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FF6 Curse of the Gods - full game hack project - Printable Version

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RE: FF6 Curse of the Gods - full game hack project - Tenkarider - 01-30-2015

There are already 2 different red inside, besides i'm not even sure if there's some extra color(almost identical), since brush tool of paint generates many different colored pixels of the chosen color at the same time...
In any case i'm fine with the current result.

About changing status icon's palette, i guess i won't push my luck further... Tongue


RE: FF6 Curse of the Gods - full game hack project - Tenkarider - 02-06-2015

Changed some esper and other esper's related detail.

Btw you can expect that you'll have to earn ALL the espers... i mean defeat them in battle, besides you'll meet even dark espers... like in FFX.
So there will be about 40 extra boss fights... if we count only extra espers.


RE: FF6 Curse of the Gods - full game hack project - Blue Mage Gab - 02-27-2015

This is cool! I always wanted to see a Technical kind-of hack on a FFVI ROM. Good job!


RE: FF6 Curse of the Gods - full game hack project - Tenkarider - 02-27-2015

Thanks, i'm trying my best to complete it as soon as possible! Kungfu!


RE: FF6 Curse of the Gods - full game hack project - Tenkarider - 03-31-2015

For the first time ever in FF6...
did you ever wanted to cross mountains with a green chocobo, or oceans with a blue chocobo, like in FF7 or others? Well, that will definitively happen in my CotG hack, take a look:





That will also mean custom new WoB and WoR worldmaps, we don't want to break the game, reaching places that we shouldn't be able to reach, until a certain point, right?
Still prepare to search for places that you'll be able to reach only with them, and not the airship, like a forest surrounded from mountains, or a lonely island, with only desert tiles.


RE: FF6 Curse of the Gods - full game hack project - abyssonym - 03-31-2015

That's pretty awesome. Does this mean you'll also be able to summon your airship, if you get separated from it?


RE: FF6 Curse of the Gods - full game hack project - Tenkarider - 03-31-2015

At the moment i don't even know how it could be possible to summon the airship, in the case you dismount in a dangerous place... like sea and mountain tiles. any idea/related code here is welcome, still i also like the idea to warn the player on avoiding to do that, if he doesn't want to get stuck in that place forever(and for obvious reasons, to not save!!!)

I know that there's a check on airship(a flag in FF3 LE rogue) that decides if airship can land on that tile, or not... any chance to implement if for chocobo too?


RE: FF6 Curse of the Gods - full game hack project - SSJ Rick - 03-31-2015

that's really awesome tenkarider great job

I would suggest making it so that you can only dismount on walk-able tiles where the airship can land (plus forest and desert tiles)


RE: FF6 Curse of the Gods - full game hack project - abyssonym - 03-31-2015

I had an idea that you could somehow use an item like the warp stone to possibly trigger an event, like putting the party in an airship. IIRC, there was also an item in RotDS that you could use to add a character to your party or something.

Failing that, it's easy to make an event on solitary islands that will let you call the airship to come pick you up. For example, I was able to change all of the chocobo stables into places where you could call an airship very easily.


RE: FF6 Curse of the Gods - full game hack project - m06 - 03-31-2015

This is awesome Tenkarider. Do you add palettes for this or are you using existing palettes?

To do something like Poco was talking about you could intercept the dismount vehicle routine and test the tile properties.
Code:
Dismounting from a vehicle
EE/936E:    08          PHP
EE/936F:    8B          PHB
EE/9370:    E220        SEP #$20       (8-bit A)
EE/9372:    A520        LDA $20        (Map mode)
EE/9374:    C902        CMP #$02       (Chocobo mode?)
EE/9376:    F05C        BEQ $93D4      (Branch if so)
EE/9378:    A5C2        LDA $C2        (Tile properties, low byte)
EE/937A:    8902        BIT #$02       (Can the airship land on this tile?)
EE/937C:    F003        BEQ $9381      (Branch if so)
EE/937E:    4C2C94      JMP $942C      (Exit)

Exiting the routine should cancel the dismount action.

The code chunk is from Novalia Spirit's Bank EE disassembly.