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Author Topic: Making a hack, some questions.  (Read 3910 times)

Mikey

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Making a hack, some questions.
« on: August 19, 2010, 11:40:55 AM »
Hi, I'm making a hack for ff6 but there are some things I am unfamiliar with.

I want to make a new spell effect(IE 1000 needles, flare star's damage effect, forcefield's elimination), but I don't know where to begin.

Also, it seems that removing 'miss if protected from ailments' still doesnt apply the ailments if you're protected from them, what exactly does this mean?

And less urgently, quoted from elsewhere:
Quote
Does anyone know how to replace the red background in the Flare spell with something more... black?

Also, I want a black\very dark grey palette for the flare itself, I've tried palettes from several black spells but they turn out grey or oddly colored.

Lenophis

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Re: Making a hack, some questions.
« Reply #1 on: August 19, 2010, 02:24:10 PM »
I want to make a new spell effect(IE 1000 needles, flare star's damage effect, forcefield's elimination), but I don't know where to begin.
Go here, and get the MDE. It's the best utility at the moment until Lord J's beta doesn't become a beta.

Quote
Also, it seems that removing 'miss if protected from ailments' still doesnt apply the ailments if you're protected from them, what exactly does this mean?
If you think that's a universal thing, it isn't. It applies to each spell only. Other than that, I have no idea what the problem is.

And less urgently, quoted from elsewhere:
Quote
Does anyone know how to replace the red background in the Flare spell with something more... black?

Also, I want a black\very dark grey palette for the flare itself, I've tried palettes from several black spells but they turn out grey or oddly colored.
[/quote]
I have a feeling that if someone figured that out by now, it would've been posted. The animations are evil, after all. :tongue:

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Odbarc

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Re: Making a hack, some questions.
« Reply #2 on: August 19, 2010, 05:49:45 PM »
Forcefield animation with Flarestar's damage. What do you want this 1000 needles to do? (Be a Lore skill for Strago/Lore users replacing 1k needles?)

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'miss if protected from ailments
I think this means if it is checked and an ailment status cannot be inflicted, the entire spell misses.
If it is unchecked, the spell still has it's regular chance to be cast/hit but the status doesn't become inflicted (if immune).

Mikey

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Re: Making a hack, some questions.
« Reply #3 on: August 19, 2010, 09:55:55 PM »
Forcefield animation with Flarestar's damage. What do you want this 1000 needles to do? (Be a Lore skill for Strago/Lore users replacing 1k needles?)


Actually, what I meant was I wanted to make a NEW effect to apply to my spells. I want to have the effect cause a spell to miss if the target has 'harder to run from' set.


 :edit: Better description, where do I go to modify the spell effects in the rom? IE the code that causes 1000 needles to do 1000 damage, or Flare Star to do damage equal to spell pwr*level?
« Last Edit: August 21, 2010, 01:07:05 PM by Mikey »

Lenophis

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Re: Making a hack, some questions.
« Reply #4 on: August 21, 2010, 11:17:48 PM »
That's scattered in bank C2, I suggest opening up the disassembly assassin has hosted and searching for the effects. He was kind enough to label the routines by the spells that use them, so they should be easy enough to find. :happy:

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Mikey

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Re: Making a hack, some questions.
« Reply #5 on: August 22, 2010, 12:53:36 PM »
Thanks a lot!

Mikey

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Re: Making a hack, some questions.
« Reply #6 on: August 22, 2010, 02:37:21 PM »
This is a headache. I'm trying to find out where in the monster data the 'Harder to run' is even set.

Lenophis

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Re: Making a hack, some questions.
« Reply #7 on: August 22, 2010, 02:41:42 PM »

119 bugs fixed and counting.

Mikey

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Re: Making a hack, some questions.
« Reply #8 on: August 22, 2010, 04:37:41 PM »
I mean in the ROM, in hex. I compared a rom with a monster who only had "harder to run" set with one who had nothing set, and the only difference is byte 26 is 01 in the first rom, 00 in the second.

Mikey

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Re: Making a hack, some questions.
« Reply #9 on: September 27, 2010, 12:54:05 PM »
Where can I find the monster attributes? (HP, MP, Special bytes, status immunities, etc)

Lenophis

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Re: Making a hack, some questions.
« Reply #10 on: September 27, 2010, 02:20:30 PM »
Code: [Select]
CF0000-CF2FFF       MONST         Monster Stats (384 elements, 32 bytes each)
That's about all I can give you. I never bothered to decipher the data itself, because the monster editor does everything I need, with the exception of resistance and the 24-bit HP. If you want to know, you'll have to hope somebody already knows, or the more likely scenario, decipher it yourself.

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assassin

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Re: Making a hack, some questions.
« Reply #11 on: September 28, 2010, 12:22:57 AM »
this is ancient, so i dunno how much it's left out or if anything's inaccurate, but it's a classic document:

http://www.tales-cless.org/docs/ff6hack.htm

Mikey

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Re: Making a hack, some questions.
« Reply #12 on: September 28, 2010, 11:00:33 AM »
Thanks again. I think I've got it figured out now.

Mikey

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Re: Making a hack, some questions.
« Reply #13 on: September 30, 2010, 02:33:27 PM »
Messing around with Swdtech. Got Quadra slam\slice to use Vigor value for spell power, but I was looking for where to load the currently held weapon's attack power from instead :isuck:

Also, my thank yous are cluttering the thread, so just assume I'm grateful for your help from now on :P

Mikey

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Re: Making a hack, some questions.
« Reply #14 on: October 05, 2010, 10:52:07 PM »
Relating to my above post, the new Swdtech effect only applies to the last 3 strikes instead of all 4. It's also not using weapon power for spell power like I intended.

I want Quadra slam\slice to use the currently equipped weapon's battle power as the spell's spell power.

Code:

A9 03              LDA #$03
8D 70 3A         STA $3A70
A9 40              LDA #$40
04 BA              TSB $BA
9C A9 11         STZ $11A9
BF 14 50 D8    LDA $D85014,X
8D A6 11         STA $11A6
60                   RTS