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Patch: Replaced Command - Possess with 8 spell list

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Har har, unstuck and moving again. Going to have to complicate things a bit more than I really wanted to but nothing that should require an 8 year college degree in SNES hacking to make end-user adjustments (maybe a 2 week crash course at most). Sadly I can't effectivly make it compatable with FF3usME (as far as the new command AND MagiTek is concerned anyway.)
Since I'm using the same base code to execute both commands, and I wanted the new command to have as much play as possible when it came to what spells it could use, I had to adjust the spell numbers for MagiTek so it would match up with the new command. Partially because I don't want to learn the romatic details of how MagiTek works enough to rewrite a whole new command (not to mention the space required), but mostly because I think its cool to run two commands through the same source code then split them apart at the end.

The reason this technically "breaks" the editor? Magitek spells no longer start at "00" as vanilla, they start at 26 (hex value). This is because I adjusted the calculation start point to start with Blitz spells instead of MagiTek. This doesn't allow for normal magic/summons to be added. A base point of Fire1 (no spell # adjustment) wouldn't allow the normal MagiTek spells to load, Blitz starts at 5D which is in usable range of MagiTek. This in turn allows for Blitz, Dance spells, MagiTek, Lores, and possibly some enemy spells to be added (not sure just how high a value will function (I know it won't go to 131 decimal, maybe 99 over the starting value?) In short, this means that any value set in the editor for MagiTek will be 38 spell numbers higher than it thinks they would be. So, not only will the new command have to be set via hex, but MagiTek as well (its just a few bytes, and the ability to add, I write a tutorial with specific directions before I call it finished so yes, it will be usable without being a hex guru).

On that note, if someone was writing a completly new editing program, they COULD have it load up the table that checks for spell calculations, and the other table that has those values, then load everything based off that rather than direct accessing and set values. Just a thought, would make it more hack friendly as well.

On THAT peticular note, since I shuffled Summon and Shock commands around to get the new command out of the same spell calculation as Esper Summon, I also have to expand the check table, then move the value table to be expanded. They will all work normally just pointers and names changed, short of looking hard at the code and the order of the list, the user will never notice.

Think that covers it at the moment, will be a few more mornings of code pounding before complete though.


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RE: Patch: New Command List - Summon Command Replace - by Catone - 12-04-2015, 09:25 AM

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