øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=20;area=showposts;start=30e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexb181.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=20e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexb181.html.zxùhh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ@>÷ƒOKtext/htmlISO-8859-1gzip8:Ö÷ƒÿÿÿÿÿÿÿÿWed, 11 Mar 2020 04:45:06 GMT0ó°° ®0®P®€§²ð®ùhh^ß÷ƒ Show Posts - koala_knight

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Messages - koala_knight

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31
This is a pretty cool hack. I'm curious about one thing though. Could you change the trigger for the White Chocobo?
What I was thinking the White Chocobo could instead restored the entire party's MP after using, say, a Gysahl Green on it.
That would both make it more convenient for the player and give the Gysahl Green more utility.

32
Then the next logical question is whether there is source code for Yousei's editor and how extensive the differences are between the 1.0 and 1.1 roms.

33
No rom expansion? That begs the question, after using your editor would I be able to use Yousei's for map stuff and rom expansion?

34
I'd say that #1 seems like the best choice for a... sacrifice. (lol sorry, was just watching some Hammer horror films. :P)

I've never found any practical use for the Return spell, so killing it in favor of expanding the job system sounds like a good idea to me.

35
Game Modification Station / Re: Final Fantasy I NES assistance needed
« on: February 23, 2014, 05:43:10 PM »
The job modifiers still have to be held in a small table, but the level value doesn't.
You could make exp needed per level to be a fixed value or in incrementing value like this: exp req.= current level * 1000.
Then stats can be calculated from base values, current level, job modifier from a table, and a small additional modifier calculated from something like the character's name at the beginning of a new game.

36
Game Modification Station / Re: Final Fantasy I NES assistance needed
« on: February 22, 2014, 02:50:23 PM »
What about scrapping the whole leveling system and replace it with formulas that handle stat growth based on current level and job instead of relying on tables?

37
Interesting. Thanks for the insight. It would be an impressive feat.

38
I don't recall the state of event editing in FF4, nor am I very aware of the availability of space for such a thing, but would it be viable to create something like the party switching thing they did for FF4A?

39
OK. So assuming I have enough space to do it, ideally this is what I would like to do:

Freelancer gains Mimic as a meta-job. (prerequisite: all jobs mastered)
Knight is replaced with Warrior and gains Gladiator as a meta-job. (prerequisite: Warrior & Knight mastered.)
Thief gains Viking as a meta-job. (prerequisite: Thief & Warrior mastered.)
Blue Mage gains Necromancer as a meta-job. (prerequisite: Blue Mage & Summoner mastered.)
Red Mage gains Sage as a meta-job. (prerequisite: White, Black, Red, Time Mages & Summoner mastered.)
Time Mage gains Oracle as a meta-job. (prerequisite: Time & White Mages mastered.)
Berserker gets un-berserked and gains Dark Knight as a meta-job. (prerequisite: Berserker & Black Mage mastered.) <--- this would be a nod to Ogre Battle.
Magic Fencer gains Onion Fencer as a meta-job. (prerequisite: none.)
Mime is replaced by Knight and gains Paladin as a meta-job. (prerequisite: Knight & White Mage mastered.)
Archer gains Cannoneer as a meta-job. (prerequisite: Archer & Warrior mastered.)
Chemist is renamed Medic, losses offensive mixes, and gains Alchemist as a meta-job. (prerequisite: Medic & Geomancer mastered.)

Also, for most jobs there would be a redistribution of abilities to even things out and I'd also like to rewrite some of the redundant Magic abilities so that they only use one Ability slot each.

40
Final Fantasy V Research & Development / Re: SNES Ability Expansion Patch
« on: February 10, 2014, 06:32:45 PM »
Sweet!! This will go perfectly with my meta-job hack that I've been wanting to try. The only thing that was worrying me was the creation of new abilities. This will help immensely! Thanks for this! :D

Question:
Is it plausible to make a new ability that opens a menu and in this menu there are a number of other new abilities that have been created thus functioning much like a new set of spells?

41
01 Bank - All Dealings with the normal Menu. Starts at 018000

Hmm, not much here unfortunately. At least on a basic End Bank manner. Only blank space is at 01FF35-01FFFF. Giving us only CA (202) bytes to add to the menu dealings.

From an Actual bank not just end data there is a quizzically large absence of data from 01DE4F-01E2FF. This is another large helping of 4B0 (1200!) freed bytes! And since this is the Main Menu imagine how much this frees us up to do what we want?! This sort of empty space not at the end of a bank means though that something was gutted and it left a gaping hole. I have to wonder what was originally here?

I believe that *might* be all the options that were left out of the US version of the game; Battle Mode, Custom Controls, and Multiplayer.

42
Ah! Sweet! That should help a lot. Thanks!
I see what you mean, too.
So, I could basically just replace the check for the equipped magic abilities and manually set them all to be confirmed. Coolio.
Hmmm... given enough space, it might then be possible to create a brand new All Magic ability and then integrate it into X-Magic too.

43
Ah! I forgot about that. Thanks for pointing it out.

44
Exactly. They would be like a reward for mastering multiple normal jobs.

45
Yeah, that would be a larger project that would depend on first completing the proof of concept.

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