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Messages - Zeemis

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Personal Projects / Final Fantasy V: Dimensions — Testers Needed!
« on: March 07, 2019, 06:14:16 pm »

I am working on a Final Fantasy V GBA rom hack and have replaced 95% of all enemies just past Karnak castle (normal enemies and bosses). This modification, titled "Dimensions", takes monsters and bosses from different Final Fantasy games, and pits them against your team in Final Fantasy V. Some of them may be difficult; however, this isn't meant to be a difficulty (kaizo) boss hack. With that said, they will definitely give you a challenge!

If you're interested, message me in private so we can talk more over Discord.

1. Schizo

2. Ultros

3. Hein

4. King-Ochu & 4x Microchu

5. Cagnazzo

6. Guard Scorpion

7. Firemane & 3x Bombs

Awesome, any chance we can get more screenshots or a video?

Keep at this, I really want to help with bug testing when you get to a point you're ready for it.

Please finish this! This is the hack we all need for Link's Awakening!!!

ROM Hacking Discussion / Re: FF5 GBA ~ Expanding for Size?
« on: March 24, 2018, 10:57:51 am »
Is there a way to make it so an enemy will react 50% of the time instead of 100%, as well as target the one who attacked?

ROM Hacking Discussion / Re: FF5 GBA ~ Expanding for Size?
« on: March 22, 2018, 10:16:46 am »
Good finding, thanks for sharing it!  :laugh:

Actually I searched for None, because I know entry 0 is already used by Monsters. Unfortunately I made the noob mistake to search at beginning or the end of the list. Who would think it will be $FF :(

BTW if you prefer to Add monsters rather replacing existing ones, you may use the ones with entry numbers: $270-$27F, $29A-$29F

I am mostly replacing existing monsters, but adding new sprites. You should join the Romhacking discord btw, on the main page click "Chat" and we can talk more there. :)

March 24, 2018, 12:46:47 am - (Auto Merged - Double Posts are not allowed before 7 days.)
So I'm working on the water crystal boss replacement for Garula, I'm implementing Cagnazzo from FFIV to replace it. Using the boss "Liquid Flame" as a template and expanding upon it, I did manage to get it to change form while it's in it's raised water shield phase when attacked with Lightning magic. I am struggling to figure out how to make it counter all magic and silence, and then counter all physical damage with Encircle although, I'm using the documentation found on Slickproduction's Wiki.

Take a look at the Ai so far, it's not entirely right. The first bit at the top just says that Cagnazzo will either use "Fight", "Specality" or "Ice" while in this form. The next part states that after a certain amount of damage is done, or time elapsed, he'll change forms to the raised water form. The third part should be countering all magic with Silence (mute in the editor), and the last bit counters all physical damage with Encircle.

Code: [Select]
Conditions:06 01 2B F0

From what I understand:
06 = React
00 = to or no operation?
2B = Element Type
04 = Lightning

What I'm trying to figure out is how to make it react to all Magic and all Physical damage instead of just an element (2B). I've been heavily reading over Jorgur's documents, and looking through his "Common List", I've found the information for reacting to elements (lightning being bit 04). What I also found was the reaction bit for Action Types:
Code: [Select]
80 Physical
40 Aerial (weapons)
20 Song
10 Summon
08 Dimen
04 Black
02 White
01 Blue

I that by looking at the Frost Bull's AI script, the bit 2B means "element"; however, I have no idea what the bit for "action type" is. It unfortunately isn't documented. :/

ROM Hacking Discussion / Re: FF5 GBA ~ Expanding for Size?
« on: March 22, 2018, 12:21:29 am »
I figured out how to remove enemies FINALLY from battle formations, you have to select the enemy you want and change it to the "None/(Null Enemy)".... I never would have figured this out if I hadn't been looking through the enemies at the lower end of the list lol.

ROM Hacking Discussion / Re: FF5 GBA ~ Expanding for Size?
« on: March 21, 2018, 03:00:44 pm »
Steam ... now that is an interesting thing. I have no interest in SNES/GBA editing, but Steam is completely different story. :laugh:

I assume its true that Steam hold GBA ROM inside ... so after you do the changes in an actual GBA ROM, you will transfer all changes there?  ::)

Exactly. The Steam version of FF5 supposably is just a glorified FF5 GBA rom with fancy graphics programmed to overlay the GBA graphics. It does use a rom from what I understand.

ROM Hacking Discussion / Re: FF5 GBA ~ Expanding for Size?
« on: March 21, 2018, 02:36:56 pm »
Maybe there is no 'reducing' coded, at all  :laugh:

But seriously I don't know did somebody actually used the tool for editing at the time of developing, but it misses plenty of things to be actually used for a hack  :(

BTW did you try your changes in an emulator? Did you get the header thingy? Does the AI editing actually work? I've always wondered if I had to do an AI edit, what interface it will need ...
Anyway if you have any questions I will gladly help  :beer:

So my workflow is a bit tedious, but is showing results. I'll add and make changes in the editor, then load up the game in the emulator from a save and test out each enemy's AI, battle formation, and anything else. The editor is unfortunately pretty limited, and pretty incomplete. I cannot change dialog, which I'm sure is easy, but the editor doesn't support it unfortunately. What this means is some bosses have cinematic dialog before you get into battle, like the Siren whom I turned into "Hein".

I haven't done anything with the header, no problems yet. The editor may account for that, but I don't really know. I know that I inserted 10,000 additional bytes and the editor is now placing my enemy sprites there and not spitting out fatal errors or whatever lol.

AI editing works fine; however, you can definitely tell it's not as complex as Final Fantasy 6's. What it does support that FF6 doesn't really is multiple boss forms.

I wish Greiga Master or someone else would continue working on this editor like Lord J did for FF3usME. What I want to ultimately do is create a patch for FF5 Steam so friends can play it. I also plan to add in all the final bosses from FF1~FF10 into the Seal Temple at the end.

ROM Hacking Discussion / Re: FF5 GBA ~ Expanding for Size?
« on: March 21, 2018, 12:52:55 pm »
Really wish Greiga Master's editor could REMOVE enemies from a battle! Unfortunately, you cannot simply select the enemy drop down box and click "None", or untick "Visible". You also can't select the monster and click "Delete" or "Backspace" on your keyboard, really hoping I'm missing something here lol. Still trying to figure out what makes an enemy have the aerial shadowing effect because it's not related to the "Aerial" tickable box under Statuses lol.

ROM Hacking Discussion / Re: FF5 GBA ~ Expanding for Size?
« on: March 20, 2018, 11:08:02 pm »
Maybe I'm entirely wrong; however, doesn't Greiga Master's FFV GBA editor allow me to replace graphics from existing or new offsets?

Wouldn't this mean I could simply expand the rom and the editor can point the game to the new graphic location of where I store it?

So I don't know if it's working as intended yet, further testing is needed; although, I have successfully added 10,000 bytes to the end of the (U) version with Hex Workshop and cross checked to see if I got the error on this new version with the non-expanded version. I can confirm that after opening both the expanded version and non-expanded version into the same editor on two separate instances and replacing the same monster on both version with the same graphic, the expanded version did not give me that error I showed above in this post.

As said although, I'll have to test further to see if it shows up in-game.

ROM Hacking Discussion / Re: FF5 GBA ~ Expanding for Size?
« on: March 20, 2018, 07:57:03 pm »
Yes only (U) version.

What do you try to accomplish, Zeemis? I have some experience with (e) version and extended with monster graphics in (u).

I haven't created a project thread yet, mainly because I'm still doing some research and learning what's possible and what's not; however, I'm working on replacing all enemies and bosses in FF5 GBA with monsters from past Final Fantasy games. I'm using graphics from Pictologica Final Fantasy, Final Fantasy: Record Keeper, as well as the various graphics from past games that already have sprites. The idea is to have not only new enemies, but also enemies that follow a theme per environment. As an example, the boss "Hein" from FF3 is the boss you encounter Ship Graveyard, following the theme of undead.

Here's an example of a boss I finalized, it's Schizo from FF7:

ROM Hacking Discussion / Re: FF5 GBA ~ Expanding for Size?
« on: March 20, 2018, 02:15:42 pm »
Thank you. It's too bad that Greiga Master's "Final Fantasy V Editor" can't use the E version and take advantage of all that extra space. I am pretty sure it has to do with the editor looking for the (U) version's offsets, based on this error I get upon opening it:

Code: [Select]
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentOutOfRangeException: Non-negative number required.
Parameter name: srcOffset
   at System.Buffer.BlockCopy(Array src, Int32 srcOffset, Array dst, Int32 dstOffset, Int32 count)
   at FFVEditor.MonsterEditor.openToolStripMenuItem_Click(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

************** Loaded Assemblies **************
    Assembly Version:
    Win32 Version: 2.0.50727.8825 (WinRelRS3.050727-8800)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
    Assembly Version:
    Win32 Version:
    CodeBase: file:///C:/Users/Graham/Desktop/FF5A%20editor/FFVEditor.exe
    Assembly Version:
    Win32 Version: 2.0.50727.8825 (WinRelRS3.050727-8800)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/
    Assembly Version:
    Win32 Version: 2.0.50727.8825 (WinRelRS3.050727-8800)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/
    Assembly Version:
    Win32 Version: 2.0.50727.8825 (WinRelRS3.050727-8800)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/
    Assembly Version:
    Win32 Version: 2.0.50727.8827 (WinRelRS3.050727-8800)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the section.
The application must also be compiled with debugging

For example:

    < jitDebugging="true" />

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

ROM Hacking Discussion / FF5 GBA ~ Expanding for Size?
« on: March 20, 2018, 12:19:04 pm »
Is it possible to expand FF5's GBA rom to allow for more enemy sprites, as well as palettes?

This looks really amazing! I loved playing this back in the day on my SNES! :D

I'd love to help, maybe with designing a dungeon or two?

Personal Projects / Re: Breath of Fire GBA improved
« on: January 29, 2018, 08:04:39 pm »
Ah darn. This is one game that seriously needs a full blown editor, like editing monsters AI and level design.

Personal Projects / Re: Breath of Fire GBA improved
« on: January 29, 2018, 07:14:41 pm »
Ah gotcha thanks! Does your editor allow you to edit the enemy AI script?

Personal Projects / Re: Zelda Minish Cap Level Editor
« on: January 29, 2018, 06:00:47 pm »
If you have the resources from Minish Cap, you can easily use Solarus to create this sort of project.
Sorry for the late reply btw -

People want a level editor for Minish Cap so they can hack the game, not download Solarus, hence the point of this forum, "rom hacking".

Personal Projects / Re: Breath of Fire GBA improved
« on: January 29, 2018, 05:54:50 pm »
Both dropbox links are broken.

On a side note, is it possible yet to script in your own bosses and if so, does an editor exist out there that compliments this question with a visual scripting editor? SNES or GBA that is.

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