list no longer bypass its size limit,
 - Adding an enemy spell now works fine : it sometimes didn't copy properly the animation sequence,
 - MIPS instructions sometimes created 2 number controls for the same registry ID ; it doesn't do that anymore,
 - Added a few fields to weapon modifications, mainly the status accuracy.

I don't know what's the purpose of the other added weapon fields... I modified them and saw no change in-game but I've let them in case someone figure that out.

Working on making the tool compatible with the Steam version next.

623
@ gorildo :
1 - It's possible to add up to 9 characters in the team selection menu. Zidane, Vivi, Dagger, Steiner, Freya and Beatrix + 3 others (not all of them because of compatibility). If you want Cinna, Marcus and Blank, you'll have to remove Quina, Eiko and Amarant for that.
Also, I don't know where you have been told that Cinna had no victory pose. That's false ^^

2 - Yes it is possible. It requires changing the script of all the fields where you are given the choice to change team (Hildaguard 3 and Invincible mainly), but that's not an hard modification. Search for the line "Party( 4, 1 )" and change it to "Party( 4, 0 )". This way, Zidane won't be locked anymore. Those lines can surely be found (I didn't verify but I'm quiet confident) :
- in the Hildaguard 3, it should be in one of the Sailor's functions (not Erin, the other one), perhaps in the SpeakBTN function,
- in the Invincible, it should be in one of the non-model related functions, that is either a "Code" function or a "Region" function.

3 - You also need to modify script there. You only need to change the "Main_Init" function of the enemy's script. If, by default, you have a "switch ( GetBattleGroupId )" line, you can mimic the script there and adjust it to your group set. Else replace the "InitObject" functions by such a switch (with several cases and the "InitObject" inside each case). It looks like this :
Code: [Select]
Function Main_Init
    switch 5 ( GetBattleGroupId ) from 0 {
    case +0:
        InitObject( 1, 128 )
        break
    case +1:
        InitObject( 1, 128 )
        InitObject( 1, 129 )
        break
    case +2:
        InitObject( 1, 128 )
        InitObject( 2, 129 )
        break
    case +3:
        InitObject( 2, 128 )
        break
    case +4:
        InitObject( 2, 128 )
        InitObject( 2, 129 )
        break
    }
    return

4 - Besides Ultima, I don't really know what kind of bugs you're talking about ^^"
There are a bunch of animations with problems when you try to use them for some other purpose than their default one, but that's quiet specific to each one. There's not an unique answer for all of them.
For Ultima, it is not possible to fix the bug and it won't be as long as the spell animation edition stays at its current state. I'll eventually complete that part, but that's not in my nearest projects.

5 - That's a script thing again. There are several solutions for this one, but a good start would be to follow Satoh's advice and look for some code concerning the tile animations (he gave the example of "Prima Vista/Engine Room > Function Code1_Loop").
You should also display the function list and search for the "TileAnimation" functions : that's the ones handling this kind of thing.
For the movements of the characters on the stairs, you should use some "Slide" function, though it won't be easy to make the whole thing stands (you'll need to practice scripting a bit for that :p ).


@ Cacahuete : Ah, I forgot for the negative stats. But as you think, it'd be difficult, even with scripting knowledge. Besides, I don't know if the code calculating the character's stats by the mean of his equipment's stats can be found in the battle script. It may be a code present in another part of the game's datas (as said, there are other MIPS codes in the game : one for the Tetra Master, one for the Field's code, one for the menus... even the PSX bios has a MIPS code). And even if that code was present in the battle MIPS script, there would be a duplicate for the menu's script and you can't access to it so the player would never see the negative effect.

However, since I'd bet on the existence of such a code that calculates the character's stats, I think it can be feasible to implement that feature once we know where it is located. That's not like the HP change that would require huge changes scattered all over the scripts.

I don't understand the Sould Blade effect yet myself (as well as the other status-inflicting effects actually). I just watched at the Physical attack effects and I'll document about them. But the main problem is that the offsets of jumps are highly version-dependant and I don't see a neat way to speak of them.

624
Ahah, another version full of bugs, I missed them ^^"

@ Cacahuete : You're assuming right ! I don't know how I did to miss that field, but there's indeed a number for the status accuracy. You'll be able to change it in the next version. And weapons without statuses (plus thief swords) have a status accuracy of 0% as you thought.
About the healing rod's feature, however, I can't find it and it may be hardcoded in the battle code... It doesn't seem to be in the weapon's data.

@ gledson : It's coming closer ^^ For now, you can only add her to the party without adding dialogs or explanation to that (gameshark-style).
Once I find a way to add her properly in the party and verify it works bug-free, I'll add infos and an example in the 1st post of this topic.

@ Kefka : About the enemy counter, there might be a way. There's a counter for dragon-type enemies killed so maybe there's also a counter for all the enemies killed. There might be counters for the other monster types, which could be used as an estimate of the enemy killed amount, but seeing the data offsets (1384 for Frog catching, 1386 for successful steals and 1388 for dragon-type kills) I wouldn't bet those counters exist. It needs investigations...

About the text offsets, I just tried the disc 1 and 3 of the german version and it worked perfectly :/
I'm afraid your discs 2-4 are not really vanilla games. I don't think that can happen, but tell me if you verify the fact that it was non-modified and it still doesn't work.

625
The counter for Tonberries is not the same as the counter for dragons or steals. You can see the counter increase in Tonberries' AI.

At battle initialization :
Code: [Select]
            if ( !General_TonberryCounter ) {
                set General_TonberryCounter = 1
            }
When a Tonberry dies :
Code: [Select]
        if ( General_TonberryCounter < 254 ) {
            set General_TonberryCounter += 2
        }

The MIPS code, by itself, use the formula :
Damage = 1 << (General_TonberryCounter - 1)
or, equivalently
Damage = 2 ^ (General_TonberryCounter - 1)

That formula is meant for Tonberry's spell only, not for a party's spell, since you encounter Tonberries only at Ipsen's Castle and not that frequently.

Here is a MIPS code that change the damage formula to :
Damage = General_TonberryCounter * Spell Power
              = (2 * NbTonberryKilled + 1) * Spell Power

Code: [Select]
0xB771C: $2 = 32776 << 16
0xB7720: $4 = $2 + 44784
0xB7724: $3 = $4[192] & 0xFF
0xB7728: $2 = $17[8]
0xB772C: $2 = $2[5] & 0xFF
0xB7730: $LO = $2 * $3
0xB7734: $2 = $LO
0xB7738: jump 0xB7748
0xB773C: if ($2 < 10000) $1 = 1 else $1 = 0
0xB7740: jump 0xB7918                                    // Offset of "Apply Effect"
0xB7744: $29[54] = $2 & 0xFFFF
0xB7748: if ($1 != $0), jump 0xB7754
0xB774C: $1 = $29[51] & 0xFF
0xB7750: $2 = $0 + 9999
0xB7754: $1 = $1 | 0x1
0xB7758: jump 0xB7740
0xB775C: $29[51] = $1 & 0xFFFF
On the left part, it looks like this :
Code: [Select]
lui 2 32776
addiu 4 2 44784
lbu 3 4 192
lw 2 17 8
lbu 2 2 5
multu 2 3
mflo 2
j 187858
sltiu 2 10000 1
j 187974
sh 29 54 2
bne 1 0 2
lbu 1 29 51
addiu 2 0 9999
ori 1 1 1
j 187856
sh 29 51 1
I've let the lines "jump 0xB7918" and "$29[54] = $2 & 0xFFFF" untouched because they are used by other spell effects, such as Frog Drop. Because of that, the code fits dead on the allowed space of Grudge's spell effect.

If you use a non-US version, you need to adjust the jump offsets.

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