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And to anyone else who likes my changes you are also welcome!
sounds really interesting! thanks :D
It worked at the first part, until I got to the crash in Evil Forest, The part where it shows Zidane on the ground, and looks over the burning ship, Zidane isn't there. Then i just get a black screen.
I can still go into the menu, Equip, use items, all that stuff, but as soon as I exit its just a black screen.
Same thing happens when i get out of the Forest. As soon as i get out to the World Map, it works. Then when I go into the Ice Cavern, its a black screen again.
Tried using your CSharp file, and using HW and importing your Mod, and changing the Macro, as well. Same result.
Any ideas?
A black screen when arriving to a field means a corrupted background file to me, but I may be wrong.
So, it turns out you were right. All I had to do was redownload(which is a pain in the ass with my ♥♥♥♥♥♥ internet) and reimport the HD mod files... lol
Thanks Dude!
The technical reason is that there are 192 spells and 64 supporting skills and the sum of these numbers has to be 256 so it can be represented with one byte of data. Increasing these numbers would require to change the file formats of a bunch of binary files (plus modifying the engine to accept them). It won't happen anytime soon.
There is another limit that is the total number of abilities present in the commands. I think that this limit can be increased more easily but it needs some work in my end anyway.
In any case, there are a tips for bypassing these limits:
- For spells, there are a bunch of unused slots near the end of the list. You can use them freely.
- For supporting abilities, there's the last slot that is unused ; defining the effect of supporting abilities is possible though not trivial at all. See there for an explanation about the auto-statuses and anti-statuses (which are maybe the easiest to implement/modify).
- For command slots, you can remove the few spells from the unused "Magic" commands near the end of the list and you can also select one of the "Seiken" command and link it to the other "Seiken". That allows you to add freely 7 spells in any other command. You can use these "Magic" commands if you need a whole new one. I think that you shouldn't use the very last command of the list (IIRC, it is specially handled by the engine like a kind of counter-attack).
Also you can add a few things, like dialogs or enemy spells, by right-clicking on them.
I figured it had to do with byte limitations, which seems to be the case for a lot of these old games, have to maintain integrity of the data so that the game itself will still run xDD Hopefully in the future we will be able to crack these games wide open to allow for whole new forms of mods. I would love to have whole new options, abilities and even menus. This should prove possible at some point considering most of these games handle various aspects through scripts which have basic 'append' functions! Regardless, thank you for your response and all the effort you have put into your project so far! It is stuff like this and the farplane RTE for FFX that keep me coming back to these old games and recognizing why they are easily some of the best and most fun RPGs ever xDDD
I think that was a dream of a handful of people ^^
@Alice N Chains: Beatrix has the advantage of having a character slot only for her. You can swap forth and back between Blank and Amarant indeed, but they will have to share a few things (their level, most likely, and maybe their equipement). Also, you need to edit some field scripts.
To replace Amarant by Blank, you need to go in the "Environment -> Fields" panel, search the fields where you are given the choice of your party (Hildagarde 3, Invincible, Desert Palace's Sanctum, Ipsen's entrance....) and change the script there.
For enabling Blank, it's those lines:
For example, it's in the function "Sailor_SpeakBTN" in the Hildagarde 3 field since you can change the party by speaking to the sailor. It's in the function "Zidane_19" in Ipsen's entrance field because you're given the choice in a cutscene and Zidane is the last one to speak/act before the menu pops up. Sometimes it's in the "Main_Loop" function because that function manages the cutscenes in several fields...
Anyway, once you spotted the "Party" instruction, you can write the lines above above it (sic).
You can also write a little dialog to ask whether the player prefers Amarant or Blank in the "Texts" panel. It can be something like that:
[STRT=0,0][IMME]Crew Member
“Who?”
[CHOO][MOVE=18,0]Amarant...
[MOVE=18,0]Blank ofc!
(The text opcode "IMME" displays the text instantatly, "CHOO" starts a multiple choice and "MOVE" is for the caret to be moved on the right for the choice hand.)
And then you use that dialog in scripts with something like:
NOTE: If you want Blank to use Amarant's abilities, you can either copy them into Blank's commands or you can also change the last argument in the "SetCharacterData" line (use 7 instead of 12, or select the good one in the menu on the right).
I plan to make some video or write some tutorial for all that kind of stuff eventually. I need to do a couple of things before though.
Thank you so much!! I will definitely screencap this and use the explanation as a reference later when I want to implement an alternation between Blank & Amarant or Marcus & Eiko. This is really, really helpful! :D I would definitely love to see videos and tutorials from you in the future!
I am actually currently planning on reworking some aspects of the game for my own version of FF IX, mainly tweaking the weapons to all have unique abilities[avoiding multiple weapons having "flee" for instance] and since there is very little room for adding abilities, I plan on replacing mostly useless ones with new ones both in the game's spell registry/DB and for the characters themselves. To accomplish this, I plan on removing certain inane abilities such as fiend type bonus ones[EX: Man Eater, Beast Killer, etc.] and instead changing to be a part of the passive abilities on certain weapons[EX: Iron Sword does bonus damage to Human type enemies, if this is possible to figure out and accomplish of course xD]. That way they are not removed from the game and still an option, but not taking up so much of the ability database. I plan on having this in conjunction with a rework of the weapon and armor system similar to FF X's methodology: All armor and Weapons will provide the same base ATTK or DEF, etc. attribute, while the rest will rely on the character's accomodating stat value[STRENGTH, SPIRIT, etc] and shall balance this by reworking the level and stat gains for each character. Are there any particular functions[such as the weapon/armor damage formula?] I should take note of? I am not particularly familiar with how the game calculates the damage formula for most of the armor and weapons, aside from the obvious fact that "Spirit Bonus" means to convey that that stat attribute will be taken into effect.
Of course, alot of this isn't quite possible at the moment, but I am hoping of getting a breakthrough in the future! x)
As well as potential key map for the enemy abilities to possibly turn into ally abilities x3
Will keep looking into this stuff myself as best I can of course! C:
that sounds amazing. looking forward to it!