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Topic: A new Final Fantasy question... (Read 493 times)
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DF_Ash
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« on: July 03, 2007, 07:46:55 am » |
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I was here about a year ago, asking a few questions about Final Fantasy hacking. Life's gotten hectic over the past year, but things have settled down and I'm now back into working on that hack. But while working on that, I also wanted to do something smaller and crazier with all the Final Fantasy tools that exist. I don't want to spoil the idea (it'd be a lot more fun to unveil it all at once), but it does hinge on one question: how hard is it to make just one character in the FF party, throughout the whole game? I know Dragoon X Omega does exactly that with Sargon, but Sliver X's skills are also far beyond mine: is there a simple way to pull it off (such as locking a the party of just the fighter and then edit fighter's sprite and stats), or was there a lot of assembly writing involved? How would that affect FFHackster and Companion's reading of the rom? This is just a small side-project, but it'll hopefully prove worthwhile. Thanks!
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Sliver X
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« Reply #1 on: July 03, 2007, 08:20:37 am » |
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Gavin did the bulk of the 1 character aspect, but I basically know what he did (And I had to finish the rest of it).
General Hacks:
The Character Select Screen was disabled by making it jump directly to the Bridge Crossing event; however, the code for the screen was gutted to allow custom code done by Gavin and I to be run immediately before this.
Select was nullified to prevent access to the Lineup screen.
The character classes were manually set up by loading their values to their respective SRAM addresses.
The Main Menu was hacked to remove the player sprites from being displayed (Sargon's portrait is actually the Orb tiles). Also the Magic menu was hacked to immediatly load Player 1's menu on select, and Status was removed (It is displayed on the Main Menu itself).
Buying weapons/armor/spells in shops was hacked to immediately load them into Player 1's slot with no choice of who to take it. Selling was also hacked to load only Player 1's inventory instead of asking who wanted to sell something.
The dead players had their inventories stuffed with invisible dummy items: This prevented finding an item in a chest from being placed in their inventories.
The weapon/armor menu was hacked to disallow selection of the dead player's slots.
Battle Related Hacks:
The other three players are set to "Dead" on the first battle of the game. Sargon's battle sprite is actually composed of their corpses, and Player 1 is invisible except for the weapon animation (For the muzzle flash). The X/Y coordinates of them were also changed to make the composite Sargon sprite. The Clinics were also removed from the game to prevent any of them from being resurrected.
Using a HEAL/Etc was hacked to immediately choose Player 1 as the target.
There may be a few things I'm forgetting, but it wasn't exactly simple to pull off: It was probably the biggest programming task of the hack, though there are many more, such as the expanded spell names, new item effects, the screen fade on entering/exiting towns being disabled, the color cycle on Shop entering being removed, etc.
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DF_Ash
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« Reply #2 on: July 03, 2007, 11:29:15 am » |
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I'm impressed! For this particular hack, most of those steps sound managable, though of course I'm just following your lead: there wouldn't be any shops, clinics or magic anyway, and the menu screen might just get bypassed completely in favor of the item screen. I guess player-wise, it'd be a simple matter to black out the other sprites and leave Player 2 as the sole surviving character (he's exactly where I'd want the hero to be on the battle and menu screen). But will FF allow starting equipment on the other characters, to fill up their inventories? I remember there were a lot of people who wanted to add starting equipment in their hacks, but I don't know if that was ever solved.
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Sliver X
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« Reply #3 on: July 03, 2007, 12:07:21 pm » |
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You'll notice DXOII starts you with two PSIs and an (Equipped) armor set.
Digging through some of my notes...
Weapon Slots ------------ 6158, 6159, 615A, 615B: Player 2
6198, 6199, 619A, 619B: Player 3
61D8, 61D9, 61DA, 61DB: Player 4
Armor Slots ----------- 615C, 615D, 615E, 615F: Player 2
619C, 619D, 619E, 619F: Player 3
61DC, 61DD, 61DE, 61DF: Player 4
Subtract #$40 to get Player 1's slots.
Not sure how useful all of this is, but some of it will be.
$39970 - Code to load starting items/configure player sprites. (This is in the area the Character Select Screen occupied)
$399A9: A90F8D2261 Load Master DEF (This was needed to set DEF to the combined values I'd assigned for the two armors you start with: If this isn't done, Player 1 will have a DEF of 0 until you check the armor screen).
$3F311 : X coordinate Player 1?
4C43C1 Jump to Intro (This is the jump to the Bridge Crossing sequence).
$6300: PSI Slot 1
$6301: PSI Slot 2
Extrapolate as needed.
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DF_Ash
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« Reply #4 on: July 05, 2007, 03:36:02 pm » |
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Yeah, I considered editing that message to say that you must've solved it somehow. Thanks for all your help (and it really has helped a lot): now that that's out of the way (or, at least, I know how to get out of the way), I can safely get started on the rest of the work...
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