CoN 25th Anniversary: 1997-2022
Ideas for my hack?

Posted: 2nd August 2004 03:55
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This thread caught my attention--your screenshots so far look awesome, and I'm excited to try out the game when it's finished.
Kudos to you, Caesar.
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Posted: 2nd August 2004 04:13

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Funny idea: A dead ghost falls on the enemy, then ressurect (well, you understand). The ghost ups his arm and the white magic double circle appear. Then, the screen go white like in Ultima spell, the ghost disappear and we see the second part of Flare. Doable? I don't care, just a weird idea that came to my mind.

Less funny and less interesting idea: Change a relic into this: Absorb 50% of all element, +10 def, +10 mg def, +10% Evade, +10 Mg. Block. Effective only in pingouin. Name this Light Matter (by opposition to dark matter). Cecil and Golbez can't wear this. It should be only have one of this.

Nobody will care, but I'm eager to return to Gaspé tongue.gif

Oh, and it would be possible to change the Summon command to call every summon. I think that's Master Zed that did a patch that transforms Row command into a menu in which all of the 255 spells are castable (it cost 0 mp). If you don't want that idea, I'll take it... when I'll know how to hack... tongue.gif

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Posted: 2nd August 2004 05:18

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Hmm, for lagomorph, since the move is a joke anyway, you could have him do some grand attack called "Holy Judgment", have him step forth, then another battle message appear saying "Must be Paladin!" so nothing ever happens.

Edit
Oh yeah, I've got a relic idea. That is, if you can edit the amount of time that the "countdown" spell gives you to live, you could create a relic that makes you impervious to all attacks and maxes out your status... but you only get to live for 20 seconds. It could be "Adrenaline ring" or "Desperation bangle" or something.....


Edit
Bah, sorry for the triple post. One more idea came to mind. Since you're not putting Leo in as a playable character, how about a relic that changes your second command to Shock? You somehow get it after Leo dies, or maybe it's the gift Gestahl gives you if you have a perfect dinner with him. It could be called "Hero's Memoir".


Moderator Edit
There, fixed your posts. Please don't do that again. -R51


This post has been edited by Rangers51 on 2nd August 2004 11:33
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Posted: 2nd August 2004 20:03

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Thanks for the comment, Phoenix. I appreciate it. happy.gif While reading your post, I got an idea: As you may be aware, the statues in Kefka's castle need to be replaced with new enemies, which will most likely be swaps of espers or pre-existing enemies. I was thinking...maybe I could make a palette swap of Phoenix so that he's dark blue/dark purple instead of red (seeing him blue gave me inspiration). If you want to, I'll let you basically make him however you'd like, seeing as how he's your avatar. If you're interested, just PM me (so strategies aren't released to the public) with a list of attacks you'd like him to use, and possibly some counter-attacks if you're up to it. If not, I'll think of something myself.

Goonies: I'm not exactly sure what you're describing in your first paragraph, but I'm pretty sure it can't be done. There's too much animation going on...sorry. dry.gif The relic you described already exists. I call it PenguinPower. It is basically a super-powerful relic that is effective only while a penguin, just like the other penguin equipment, and can only be obtained by defeating Emerald Weapon. Also, in my hack, I'm trying very hard not to overpower the characters and/or spells. I'm just giving the game a new look, not making a default god-mode. For this reason, I wil most likely not include the "test patch" you are referring to. You are more than welcome to in your future hack, however. thumbup.gif

Purify: I'm quite sure it's impossible to become invincible and/or max out your stats with only one relic since, as Djibriel stated before, you can only boost vigor, speed, stamina, and magic power by 7 and evade/magic block by 50% with an item (weapon, helm, armor, sheild, and relic). Power and defense can be maxed out, however. At first, I didn't think your relic idea for giving a character shock was possible, but I just thought of a great idea. Since Setzer is becoming Golbez, and GP Rain definitely doesn't suit him at all, AND since there's a relic already out there that changes Slot to GP Rain, all I would have to do is change GP Rain to Shock, and rename the relic. Luckily, Master ZED has a sub-page on his site with instructions on how to do just that (however, I think the section I'll be using is by Terii Senshi). I'll be sure to update you on this. The "Holy Judgement" attack would definitely do Lagomorph proud. That is what I would call an absolutely useless spell. Perfect! biggrin.gif Now if only I remembered how to display text when casting a spell.....

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Posted: 2nd August 2004 21:03

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I'm just wondering this: with all of the radical changes you are making to the characters in this game, are you changing the storyline at al via cutscenes?

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Posted: 2nd August 2004 21:23

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I've been wondering that myself, Stephen the Third. Text is probably the last thing I'll change since it is the least fun and since I'll have all the changes done, so it'll be easier to write it. I'll definitely change some text (e.g. When Setzer kidnaps Celes in the middle of the opera...Golbez definitely wouldn't say the same things Setzer does). I suppose I will eventually have to change the text of each character to better suit their personalities, but I'm not sure how much of the actual storyline I would change. If you have some ideas/requests let me know and I'd be glad to work with them.

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Posted: 2nd August 2004 21:25

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I think before you asked if it was possible to change the background of a certain battle. You can't for random battles, however for your Emerald Weapon battle you can. It's all event data.

It uses the event code 4D xx yy where xx is the battle formation and yy is the background.

Some of the backrounds you might want for special battles are:
Code

00: Grass                       10: Inside of Train Car                 20: Owzer's House                   30: Airship, WoB, right
                                   01: Brown Forest                11: Blue/Purple Cave                    21: Running on Train Tracks         31: --
                                   02: Desert                      12: Icy Field                           22: Bridge near Sealed Gate         32: --
                                   03: Green Forest                13: Bright Town                         23: Underwater                      33: Statue 1
                                   04: Building                    14: Factory                             24: Zozo                            34: Statue 2
                                   05: World of Ruin               15: Floating Island                     25: Airship, WoB, centered          35: Statue 3
                                   06: The Veldt                   16: Kefka's Domain                      26: Tomb                            36: Kefka's Background
                                   07: Falling through the Clouds  17: Opera Stage                         27: Doma                            37: Tentacles
                                   08: Dark Town                   18: Opera House Rafters                 28: Kefka's Domain                  3F: Narshe
                                   09: Grey Cave                   19: Flaming House                       29: Airship, WoR, right
                                   0A: Brown Cave                  1A: Castle                              2A: Red Cave
                                   0B: Mountain Top                1B: Magitek Research Facility w/ Tubes  2B: Light Building
                                   0C: Mountain Cave               1C: Colloseum                           2C: Riding Car out of MagResFac
                                   0D: Raft on a River             1D: Magitek Research Facility           2D: Fanatics' Tower
                                   0E: Imperial Base               1E: Village                             2E: Cyan's Dream World
                                   0F: On Top of Train Car         1F: Waterfall                       2F:Desert


So... yeah. Maybe you already have this information, maybe not. Then you'd have to find the event, which you may be able to do by doing a hex search for 4D xx 1A (xx is the battle formation #, and as for 1A I think it's castle but your guess is as good as mine, so...).

Thats my two cents... for now.
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Posted: 2nd August 2004 21:44

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That'll be helpful info. Out of curiosity: where did you get it?

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Posted: 2nd August 2004 21:56

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The updated version of that document that came with Yousei's FF3 editor. The document is somewhere on Cless' site.

Edit
that somewhere is here


This post has been edited by The 6th Lime on 2nd August 2004 22:00
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Posted: 2nd August 2004 22:00

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Right, thanks. There's so much material I need to read, I'll be screaming hex strings against the darkness before long.

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Posted: 2nd August 2004 22:04

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My god Djibriel. You've never read that? So much great knowledge in there. Everything you want to know about Event hacking. Where map formation data is stored (it's compressed however). The location of the ASM data for the event codes. There is an enormous amount of info in there. Tell me Caesar has read this too... please...
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Posted: 2nd August 2004 22:29

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Oh, I'm sure I read trough it once or even twice, but all the things I wanted to do could be taken care of by reading other documents. But hold on to your underwear, I've heard about the magnificence of that things before and it's top priority on The List.



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Posted: 2nd August 2004 22:34

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Yes, I have read it. I'm not sure if I have read that exact version of it, but I've read previous versions. That is some very helpful information, 6th Lime. Thanks! I'll see what I can do with it when I get some time, and maybe post some screenshots (I looooove screenshots).

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Posted: 2nd August 2004 22:37

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Hmm that gives me an interesting idea. What if you were to make the whole underwater materia thing. You could make an event where you can buy underwater materia (or ring, or whatever you want to make it) and have it as a rare item (rare items double as variables for events). Then when you go to fight the Emerald weapon, do a conditional statement to see whether or not you have the materia. If you don't then set a 20 min. timer (or less if you want. How about 2 mins smile.gif ), and if it reaches 0 you lose. If you do have the materia, simply branch past the timer and go into the battle. True to Final Fantasy 7, no?

Also concerning the ASM, i've been doing ASM hacking for awhile now. Tried a little bit of changing the ASM for the FF6 events too. So if you have some questions, just ask.

Edit
Just a little side note. I was reading 2 pages of posts back, and you mentioned the air anchor using a grey palette. I'm not sure but it might be one of these:
Code

ED62C0-ED62C7       PAL-4         Battle Standard (White) Text Palette
ED62C8-ED62CF       PAL-4         Battle Disabled (Grey) Text Palette
ED62E8-ED62EF       PAL-4         Battle Gauge (Grey) Text Palette


on top of that you have a free palette here:
Code

ED62E0-ED62E7       PAL-4         Empty Palette


Just thought i'd add that.


This post has been edited by The 6th Lime on 2nd August 2004 22:45
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Posted: 2nd August 2004 22:45

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Okay, thanks! I don't really have time to learn ASM...I was going to make a completely soft-coded hack, but since I'm doing that GP Rain/Shock exchance (rather, Djibriel is doing it for me laugh.gif ), I'll have to change it to maybe a 98% soft-coded hack. Never hurts to have people who know ASM who can help you out when you need it.

Quote
Edit: Actually, now that you mention it, I could use some help on the event coding.  I'm not exactly sure how to apply it...I mean all the individual commands make sense, but where do I enter it?


This post has been edited by Caesar on 2nd August 2004 22:46

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Posted: 2nd August 2004 23:11

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All the event data is in CA0000-CCE5FF.

As for the pointers for the different NPC's, Triggers, ect. They're as follows

*Triggers (No graphic, these are when you walk on to a certain place, and an event happens)
Code

C40000-C40341       PTR+C40000    Map Event Trigger Pointers
C40342-C419FD       TRG           Map Event Triggers (5 bytes each) (src x, src y, pointer to event code)

For editing the Triggers themselves...
Code

Location Event Trigger:
$0000                               Source X coordinate of trigger
$0001                               Source Y coordinate of trigger
$0002-$0004                         Pointer to event code (+0A0200/+CA0000)

*NPCs (Characters walking around that you can talk to. I'm not positive, but I believe this includes things like treasure chests, Atma, ect.)
Code

C41A10-C41D51       PTR+C41A10    NPC Data Pointers
C41D51-C46A6B       NPC           NPC Data

Now for editing the NPCs
Code

NPC Data:
$0000                               Event address low byte
$0001                               Event address mid byte
$0002:0-1       Event address high byte
    :2-4       Object palette index
$0003
$0004                               Horizontal (X) position
$0005                               Vertical (Y) position
$0006                               Graphic set
$0007:0-3                           Graphic index
    :4                             Walk behind character
    :5                             Walk on top of character
    :6                             Character is a chocobo
    :7                             Character is Magitek armor
$0008:0-1                           Direction facing (0: up, 1: right, 2: down, 3: left)
    :2                             Does not turn to face character when spoken to
    :3-4
    :5-7


----------------------------------------------------------------------------------------

So what does this all mean?

The pointers number the triggers (or NPC's, they both work the same, but the number set is different). For example the first trigger pointer points to C40342. This means that the first trigger is C40342-C40346 (because they are 5 bytes long). This would be trigger #1. Trigger #2 would be from C40347-C4034B. And so on.

Now to get back to the events behind the triggers, the trigger data is 5 bytes the first two are the x and y values for the trigger it's self (on what ever map it is on). The last three bytes is the pointer to that event behind the trigger. So you'd take the event pointer from the trigger and go to that hex location, and you'd find the event data behind it. Simple enough, no?

NPC's follow a similar structure to triggers, except the event pointer is at the beginning of the event code as i've pointed out above (i'll restate it here)
Code
NPC Data:
$0000                               Event address low byte
$0001                               Event address mid byte
$0002:0-1       Event address high byte


The High Byte is broken into binary because it would only be a 1 or 0 for the highest adress byte; the snes doesn't go higher than that.

Any questions?
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Posted: 2nd August 2004 23:28

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I do have a question, but I'll PM it to you instead of posting it here.

Also, I changed the way the Ultima Weapons work now, so only one or two characters can equip each one instead of several being able to equip more than one. This will make the harder battles more difficult, since you can't just equip two Gilgamesh Katanas and head into a battle (it is the strongest weapon in the game...it used to add 50% evade and mag block, 255 power, a whole ton of other stuff, and changed fight into X-fight...I then realized that if you get it in the game, you basically win, so I watered it down big time).

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Posted: 3rd August 2004 01:21

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Hey, could you make it possible to change Odin to Raiden and still have the Odin esper? I never liked having to trade the two permanently...
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Posted: 3rd August 2004 01:53

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I'd have to hack events, which I have no experience with working with. I might be able to get some help, though, and I'll see what I can do.

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Posted: 3rd August 2004 03:12

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This may have been brought up earlier, but what of the Czar Dragon? Will this curious fellow be unlocked?
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Posted: 3rd August 2004 03:16

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No he won't. That's another idea I think is too cliched with FFVI hacks. Also, I deleted his image to make room for the WEAPONS.

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Posted: 3rd August 2004 13:16

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You know what would be pretty cool? Is if you made a battle command, such as health, but made it for Gilgamesh's Swords. Make it so that you get the swords through events, and each time you get one, the skill changes to a new skill which is the same as the previous one, but with another sword added on.

I have an idea on how to do something like this, but i'll talk to you later about it.
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Posted: 3rd August 2004 13:52

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If you remove the Czar Dragon image, you delete as well Doom Dragon and some others dragons. Will you change them to the other dragon
's image?

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Posted: 3rd August 2004 14:56

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The 6th Lime: I'd be very interested to hear about this...

Goonies: You are correct. Doom dragon, blue dragon, and czar dragon all use red dragon and white dragon's image, but with a different palette.

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Posted: 3rd August 2004 15:59

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Edit
Forget it. Lack of cafeine kicked in there


This post has been edited by Djibriel on 3rd August 2004 19:53

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Posted: 3rd August 2004 16:08

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Not anymore, Djibriel. I had to delete the doom dragon, czar dragon, blue dragon image to make room for Ruby Weapon. I just made their NEW image that of dragon, red dragon, and white dragon, but with a different palette.

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Posted: 3rd August 2004 19:38

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Just a quick question, were/are you going to put in the other weapons (Diamond, Saphhire, ect.)?
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Posted: 3rd August 2004 20:01

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Yea I'm going to be adding Diamond, Sapphire, and Ultimate Weapon to my hack, in addition to Emerald and Ruby. Ultimate will replace Doom Gaze. Diamond may become another random encounter battle on a small patch of lang I will add in the middle of a large patch of water. I don't have any idea at all as to where Sapphire Weapon will be added...if anybody has some ideas, let me know.

Edit
Here's a screenshot of Golbez's lightning attack. Again, it has the launcher effect, and these three bolts that you see are when it was without that effect. Basically, multiply what you see by 8, and you'll get his attack.

user posted image


This post has been edited by Caesar on 3rd August 2004 20:31

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Posted: 3rd August 2004 21:16

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Hrmmm.... why not make Sapphy replace the Master Tonberry (a.k.a. Pug)?

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Posted: 3rd August 2004 21:37

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Caesar, I don't know what kind of PC you have going on but I think I should warn you that adding the Launcher effect in complicated animations will really slow down the game. On my PC anyway.

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