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FF2us assembly hacking -- removing limits - Printable Version

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FF2us assembly hacking -- removing limits - JCE3000GT - 05-11-2012

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...







Here's a video showing the max 999 MP limit cap removed.






RE: FF2us 9999 Damage limit removed - madsiur - 05-11-2012

That is very impressive! I know nothing about FFIIus dissasemblies but good luck with the 5th digit!


RE: FF2us 9999 Damage limit removed - JCE3000GT - 05-11-2012

Thanks. If I can get the 5th digit to display then that would make me very happy.

The ironic thing is even though 9999 was the max as you can see in the video spells and attacks don't really do much more than 13000-15000. Damage calculation was much MUCH better in FF4 versus FF6 in that your characters are less likely to all be godlike even with 99 STR/WIS/WILL. All my characters have 99 on every stat and Ragnaroks and Adamant armors equipped so their magic/attack stats are as maxed as you can get.

My next challenge after I solve the 5th digit display is to locate and alter the max attack multiplier (that being 19x).


RE: FF2us 9999 Damage limit removed - madsiur - 05-11-2012

I know that the guy who made the 32000 damage patch for FF3us redraw the width of the digits (0 to 9) and made 5 digits fit at the place of 4. That's all I know about the patch...


RE: FF2us 9999 Damage limit removed - JCE3000GT - 05-11-2012

(05-11-2012, 11:20 PM)Madsiur Wrote: I know that the guy who made the 32000 damage patch for FF3us redraw the width of the digits (0 to 9) and made 5 digits fit at the place of 4. That's all I know about the patch...

Oh god, that's a little beyond my ASM knowledge right there...


999 MP cap removed.
I've found the Throw/Dart 9999 HP damage limit cap. Smile


RE: FF2us assembly hacking -- removing limits - madsiur - 05-12-2012

Do you know if in FF2us the healing works the same way as in FF3us, where healing is a negative damage (in a way)? This is why the patch for FF3us goes to a maximum of 32000 damage. 0 to 32768 is a damage and 65536 to 32769 is reserved for healing I think...

Example: 15 damage = 0000 - 000F = FFF1 (65521)


RE: FF2us assembly hacking -- removing limits - JCE3000GT - 05-13-2012

(05-12-2012, 11:14 PM)Madsiur Wrote: Do you know if in FF2us the healing works the same way as in FF3us, where healing is a negative damage (in a way)? This is why the patch for FF3us goes to a maximum of 32000 damage. 0 to 32768 is a damage and 65536 to 32769 is reserved for healing I think...

Example: 15 damage = 0000 - 000F = FFF1 (65521)

I'm not 100% sure how it is handled, but, it wouldn't surprise me. As FF4/FF2us' max damage could go 32,768. But, nothing is powerful enough to reach that high because of the way the damage calculation is set--which I haven't fully figured out yet.