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Messages - Lenophis

Pages: [1] 2 3 4 5 6 ... 16
1
ROM Hacking Discussion / Re: FF6 randomizer
« on: December 12, 2014, 02:45:31 pm »
Brawlers with Poison are bad, but Triliums are almost the exact same situation. You're guaranteed to encounter at least one Trilium in every battle on the final stretch to Vargas, and each Trilium has a 33% chance to poison a character on their first turn.
Touché. I have an idea, and it will go in with the shop update we already have in mind. Shops that already sell Sprint Shoes will still be guaranteed to sell Sprint Shoes, so why not take this a step further with some status items? Item shops could either sell a few ailment cures, or a Remedy. A Remedy will be kind of costly, especially early-game, but it would at least be available.

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On the Floating Continent, Ninjas are substantially more dangerous because Thunder Rods are no longer breakable, and repeated castings of Ramuh or Bolt 2 will drain your resources fairly quickly... assuming you can defeat them quickly enough to begin with. It's possible to encounter Ninjas in every single encounter on the Floating Continent, if you're unlucky.
In terms of general speedrunning, that's basically a run-killer anyway. I do have an idea that can at least help prevent such a scenario, I just need to implement it.

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If I'm not mistaken, it's possible to roll a South Figaro without any healing items, right? In that case, a person with a surplus of Softs might actually prefer a 66% chance of petrify to sustained, slow death by physical attacks.
Sure, but what if you don't have that surplus of softs? I can see your scenario playing out, and I can just as easily see a scenario with no healing items and no status lifting items.

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It's possible to roll a berserker Celes who has access to neither Jewel Ring nor Ribbon. In this situation, she is especially vulnerable to enemies using Petrify attacks at the start of the World of Ruin.
With the current version, yes. However, we have already made a change to the relic system that will negate this point. All relics will go be equippable by everyone again, save for the few unique that only make sense for one person to wear. CELES SMASH!

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And so on. I also don't necessarily agree with the sentiment that RNG shouldn't determine success to at least some degree.
I guess I worded my sentence poorly. RNG shouldn't be the sole determining factor of success or failure.

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RNG gives an incentive to gamble and helps craft colorful situations. A player who is suddenly carrying a statue up Mt. Koltz has to make a difficult decision about whether it is worth attempting to reach Vargas, or if they should just reset and start from the base of the mountain.
One thing that has both hurt and helped the randomizer is the rather abundant supply of free inns scattered throughout the game. Narshe, Figaro Castle, Cave of South Figaro, Duncan's house, Returner's Hideout, Phantom Forest, Mobliz, and Gau's Father's house all have some form of free inn.

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I don't know if there's a better way of identifying whether a palette is used for 8-colors or 16-colors
I don't think there was either. I just used the monster sprite editor to determine which monsters had 8 and which had 16-color palettes.

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You're probably familiar with the palette format, but I'll explain it anyway. Each color is two bytes, so a palette of 16 bytes has 8 colors. The highest bit is used for some kind of transparency. The next 15 bits are red, green, and blue components (5 bits each), though I don't remember what order they're in.
ABBB BBGG GGGR RRRR

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In Beyond Chaos, the way colors are mutated is very simple. Each palette is partitioned into groups based on which color components are dominant... for example, a red group, a blue group, etc... except I use 6 groups. Then, all of the colors in a given group have their color components swapped the same way. In addition to that, I might fudge the "middle" component closer or further from the high and low components, but I fudge this component by the same ratio for each color. This technique results in coloring that looks very consistent with the original artwork because the shading and general composition stays the same. But it also varies the results in more interesting ways than a simple hue change.
That is an interesting approach.

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I hope that was helpful.
Indeed it was!

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If you'd like to see the algorithms themselves, the relevant code is in
Code: [Select]
monsterrandomizer.py:MonsterGraphicBlock and
Code: [Select]
utils.py:get_palette_transformer
Sweet, thanks. :thumbsup:

2
ROM Hacking Discussion / Re: FF6 randomizer
« on: December 11, 2014, 05:32:21 pm »
On the other hand, I believe that AI can be a very worthwhile randomization. It's possible to randomize AI in a subdued way that doesn't make the game unwinnable.
There's more to it that just a particular battle that may make it unwinnable. Say for example I tweak a Brawler in Mt. Koltz. His AI is now set to, just for the heck of it, cast Poison on the first turn randomly on one person. That one character, barring relic use, may die that battle, or soon thereafter, either from just pure damage, poison damage, or lack of Antidotes.

Take this example a bit further, and say you never got a Tent anywhere from the beginning up until the save point in Mt. Koltz. Most people will buy Phoenix Downs in South Figaro or Figaro Castle, should they have the funds and are available. Remember, there's no guarantee that any particular item will show up in any particular place. The randomizer may have just made Vargas unwinnable from semi-frequent Brawler encounters because they poisoned you to death.

That's just one example.

A more realistic scenario from the same dungeon. Say we give Cirpius a 66% chance of petrifying a character every round. No Softs available? Oops.

RNG should not determine if you can get through a dungeon. That's one aspect of games that I personally dislike and something almost all challenge hacks put people through. This randomizer is making sure that RNG can't screw you over like that, though it may make people go "oh no" a few times.

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If you decide to go ahead with monster palette randomization, I'd be happy to share what I know.
Sure, fire away.

3
ROM Hacking Discussion / Re: FF6 randomizer
« on: December 11, 2014, 02:24:48 am »
AI has been discussed, I believe, but it isn't worth the effort, sadly. A very good chunk of proportional data would have to be reshuffled into "what if" scenarios, and it's too likely to set up a no-win situation.

I think palettes were on the table at some point, but I don't remember.

The zoning for world maps and dungeons has been discussed, and we're thinking of ways it could be implemented that aren't crazy to the player. The randomizer was set up so that people could race against one another, and tossing in monsters you aren't prepared for may cause a no-win scenario. That will partially depend on planning, but it also speaks to the need to heavily tweak monster stats as well in order for different monsters appearing to be feasible.

It's possible, and we may do that, but it's going to take a lot of work. :o

4
General Discussion / Re: romcast 1 and 2
« on: December 08, 2014, 12:24:48 am »
Just listened to this, and it was very much :woot!:

5
Programming / Re: Final Fantasy VI - Opera Scene Coding
« on: December 04, 2014, 11:18:34 pm »
Ok, now that I have time, I can clear some things up:
Code: [Select]
<10>The game will pause at this point in dialogue and wait for player input.
Code: [Select]
<11>The game will pause at this point in dialogue for a time based on the argument. It cannot be interrupted.
Code: [Select]
<12>For all purposes you could call it "end tag." All control codes look for this to know when to stop looking for specific rules/instructions.
Code: [Select]
<13>Clears current text onscreen to create a new page.
Code: [Select]
<14>Prints a number of spaces based on the argument.
Code: [Select]
<15>Puts the finger in front of the code and allows player input for choices.
Code: [Select]
<16>The game will pause at this point in dialogue based on the argument, but can be advanced by player input.
Code: [Select]
<19>Used for displaying how much GP you get from treasure chests.
Code: [Select]
<1A>Used for displaying what items you get from treasure chests.
Code: [Select]
<1B>Used to display which spell a character learns, not used by the game.

6
Personal Projects / Re: FF6 Beyond Chaos randomizer
« on: November 22, 2014, 11:36:14 pm »
Not sure if I'm having an issue or not, but the roms I toss at it that I know are clean are saying that the checksum isn't ok. I'm going to assume it'll work just fine, but just in case, can I get a confirmation of the hashes please? :)

7
General Discussion / Re: romcast 1 and 2
« on: November 18, 2014, 05:47:40 pm »
I just dump them into WAVs with Winamp, a simple enough process with NotSoFato.

8
ROM Hacking Discussion / Re: Animation issue ff6
« on: November 17, 2014, 12:46:34 am »
Yeah, at least I was able to figure out 3 banks of program! :crazy:

9
Personal Projects / Re: FF6 Beyond Chaos randomizer
« on: November 17, 2014, 12:43:03 am »
Oooooh, I was wondering when I would see this here. :woot!:

10
ROM Hacking Discussion / Re: Final Fantasy II/IV hack
« on: November 15, 2014, 09:28:45 am »
The _actual_ greatest source of info is in the ffiv portion of the forum at slickproductions.org, which unfortunately has been down for almost a month now, but I've been assured it will be back eventually.
At this point in time I'm waiting for my admin to dump the database back onto the board, so it's out of my hands. Once the dump is complete, it'll be a work-in-progress to fix the stuff I missed. :laugh: However, you reminded me that the front page should probably be put back up. :crazy:

11
ROM Hacking Discussion / Re: Animation issue ff6
« on: November 14, 2014, 01:47:49 am »
It is sexiness, but that glitch is annoying
It's not a glitch at all. What's happening is there isn't an even amount of step-forward/step-back calls. The Blitz command issues the "step-forward" command, while the Blitz animation calls the "step-back" portion. Weapon swings do not have a "step-forward" call, since you just jump forward and land with the swing.

You would have to either hack in a "step-forward" or hack out the "step-back," but either will work. Sadly, I know nothing of the animation script other than it is a convoluted mess.

12
Gaming Discussion / Re: Secret of Mana's wasted potential
« on: November 13, 2014, 11:50:01 am »
I was also sad that Seiken Densetsu (FDS - 5 disks) and Final Fantasy IV (Famicom) weren't released, but both of these are confirmed to have never left the early planning stages.
Well, if you think about it, FF4 for the Famicom probably would've looked pretty similar to how it looked on the SNES, obvious hardware differences aside. FF4 already has the look and feel of it being for the NES, and the game itself proves this if you compare how things look and "do" during the game. For the best comparison, play it alongside FF3. Being released for the SNES probably just changes the music quality, adds more depth to some palettes, and the Mode 7 sequences.

But then again, you know, just my opinion. :thumbsup:

13
ROM Hacking Discussion / Re: FF6 randomizer
« on: October 15, 2014, 01:52:15 pm »
Yesterday we released version VI, and now that I'm finally starting to get some more time to work on this, the last of the big changes we were intending to implement will be coming soon!

14
General Discussion / Re: Issues with No$GBA
« on: October 05, 2014, 05:03:52 pm »
On a hunch, try right clicking and running it as Administrator.

15
General Discussion / Re: romcast 1 and 2
« on: October 04, 2014, 04:04:52 pm »
I'm hoping everyone enjoys listening to this cast, since we had a lot of fun making it. :woot!:

16
ROM Hacking Discussion / Re: Super Mario Bros. - 128 Lives Fix
« on: September 27, 2014, 01:34:06 am »
Well, based on what you said, it probably does a DEC on the amount of lives, then does a BPL or a BMI to determine if you have a game over or not. If you are at 128 or higher, the negative flag will be set, and the BMI will trip, causing the game over.

As one alternative, you could do the DEC, but then branch if it's zero or not (BEQ/BNE). This still won't be a perfect check, since the game probably doesn't have any bounds/wrapping check on the number of lives. I don't know this for a fact, however.

17
Newcomer's Board / Re: How do I patch non-IPS files to roms?
« on: September 24, 2014, 10:17:02 am »
You'll probably need to look at the extension to get an idea of the format, then use a patcher made for that format.

I've also never heard of a patch converter. I hope you didn't "convert" by simply changing the extension. :P

18
ROM Hacking Discussion / Re: FF6 randomizer
« on: September 04, 2014, 02:58:31 am »
Tonight version 5 of the randomizer was released! Mostly been bug-fixes and other minor tweaks, but there are some really good changes coming up in the near future! :woot!:

19
ROM Hacking Discussion / Re: FF6 randomizer
« on: September 01, 2014, 12:39:18 am »
Vargas' HP was greatly reduced because of the randomizer. You may or may not need to heal once to beat him. Even with the Berserker draw that bxbcore seems to have acquired, you can still win. Berserker may need a little luck, but 1 additional level should do the trick.

We're not evil enough to make you remove 10,000+ HP from the third boss of the game. :crazy:

20
ROM Hacking Discussion / FF6 randomizer
« on: August 27, 2014, 03:02:03 pm »
Hi ho. Dessyreqt and myself have been working on a little project for Final Fantasy 6, aptly called "FF6 randomizer." You can find it here. It is meant to just have some fun, and if racing is your thing, you can race a buddy with this as well. Current version is VI, released on October 15, 2014.

What this does randomize:
  • Character starting stats. It takes the maximum stat a character has, for instance Gau's 99 battle power, and the lowest, Strago's 10 battle power, and picks a number in that range for each character. Most stats will generally be higher as a result.
  • Treasure chests. All treasure chests in the game, save for the Striker in the Cave of the Veldt, have been put into tiers and will be chosen at random. This means you will not get a Ragnarok in Figaro Castle. If a chest contains a Potion, that chest will have something similar to a Potion. Also because of the tiers, a couple of Monster-in-a-Boxes have been added.
  • Character skillsets. Terra gets Rage? Sabin can Steal? Umaro can Runic? Sure, why not. To account for non-Gau getting Rage, and because of Gau's recruitment in the WoR, Leap has been removed entirely. Don't worry, leaning Rages is very, very easy now.
  • Natural abilities. The starting Rages, Lores, and spells of whoever has those skills has been shuffled around.
  • Shops! Items that appear in shops are shuffled around, except the Sprint Shoes. Any shop that sells the shoes will still have them.
  • Character names and palettes. Should be fairly self-explanatory.
  • Equipment. Specifically, who can equip what. This also accounts for starting equipment.
  • Espers. The spells they teach, and the rate they teach at have been shuffled around. It will be generally easier to learn spells now. However, there is no guarantee every spell will be available.
  • vVI - Colosseum items. The items you win in Dragon's Neck have been shuffled around.
  • vVI - Enemy drops and steals. They have been grouped into a tier system similar to the treasure chests and shops.
  • vVI - The RNG table. How a random number is fetched hasn't been changed, but the table from which those numbers have been generated are.



Bug fixes:
  • vVI - Psycho Cyan. Cyan, under certain circumstances would counter-attack his own attacks, which will eventually kill all enemies on the field.
  • vVI - Vanish/Doom. Vanish will now behave according to how it does in Final Fantasy VI Advance.
  • Evade. The evade stat was never referenced for any dodging, so the stat was useless.

New feature!
The interface of the randomizer will now let you set your configurations of the game before you generate your rom, basically so you never have to do it unless you need to change something mid-game. Whatever settings you use will be saved so you never have to redo them for each new rom.

Just in case the text above doesn't tell the whole story, both Dessy and myself have streamed a few sessions of the randomizer. My older one from mid-July can be found here, and a highlight from Dessy from just 3 days ago (August 24) can be seen here. While the whole video is still there, you can watch that too, but with recent changes to Twitch it won't be available for very long.

What this does not, and will not change, ever:
  • Dialogue
  • Story
:crazy:

So yeah, please check it out, and if you have any bugs to report, do so here so we can squash them! Any feedback is also welcome! Most importantly, have fun! :laugh:


Clarifying who did what:
Dessyreqt did all of the UI/program stuff, and I did all of the game hacking stuff.

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