« on: September 05, 2014, 03:43:41 pm »
Whoops! please delete this post. I replied in the wrong topic.
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I'm currently working on Pokemon Stadium 2, and I've posted offsets for rental Pokemon on datacrystal. I'll post a lot more data in a few hours.It is possible, and it's very easy to do :
You can change Rentals / Types / Names / Text / CPU Pokemon and which animation is used by which move very easily.
I'm looking into how some move effects are scripted (Disable, Encore...) so I can insert other effects after modifying the pointers (it would allow to insert complex moves like Taunt and Torment in the game for example)Actually there is a complete list of which moves combinations are legal on which Pokemon. If this check fails, the trainer's name is displayed in purple. There is a check on Pokemon stats and a check on moves data too.
I'll take care of Pokemon Stadium 1 right after the 2.
PP: 15 (max. 24)
Description: Causes damage and reduces accuracy of the enemy by 1 stage.
PP: 10 (max. 16)
Description: Causes damage. 30% (sadly there is no 10% option for flinch) chance, that the enemy flinches back.
PP: 15 (max. 24)
Description: In the first turn the user flies up into the air and is invincible against any attacks made during this turn, except by a few attacks. 2nd turn dive attack.
PP: 10(max. 16)
Description: Causes damage and always hits twice.
Fury Cutter (TM49)
PP: 10(max. 16)
Description: Hits three times with rising power (Triple Kick effect: 1st hit 40, 2nd hit 50, 3rd hit 60).
Dragon Breath (TM49)
PP: 15(max. 24)
Description: Causes Damage. 30% chance to paralyse the target.
In terms of Final Fantasy Jobs are what other RPG systems refer to as classes. So you're making a distinction where none exists.
As far the Freelancers (the vanilla guy) being Sages, that is really not the case at all. Any character in FFV can use any command and it's associated abilities that they have learned by gaining job levels as long as they have an open slot in their menu to equip it. Given that magic in this game is split int Black, White, Time and Summon it's technically impossible to have a functioning FF3 style Sage (has all Black, White, Time, and Summon spells) and the only way to have the FF4 version would require the use of the Mime job which is the only one with 3 slots available but you'd be sacrificing Items.
To create a true Sage job in FFV would require the creation of a custom command that contains all the spells from at least White, Black, and Time. Given that to add a whole other job to really flesh it out, the next best thing would be to create a sort of meta-job system where, for example, setting up a character to use the Mime job and a specific set of abilities would trigger a special routine that would make changes to the game to make it seem like a normal job.
So essentially let's say that the requirements are that a character must master White Mage, Black Mage, and Time Mage. Then you take that character and set them to the Mime job and set up their menu to be Mimic (default), White Lv6, Black Lv6, and Time Lv6. Then when you go back to the party menu the custom code takes over and overrides specific values like changing the job name displayed to Sage, altering the magic menu so that the affected character can access all three sets of the associated spells for use in the menu. When a battle begins the custom code would then swap the character's commands for custom ones associated with the Sage meta-job.
A hack of this sort would only be limited by ROM space for the custom commands and any custom graphics that might be used. Plus it could be used to create several meta-jobs so that Necromancer, Gladiator, Cannoneer, and Oracle can be implemented without having to expand the menu system. Not to mention any other extra meta-jobs a hacker might want to create.
I have never realized until now, why there was a empty row on all the levels in this hack (at the bottom of the screen). The MM9 resolusition was 256x224. I seriously didn't know that all these years honestly, while the NES has 256x240 to my surprise.
This cannot be fixed, unless there is purposely an extra row of tiles added, to every screen in every level, like trying to "fake" a row, that it's not noticeable compared to the original mm9 layout.
Everything above or below that point, would have to be shifted down/up 16 pixels thus it will totally screw up the entire layout of the level design.
The max limit is 256, like I said before, thus Tornado Man cannot be finished. It is impossible, because it uses more about 300 unique tiles (animated snow and rain tiles). I am afraid but it's the truth.
It is pretty obvious, that Megaman 9 and 10 went beyond NES limits in some places.
Ah, I thought so. What rock5easily did, was exactly what I thought. He added an extra row to the very top of the screen
like when he was comparing the first hallway for concrete between this and chpexo's rom. There's one extra row of leaves for the tree's at the very top of the screen.. in rock5's rom.