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Romhacking => Personal Projects => Topic started by: DragonAtma on November 30, 2020, 04:12:55 pm

Title: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: DragonAtma on November 30, 2020, 04:12:55 pm
Hello, everyone! I've been modding on and off for close to a decade, so I've made a few projects over the years. So why not share them?

Furthermore, since some people use headers and some don't, I generally try to include two IPSes, one of each. Sure, many people here have no problem adding/removing a header, but why not help those who can't?

---

So far I've released one Gemfire mod, Dawn of Ishmeria. It takes place a generation before the vanilla game, so most of the officers have been replaced, and the remaining officers are noticeably younger. Naturally, the scenarios have also been changed!

Fifth units have also been rebalanced. The wizards are a lot closer to each other in power, and other fifth units have been adjusted so all of them are usable (no more paying 50 gold for a 100-HP ogre!).

As of only a few days ago, I removed the fame requirements from 5th units. Now, you don't have to worry about 5th units deserting you.

There's a copy on the newest version of RHN; you can find it here:
https://www.romhacking.net/hacks/5551/

Special thanks go out to Gamefaqs’ Gemfire board.

---

Most of my game modding has been with Romance of the Three Kingdoms II; therefore, most of this post is about RoTK2 mods. My first real mod, NameStatFix, was for RoTK2; as the name suggests, it fixes names (Hain Fu -> Han Fu, Jia Xue -> Jia Xu, etc.) and stats (Liu Zhang the incompetent will no longer have higher stats than Cao Cao's elite generals, Yue Jin and Yu Jin).

I should add that stats are based off of real life stats where feasible (obviously I couldn't do that for fictional officers!). The one exception is Yang Ping; since he comes neither from real life nor Luo Guanzhong's novel (Romance of the Three Kingdoms) but from Eiji Yoshikawa's Japanese-only version, I was forced to stick with original stats.

As a bonus, everyone is playable, and the game now allows up to 16 players instead of 12. Scenarios 1 and 2 have a minor glitch: New Ruler defaults to province 2 wherever you picked, but during the ruler editing you can pick your preferred province and it'll stick.

There's a copy on RHN; you can find it here:
https://www.romhacking.net/hacks/5561/

Special thanks go out to Gamefaqs’ RoTK2 board.

---

You know what's better than NSF? Building another mod on NSF. You know what's better than six scenarios? Twelve scenarios. That's what RoTK2: Parallel Universes gives you: six fictional scenarios to enjoy.

191 — The Failed Alliance: Thanks to the constant bickering between them, the coalition against Dong Zhuo has utterly collapsed. Yuan Shao, Cao Cao, and Sun Jian are all dead, and Yuan Shu was driven south. Afraid of Dong Zhuo’s power, Han Fu and Kong Rong are contemplating a call for a second coalition.

195 — Lord Yuan Shu: Although Sun Jian was defeated in the battle of Xiangyang, his forces mortally wounded Huang Zu in the process. Looking east, Yuan Shu conquered Shouchun, crushed Tao Qian, and added Lu Bu’s forces to his ranks. Even now, he sees himself as the next emperor!

198 — Jia Xu’s Cunning: Even though Dong Zhuo’s partisans won the Battle of Changan, both Li Jue and Guo Si were killed in action. Jia Xu was tapped as the new leader, and turned out even better than they hoped. But will Ma Teng and Zhang Lu’s submission be enough?

202 — Brotherly Hate: Thanks to Yuan Tan’s reinforcements, Yuan Shao’s invasion of Guandu was a success. Cao Cao’s forces have been crippled, and Cao Hong, Yue Jin, and Xu Huang are all dead. But Yuan Shao died soon after, and infighting between Yuan Tan and Yuan Shang gives Cao Cao one last chance.

216 — An Unexpected Succession: With Cao Cao’s sudden death, Wei is thrown into turmoil. Both Cao Zhang and Cao Zhi contested Cao Pi’s elevation, splitting Wei in three even as Shu and Wu were poised to attack.

220 — Guan Yu’s Vengeance: Cao Ren and Pang De are dead. Xu Huang was routed by Liu Feng’s reinforcements, and Yu Jin reluctantly submitted to Shu. Wu is doing no better; most of Jing has fallen to Shu’s onslaught, and neither Liu Bei nor Guan Yu show any signs of stopping.

As luck would have it, a fan submitted PU to RHN, so it's been on the site for some time now:
https://www.romhacking.net/hacks/2170/

Thanks go out to everyone on Gamefaqs’ RoTK2 SNES board, and especially to Kawaiifan/Cutefan, ServantOfMagnus, and Marsil79.

---

After PU was finished, I decided to work some more on improving RoTK2 -- and with help (including darkmoon2321 and Team-Wu as coders, seeing as I don't know SNES programming), it's been repeatedly improved. So here are the improvements:

* With one exception, every officer's int/war/charm have been updated -- historical officers are based on historical data, while fictional officers are based on the novel. The one exception is Yang Ping, as he only exists in a Japanese-only work of fiction.
* Names have been corrected, plus repeated names have been adjusted to prevent total repeats (so Zhang Yi, Zhang Yi, and Zhang Yi are now Zhang Yi, Zhang Ni, and Zhang Junsi). Note that RoTK2's limitations (no 8-letter names, max of 13 characters including the space) mean that Dongtuna (formerly Dong Tuno) is Dong Tuna and Jinhuansanjie (formerly Jinhuan Jie) is Jinhuan Sanji.
* As with NSF1, every single force is playable.
* The hidden stats (Duty, Virtue, and Ambition) have also been updated. No longer will Liu Biao sit like a log and vegetate -- as in real life, he'll be surprisingly active!
* Every single generic officer has been given a unique face, from mighty Zhu Ran down to nobodies like Cai He.
* Birthdates have been adjusted to the best of my knowledge. Some, such as Zhang Shusi (formerly Zhang Xiou) are notably younger; some others are notably older.
* Death dates have been adjusted as well. If an officer historically died of natural causes, then starting in that year they have a 25% chance per year of dying -- which means some officers (such as Zhou Yu) may die surprisingly young. Of course, those who died of unnatural causes (war, execution, etc.) retain the usual age of 67+ years -- which means people like Sun Jian and Sun Ce may last far longer than in the original version.
* Officers have been moved and assigned for accuracy reasons. Everybody know that Liu Bei, Guan Yu, and Zhang Fei started together, but not everyone realizes that Jian Yong came from the same town -- which means Jian Yong is with them as early as scenario 1.
* Autojoins have been updated. If you want Zhang Hu (formerly the lesser Zhang He) in your force, now the surest way is to recruit his father, Zhang Liao, and hold on to him! Furthermore, via special dragon powers, Sun Quan, Sun Yi, and Sun Huan auto-join Sun Jian in scenario 1 but Sun Ce in scenario 2 (and, in Sun Huan's case, Sun Quan in scenario 3).
* Yong Kai was the original rebel in Nanzhong, not Meng Huo. Therefore, Yong Kai is the starting Nanman ruler in scenarios 5 and 6. Of course, if he dies, nothing prevents Meng Huo from succeeding him...
* Loyalties have been updated as well. For example, Liu Pan is Liu Biao's nephew, so there's no reason for him to have only 85 loyalty.
* Soldier counts were tweaked for every scenario; just because two forces have the same number of officers, it doesn't mean they're the same strength! It even reflects power structures; in scenario 1, for example, while Liu Biao has only 80 soldiers, "common officer" Huang Zu has a full 50 soldiers under his control.
* There are no longer any surrender-proof rulers. If you beat them down enough, you can even convince Liu Bei, Cao Cao, and Sun Quan to surrender to you!
* Starting hostilities have been added, courtesy of darkmoon2321's coding. Liu Bei and his friend Gongsun Zan have a mere 20 hostility in the scenarios they both show up, while in Dong Zhuo's only scenario, most forces hate him with a passion!
* Starting trusts have been added, again courtesy of darkmoon2321's coding. Dong Zhuo's starting hostility is naturally 0, while Li Jue's isn't that much better. Trust even changes from scenario to scenario for a couple rulers.
* The number of active officers has been increased, courtesy of darkmoon2321. No longer will you have to execute low-stat officers or wait for old officers to do to get new ones!
* Provinces 39 and 41 have been redrawn on the world map; I got tired of province 41 having a long shoreline province in battle, yet being fully landlocked on the world map.
* Province ownership has been edited in some scenarios (especially scenario 5) for historical accuracy.
* Officer join dates have been edited for accuracy as well; naturally, this somewhat affects which officers start in each scenario.
* Seven new officers (He Qi, Shi Ziyu, Lu Mao [brother of Lu Xun], Lu Ju [son of Lu Fan], Zhu Cai [son of Zhu Zhi], Zhu Ju, and Sun Shao [Gongli]) have been added to Sun Quan so he won't spectacular implode in the last couple scenarios.

Now, NSF2 had issues when I released it; enough issues, in fact, that I put it Back In Beta[TM]. After going from 1.beta.1 up through 1.beta.7 it's finally updated to 1.RC1; with proper testing (I really don't want to shove it back in beta AGAIN), I can finally release it.

I should add that on very rare occasions, the delegate command causes someone to interact with province 255 even in vanilla; there's a report of that happening in NSF2, so only testing can confirm that it really is a freak occurrence from vanilla and will not happen more often here.

If you want to test it, you can find a copy here:
https://download1337.mediafire.com/ws7p3imaxhvg/pt7in9ux31e0cjb/NSF2_1_rc1.zip

Special thanks go out to darkmoon2321, Team-Wu, Kawaiifan/Cutefan, and the rest of Gamefaqs’ RoTK2 SNES board.

---

RoTK2 is fun. Modding is fun (if occasionally aggravating). Therefore, modding RoTK2 is definitely fun. I actually started on a brand new story in a brand new land for a future mod, the Darro mod. Although it's playable it's certainly not ready for release yet (coding will be needed, specifically the name lengthening coding).

Yes, I've been sidetracked by other projects (such as my 7th Saga mod), but it's only a matter of time before I return to it!

---

So I recently started work on modding 7th Saga. I'm sure some of you remember the second quest from Zelda 1; this'll be somewhat similar. The maps will be the same, but enemies will be carefully shuffled and balanced (and increased in number; through palette swaps we're currently looking at 127 enemies, up from vanilla's 71 enemies).

Character stats and levelling are given a once-over. All characters will be balanced, and experience gain will be streamlined grinding should be minimal.

We'll have more armors; both heavy and light armors will have two choices (plate vs mail, robe vs cloak, shield vs helm, mask vs crown); one has higher defense, while the other has higher spell resistance. Furthermore, armors vary in resistances (e.g. Psytech armor has +10 debuff resistance compared to other armor, while Kryonic armor has +10 Vacuum resistance). They're consistent, as well (so Psytech mail and Psytech shield also have +10 more debuff resistance than standard mail/shields).

We'll also have more weapons; they'll be stronger than in vanilla. Right now we'd need coding to give weapons more than simply power and cost, but ideally a coder can get that done. One easy idea is adding accuracy (if a weapon has +10 accuracy, then it determines hit rate as if your speed was 10 points higher), while another idea is adding elemental damage (if a sword is fire elemental and has 20 magic, it does an extra 20 damage... reduced by the enemy's fire resistance, of course!)

Everyone has been given a top piece of equipment; purely by chance it's similar to Nati's top equipment, but not identical!

We'll also have more spells to cast; right now, my plans have 46 spells instead of vanilla's 32. If all goes well, coding will let apprentices learn up to 24 spells (or 32 if it's no extra work) instead of vanilla's 16.

Ideally, an item drop tables will increase; instead of 16 sets, hopefully we'll have 32 (or more!).

I intend on shuffling Trick locations. VGMaps will not protect you!

So far I've done the following things:
* For all weapons, I assigned powers, names, and tiers (general areas -- say, "This sword will be first sold in tier 2, so either Bonro or Zellis" ). I have twenty tiers of equipment, so some (such as Bone) are exactly one spot and, therefore, are definitely located.
* Powers, names, resistances, and tiers are assigned for all armors.
* Spells have been decided, along with how strong they are. I've also decided what spells are learned by each apprentice and at what levels.
* I've determined what experience levels a reasonable playthrough would be at every area; grinding should be minimal.
* I decided on locations for every monster. I started on palettes for new monsters; twenty-seven are done so far.
* Abbreviated monster names have been changed (Brain, S. Brain, N. Brain -> Brain, Mind, Prodigy). If this is unpopular, I'll revert the changes. R. Pison and M. Pison keep their old names for obvious reasons.

Right now it's not playable, but I can certainly show you some of the new monster graphics if needed.
Title: Re: DragonAtma's mods for Gemfire, Romance of the Three Kingdoms II, and 7th Saga
Post by: Ok Impala! on December 04, 2020, 06:33:31 am
Really looking forward to your 7th Saga work! Are your 6 opponents better scaled, so you can actually win when you try to combat them?
Title: Re: DragonAtma's mods for Gemfire, Romance of the Three Kingdoms II, and 7th Saga
Post by: DragonAtma on December 04, 2020, 07:40:17 pm
It's still in the early stages, but Elnard levelling will certainly be gone. They'll be on par with you whether they're your ally or your enemy.

Of course, Lejes' Defense2 obsession will also be gone, so he won't be a joke anymore.
Title: Re: DragonAtma's mods for Gemfire, Romance of the Three Kingdoms II, and 7th Saga
Post by: MysticLord on December 05, 2020, 01:32:44 pm
Got any Ogre Battle mods? I think I remember you were active there.
Title: Re: DragonAtma's mods for Gemfire, Romance of the Three Kingdoms II, and 7th Saga
Post by: DragonAtma on December 05, 2020, 04:21:15 pm
I certainly started on one, but I wound up putting it on hold since (like so many mods) it required coding. I may return to it one day, but not when I have so much on my plate.
This is a mockup from what I worked on:
(https://i.postimg.cc/HLp56Y3j/Matten-Range-sanitized.png)

---

While we're at it, I probably should post an image of the RoTK2 Darro mod I've been working on, so here you go (it is NOT a mockup):
(https://i.postimg.cc/908cZj14/Darro018.png)
Technically it's fully playable (to the point where you can unify Notchina), but it's not ready for release for multiple reasons.
Title: Re: DragonAtma's mods for Gemfire, Romance of the Three Kingdoms II, and 7th Saga
Post by: Red Soul on December 05, 2020, 04:52:40 pm
7th Saga should be interesting with these modifications. Some palette touch ups would be great too (I always felt the game was oversaturated and some palette choices for buildings and the ground in cities were frankly horrible).
Title: Re: DragonAtma's mods for Gemfire, Romance of the Three Kingdoms II, and 7th Saga
Post by: DragonAtma on December 06, 2020, 04:37:08 pm
The graphics seemed fine to me. Where exactly would you change the palettes?
Title: Re: DragonAtma's mods for Gemfire, Romance of the Three Kingdoms II, and 7th Saga
Post by: Red Soul on December 09, 2020, 02:20:24 am
I think the color choices are really bad in general, and way too saturarted; it's mostly opinion so it's hard to be objective, but stuff like the blue/green walls of the palace, the retina burning red of the carpet, that kind of thing.

It almost feels like the developers went and said "Oh my, the SNES has such a huge palette, let's show off to those Megadrive owners and their paltry 64 simulaneous on screen colors! and 9 bit palettes!"

Jokes aside, things seem colored without a rhyme or reason in the game, there doesn't seem to be a consistent style;
The characters are mostly fine, though, as is the overworld map.

My problem is really with the colors used in cities and interiors. I know, early game, so I'm not trying to bash, but yeah.
Title: Re: DragonAtma's mods for Gemfire, Romance of the Three Kingdoms II, and 7th Saga
Post by: Dulcineax28 on December 09, 2020, 12:04:37 pm
The 7th Saga changes sound amazing already, would love to see some WIP soon! The spritework might be a pain, but have you considered also adding an extra character or two? I suppose that would make it 8th Saga though  :thumbsup:
Title: Re: DragonAtma's mods for Gemfire, Romance of the Three Kingdoms II, and 7th Saga
Post by: DragonAtma on December 09, 2020, 07:17:07 pm
Well, when I get a chance I'll take a look and see if the colors look better muted; they don't bother me, but I'm not the world. XD

In the meantime, I've been working on my mod:

(https://i.postimg.cc/hG03Jqj7/image-2020-12-09-190459.png)

As you can see, I've been busy with graphics for the new monsters. Thirteen families only use eight colors instead of sixteen, so I  started on upgrading them to 16 colors. Obviously, they're not all there yet!

I did talk to slidelljohn a bit on Gamefaqs, but RHN is probably more convenient. Since Produce! was very fond of obfuscating their code (compressed graphics, non-standard palette data, etc.) it's not the sort of thing I can do alone, but with help I'm sure we can make the mod a reality -- especially since some of the steps (such as uncompressed graphics) are already done.

EDIT: I should add that palettes are done for all the 40-ish new monsters, but for 8-color monsters I've only started upgrading them to 16 colors.
Title: Re: DragonAtma's mods for Gemfire, Romance of the Three Kingdoms II, and 7th Saga
Post by: Red Soul on December 10, 2020, 04:30:32 am
I think a combination of efforts on this game will make it quite great, I look forward to hearing more about it!
Title: Re: DragonAtma's mods for Gemfire, Romance of the Three Kingdoms II, and 7th Saga
Post by: MysticLord on December 10, 2020, 03:23:33 pm
I certainly started on one, but I wound up putting it on hold since (like so many mods) it required coding. I may return to it one day, but not when I have so much on my plate.
This is a mockup from what I worked on:
(https://i.postimg.cc/HLp56Y3j/Matten-Range-sanitized.png)
Is that a custom stage?

What else did you have planned?
Title: Re: DragonAtma's mods for Gemfire, Romance of the Three Kingdoms II, and 7th Saga
Post by: DragonAtma on December 10, 2020, 08:10:54 pm
It is indeed a custom stage (I did not show the hidden cities/loot!); when I return to OB I plan to add a dozen or so stages and roughly double the number of classes (most people -- including unique classes -- will have another tier to upgrade to, e.g. Knight -> Paladin -> Champion). Naturally there'll be more bosses, more balance, and so on.

But right now it's on hold until I'm less busy with other projects (and I find a coder).
Title: Re: DragonAtma's mods for Gemfire, Romance of the Three Kingdoms II, and 7th Saga
Post by: Red Soul on December 11, 2020, 04:09:31 pm
Regarding 7th Saga, it would be great if you could make your changes compatible with Elnard as well, since I prefer the smoother difficulty curve of that one.
Title: Re: DragonAtma's mods for Gemfire, Romance of the Three Kingdoms II, and 7th Saga
Post by: DragonAtma on December 11, 2020, 07:13:54 pm
No need; I'm planning on sweeping changes (stat progression changed, new exp/level list, etc.), and since Elnard levelling will be gone, there's no reason to make it compatible with the japanese version.

As for difficulty, I'll make sure it's nice and smooth (although when it's done I may make a hard mode...)
Title: Re: DragonAtma's mods for Gemfire, Romance of the Three Kingdoms II, and 7th Saga
Post by: Red Soul on December 11, 2020, 11:02:11 pm
Nothing against difficulty increases as separate patches. I just abhor hacks that fix mechanics while introducing "challenge", so I applaud your approach on keeping things separate.
Title: Re: DragonAtma's mods for Gemfire, Romance of the Three Kingdoms II, and 7th Saga
Post by: DragonAtma on December 11, 2020, 11:22:13 pm
Don't worry, I've never been fond of modders deciding "Oh, let's add challenge for no reason!".

I once did some work on an FFMQ hard mode mod, but I got sidetracked; much like OB and Actraiser, I may return to modding it when I'm less occupied.
Title: Re: DragonAtma's mods for Gemfire, Romance of the Three Kingdoms II, and 7th Saga
Post by: Red Soul on December 12, 2020, 06:09:56 am
I wonder if it would be possible to recreate Ogre Battle: The Prince of Zenobia on the SNES if map and event editors exist for the game
(it is a spinoff originally released on the Neo Geo Pocket Color, of all places; no complete English patch as far as I know).
Title: Re: DragonAtma's mods for Gemfire, Romance of the Three Kingdoms II, and 7th Saga
Post by: DragonAtma on December 12, 2020, 07:29:51 am
Undoubtedly, but we'd need (at minimum) a coder and a japanese translator -- and, of course time to work on it!
Title: Re: DragonAtma's mods for Gemfire, Romance of the Three Kingdoms II, and 7th Saga
Post by: MysticLord on December 12, 2020, 10:24:35 pm
I wonder if it would be possible to recreate Ogre Battle: The Prince of Zenobia on the SNES if map and event editors exist for the game
(it is a spinoff originally released on the Neo Geo Pocket Color, of all places; no complete English patch as far as I know).
Much of the class data is known, but the event scripting isn't, there aren't any tools, the few people who did share assembly hacks disappeared, and the guy who pointedly did not share assembly hacks (and whom was offended that people asked, and whom IIRC obfuscated his admittedly impressive hacks so people couldn't just diff a patched rom to figure it out*) stopped posting without finishing his magnum opus. I think the map data (tiles and the layouts, plus tables for terrain and cities) was found. The enemy and random encounters were found.

There are nightmare modules for I think some of th class data, and an VB.NET editor that I think doesn't work and for which there is no public source code.

If you're a competent programmer the field is ripe for entry.

I can give you links to much of what's known if you'd like.

*If I ever get around to making tools for Ogre Battle SNES and I reverse his hacks, I'll be sure to credit him when I release it and provide all known contact info for him, along with an invitation for people to pester him with questions since he helped me so much.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: Red Soul on December 13, 2020, 04:41:13 am
I'm not a programmer, sadly, so I can't really contribute in any meaningful way.
It just saddens me that Prince of Zenobia was stuck in a platform like the NGPC.

Also saddening is the fact that there are sour apples in every proverbial basket. Oh well.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: MysticLord on December 14, 2020, 12:31:55 am
It's in my queue, once I'm done making as much of Saga Frontier moddable I'll work on Ogre Battle next since most of the data is pretty easy to edit IIRC. I'm not sure about maps, map scripting, text, and a few other things but there are a lot of talented people around to help out.

If it's any consolation, sour apples do NOT enjoy seeing people reverse their changes at all, so with any luck we'll have the satisfaction of a public meltdown from the offending party.  ;)
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: DragonAtma on December 14, 2020, 03:06:53 am
When we do finally get around to OB, I see enough room for eleven (or fourteen) more stages.

Two maps are complete.
Five maps I finished the general layout.
Four maps I didn't start on.

Three more maps may or may not be added (I'd have to squeeze them in, and the last two are smaller than their neighbors), but it's not impossible.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: MysticLord on December 14, 2020, 03:45:52 am
If it's convenient for you, dump any data you have on maps - tilesets, map grids, city data, event scripting, and how to determine what is text (pointers? opcodes with range parameters?) as I remember it's compressed.

If anyone has any interesting hacks/mods which do cool things like add in content from the PS1 or Saturn versions, archive those for later perusal in case we can diff them against a vanilla rom and rule out known data to isolate changes. I think Zombero has a few interesting hacks where he made a resistance view in the menu, expanded the number of classes, and maybe dehardcoded a few things. I know finshore did a few dehardcoding hacks, as did I think Faustwolf - or was that palettes?
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: DragonAtma on December 14, 2020, 03:55:55 am
Here you go:
(https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Fmedia.giphy.com%2Fmedia%2F1Zbeweu52ZaQE%2F200.gif&f=1&nofb=1)

Unfortunately, as I'm not a coder I have very little to dump; you've undoubtedly seen the three big topics on gamefaqs, and that's all (or almost all?) the info I have to offer. For those who haven't, they are:

https://gamefaqs.gamespot.com/boards/588541-ogre-battle-the-march-of-the-black-queen/40090402 (https://gamefaqs.gamespot.com/boards/588541-ogre-battle-the-march-of-the-black-queen/40090402)
https://gamefaqs.gamespot.com/boards/588541-ogre-battle-the-march-of-the-black-queen/43853002 (https://gamefaqs.gamespot.com/boards/588541-ogre-battle-the-march-of-the-black-queen/43853002)
https://gamefaqs.gamespot.com/boards/588541-ogre-battle-the-march-of-the-black-queen/54266112 (https://gamefaqs.gamespot.com/boards/588541-ogre-battle-the-march-of-the-black-queen/54266112)
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: MysticLord on December 14, 2020, 04:17:55 am
https://finnshore.webs.com/
https://www.romhacking.net/games/1244/
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: Red Soul on December 14, 2020, 04:38:06 am
https://finnshore.webs.com/
https://www.romhacking.net/games/1244/



I took a look at these and the patches are very interesting. I think the way the less useful classes were rebalanced is quite good;

It's been years since I played OB, so I have to ask: are maps meant to take a long time to clear? because when I finished it last many years ago, they sure did, something not at all helped by the fact enemies kept respawning squads so gaining ground took ages (which also meant my Chaos Frame always sucked by the end).
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: DragonAtma on December 14, 2020, 10:09:01 am
IIRC there were 20-30 enemy groups in most maps... but since there are only nine types of non-boss groups, that meant 2-4 copies of each type of group, which is why it seems like they're respawning. It's certainly possible to lower the numbers.

Of course, the last stage throws that out the window by including 255 of every group (not counting bosses).
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: Red Soul on December 14, 2020, 03:03:43 pm
Interesting. I didn't know they were repeats.
I think an alternate patch that made enemy groupings more unique would be nice; another idea for an alternate style of play would be limiting deployment for both sides, so squad choice becomes more of a strategical consideration instead of just churning out squads.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: MysticLord on December 14, 2020, 07:46:00 pm
IIRC you can only have 3 types of classes in enemy formations - leader, class 1, and class 2. That limits what you can do somewhat, and should be a factor in any hack/rebalancing/hardtype.

There's also a sprite limit of sorts - or maybe a palette limit - but I can't remember what it's about. It's purely aesthetic though and relatively minor so I never looked into it.

There's nothing stopping you from charging the enemy leader, but the smart way to win is to take a few towns for income, position tanks at choke points, and have mobile units positioned to eliminate weakened units before they reach a town or the enemy citadel to recover. Maybe have a mobile unit liberate all the cities for money or do sidequests.

If I made an event mod, I'd make the sidequests and recruiting more forgiving to minimize playthroughs needed to see and do everything.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: DragonAtma on December 14, 2020, 10:23:37 pm
There's a limit of two enemy palettes, but someone found a workaround. Unfortunately, you'd have to dig through the gamefaqs board to find it.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: MysticLord on December 15, 2020, 02:16:07 am
So all enemy groups have 2 palettes between them? That's not a lot, though I suppose you could redesign sprites if it's an issue so they look good no matter the palette, or reduce the number of palettes used in sprites.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: DragonAtma on December 15, 2020, 03:46:04 am
IIRC eight palettes are available, five of which are reserved by the player and a sixth by attacks (or damage/healing numbers?) -- which leaves only two palettes.

That's why enemy units that share a palette (such as wizard and shaman) often appear together. Bosses tend to have unique palettes, so they almost always appear with only one type of class (e.g. Sirius + four amazons), even if some of them wind up in subpar locations. All three exceptions (Albeleo/Rock Golem/Black Dragon, Previa/2 Devils/2 Ravenmen, and Diablo/Diablo/Diablo) have the entire escort partners share a palette.

Two large escorts or four decent-anywhere units (such as ninjas) tend to be common, as that lets them all go in the proper row (something you can't do with four amazons!)
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: MysticLord on December 15, 2020, 06:39:21 am
That explains why the enemy formations are so busted. No actual game-breaking or unspeakably ugly issues though, right? It just looks a little weird?
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: DragonAtma on December 15, 2020, 07:21:55 am
It's been several years since I worked on OB (the .ods with my incomplete mod was last modified in 2012), but it probably just uses the wrong palette (more specifically, one enemy class would use the palette of a different enemy class). If that's the case, some classes would look a bit odd-but-acceptable in the wrong palette, while some would look like Picasso drew them.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: Red Soul on December 15, 2020, 02:24:56 pm
I had no idea palettes were so constrained. Does this petain combat scenes? maybe the combat background could be simplified to free up some colors in the palette?

Edit: is this the Gamefaqs post in question?

https://gamefaqs.gamespot.com/boards/588541-ogre-battle-the-march-of-the-black-queen/78706838

If not, I'll keep digging.

Edit 2: this may also be of interest: https://kahran042.dreamwidth.org/53013.html

This contains the Saturn exclusive content. Maybe it can be transplanted into the SNES game via editing, especially if new maps can be added somehow.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: MysticLord on December 15, 2020, 06:23:41 pm
You should quote, screencap, or archive any links you find. You never know when they'll disappear.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: DragonAtma on December 15, 2020, 10:42:56 pm
No, that would simply make uniques keep their unique palette when they change class.

Unfortunately, adding the saturn content would likely clash with my planned expansion (simply because I intend to use up most of the land!)

But in the meantime, have the saturn maps, courtesy of google-fu:
(http://www.asahi-net.or.jp/~xw8t-ymsk/Ogre/Map/5-Map/5-Map-1/12-Aizansen.jpg)
(http://www.asahi-net.or.jp/~xw8t-ymsk/Ogre/Map/5-Map/5-Map-2/04-Seujit.jpg)
(http://www.asahi-net.or.jp/~xw8t-ymsk/Ogre/Map/5-Map/5-Map-2/08-Zalgan.jpg)
(http://www.asahi-net.or.jp/~xw8t-ymsk/Ogre/Map/5-Map/5-Map-3/05-Sanos.jpg)
(http://www.asahi-net.or.jp/~xw8t-ymsk/Ogre/Map/5-Map/5-Map-1/09-Serjem.jpg)

They comes from http://www.asahi-net.or.jp/~xw8t-ymsk/Ogre/Episode-5/5-1/5-1-12.html (and similar pages), which utterly break google translate.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: MysticLord on December 17, 2020, 01:57:07 am
You can't translate entire web pages yet, but this engine supposedly produces better translations than Google.
https://www.deepl.com/translator
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: Red Soul on December 17, 2020, 10:33:27 pm
You can't translate entire web pages yet, but this engine supposedly produces better translations than Google.
https://www.deepl.com/translator
This is impressive. I fed it some scenario summaries from Langrisser 5 and the translation was excellent. Better than Google Translate.
Makes me wonder if this could speed up fan translations in general.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: DragonAtma on December 18, 2020, 04:15:37 am
In general, the closer two languages are (and the closer they are to english), the better google translate is. English <-> French is very good, while english <--> Japanese isn't. Pages *used* to be at least somewhat translatable by google translate (e.g. Fraxy homepage and reference manual were somewhat readable, even though they are japanese [as its creator is japanese]), but apparently they broke it somewhere.

As for 7th saga, we're up to 144 monsters (this includes alternate entries for Doros/Gariso/Gorsia, as well as enemy apprentices; skipping those puts us at 132 monsters); that should give us a good variety in enemies. All but twelve two of them have graphics; the Wyvern and Knight families have been fully upgraded from 8 colors to 16, as have half of the Plater family.

Update: https://postimg.cc/6892m81g (not everyone wants gifs on their board)
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: Red Soul on December 18, 2020, 04:29:34 pm
That's excellent progress!
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: DragonAtma on December 23, 2020, 08:48:31 am
Yes, I'm still modding; don't worry.

Spoiler:
(https://i.postimg.cc/hGbQ740v/Chimera.gif)

I do need to look for a coder, though; if nobody shows up soon, I'll make a help wanted ad, as I'm rapidly approaching the point where I need one for more progress. Ditto for rotk2 testers, as it's essentially done and merely needs testing before I release it (I do NOT want to send it back in beta again).

Title: Re: DragonAtma\'s mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: DragonAtma on January 12, 2021, 02:33:20 am
So it's a bit ironic that slidelljohn returned today (technically yesterday); I dug out one of my projects a couple days ago and finally reached a showable state.

(https://i.postimg.cc/qMvyGDK9/image-2021-01-12-022855.png)

Yes, that's an Ogre Battle randomizer. There's a lot of work to be done (so far all it randomizes is base and gain for hp/str/agi/int, plus number of attacks), but I can certainly make progress on it... when I'm not working on my 7th saga mod!

EDIT: I should add that a few more things are done (all six resistances, attack str/int, attack melee/targeted/hit-all, and a dummy class name), but they haven't been added (and the class names are very random, such as naming a 4/5/2/3 Evil One replacement "CASTER"). Balance isn't there either; it's slightly balanced (higher tiers are designed to be stronger, as are large units), but it's probably as unbalanced as Lich and Princess.

---
(January 13)

New 7th saga modding rule: my future recolorings will not be as complex as the spider family.

(https://i.postimg.cc/k5NRLBkV/arachne.gif)

Yes, it *seemed* simple, but when you take twelve legs and three frames (EDIT: this is only one frame; the other two are the attacking frames) into account it went from simple to "simple".

---
(January 16)

So I've been making progress with my OB randomizer.

(https://i.postimg.cc/sxtwx8Z2/image-2021-01-16-020003.png)

Yes, Lans is a ninja werewolf frying one of Usar's troops as his standard unit watches.

Does anyone have a list of how many frames each OB class has? The randomizer is more than willing to glitch out, and IIRC frame/attack mismatches are a prime reason for that.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: DragonAtma on April 04, 2021, 02:54:39 pm
Has it really been close to three months? I've been somewhat sidetracked by non-RHN projects, but I do find the time to work on modding when I get the chance.

---

So I started copying 7th Saga data over to the game:
(https://i.postimg.cc/pTNPWtbT/7th-Saga-Second-Quest000.png)

Unfortunately, a lot of progress will need a coder; slidelljohn's data is certainly useful, but unless I'm missing something obvious, there are some gaps (e.g. he listed the changes he made to weapons and armors, but not how to apply them). I don't know SNES programming, so I'll need some assistance to make things work.

---

Unfortunately, I haven't been having much luck with my Ogre Battle randomizer. The main issue is that I don't know how many frames each class and attack has (using an attack that takes more frames than the class has is a one-way trip to freezeville), so I have no way of telling which attacks work for which classes. The small numbers of classes means that (with luck) I can finish Warren's Castle, but the first real stage simply has too many ways the game can freeze or reset. Yes, I've adjusted the battle sprites (58586/58712 -- I use decimal because it makes python easier), both animations (130133/130355), and both steps (58967/59070).

The other issues is that (for some reason) Samurai graphics are inevitably a bit scrambled:
(https://i.postimg.cc/t4TqcKFS/OGRETEST002.png)

Once again, I'll need coding assistance to make things work.

---

I also returned to another old project:
(https://i.postimg.cc/k4jwTtCh/Ro-TK2-Gemfire000.png)

Yes, Gemfire is finally getting a hard normal mode! Fortunately, I can handle most of the modding without assistance. The Delegate command is no doubt bugged (just like the Darro mod), but I can handle the rest.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: ze10 on April 06, 2021, 04:35:14 pm
That OB randomizer seems interesting! I'd love to see more OB hacks and similar things out there! :D
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: slidelljohn on April 27, 2021, 11:58:17 pm
DragonAtma@
Sorry my friend for disappearing. Unfortunately I haven't really been able to work on any of my projects
due to things going on in my life right now. Here is a little something that might interest you in 7th saga.

https://www.mediafire.com/file/thupnkfsmwkaw1l/Enemy_Encounters.zip/file (https://www.mediafire.com/file/thupnkfsmwkaw1l/Enemy_Encounters.zip/file)

This has some missing data that isn't in Dr. Fails guide. Enemy encounter formations and where you fight those
enemy encounters. Not all enemy encounters have been documented yet but they are easy to find and I will post them when
I finish documenting the data. I might have some other data documented that you could probably use and if you are looking for
other data let me know and I'll see if I have it.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: DragonAtma on April 28, 2021, 01:35:03 am
Ah, thanks you! Now I can resume working on my mod.

There are a few more changes I'd like to to make, but I don't want to eat up too much of your time. But if you're interested:
(1) I'd like to change the equipment count (100-161 are weapons, 162-209 are armors, 210-252 are accessories), but I don't know what values to change.
(2) I want to smooth out levelling up; Levelup for a stat would be int((basegain + rand[0..15])/8). That way, stat gains can be adjusted by an eighth of a point instead of a full point.
(3) Since the current magic effect formula sucks (when your magic passes the enemy's magic, the odds of success drop from ~80% to ~20), I'd like to change the success rate to (Pow*YouMag/DefMag)-DefRes. As a bonus, it lets us make some effect spells more likely to work than others.
(4) Right now, while armor may have seven different resistances, weapons are simply a ball of power and nothing else. Therefore, ideally I'd like to give all weapons an accuracy value and change the accuracy of regular attacks to (50 * AttSpeed / DefSpeed) + (weapon acc – 128), capped 10-98%. This would requires giving every weapon an accuracy value (or repurposing one of the last two bytes of weapon data; I don't think we every figured out what they did).

Again, don't feel pressured to help out; these changes are fully optional.

EDIT:
(https://i.postimg.cc/8PgzLY8g/7th-Saga-Second-Quest001.png)
Not shown: Kamil dying horribly because enemies still have vanilla stats.

Palette data will be needed sometime (you did mention having it in the gamefaqs topic), but it can be put off for now, as new monsters in a slightly garbled palette are not the end of the world, and updated monster graphics (8 -> 16 colors) is just a luxury.

And whatever you're dealing with in life, may it turn out better than you hope.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: slidelljohn on April 28, 2021, 11:48:18 am
I'm not sure if you want all of the color palettes or a palette for a certain enemy
but here are all of the color palettes that I have in my documents. I haven't looked
at these in awhile so there could be more.
https://www.mediafire.com/file/l6k824m8elol9y4/7th_saga_color_palettes.rar/file (https://www.mediafire.com/file/l6k824m8elol9y4/7th_saga_color_palettes.rar/file)

Now if you are looking for a color palette for a certain enemy I do have these.
https://www.mediafire.com/file/dp4bfgyjf9ql5bc/Hermit.txt/file (https://www.mediafire.com/file/dp4bfgyjf9ql5bc/Hermit.txt/file)

This is the line of code that loads the color palette for enemies:
$C2/8FE6 A7 53       LDA [$53]  [$C1:2B60], $C1:2B60 = hermit color palette.

If you set a break point on $C2/8FE6 you should be able to find any color palette.
Color palettes are one of the easiest things to find and I recommend downloading
vsnes because that will help you a lot. I can show you how to use it.

Color palettes are stored in wram at 7e:2000-7e21ff before they are transferred to
cgram.

Can you give me more details for (1)? Like current count to count you are looking to have.
I don't really understand (2) and I might not be able to spend time on this one. Ill need
some more examples.
(3) sounds interesting and Ill look into the formula.
(4) sounds like data tables need remapping and unfortunately I'm not ready for that yet but I do plan on
doing some remapping. Some of those unused bytes are probably used and I need to finish disassembling
the rom to make sure those bytes are unused. I did figure out that the 1st unused byte for enemies
is for a fortitude stat which the details are on my last post on my 7th saga page.

I do have some time later today to work on some stuff but I'm probably still not going to be very active
on here for awhile. I have a lot of things going on in my life that I need to get situated. I'm thinking
after the summer or sometime around the end of the year Ill start being really active on here again.

I really like what you did with the enemies adding the extra colors and I hope you continue. I'm going to
see about developing a enemy editor to make it easy to add new enemies and edit existing ones.
 
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: DragonAtma on April 28, 2021, 01:39:52 pm
By color palettes I mean "From xD0000 to xD1000 is the table of monster palettes, with sixteen bytes for each monster's palette" or something. I'll both take a look at the files you linked to and try out the break point method; if I can't get either one to work, I'll let you know.

(1)  Going by Dr. Fail's guide, there are tables for items (0x006C94-0x007017), weapons (0x00639D-0x00659A), armor and accessories (both 0x00659B-0x006C93). All items have an item number, which determines which category it's in (in vanilla 7th saga, anything from 0x00-0x63 is an item, 0x64-0x96 is a weapon, and 0x97-0xFF is armor or accessory). There are a lot of blank spaces, but even using the blank weapon/armor slots isn't quite enough. Fortunately, there's a lot of blank space nearby (xEC75 to xF9FF), so tables should be movable if needed.

You'd also have to show me where to adjust what item numbers are item/weapon/armor/accessory, but Weapon&ArmorSplitPatch.txt from your data shows that you've done that before.

Finally, if I need to cut a couple items to stick with the current maximums, I can; right now my plans have 60 weapons, 47 armors, and 42 accessories, but I can cut back on both if needed.

(2) When an apprentice levels up, vanilla checks their base gain and adds between 0 and 2 (or, more likely, adds between 0 and 1 twice). For example, Wilme (base 4 attack) would gain between 4 and 6 attack, with 5 the most common. I wish to change that a bit:
...Start with the base gain.
...Add between 0 and 15
...Divide by 8, dropping fractions.
For example, suppose Kamil has has a base gain of 18 speed (this may change). It'll add between 0 and 15 (giving a value between 18 and 33) and then dividing by 8 (giving a value between 2.25 and 4.125; after dropping the fraction that gives between 2 to 4, with 3 most likely). The advantage to this is that we can adjust stat gains by 1/8 of a point instead of a whole point (and I'm sure you've seen the gap between fast and slow apprentices!)

(4) If remapping tables doesn't work, I can try adjusting the last two values; if they have no apparent effect, then table remapping should be unnecessary, as we could simply grab a value form the weapon table. I do know that they're 2-byte  decimal values and are a bit odd:
* Swords go up from 20 for starter sword to 1400 for SWInsa, then are 0 for all eight post-SWInsa swords (everythign form Barluca to the final boss).
* Axes go from 20 for the starter axe to 2000 for the AXFear, then are 0 for the last three axes.
* Rods/Staffs, claw, and fists are always 0.
* Knives/saber are 140, 200, and 1600.
I'll take a look at them on my own time, as the unusual numbers suggest that they simply may not be used.

And if life needs your attention, I fully understand.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: slidelljohn on April 28, 2021, 01:57:57 pm
"From xD0000 to xD1000 is the table of monster palettes“
I’m not sure how.  c1:2b60 is the hermit color palette.

Give me a few hours and I’ll look into the equipment. The issue with changing the equipment is there could be routines that rarely load and a complete disassembly of the rom is needed so I can scan the code to make sure everything for equipment loading is properly modified so there won’t be any bugs. I do have most of the rom disassembled but I can’t go through all of the code anytime soon.  I’ll definitely do a little digging into this by running a few traces and let you know what I find.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: DragonAtma on April 28, 2021, 02:20:58 pm
xD0000 to xD1000 was just an example; I probably should have gone with "from xABCDE to xFGHIJ", as obviously it can't be there. ;)
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: slidelljohn on April 28, 2021, 07:43:11 pm
Ah, I see now.

I think this might be what you need for the weapons/armors:
Code: [Select]
$C2/7CD2 E2 20       SEP #$20                A:87A9 X:0980 Y:0002 P:eNvMxdizC
$C2/7CD4 64 40       STZ $40    [$00:0040]   A:87A9 X:0980 Y:0002 P:eNvMxdizC
$C2/7CD6 C9 64       CMP #$64                A:87A9 X:0980 Y:0002 P:eNvMxdizC //checks if a weapon
$C2/7CD8 90 0E       BCC $0E    [$7CE8]      A:87A9 X:0980 Y:0002 P:envMxdizC
$C2/7CDA E6 40       INC $40    [$00:0040]   A:87A9 X:0980 Y:0002 P:envMxdizC
$C2/7CDC C9 97       CMP #$97                A:87A9 X:0980 Y:0002 P:envMxdizC //checks if armor #1
$C2/7CDE 90 08       BCC $08    [$7CE8]      A:87A9 X:0980 Y:0002 P:envMxdizC
$C2/7CE0 E6 40       INC $40    [$00:0040]   A:87A9 X:0980 Y:0002 P:envMxdizC
$C2/7CE2 C9 B5       CMP #$B5                A:87A9 X:0980 Y:0002 P:envMxdizC //checks if armor #2
$C2/7CE4 90 02       BCC $02    [$7CE8]      A:87A9 X:0980 Y:0002 P:eNvMxdizc
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: DragonAtma on April 28, 2021, 11:25:42 pm
Ah, thanks.

I've been thinking about changing the HPCatcher/MPCatcher formula, but I can't exactly ask you to add it when I haven't finalized the new formula. XD

I also plan to add more spells (nothing fancy; just improved versions of current spells, such as Fire 3 and Ice 3), but I still have a ways to go. Ideally I'll also give apprentices a max of 24 spells (or 32 if its feasible, although I don't currently plan on going past 24).

Adding more enemy drop lists would be nice, but that's optional.

I thought about displaying all defensive stats for armor when it's highlighted, but other things are higher priority. Don't worry, when I'm ready for discussing it I'll provide some mockups (as I did for RoTK2 coding suggestions on gamefaqs).
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: slidelljohn on April 29, 2021, 09:52:21 am
You’re welcome my friend! :)

When I reconstruct the 7th saga rom I going to make it to where you can have up to 255 spells and items. Each enemy will have its own drop set. Enemies will have gold and experience separate so one isn’t multiplied by the other to get the amount. I’m also going to create a menu system similar to final fantasy 6 so you will be able to see all stats for armors. I’m not 100% sure but I might be able to add a extra party member and enemy’s in battles but more research needs to be done before I attempt something like that. In order to add the extra enemies and party members I’ll probably have to double the vram.  When vram is doubled you can have extra sprite tables that you can quickly switch to. You normally have 2 sprite tables in vram setup with a maximum of 2 tables usable at any given time but with doubled vram you get a lot more tables that are usable but still limited to 2 at any given time. I still need to create a demo that shows exactly how this feature works because it’s a game changer for the snes hacking scene.

I’m not sure if you seen my decompressed 7th saga hack I made but it frees up a tremendous amount of wram so I don’t have to worry about needing to find any empty space to make larger tables for extra items, spells, party members, number of enemies in battles..... . I’m actually in the process of remaking the 7th saga decompressing hack so it will be perfect and I’ll upload it to romhacking.net. 
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: DragonAtma on April 29, 2021, 12:22:34 pm
Yes, I use the decompressed version for my mod because it's easier to deal with. Remember, I'll be replacing the 8-color monsters with 16-color monsters, and that's a bit hard to do if they're compressed. ;)

I generally go with nearby empty space, but if any empty space is usable, any empty space is usable.

For now I'll stick to two PCs, as three allies just feels... not 7th Saga. As for monsters, going with four or more may only be feasible if you space enemies based on physical size (just like modern fonts!). Of course, I can keep monsters relevant for longer if I can use groups of four or more; as you've seen, I plan on having crabs me weak enough that even a level 1 character can face 2-3 of them and still win.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: slidelljohn on April 30, 2021, 02:30:08 am
Awesome! Glad the patch is being used for something. I think you are the second person I know of that started putting it to use. Although I don’t recall any noticeable bugs in the decompression patch I made it does still need to be rebuilt. I didn’t really do things in a clean way that I’m happy about. I’ll see what I can do to get the new decompression patch completed so I can upload it on here. I think there are other things that are 8 colors as well like npc’s.

Since you are using the decompression patch did you notice the speed difference when you go in and out of towns/building/dungeons? It should load them a lot quicker. The other benefit of that patch is you get more tile options for enemies and playable characters. I think you get up to 255 tiles compared to the normal 32, 64, 96 options.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: DragonAtma on April 30, 2021, 05:15:06 am
I didn't notice a speed difference, but keep in mind that I didn't look for one. I've been playing games since the Commodore 64, plus some games have long wait times (e.g. Skyrim), so I'm less sensitive to loading times than most people.

More tiles are certainly nice, but that may be put off until a later mod. Not even the sky rune apprentice is as threatening as Feature Creep!

EDIT: Speaking of feature creep, I have two small requests that I've been meaning to ask but don't think I have. Can you remove the Elnard levelling and the 255 caps for speed and magic? I understand there are mods for both of them, but I don't know if they're compatible with each other or with decompressed 7th saga, nor do I know if they're compatible with future coding, so I thought I'd bring them up here.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: slidelljohn on April 30, 2021, 10:50:01 am
I could remove them but it’s not something I can put time into.
Whenever I reconstruct 7th saga I’ll look into the elnard leveling but that’s probably the only time I’ll do that. Removing those 255 caps is my work. I still have the source codes in my computer somewhere. Unfortunately I really didn’t like raising those stats. I’m actually going to lower the other stats to 255 and I’m going to use some of ff6’s formulas for stats. I really liked the way ff6’s system was.  Some of these things you are interested in is not hard to do they are just time consuming. Do you know any snes asm? I can show you some things if you want to learn.

I know you want to change something with the spells algorithm. Can you give me a way that I test the algorithm? Like can I set esuna stat and hermit stat to a certain amount in the beginning of the game and cast ice spell to see what you are talking about. Depending on how the algorithm is I may or may not edit this.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: DragonAtma on April 30, 2021, 12:38:22 pm
Unfortunately, I don't really know any snes coding. I can mess with pointers, but that's about it.

If you don't have the time to check elnard levelling removal or 255 cap removal, I understand; I'll take a look at the mods when it's feasible.

While FF3's method (no natural stat gain, level-based damage formula) certainly works (especially if you don't start at level 1), it just doesn't feel 7th Saga-ish. Besides, if you equip the correct stat-raising espers, you run the risk of breaking 65536 and overflowing. ;)

I actually did some testing on spells in openoffice, both damage and (as of today) effect. Here's a copy: https://www.mediafire.com/file/55o3d7v4dtron13/7th+saga+magic+formula.ods/file
If you prefer to test the damage formula in the game itself, 0x007018-0x0072F3 contains the spell data (courtesy of Dr. Fail's faq); 12 bytes per spell, with the first two bytes being the spell's power. I still prefer the openoffice method, though, as it's quicker and easier.

---

(May 1) Since I had no luck with a total Ogre Battle randomizer, I started work on a partial randomizer. Classes are the same (at least for now), but enemy units (not counting the boss unit) are randomized -- this is in Usar's stage:
(https://i.postimg.cc/prrtTBRV/OGRETEST003.png)
As you can see, having only two palettes makes things look a bit odd, but with luck I'll find a copy of FinS's palette fix (and get permission to use it, of course!). It's still in alpha, but I don't see any issues at the moment (aside from the palette issue).
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: MysticLord on May 01, 2021, 06:58:49 pm
I'm pretty sure the palette fix is on his website.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: DragonAtma on May 03, 2021, 02:19:17 pm
Come tonight!
Come to the ogre site!
Come to OB Randomizer Lite!

Ogre Battle Randomizer Lite 0.1 is ready for release. https://www.mediafire.com/file/najyvucinsjfb62/OB+Randomizer+Lite+0_1.zip/file (https://www.mediafire.com/file/najyvucinsjfb62/OB+Randomizer+Lite+0_1.zip/file)

Obviously, there's still a ways to go, but I've made a good amount of progress. Right now, all enemies (except the boss units) are sensibly randomized, it covers all thirty stages, and there don't seem to be any bugs. Do keep in mind that this is an early version, so you'll need a headered english version (1,573,376 bytes) named OGREBATTLE.SMC -- no, I can't provide a copy. You'll also need Python 3 and TCOD to run it. If there are any issues that I missed, let me know.

And, of course, I give Square Enix full permission to use this however they want.

EDIT: Here, have a screenshot for your enjoyment.
(https://i.postimg.cc/6qzsdz3y/OB-randomized-v0-1-seed1000.png)
No, you don't have to give Usar complete units if you don't want to.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: Red Soul on May 05, 2021, 04:44:17 pm
This is pretty neat. I guess a map editor would also be an incredible asset to go with this.
Imagine being able to re-create Prince of Zenobia with the SNES engine.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: DragonAtma on May 05, 2021, 04:58:38 pm
Technically there's a minor mistake in 0.1 (Ninjas can be unit leaders, even though they shouldn't). That'll be fixed in 0.2, which will have options to let randomized leaders include nonleaders (Skeletons, Fighters, etc.) and/or large leaders (Octopus, Gryphon, etc.). There are more things I want to add, but the coding's already there!

(https://i.postimg.cc/rsKtjKJc/OB-randomized001.png)
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: Red Soul on May 05, 2021, 06:13:18 pm
Maybe ninjas could have a new promotion where they could, in fact, lead.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: DragonAtma on May 05, 2021, 06:33:12 pm
Ninja masters can already lead; it's just regular ninjas that can't. Of course, a randomizer option that lets mindless undead lead a unit will not be stopped by such a minor restriction. >_>

On a side note, letting a large class lead a unit tends to causes a minor graphical glitch:
(https://i.postimg.cc/SN6jFBKc/OB-randomized002.png)

There don't seem to be any non-graphical problems, but I may (reluctantly) abandon letting large classes lead groups.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: MysticLord on May 06, 2021, 05:44:22 am
Ninja masters can already lead; it's just regular ninjas that can't. Of course, a randomizer option that lets mindless undead lead a unit will not be stopped by such a minor restriction. >_>

On a side note, letting a large class lead a unit tends to causes a minor graphical glitch:
(https://i.postimg.cc/SN6jFBKc/OB-randomized002.png)

There don't seem to be any non-graphical problems, but I may (reluctantly) abandon letting large classes lead groups.
Could be due to having 4 smalls and 1 large on the same team. I'd test that before I test large leaders.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: DragonAtma on May 06, 2021, 06:39:20 am
I did; one large and four small probably uses too many tiles and overwrites some non-class tiles, as they work fine once one of the small units is dead.

I should document how many tiles each class uses; I won't be surprised if some "too big" combos are okay.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: Red Soul on May 06, 2021, 08:31:34 pm
I wonder if it's possible to expand the ROM to fit more graphics data and then repoint it.

Edit: I know you probably won't change mechanics, but it always made zero sense to me that evil units need high charisma of all things to promote.

Is there an editor of some sort I can muck around with the game with? OBEdit crashes for me.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: DragonAtma on May 07, 2021, 06:53:20 am
The joke's on you; I'm planning to give the randomizer an option to randomize cha/ali requirements, so some classes (maybe cherubim, maybe evil ones) won't need charisma.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: Red Soul on May 07, 2021, 03:59:28 pm
Haha I see. I guess we have synergy in our thinking then.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: DragonAtma on May 07, 2021, 04:58:57 pm
So I took a look at the tiles; unfortunately, unless I find a coder, the only way to have large classes lead a unit is to limit units so they're still size 5.

On the bright side, I'm making progress with other plans. Difficulty is implemented (it's a flat multiplier, so you can have Samurai Masters at the beginning or Wild Men at the end). Allies, bosses, and even uniques can also appear in regular units; one notorious attempt stuck a Rashidi clone in Sharom!

I'm bad at avoiding Valve Time (https://developer.valvesoftware.com/wiki/Valve_Time), but I hope to have another version out soon.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: MysticLord on May 09, 2021, 07:46:40 am
@DragonAtma, do you have a discord server somewhere, or is there an OB/TO modding discord? I'm working on a spreadsheet and python script combination to edit neutrals/enemies/allies, and I'd like feedback from the people who would use it.

I just had a thought on how I could make it work easily with hacks to expand classes, formations, terrains, and tactics, so I had to go back and redo some things. Feedback from coders would help a ton.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: DragonAtma on May 09, 2021, 09:21:20 am
No, I don't use discord; sorry.

I also have one other annoyance to deal with: the randomizer generates enemies with default stats. So if they put a level 4 Albeleo in the Sharom stage, he still has the same 158 HP he has in vanilla. I haven't given unique enemies (Rashidi, Apros, etc.) the standard leveling they'd have if they were normal classes, but they may have the same problem. Even joinables (Canopus, Aisha, etc.) have the same issue; a level 3 Debonair has 216 HP (just like the post-Shangrila version) and absolutely slaughters your level 3 units.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: MysticLord on May 09, 2021, 09:44:58 am
Yeah you need to edit the recruitable NPCs starting stats, which IIRC are just after the stat blocks for the generic classes.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: DragonAtma on May 09, 2021, 10:31:36 am
Unfortunately, while that would probably work for uniques, semi-generics (Lans, Usar, etc.) don't have HP/str/agi/int gains; instead, they grab a bunch of data from the matching generic class. As a result, both a level 5 version and a level 20 version would start with identical stats.

If you look at the game, both vanilla versions of Albeleo (Balmorian Ruins and Dragon's Haven) have identical stats (level 17, 158 HP, 102/153/153 str/agi/int).
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: MysticLord on May 09, 2021, 10:44:34 am
Unfortunately, while that would probably work for uniques, semi-generics (Lans, Usar, etc.) don't have HP/str/agi/int gains; instead, they grab a bunch of data from the matching generic class. As a result, both a level 5 version and a level 20 version would start with identical stats.

If you look at the game, both vanilla versions of Albeleo (Balmorian Ruins and Dragon's Haven) have identical stats (level 17, 158 HP, 102/153/153 str/agi/int).
Ah, I see. In that case you need to do some hacking. IIRC it's not that there's nothing at the addresses where the semi-generic stat gains would be; instead there's some other data there. Which means that there's a check, presumably for a class ID within a certain range or greater than a certain range, and then the game skips the stat gains for those classes when generating those characters.

If you can find that code, then you'll at least have something to work with.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: DragonAtma on May 09, 2021, 04:10:21 pm
The data there is for another stat; for example, while x65 Fogel's starting HP is followed by x66 Ashe's starting HP (yes, Fogel is technically a generic with a one-name-long name list), x65 Fogel's HP growth is followed by x01 Fighter's starting Strength.

I do agree that a SNES programmer can fix that, but since I'm not a SNES programmer, someone else would have to volunteer to help.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: MysticLord on May 10, 2021, 01:32:28 am
The data there is for another stat; for example, while x65 Fogel's starting HP is followed by x66 Ashe's starting HP (yes, Fogel is technically a generic with a one-name-long name list), x65 Fogel's HP growth is followed by x01 Fighter's starting Strength.

I do agree that a SNES programmer can fix that, but since I'm not a SNES programmer, someone else would have to volunteer to help.
That's because Fogel is also the class used by the other dragoons. They reference him for stat growths and use their own starting stats.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: DragonAtma on May 10, 2021, 10:20:52 am
(May 10)
So I tinkered with the AI's brains and added three values: DIFFICULTY, UNIT_WISDOM and LEVEL_VARIETY. From the settings file:

Difficulty is a percentage used for determining classes. It does not affect what level the enemies are, only when advanced classes start appearing. If you set it to 150, level 10 enemies may be Paladins (normally they need to be level 15), level 12 enemies may be Monks (normally they need to be level 18), and so on. If you set it to 50, you won't meet Mages (level 10 requirement) before level 20, you'll never meet Monks (nobody reaches level 36), etc. Default is 100.

Unit Wisdom determines how good the AI is at putting units in the proper row. The higher the number, the better their unit design is; 0 has Usar placing characters haphazardly, while Hikash puts everyone in the correct row. 10 means everyone puts all characters in a sensible row, while -10 means even Hikash would put Doll Masters in front and Iron Golems in back.

Level Variety is how smart leaders are at evolving their units. More specifically, classes evolve between 0 and LEVEL_VARIETY levels after they could; 0 means Knights immediately stop appearing when paladins are possible, while 25 means you can see fighters at the final stage. The default value is 3, so Knights (who can become Paladins at level 15) don't completely vanish until level 18.

---

Unfortunately, the next release may not have some or all non-generic classes appear in enemy units.

-===-
(May 14)
I've been making some progress. Unfortunately, the key word is "some".
(https://i.postimg.cc/9086pM49/OB-randomized003.png)
Once again, the game refuses to level up uniques, even though they have stat gains added in. Case in point, this level 4 Rashidi should have 128-ish HP, but it uses the default of 104 HP. I may need to find a coder to get anyone non-generic appearing outside the usual level.
-===-
(May 15)
Since leveling is not possible, nongenerics gets a range for where they appear. Default is from (vanilla-1) to (vanilla+3); Albeleo (level 17), for example, could appear in any slot that asks for a character form level 16 to 20. Stats don't change, so Albeleo has the same stats whether he fills in a level 16 slot or a level 20 slot. There can be some nasty units; one Antanjyl group had Ares leading, Saradin supporting, and three Tristans in front.

I should have version 0.2 out within a couple days.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: DragonAtma on May 21, 2021, 06:32:11 pm
Let the madness roll -- Ogre Battle Randomizer Lite 0.2 "We will random you" is out!
https://www.mediafire.com/file/bsu83nxte7ceidc/OB+Randomizer+Lite+0_2.zip/file (https://www.mediafire.com/file/bsu83nxte7ceidc/OB+Randomizer+Lite+0_2.zip/file)

Among the latest version's features:
* Enemy levels can be adjusted up and down for an easy game or a challenge.
* Enemy units can be made competent or clueless.
* If you want almost every named character can appear in enemy groups, from Warren to Rashidi!
* Large characters can lead units, and with no problems.
* Fighters and Skeletons leading units? You can enable that if you want!
* Enemy unit wisdom depends on stage bosses; Usar is far more likely to put a Wizard in front that Debonair. Of course, you can adjust it to make Usar a tactical genius or Debonair a fool.
* Gares clones are enabled (unless you say no). There's ten of them (unless you say no). Shalina has nearly limited units (unless you say no).
* Golem line makes sense: 85-99 starting HP, 8-10 base hp/level.
* Evil Ones have a third chop.
* Seeds are a thing! If you use the same randomization seed and settings, you'll get the exact same units as everyone else who uses the same seed and settings.

Give it a try, and let me know if anything (other than palette issues) needs attention!

(https://i.postimg.cc/X708t23n/OB-randomized004.png)

EDIT (May 25): I've been asked on Gamefaqs to provide some plug-and-play seeds, so here are some:

https://www.mediafire.com/file/cjfsqagdc5qmn32/OB+Lite+0_2_seeds.zip/file

Seed 1041842 is a vanilla-ish version: no large leaders and no including special characters (outside their original appearances). It includes the Golem and Evil One fixes, but not the endless Shalina units.
Seed 373881 turns on the bells and whistles: special characters in enemy units, large unit leaders, and anyone can lead an enemy unit.
Seed 818512 pulls out all the stops. Enemies are 20% higher level, they evolve at a 20% lower level, special characters are 50% more likely (this stacks with the higher level, so it's really 60% more likely), and Shalina's endless faucet is turned on again. Have fun!

All three require a headered file (1,573,376 bytes).

---

There's also one likely bug: since enemy bosses are in spots they're not supposed to be, the Charm item may be able to grab them. If so, a few of them may face the wrong way or freeze the game. Units to be careful with:

Rashidi
Endora
Hikash
Gares (all three versions)
Apros
Randals
Figaro
Previa
Luvalon

If you get one of those, save the game before using them, and keep in mind that they may only be usable in one row (or not at all!).

Castor and Deuces would be on the list, but they're skipped when producing random units (their combo attack is so finicky that anything except the very unit they came from would freeze the game). Diablo would also be on the list, but all three parts are also skipped, as their graphics are messed up or gone.
Title: Re: DragonAtma's mods: Gemfire, Romance of the Three Kingdoms II, 7th Saga, and more
Post by: DragonAtma on May 29, 2021, 12:28:42 am
So I've been busy. Here, have Rando! and the randos, completely as the randomizer gave me.
(https://i.postimg.cc/fbmsQ7nS/OB-randomized006.png)

It's not 100% done (one attempt gave me three witches in the same unit -- that would obviously need editing!), but progress is progress. I've also been making progress with the Fireseal crew:

(https://i.postimg.cc/v8907P7V/OB-randomized007.png)

I may alter it to give the player stronger classes; I also should do something about the level disparity (players starts at level 15-16; Albeleo's units are levels 13-14).

Extra characters haven't been randomized yet, but seeing RNG give the Phantom Lord two Evil Ones and two Werewolves totally makes up for it.