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FF6 Curse of the Gods - full game hack project

#31
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Is there anywhere I can see the bank EE disassembly? Every link I've tried for it, on this forum or otherwise, has been dead. It seems like the site where it was being hosted no longer exists.




https://github.com/abyssonym/beyondchaos
Beyond Chaos is a full-game randomizer for FF6.
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#32
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Thanks for feedback! Wink
I changed the set of colors used in mode 7, using snespal, still i don't know if it loads a switchable palette, or if it's a static block of 16 bits that you have to edit manually... (it's much more easier to edit the sprite used for submaps)
Anyway i discovered something unexpected: chocobo sprite used for mode 7 in world maps has actually 2 packs of colors: the first is used for WoB mode 7 colors and the other is used for WoR mode 7, which is really perfect! it means 2 different chocobos, one for each world!!! Kungfu!
The only downside is that vehicle sprite used for submaps is not selectable as NPC in FF6 LE rogue, he needs of an actual NPC(even invisible), that will use him as vehicle... unfortunately that means you cannot select his palette... does anyone know if it exist some kind of action/event/command that allows palette swapping with vehicles?

@m06: thanks for that piece of code, that should help a lot! when i have some time, i'll try to see if i can accomplish that goal, i'll let you know.

EE disassembly? actually i have EE bank disassembly, but at this point it's better you ask it to Madsiur or something: maybe they have something better(updated commentary?)


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DO YOU HAVE WHAT IT TAKES TO SLAY A GOD?
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#33
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Unfortunately, I don't think there's any way to change vehicle colors using events. This means you're still limited to one color of chocobo if you want it to be consistent between mode 7 and otherwise.

Here are the addresses I found for vehicle colors, from the BC source code...
Code:
recolor_palette(0x2cfd4, 23)
recolor_palette(0x268000+(7*0x20), 16)
recolor_palette(0x12ee20, 16)
recolor_palette(0x12ef20, 16)

I think the last two are WoB and WoR for mode 7... the first one is probably the in-battle MagiTek color, which is why it's more than 16 bytes, and the second one is the probably the map color for both chocobos and magitek (the palette is shared).




https://github.com/abyssonym/beyondchaos
Beyond Chaos is a full-game randomizer for FF6.
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#34
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@ Tenkarider: I will try to write some ASM for you later on when I have time. I would really like to see full blown chocobo breeding similar to FF7, I think that's very doable.

@ abyssonym:
Novalia Spirit has really good comments, for me bank 7E and EE are complete in these docs:
https://dl.dropboxusercontent.com/u/1285...Spirit.txt
https://dl.dropboxusercontent.com/u/1285...Spirit.txt


Novalia Spirit also had a C2 bank disassembly so I'll put it here but it's not as complete.

*Link updated to most recent assassin's disassembly*

http://assassin17.brinkster.net/code2i.txt


it's sad that his site has gone down. I think mirroring the docs here (ff6hacking.com) with appropriate credits would be nice, could be just forum posts I guess. Or get them to romhacking.net under the correct user.
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  • abyssonym (04-01-2015)

#35
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How 'bout this solution?





In this way, as soon as you'll dismount chocobo, the airship will follow you and land right in that place, to rescue you from being stuck forever... pretty much convenient, huh? Objection!
It's like to say: "Hey, Setzer! follow us, and get ready to rescue us, just in the case something bad happens..."

I noticed that in the save i have in WoB the airship won't appear... probably because i still have to find it: probably the same should happen in WoR, in any case i'll make chocobo accessible only after you'll find the airship, so it's not a great matter.

Still i'm curious about what kind of ASM you might plan, m06.

At the moment the only obstacle is chocobo's map sprite... maybe new sprites might help... Catone was planning something like that...?
The other idea might be replacing some existing map sprite with a second chocobo sprite... if anyone has a better solution, then i'd like to hear that.

In the worst of the cases i'll just won't care at all about the map sprite... maybe i'll just try to do a clever mixture of green and blue colors(don't ask me how Laugh) that might be fine for both the worlds.


THE GREATEST CHALLENGE OF ALL TIMES AWAITS:
http://www.ff6hacking.com/forums/showthr...p?tid=2593
DO YOU HAVE WHAT IT TAKES TO SLAY A GOD?
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Tenkarider's project #2 is started: FF6 Curse of the Madsiur Joke (CotMJ)
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#36
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Actually, if I get off my ass and get back to the grind... still say more sprites possible. At least stanrard sprites, the layout and such.

Eh, at the rate your progressing, there's time for research...

Just poking fun btw.

On another note, you mentioned going the direction of two roms, part one and part two... why not three?

Not 3 parts, but have part one, then based on a major choice, part2A or part2B?

Sure it makes a huge project bigger but come on, choices that actually change the whole game? Epic stuff there. Just a crazy thought.


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#37
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It's not even necessary to make a third rom i mean... i can already handle 4 world maps, WoR in part 1 won't be used, the same for WoB in part 2, that means that i might use them as i wish Wink
The "choice" you're talking about might be easily done sending the player in "black room 1" if he choose answer 1 and "black room 2" if he choose answer 2, the first one might lead to WoR, the second one to Wo? (World of Whatever Tongue)

If it wasn't Curse of the Gods, i could made it for real, but the plot and the whole stage of this hack is already decided, yet i still have great ideas on how to use the 2 extra world maps Kungfu!

About changing the color of the Chocobo and have 2 of them in the same rom... actually i had an interesting idea: remember Locke's blush animation when he see Celes dressed for opera? what's that command that makes him blush? perhaps it might be the solution? yet it's a vehicle, not a NPC, so i'm afraid i cannot target him.

Anyway with 2 rom i already solved the problem: 2 rom -> 2 colors in submaps!
2 roms might also mean 4 colors in world maps... the sudden appearance of black and gold chocobo too? we'll see...


THE GREATEST CHALLENGE OF ALL TIMES AWAITS:
http://www.ff6hacking.com/forums/showthr...p?tid=2593
DO YOU HAVE WHAT IT TAKES TO SLAY A GOD?
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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!
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#38
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Could an unused airship be turned into a chocobo?


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#39
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Never done, but i can tell for sure yeah! Kungfu! afterall also terra when she morphs the first time you can see her fly as a vehicle in world map in esper form(which makes me wonder if she might be usable too in the case you make her become available as vehicle)

About turning the airship into a chocobo... it should be just a matter of placing similar graphics to the one of riding chocobo.
That would be an awesome way to introduce golden chocobo!!
the only problem would be manage to use him as a ground vehicle too... even you who have made the greatest efforts to try riding the chocobo from airship in ff7 style, gave up at the end...
Yet it would be cool even just as airship, maybe he's just a lazy guy and doesn't want to walk Tongue


THE GREATEST CHALLENGE OF ALL TIMES AWAITS:
http://www.ff6hacking.com/forums/showthr...p?tid=2593
DO YOU HAVE WHAT IT TAKES TO SLAY A GOD?
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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!
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#40
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Actually, if you go back to the old days, the black chocobo never walked anyway. If you go that route, Terra's sprite is also animated so that maybe one option.

As for doing it FROM the airship, yeah, every thing worked except for loading the chocoo graphic directly from the airship, bugging the dismount so it would just remount choco mode would draw it, just not directly from the airship. That being said, maybe going from airship to Terra mode? Not sure if that would be any different though. Still think it would have to fade, walking mode, then back to mode7, unfade to load graphics, but its been a day or two. I could be thinking of something else entirely.

Still seems like there's to many possible ways to pull off multiple colored birds.

...wonder if you could dismount the airship, and instead of going directly to choco mode, park him on the world map like the airship, next to the player. The you'd have to turn and jump on it, or leave it, but if it could be placed there, it should work. Or a dialog post landing maybe...


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