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Author Topic: Some ideas I'm working with for my hack  (Read 4530 times)

Odbarc

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Some ideas I'm working with for my hack
« on: February 12, 2010, 02:52:28 AM »
Primarily with battles, skills, AI scripts and what not:

1) I plan on making all weapons 1 of 3~4 elements. Sort of like a 'Piercing, Blunt, Slashing, Magical'. Enemies will have a weakness two one of these elements (or to two of them with increased defenses to be a pseudo-resistance to).

2) Skills themselves will possess either Fire/Cold/Lightning/Poison elements and some (physical) skills will (and/or) possess Wind/Earth/Pearl/Water. Multiple double-weakness skills increases the chances of doing massive damage to specific enemies. (Late game, also increases the risk of nullifying abilities with immunities or absorption).

3) Particularly, I want to disable in-battle-revivals (phoenix down, life) to increase the challenge of trying not to die in battles. Particularly with (optional) bosses having instant-death attacks to decrease party size and increase difficulty as a battle progresses.
I also thought of having Rods be used as in-battle-items-only, particularly by having them heal a % of life (like a reverse demi, I'm pretty sure I can get that to work) so potions work better than a potion without being as effective as an X-potion or Elixir. Most notably is that most characters won't have every spell (See (4))

4) I managed to plan and divide my characters into dual-skilled or learner character types. Basically 'half' my characters do not possess the [Magic] command in replace of having two skills. (Edgar w/ SwordTech/Blitz, for example).
Learner type characters have unique weapons which learn spells only they can learn. (FF9 style). They also have the benefit of using Espers and any kind of Esper-taught-spells (which I'll probably limit to weak or expensive-mana-wise abilities so these guys aren't a tier above non-learners). All learners (Terra/Celes excluded for their natural-learning abilities) have 6~8 skills (6~8 weapons).

5) I also divided my characters into tank, caster or support heroes. Each one should have their own armors (which buff HP/MP like Red Cap, Green Baret and Bard's Hat) to emphasis their roles as tank or caster. Max HP is generally planned to be low end-game. (5000?)

6) I was thinking of giving every (most) weapons the Human-killer perk and altering enemies who have the human flag changed to just enemies like bosses so regular attacks do more damage but regular skills would not.

7) I tried making FF6ME give always wounded/stay wounded once wounded to try and enable 1/32 chance of using the limit breaks but that didn't work. I'm hoping someone will just make a hack like that for me  :childish:
What wanted to do was replace the limit break animations with esper summon animations (also altering the summon animations to be appropriate/custom/unique to whatever I want these limit breaks to look like) to play out like a wicked-cool critical strike.
Have my Jump-character use palador (replace the image of palador), Terra using Fire 4.
Maybe alter Alexander into having that Shoop-da-whoop face and cast Megaflare.
 :hmm:



Anyway, that's what I'm hoping to do. Progress is slow. I'm actually just collecting sprites to replace bosses to (hopefully) make some really cool battles. I'm having trouble thinking of an effective way to replace the existing images without having to 'fix' every monster sprite with every upload. (And I WILL do that if it comes to it).
I actually have this epic-sized Dragon sprite I found which I'll need to take up 3 monster locations to fit the screen. I actually have too many new sprites so I'll likely not be able to use them all AND remove images altogether to have enough bytes. (I'll probably attempt to import VERY small images to replace some big images, even replace General's sprite to share with Commando. Maybe have a few image-less sprites and just call 'em perma-vanished lol)
« Last Edit: February 12, 2010, 11:36:20 AM by Odbarc »

assassin

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Re: Some ideas I'm working with for my hack
« Reply #1 on: February 12, 2010, 03:27:34 AM »
3) Particularly, I want to disable in-game-revivals (phoenix down, life) to increase the challenge of trying not to die in battles.

please tell me you mean in-battle revivals.

Quote
6) I was thinking of giving every (most) weapons the Human-killer perk and altering enemies who have the human flag changed to just enemies like bosses so regular attacks do more damage but regular skills would not.

i don't understand the second part of this sentence, regarding the enemy altering.

Odbarc

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Re: Some ideas I'm working with for my hack
« Reply #2 on: February 12, 2010, 11:36:03 AM »
Quote
please tell me you mean in-battle revivals.
Of course, of course! I don't want permanent deaths!! That would require... ungodly patience or a far too incredibly easy game.
Oh, hey. I just noticed I said in-game and not in-battle - hahaha! I'll edit that correct in a moment.

Quote
i don't understand the second part of this sentence, regarding the enemy altering.
Um... basically I'd remove the [Human] aspect of all the enemies and put it on bosses and specific monsters only. It wouldn't do double damage to human characters anymore. It would do double damage to bosses.
Or maybe I should do the opposite. [Fight] would do half damage to bosses.

If you still don't understand, I can make a screen shot. ^_^

Lenophis

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Re: Some ideas I'm working with for my hack
« Reply #3 on: February 12, 2010, 06:54:40 PM »
Making a barely credible weapon a situation-only weapon only serves to make it crap. :sad:

Quote
7) I tried making FF6ME give always wounded/stay wounded once wounded to try and enable 1/32 chance of using the limit breaks but that didn't work. I'm hoping someone will just make a hack like that for me
:bah: :lame: Looking at the available resources, it is easy to make such a hack without much effort. I give you assassin's and Terii's disassembly!

Code: [Select]
Desperation attack

C2/15C8: C0 08        CPY #$08
C2/15CA: B0 44        BCS $1610   (No DA if monster)
C2/15CC: AD 3F 3A     LDA $3A3F
C2/15CF: C9 03        CMP #$03   
C2/15D1: 90 3D        BCC $1610   (No DA if turn 2 or less)
C2/15D3: B9 E5 3E     LDA $3EE5,Y
C2/15D6: 89 02        BIT #$02
C2/15D8: F0 36        BEQ $1610   (No DA If not Near Fatal)
C2/15DA: 89 24        BIT #$24
C2/15DC: D0 32        BNE $1610   (No DA If Muddled or Image)
C2/15DE: B9 E4 3E     LDA $3EE4,Y
C2/15E1: 89 12        BIT #$12   
C2/15E3: D0 2B        BNE $1610   (No DA If Clear or Zombie)
I leave it to you to figure out what to do from here. :tongue:

119 bugs fixed and counting.

Odbarc

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Re: Some ideas I'm working with for my hack
« Reply #4 on: February 13, 2010, 07:38:15 AM »
I don't know how to hack or even really read the code. I'll keep that information copied none the less.
I pretty much know the order of hex being 00 ~ FF.

Lenophis

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Re: Some ideas I'm working with for my hack
« Reply #5 on: February 13, 2010, 05:39:59 PM »
Read the comments, not the code. Beyond that, the only instruction you need to know is NOP. Come on, put 2 and 2 together. You can do it. :happy:

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Odbarc

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Re: Some ideas I'm working with for my hack
« Reply #6 on: February 14, 2010, 06:22:26 AM »
Okay, I feel like this might be the important line.
C2/15D8: F0 36        BEQ $1610   (No DA If not Near Fatal)

What's NOP? I'm really hitting a blank wall. I even searched this site for the word NOP and all I found were two posts with the word Nope and Lenophis in the post.
Once I get something, I got it. Don't give up on me. I want to learn.
My best programming experience comes from Starcraft map editor. It doesn't translate into hex editing very good. Heh.
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Pinkpuff

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Re: Some ideas I'm working with for my hack
« Reply #7 on: February 14, 2010, 07:41:38 AM »
NOP means "No op." as in "No operation"; i.e. "do nothing". It's an instruction that basically just says "skip me and continue with the next instruction". By replacing parts of existing code with NOPs you can effectively delete them without changing the amount of space the code is taking up and having to fool around with pointers and stuff.

So for this example, you would replace the 'F0' and the '36' in that line with whatever the hex code is for NOP.
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Odbarc

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Re: Some ideas I'm working with for my hack
« Reply #8 on: February 14, 2010, 09:30:28 AM »
So FF or 00 wouldn't be the same thing then, would it?

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Re: Some ideas I'm working with for my hack
« Reply #9 on: February 14, 2010, 02:27:28 PM »
So for this example, you would replace the 'F0' and the '36' in that line with whatever the hex code is for NOP.
$EA

Lenophis

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Re: Some ideas I'm working with for my hack
« Reply #10 on: February 14, 2010, 02:57:27 PM »
So FF or 00 wouldn't be the same thing then, would it?
No. FF is the instruction SBC, which generally might not cause massive errors, depends on the situation. 00 is BRK, which forces an interrupt of sorts. This can be noticed immediately, because often times the game will freeze or end up back at the title screen, etc.

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Odbarc

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Re: Some ideas I'm working with for my hack
« Reply #11 on: February 15, 2010, 01:14:06 PM »
SBC? BRK? ^_^;

I hate the idea I'm drowning myself in stupidity. (Plus my thread got moved to further prove I couldn't even post in the right place.)
My hack's gonna kill me trying to make.

Odbarc

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Re: Some ideas I'm working with for my hack
« Reply #12 on: March 12, 2010, 06:28:14 AM »
Something else I was thinking of for my hack that might be too involved (but would make my job easier);

I would require multiple hacks considered 'chapters'.
Basically you'd require to rename your save-states to load with the other hacked roms to continue the stories. Of course this would be a pain for any casual player who may attempt my hacks (but personally I wouldn't mind doing this to play my own hack...)

Certain benefits of this are;
1) I wouldn't have to limit my skills (bosses/enemy skills) so strictly. Since there's a finite amount of skills available, multiple chapters would then mean old bosses and their skills could be replaced indefinitely. New bosses could use the same skills completely modified into something else entirely.
2) I think I could have new chapters open up or close off new areas I add to the hack giving me 'multiple' maps per se, creating a non-linear world map to be retraveled without having to rerun the exact same places.
3) Old abilities could get powered-up or altered (possibly?) (limit breaks). Old skills, such as Blitz, could 'suddenly' be more powerful to appear to be mastered-over-time versus instantly effective between chapters.
4) Characters like Mog or Umaro could be obtained any time during the game with each chapter making them more powerful for having waited (starting stats higher) or starting with rarer items when you retrieve them.
5) Similar to 2, towns can have differences in design (destroyed? built?), NPC placements, information given by said NPCs change appropriately (instead of guys telling you how to get to Zozo after you've already been there). All without having to wait until the World of Ruin or changes after the World of Ruin?
6) Similar to 1, I'd have much more rom space to have more unique monsters sprites. I could erase the Kefka sprites that would only be used in the final chapter when you fight Kefka and in it's place have imported other monsters for interesting boss fights.
7) Playable characters could suffer from palette changes. Perhaps Edgar gains a scar on his face or someone shaves their head?
Imagine if Celes having short hair when in the WoB but it has grown long when she was in her coma?
8) Similar to 3, Espers could 'mature' into stronger forms and teach new spells or give better level up bonuses.

I actually think it would be less stressful to be unbounded by the Rom's limitations and exploit the save/load renaming file to have these 'chapters' and I'm also half sure that most of these changes would work just as long as the changes don't occur mid-game or somewhere important. There'd be specific 'change' areas to indicate when you need to change to the next rom-hack to continue the story. Sorta like changing CDs in FF7~9.

Oh, 9) Characters could "die" and be replaced with a new looking NPC. I think the old stats of a character would rollover to the new one so it would be mostly an asthetic change. Relm growing up would be a cool change. She'd be a kid in WoB and an Adult (Rydia style, eh? ^_^) in WoR.

I'd have to be pretty careful not to trigger (or use just once) every 'event' in the game so they don't repeat or offer secrets for 'saving' them to trigger in a later chapter. Such as....... Gau and his Father. They could say different things if you do it too early or too late. Like, "Inheritence here" or "I hate you, Gau!" kind of thing.

All in all, the rom's limitations are what concern me the most. I can try to fit everything into one rom and have to be particular about how much space I'm taking up or I can cut a lot of fat and have four quarters of a rom each loosely able to fit more without having to worry about going over those limits.
(Monster sprites is probably my biggest concern.)

Odbarc

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Re: Some ideas I'm working with for my hack
« Reply #13 on: August 19, 2010, 09:02:08 PM »
Necropost but for an update;

TheNattack has provided me the no-wounded-DA patch despite all attempts to help me do this on my own. Not sure of his slickproductions account, but thanks a dozen. I'll be able to make the necessary edits I had been stalling to do. Hopefully I'll be able to make the things I've been wanting to, test 'em, and make a nice montage of DA's.

I even finally got my dumb controller to start working w/ Windows 7 which has been whining about 'not detected/disabled device' stuffs.