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Author Topic: FF6 misc ramblings  (Read 13317 times)

Odbarc

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Re: FF6 misc ramblings
« Reply #30 on: March 23, 2008, 08:50:20 PM »
Yeah, sucks that you can't really ADD much. The trick for me is really trying to find what I can live without. Changing the spells is really only a bonus in what I've got planned. Seeing as I can also change the treasure chests (and thus, monsters in the boxes) I've a lot more fun options. I'll be able to possibly remove monsters in boxes and save them for more epic battles later on. Ideally, the biggest changes I'll have made will be to the items (made weaker) and the enemies (made stronger). The bosses themselves have gotten a refined battle script so relearning them should be fun.

Jez, I feel like I've hijacked this thread. Sorry. :cycle:

Gil Galad

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Re: FF6 misc ramblings
« Reply #31 on: March 23, 2008, 10:30:37 PM »
Jez, I feel like I've hijacked this thread. Sorry. :cycle:

I don't remember the thread belonging to anyone, even though I had started it. By all means, post away if you want. These guys have been really helpful to me in my hack, so perhaps they will to you as well.

A tip for ya. Be careful in how you hack the game so that it doesn't change the story as to the events in the game. Somethings are not easily changed unless  you wish to put forth a great deal of effort.


Odbarc

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Re: FF6 misc ramblings
« Reply #32 on: March 24, 2008, 09:56:47 AM »
I don't remember the thread belonging to anyone, even though I had started it. By all means, post away if you want. These guys have been really helpful to me in my hack, so perhaps they will to you as well.

A tip for ya. Be careful in how you hack the game so that it doesn't change the story as to the events in the game. Somethings are not easily changed unless  you wish to put forth a great deal of effort.

I just don't like the idea of joining a new forum and immediately hijacking the first thread I post in.

Changing the story to much: With the hack I'm using that allows me to change the script, there are some parts which I simply can't change because the program will crash. There's not much I think I can do about that without using some better hack or probably a hex editor which I've yet to come across one that I can effectively use.
In terms of effectively changing the story, I was hoping to make it more of a lampoon of the characters and spoof other scenes.
Try and use the already existing motions and actions of the characters to emphasis what's being said.
Uh, an example. When Terra is trying to sneak away from the Soldiers right after the Whelk battle, she's told to sneak out carefully and not to be seen. Immediately when she gets to the bridge, I had the soldiers come out and yell "OMG! There she is!"
As well for each useless NPC, I'll have them probably mouth off or something. (They're useless anyway). I don't exactly have a proper script written out other than a vague guideline I'll be using.
I thought about the World of Ruin, have Cid tell Celes "Everything that happened so far as been a dream. Kefka didn't end the world, it's always been this way. These items? They washed up onto the shore."
Maybe have Cid's between meal messages have him beg for death and get angry when he eats the healthier fish.

Two major concerns is that I currently have no known method of changing the description of items (I don't want the items that used to be Ribbon say they protect against ailments when I've changed it to a cursed item, y'know?)
Also, the in-battle messages. Right now, I have to mix and match their speeches but it would be so much easier to just change them directly.

Dragonsbrethren

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Re: FF6 misc ramblings
« Reply #33 on: March 24, 2008, 10:05:34 AM »
For script editing your best bet is to use a combination of Atlas and a program to recalculate the pointers for you (Atlas is supposed to be able to recalculate a pointer table but I've never been able to get it to work, it only works if you give it the offset for the pointer before each string). I can look and see if I've got an unmodified copy of the script here, if I do I'll zip it up with everything else you need, if not I'll walk you through the process of dumping it.

Odbarc

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Re: FF6 misc ramblings
« Reply #34 on: March 24, 2008, 11:15:36 PM »
What's dumping?
Is there any easy utility for editing the descriptions of the items for FF3/6? (Blitz, S.Tech, Esper, Rare items too, but I can live with that being unchanged since I don't think people will check it.)
I heard a Hex editor could work but I've tried downloading a few and everything in them appears to be in hex code and operated though DOS.  There's no way I'll be able to figure that out to change one simple (group of) thing(s). :sad:

Lenophis

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Re: FF6 misc ramblings
« Reply #35 on: March 24, 2008, 11:57:36 PM »
There's a whole bunch of descriptions starting at ED/6400. Items, spells, lores, and blitzes are here. The pointers for them are after the descriptions themselves. The SwdTech and Blitz descriptions are at CF/FC00, with the pointers starting at CF/FF9E. You'll need a table file (ZD has them, so does Lord J's site), and a competent hex editor. I suggest WindHex32. One of a few flaws it has is lack of smart DTE typing. That's ok though, the descriptions can't use DTE so that won't be a worry. One thing that is a worry though, is that I think all of these pointers are relative (though whoever coded bank C3 made it easy enough to change to absolute, but that's another subject).

Now, for these addresses I gave. I'm almost certain this will confuse you, since it's "teh assembly." It's really a lot more simple than some (including myself many moons ago) make it out to be. To get to a file address, you need to figure out what the CPU address (ED/6400, etc) is using. There are two "types," both dubbed by the community, but in reality I don't think they have names. They are LoROM, and HiROM. LoROM is basically like an extended NES in terms of mapping and addressing, with some optimizations. This is a gross generalization, and I know there are better descriptions. FF6, however, uses HiROM, which for all intents and purposes is much simpler. To calculate file address, take the CPU address and subtract 0xC00000 from it. Example: ED/6400 - C0/0000 = 0x2D6400. There's one other factor though, and that's the header. If your rom has a header (it'll likely be 0x200 bytes of many zeros), then you need to add 0x200 to that result to get to your file address.

Another alternative you can consider is this. The next official version of FF3usME will have support for editing these descriptions. If you wish, you can wait until that's out, whenever that may be. However, if you wish to explore this option, we'll be here to give some help and advise. If you need some clarification on anything, feel free to ask.

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Odbarc

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Re: FF6 misc ramblings
« Reply #36 on: March 25, 2008, 10:07:39 AM »
FF3usME is my favorite hack of them all. Happy to hear it's still being improved upon. How long do you think the next version will take before it comes out? I feel with me, I may not start on the descriptions until after I've done changing all the items. I'll keep those two downloads and mess with it later to see if it might be a feasible option for me.

Odbarc

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Re: FF6 misc ramblings
« Reply #37 on: March 26, 2008, 06:33:05 PM »
Quote
You'll need a table file (ZD has them, so does Lord J's site), and a competent hex editor. I suggest WindHex32
Just to test it out, I tried these two things. Wouldn't you know, something happened. Pretty much the usual Hex code on the left I expected to see, but then on the right side had a bunch of code AND it showed the characters names.
That's one step closer. Still feel like a blind guy walking up an escalator that's going down wondering when I'll get to the top.
Maybe I should make a new thread...

Jishuku

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Re: FF6 misc ramblings
« Reply #38 on: April 09, 2008, 01:11:34 PM »
Ok... I've just begun with my "$$$ hack" for FF3us again, gonna give it a little more serious try this time around.
It's goal is mainly to re adjust the game economy, making the purchasing of items and equipment more of a strategic matter. (no more "multi billionaire in a day by killing slimes that magically turn into gold", like most RPGs)

But.. as this hack is mainly for me, myself, and I.. I'm also experimenting with some other stuff.. mainly for learning to hack without an editor.
I've heard of both 24-bit HP and the HP loop for making monsters get more HP.
I have no clue about 24-bit HP (still too noobish), but when it comes to the HP loop, it seems to work most of the time.. but not all the time.
But how about making it so that a monster, when down to a certain amount of HP, automatically resets to full HP again for a couple of times?
If possible, what would you put in the xxx spot? Or would you do the script in a different way? Other solutions?

FC 06 36 ??: If self has less or equal than ????? HP
XX XX XX XX: xxxxxxxxxxxxxxxxxxxxxxxxxxxx
F8 00 81:    Add 1 to variable 00
FC 0D 00 ??: If variable 00 is more than or equal to ??
F5 0C 01 FF: Kill all monsters (boss death animation)
FE:          End

Lenophis

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Re: FF6 misc ramblings
« Reply #39 on: April 09, 2008, 07:02:10 PM »
If possible, what would you put in the xxx spot? Or would you do the script in a different way? Other solutions?

FC 06 36 ??: If self has less or equal than ????? HP
XX XX XX XX: xxxxxxxxxxxxxxxxxxxxxxxxxxxx
F8 00 81:    Add 1 to variable 00
FC 0D 00 ??: If variable 00 is more than or equal to ??
F5 0C 01 FF: Kill all monsters (boss death animation)
FE:          End
F5 00 03 xx - Restores monster's HP to full. XX are the monster numbers in bits, same as F5 0C 01 FF (you only care about the $3F though, since there's only 6 monsters). If xx is 0, self will probably be used, though I'm not sure.

Additionally, F5 00 00 xx - Monster's if dead or hidden, revive with full HP instantly. XX is the same as the previous examples. If this isn't what you are looking for, do some testing with command F5 to see what fits best. :happy:

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Jishuku

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Re: FF6 misc ramblings
« Reply #40 on: April 09, 2008, 09:45:42 PM »

F5 00 03 xx - Restores monster's HP to full. XX are the monster numbers in bits, same as F5 0C 01 FF (you only care about the $3F though, since there's only 6 monsters). If xx is 0, self will probably be used, though I'm not sure.

Additionally, F5 00 00 xx - Monster's if dead or hidden, revive with full HP instantly. XX is the same as the previous examples. If this isn't what you are looking for, do some testing with command F5 to see what fits best. :happy:

Hey,man. thanks for the reply.
I actually tried exactly that (F5 00 03 00), but the only thing that happens is that the monster disappears and the battle ends. (the command is, according to ff3usme, "monsters are hidden and HP restored suddenly")
I guess it's the "hidden" part that screws it up.

Edit: I found a fix, although not a completely satisfying one. If I added F5 00 00 00 after F5 00 03 00, it works. Except you can see the monster disappear and reappear for a split second.

And the "F5 00 00 xx" only variant is what I call the "HP Loop". It works most of the time, but sometimes it glitches and the monster dies anyway. (or so i've heard, i've never actually had it happen to me.. so I guess i'll stick to it for now.. found the Ignore Ignore Defense patch anyway so I can always use that if the HP Loop starts to glitch)

Lenophis

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Re: FF6 misc ramblings
« Reply #41 on: April 09, 2008, 11:14:27 PM »
Try changing your check to FC 12 00 00 (if monster self is dead), then use the reviving with full HP so they are revived instantly. I'm pretty sure they won't blink then.....maybe.

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Jishuku

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Re: FF6 misc ramblings
« Reply #42 on: April 10, 2008, 12:31:20 AM »
Well, it doesn't blink with the revival/"HP Loop" method (which uses FC 12 00 00), just if I try restoring the enemies health while it still has HP left. (FC 06 36 00)
The only reason I even tried the later though is because of the glitch that "ThingsWillBeDifferent" mentioned in a thread on Romhacking.net.. that reviving doesn't always work.
And, being the perfectionist that I am, I wanted to find a better way of doing it. (even though the "glitch" he's talking about may have just as much to do with him making a mistake as with the game mechanics)

Anyway, I've tried it now and it seems that reviving is the best way to go, except maybe 24-bit HP. Thanks for your help though. :)