Poll: Which of these features should be prioritized? This poll is closed. |
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Custom AI commands recognition and labeling | 14 | 30.43% | |
3rd Dialogue bank (or half bank) | 5 | 10.87% | |
Expansions ExHiROM support | 5 | 10.87% | |
Ability to modify datas starting offset and number of entries | 9 | 19.57% | |
Ability to edit Setzer Slots | 8 | 17.39% | |
Rare items expansion | 5 | 10.87% | |
Total | 46 vote(s) | 100% |
* You voted for this item. | Show Results |
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FF3usME new features poll
(01-30-2017, 01:23 AM)Imzogelmo Wrote: I also suspect that expanding monsters to 512 would be as simple as adding 128 new entries to each relevant table (Monster Data, AI scripts, monster graphics, steal/drop table, names, special attack names). I have no idea how hard it would be to detect that such a thing had been done and to let monster formations deal with it, but that would be cool nonetheless.
There is a check for null monster to change in bank $C2. Also, there are a bunch of Esper ID to change in upper $C2 (well "monsters" 0x180 to 0x19F). You need to shift those hardcoded "monster IDs" of 0x80 so they range from $200 to $21F. I documented all the ASM here (except the mentioned C2 check for null monster). I did a test battle with monster 385. Everything went well. From what I remember, formation data use either 2 bytes per monster or at least 9 bits, which gives you room up to ID 511.
Since I'm currently working on FF6AE and the editor will manage everything regarding monsters for FF6A, I was thinking including SNES support for Monster Expansions (GFX and data) and formations in the editor. It would be the all versions monster editor. I offered Lord J to take care of this aspect but if he wants to do it, I'm fine with that too. The thing to consider is with 128 new monsters, more GFX room would be welcome.
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