Monster Expansion - Printable Version +- FF6 Hacking (https://www.ff6hacking.com/forums) +-- Forum: Discussion Forums (https://www.ff6hacking.com/forums/forum-5.html) +--- Forum: Magitek Research Facility (https://www.ff6hacking.com/forums/forum-9.html) +--- Thread: Monster Expansion (/thread-2825.html) |
Monster Expansion - madsiur - 03-08-2015 I stated working on a monster expansion patch. According to assassin's first post in this thread there would be some code that needs to be changed in order to allow monster expansion. If I understand his sentence, monster 0x01FF (511) would be considered absent, which is no big deal in the end. Do anyone has an idea which code he is referring to? Edit: Problem solved. Monster 511 will be considered the null value. I documented what needed to be expanded in order to have 511 monsters and came up with this table. This takes into account my two other patches and does a similar AI expansion (almost whole bank) than FF3usME. Speaking of the editor, it will be broke for good with this patch. So I'm thinking coding an editor for everything concerning monsters (graphics, formations, packs, stats, AI) with an expansion management section. In the end, it will simplify the editing for my own hack and I'll save time considering the amount of work editing all this manually would take. If I'm missing anything, please let me know. Right now I'll work on relocating the data manually to a test with monster 384. Edit: Test with new monster went well :D <table border=1 align="center"> <tr align="center" style="font-weight: bold;"> <td style="width:120px; height:30px;">Offset</td> <td style="width:250px">Description</td> <td style="width:100px">Bytes</td> <td style="width:150px">Size</td> <td style="width:150px">Exp. Size</td> <td style="width:120px">Exp. Offset</td> </tr> <tr align="center"> <td>0FC050</td> <td>Monster Names</td> <td>10</td> <td>0xF00</td> <td>0x1400</td> <td>same as original</td> </tr> <tr align="center"> <td>0F3600</td> <td>Monster Y-Shift for Sprite Priority</td> <td>1</td> <td>0x180</td> <td>0x200</td> <td>N/A</td> </tr> <tr align="center"> <td>0FD0D0</td> <td>Monster Attack Names</td> <td>10</td> <td>0xF00</td> <td>0x1400</td> <td>3C1400</td> </tr> <tr align="center"> <td>0F8400</td> <td>Monster AI Pointers</td> <td>2</td> <td>0x300</td> <td>0x400</td> <td>3D0000</td> </tr> <tr align="center"> <td>0F8700</td> <td>Monster AI</td> <td>var</td> <td>0x3950</td> <td>0xFB00</td> <td>3D0400</td> </tr> <tr align="center"> <td>0F3000</td> <td>Item Stolen/Dropped</td> <td>4</td> <td>0x600</td> <td>0x800</td> <td>3C0C00</td> </tr> <tr align="center"> <td>0F0000</td> <td>Monster Stats</td> <td>32</td> <td>0x3000</td> <td>0x4000</td> <td>31C000</td> </tr> <tr align="center"> <td>0F3D00</td> <td>Control commands</td> <td>4</td> <td>0x600</td> <td>0x800</td> <td>3C0000</td> </tr> <tr align="center"> <td>0F4300</td> <td>Sketch commands</td> <td>2</td> <td>0x300</td> <td>0x400</td> <td>3C0800</td> </tr> <tr align="center"> <td>127000</td> <td>Monster/Esper visual specs</td> <td>5</td> <td>0x820</td> <td>0xAA0</td> <td>319D80</td> </tr> <tr align="center"> <td>0F37C0</td> <td>Monster special attacks appearance</td> <td>1</td> <td>0x180</td> <td>0x200</td> <td>3C2800</td> </tr> </table> Relocalization and expansion ASM changes: Code: hirom RE: Monster Expansion - Lockirby2 - 03-08-2015 Man, you're a pro! RE: Monster Expansion - Tenkarider - 03-08-2015 Madsiur for president. RE: Monster Expansion - JWhiteLXXXIX - 03-08-2015 good job mad sounds promising look forward to seeing this new editor finished RE: Monster Expansion - madsiur - 03-08-2015 Thanks guys but I almost did nothing so far. As you can see not everything is going as planned: https://www.youtube.com/watch?v=ia6lKaXyVtI RE: Monster Expansion - JWhiteLXXXIX - 03-08-2015 oh dear i take it they weren't supposed to commit suicide then lol. Keep at it bro if any1 can crack it its you. Maybe the editor itself can have things like a better import feature, current sprite size display, an addable mould background and a full screen option would rock. RE: Monster Expansion - madsiur - 03-08-2015 (03-08-2015, 04:33 PM)Jameswhite89 Wrote: Maybe the editor itself can have things like a better import feature, current sprite size display, an addable mould background and a full screen option would rock. Everything in this is quite easy to program except full screen option. I'm not too sure how I could go about this... RE: Monster Expansion - JWhiteLXXXIX - 03-08-2015 not 2 much of an issue tbh if u included current sprite size it be amazing, i hate having to draw outlines in paint.. and having square moulds as a selectable background would help so much 2, the grid options from se are needed 2 imo, if u could do full screen id use ur program over paint any day, also thought maybe if the window could be drag minimized 2 that could be helpful especially if some1s working from a reference in a diff picture RE: Monster Expansion - madsiur - 03-08-2015 I already have a FF6A base portrait editor with all the features of FF6SE plus other features like rotation, X or Y flipping. Adding molds will be easy. I could possibly have it full screen if I set the max zoom to more than 20 times the original size. RE: Monster Expansion - JWhiteLXXXIX - 03-08-2015 awesome man, figured id try giving some input as i tend to use se more then paint for even unrelated things so if u make a better program i cant wait! |