Posted: 2nd August 2004 03:55
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![]() Posts: 619 Joined: 2/1/2001 Awards: ![]() ![]() ![]() ![]() ![]() |
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. |
Post #54440
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Posted: 2nd August 2004 04:13
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![]() Posts: 275 Joined: 27/2/2004 Awards: ![]() ![]() ![]() |
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 ![]() 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... ![]() -------------------- «À l'aventure compagnons, je suis parti vers l'horizon! J'aurais mieux fait de rester au lit, ce donjon, il est pourri!» - Pen of Chaos |
Post #54442
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Posted: 2nd August 2004 05:18
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![]() Posts: 45 Joined: 29/7/2004 Awards: ![]() ![]() |
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 |
Post #54453
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Posted: 2nd August 2004 20:03
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![]() Posts: 1,640 Joined: 21/6/2004 Awards: ![]() ![]() ![]() ![]() ![]() |
Thanks for the comment, Phoenix. I appreciate it.
![]() 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. ![]() ![]() 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! ![]() -------------------- Is PJ |
Post #54514
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![]() Posts: 342 Joined: 26/1/2004 Awards: ![]() ![]() ![]() |
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?
-------------------- Je ne t'aime plus, Mon amour... Je ne t'aime plus, Tous les jours... |
Post #54522
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Posted: 2nd August 2004 21:23
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![]() Posts: 1,640 Joined: 21/6/2004 Awards: ![]() ![]() ![]() ![]() ![]() |
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.
-------------------- Is PJ |
Post #54523
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Posted: 2nd August 2004 21:25
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![]() Posts: 52 Joined: 22/7/2004 Awards: ![]() ![]() ![]() |
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. |
Post #54524
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Posted: 2nd August 2004 21:44
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![]() Posts: 1,394 Joined: 13/3/2004 Awards: ![]() ![]() ![]() ![]() ![]() |
That'll be helpful info. Out of curiosity: where did you get it?
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Post #54531
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Posted: 2nd August 2004 21:56
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![]() Posts: 52 Joined: 22/7/2004 Awards: ![]() ![]() ![]() |
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 |
Post #54533
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Posted: 2nd August 2004 22:00
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![]() Posts: 1,394 Joined: 13/3/2004 Awards: ![]() ![]() ![]() ![]() ![]() |
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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Post #54534
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Posted: 2nd August 2004 22:04
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![]() Posts: 52 Joined: 22/7/2004 Awards: ![]() ![]() ![]() |
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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Post #54536
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Posted: 2nd August 2004 22:29
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![]() Posts: 1,394 Joined: 13/3/2004 Awards: ![]() ![]() ![]() ![]() ![]() |
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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Post #54542
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Posted: 2nd August 2004 22:34
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![]() Posts: 1,640 Joined: 21/6/2004 Awards: ![]() ![]() ![]() ![]() ![]() |
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).
-------------------- Is PJ |
Post #54543
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Posted: 2nd August 2004 22:37
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![]() Posts: 52 Joined: 22/7/2004 Awards: ![]() ![]() ![]() |
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
![]() 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 |
Post #54544
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Posted: 2nd August 2004 22:45
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![]() Posts: 1,640 Joined: 21/6/2004 Awards: ![]() ![]() ![]() ![]() ![]() |
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
![]() 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 -------------------- Is PJ |
Post #54546
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Posted: 2nd August 2004 23:11
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![]() Posts: 52 Joined: 22/7/2004 Awards: ![]() ![]() ![]() |
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? |
Post #54553
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Posted: 2nd August 2004 23:28
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![]() Posts: 1,640 Joined: 21/6/2004 Awards: ![]() ![]() ![]() ![]() ![]() |
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). -------------------- Is PJ |
Post #54557
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Posted: 3rd August 2004 01:21
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![]() Posts: 45 Joined: 29/7/2004 Awards: ![]() ![]() |
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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Post #54562
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Posted: 3rd August 2004 01:53
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![]() Posts: 1,640 Joined: 21/6/2004 Awards: ![]() ![]() ![]() ![]() ![]() |
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.
-------------------- Is PJ |
Post #54565
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Posted: 3rd August 2004 03:12
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![]() Posts: 45 Joined: 29/7/2004 Awards: ![]() ![]() |
This may have been brought up earlier, but what of the Czar Dragon? Will this curious fellow be unlocked?
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Post #54574
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Posted: 3rd August 2004 03:16
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![]() Posts: 1,640 Joined: 21/6/2004 Awards: ![]() ![]() ![]() ![]() ![]() |
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.
-------------------- Is PJ |
Post #54575
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Posted: 3rd August 2004 13:16
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![]() Posts: 52 Joined: 22/7/2004 Awards: ![]() ![]() ![]() |
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. |
Post #54638
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Posted: 3rd August 2004 13:52
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![]() Posts: 275 Joined: 27/2/2004 Awards: ![]() ![]() ![]() |
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? -------------------- «À l'aventure compagnons, je suis parti vers l'horizon! J'aurais mieux fait de rester au lit, ce donjon, il est pourri!» - Pen of Chaos |
Post #54640
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Posted: 3rd August 2004 14:56
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![]() Posts: 1,640 Joined: 21/6/2004 Awards: ![]() ![]() ![]() ![]() ![]() |
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. -------------------- Is PJ |
Post #54644
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Posted: 3rd August 2004 15:59
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![]() Posts: 1,394 Joined: 13/3/2004 Awards: ![]() ![]() ![]() ![]() ![]() |
Edit Forget it. Lack of cafeine kicked in there This post has been edited by Djibriel on 3rd August 2004 19:53 -------------------- |
Post #54649
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Posted: 3rd August 2004 16:08
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![]() Posts: 1,640 Joined: 21/6/2004 Awards: ![]() ![]() ![]() ![]() ![]() |
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.
-------------------- Is PJ |
Post #54650
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Posted: 3rd August 2004 19:38
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![]() Posts: 52 Joined: 22/7/2004 Awards: ![]() ![]() ![]() |
Just a quick question, were/are you going to put in the other weapons (Diamond, Saphhire, ect.)?
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Post #54675
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Posted: 3rd August 2004 20:01
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![]() Posts: 1,640 Joined: 21/6/2004 Awards: ![]() ![]() ![]() ![]() ![]() |
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. ![]() This post has been edited by Caesar on 3rd August 2004 20:31 -------------------- Is PJ |
Post #54684
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Posted: 3rd August 2004 21:16
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![]() Posts: 670 Joined: 10/5/2004 Awards: ![]() ![]() ![]() |
Hrmmm.... why not make Sapphy replace the Master Tonberry (a.k.a. Pug)?
-------------------- Uwao. aooh! I'm Gau! I'm your friend! Let's travel together! |
Post #54693
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Posted: 3rd August 2004 21:37
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![]() Posts: 1,394 Joined: 13/3/2004 Awards: ![]() ![]() ![]() ![]() ![]() |
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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Post #54701
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