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Messages - Lenophis

Gaming Discussion / Re: FF 6 Advance modding questions
« on: April 01, 2011, 01:44:45 PM »
As for modifying esper bonuses, that's very simple to do, snce Drakkhen has a FF6A editor which can change esper bonus values on his website.
Drak's editor will allow you to change the entries for the bonuses, not the bonuses themselves. You have to do that in the code.

Gaming Discussion / Re: FF 6 Advance modding questions
« on: April 01, 2011, 09:40:18 AM »
What parts of FF6 Advance are modifiable, and how easy is each part to modify?  Specifically:
How easy it is largely depends on the code you have to tweak in most cases. But since I have no experience with ARM/THUMB (whichever FF6A uses, I don't know) I can gauge it based on the 65816 instead:

1. Formulas.  Say, removing level from all formulas, so only stats (like Strength, Magic,...), equipment, and abilities are considered.
Relatively easy, as both damage formulas are well-documented.

2. Remove levels, but keep experience and level ups.  So, it takes (n) experience to level up, and you can level up indefinitely.
Unless you had some kind of algorithm system to keep track of progressive experience, I imagine this would be somewhat difficult.

3. Allow negative stat bonuses for Espers.
Easy. I believe the esper bonuses are well-documented as well.

4. Expand the number of spells available on each Esper.
Semi-difficult, as this involves expanding (and moving) the esper data to allow for more spells, then changing the code involved to check for those spells as well.

5. Make Espers function like Materia in FF7, but with no leveling up.  That is, when you equip an Esper, all it's spells are usable, but you can't learn them.
I don't think this sounds that hard to do, but tweaking the code that checks for magic learned at battle init may be tricky. But then again, probably not.

6. Attach commands besides Magic to Espers.
Very difficult, and this goes beyond expanding the esper data. The there's 255 spells which is what that data checks for by default, and there's no way for it to know if it's a command or not. After you deal with that, you have to tweak a bunch of code in C1/C2 to check for those commands in the magic menu, too. That will be far more difficult.

7. Allow two Espers to be equipped.
You have to find 1 free byte of SRAM per character, and there's 12 characters that can equip espers. After you find that, changing the relevant code in C3 should be easy enough, as long as you know what to look for.

8. Change what several of the stats do.
Difficult, as you have to change the "Equipment check function" as it's been called. Basically, one master routine is called for all current party members to update their stats based on their equipment. It's a pretty big routine, and I imagine a bit of a beast to keep track of. It is well-documented, which could work in your favor though.

Submissions / Re: FF5 patches update
« on: March 26, 2011, 11:08:50 PM »
Ok, they've been updated.

Pandora's Box / Re: Demo 2 Problems
« on: March 21, 2011, 07:22:37 PM »
That's an inherent issue with the game itself... not necessarily of the hack.
Very much an inherent issue of the original game. The menu has to rebuild itself every time you switch, and I don't know how to get the inventory to update itself every frame (probably impossible with its current format). To update, you must switch characters.

Slick News / Re: Pandora's Box sees the light of day once again
« on: March 18, 2011, 06:43:12 PM »
Are the treasures supposed to suck in the 2nd trek in this cave? IIRC, they were better in the first run (Phoenix Down? I cannot recall... it was better than a Potion)
2 Potions and an Ether. The Thunder Rod was axed in favor or something less convenient. :P

Why does the Abolisher's Beak attack use the Wrench animation? I was expecting a Rod or Brush or some logical animation for that attack.
Woah. That's left over from when we were testing something, and forgot to change it back.

Also, I swear that Blitz command execution runs on a much longer delay than I remember... regardless of a correct blitz input.
Finally! Someone noticed! Yes, that is the case, and yes, that is intentional. A lot of commands saw time revamps.

In the uncontrollable Cyan battles, he operates as if he had the Black Belt relic (counterattack after taking a physical hit), but it doesn't appear that he any form of it equipped. Did I miss something here?
Not sure. Noted.

There's some sort of delay after the battle is won... for the EXP message. I remember the last message (GP) would have a delay before you'd exit out of the battle.
Some of the messages are tied to your text speed. I forget which ones.

Slick News / Re: Pandora's Box sees the light of day once again
« on: March 08, 2011, 08:35:20 PM »
Equipping the Spider's Silk only seems to cause perma slow on the wearer. I haven't seen anything beyond that.
It also teaches slow.

Slick News / Re: Pandora's Box sees the light of day once again
« on: March 07, 2011, 02:07:23 PM »
(Golden Armor comes to mind here... 20k are you nuts!? I bought this armor with a save and yeah I find the cost sooo not worth it heh)
I would've thought that the prices in Jidoor would've said clearly "don't buy anything here." :hmm:

Oh before I forget. A couple other bugs I found was that the Spider's Silk can be equipped like a Relic.
That's not a bug. :tongue:

Pandora's Box / Re: Two characters do not obtain Magic Battle Points
« on: March 06, 2011, 03:18:00 PM »
the two characters I am talking about are Edgard and Matthew.
Quote from: Lenophis @ RHDN
Cyan, Shadow, Edgar, Sabin, Setzer, and Gau cannot learn magic.

Slick News / Re: Pandora's Box sees the light of day once again
« on: March 05, 2011, 12:55:38 PM »
That issue was reported earlier in the week, and subsequent patches were released to address the issues. Update your patch. :happy:

I'm looking for a document that details which enemy formations can be called using the 4D event command. I'm not sure if such a document exists...if it doesn't, can someone help me figure out how to call any monsters?
Only a select few don't.

Example, the flame eater from strago's house is 4F, and the event command 4D 4F 3F calls it. but the pack number for it in usME is 335, which is 14F  so I'm a bit confused. You simply drop the first number (one in this case) and then use the remaining two bytes (4F) to call any monster formation?
Take the battle number, add 256 (0x100) to it, and go to that number in the formations editor.

General Discussion / Re: Super Duper Stock Market Thread (Part Tres)
« on: March 04, 2011, 12:27:17 AM »
procrastination is a mental illness!
:eek: But my mind is all I have left!

General Discussion / Unfortunate news
« on: March 03, 2011, 11:50:22 PM »
Starting immediately, I'm not going to be around much, due to a radical change with RL up here. This came on rather suddenly, but suffice it to say it's major. I don't know if or when I shall return, but if I don't, just don't wreck the place. :shadow:

Coincidentally, IST has now become a global moderator. Anger her at your own peril. :tongue:

All 3 files are up.

As an extra request, does anyone have a page or a wiki where the whole BGM list could be hosted? Currently I have it as a .txt file, but it would look a lot nicer and be more accessible with proper tables and html.
I'm not aware of any site. :isuck:

Game Modification Station / Re: A couple new problems, seeking help
« on: March 01, 2011, 10:30:03 PM »
Is it possible that the save screen only has access to palettes 0 through 6?
Since there's only 3 bits available for the palette, yes, it's likely you'll get cut off with 7 and beyond.

So the option "Use the same indexes as the battle one" [for] "Save Screen / Shops Palette Indexes" isn't what he's looking for?  FWIW, I tried it and it worked as expected.
Strange, didn't think he put that in. :isuck:

Game Modification Station / Re: A couple new problems, seeking help
« on: March 01, 2011, 09:18:21 PM »
There seems to be an option for this in FF3usME
No, there isn't.

Problem #2
My second question has to do with a seriously dire problem I'm having with more than a couple bosses not dropping their items anymore upon death.
It was either darkmage or metroidquest that approached me with this problem a year ago. Zeemis's death loop script is the cause. Clear out the nonsense and your monsters will drop items again.