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Messages - linkncb16

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Gaming Discussion / Final Fantasy IV The After Years - Rant
« on: April 26, 2016, 10:48:57 pm »
DISCLAIMER: I love this game and would defend it any day. I'm only here to discuss some of the minor quirks that have always bothered me and that I would definitely fix if I were able to hack this game. Oh and also there are spoilers. So yeah.

1. Non-Nameable Characters
This is something minor that also bothered me in the FF IV DS remake, but it's not too bad. It's just nice to have that added feature :)

2. Class & Ability Names
This, however, still bothers me immensely. Let's start with Ceodore. The game claims him to a, "Red Wings." Okay? But what does that really mean? My point is that it isn't truly a class, but more of a title. He carries after Cecil as a Knight / Paladin. Let's go a bit further, Luca is a "Shop Hand". Okay, what the hell. That's a literal occupation not a class. She is most similar to the Viking class, but given she is a dwarf I'd settle for a Machinist or Engineer. Next up, my favorite character, Leonora. She is defined as an, "Epopt" and while that is true it is once again not a traditional class. She in the end is undoubtedly a Sage given that she can use both Black and White magic. The term Sage is even brought up when Porom explains that Leonora is what Palom has always wanted to be (referring to Tellah). Now we get to the worst offenders of this. Edward is a "Royal." You've got to be kidding me. With that logic half the damn cast is the "Royal" class! How can you not see that he is clearly a Bard! And of course Harley is a "Secretary" which just sounds plain retarded. Given her appearance and abilities she is obviously a Scholar. Lastly, Golbez is a "Lunarian" which isn't too bad compared to the others, however I think Mystic Knight / Magic Knight would have sufficed. Oh also Calca and Brina should have been Dancers not "Dolls."

So on to abilities, most of these are fine, but a few bother me. Firstly, Edge's "Smash and Grab." That sounds so strange and out of place it makes me cringe. And aside from that there is already a name for it, Mug! Luca's "Big Throw" sounds generic, but it's passable. I don't understand why she has Analyze though, that's just a repeat. Harley's "Piercing Sight" could have just been called, Scan or something, but the ability was useless from the start so it doesn't really matter. Cid's "Risk Strike" shares the same problem as Luca's and also wasn't even necessary. The 4 other Ninjas aren't even worth mentioning and as I recall there abilities are all either duplicates or trash anyway.

3. Post Chapter Content
Okay, so why did they have to set a level cap for each chapter? That's stupid. Anyway, the challenge dungeons are fine and some of them are fun, but playing through them 100+ times is not. The problem is that they take a long time to clear and reset each time you enter again. If this wasn't bad enough, the treasures at the end contain some rare items you cannot findanywhere else in the game, but when you open the chest it is random! As a completionist this made me rip my hair out. 95% of the time you are going to get a Potion. Really. There should have been a set amount of times you had to clear it to attain each rare item. That would have solved it entirely.

4. The Final Chapter
This is my least favorite part of the game and I actually enjoyed very little of it. It starts out alright, you just fly around the world linking all the tales together before reuniting at Baron. But after that it is all downhill. One thing that I have to give credit for first is the ability to make your own party with any 5 characters. I absolutely love that.

So first problem, you can't return back to Earth once you reach the moon. What. Why. Was there any good reason for this? No. The issue with this is that there are several items such as tails, adamantite, and apples / soma drops that can't be found on the moon! What the hell?!

Second problem, the last dungeon itself. I actually legitimately hate this part of the game. It is not fun. It is not enjoyable. It is boring and goes on for way to long. It's not even that hard, but it takes FOREVER. You go through 50+ floors just fighting all the major bosses from FF I - VI. It is horrible. By the end you are just hoping that it will be over.

Final problem, post game content. Oh wait, that's right. THERE ISN'T ANY. You are stuck on the damn moon with nothing left to do but EXP. And if you haven't collected all rare items from the previous chapters guess what, you can't 100% the game now. Unless you replay the whole thing again. Jesus Christ. At the very least there could have been a SINGLE bonus dungeon or something like Gladiator's Hall in FFD where you could obtain the ultimate weapons and max out your party in adamantite armor. That was awesome.

So... yea. I guess that's it!

April 26, 2016, 10:55:10 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
One other thing I forgot to mention! Kain never should have become a Holy Dragoon. That made no sense. Now don't get me wrong, I really like his arc where he also has to overcome his dark side. That's a passable motivation. What isn't passable however is his transformation. He becomes a "Holy Dragoon". Really. Really. No. That's dumb. It made sense when Cecil transformed from a Dark Knight into a Paladin, but this is just idiotic. And they even had the nerve to give yet another character White Magic. With that kind of logic any class can become "holy" and acquire White Magic. Holy Summoner? Sure. Holy Scholar? Why not.

I haven't found anyone else who has done it yet nor have I found a ROM map of it yet. Is it realistic hack a game like this and if so would anyone be interested in helping me with it?

Okay so I'm trying to dump the RAM before and after I make a change, but when I do the file is in .bin format and thus unreadable. How do I read the dump as if it were still in hex? And after I do that how will I quickly be able to spot changes between the two?

There are a few things that I need to change that I cannot find the offsets for:
-MP Gains
-level of a spell
-name of a spell

They are not located on the datacrystal page and I don't know where else to look.

I'm trying to use the hex editor in FCEUX and I have no idea what the hell is going on. Whenever I press any input the game lags severely and it seems like 1000s of hex values light up and change. How in the hell am I supposed to find where anything is?! Values $5000-$5FF0  never stop changing even if I am doing nothing. How is this supposed to be an effective method of finding anything.

April 19, 2016, 04:33:51 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I also have know idea what PPU is. Don't know if that's important.

Any difference between RAM and SRAM? Also, when the game is saved, is that just a massive overwrite of ROM values? Lastly, what is bank swapping?

April 19, 2016, 11:10:17 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Oh, and what are those weird symbols on the right of the hex editor?

Okay, so I'm going to take the suggestion to monitor the game's RAM to pick out any changes I see. If I am using Nestopia how would I go about this step by step?

Just looking at hex bytes is not a good approach. Even someone well versed in 6502 asm has a hard time telling 'code' from 'data'.

If you happen to know the exact location of the data you want to change, and the value you want to change to, then yes, it can be done in a hex editor. If you don't know what you're looking for, it's going to be like a needle in a haystack, or perhaps finding a specific needle in a pile of needles.

Alot of things are done by very careful investigation.

I would do a trace of the code at the exact moment in the game when your white magic levels up, specifically looking for code that reads the magic code level value and does something with it. (Fceux debugging tools).
Magic does not level up, rather each spell is assigned to be a specific level (1-8) and when you buy a spell any character who can use that level of magic will be able to use the spell.
Ex. I buy Cure3, a level 5 spell. I give it to a character that can only use up to level 4 magic so even though it is in their spell inventory, they cannot use it. How would I find what value assigns that spell to be level 5 magic even if I were monitoring the game? (Because there is no way to change the level of a spell in game.)

Ah, ok. So I guess where that table is located is unknown as I don't see it in the ROM map. Also, I'm reading your blog now actually to see what more I can learn! I had always wondered what code was used on the NES or if Nintendo has to create their own personal coding systems. There is so much I feel like I need to know about this.

$72010 to $720BF - Base stat data for all classes, 8 bytes per class:
 0x0: Affects CP cost to change to this class
 0x1: Level needed to change to this job
 0x2-0x6: Base stats (Strength-Agility-Vitality-Intelligence-Spirit)
0x8: Base MP bonus. Index to a table.

That is what I was referring to. Is it the same as you previously described?

Can you explain what the ROM map guide means when it says a certain mechanic, "points to a table."?

April 17, 2016, 11:02:46 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Jesus what were in those pictures XD

Woa, seriously? So the only way to find what values equal what and where they are located is through trial and error?? How is it even possible to make a key of every value if you don't know what each one represents?!

April 17, 2016, 10:45:47 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Also, I'm curious about how hex works in general. This might have to do with the physical hardware, but how does the NES know what each value means? Like how woud it know "A3" is the brown/black color palette for a sprite? How is that defined?

That sounds interesting. Can you elaborate? It sounds like you are talking about the innerworkings of the game which I would like to understand. Also, there is unfortunately no map editor (or hardly any resources at all).

I am still a very novice hacker, so I don't quite understand how everything works. So if you load a ROM in a hexadecimal editor, is that the code for the entire game? In other words can any aspect of that game being modified by changing only those values? Specifically, there are some changes I would like to make to Final Fantasy III (NES) that I can't find in the ROM map. Here are just a few examples:
1. Changing the "Life" spell from being level 5 White Magic to being level 4 White Magic
2. Editing maps
3. Setting what jobs are obtained from what Crystals
4. Editing text boxes

Here is the ROM Map for reference:

Personal Projects / Re: Final Fantasy II: Refurbished
« on: January 14, 2016, 02:57:31 pm »
I agree about the order of the commands.
( If I'm ever Feeling really ambitious one day I might try creating a sub-menu that is accessed by pressing right and put the Run command there so it's out of the way completely. Might even be nice to add in a Defend command to replace it, too. )
That's a great idea if it is do able. In addition, you could change row in battle by going left so it'd be just like FFIV-FFVI!

Also, I always hated having characters forced in the back row when they had a status effect or were dead. I think it was to prevent already stoned or dead characters from being targeted, but can you change this?

Personal Projects / Re: Final Fantasy II: Refurbished
« on: January 14, 2016, 10:27:47 am »
It all looks really good so far! One minor thing that always bothered me was the order of the battle commands:
It makes so much more sense to have it like this:
Also, can you make items stack able? (ex. Two potions taking up one slot with Potionx2 as opposed to taking two inventory slots.)

Personal Projects / Re: Final Fantasy II: Refurbished
« on: January 13, 2016, 10:30:29 am »
Dual wielding was also broken in this version (showed animation, but only calculated damage for first weapon). Do you intend to fix that as well?

If you're working on FFIII please remove that annoying pop sound from the battle theme. It drives me INSANE!!! At first I thought it was a glitch, but apparently it was supposed to sound that bad...
I will see if I can do that :)

Can it be done using a hex editor?

Newcomer's Board / How Do I Edit/ Replace the Sound Files in an NES ROM?
« on: January 11, 2016, 02:45:24 pm »
I believe the sound files for the Famicom/ NES are under the NSF format, right? Well how exactly can I change those in the ROM? I don't really care about changing SE, but I'd like to change soundtracks.

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