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Topics - xJCSx

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1
Game Modification Station / Sprites getting cut-off...
« on: January 03, 2011, 09:05:05 PM »
The idea for this sequence in my game is to replace the scene at Figaro where the old woman triggers a flashback and it shows Edgar and Sabin in the Library.
I hate to reveal this scene as it was going to be a highlight for my game but might as well.
What I'm going for is a scene with Edgar and Relm (not really going to be Relm's sprite though) at the top of the tower of Figaro. The map is $043. It's Figaro Castle Nighttime.
So far everything was going rather smooth - I changed the map loading sequence, there was already a clear-upper-bits-command in place so I just wrote this:
6A, 43, 24, 1C, 07, 40, F1, 8B...etc
It goes on, fades in Coin Song and the such. Now here's where I was in a fog.
I noticed an action queue for Character 31 coming up. It made it's object layering priority to 1. Fairly familiar with this concept, it means to allow the character to walk through certain layers on the map, correct?
But I don't know who or what character 31 is. I looked more ahead and there was actaully a graphical action for it!
Now I was really lost, so I just FD'ed the first action queue concerning object layering due to my issue that I'm fixing to explain.
Basically I inserted an NPC (Edgar) and Relm's NPC. Once the map loads though, I made her hidden, so she would walk on the stairwell sprite.
Anyways, this is what I noticed whenever I ran the game. The sprite for Edgar was cut-off halfway.
Here's a pic:



As you can see, Edgar is just randomly cut off - same goes for any sprite I try to place, beit by creating their base object and using a D5 command to place them, the results the same...
If anyone knows the issue, it'd be greatly appreciated.
And another thing - is it wiser to create an object for a quick cutscene or just make an NPC using the Level Editor? In theory, if I were to make a short cutscene and 'create' a character that I didn't want to appear after the scene was over, would I need to use the $3E byte to delete him/her at the end?
I've never been able to try it, but just wondering.   

2
Hey guys,
Well what I'm trying to do is alter the sequence at Figaro where you meet Edgar and they talk and then Locke walks away and leaves the party.
I was gonna change that and make Locke stay in the party, and then also assign Edgar to the party.
It sounded so easy. Until I found the command to assign a character to the party.
It's $3F. But here's the weird thing. In all instances of the event script, it's random. 3F either means to assign a character to the party or REMOVE them from the party. That couldn't be any more weird! I understand Square not having a million commands, but this one's confusing.
So for my sequence, I filled the bytes that removed Locke from the party with FD. That way Locke still stays. I still have a good bit of room to add a few more bytes. That's where I wish to assign Edgar to the party.
Then I did some more digging, and maybe this is correct:
To assign a character to a party, they must have already been created. So in that blank spot I put 3D 10 (that was Edgar's NPC byte) and then followed with 3F 10.
But he wasn't assigned  :sad:
But then I thought about it - what if I wished to remove a character from the party? That means my theory must be wrong, less the game wouldn't know to either assign or remove.
So maybe I did something wrong? Probably the wrong byte for Edgar, but something I've noticed is that certain characters have different ID's for various maps..Like I've seen Kefka's ID change from 04 to 1A on different maps. If so, how do you know a character's ID for a different map?
And maybe I just need to use a $3C command to set up the party? I'll need to find some more room, however.
Sorry for all the questions..it's all just a little confusing.

3
Game Modification Station / Changing the sequence when you start gaining AP
« on: December 05, 2010, 11:40:09 AM »
GAME: FF6
Well what I'm trying to do is make it where right after the scene with Tritoch killing Biggs and Wedge, in between the part where the game is loading the map for Terra and that old man that helps her, I want to set the event bit that makes it where you start gaining AP in battles.
I've tried numerous times to find this event bit in the event bits list created by Novalia Spirit, but just can't find it.
In case you're wondering, this is where I'm inserting all this:
CC/A00A: 80    Add item $F6 ( Sleeping Bag) to inventory
CC/A00C: 80    Add item $F6 ( Sleeping Bag) to inventory
CC/A00E: D3    Clear event bit $1E80($1C1) [$1EB8, bit 1]
CC/A010: 44    Place character $00 (Actor in stot 0) on vehicle $00 (No vehicle) (Character is not shown)
CC/A013: 44    Place character $0E (Actor in stot 14) on vehicle $00 (No vehicle) (Character is not shown)
CC/A016: 44    Place character $0F (Actor in stot 15) on vehicle $00 (No vehicle) (Character is not shown)
CC/A019: 42    Hide object $0E
CC/A01B: 42    Hide object $0F

All that will be overwritten starting with the $86 byte to give esper to party (Ramuh, btw), and what follows will be the event bit(s) that will be required to allow AP to be gained in battles.
Now I HAVE looked at the sequence in the game where espers are first introduced (whenever you obtain Ramuh at Gogo) and I actually copied every event bit until the caseword sequence came up. My game read as this:
Give esper Ramuh to Party
Set event bits....
etc and I copied all the event bits I just mentioned.
However after getting in a battle with three wererats after the scenes with the old man (btw I have set the wererats in FF3usME to give 1 AP), Terra doesn't gain anything.
I hope I described my issue throughly ;) Any help is greatly appreciated.  :happy:

P.S. Oh btw, in case you're reading this, Imzogelmo, I haven't given up on the pointers concerning event bits and the such on my last post, I'm still learning as much as I can, thanks man  :childish:


4
Game Modification Station / Tell Me If I'm Reaching A Limit Here
« on: November 20, 2010, 08:44:22 PM »
Hey guys I'd say that when it comes to event editing, I've mastered a good bit of the commands within the bank of C, including the $74 (wow...I originally had 73 here..my bad lol) command which replaces layers and specific stuff on maps. Now, with this knowledge gained, I'd like to take it to the next step. I'd like to make my very own event bits.
I've seen event bits being set in the event script and windhex, and unless I'm mistaken, the bytes that follow the D2 (set event bit) seem to be addresses to where that event bit is stored in the ROM.
Maybe I'm wrong, but if not, it's definitely stored somewhere.
So, what I'm seeking, is to go into my new space located in my EXPANDED ROM (mine's filled with FF bytes btw) and write some 74 scripts and make them an event bit. So, like after writing this in my new space where FF's are:
74,xx,xx,xx,xx,xx,xx, 45
Would I be able to type B2 in an event and write out the address where I scripted all that?
I feel like I'm dead wrong lol but I do believe that such a thing IS possible, I'm sure Pandora's Box has incorporated custom event bits and I'm really ready to get there.
So maybe I am wrong, and if I am, if you don't mind, I'd greatly appreciate how I should go about making a custom event bit.
Now please don't just give me the answer right away, I'll learn way more with vaguer details. But if such a thing is sophisticated, get as complex as required.
And don't......underestimate me.   :finger:
Thanks guys!
xJCSx

5
Game Modification Station / Intermediate Event Editing Tutorial For FF6
« on: November 16, 2010, 04:44:00 PM »
Hey guys, well I've been writing this Advanced Event Editing Tutorial for about 6 hours now lol. It's not completely done, and as long as I keep finding new things concerning events, I'll be updating this file. But thanks for reading it and I really hope it increases the amount of event editing in our games!
xJCSx
Link to Download!
http://www.4shared.com/document/ZH4SNNIZ/Event_E
Version 1.0.0
Thanks to Gi Nattak for his table list of all the commands!
Thanks to Lenophis for his tips and telling me about the FD command!

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
What He did....
http://www.youtube.com/watch?v=Uyv1jUDLY3s

6
Game Modification Station / Possible to skip action queues?
« on: November 09, 2010, 06:27:35 PM »
GAME: FF6
Hey guys I've been needing to do this numerous times in my hack and kinda just put it off, but now I really need to learn it.
How do you "skip" action queues? I've tried various times to fill the area with "FF" but that causes the game to freeze. Then I tried the EA byte (NOP) and it did the same thing! I really need to figure this out. Do I need a mix of FF's and EA's? I've tried mixing them up but just caused my ROM to crash in weird ways. I am filling the byte that says begin action queue and the last FF part signaling the end.
Sorry I'm explaining all the bytes and their purposes, I know you guys already know this stuff but just wanna be specific.
But yeah thanks.. :wink:

7
Game Modification Station / Sprint With B Help?
« on: October 29, 2010, 11:51:28 AM »
Hey guys I was wondering how you make it where you can always sprint just by pressing the B button (or whatever your emulator is assigned to). I wasn't really sure where to go in the hex file but I'm sure it requires hex editing....
But thanks in advance.  :happy:

8
Game Modification Station / Need Ex Death Sprite Sheet
« on: October 10, 2010, 09:13:55 PM »
Hey I'll just cut to the chase - I need a full sprite sheet for Ex Death and couldn't find any online (there's a surprise) and I absolutely FAIL at making sprites - I'm more of an in-game weapon modifier and event hacking guy. Ha but if anyone is willing to make/find me a full Sprite Sheet of Ex Death from FFV I would GREATLY appreciate it! I know I'm new but I'll help support anyone on this site in any way I can ;)
(Are PNG files still not allowed to be hosted on this site? If not then just email me the file compressed if you don't mind, thanks!)
xJCSx

9
Game Modification Station / Event Battle Question...
« on: October 09, 2010, 09:44:32 PM »
Hey guys, I have a quick question for you all - in the beginning of the game where Vicks and Wedge raid Narshe blah blah blah lol I made it where they're on chocobos in the field (Narshe) but whenever they go into battle with the guards, I was wondering how you make them just fight normally on foot and not on Magitek Armor? I looked in the event script for each battle against the guards and the only thing related to the battles was this:
CC/9BA1: 4D Invoke battle, enemy set $01, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/9BA4: B2 Call subroutine $CA5EA9
CC/9BA8: 42 Hide object $10
CC/9BAA: 42 Hide object $11
CC/9BAC: 45 Refresh objects
CC/9BAD: 96 Restore screen from fade
CC/9BAE: 5C Pause execution until fade in or fade out is complete
CC/9BAF: D2 Set event bit $1E80($128) [$1EA5, bit 0]
CC/9BB1: 3A Enable player to move while event commands execute
CC/9BB2: FE Return
Most of these made sense except for Call subroutine and Set Event bit, but yeah I'm just wanting to know how you make those battles fought on foot, you know just normally. Thanks guys and hopefully I was clear enough ;)

xJCSx

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