Final Requests for Help - 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: Final Requests for Help (/thread-4095.html) |
Final Requests for Help - PowerPanda - 04-05-2021 Development on Divergent Paths is wrapping up. I am down to my final checkboxes of things to include if I can. With Assassin's help yesterday, everything that is a "must have" has been added, except for my new event sequence, which I will handle myself. The rest of these are things that I am willing to cut if they become too complicated. I want to post them here in case (1) someone has already done it, or (2) someone wants to take it on. So, here's my list. Reply if you'd be interested in helping. BATTLE MECHANICS Just a note on Battle Mechanics. I have never taken a computer programming class in my life. When I started hacking FF6 four years ago, I didn't even know what a hex editor was. My experience with this has been good, and I want to go back and learn the "correct" way once I'm done with this hack, but I know that some people here will be able to do the following in 1/20th of the time it would take me. 1. Steal both rare and common items from enemies. I know that Pandora's Box has this, but I haven't been able to find the code as a standalone. The basic premise is that the enemy is not marked as having "no item" until you've stolen both the rare and the common item. (Thanks, Drakkhen!) 2. Change Smoke Bomb, Super Ball, and Magicite into throw weapons. They would operate exactly as they are now, but they would be exclusive to Shadow's Throw ability. Right now, when converted to "Throw" they show the generic "spinning knife" animation, and don't have their effects. (Thanks, Seibaby!) 3. Tools have a 1 in 32 chance of breaking when used. This would also require removing the restriction of not being able to buy more than 1 of each tool from shops. I would also like, if possible, for the Chain Saw to be exempted from this, since it is the only unique tool not acquired from shops. (Thanks, Subtraction!) 4. When Imp status is cast on Kappa, rather than changing her sprite to the imp sprite, it would be fun to have her change to the human merchant. This one is purely "just for fun", and I'd be fine releasing the final hack without it. (Thanks, CDude!) ANIMATIONS 1. Change Raiden's animation to display damage rather than slicing through enemies./ GRAPHICS 1. The Esper Elder (Sprite 44) has room for a special pose. I want a "facedown" pose similar to Maduin or Yura. 2. Cid (Sprite 47) also has room for a special pose. I want a "casting magic" pose. MUSIC 1. I want to convert William Kage's "Shock and Awe" into SPC and import it. He has given permission, but he does not have a midi file for it. (In Progress by William Kage and Gi Nattak) RE: Final Requests for Help - Subtraction - 04-05-2021 (04-05-2021, 11:28 PM)PowerPanda Wrote: 3. Tools have a 1 in 32 chance of breaking when used. This would also require removing the restriction of not being able to buy more than 1 of each tool from shops. I would also like, if possible, for the Chain Saw to be exempted from this, since it is the only unique tool not acquired from shops. Don't know about making the tools break, but removing the buy restriction is easy enough. Code: Invoke buy order menu if justified Just JMP $B80A unconditionally instead of checking if it's a tool. RE: Final Requests for Help - seibaby - 04-06-2021 Here's some code I wrote years ago for expanding Throwable items. You can use this to give items an effect when thrown. Code: ; Generic non-magic Skean function RE: Final Requests for Help - Lightning - 04-06-2021 (04-05-2021, 11:28 PM)PowerPanda Wrote: 3. Tools have a 1 in 32 chance of breaking when used. This would also require removing the restriction of not being able to buy more than 1 of each tool from shops. I would also like, if possible, for the Chain Saw to be exempted from this, since it is the only unique tool not acquired from shops. This is actually not a bad idea. In fact, this almost reminds me of Final Fantasy Legend 2 (Saga 2) for gameboy in which every single weapon has a limited number of uses. At first nobody likes it, but it quickly became my favorite feature of the game over the years. It makes obtaining new weapons more exciting knowing you have 30 uses before they disappear. It also makes you continue to use up weaker weapons even though you have more powerful weapons in your inventory. Anyway, this idea with the tools also gives you something to do with those dozens of tools you accumulate for Edgar through monster drops toward the end of the game... By the way, the Chainsaw in my hack (thanks to this patch) no longer attemps an instant death move when monsters are immune to it. However, I realized this made the Drill completely useless, so to offset this, I lowered the Chainsaw hit rate to 150. This means the Drill is 100% accurate while the Chainsaw could sometimes miss. That gives a reason to still choose the Drill against monsters that have high evade, like Cactrots. RE: Final Requests for Help - madsiur - 04-06-2021 (04-05-2021, 11:28 PM)PowerPanda Wrote: 1. Steal both rare and common items from enemies. I know that Pandora's Box has this, but I haven't been able to find the code as a standalone. The basic premise is that the enemy is not marked as having "no item" until you've stolen both the rare and the common item. This patch will do this. It was made by Lufia for RotDS beta testing purpose, so credit goes to her. She said the patch should work on vanilla but I suspect it might be on top of things like Imzogelmo's multi-steal fix or any other patch that Gi Nattak used that would modify the same addresses. I inlcuded her notes as well. Hopefully it will help you figure it out.. [attachment=552] RE: Final Requests for Help - PowerPanda - 04-06-2021 (04-06-2021, 07:24 AM)seibaby Wrote: Here's some code I wrote years ago for expanding Throwable items. You can use this to give items an effect when thrown. That worked perfectly for the Smoke Bomb and Super Ball! Thank you! Magicite isn't happy with being turned into a thrown item, so I'm just going to leave that as-is and call it a day. Madsiur Wrote:This patch will do this. It was made by Lufia for RotDS beta testing purpose, so credit goes to her. She said the patch should work on vanilla but I suspect it might be on top of things like Imzogelmo's multi-steal fix or any other patch that Gi Nattak used that would modify the same addresses. I inlcuded her notes as well. Hopefully it will help you figure it out.. Hmm... that code doesn't seem to be working, even in vanilla. I'll see what I can figure out with the notes. RE: Final Requests for Help - madsiur - 04-06-2021 (04-06-2021, 09:36 PM)PowerPanda Wrote: Hmm... that code doesn't seem to be working, even in vanilla. I'll see what I can figure out with the notes. It was made for RotDS 2.0, maybe if you make an IPS report while applying it to RotDS it would give you some hint about what is changed.. RE: Final Requests for Help - PowerPanda - 04-06-2021 I figured it out. All of her notes were written for a header, but the IPS patch was for a no header rom. The other complication is that half of her beta patch was for the purpose of making Steal always hit... obviously not something we want. I was able to remove those portions, and was left with this: Code: C2/39E0: EA NOP What it appears to be doing is this: the first time you steal from an enemy, you will always get their rare steal (seems odd). Then, when you steal again and get a hit, it will increase Y so you're targeting the common steal slot. Only after you have stolen both items will you get the "nothing to steal" message. I'm going to have to chew on this. I feel like the code is 70% of the way there, but not quite finished. EDIT: Okay, I need help with this. This is the subroutine that decides what to steal. I'm trying to add the following points of logic. As I have it written below, it is working. However, the problem is that if you've already stolen the common item, then the rare item gets a major boost in probability. Here is the logic I want to add in: 1. 1/8th of the time, branch to the rare steal on the first hit (done and working) 2. If you have already stolen the common item, then miss 7/8 of the time. In the original C2 routine, there are several branches to C2/3A01, which displays the "can't steal" message. I tried switching this subroutine from a JSR to a JMP so that I could jump out of it to 3A01, but it's crashing the game. Any ideas on what I could add here so that even if you've already stolen the common item, you'll still miss on the rare item 87.5% of the time? Code: 20 5A 4B JSR $4B5A Choose a random number RE: Final Requests for Help - C-Dude - 04-07-2021 Just kicking an idea around, but in the 'something here' spot, you could call the random number subroutine again and compare it against 1/8 again. If the comparison succeeds, you load the rare steal and return to sender. If it fails, you load a static #$FF and return to sender. RE: Final Requests for Help - Drakkhen - 04-07-2021 Code: C2/39D8: 5A PHY Code: C2/39D8: EA NOP These should be the only changes you'd need to make to the original function to work how you want |