Yeah, that's the thread. Jump to page 24. Find my post from February 13 that starts with "Well, folks, bad news/good news..." That's the beginning of the pertinent info, but after that post, I discovered other things that need to be changed to make it all work, so read all the way through to the stuff that I posted on page 27 of the thread. At some point I may compile all of that ino into one pace, but I tend to keep a lot of balls in the air between ROM hacking and real life, so I don't think I have the time at the moment...
Also, that only
applies to expanding class names. character names, command names and spell names (and you didn't ask, but item names, too) are all pretty fixed at their current lengths for various reasons.
Another thing I'd like to do is give Edge more Ninjutsu but it doesn't look like there is anymore room...
... Sorta right. FF4kster does allow you to extend the list of six-letter spells, essentially increasing the amound of spells that can be added to character spell sets without messing the names up. But you won't be able to have characters learn those spells (the ones beyond the last Ninja spell) by levelling up. You can add them via event instructions, though (which is how Edge learns Flood and Blitz in the original game, anyway, so you could make it work, for sure).
Today I'm going to see if I can figure out how to change GP to Gil.
Certainly do-able. I think Rodimus Primal did it in Namingway Edition. The best method would be to create a "squish tile" for "il" (a single tile that combines the letters "i" and "l," which are narrow enough to fit fully in a single tile), because then you souldn't have to worry about requiring extra space in all of the places "GP" shows up. It might
be a bit difficult finding all of the instances of "GP" in the ROM, though. Have you ever edited text in a ROM using a hex editor? A project like this one would certainly be considered possible for a beginner, but requires a bit of learning and is slightly more difficult than opening FF4kster and making changes.
I'm also going to try to edit sprites so I can get some FF5 sprites in the game
If you're talking about battle sprites, that's certainly possible, though it's painstaking because of the amount of tiles used for each character in battle, and the fact that their arrangement can be a bit confusing at times. It would be a good way to teach yourself about sprite editing, though, so it's probably a good thing to try.
As for "map character" sprites, you won't be able to just copy and paste them from V into IV, because in V they're 4BPP but in IV they're 3BPP (esentially, they use 16 colors in V but only 8 in IV), so you'll essentially have to re-draw them into IV while using V as a guide only. Same story for most monster sprites. Monsters in IV (the one exception being Zeromus's final form) are 3BPP, but most monsters in V are 4BPP (there are a few that are 3BPP in V, but I'm not exactly sure which ones. Bahamut ZERO could probably tell you, he's the person who told me that).
as well as trying to edit the title screen if possible.
Not recommended for a beginning project. Get a little more graphics editing under your belt first. You'll be able to find the title screen graphics pretty easily in a graphics editing program, but beyond editing the existing tiles while having them stay in the same place
when the game runs, making significant changes is (at least) an intermediate-level task. It is possible
, mind you... see the "Final Fantasy IV" title screen used in Project II
for what I would consider an intermediate-level edit, or the "animated" title screens I designed for my project and for Namingway Edition
for examples of some more advanced edits. What makes things more difficult is when, in addition to editing tiles, you edit tile arrangements
, that is, the order in which the tiles show up (left to right, top to bottom) on the screen. So anyway, my recommendation would be to at least get comfortable with character sprite editing first
before tackling something like the title screen.
Oh and I'll be trying to figure out how events and triggers work...
That should be considerably easier than everything mentioned above, because FF4kster completely facilitates the process for you.
And one other thing, how do you add a B button dash?
This is a topic I've delved into ad nauseam
. A (seemingly) standard B-button dash is pretty much impossible in FFIV, or at least making it happen is well beyond my capabilities.
the good news I have for you on this front is that I have published a patch called FFIV User Options
, which includes the following:
*Active/Wait battle mode select in the options menu
*Turn Deferment with the X-button in battle
*Toggling between Max HP and ATB Meter by pressing Select in battle
*Toggling normal walking speed and Dash walking speed by pressing the L-button (the readme file contains intructions on how to switch it to B if you prefer, but it must be a toggle - no "hold to dash, release to walk")
August 29, 2016, 11:39:51 am - (Auto Merged - Double Posts are not allowed before 7 days.)
It looks like slickproductions.org is back online now.
I recommend creating a forum account there and starting a thread about your project there as well. We're a small community compared to this one, but you'll be able to connect directly with more folks who are specifically interested in hacking ffiv.