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Author Topic: Zeemis' Final Fantasy 6 Discussion Thread  (Read 2 times)
Zeemis
Guest
« on: December 20, 2008, 12:27:06 pm »

I'm planning to move White magic over to where "Lore" is and call it White, "Magic" will be Black.
I'm going to move the Grey magic over to where either Blizt, Magitek, or Dance is and call it Time.
This solves that problem, sort of.

If I do this, will I be able to have learn rates for White and Magic?
I won't be using Blizt at all and Blizt attacks have learn rates so if I replace them with time spells, it could work out right.
« Last Edit: December 22, 2008, 11:21:31 am by RedComet »
Lenophis
Guest
« Reply #1 on: December 20, 2008, 02:22:21 pm »

In SRAM is this:

Lores are bits, set = learned, clear = not learned. Pretty simple.
Espers are bits, set = obtained, clear = don't have. Pretty simple.
Magic is a block, 54 spells per character (12 characters). The learn rate is also a part of this block, any number between 0 and 99 (63 in hex) means the spell is being learned. Once it reaches or surpasses 100 (64 in hex), it is set to 255 to indicate that the spell is learned.

To set learn rates for things other than normal spells, you would need to either find space in SRAM (there isn't much), or clear out someone's magic block and convert it to what you want. Keep in mind this, the battle code to teach spells will need some heavy tweaks if you do this.
Zeemis
Guest
« Reply #2 on: December 22, 2008, 01:18:03 am »

In FF6, you can max your damage out at a whopping 9999 damage and this is at level 30 if you've got the right skills, and gear.
In FF2, you did hits I believe (never beat it but I've seen videos). You max out at like 3000 damage I believe.


Would you guys like to see FF6 with a lower base damage so that the game becomes more challenging or keep it at 9999 (and over powered)?


In my rom hack, I'm thinking of lowering the damage dealt by spells and physical damage considerably to consolidate for harder opponents.
Monsters in general have a HP cap of about 65k, having 4 players doing 9999 damage every hit (and lets not forget about Offering and Gem Box).
In my honest and humble opinion, taking out Kefka easily should be changed. The entire game was focused on hating him and then you finally fight him and he just dies... the end.

So would you guys like to see harder bosses but have lower damage for attacks?
Zeemis
Guest
« Reply #3 on: December 22, 2008, 02:41:27 am »

Oh man, I finally figured it out!
FF6 doesn't have "second forms" like the other Final Fantasy games do so I was thinking at first in using something like:
Code:
Spell: Fire
End first wave of attack
If monster has attacked by element: Fire
Monsters #4, if hidden/dead, brought in with their HP restored, suddenly
Lore: Pep up
End

This would basically make it so that if you cast any spell with the Fire element attribute, the monster would come in, and the monster affected by the element Fire would kill him self with the spell Pep up leaving only the last monster.
Although .. I've found a better solution!

At the last battle with Kefka, theirs a series of battles you do.
You fight the bottom, middle, top and then Kefka.

All four are classified as battles, now get this.
If you open up FF3usME and look at battle #282, it's like a script inside a script! It's fucking ingenious! (You don't fight form #282, that's why it's ingenious Tongue)
This is #282:
Code:
If VAR036 has all the following bit cleared: 0
Target self becomes untagetable
VAR036 set bit: 0
End if and reset targeting
If monster is in formation #471
if 1 monster(s) or less remain
Call form. #512 (Hit, Tiger, Tools, Magic), gets max HP
End if and reset targeting
If monster is in formation #512
If 1 monster(s) or less remain
Call form. #513 (Girl, Sleep), get's max HP
End if and reset targeting
If monster is in ... etc

Basically, once you defeat the Bottom (Form 512), you move to the next battle.
I was originally really nervous about how many bytes I could use on the boss section of my rom hack and also rather nervious about the molds.
I mean, I don't believe you can have two large sprites in one battle, the battle won't support the mold sizes. :/

So I found a better way around!
I'll make two battles and mimic what square did with the Kefka battle.

Although, I'd want it to be instantaneous instead of moving up the screen to the next battle.
I'd kind of like the battles to overlap each other but I'm not sure how to do that yet so I'm kind of pending on whether or not I should use this new method or stick with my "Pep Up" method. :/
Aerdan
Guest
« Reply #4 on: December 22, 2008, 07:16:34 am »

Please stop creating threads every time you have a question or wish to reveal something about FF6. If you do it again, your next thread will be locked.
Deathlike2
Guest
« Reply #5 on: December 22, 2008, 11:11:49 am »

You've got to stop posting multiple messages around the same game so I can actually answer something.

If you're talking about FF2 (NES) when it comes to damage, I have no idea.. if you're talking about FF2 (SNES) when it comes to damage, the damage limit is at 9999, just like FF5. It's consistant between the games, so I'm not sure where you get your numbers from.
RedComet
Guest
« Reply #6 on: December 22, 2008, 11:26:29 am »

I merged the last two (or was it three?) threads you made, Zeemis. I also closed the other FF6 thread you had that had made it to 2 pages. From now on keep all of your discussion confined to this thread. This is the only warning you get. If you start making thread after thread about FF6 again, you'll get a 7 day ban. :police:

Carry on and disregard the double post in this thread.
Zeemis
Guest
« Reply #7 on: December 31, 2008, 07:15:13 pm »





This is the "Core Hack" meaning it's not the whole game.
What it is though is a large series of modifications I made to the game with help from other contributors which I'll list in the credits below.

This hack contains:
-New Title Screen
-New Characters
-New Spells
-New Spell Animations
-New Lores (Replaced to "Weave")
-New Dialog/Menu Font
-New Item Icons
-New Items
-New Content:
--Hold "B" to run.
--Vicks/Wedge start with all Magitech skills.
--"Annihilated" changed to Owned.
--Physco Cyan fix.
--"Summon" ability now works.
--"Sword Tech" is now sped up.
--Rages renamed to "Blue"
--Controllable Rages (Blue spell after Blue spell)
--Rages are now Alphabetized.


------------------
You may be wondering what "Weave" is, well when you combine two elements, it makes a new spell.
This is what I call a "Spell Weave", original or not I liked the idea and implemented it.
------------------
This hack was mainly made for rom hackers who hack bosses or for any other use which pertains to rom hacking.
------------------

-=Download=-


--------
Credits
--------

xnarutoxhokage for the FFVI playthoughs, it helped me with rewriting the plot.
Dragonsbrethren for Magitek Enhancement Patch and help with title screen.
Lenophis for Esper Battle Menu Fix patch, “Summon This!” and helping me understand a lot of stuff.
ArmorVil for Cecils Sword Tech tweak.
Assassin for Alphabetized Rage tweak.


--------
Contact
--------
Comments or Questions should be asked on YouTube, seeing as this isn't the only site that I've released this to.
http://www.youtube.com/user/Zeemis
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