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Monster Expansion
Well the good news of the day:
I succesfully expanded monsters. All the relocated data have been tested and function correctly with a vanilla monster. All relocated and expanded data have been tested with one additional monster (#384), except sketch, control and item stolen. I just did not want to bother with testing those since my test monster was in Narshe, but I don't see any limitation in the code so I'm pretty sure there is no problem. All espers have been tested to make sure their graphic appears correctly.
I updated the initial post with ASM changes. You COULD apply the code with xkas and relocate the data yourself, but you'll need to edit everything manually after. I just put it up there as a reference for now.
I'll start working on the editor. There will be an expansion management section in it so you can relocate and expand the data where you want.
I'm pretty the max number of possible monsters is 511, since 512 is null but also because the last byte of the formation data has 6 bits reserved for the third digit of each monster (6 max). So since a bit set is either 0 or 1, a monster with the last two digit as 52 can only be either 052 or 152.
I succesfully expanded monsters. All the relocated data have been tested and function correctly with a vanilla monster. All relocated and expanded data have been tested with one additional monster (#384), except sketch, control and item stolen. I just did not want to bother with testing those since my test monster was in Narshe, but I don't see any limitation in the code so I'm pretty sure there is no problem. All espers have been tested to make sure their graphic appears correctly.
I updated the initial post with ASM changes. You COULD apply the code with xkas and relocate the data yourself, but you'll need to edit everything manually after. I just put it up there as a reference for now.
I'll start working on the editor. There will be an expansion management section in it so you can relocate and expand the data where you want.
I'm pretty the max number of possible monsters is 511, since 512 is null but also because the last byte of the formation data has 6 bits reserved for the third digit of each monster (6 max). So since a bit set is either 0 or 1, a monster with the last two digit as 52 can only be either 052 or 152.
The following 3 users say Thank You to madsiur for this post:
• JWhiteLXXXIX (03-15-2015), Robo Jesus (05-02-2015), SSJ Rick (03-15-2015)
• JWhiteLXXXIX (03-15-2015), Robo Jesus (05-02-2015), SSJ Rick (03-15-2015)
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