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Creating 10 Choices
05-23-2019, 10:24 PM
Hello! I'm new here, and new to FF6 hacking in general. I'm currently trying a few things by hex-editing an FF3 (Snes) rom. My current goal is creating the ability to choose a permanent Job Class for your characters at the start of the game. Like, if I wanted Edgar to be able to use Blitz instead of Tools, I can program (40 04 05) to give Edgar Sabin's stats and commands instead of his own. Doing it in Hex is easy, but allowing the player a chance to decide who gets what is a whole other can of worms.
I've made it simpler on myself by only creating 4 characters for the player. After that character's name change subroutine is run, I wanted to create a second window that says "Now choose a job for this character!" with a list of possible job class choices. That job would remain permanent for the remainder of the game, so no switching back and forth is necessary.
Whether or not this will actually work is irrelevant at the moment. It's just an experiment. The roadblock I'm currently faced with may be important for any number of situations though. The thing that's currently stopping me is: "How do I give the player a list of 10 Jobs to choose from?"
My initial idea was to create a text tree. I ran a subroutine (since I would be doing it with 4 characters), and made a text tree that created Text Page 1 with Warrior (40 00 01 FE), Monk (40 00 02 FE) and (Next page); a Page 2 with White Mage (40 00 03 FE), Black Mage (40 00 04 FE), (Previous Page) and (Next Page); and so on. This isn't quite working out like I had hoped because I tried to use the code for (Previous Page) as a GoTo command (in this case, B2 xx yy zz to go back to the page 1 options). The game reads this B2 command as a NEW subroutine, so my return commands don't behave properly if you use them.
I also considered manipulating the giant text box that appears at the end of the vanilla game which allows you to reorganize your party before the final battle, but I wouldn't even know where to get started with that. Like I've said, I'm a beginner!
Does anyone have any experience with creating a system by which a player can make a choice beyond the 4 lines available in a standard text box? Any help that could be given would be greatly appreciated. Thanks for reading!
I've made it simpler on myself by only creating 4 characters for the player. After that character's name change subroutine is run, I wanted to create a second window that says "Now choose a job for this character!" with a list of possible job class choices. That job would remain permanent for the remainder of the game, so no switching back and forth is necessary.
Whether or not this will actually work is irrelevant at the moment. It's just an experiment. The roadblock I'm currently faced with may be important for any number of situations though. The thing that's currently stopping me is: "How do I give the player a list of 10 Jobs to choose from?"
My initial idea was to create a text tree. I ran a subroutine (since I would be doing it with 4 characters), and made a text tree that created Text Page 1 with Warrior (40 00 01 FE), Monk (40 00 02 FE) and (Next page); a Page 2 with White Mage (40 00 03 FE), Black Mage (40 00 04 FE), (Previous Page) and (Next Page); and so on. This isn't quite working out like I had hoped because I tried to use the code for (Previous Page) as a GoTo command (in this case, B2 xx yy zz to go back to the page 1 options). The game reads this B2 command as a NEW subroutine, so my return commands don't behave properly if you use them.
I also considered manipulating the giant text box that appears at the end of the vanilla game which allows you to reorganize your party before the final battle, but I wouldn't even know where to get started with that. Like I've said, I'm a beginner!
Does anyone have any experience with creating a system by which a player can make a choice beyond the 4 lines available in a standard text box? Any help that could be given would be greatly appreciated. Thanks for reading!
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