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Next New Moons (Earth Time)

Thursday, May 14, 2026

Ebisu Progress 2 and other updates

Sitting at 65,000 fishing guild points
95,000 is the total amount I need
so 30,000 more
2,000 is usually what I can get daily but sometimes a 4,000 or 5,000 turn in pops up
expecting this 30,000 to take about a week and a half

been doing a lot of dunes leveling
sam is my last job under lvl 19 sam is 14
getting sam to at least 19
then leveling everything again up to 30
and I plan on leveling everything together 10 levels at a time
easier on inv to get gear that most jobs can use the melee type gear mage type gear

finished 3-5 diabolos tonight
did missions up to ouryu
slowly making progress to unlock sea
time to start saving gil for that homam set
looking like it's going to cost me between 6.4m and 7.4m
ebisu nearly costs me 8m
and I feel pretty confident I can save up that 7.4m to get the full homam set

no idea what my gph will be on gugs but I can't wait to try it out
expecting around 40k gph fishing for skill then higher on gugs
and I have my farming spots. one is a good 65k gph and the other is 60-150k gph depending on nm drops
looking at about 10 hours to make a mil
about 70 hours to farm enough gil for the homam set
seems like a lot
but really if I can do 10 hour days that is only 7 days

just read to get ebisu 100 skill and the other guild point items(apron, waders) then really see what I can make

eventually after homam after some basic gear upgrades
i'd like to level bonecraft to 100 and get all the guild items for that

once I get all jobs 66+, ebisu, 100 fishing, all fishing gp items, 100 bc, all bc gp items, homam set, and really good thf gear besides homam
then it'll be time to level digging

I don't even know why i'm worrying about getting maat's cap
it isn't even the bis ws piece for thf lol
but I guess it is fun leveling the jobs up so I get that at least

anyways, 5:30 am now, have to be awake at a specific time tomorrow so time to start getting ready for bed

Thursday, May 7, 2026

Ebisu progress!!!

Tonight was the night !
Got BOTH my ebisu items tonight!
Hurray !



1/749 for gugs
1/148 for lik

only have 40k gp so still need to get about 55k gp but at least the hard part of ebisu is done
was really starting to hurt at the gil loss but that is all behind me now
nearly 9m down the drain
but it's over now
time to do gp daily which I have been putting off for about a week now but i'll get serious about it now that I have both items.

Monday, April 27, 2026

Progress!

Successfully converted a .py script I wrote to a .cs today to use in a scripting engine
also successfully converted a .py to a standalone c# program

c# is so much more rough than python

i've wanted to learn c# since I started learning python like 20 years ago
but c# almost makes zero sense to me
I mean I guess that's the point of actually learning it
but I can look at a lua or python and basically read what is happening from the code
it is deciperable

c# is like an alien language to me right now. Have a better understanding now than I ever have before but I can maybe read and understand like 5% of the code for a program right now.

c# standalone applications should use less resources and give cleaner looking programs vs python
python is kinda stuck with tkinter and tkinter kinda always looks the same
you get dark mode or normal mode and that's pretty much it afaik

The problem now is I’m completely out of new ideas for functions or programs
Some of my accomplishments 

Write my first .py
Create a gui program
Basic interaction with ffxi(bring to front + send keys)
Advanced interaction with ffxi(read and write data via a api.dll)
Clipper
Speed hack
Gm icon
Fish bot
Dig bot
Dig hack
Autodig lua 
Read/write in game chat in external window
Mob scanner
ocr
Navigation bot(menu/npc interactions and movement)
Claim bot
Simple kill bot
Mob/ph/nm spawn alert
Mob/ph/nm respawn timer on death with mp3 alarm
.dat swap program
Converting .py to .exe
My first c# to .exe
And .cs for scripting engine 

And that’s about my full list as far as .py goes

I also know
Switching dats
Editing skin on dats
Completely rebuilding dats(vertices editing)
Combining dats

Aside from taking other people programs and rebuilding them from scratch like wardrobe
I guess my last thing to do is add everything together with cleaner code high quality gui
And update the all in one tool discontinuing the current one

My fish bot could use some major upgrades
It is as simple as it can get just to get something that fishes out

So that’s what I’ll do
Upgrade everything then add it all together

Ideally c# would be best
But I’ve got so familiar with python it’s hard to not just write and py and get it done
C# just looks so much better for the final product


 

Thursday, April 23, 2026

ADD WEAPON EFFECT WITH HEX(REPOST FOR PRESERVATION)

ADD WEAPON EFFECT WITH HEX(REPOST FOR PRESERVATION)

and to find easier

ORIGINAL POST AT: https://magicmortar.blogspot.com/2009/05/hex1-grudge-staff.html

NOT UPBEAT'S GUIDE JUST PASTING IT TO FIND EASY IF I OR SOMEONE ELSE WANTS TO LEARN AND LOSES THE URL OR URL GOES DOWN

THANK YOU TO THE AUTHOR FOR AN AWESOME GUIDE

I WAS TRYING TO REMEMBER THIS GUIDE AND SEARCHED AND SEARCH TO FIND NOTHING
ENDED UP FINDING THE LINK IN A SCREENSHOT ON MY FACEBOOK

AFTER LOOKING AT ALL MY YOUTUBE VIDEOS, LIVES, ALL POSTS AND PAGES ON BOTH WEBSITES, EXTERNAL DRIVE, SNAPCHAT, ALL PICTURES ON COMPUTER. FINALLY FOUND THE PIC I WAS REMEMBERING ON FACEBOOK. THIS IS AFTER GOOGLE SEARCHING A MILLION PHRASES TO TRY TO FIND THE WEBSITE TO BEGIN WITH.



 Ok so to start off with learning hex I think we should start with... well, basically start where I did. This was one of the first things I ever learned to edit with effects. That is Hit Effects. Some of you may have seen an example of this kind of edit with my BLACK katanas.


The BLACK Katanas are made in a different way however, they are made with the effects being called from 0.DAT. I will teach you to make weapons with the effects stored on the weapons themselves, thus eliminating the need for 0.DAT. The reason I made BLACK Katanas with 0.DAT is because when I made them, I had been testing with effects on the weapon itself.

It would work fine 'in game' however if you had the weapon equipped on the select character screen the game would explode. I tried this method I will teach you earlier today, and it seems to work, however I would love to see your results after you try it out! People seem to love effect edits because they are very flashy, so be sure to share your effect edits with everyone!

We'll start a whole new thing together! (I pray it doesn't turn out like my HQ discovery ;; )

Ok First things first we need to know what programs you'll need.

Firstly you'll need Altanaviewer : Download Here (Mortama Rocks!)

Next you'll need a Hex Editor : Pixel and I use Hex Workshop but some people use PSPad... I find that to be horrible in comparison so avoid that if you can. (I dont know controls or anything for PSPad, and some things are different)

I think that's about it for this guide, so I guess we'll get started.

Firstly you would start off cruisin the Altanaviewer Effects tab finding an effect you want to attach to your weapon for a hit effect. For the sake of this guide I will be adding the "Everyones Grudge" or whatever its called Tonberry attack hit effect to my "Grudge Staff" (Edited Trick staff, you can use Trick Staff for this if you want to follow along exactly)

As you can see here, even though I have my staff edited to look like an awesome tonberry ghost thing, it will still hit like a normal boring everyday weapon. This is fine and all, however I want my staff to be super special! I want to blow some pants off with my ghost attack!

So to start off we'll need to simply open both the Tonberry Effect dat (ROM2/23/88.DAT) and the weapon dat (For Galka ROM/128/1.DAT) in the Hex Editor. I know this will look really daunting with all these numbers and letters staring at you, but after a while you will get used to the looks and begin to understand it like its a picture.

The first thing to do when you are editing something in hex is to quickly just press CTRL+S (Save command) to prompt a window that will ask you if you want to create a backup of the dat before you save. Select Yes, then remember everytime after this you will need to select No when it asks you to create a backup (you want the .BAK to remain crisp and clean in case of messup)

The next step is to get the Tonberry Hit Effect into the weapon dat, so naturally there will be some copy pasting here.

You will need to click on the 88.DAT tab at the bottom of the hex screen to switch to the Tonberry dat's hex. Press CTRL+A (universal 'select all command') to select everything, and then CTRL+C (universal 'copy' command) to copy the dat onto your computers clipboard.

Once you have this all copied, you need to go to your weapon dat tab at the bottom of the screen.

In this dat you need to go to the very very bottom of the dat, you will see end......... (Possibly 1, possibly more than 1) and above it will be infoE..... (possibly not, depending on the dat) You need to put the cursor right in FRONT of infoE...... (or the first end..... if the dat has no infoE) and paste all of the Tonberry attack dat there. (Edit> Paste Special> Hex Workshop Binary Data)

Once this is done you are essentially done! Just a few things we need to do to get it fully working. The Tonberry attack DAT and the Weapon dat are now fused together, however the weapon is still looking to call the normal boring hit1 effect from 0.DAT (Check this guide if you want more info on hit1) Therefore we have to change this so it will call tgt0 from the Tonberry attack DAT. I say tgt0 because in Altanaview you can see that the Tonberry Attack is split up into pieces, or "Schedules". If you look in AV you can see that tgt0 is the schedule of the 'hit' effect on the effect. This will usually be true in most other effects as well, they are usually called 'tgt0' or 'tar1' or something along those lines. Here is a pic showing you where it shows this in AV.

Now do a search for "hit1" in the hex editor. To do this you need to press CTRL+F (Find) to bring up a screen of search options. Change "Type" to Text String and search "hit1".

In this case it should come up with 3 different results of "hit1" because some of the tonberry attack uses hit1 as well. However the first "hit1" in the results is the one we want, it should be towards the top of the dat, around it should be the word shit, thats when you know you're in the right place.

Change this hit1 into tgt0, now save and open up AltanaViewer again. In Altanaviewer equip the weapon you edited on your character, and select "chit" in the (Basic) actions section.

If everything went right, it should show the Tonberry attack on your character. Now you can go in game and test it out. If it freezes the game you likely posted the Tonberry dat in the wrong position of the dat >0<;


This is a sloppy way of doing this, however for a first guide, I believe it should be kept simple so not to discourage you! If it worked, congrats! If it didnt, try again! This same thing can be applied to other effects, that arent necessarily Tonberry attack. For example you could make the FLARE HAMMAR, or even a BAN HAMMAR with one of the text effects, in the end its all up to your imagination!

On the next guide I will try to teach you more in depth details about effect dats and how to take out parts of an effect you dont want. As always, any questions you have you can feel free to post here or PM me on FFXIDats! Thanks for reading and be sure to tell us about your success/failure! I'm interested in seeing how you guys do! Seeya!

To update the guide quickly
all you need to do is have altanaviewer and hex workshop
use altanaviewer to find your weapon and new effect location in your ffxi install
right click copy as path for weapon or effect first
go to hex workshop open when the explorer opens paste the path
go to the second .dat either weapon or effect
copy as path again
go back to workshop -> open -> paste path
now in workshop weapon and effect should both be open
start with effect ctrl+a -> ctrl+c
now switch over to weapon
go all the way to the bottom right before infoE and with the blinking line right behind the i in infoE press ctrl+v
the effect is now in the weapon's dats I usually ctrl+s here
then ctrl+f and look for hit0
now change hit0 to what the effect says in altanaviewer(exactly like it says in the guide)
if it's hit1 or hit0 and the effect is main put your blinking line at the end of hit0 and press delete 4 times then type main or whatever the effect uses
ctrl+s
and done everything should work