øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=1115.30e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index3544-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&board=8.60e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index3544-2.html.zx´$h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ ,/?6OKtext/htmlISO-8859-1gzip0|Ö?6ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 23:53:49 GMT0ó°° ®0®P®€§²ð®´$h^ÿÿÿÿÿÿÿÿ&?6 FF6 Improvement Project

Author Topic: FF6 Improvement Project  (Read 278338 times)

darkmage

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Re: FF6 Improvement Project
« Reply #30 on: July 30, 2009, 09:20:56 PM »
...And yet another tool I should be using. Thanks so much, guys, I know it must be annoying to hear the same kinds of questions over and over.
 :omghax:

EDIT: I just wanted to give a big thanks to the crew here at Slick Productions for all their help and effort on some of the tweaks I've been doing. You guys ROCK.
« Last Edit: July 31, 2009, 07:05:39 PM by darkmage »

darkmage

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Re: FF6 Improvement Project
« Reply #31 on: September 02, 2009, 12:54:09 PM »
Whew, finally back online! New computer is up and running, and I'm ready to get back to work on this thing.  :yabin:

Which leads me to a question. I've been toying with the idea of renaming Cyan's "SwdTech" skill to "Bushido" like FF6A, and I think I found the right place in the hiROM:

Code: [Select]
C3/5C59: 8D7A92B09D939E9CA100  (position of and word "SwdTech")
C3/5CB8: B78192B09D939E9CA100          (position of and word "SwdTech")

My question is, might there be other places I'll have to change this if I can make it work?

Dragonsbrethren

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Re: FF6 Improvement Project
« Reply #32 on: September 02, 2009, 01:03:10 PM »
There should only be those two SwdTech strings; one for the menu, and one for the battle command list.

darkmage

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Re: FF6 Improvement Project
« Reply #33 on: September 02, 2009, 02:05:54 PM »
Awesome.   :laugh:

I already see the one in the Skills list, and since I hadn't really started properly on my second playthrough, I'll be able to see it once I hit Sabin's scenario.

Lenophis

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Re: FF6 Improvement Project
« Reply #34 on: September 02, 2009, 04:05:11 PM »
The strings for the battle skills are at D8/CEA0. 7 letters each, no pointers.

There should only be those two SwdTech strings; one for the menu, and one for the battle command list.
I counted 4. The two DarkMage listed, another at C3/8E28, and at D8/CED1. :happy:

119 bugs fixed and counting.

darkmage

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Re: FF6 Improvement Project
« Reply #35 on: September 02, 2009, 04:22:16 PM »
I guess that'll teach me to be more perceptive...I didn't even go into the D8 bank.  :omg:

Fixed, and once I start getting some more weapons I'll check them to make sure the weapon information is displaying correctly...

I also need to make sure that if I look for things in WindHex that I need to keep searching a string until it says it doesn't find any more.
« Last Edit: September 02, 2009, 04:27:38 PM by darkmage »

Lenophis

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Re: FF6 Improvement Project
« Reply #36 on: September 02, 2009, 04:26:34 PM »
I guess that'll teach me to be more perceptive...I didn't even go into the D8 bank.  :omg:
Don't feel too bad, I didn't know either. All I did was open up a hex editor and searched for the "SwdTech" string until it wouldn't find anymore. :tongue:

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darkmage

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Re: FF6 Improvement Project
« Reply #37 on: September 02, 2009, 04:48:47 PM »
Since we're talking about editing the hex directly...the battle dialogue that starts at D0/D200 has caught my attention. The spread of FFs at the end indicate free space that can be used to expand that dialogue, correct?

Also, I've already edited Vargas's Blizzard Fist to read Typhoon Fist, since that makes a lot more sense given the characters are blown away. Is there an application that can make changes to this dialogue, or will I have to edit the hex by hand? And if by hand is the only way to go, is there anywhere I can find a reference of the special characters that aren't being shown by the ff3battl table? I've already figured that the regular characters have a string that denotes who is talking after the ":" for some of the dialogue.
« Last Edit: September 02, 2009, 04:53:59 PM by darkmage »

Lenophis

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Re: FF6 Improvement Project
« Reply #38 on: September 02, 2009, 05:35:36 PM »
You'll have to do it by hand. This is a good spot for a script inserter, btw. The only things not in the table (it would be a good idea to add them, too) are these control codes:

Code: [Select]
; $00 is the null terminator
; $01 is a new line
; $05 is pause for a small time
; $07 is wait for input

There's probably more, but those are the important ones.


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darkmage

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Re: FF6 Improvement Project
« Reply #39 on: September 02, 2009, 05:39:23 PM »
I'll have to look seriously at it. I've edited Z/Si/egfried to where Siegfried is the badass swordsman, and Ziegfried is the copycat. I'm really wanting to edit the dialogue for all that, but as FF3ed is so buggy, I'm really afraid to touch it at this point...so that's another place where a script inserter would work.

I saw you are promoting Atlas for that kind of work, so I'll have to check it out.

Dragonsbrethren

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Re: FF6 Improvement Project
« Reply #40 on: September 02, 2009, 05:55:33 PM »
Here's my text dumping package:

http://slickproductions.org/forum/index.php?topic=1016.msg10490#msg10490

I never got around to making the insertion package, but it's not too hard to set up an Atlas header. I wouldn't bother using this for editing any of the fixed length text though; that's easy enough to do in a hex editor, easier than keeping track of spaces.

Tzepish

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Re: FF6 Improvement Project
« Reply #41 on: September 02, 2009, 07:41:13 PM »
Hey Darkmage, are you considering making this improvement available for hackers to base their hacks off of once it's released?  That is, are you giving blanket permission to incorporate this hack's changes into other hacks (like I have done with my Earthbound Tweak - http://devilsjockstrap.wikidot.com/ebtweak - and War of the Lions Tweak - http://devilsjockstrap.wikidot.com/wotltweak - patches)?  I ask because I have an FF6 project going on that remixes where you get the characters and items and stuff, but I'm considering starting over if I can start from this improvement hack.

darkmage

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Re: FF6 Improvement Project
« Reply #42 on: September 03, 2009, 01:06:04 AM »
Hey Darkmage, are you considering making this improvement available for hackers to base their hacks off of once it's released?  That is, are you giving blanket permission to incorporate this hack's changes into other hacks?  I ask because I have an FF6 project going on that remixes where you get the characters and items and stuff, but I'm considering starting over if I can start from this improvement hack.

Absolutely. Considering over 75% of the changes in this mod are made by other people, I'd be an ass if I didn't make this one available! I'll have to send you the IPS, though...the zip is too big to add to the post.

darkmage

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Re: FF6 Improvement Project
« Reply #43 on: September 03, 2009, 09:40:15 PM »
Here's my text dumping package:

http://slickproductions.org/forum/index.php?topic=1016.msg10490#msg10490

I never got around to making the insertion package, but it's not too hard to set up an Atlas header. I wouldn't bother using this for editing any of the fixed length text though; that's easy enough to do in a hex editor, easier than keeping track of spaces.

Regarding this: I dumped the text from my mod, and looking through it I'm wondering about the actor names. In ff3ed, the character names are represented by strings, but the text dump doesn't seem to have any strings for the actor names. Is that something I'll have to do manually, and if so, do I use the string in the battle tbl like so: <0200> for Terra? Or is it even necessary?

Tzepish

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Re: FF6 Improvement Project
« Reply #44 on: September 04, 2009, 12:00:28 AM »
If you're just doing it for readability of your text dumps then go for it...  but if you are reinserting text from those dumps, I'd advise against it.  It's too risky that the inserter will simply insert "TERRA" instead of the code for TERRA - you're better off keeping the control codes in the text dumps and just keeping notes and/or a table of control codes open whil you work (that's assuming your text inserter can handle those control codes).