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IOS Portraits for SNES (Finished)

#11
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OAM expansion is not needed at the moment, as HatZen just replaced the sprites in the Shop screen with the list of names. I think the only thing missing at the moment is that you cannot invoke the name change screen for profiles 0E and 0F. With my recent sprite expansion patch for Leo, Banon, Esper Terra, Merchant, and Ghost, Everything else is functional.


Projects:
Divergent Paths (Completed) - a redo of the 3 scenarios in the original game that gives equal time to each group. Meant to be a basis for future mods.
FFVI: Definitive Edition (In Progress) - a hack built off of Divergent Paths that changes the events in Thamasa to bring closure to Banon's story and allow Leo to permanently join your party.
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#12
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I've been a big fan of Hatzen08s skill overhauls. I haven't played without those in years. Aside from a translation/bugfix patch Ted Woosley Unscensored (trying to work out changing the class names), they're the only mods I install. I never could get his Guest Adder to work though. That's what started this recent trying to add in Banon and Leo. Both as a learning experience and because it would be ideal. My "vacation" from work is up now unfortunately so my learning time has become limited.
If I did keep them, but as guests, I was worried about Gogo not having magic, but I know guest 1 is Merit Award so his equipment would be fine. He is a mimic afterall, and planned on swapping magic and lore for pray and shock. And Guest 2 I know is Imp, and planned to keep Umaro unequippable and a true berserker, uncontrollable and just force equip his 2 relics. All something I've done before with a less permanent method.
But romhacking has proven to be a lot more work than I thought. I'll take a look in the Full Roster Hack ASM thread. I'm still learning the whole SNES romhacking thing, but the idea of it and hex aren't new to me. I come from a backround of patch code creation for the many cheat devices and always had a fasination with guests and moving data around to make them funtional (sephiroth and vincent in a party at the same time on playstation), things like that. Editing a rom seems very simliar, just more permanent.

Edit: After taking a look... far more complicated.
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#13
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(07-10-2018, 02:18 PM)PowerPanda Wrote: OAM expansion is not needed at the moment, as HatZen just replaced the sprites in the Shop screen with the list of names.

The $C3 OAM calls also cover roster select screen and save screen. Second one is not an issue since sprite $0E and $0F already have partial data for this but roster select screen might still be an issue, unless you switch it to have "shop fanfare poses".
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#14
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(07-12-2018, 12:12 AM)madsiur Wrote:
(07-10-2018, 02:18 PM)PowerPanda Wrote: OAM expansion is not needed at the moment, as HatZen just replaced the sprites in the Shop screen with the list of names.

The $C3 OAM calls also cover roster select screen and save screen. Second one is not an issue since sprite $0E and $0F already have partial data for this but roster select screen might still be an issue, unless you switch it to have "shop fanfare poses".

I've tested the Save Screen and Party Select Screen with every spritesheet up to Kefka ($15). Realistically, without expanding the rom and relocating the sprites, that's as far as anyone will need to go. There only bug is the wrong palette on Esper Terra and Kefka. I figured out the source of this bug AND how to fix it here: https://www.ff6hacking.com/forums/thread...l#pid36282


Projects:
Divergent Paths (Completed) - a redo of the 3 scenarios in the original game that gives equal time to each group. Meant to be a basis for future mods.
FFVI: Definitive Edition (In Progress) - a hack built off of Divergent Paths that changes the events in Thamasa to bring closure to Banon's story and allow Leo to permanently join your party.
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#15
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I moved Leo and Banon back to guests and Gogo and Umaro are main characters again, but I have both of them appearing on the airship now (WoR only). You add them to your party by talking to them. I used the 5th and 6th ghosts recruitment codes and redirected it to the 2 guest slots (Ghost 1 versions only). To make sure you don't accidently add Banon and Leo on the Phantom Train, the 5th and 6th ghosts NPCs now copy the recruitment code of the 4th ghost. I haven't run into any problems other than the Leo and Banon NPCs don't disappear after adding them. I can live with that.
My question now, if I make everyone equippable, is it possible to make Leo and Banon share equipment lists with Edgar and Strago rather than merit award and imp?

Edit: Have to add, from experience with patch code creation, I've tried and the results were if 2 characters share the same properties, they are fully functional, but the sprite of both characters who share becomes an imperial soldier. Only one copy of each class/equip properties is able to exist at any one time. Even if they're not in the same party together.
But seeing things like MMMagic making characters share, I'm wondering if that negative result can be fixed with a patch.
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#16
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So I successfully have 20 selectable characters on the Falcon Airship at this point. The 14 main characters plus Banon, Leo, Ghost 1, Ghost 2, Wedge, and Biggs. You add the guests to your party by talking to them and it overwrites either guest 1 or guest 2 slots after checking to see if you have space or already have a guest slot occupied in your party. So you can bring a maximum of 2 with you. Since equipping them isn't feasible because of the guest slots benig overwritten with each add, they've all been given the best store bought equipment in the proper categories and their level resyncs with each recruit. Biggs and Wedge also have different palettes based on the all the bravest (Biggs=Red and Wedge=Blue so Wedge uses 0 and Biggs uses 1 since it's the closest to that scheme).
They all use the recruits of the 6 recruitable ghosts, but the problem I'm having only on Leo and Ghost 1 (use 2nd ghost and 3rd ghost) is recruiting them temporarily makes Relm and Strago go invisible on the airship until you change screens (yet they can still be talked to). I think it has something to do with "Hide Object 17/18" I'm not quite sure how to make an IPS patch with only the altered 6 Ghosts (12 actually) portions of the code. Best I could do is show a video of it working.
It doesn't affect the phantom train because all 6 ghosts recruit into Guest Slot 2 (so not to mess with Banon) and only the weaker Relm Ghost, so you can only have 1 now, but not a problem if you have Shadow who doesn't leave (thanks Hatzen), and the code at the end being set to remove character 0E and 0F from party (even though OE isn't needed it's a just in case)
Soon to come they'll all appear to be added at the entrance of Phoenix Cave and Kefka's Tower so 2 can be added to party 1 if you left any blank slots. Unfortunately they will only add to party 1.
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#17
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Sounds like a brilliant way to do it. On the airship, Relm and Strago are considered NPCs, so hiding objects would affect them. Every time you change screens, a small program runs that activates all event bits for all NPCs, then toggles them off based on the members of your party. That's why they show up again when you change screens.

The other thing you'll have to worry about is Cyan's dream. It can't handle more than the default characters, and there is zero room to expand it, since the 3 Stooges room is maxed out for NPCs.

EDIT: Just got to a laptop so I could double-check, and you're right. Strago's NPC is Object $17 (NPC #7), and Relm's NPC is Object $18 (NPC #8), so the code to hide those 2 objects is exactly what is causing the problem.

Also, regarding Cyan's dream, I think I AM going to put the hack together to take out the "splitting of the party". That frees up 24 NPC Event Bits and around 1000 bytes of Event Space. It would give you plenty of space to code your own events for the airship.


Projects:
Divergent Paths (Completed) - a redo of the 3 scenarios in the original game that gives equal time to each group. Meant to be a basis for future mods.
FFVI: Definitive Edition (In Progress) - a hack built off of Divergent Paths that changes the events in Thamasa to bring closure to Banon's story and allow Leo to permanently join your party.
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