øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=124.0;prev_next=preve:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index89f5.htmldelayedslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=124.0e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index89f5.html.zx1ag^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ@>û¸OKtext/htmlISO-8859-1gzip@øÕû¸ÿÿÿÿÿÿÿÿÑHTue, 10 Mar 2020 09:59:37 GMT0ó°° ®0®P®€§²ð®1ag^ÿÿÿÿÿÿÿÿr û¸ FF2us assembly hacking -- removing limits

Author Topic: FF2us assembly hacking -- removing limits  (Read 2727 times)

JCE3000GT

  • Master of FF4
  • *
  • Posts: 1,429
  • Gender: Male
  • Vladof
    • View Profile
    • BlitzKrieg Innovations
FF2us assembly hacking -- removing limits
« on: May 11, 2012, 06:14:43 PM »
Here's a video of an incomplete assembly mod of FF2us with the 9999 damage limit cap removed.  I'm still working on getting the full 5 digits to display...

http://www.youtube.com/watch?v=OBeBNUt6coc

Note: This video was taken with SNES9x. 

The odd thing about this is there are two sets of damage limits, one is the global limit and the other is a specific skill/spell limit from such things as Throw/Dart and Meteo. 

*edit*
Found both Meteo and Throw's limit.  Also, found the 999 MP max limit.  So now when you gain a level you can go beyond 999 MP--and the game makes it stick. 

*edit 2*
I could use some help here getting the game to display more than 5 digits damage in battle--that's beyond my capabilities it seems.  :(
« Last Edit: May 11, 2012, 11:37:55 PM by JCE3000GT »

JCE3000GT

  • Master of FF4
  • *
  • Posts: 1,429
  • Gender: Male
  • Vladof
    • View Profile
    • BlitzKrieg Innovations
Re: FF2us 9999 Damage limit removed
« Reply #1 on: May 11, 2012, 10:55:53 PM »
Here's a video showing the max 999 MP limit cap removed. 

http://www.youtube.com/watch?v=YCkZuQUV0ME

Grimoire LD

  • FF4 Hacker
  • *
  • Posts: 1,684
    • View Profile
Re: FF2us assembly hacking -- removing limits
« Reply #2 on: May 13, 2012, 03:54:26 PM »
I like where this is going! That way Bahamut and Meteo won't be guaranteed 9999 max damage attacks but go beyond that. Finally something for those larger spell multipliers to be used for. Though can the FFFF amount of HP be increased? When dealing 17000 to 20000 damage it's probably not good to keep enemies at their base maximum 65,535.

JCE3000GT

  • Master of FF4
  • *
  • Posts: 1,429
  • Gender: Male
  • Vladof
    • View Profile
    • BlitzKrieg Innovations
Re: FF2us assembly hacking -- removing limits
« Reply #3 on: May 13, 2012, 05:06:03 PM »
I like where this is going!

So do I.  :D

What excites me is the 999 MP limit removal, that for some reason irritated me because the game could allow you to get higher but prevented you from keeping it.  Now I just need to figure out how to rewrite the game's assembly to allow spells to have a separate byte for MP cost and ignore walls-right now they share it.  Which in-turn means you can only have a maximum of 127 MP cost for a spell since ignore walls has a bit of 0x80.  Still, 127 MP is plenty if you consider the natural MP evolution for any character doesn't go past 981~983 (Rydia).  You'd have to actually rewrite the level up data for these characters to allow for more MP growth, which would actually rock me thinks...

Quote
That way Bahamut and Meteo won't be guaranteed 9999 max damage attacks but go beyond that. Finally something for those larger spell multipliers to be used for.

Indeed, there are a bunch of attacks/spells/skills that can easily go beyond the 9,999 damage limit.  Throwing an Excalibur for example does between 12,000 and 14,000.  Jump on non-Aerial weak targets does between 11,000 and 16,000 damage (with maxed attack/str stats).  White/Holy (which is more powerful than Nuke) can do 11,000 to 14,000 (or so).  When you berserk Cecil, Cain, or Edge and they have over 200 attack (with 19x multiplier) + 99 Strength they can perceivably do 12,000 to (and over) 15,000 damage. 

Quote
Though can the FFFF amount of HP be increased? When dealing 17000 to 20000 damage it's probably not good to keep enemies at their base maximum 65,535.

I'm sure FF4 can support a 24-bit monster HP but it would require probably as much or more assembly changes than FF6 did.  FF4's monster data is variable length and not fixed length like FF6 (and FF5).  What's I've tested is having a max of 16,000 (or 15,999) damage seems to be a bit more realistic for FF4 simply because it actually takes a bunch of high stats to even get over 9,999.  For example, when you watch my video Cecil's White/Holy doesn't even hit for 9,999 and he has max magic stats.  o_O

*edit*
Oh, and I've found the stat limit for your normal stats but of course the game for some reason won't let you get past 99 STR/AGI/VIT/WIS/WILL.  This though would be good for ROM hackers wanted to actually limit stats for balancing purposes.  Imagine having a limit set of 50 on all stats, that would make for a good hard challenge version.  Which I'm planning on revamping my FF2usHT with this new data with changing the 9,999 damage limit cap to something lower. 

Grimoire LD

  • FF4 Hacker
  • *
  • Posts: 1,684
    • View Profile
Re: FF2us assembly hacking -- removing limits
« Reply #4 on: May 13, 2012, 05:34:58 PM »
I recently played through your solo Cecil Hardtype and I quite enjoyed it. I'm pretty sure you've already been alerted to the several ways in there that breaks the game easily though so I won't reiterate them.

127 MP is 28 more than we have right now to play around with (as far as I'm aware) and may work to balance the cost of those top  tier spells.

15,000 Damage, eh? Setting a new limit sounds like a good idea, as you mentioned.

Oh you found the limits of stats, eh? That does sound like it could be cool if implemented in the way you said. Especially because it opens up more equipment possibilities for characters that you would normally be stacking all into one stat.

JCE3000GT

  • Master of FF4
  • *
  • Posts: 1,429
  • Gender: Male
  • Vladof
    • View Profile
    • BlitzKrieg Innovations
Re: FF2us assembly hacking -- removing limits
« Reply #5 on: May 13, 2012, 06:31:30 PM »
I recently played through your solo Cecil Hardtype and I quite enjoyed it. I'm pretty sure you've already been alerted to the several ways in there that breaks the game easily though so I won't reiterate them.

127 MP is 28 more than we have right now to play around with (as far as I'm aware) and may work to balance the cost of those top  tier spells.

15,000 Damage, eh? Setting a new limit sounds like a good idea, as you mentioned.

Oh you found the limits of stats, eh? That does sound like it could be cool if implemented in the way you said. Especially because it opens up more equipment possibilities for characters that you would normally be stacking all into one stat.
[/quote]


Actually, I haven't really been alerted to any issues except the back row and Blood sword/spear.  What else?

I just need someone to help me out with displaying the 5th digit in battle for damage and the 3rd digit for MP cost in the magic menu outside of battle.

Grimoire LD

  • FF4 Hacker
  • *
  • Posts: 1,684
    • View Profile
Re: FF2us assembly hacking -- removing limits
« Reply #6 on: May 13, 2012, 08:44:15 PM »
Heh, you got it.

But there was another matter which I found to help way too much, likely an issue in the original game as well.

If you garb Cecil alone in light strength boosting armor, his evasion flies through the roof because of a shield. Before getting the Adamant Armor I still had him at roughly 70% evasion and he was still nearly untouchable in the back row.


Lenophis

  • Forum Overlord
  • *
  • Posts: 1,688
  • Gender: Male
  • I sad
    • View Profile
    • Slick Productions
Re: FF2us assembly hacking -- removing limits
« Reply #7 on: May 16, 2012, 08:34:16 AM »
*edit 2*
I could use some help here getting the game to display more than 5 digits damage in battle--that's beyond my capabilities it seems.  :(
I tried adding in some digits to the final game time in Super Metroid, which is the same as this (adding in sprites), and I caved in because I couldn't find what was controlling it. FF4 is just about as messy code-wise, so there's no way I'm even going to try that disaster. :p

Good luck getting anyone to do that for you, btw. No, seriously.

119 bugs fixed and counting.