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Ideas for my hack?

Posted: 30th June 2004 23:38

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I thought that Cyan should be Cecil many many years ago when i was like 10 and playing it on the SNES console, so i garuntee you the idea wasn't stolen. I do know the hack that you are talking about: FF3:The Eternal Crystals. I came upon this hack as i was importing the Cecil sprites from FFIV into FFVI and experimenting with the palette. I had all the battle graphics done at that point, but i will admit i used MakouEyes' hack as reference when i was making the map sprites, to get an idea of what it should look like. I don't consider that stealing, but you can call it what you want. Kain was another of my favorite characters who i thought would be great to have in FFVI, but since MakouEyes included him in his hack, i decided to leave him out of mine, just to preserve originality.

This post has been edited by Caesar on 30th June 2004 23:46

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Posted: 1st July 2004 01:11

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I meant use the FF7 Ultims graphics, ree-done like Emeralds. And I'm not stupid- I know Atma = u=Ultima, Kefka = Cefca, Terra = Tina (Nice one Woolsey), and Locke = Lock.

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Posted: 1st July 2004 01:58

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OK just a quick update on Emerald Weapon. I programmed a good portion of his AI (mainly everything except counterattacks), and this battle looks very promising. Thanks to a method contributed by Djibriel, Emerald Weapon has just under 1000000 hit points. Yes that's right. 1000000 hit points. He also likes to completely deplete your MP and then use group mass-HP reduction spells like grav bomb or fallen one. Going to be a nice battle.

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Posted: 1st July 2004 04:11

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I want to know how you can give a monster over 65665(FFFF) or what ever it is.?

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Posted: 1st July 2004 13:13

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It's 65535. And this is how I explained it to Ceasar:

FC 0D 03 06 If variable # 3 is greater then or equal to 6:
F5 0C 01 FF Dies like a boss
FE End if

You can insert a battle script here.

FF End first wave of attacks
FC 12 00 00 If the monster is dead:
F8 03 81 Adds one to variable # 3
F5 00 03 01 Dissapears suddenly; monster # 1
F5 00 00 02 Appears suddenly, monster # 1
FE End if

You can insert counters here.

FF End

There's probably a way around that, but I'll edit that in later.

This post has been edited by Djibriel on 2nd July 2004 00:08

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Posted: 1st July 2004 21:16

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It's quite genious. It works wonders and its very short too. Thanks to Djibriel, i will be able to make my "Weapon" battles even harder or more PSX-like.

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Posted: 1st July 2004 21:37

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I wouldn't call it genius, since there are some downsides to it. With every "refreshment", status ailments are gone, MP is back to it's max capacity and if you would assign it an item to steal, you can steal one from every reincarnation.

*sulk*

Oh well, at least it makes sure that causing Freeze or Charm, using Joker Doom once or even Vanish/Doom won't off him in one hit. The only thing that would prevent a monster with this in its battle script is the Clear status together with everything that cancels out the final attack: X-Zone, Atom Edge, True Edge, Cleave, Snare and X-Fer. But when you've got the skills to use this, I'm sure you're smart enough to set Clear immunity smile.gif

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Posted: 2nd July 2004 00:05

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Edit
Post Explodered due to redundancy. Thanks for the loop Dji. It will be put to good use, and that use will be "Experiment Blackrock."


This post has been edited by The Celestial on 2nd July 2004 01:21

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Posted: 2nd July 2004 00:13

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I made a *slight* mistake in my previous post (obviously, you need to call in the same monster, not another one). Anyway, the only true difference is the exit/intro animation. There are others. I'm too darn lazy to list 'em, but a couple:

MissileBay (smoke animation)
SrBehemoth (ripple animation)
Merchant (the one I used: sudden dissappearance)
Ultros (splash animation)

Search the rom for the appropriate hex coding.

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Posted: 2nd July 2004 00:17

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Argh...that would be the battle from hell! However, i set it at a nice, safe 15 resurrections so he still has quite a lot of HP. Plus i added some nice counter-attacks dealing with variables so they carry over resurrections. He counters whenever taking damage with just a normal attack, and adds 1 to variable 31. He then counters when that reaches 3, 5, and 7, and resets after 7. Pretty decent. This battle isnt meant to be difficult at all, just very long and boring. Im still unsure about adding backgorunds into custom battles though...i would love to know how to do it.

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Posted: 2nd July 2004 00:32

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You know, you don't really need to max out HP if you want to go for a long battle. Just make sure that he only really dies if he has taking the appropriate amount of pounding. It's the only thing coming close to Charm protection I've seen so far.

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Posted: 2nd July 2004 00:38

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Sorry Djibriel, you just lost me. Maybe it was because of the long day i had...yea that could be it. happy.gif Could you specify what you meant please?

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Posted: 2nd July 2004 00:44

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The less max HP and the more 'intervals', status ailments will get erased every time the monster dies. You could use that to your advantage. You could, for instance, Charm him, but when it doesn't last longer then one/two hits then you've pretty protected against it.

It's not really being immune or something, but it's reducing the usefullness, something that can't be done in another way (everything that doesn't reset itself can get defeated by Charm when it hits).

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Posted: 2nd July 2004 00:53

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Ohhhh i get it now. Yea that makes sense, but i love the idea of killing him over and over and over again and him not dying. Really mean. Especially when he drains all your MP away and hits you with fallen one or revenge or some devastating attack of the like.

Also, something i realized just a little while ago...i could use the 4 dummied spells to my advantage (clear, confusion, heart burn, mute). Since im making a series of "weapon" battles, reviving the FFVII as FFVI bosses, i can almost make a custom spell for each one (e.g. emerald laser, shadow flare already exists, maybe that move that eliminates characters from battle except all 3 at once, i forgot what the diamond and sapphire weapons use, but u get the point). Could be a very good thing, these dummied spells. biggrin.gif

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Posted: 2nd July 2004 01:32

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You gotta have the Aire Tam Storm for Emerald. Why not make the damage be character level x 100?

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Posted: 2nd July 2004 01:44

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Believe it or don't, i actually did make the Aire Tam Storm for emerald weapon, but then i deleted it later since it was too strong. I already have a god-attack used by Warmech; i dont want to give every custom boss a group instant death counter-attack...seems a bit repetitive and predictable. I thought emerald laser would be good idea since it would easy to make a graphic for (alexander's beam, followed by a small explosion of some sort) and it would be an effective move. Since it would be used every 7th time it is damaged, it would be used very often since emerald weapon has a massive amount of HP, so overpowering it wouldnt be a good idea.

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Posted: 2nd July 2004 02:25

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Aw, nuts. Praps, if you can, have Aire Tam Storm be a death-counter, with the damage set I suggested? It'd be a great way to catch people off guard... 'Alright!! I may only have 500 hp left, but Emerald has 200! Fire3!' *sees the attack* *puts fist through screen*

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Posted: 2nd July 2004 02:29

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Hahaha always a possibility i suppose. I was just thinking having each hit be 1000 damage, but adding the launcher effect (cast spell 8 times simultaneously) which wud be a decent counterattack, but then i realized that the "do 1000 damage" and "cast spell 8x" effects are included in the same byte, so i couldnt have both. Hmmm....ok how about i make the spell just like i would if it was emerald laser, except call it aire tam storm? Itd keep the name (since its such a great name), itd be powerful, yet not overpowered. I think thatd be fine. happy.gif

Quote
Edit: As of now, it does approzimately 6k to all party members.  This is a fair amount of damage...not too powerful, but still substantial enough to keep you on your toes. biggrin.gif

Also, does anybody know what Aire Tam Storm looks like?  Its been awhile since i played FFVII, let alone fought emerald weapon and i sorta forgot.  All i remember is his top half separating and him going nuts.  Im thinking of using the scar beam beams that come down in the foreground and background, followed by a finisher of some sort.


This post has been edited by Caesar on 2nd July 2004 02:52

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Posted: 2nd July 2004 03:22

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IIRC, it looks kinda llike Pearl. I havent fought Emerald in 3 years though, so I'm not sure.

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Posted: 2nd July 2004 03:58

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Yea i really dont have any idea either...all i remember is him splitting apart and there was smoke and i died. Thats very very vague if u ask me. I guess i could always just interpret the name as literally as possible and make a sort of rough estimation of what it would look like...ill hafta experiment a little later.

Quote
Just a little heads up: Ultimecia is making a patch for FFVII which will include Sapphire weapon as an actual boss.  Updates on that later.


This post has been edited by Caesar on 2nd July 2004 03:59

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Posted: 2nd July 2004 10:28
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Quote (Djibriel @ 1st July 2004 08:13)
FC 0D 03 06 If variable # 3 is greater then or equal to 6:
F5 0C 01 FF  Dies like a boss
FE              End if

You can insert a battle script here.

FF                End first wave of attacks
FC 12 00 00  If the monster is dead:
F8 03 81      Adds one to variable # 3
F5 00 03 01  Dissapears suddenly; monster # 1
F5 00 00 02  Appears suddenly, monster # 1
FE              End if

You can insert counters here.

FF              End

Have you tested to make sure boss death is immediate with the final blow using this script? It sure doesn't look like it would to me. The main reason I'm pointing this out is that I don't see a request for fade in/out or a stall on the monster's death anywhere (it looks like you took examples from Intangir, whose typical Meteo counter is stalled in this manner).

Anyway, this is how I typically do it, commented in my own words and not Lord J's (he's a bit inaccurate at times):
Code
*insert whatever script here*
*insert FF command and necessary priority countermeasures here*
FC 12 00 00 - If self has been killed...
F5 00 00 00 - Revive self to full HP (no animation)
F8 ?? 81    - Add 1 to variable ??h
FC 0D ?? ** - If variable ??h is more than or equal to **h...
F5 0C 01 FF - Kill all enemies in formation using boss death animation
FE          - End counterattack
*insert whatever other counterattacks you want and use FF to end script*

The boss death is only an example way to end the fight, you could even use something like FB to apply Wound status instead.

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Posted: 2nd July 2004 10:53

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Quote (Caesar @ 1st July 2004 22:58)
Yea i really dont have any idea either...all i remember is him splitting apart and there was smoke and i died. Thats very very vague if u ask me. I guess i could always just interpret the name as literally as possible and make a sort of rough estimation of what it would look like...ill hafta experiment a little later.

Quote
Just a little heads up: Ultimecia is making a patch for FFVII which will include Sapphire weapon as an actual boss.  Updates on that later.

SAPHHIRE FIGHTABLE!?!?! HUZZAH!!!! *passes out boxes of Pixy Stix in celebration*
Oh yeah, 'nother idea for ya - Why not make the Magus character (if you include him) have access to Fallen One? HIgh MP cost, of course, and CAN peirce Death Protection, not always though, maybe about 1/100 times, would make it perfect.

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Posted: 2nd July 2004 11:30

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I was surprised by the F5 00 00 00 command. I didn't know it was in the game; There's no monster that uses the command, is there? I could've guessed it, of course.

Anyway, it turned out your right. I initially just passed it to Ceasar in a manner of "see how this turns out", and when he said it worked like a charm I saw no need to test it myself. Then Shinrin asked for it and I was too darn lazy to do anything with it but copy/paste it on the board.

I didn't borrow from Intangir, by the way, but figured it out myself.

Anyway, the only true difference between our methods (as far as I can see) is the order of the thing. In my version, it turned out that the monster waited its turn before initiating the hara kiri. It should be done asap, and that's where counters as for. Logical, come to think of it.

This post has been edited by Djibriel on 2nd July 2004 11:31

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Posted: 3rd July 2004 00:13

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I just tried Master ZED's version of the resurrection AI...as expected it works perfectly. Before, with Djibriel's emerald weapon would disappear for a split second when he was resurrected, but with this modified version, there is no graphic gap. Plus, i now have more room to work with counterattacks and such. biggrin.gif Thanks ZED!

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Edit: Emerald weapon is officially finished!!!  (with the exception of the background, of course, which will be changed once i figure it out happy.gif ).  Once i get the Ruby Weapon sprite (Aora is currently working on it), ill get to work on making him.


This post has been edited by Caesar on 3rd July 2004 01:29

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Posted: 3rd July 2004 17:52

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For anyone interested, I split ultimecia's post about his FF7 hack into a new topic. Post there if you have anything to say about it.
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Posted: 3rd July 2004 21:58

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Ok here is the basic idea i have for the Ruby Weapon battle: I will remake the quicksand(?) spell he uses which eliminates a party member from battle, except it will eliminate 3 characters at once. Another idea i have is a combo attack of dispel and quake, with earth elemental attacks healing him. Of course, a cherub down could easily bypass this turn, but would result in the inability to use the gem ring/economizer or genji glove/offering combos. Maybe i would include other sand/earth type attacks such as sand storm or maybe even lode stone, and possibly a status-inflicting spell which his tentacles usually use. If not that, then maybe a palette swap of ultros's tentacle attack (change it to black). Actually...now that i think of it, i could use the tentacle enemy that u fight with edgar, sabin, and celes in the engine room in the WoR, but change the palette to a grayish color. That way, i could simply have Ruby Weapon summon the tentacles when needed. Oh yea, i almost forgot about the ultima counter-attack. biggrin.gif Let me know what you think and feel free to leave any suggestions. happy.gif

This post has been edited by Caesar on 3rd July 2004 21:59

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Posted: 4th July 2004 05:54

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Here's something I'm trying in Experiment Blackrock with currently partial success. You know how certain enemies have separate attack patterns based on their HP? Well, extend this concept to a resurrector. After X resurrections, switch to attack pattern 2, after Y, switch to pattern 3, etc. I've yet to get it to fully work on my test boss, it tends to stick on the second of four patterns, though it dies just fine.

Perhaps, if you or one of the Great Ones can get this to work straight, you could use it on some of your bosses? I could definitely see Ultimate WEAPON having one pattern at the beginning, a new one halfway through, and a third when it's near death...

As for Ruby, what you've got looks good! Just make sure to put a couple surprises in to keep us on our guard!

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Posted: 4th July 2004 07:52

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That Ruby design sounds brutal... in other words, friggin' sweet.

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Posted: 4th July 2004 16:44

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Haha thanks for the feedback. Oh and dont worry, The Celestial, ill throw in a few surprises just for you! Well, Aora has finished Ruby Weapon and sent it to me. It is another masterpiece! It is included below. Great job Aora!

user posted image

Another masterpiece. Ill get to work right away on the battle....that is once i figure out who to substitute him for. Im thinking of changing him for just a normal desert enemy and changing the battle packs and formations . Of course, that would make him a random encounter enemy, which i wouldn't want.

The Celestial, i was actually thikning about something like that for emerald weapon, but i decided against it. I decided to just make variables counterattacks instead, which worked out fine.

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Posted: 4th July 2004 17:39

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*drools* SWEEEEEEEET PICTURE!!!!!! AORA, YOU ARE A GOD! A GOD!!!! OH, DAMN THAT HAS TO BE THE COOLEST SACK OF COOL TO EVER COOL!!!!
*gets hit inj the head with a water balloon.*
Whew, that calmed me down. Anyway, why not drop the second Atma for 'im?
Edit
New idea... (i think) Drop Doom Gaze for Ultimate Weapon.


This post has been edited by Wind God Gau on 4th July 2004 17:43

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