That huge list of hidden formations...
12-01-2014, 09:37 PM
Ok... now, if you did some test with battlescript command "call form... " you should know that the game can call even forms beyond that 575(if i'm not wrong with the number) available in FF3usme: that means an huge pile of weird formations that doesn't exist in the game, i'm talking about many thousands of unused formations.
Where you can find settings for all formations in the hex?
And, most important: are the unused formations accessible from the same position of the normal ones? If not, does anyone know where it's possible(in the hex) to find their position and edit them?
Where you can find settings for all formations in the hex?
And, most important: are the unused formations accessible from the same position of the normal ones? If not, does anyone know where it's possible(in the hex) to find their position and edit them?
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12-01-2014, 09:51 PM
If you are going beyond the point that the formations are supposed to be, you are probably interpreting data for other things as monster formations (which essentially means that it's garbage). If that's the case, then changing it will end up destroying other parts of the ROM.
Moogles FTW
(12-01-2014, 09:37 PM)Tenkarider Wrote: Ok... now, if you did some test with battlescript command "call form... " you should know that the game can call even forms beyond that 575(if i'm not wrong with the number) available in FF3usme: that means an huge pile of weird formations that doesn't exist in the game, i'm talking about many thousands of unused formations.
Are you sure you're not just calling data beyond formation data meaning it could result in what you call "weird" formations? The formation data has 576 elements, check a ROM map if you don't believe me. Right after that there is 64 free bytes then the AI scripts. There's probably no safeguard in that battle script command meaning it is not made to be used beyond formation 576.
There is no such thing as thousands of hidden formations.
Edit: Lockirby was faster than me
12-01-2014, 11:07 PM
Oh, i see... btw, with AI you mean the battlescript?
In that case, "theorically" (ok, this one will be absurd...)
a genius might be able to write in some part of the AI code right the AI he wants and, at the same time, make that code being right the input he wants for some formation call beyond 576?
PS. how much bytes each formation is long?
In that case, "theorically" (ok, this one will be absurd...)
a genius might be able to write in some part of the AI code right the AI he wants and, at the same time, make that code being right the input he wants for some formation call beyond 576?
PS. how much bytes each formation is long?
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12-02-2014, 12:36 AM
You're just pulling trash if you're pulling over 576. I'm surprised the game doesn't default to formation 0 if that happens.
Does mean that formation expansion should be fairly easy though. Interesting.
Does mean that formation expansion should be fairly easy though. Interesting.
The problem of expanding formations is further complicated by the fact that formation data is stored in two different tables, one at 0xF6200 and one at 0xF5900. The first table contains mould, enemies, and enemy positions. The second table contains miscellaneous formation properties like what type of ambushes are allowed, what music to use, how the monsters appear, whether there's a battle event, etc. So you would need to expand both tables to use formations beyond 575.
EDIT: Tenkarider, the table containing enemies and enemy positions is 15 bytes per formation. The table of miscellaneous info is 4 bytes per formation. Also, the AP given for each formation is stored somewhere else entirely, and is one byte per formation. So, each formation is 20 bytes total (but spread out across three different locations).
To see how each table is organized I recommend looking here and searching for "Monster Formation Data"
EDIT: Tenkarider, the table containing enemies and enemy positions is 15 bytes per formation. The table of miscellaneous info is 4 bytes per formation. Also, the AP given for each formation is stored somewhere else entirely, and is one byte per formation. So, each formation is 20 bytes total (but spread out across three different locations).
To see how each table is organized I recommend looking here and searching for "Monster Formation Data"
12-02-2014, 12:35 PM
@Dn: That was what i was aiming to!
@Abyssonym: If there are three different tables and are in 3 different locations, shouldn't be better to find the 3 pointers to the 3 tables, make them point to an huge empty space, like expanded 003F0000, or something? Then you should be able to change the position of the 3 tables and put them together...
If then you also say that each formation requires just 20 bytes, then they don't cost anything... in just 1000(hex) bytes you can add about 200 new formations!
Just saying, so you can add at least 3 new formations in the empty space right after the usual formations, right?
Btw i'm gonna try to do that, after i'll post the final version of Ultimate Czar...
@Abyssonym: If there are three different tables and are in 3 different locations, shouldn't be better to find the 3 pointers to the 3 tables, make them point to an huge empty space, like expanded 003F0000, or something? Then you should be able to change the position of the 3 tables and put them together...
If then you also say that each formation requires just 20 bytes, then they don't cost anything... in just 1000(hex) bytes you can add about 200 new formations!
Just saying, so you can add at least 3 new formations in the empty space right after the usual formations, right?
Btw i'm gonna try to do that, after i'll post the final version of Ultimate Czar...
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DO YOU HAVE WHAT IT TAKES TO SLAY A GOD?
------------------------------------------------------------------------
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What happens when Madsiur tweaks your account? This full game hack will show that!
12-02-2014, 02:29 PM
I'm not sure if anything uses the high bits of the second byte for the index. The coders seemed to enjoy doing that sort of thing.
12-02-2014, 02:37 PM
In the case what would it change?
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DO YOU HAVE WHAT IT TAKES TO SLAY A GOD?
------------------------------------------------------------------------
Tenkarider's project #2 is started: FF6 Curse of the Madsiur Joke (CotMJ)
http://www.ff6hacking.com/forums/showthr...p?tid=2755
What happens when Madsiur tweaks your account? This full game hack will show that!
12-02-2014, 02:57 PM
depending on how many bits are used, it'd reduce the number of potential formations by half with each additional bit. if the whole byte is accessible, it'd be a total of 65536 formations. if the highest bit is in use, that's reduced to 32768. If the top twomost bits are in use, that'd become 16384, and so on. I don't see why anybody would need over 1000 formations though. That's a lot of game content, and would certainly also need a monster expansion to be useful.
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