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Author Topic: FF3/6: Sword Of Odin  (Read 2403 times)

Damonik

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FF3/6: Sword Of Odin
« on: October 25, 2008, 09:09:51 AM »
So i too have taken a heavy interest in recreating one of the greatest games that has ever been produced on the face of this earth period. i have found some good things like FF3usME and FF3Edit and i have looked on Lord J's and a rpglegion and have gotten some cool patched (which i learned how to finally apply last night lol) now my question is this. i see Pandora's box and it just looks down right GODLY, i honestly think that i drooled a little. Now if i am allowed to ask what programs are out there that i can edit treasure chest locations, and possibly re-vamp the whole  storyline. i dont know if it's possible but i have a lot of ideas for my game but i know that with what i have now, i can change the dialouge, descriptions, monsters etc and not actually add my own sub quests or even rework the storyline how it is now. can anyone possibly direct me on what i would have to do in order to do this?

Please and thank you :D

Dragonsbrethren

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Re: FF3/6: Sword Of Odin
« Reply #1 on: October 25, 2008, 10:12:31 AM »
For treasures, Drakkhen's miscellaneous data editor will let you edit those, along with espers and spell animations.

For the other things, I'd suggest you read up on some of the basics over at Romhacking.net, there are no editors that let you edit a lot of that stuff. Once you've got the basics down there are plenty of people here who can help you move onto more advanced things. Check out Mnrogar's Den's romhacking forum too, there's a lot of good FF6 hacking information there, just click the link in the navigation bar at the top of the forum.

Damonik

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Re: FF3/6: Sword Of Odin
« Reply #2 on: October 25, 2008, 10:19:17 AM »
:)
thank you for the reply sir!

Damonik

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Re: FF3/6: Sword Of Odin
« Reply #3 on: October 26, 2008, 09:28:21 AM »
okay so my next questions:
i have figured out how to use FF3UsME and FF6MDE and i have tested a few things and they have worked but i'm not saying i'm a 100% comfortable with it yet lol.

i want to know now a few things.
i was playing around with the spells and i noticed that i can't combine things that i "thought would look cool" like a stand storm
using merton's shaking visual and the cyclonic animation well it turned into omgwtf blue squares that froze my game lol.
is there any way around this or i am stuck using the hex codes that i was given and i really can't alter much of it?

next question
is there a way to change the town names?
and dont say uh yea HACK! lol that's what i'm looking for is a good hack that will possibly allow me to do this.

Odbarc

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Re: FF3/6: Sword Of Odin
« Reply #4 on: October 31, 2008, 03:48:28 PM »
Spell animation editing; I did a few experiments with this (well, okay, a lot.) and one major thing I noticed; Sometimes when I edited a spell, it crashes. Like the game refused to let a certain spell (like ultima and quake, I think) from being changed. This may, and I've not tested it, be fixable with FF3usME by changing how the spell is supposed to target. Removing the "hits all" things.
I'm hoping.

For some 'successful' spell alterations you can attempt to get your feet wet with the FF6MDE, Try this;

Go to Poison.
It should be labeled like this;
CC   00   68
FF   FF   00
FF   FF   00
FF   FF
20   10   10


I want to replace this to look like a water spell so I made it like this;
CC   00   78
FF   00   00
FF   00   00
FF   FF
20   10   10

Obviously, this is a simple color change and the spell still looks and acts like poison.

With Bio, I wanted a Water 2 spell.

Originally;
C9   00   55
CA   80   55
FF   FF   00
FF   FF
22   25   2A

Here we can see that the 2nd line has been included in this spell while the 3rd line remains empty (FF 00 00 = is the same as 'do nothing' in this hack with the 4th line being double FF FF meaning the same thing for it's lane)
I changed it to;
C9   99   78
CA   80   C9
FF   00   00
FF   FF
79   25   2A
I'm just working off my sheet of paper to compare. This should make Bio turn blue again.

??   ??   ##
In the first 3 lines, we get three choices to choose from; The 3rd is likely always what color it is.
##   ##   ??
These first two letters will likely choose our animation. From what I've tested, I've had multiple graphical glitches, slice animations and many things that were never intended to be spells. To get something truly unique, you'll literally have to test ever possible combination and categorize what you see for future reference. I doubt there's an existing guide that excludes pre-existing spell animations.
Since we DO have spell animations to fall back on, I would first start by copying existing spell animations. Particularly those with multiple lanes that aren't empty. Convert a single lane to FF 00 00 and see how it looks.

Doing that I noticed that there's a lot more going on than just animation. There are hidden layers which help spells be partially invisible giving shape to a spell (example: W.Wind. Removing one lane causes the entire screen to appear windy. This means the lane I removed will likely be the "W.Wind"'s 'window' where spells can only be visible within it.)
I'm in no way equipped to explain most of it because I, myself, am still playing with the editor.

For the final lane (the vertical one); spell animation speed seems to have almost no effect other than it seems to sometimes only work under a specific hex number while other times can use ANY hex number. Another one should change the sound used. I've heard as varied as the dog bark to kefka's laugh available here to it's just a matter of testing everything, write what you hear and hope you can come back to it later when you need it.

Oh, the 4th lane with only 2 hex numbers; I notice this is used mostly in Espers and other unique animations like Tiger Strike and all that. In most cases, I'd leave this blank unless your copying an existing spells hex code exactly.

Dragonsbrethren

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Re: FF3/6: Sword Of Odin
« Reply #5 on: October 31, 2008, 04:09:32 PM »
Mnrogar wrote a spell animation guide, it's on his site, I made good use of that back when I did the animations for a few new spells in Pandora's Box. Certain animations just don't play well with others, you'll just have to find the ones that work together.