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Author Topic: Completing Weapon-Spell Magic Hacks  (Read 6348 times)

Paladin

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Re: Completing Weapon-Spell Magic Hacks
« Reply #15 on: March 14, 2008, 08:02:49 PM »
Hex editing is not too bad once you get used to it, it's just cumbersome.

I use Hex Workshop Pro, but there are plenty of free ones. I only bought it because when I was a student it was $10 bucks with free version upgrades :tongue:


The ASM stuff is the real "technomancy"...

People that actually write compilers and stuff in assembler are wizards IMO  :tongue:
« Last Edit: March 14, 2008, 08:09:12 PM by Paladin »

Deathlike2

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Re: Completing Weapon-Spell Magic Hacks
« Reply #16 on: March 14, 2008, 08:07:04 PM »
I will revisit this later though...
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Paladin

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Re: Completing Weapon-Spell Magic Hacks
« Reply #17 on: March 14, 2008, 08:09:51 PM »
Sure, I'd be glad to run a few tests again.

Phoenix

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Re: Completing Weapon-Spell Magic Hacks
« Reply #18 on: March 15, 2008, 02:58:46 AM »
I did a few tests like these a while ago. You can find it in this thread: http://slickproductions.org/forum/index.php?topic=118.0

Here's what I thought:

Quote
I did a few tests, and from what I could determine, a weapon spell power of 01 roughly equals a wisdom stat of 3. Cecil casting Fire1 with wisdom 6 did about the same damage as a Shadow Sword casting Fire1 at a spell power of 02, and Cecil casting Fire1 with wisdom 17 did damage about the same as a stat of 06. I changed the stat to FF, and Fire1 was doing anywhere between 3000 and 5600 damage -- so it does appear you can make it pretty super-powered. I tested FF with a Fire2 spell, and did 9999 damage consistently (at least to beginning monsters).

Deathlike2

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Re: Completing Weapon-Spell Magic Hacks
« Reply #19 on: March 15, 2008, 07:08:38 AM »
I did a few tests like these a while ago. You can find it in this thread: http://slickproductions.org/forum/index.php?topic=118.0

Here's what I thought:

Quote
I did a few tests, and from what I could determine, a weapon spell power of 01 roughly equals a wisdom stat of 3. Cecil casting Fire1 with wisdom 6 did about the same damage as a Shadow Sword casting Fire1 at a spell power of 02, and Cecil casting Fire1 with wisdom 17 did damage about the same as a stat of 06. I changed the stat to FF, and Fire1 was doing anywhere between 3000 and 5600 damage -- so it does appear you can make it pretty super-powered. I tested FF with a Fire2 spell, and did 9999 damage consistently (at least to beginning monsters).

The math needs to be checked. :P As far as I can tell, it is the spell multiplier. I don't know exactly why you chose to use "a wisdom stat of 3" even though it has the same implication of having a wisdom stat of 0 in terms of the algo.
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Deathlike2

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Re: Completing Weapon-Spell Magic Hacks
« Reply #20 on: March 17, 2008, 09:58:06 PM »
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Paladin

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Re: Completing Weapon-Spell Magic Hacks
« Reply #21 on: March 24, 2008, 08:29:32 PM »
I was expanding out all the weapon data this evening and I noticed something interesting in the Main Data on Byte 0x02 (The Attack% or "Accuracy" Byte).

Every weapon that was originally coded to cast a magic spell (whether it works in FF-II or not) has the MSB flipped on the Accuracy byte. (I noticed this because the accuracy shouldn't be over 100%, for example it's $A8 for the Rod.)

The pattern definitely corresponds to weapons that cast magic. No weapons that do not cast magic have the Accuracy MSB flipped, with only one exception. The Samurai/Yoichi bow has it flipped. Making me think that weapon may have originally had a spell associated with it but the developers managed to disable it and leave no trace. The only other bow that has the bit is the Elven Bow, which is supposed to cast Shell.

The only inverse exception is that the Power staff does not have the MSB flipped, even though it was supposed to cast Berserk... Every other spell casting weapon does.

I don't know what this means...and I'm not sure what it does??? I do know it's not required to make a spell work on a weapon as I've set weapons with magic without altering the accuracy value.

My first thought was that perhaps it makes the spell always hit?...I haven't tested exhaustively, but my early opinion is that it doesn't appear to. I have the "Doom" spell set on the Deathbringer sword and it always hits, no matter what, without accuracy's MSB flipped. (I also don't think I'm going to leave that spell on that weapon, it's kind of a big cheat to keep using the spell that way).
« Last Edit: March 24, 2008, 08:34:57 PM by Paladin »

Deathlike2

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Re: Completing Weapon-Spell Magic Hacks
« Reply #22 on: March 24, 2008, 08:43:29 PM »
Every weapon that was originally coded to cast a magic spell (whether it works in FF-II or not) has the MSB flipped on the Accuracy byte. (I noticed this because the accuracy shouldn't be over 100%, for example it's $A8 for the Rod.)

The pattern definitely corresponds to weapons that cast magic. No weapons that do not cast magic have the Accuracy MSB flipped, with only one exception. The Samurai/Yoichi bow has it flipped. Making me think that weapon may have originally had a spell associated with it but the developers managed to disable it and leave no trace. The only other bow that has the bit is the Elven Bow, which is supposed to cast Shell.

The only inverse exception is that the Power staff does not have the MSB flipped, even though it was supposed to cast Berserk... Every other spell casting weapon does.

I don't know what this means...and I'm not sure what it does??? I do know it's not required to make a spell work on a weapon as I've set weapons with magic without altering the accuracy value.

My first thought was that perhaps it makes the spell always hit?...I haven't tested exhaustively, but my early opinion is that it doesn't appear to. I have the "Doom" spell set on the Deathbringer sword and it always hits, no matter what, without accuracy's MSB flipped. (I also don't think I'm going to leave that spell on that weapon, it's kind of a big cheat to keep using the spell that way).

The bit is not set for the Slumber Sword's magic, even though Sleep works fine.. although the only conclusion I came up with Sleep is that it is a level based spell.

I have no idea if that bow meant to have a spell... but it beats me as to what it was supposed to cast. It was never used for anything in FF4 anyways.

The Power Staff obviously meant to cast Berserk.

It may be worth checking on what that bit actually does and/or if that byte gets checked at all.
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Phoenix

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Re: Completing Weapon-Spell Magic Hacks
« Reply #23 on: March 25, 2008, 03:03:16 AM »
I've thought for a while that that byte corresponds to item use, but I didn't know you could make a weapon have a spell without it.  :hmm: Seems like it's functioning the same way as the armor bits (signifying armor, gauntlet, helmet). Changing them doesn't seem to work, but they correspond to those values. Maybe they meant to have it be that way, decided it was too difficult, and the subroutine instead works on item number. It wouldn't surprise me, considering that they use spell numbers a lot in the spell subroutines.

Deathlike2

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Re: Completing Weapon-Spell Magic Hacks
« Reply #24 on: December 13, 2008, 05:24:41 PM »
Mega  :bump:

This is a reminder for myself to test shields and spell multipliers greater than 8.
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Deathlike2

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Re: Completing Weapon-Spell Magic Hacks
« Reply #25 on: December 14, 2008, 02:41:07 AM »
Ok, it looks like Shields are intentionally locked out, but you can reflect the spells for random graphics...

Spell multipliers greater than 8 work... I've tested 25x and 50x and the numbers match up. That means that a weapon-spell can have as much as 255 as a spell multiplier?!?!?!

Craaaaaaazy....
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