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Imzogelmo

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Re: Suggestions
« Reply #255 on: March 26, 2011, 01:44:56 AM »
Oh, assassin, if you plan to do an update to the C2 disassembly soon, I have a few notes/nitpicks I'd like to have you put in there too. Nothing too major, just a few odds and ends.
5/31/16 - I have an assembly of the battle portion of C2, relocated to the F0 bank, which has both vanilla and patch code in my dropbox. I'll be updating it with additional patches as I have time. I will *not* be releasing it publicly, but ask me for the link and I'll share.

assassin

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Re: Suggestions
« Reply #256 on: March 26, 2011, 08:14:13 PM »
sure, hit me.  just give it a look first..  the document had its first upload since 7/25/2008 in early March, and another upload just a few minutes ago.

Deathlike2

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Re: Suggestions
« Reply #257 on: March 26, 2011, 11:06:08 PM »
I had originally forgotten the context of my original quote, but I meant the Ragnarok Esper's Morph component since it has a dedicated "morph list" that has ample space. I get the feeling it is in use anyways.
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Panzer88

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Re: Suggestions
« Reply #258 on: March 31, 2011, 12:27:20 PM »
This is more a matter of laziness so it isn't super important, but is it possible to make a setting you could choose to have the item menu always auto sort itself without having to tell it to.

Deathlike2

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Re: Suggestions
« Reply #259 on: March 31, 2011, 11:00:05 PM »
A soft reset feature would be nice... the demo (ending) might benefit from that... maybe not.
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DrROBschiz

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Re: Suggestions
« Reply #260 on: April 02, 2011, 10:16:36 AM »
I would love to see a FAQ or Guide made up for this!

Imzogelmo

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Re: Suggestions
« Reply #261 on: April 06, 2011, 10:21:46 PM »
I'm sure the community will provide that, although we hope they wait until enough people play through so as to avoid spoiling the surprises.
5/31/16 - I have an assembly of the battle portion of C2, relocated to the F0 bank, which has both vanilla and patch code in my dropbox. I'll be updating it with additional patches as I have time. I will *not* be releasing it publicly, but ask me for the link and I'll share.

DrROBschiz

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Re: Suggestions
« Reply #262 on: April 11, 2011, 03:40:39 PM »
So any updates we can hope from you guys?

The game as of Demo2b is already pretty solid (despite me not being able to progress to not past the opera house) and I would love to play more and pass this on to a large group of people who are, much like me, aching to play FFVI again.

Since SE has dragged their feet getting us a remake...   The romhacking community has provided me with a treasure trove of classic gaming with interesting twists. I just wish there were more of you!


Lenophis

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Re: Suggestions
« Reply #263 on: April 12, 2011, 02:31:39 PM »
We are going to update the demo in the future, relatively soon we hope.

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Deathlike2

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Re: Suggestions
« Reply #264 on: May 14, 2011, 01:48:29 PM »
Here's a complicated suggestion, but I think it would be most appropriate given what has been provided before.

If any of you have not played Seiken Densetsu 3, well, you should go play it. One of the more interesting features of SD3 is when you have the God Beasts quest. The bosses and monsters in the areas that they are in to increase in level (with appropriate related stat changes) as soon as a god beast dies.

A similar concept could be accomplished in here... increasing the monster's levels and stats (probably using some sort of multiplier or table) when events are accomplished. These could be in the form or getting another character back or killing a boss, such as the 8 dragons, or even treasure chests like the Gem Box/Soul of Thalmasa. In that way, you can allow for going in any direction you would want to (like in CT... and a CT hack would stand to gain a lot from this concept) w/o forcing a particular/linear route and still manage something useful.

However, accomplishing this would most likely expand the monster bits (to either have certain monsters opt in/out of this system or have a degree of scaling from this method). So, it would be possible to run the Tower of Kefka with the bare minimum of 4 characters but also become scale to be harder when the whole complement of characters and other things are accomplished.
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Deathlike2

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Re: Suggestions
« Reply #265 on: May 25, 2011, 08:06:12 AM »
Leno, were you at one point trying to hack the wrench animation into the characters? I just remember that your wrench weapon in the demo only used the default dirk animation...
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Lenophis

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Re: Suggestions
« Reply #266 on: May 25, 2011, 10:05:44 PM »
Yeah, and we still haven't been able to get it to work yet. It's probably something stupid that only monsters use, but we haven't figured it out yet. :blush:

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Deathlike2

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Re: Suggestions
« Reply #267 on: May 26, 2011, 10:04:04 AM »
Well, the only hacky solution that I can come up with is trying to execute it like a Rage, but hiding the Attack Name Display... and it would probably have to be identified with a special bit...

 :edit:
Perhaps, you may want to expand the weapon graphics set to include special monster attack graphics, for using in a regular animation attack. I'm not sure how many animations would "just work" but it can be a separate type hack that takes advantage of this....
« Last Edit: May 26, 2011, 12:59:00 PM by Deathlike2 »
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kveldolf

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Re: Suggestions
« Reply #268 on: April 26, 2012, 07:49:34 PM »
Here's a complicated suggestion, but I think it would be most appropriate given what has been provided before.

If any of you have not played Seiken Densetsu 3, well, you should go play it. One of the more interesting features of SD3 is when you have the God Beasts quest. The bosses and monsters in the areas that they are in to increase in level (with appropriate related stat changes) as soon as a god beast dies.

A similar concept could be accomplished in here... increasing the monster's levels and stats (probably using some sort of multiplier or table) when events are accomplished. These could be in the form or getting another character back or killing a boss, such as the 8 dragons, or even treasure chests like the Gem Box/Soul of Thalmasa. In that way, you can allow for going in any direction you would want to (like in CT... and a CT hack would stand to gain a lot from this concept) w/o forcing a particular/linear route and still manage something useful.

However, accomplishing this would most likely expand the monster bits (to either have certain monsters opt in/out of this system or have a degree of scaling from this method). So, it would be possible to run the Tower of Kefka with the bare minimum of 4 characters but also become scale to be harder when the whole complement of characters and other things are accomplished.

Not really sure why or where this would be appropriate, but it seems like this could be handled by a battle script on the affected monsters that bumps the desired attributes based on the chosen variable. This could be overt, and come with the a dialog or animation (say, as with barrier change) or silent, as preferred.
This would remove the need to make a bunch of formations.

If it's something desired in general, the modification script could simply be inserted with an option to turn it off based on formation or event.

I don't like the idea of enemies leveling to match the party, but this could even allow that.
If the Ragnarok Morph transformation data isn't already claimed for something else, that data could be swiped to adjust what changes occur due to level. (e.g. 1=HP modifies, 2=HP modifies faster, 4=Add new HP to current, 8=MP modifies, 16=MP modifies faster, 32=Add new MP to current, 64=Att up, 128=Def up) This level-up data could be used in that script as well as in skills such as Brave or Old, should such be desired.

(Unrelated aside- have you considered consolidating the Mtek bio effect with the Tool Bio-Blaster? They conceptually share visual and in-game effects.

If there's some way that MTek status can simply bump up effective magic power, an increased effect is rather automatic.

I also like the notion of level mattering only little in MTek effects, with magical stats mattering a great deal more. Also like the idea that the MTek effects tend to penetrate magical defenses as a rule. (no reflect, ignores all or half of a target's M. Def) Upshot would be MTek being nasty in the beginning, as intended, while staying useful throughout the game.

A spell/effect that allows resistances to be added up would be welcome. Yes, I realize you're full up.)
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Panzer88

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Re: Suggestions
« Reply #269 on: October 31, 2012, 01:17:52 AM »
good to see you on here xibalba