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Ideas for my hack?

Posted: 25th September 2004 22:20

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This project still on? I havent even seen a trivial update!

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Posted: 25th September 2004 22:43

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Climbing Marle!
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Ahh...sorry about that. I occasionally make some small changes, but nothing significant enough to post/edit about. I have been very busy recently. Plus, there are a lot of things that I have no control over, such as the custom sprites I need and the other 3 WEAPONS. So...since I can't finish the project until I get those, I've been taking a break, so I can change everything at once. Don't worry, though, the project hasn't been canceled.

Also, I have just began learning ASM, so I'm leaving some things unchanged for now, so I can decide later if I want to use ASM to change anything.

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Post #60586
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Posted: 26th September 2004 20:21

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Yeah don't put too much pressure on yourself to finish. We can wait. smile.gif

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Posted: 27th September 2004 06:23

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Cetra
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Interesting. I've been developping a hack of my own recently; a complete rehaul from the ground up with sprites of my own.

I'm looking into some of the more unexplored regions of FF3 rom hacking, such as map editing (pretty much got it working; only one thing left to nail down concerning preassembled tile data and I've got it decoded, then it's off to getting a list of "tilesets"), custom animations (seems you've done a good job on those; the scripts, that is), and commands (assembly edits; quite a task but nothing too difficult.) As you can guess, I've had my share of brain-wracking events too, so I know what it's like and wish you luck.

As part of a side-project, I've been working on an editor that puts even Yousei's to shame. ;) While it is still incomplete, it is function enough to edit a couple of things none of the more known editors can edit. I've been a little lazy on that one though.

Hopefully your project will be led to term; the FF3 rom hacking world needs a good masterpiece. Shame you're not using original ideas (ie of your own creation) and borrowing stuff from the other FFs; never been much of a fan of that stuff myself. But hey, to each his own, huh? Pretty sweet screenshots so far; compared to most of the "lol i fund my tuthbrush roflz" hacks on Zophar, this is very impressive.

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Posted: 27th September 2004 22:19

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Sounds like you've been pretty busy, SilverLance. Best of luck to you with your hack. thumbup.gif

As for my own, I started this project awhile ago just for myself...looking to give it a new feel. It gradually grew and became larger and larger and I considered eventually releasing it to the public. That's when I joined here, since I was out of ideas of my own. I figured it would be best to ask the people who would be playing it what they would most like to see in a hack. I can see where you're coming from with the "original ideas" thought, but really...why change something that works? happy.gif No but seriously, you can't honestly say you wouldn't enjoy using a party consisting of a Sword, a Penguin, Golbez, and the Undead to whomp Emerald Weapon and the like. I never intended for this project to develop into what it is now, at first. I just wanted to have some fun and for others to enjoy FFVI in a new way. It really doesn't matter to me if this is "the best hack known to mankind" or a masterpiece; as long as at least a few people get some enjoyment out of it (and maybe a challenge or two shifty.gif ) then I have accomplished what I originally planned to do.

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Post #60808
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Posted: 28th September 2004 05:19

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You are perfectly welcome to use any of my "Nyerk" ideas, (flamethrower tool is purely coincidence) in the "Create Your Own Relic!" topic. I'm not sure if you'd be able to use the whole idea, but you might be able to replace certain relics, tools, blitzes, etc. I don't post until somewhere in the second page, I think. I should be coming up with more soon, hopefully.

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The moral of this story is *Squirt* Ow! *Squirt* Okay, okay, no morals.
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Posted: 1st October 2004 00:01

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Caesar, implement the Nyerk! That stuff is kickin', and... it's nyerk! Like Yoink! Which reminds me-
Yoink glove- Changes Steal to Yoink! Yoink! is basically 100% success rate Mug.

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Posted: 1st October 2004 00:25

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I don't know if I CAN implement the Nyerk Glove anymore...plus I'm not exactly sure how I'd go about doing it. I suppose we'll see. As for Yoink, I'm going to leave Steal as Steal for now, since I'm not really sure what's going on with Locke.

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Post #61123
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Posted: 2nd October 2004 19:33

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If this hasn't been suggested yet, for Edgar's "flamethrower", could you use Lucca's "flame toss" graphics?(if it's not too late to suggest that)

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When life gives you lemons... SQUIRT THEM IN PEOPLES EYES! Mwahahahahaha! *Squirt* Ow! Hey, that was my job! *Squirt* Knock it off! *Squirt* I want my mommy! Waaah! *runs off*

The moral of this story is *Squirt* Ow! *Squirt* Okay, okay, no morals.
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Posted: 2nd October 2004 22:46

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I already made the graphics for flamethrower, but the animation I used for part of it has been changed. I was going to make it into a red shockwave, most likely. I'm not sure if I could make it into Lucca's Flame Toss, unless I absolutely tore apart the animation coding for Elf Fire and completely recoded it. That would take a very long time, but it may be possible. Anyways, like I said before, I'm holding off on changed until I get some of the sprite graphics I need and some more WEAPON graphics.

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Post #61287
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Posted: 9th October 2004 21:55

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I think you should make all Bosses to give you EXP. ATLEAST EXP...
Because bosses always have to give you EXP for working hard to beat him/her/them.
Post #62033
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Posted: 9th October 2004 23:42

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Quote
Because bosses always have to give you EXP for working hard to beat him/her/them.


I would have to disagree here. I think it's better that some bosses don't give you any EXP. Some bosses, like Ultros, who you never really kill, shouldn't give you EXP, IMO. The only reason I can see to beat bosses is to get to the next step. You work hard to beat them to move on, so you can gather EXP from the enemies you encounter in the next area.

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Posted: 10th October 2004 01:11

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Oh god, no...

I've recently dusted off FF3 and 2 and started playing them again. I've always thought FF3us was a ridiculously EASY game, so I tackled the no-level challenge. It was awesome; I loved it. Definitely made the game one of the best RPGs I'd ever played.

Then I started playing FF2us and did the same: ran from every battle and fought bosses only. It quickly became apparent to me that bosses gave a sick amount of experience and that I would have a halfway decent level by the time I get to the end even if I ran from fights. It was still hard in the end and my original intention proved to be impossible since the game engine just didn't permit it: no Life3, no Rasp, lots of hit-everyone attacks, etc.. But coupled with the fact you HAD to gain levels, it was somewhat disappointing...

I cast my vote for no boss exp. wink.gif

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Posted: 10th October 2004 02:32

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Basically you just worded what I MEANT to say, but couldn't really figure out how to say it. Thank you. biggrin.gif Beating the boss, in itself, is enough reward. Massive amounts of EXP isn't needed on top of that.

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Post #62055
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Posted: 12th October 2004 11:50

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Hmm, how are the custom sprites going? Any updates?
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Posted: 7th November 2004 00:00

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This topic seems to have croaked. =v_v=

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Post #64828
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Posted: 7th November 2004 00:09

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You could add Culex as a boss, he deserves to be a boss. He looks like a FF boss and wants to take over Mario's World. Sorry if anyone already said this.
You could use the relics I made on create your own relic as well.

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Could you repeat that?
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Posted: 7th November 2004 00:09

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Indeed. Caesar can reopen it if he needs more ideas, since the bump wasn't very worthwhile.

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Posted: 1st June 2005 02:42

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I think it's just about time for the big grand opening of the thread once again. It was closed earlier by R51 because I had stopped working on this project during the school year, since my spriters were unable to finish the sprites, but I was going to close it anyways for awhile. However, I was recently contacted by a new member here who was willing to make the custom sprites necessary for the completion of my hack. The said new member, Valius, has been a tremendous help and has been currently working on the frames for Golbez. I have some screenshots of his work below:

http://img100.echo.cx/my.php?image=battlegolbez4go.png
http://img122.echo.cx/my.php?image=golbezfront6fb.png
http://img122.echo.cx/my.php?image=golbezleft5pq.png
http://img122.echo.cx/my.php?image=golbezback7tw.png

I find it very impressive. I think that Golbez will be amazing once he is finished. Not only has he decided to finish Golbez, though, but he also agreed to do FuSoYa and Locke. That being done, I can finally get back to work, having been assured that this project will, in fact, be completed soon.

Most of you most likely either lost interest in this or forgot about it, so I'll fill you in real quick on what I plan to do the next few days. I just started making new ammo for Shadow's rifle yesterday and got 3 new clips entirely done (animation and all). 3 custom animations. The 3 that I did are the grenade launcher, soul shot, and normal bullet. I onyl took a picture of the grenade launcher, since the others were either impossible or too boring, but even that isn't as impressive as the animation. Silverlance (aka Runelancer) has provided me with his notes on animation, so I have been experimenting with new techniques in my custom animations, and with great success. There are some nice color shifts and new moves that I have never tried before. I can't wait to release this. Anyways, here's the pic:

user posted image

Sure, the stagnant screenie isn't much to look at, but the attack is very impressive.

Now, since this is in fact a thread for ideas relating to my hack, I thought I'd throw a question out there regarding the remaining ammo slots. So far I have 5 different clips finished:
-Bullet
-MechGunRound
-Cannonball
-Grenade
-Soul Shot (drains HP)

I have a few ideas for ammo, but not too many slots, and I'm not sure how practical they'd be.
-Beam clip (strongest ammo)
-Shotgun cartridge (better than bullet)
-Grappling Hook (not exactly sure what it'll do yet, but it has potential and it's different)

I would also like some advice with some prices. Bullet does decent damage, MechGunRound is fairly strong against all targets, Grenade is stronger than MGR and breaks shell and safe (with good reason), soul shot is weak but drains HP, and cannonball is a monster, but is single-targetted and sometimes misses.

There are a few more things I'd like some input on, but I'll leave it at that for now. I'm going to bed, so don't expect a reply from me until tomorrow. happy.gif

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Posted: 1st June 2005 03:00

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Hehe, I'm quite glad my notes helped. My current efforts in decoding the entirety of the C1 bank have progressed considerably since I produced that file, and I'll gladly send you more stuff once I get around to finding some of the cooler commands (right now, a few things with mode 7 have me a little stumped, though most of my efforts are being put towards Endless Saga for the time being.)

Some new stuff I recently figured out...

0xF8 0x???? 0x???? jumps to either the first or second label depending on wether the party is in MTek mode or not (the first in the case of MTek, the second otherwise.)

0x80 0x2B 0x?? loads an animation palette into palette slots 0x30 to 0x4F. What's more, if the party is in "flashback" mode (like during the opening "50 soldiers" scene), the palette will be set to the faded yellow color automatically.

0x80 0x49 seems to set a random palette from 0x39 0x3B 0x3C 0x56 0x78 0x65 0x39 0x3B. It literally picks a random number from 0-7 and gets the palette at that location. Not fully decoded yet.

0xF7 0x?? SEEMS to wait for the VSync to hit the parameter, but I'm not sure how it works. In any event, the code basically reads from the scanline counter until the returned value is equal to parameter 1. I never noticed a difference, personally...

0xDC calculates a bunch of sines from a variable I haven't figured out yet. I THINK it handles rotation effects.

0x F6 seems to do the exact opposite of 0xDC (in fact, it XORs the variable in question with 0xFF and does pretty much the same things, but backwards.)

That's about all I could pull from a quick look-through. I most likely missed some stuff or repeated stuff from the guide I sent you, but heh. Look for more detailled notes when I get around to sorting stuff out (and when I decide to take a break from Endless Saga.) tongue.gif

Looking forward to seeing your hack. smile.gif

This post has been edited by Silverlance on 1st June 2005 03:01

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Posted: 1st June 2005 18:58

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I'm not entirely sure when I would use those commands, yet, but I'll see if I can throw one or two of them in an animation somewheres. I did have a question to ask you though. With the gosub commands, like EB for example, where exactly does it go to? I assumed you inverted every 2 bytes for the next few parameters, each of which was directing hte code to a new location, but when I try to find the location, it's always just in the middle of another animation (like...it'll point to the byte just before an end loop byte, like 8A or 8C). Any thoughts?

Still looking for input on the ammo.

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Posted: 1st June 2005 19:43

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As with pretty much everything, 16bit values such as the Goto/Gosub pointers are inverted so 0xF0C0 would actually be 0xC0F0.

Some animations do sketchy things. Can you do me a favor and post an example or two? I probably won't have time to dig through my notes tonight (bunch of things coming up at the last minute, like a flat tire that needs immediate attention, god damn it sleep.gif ) so having an immediate reference as to what you're looking at will help figure out what went wrong.

I'll quickly give my C1 notes a look to see how it handles the Gosub command in the code, though IIRC it just stores the return address in RAM and sets the pointer to that value.

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Posted: 2nd June 2005 02:51

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I didn't do too much today, but I did manage to finish Beam Clip with a new animation and all. I am now very comfortable with using GoSub commands in the animation scripts, which means that I can now produce very lengthy animations almost effortlessly. Beam clip, however, isn't very impressive. Simple yet effective, I say. dry.gif Anyways, I have maybe two slots left for ammo. I'm thinking of making the ShotgunCarts as an intermediate ammo between bullet and cannonball.

As for the other, a brilliant idea came about whilst The 6th Lime and I were discussing some ideas. I make an ammo called APOCALYPSE AMMO and place it in one of those rare locations where you can only get like 1 of them in the entire game (the chest in Gogo's cave with the Tack Star comes to mind). The ammo would either destroy everything on the screen, blow up the world (yes this is possible), or instakill a certain boss in the game (I'd program it into his AI so he'd self-destruct once hit with it). Anyways, this ammo is so powerful that after you fire it, your rifle explodes. No really, you don't have it anymore once you use this. You can, of course, buy a new one, but the one you had equipped is gone forever. With some ASM help from T6L, this is possible and very likely. Can you imagine blowing up your gun by firing such incredibly powerful ammunition at, say, Caesar? happy.gif

Please feel free to share your thoughts on this.

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Posted: 2nd June 2005 03:02

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Suggestion about grappling hook- Perhaps a chance for a stop effect and half damage of a normal bullet? Just a thought.


What's the story of all this gonna be? Just doesn't seem like Golbez fits in spectacularly with FF6.

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Posted: 2nd June 2005 03:25

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Stop is definitely a possibility. I was thinking either stop or confuse. The animation could then be Shadow dragging the monster to my side of the screen, but I'm not sure if I'll even have enough slots left to make the grappling hook. I would love to add the APOCALYPSE AMMO in there, just for kicks, but maybe I could fit it in somewhere. I'll take a look tomorrow where I can make sacrifices.

As for the story, that's not a concern of mine. I originally made this hack just for myself to mimx thigns up a little. I just wanted to give FFVI a new feel, and that's what I still intend to do with this. I doubt that many would read the text even if I did change a whole lot of it, since a majority of this project is just gameplay change. Plus, I added a few new challenges to make it more interesting (the WEAPONS and other hidden superbosses, for example). If I make a new story for this, then it'll make it all the better, but I'm more worried about getting other things done first. happy.gif

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Posted: 3rd June 2005 18:52

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Wey-hey, muh fave topic is back! Anyway, I've got a great suggestion: Flare Gun Rounds. Do weak initial damage, but after three turns, Flare is used on enemy! Or something like that.

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Posted: 3rd June 2005 19:40

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Hey WGG! Great to have you back...haven't seen you in awhile. happy.gif

I'm not sure how many more different types of ammo I can make. I had to replace Beam Clip with Apocalypse Ammo, since I wanted to make that ammo, but there were restrictions with the item stats. Beam Clip will replace a relatively unused weapon, most likely. All additional ammo will have to replace a weapon or an item, and I don't want to replace all the weapons, so I'm thinking maybe one or two in addition to Beam Clip.

I was just thinking about Shadow early in the game. Certainly Bullet and MechGunRounds will be a staple in the early game, but I'm not sure about mid-game. I have those two ammos and then like...cannonball, soul shot, grenade, and beam clip, which are all higher-level ammos, and apocalypse ammo, of which there exists only one round. So I'm thinking I should have one or two "transition" ammos, just to keep the game moving and to keep people interested in Shadow. I think flare rounds would be yet another higher level ammo, which would make it just like the other 4.

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Posted: 4th June 2005 19:24
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I know! I know! How about replacing some character sprites with FFV's job sprites?

For example, Locke is a Thief Bartz, Celes is a Mystic Knight Faris, Cyan is a Galuf Knight, etc.
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Posted: 4th June 2005 19:37

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Most of the sprites have either already been changed, or are in the process of being changed. Locke will be Edge, Cyan is Dark Knight Cecil, Strago is FuSoYa, Setzer is Golbez, Imp is now a Penguin, and Umaro is a sword (haha...yes that's right).

Really...all I need right now is input on what everybody here would prefer as far as the ammo is concerned. I can make maybe 2 more rounds, and I have plenty of ideas, but I'm interested in what everybody would prefer to fill those slots.

In the future, I will need ideas for the attacks that Mog will use with his new ability. Setzer/Golbez now has a modified "Dance", so Mog acquired "Slot", but I don't have any attacks for the slot yet. I need three, I think. I also need an idea for a tool for Edgar to replace the AutoCrossBow (the graphics had to be changed so that the rifle's graphics could be made, so now I need a new tool), and maybe some new Lores for Strago. I'm tired of looking at the same Lores. happy.gif I'll take ideas for any of these at any point, but I won't necessarily make them right away.

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Posted: 4th June 2005 19:57

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For Edgars new tools, have tyou already incorporated a hammer into the hack? If you made a "crazy hammer" where Edgar goes crazy and hits everyone(enemies and party) for mass damage. Causes Stop? Dunno, just an idea...
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