Final Fantasy XII Zodiac Age

dynamite44
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Re: Final Fantasy XII Zodiac Age

Post by dynamite44 » Tue Jul 18, 2017 8:54 pm

Yeah I'm at work and I'll show you where but I still need to locate the base MP/HP for the characters...
dynamite44
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Re: Final Fantasy XII Zodiac Age

Post by dynamite44 » Tue Jul 18, 2017 9:05 pm

And I do apologize for the double post, but how do add certain "permanent" status effects; like Manaspring and such, kinda like the save editor could for the PS2 editions of the game?
SevenBySea
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Re: Final Fantasy XII Zodiac Age

Post by SevenBySea » Tue Jul 18, 2017 9:10 pm

Thanks man. I've been just changing any number and seeing if it works.
dynamite44
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Re: Final Fantasy XII Zodiac Age

Post by dynamite44 » Wed Jul 19, 2017 1:29 am

http://i.imgur.com/pyMnZmc.jpg

The highlighted areas are where you'll do the modification; for example, you see in the first highlighted address 20 97 42, which when reversed in is 42 97 20.
When inputted into a IEEE calculator, this value is 75.5625; which for instance is my exact strength stat for Vaan (though the game rounds on the status screen, so you only see 75) this follows for Magick Power, Vitality, and Speed. I still need to look for the raw HP/MP statistical addresses but modifiying these will get the desired result.

FYI, if your interested there's an old save hack guide on gamefaqs.com for the original version of the game with pretty accurate offsets for modding; very nifty. :D
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gvargas
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Re: Final Fantasy XII Zodiac Age

Post by gvargas » Wed Jul 19, 2017 2:07 am

Skiller wrote:there is a Plus Stats section in this game like most RPGs . and yes u can mod them .. but with the use of God mode u can play the game normal and not die :P
You're not completely immune, there're still some enemies that can harm you or inflict status ailments (you can die from Poison or Petrify) so I agree that modding the status values will help! I changed the float values that dynamite44 highlighted and the max is 99 for those, now I'll try to find the Attack, Defense, etc. but those I'm sure are going to revert whenever you remove any piece of equipment... :(
dynamite44
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Re: Final Fantasy XII Zodiac Age

Post by dynamite44 » Wed Jul 19, 2017 2:28 am

Skiller was correct that I was modifying the bonus values for each stat; I mentioned that there is a save hacking guide on gamefaqs that can give a good idea where to mod for the MP/HP values and I can verify the do in fact work. Though I will mention their a little off.
SevenBySea
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Re: Final Fantasy XII Zodiac Age

Post by SevenBySea » Wed Jul 19, 2017 4:40 am

OK, guys I have done something super wrong I changed to values that were highlighted to 63s and when I load up all my stats are 0. What am I supposed to be putting to make Strength, Magick Power, Vitality, and Speed 99?
dynamite44
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Re: Final Fantasy XII Zodiac Age

Post by dynamite44 » Wed Jul 19, 2017 9:07 am

Make sure when modifying those values that your using a IEEE 74 calculator, for example, if the the value that's already their is 80 A2 41, and you want to change it to say 85 you'll use 00 AA 42. The game using decimals when calculating bonus values, and the IEEE 74 values allow it to do that.

Here's a link to a calculator:
http://logroid.blogspot.jp/2014/02/ieee ... erter.html

Edit: I've found that modifying a fresh save on the PS2, you can indeed have the passive abilities, like CT0 for Magic and Manaspring...but the values don't make sense. My Vaan has the Manaspring ability and bypass an enemies Vitality..hmm need to look into this more..Update: after messing around and hunting for 3 hours for the values for the passive abilites, I managed to modify a clean original FFXII file and found where their at. Only problems is I don't see the sense in them; while I do have the Mana Spring ability and Null VIT, I don't see how but I will provide some links for those who can.

http://i.imgur.com/UOZbu87.png This is the value I entered into the file on the PS4
http://i.imgur.com/nxTCItQ.png These following images are for what these values equal.
http://i.imgur.com/saRizJ8.png
http://i.imgur.com/L5XdmX1.png

https://www.youtube.com/watch?v=jA-A6Iq ... e=youtu.be Also, a video showing it.
godden18
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Re: Final Fantasy XII Zodiac Age

Post by godden18 » Thu Jul 20, 2017 9:07 am

anyone else found that god mode aint actually god mode. its annoying when playing trial mode as when u do get killed,you cant revive anyone
Hakamdeebad
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Re: Final Fantasy XII Zodiac Age

Post by Hakamdeebad » Thu Jul 20, 2017 9:37 pm

dynamite44 wrote:Make sure when modifying those values that your using a IEEE 74 calculator, for example, if the the value that's already their is 80 A2 41, and you want to change it to say 85 you'll use 00 AA 42. The game using decimals when calculating bonus values, and the IEEE 74 values allow it to do that.

Here's a link to a calculator:
http://logroid.blogspot.jp/2014/02/ieee ... erter.html

Edit: I've found that modifying a fresh save on the PS2, you can indeed have the passive abilities, like CT0 for Magic and Manaspring...but the values don't make sense. My Vaan has the Manaspring ability and bypass an enemies Vitality..hmm need to look into this more..Update: after messing around and hunting for 3 hours for the values for the passive abilites, I managed to modify a clean original FFXII file and found where their at. Only problems is I don't see the sense in them; while I do have the Mana Spring ability and Null VIT, I don't see how but I will provide some links for those who can.

http://i.imgur.com/UOZbu87.png This is the value I entered into the file on the PS4
http://i.imgur.com/nxTCItQ.png These following images are for what these values equal.
http://i.imgur.com/saRizJ8.png
http://i.imgur.com/L5XdmX1.png

https://www.youtube.com/watch?v=jA-A6Iq ... e=youtu.be Also, a video showing it.
Wait, can you use the PS2 FFXII IZJS Save Editor with this version?!?!?
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