øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;sa=messages;u=401e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index2bfc.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=401e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index2bfc.html.zx‡ g^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ`¦D“QOKtext/htmlISO-8859-1gzip@øÕ“QÿÿÿÿÿÿÿÿTue, 10 Mar 2020 03:54:07 GMT0ó°° ®0®P®€§²ð®‡ g^“Q Show Posts - perfume

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1
actually yeah i've been going thru Grimoire's files more and more and found a couple simple things i might have luck with...

hope i'm not coming off the wrong way when i say "boring" hacks haha, definitely not trying to put down anyone's hard work!  i've done plenty of the boring stuff myself.  i think you get what i'm saying.

i'll see if i can dig in a bit to this code and make some progress, then i might have some specific questions.  also, thanks for being something of an ambassador to me, you've probably saved me days of looking thru stuff that doesnt apply/too far over my head


2
earlier you mentioned starting as a beginner, is there anything would you recommend as test projects to get acclimated?  additionally, you mentioned some areas like turn order and enemy AI...is there anything i could do to help out as a noob?  i would kinda doubt it, but hey the offer for grunt work is there.  who knows it may help in some way

3
not gobbledygook, i get what you're saying.  i have done some poking around with NES FF, tinkering with the ASM there, but it was a while ago.  think of it this way, sometimes you can hear a foreign language spoken, and get the gist, but then producing sentences of your own is where you're stuck.  you've actually provided me with more or less what i had hoped for, references to others work i can look at and MAYBE devise a plan of my own.

and as far as your own work with the "black belt", how exactly did you try to implement it, and how was it unsuccessful?  was it based on an equipped item like FF6?  i was imagining putting checks into the battle code such that for example if CHAR X's HP drops below a certain threshold, Regen or Protect is cast on the party.  that by itself seems OK, but then i think getting a spell to autocast without a menu input/using a turn might require a monumental retooling of the battle system...  that would be amazing if possible, you could have all kinds of gameplay like more dynamic/variable monster AI.

on the battle code, does each character have their own "sequence" or "script", or is it just generic?  by that i mean does i know that it' Cecil's turn vs Rosa's turn?  i'm still looking around, there's just tons of info to go thru


4
thanks for replying, it's encouraging to hear that it sounds feasible.  by the way, i'm not married to anything specific at this point, and fully expect the end result to change.  i also expect it to take a while, but that's the idea...learn how this works and do what i can with it.  for example, from what i've read as an observer on other hacking projects, creating new windows is a huge pain.  with my limited knowledge, i can imagine creating a reaction ability, but a talent management system is another thing altogether.  to be honest though, i'm so far out that it's really not worthwhile for me to talk specifics, i'm just fishing right now.  just looking for input and for the experienced to shoot holes in my idea, see what's left and go from there.

thanks for providing the links, reading thru now. 

5
hello, I joined the forum to ask this question.

i've been playing Blizzard's Heroes of the Storm lately and really like how the leveling/talent system works.
if you're unfamiliar, at set levels (1, 4, 7, 10, 13, 16, 20), players get a choice of usually 4 different Talents which grant a bonus of some sort. 
usually these are passive, sometimes are active abilities
at level 10, they get a Heroic ability, an ultimate ability, kind of like a limit break

check the doc attached for details, but basically I was thinking about implementing some system of granting a character a "point" at certain levels and allowing them to allocate that point to one of the Talents available to that character.  what i've made is really just me thinking about what would be fun, and realize that none of it may even be feasible or possible.

most rom hacks i've seen are pretty uninteresting (to me) because they just change graphics, swap effects, or change dialogue.  however i have seen those that do more interesting (to me) things, so i'm hoping there's a chance here too

problem...i only know how to do the boring types of hacks i mentioned above.  but if anyone is interested in seeing if something like this is possible, i'm glad to help in any way i can, and maybe learn something too. 

i think the major hurdle would be keeping track of everything in memory, as much of what i'm thinking are conditional effects or reaction abilities.  i imagine creating a new window (or two) as a Talent chooser would also be required.  maybe a popup on the after-battle screen?  additionally allowing for access to the Heroic ability by pressing "up" above FIGHT, similar to accessing CHANGE and PARRY, or the FIGHT command could just change.  that would be less desirable as it would remove the option to FIGHT for that turn.  thanks!

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