Fuse Spell Pool Submissions
Hello fellow hackers! It's time to start doing some of the fun stuff! We need spell submissions for Iris' Fuse ability.
Where regular party members can learn magic and occasionally summon the esper from a given magicite, Iris can do so much more. She can truly fuse with the full nature of the esper, granting her access to a WIDE variety of elemental attacks based on the esper. However, this high degree of power comes at the cost of control. Each turn Fuse is selected, Iris will perform a random attack based on the set of spells defined for that magicite. Here's the breakdown of what could happen when she selects Fuse:
You can make as many submissions as you want! so get them posted here! what I need for the submissions are the bytes input into ff3usME or MDE to create the spell. Videos or images are always welcome, so long as I have the information to put the spell in. Ask here if you need help with any part of this process.
Happy Hacking!
Where regular party members can learn magic and occasionally summon the esper from a given magicite, Iris can do so much more. She can truly fuse with the full nature of the esper, granting her access to a WIDE variety of elemental attacks based on the esper. However, this high degree of power comes at the cost of control. Each turn Fuse is selected, Iris will perform a random attack based on the set of spells defined for that magicite. Here's the breakdown of what could happen when she selects Fuse:
- A "Backfire" - a weak attack that includes some kind of negative effect on Iris/the party
- a normal attack - an average attack, on par with level 2 spells
- a strong attack - a good attack around the power of level 3 spells
- an "Overflow" - a massive attack that includes some kind of negative effect on Iris/the party
- a summon - the actual summon spell of the epser
You can make as many submissions as you want! so get them posted here! what I need for the submissions are the bytes input into ff3usME or MDE to create the spell. Videos or images are always welcome, so long as I have the information to put the spell in. Ask here if you need help with any part of this process.
Happy Hacking!
Let's Hack FF6 Stream: https://www.twitch.tv/b_run_
FFVI - Children of Vector: http://www.ff6hacking.com/forums/showthr...p?tid=2386
Monster AI Upgrade Patch: http://www.ff6hacking.com/forums/showthr...p?tid=2673
MMMMMagic 2.0: http://www.ff6hacking.com/forums/showthr...p?tid=3330
I still like the idea of replacing the "poison" category with a "healing" category.
I'll look at some animation ideas, and edit this post with some (or make another post, possibly).
EDIT: I made a video.
https://www.youtube.com/watch?v=6AsdrqhF...e=youtu.be
I'll look at some animation ideas, and edit this post with some (or make another post, possibly).
EDIT: I made a video.
https://www.youtube.com/watch?v=6AsdrqhF...e=youtu.be
Moogles FTW
10-11-2016, 11:22 AM
Beautiful spells Lock! I hope you don't mind they serve inspiration for something I might do.
Step forward, spriters! We are also responsible to make hacks look new and fresh, we are no less important than code or ASM hackers! CHARGE!!
10-11-2016, 03:06 PM
Go ahead!
Moogles FTW
10-11-2016, 09:49 PM
I second that -- also you did a good number of them, too. Nice work LK.
I'm trying this link for the spell animation list, seems it's down for the moment:
http://mnrogar.slickproductions.org/hack...s_data.txt
Anywhere else I can find that info?
I'm trying this link for the spell animation list, seems it's down for the moment:
http://mnrogar.slickproductions.org/hack...s_data.txt
Anywhere else I can find that info?
10-12-2016, 02:02 PM
Moogles FTW
I have a suggestion. Iris abilities are not spells, they are commands right? If we alter spells animation data, we are modifying vanilla spells so we don't want that...
How about we create brand new animations with the animation scripting language? Most spell call 1 or 2 scripts, as an example Fire has only 00C1 as Idx 0, which mean he only call script $C1 for its sprite. Details are here.
The $D1EAD8 scripts pointer table could be moved to allow more scripts.
As for commands they get an ID stored in $1E in bank $C1 and a two bytes pointers is taken with this ID from the $C2B4BE table. From the code I've checked it seems this pointer is the offset of the command animation data, if we add $D07FB2 to the pointer (beginning of animation data). This table could be expanded and moved as well.
To have more place for scripts we could move some of the following data, which would free some place in $D0:
How about we create brand new animations with the animation scripting language? Most spell call 1 or 2 scripts, as an example Fire has only 00C1 as Idx 0, which mean he only call script $C1 for its sprite. Details are here.
The $D1EAD8 scripts pointer table could be moved to allow more scripts.
As for commands they get an ID stored in $1E in bank $C1 and a two bytes pointers is taken with this ID from the $C2B4BE table. From the code I've checked it seems this pointer is the offset of the command animation data, if we add $D07FB2 to the pointer (beginning of animation data). This table could be expanded and moved as well.
To have more place for scripts we could move some of the following data, which would free some place in $D0:
Code:
D0D000 D0D1FF Pointers to Long Battle Dialog (+$D00000)
D0D200 D0FCFF Long Battle Dialog (256 items, variable length)
D0FD00 D0FFFF Character AI Data (32 items, 24 bytes each)
Code:
C2/B4BE: 7A 0F
C2/B4C0: C0 0F
C2/B4C2: CE 0F
C2/B4C4: DC 0F
C2/B4C6: EA 0F
C2/B4C8: F8 0F
C2/B4CA: 06 10
C2/B4CC: 1C 07
C2/B4CE: 30 10
C2/B4D0: 3E 10
C2/B4D2: 4C 10
C2/B4D4: 5A 10
C2/B4D6: C8 14
C2/B4D8: D6 14
C2/B4DA: 1C 15
C2/B4DC: 2A 15
C2/B4DE: 38 15
C2/B4E0: F2 06
C2/B4E2: 0E 07
C2/B4E4: E4 0D
C2/B4E6: 10 11
C2/B4E8: 1E 11
C2/B4EA: 2C 11
C2/B4EC: 3A 11
C2/B4EE: 48 11
C2/B4F0: 56 11
C2/B4F2: 64 11
C2/B4F4: 72 11
C2/B4F6: 80 11
C2/B4F8: 8E 11
C2/B4FA: 9C 11
C2/B4FC: AA 11
C2/B4FE: B8 11
C2/B500: C6 11
C2/B502: D4 11
C2/B504: E2 11
C2/B506: 30 10
C2/B508: 68 10
C2/B50A: 76 10
C2/B50C: 84 10
C2/B50E: B2 0F
C2/B510: 92 10
C2/B512: 00 0E
C2/B514: A0 0F
C2/B516: AE 10
C2/B518: BC 10
C2/B51A: CA 10
C2/B51C: D8 10
C2/B51E: E6 10
C2/B520: F4 10
C2/B524: 02 11
C2/B526: 34 0F
C2/B528: 26 0F
C2/B52A: 18 0F
C2/B52C: 0A 0F
C2/B52E: BA 14
C2/B530: 18 16
10-20-2016, 11:40 AM
Well, I had been modifying spells just to demonstrate/test the animations. I figured that the animations would be moved to wherever they need to be when the time comes. I never planned to really overwrite the spells (which is why my names are ten digits long and not six).
I'll look into the animation scripting language though.
I'll look into the animation scripting language though.
Moogles FTW
(10-20-2016, 11:40 AM)Lockirby2 Wrote: Well, I had been modifying spells just to demonstrate/test the animations. I figured that the animations would be moved to wherever they need to be when the time comes. I never planned to really overwrite the spells (which is why my names are ten digits long and not six).
It was not aimed at you. I wanted to make sure we were planning to expand animations, at least for animation data (what you edited).
(10-20-2016, 11:40 AM)Lockirby2 Wrote: I'll look into the animation scripting language though.
I had a look at the whole mechanic of adding a brand new animation from scratch with new graphics. There's a bunch of data that would need expansion:
Code:
D00000 D07FB1 Battle Animation Scripts
D07FB2 D097FF Attack Animation Data (406 items, 14 bytes each)
D10141 D1EAD7 Battle Animation Frame Data (variable size frames, 2 bytes per tile)
D1EAD8 D1EFFF Pointers to Battle Animation Scripts (+$D00000)
D20000 D25FFF 3bpp Battle Animation Tile Formation (64 bytes each)
D2C000 D2DFFF 2bpp Battle Animation Tile Formation (64 bytes each) *
D30000 D4C997 Battle Animation Graphics (3bpp)
D4D000 D4DF3B Attack Graphics Data (650 items, 6 bytes each)
D4DF3C D4FFFF Pointers to Battle Animation Frame Data (+$D10000)
D87000 D8C99F Battle Animation Graphics (2bpp) *
* facultative
I'm not sure others had planned to take this route (though it could be only for some animations) but I think in the long term, given the number of animation we need, it would worth it. Script expansion alone would allow as an example more repetition of the same graphic and other effects. However a new graphic require its own Tile Formation, Frame Data and Attack Graphic Data. This doesn't mean we couldn't copy those from other spells. In the case of Pearl and by only modifying slightly Tile Formation, Attack Graphic Data and leaving Script and Frame data intact, we could have a 3bpp chest turning instead of the sphere and original Pearl would be intact (silly example...). These expansions could lead to spells like these.
I'm willing to expand everything (or scripts and animation data only) and study more each data and try to come up with nice tweaks. All the format info is on the wiki thanks to Everything and we have the animations scripts dump too for examples. However I feel this is a big decision and should be discussed more deeply. Someone to sprite some spell graphics would be cool also if we take that route.
10-20-2016, 04:42 PM
If someone wants to spearhead coding new animations I'm all for it. Tho animations can be updated and I think LK's animations are great starting points while we are setting up the abilities to begin with.
Let's Hack FF6 Stream: https://www.twitch.tv/b_run_
FFVI - Children of Vector: http://www.ff6hacking.com/forums/showthr...p?tid=2386
Monster AI Upgrade Patch: http://www.ff6hacking.com/forums/showthr...p?tid=2673
MMMMMagic 2.0: http://www.ff6hacking.com/forums/showthr...p?tid=3330
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