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Post by DarkTwilkitri on Dec 17, 2003 1:59:26 GMT -5
Here, have some text files. You know you love them. darktwilkitri.thegreatbeyond.net/fehack/Some of them aren't finished yet (obviously) but I'm not likely to have another chance to get on the 'net for some days, so I thought I'd put up what I'd done so far. In other news: Intelligent Systems are weird. In other news: Yes, Hilda's blood problem is due to the data in the ROM and not a problem in the engine. In other news: I can't find anything in the Weapon Data about the rumoured Balmunk Instant Kill Effect. This is all well and good for customization of the game, but unless someone makes a GUI or something for it, FE4Edit doesn't count because afaik it doesn't edit everything, you're stuck with editting by hand. And while some people may enjoy that, I'm sure the majority of you don't... Of course, if we _really_ wanted a customizationable FE4 we'd have to get someone to remake it for the computer and take out all of the wierd things that IntSys did.
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Starwolf
FESSer
Noooo ... I'm oxidising
Posts: 685
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Post by Starwolf on Dec 29, 2003 16:53:22 GMT -5
I geuss the Balmunk instant kill was a dusty cartridge. We can't ask the person about it as hes dead. Interesting data. I just hope it helps somebody. But people these days they won't care unless a fully functional editor is on their doorsteps and even then they won't care how its made. I'm reading through it with interest see what you mean about IS being weird, though. Geuss it offers them more freedom in the long run. *looks at movement table* So thats why I could never get anyone of the Long arch class to move anywhere (even if I gave them movement).
Good luck on finding more data.
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Post by ESPerion on Dec 30, 2003 17:02:50 GMT -5
well...
that and mages with long range spells. noone is going anywhere when equipped with those. even if u mod the weapon's stats. guess why?
ahem. and lots of the stuff is to do with the weapon effects.. some of the w/fx is fixed with the in-game weapon's graphics so even if u mod the w/para things aren't going ur way... or behave weirdly.
e.g. u can make a sleep sword doing a ranged attack *just like those mag sword* but no matter what u do the gfx will be the same as sleep staff-associated fx...
interesting read btw... and i've been keeping eyes on this topic to see who'll respond to it... and amazingly no post to be seen in a LONG while.
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Post by DarkTwilkitri on Dec 31, 2003 7:31:54 GMT -5
The 'wierd' comment was mainly directed towards the way the Loptous effect/Nullify Loptous effects work.
You can give any weapon the Loptous effect of halving the opponents attack. Easy to do.
However, the Nullify Loptous effect needs an argument. What argument? The value of the weapon to nullify the effect on.
Why?!
If in the game the only weapon with the Loptous effect is Loptous, I barely see a need to tell the Narga spell that it nullifies Loptous on the Loptous spell. So, if you give Iron Axe the Loptous Effect, Narga _won't_ counteract the effect.
That could make for some interesting scenarios, though...
I've only done a bit more research since the last time I updated, and nothing really worthy of uploading. I've been concentrating on other things.
Technically, if you change the movement costs of the Arch movement type, they should be able to move... but I haven't tried it. Should do that sometime.
In the map, where there are the ?something? pointers and data, if anyone wants to try to figure out what they do, go right ahead. I'm not likely to be looking at them for awhile...
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Starwolf
FESSer
Noooo ... I'm oxidising
Posts: 685
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Post by Starwolf on Dec 31, 2003 18:38:38 GMT -5
I was playing about editing characters and enemies I noticed some things. Character number only effects where a character stands in the castle, I swapped Alec and Adan arround. *I think* Eltosian appears a few times in the data (why?). Another Weird thing to note is "Holy" Characters having growth rates. Why did IS put that in thry never appear on your side thus never get level ups. Btw folkes the growth rates are Zero, all Zero. Anyway so, heres a screenshot of what I did: I could have also changed what weapon Alvis was holding. Oh yeah and your characters (but that could already be done). And heres the IPS patch (80bytes 200byte ZIP archive ):http://www.geocities.com/starwolf_uk/Untested.zip As you can see not much thought went into the units (I had to tone down the dragon riders a bit, I think I toned them down a bit too much) at least Verdane aren't a bunch of dumb axe manics anymore.
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Post by DarkTwilkitri on Jan 1, 2004 20:30:57 GMT -5
The different Eltosians are from the different levels he appears in, IIRC. But I think they're all the same anyway... I'm not sure if those numbers are growth rates or not, since as you say, they are all zero. But the 'holy' version was mostly mirroring the 'static' version, so I assumed :/ BTW, enemy classes have growth rates, too - they get them from the class data. They use them for determining what stats the enemys have, I think, depending on the level of the enemy. If you make a character the Reptor or Langobalt from Chapter 3, they've got Blume and Danan's portraits... fortunately for IS you never get the chance to look at their stats there (and that dialogue doesn't load portraits from characters on the field). Hey, I just (Really just... less than a few hours ago) found the army data for where characters start off and some other stuff. If you want to have a look at it, it's 1:C200 for the pointers and 1:C274 for the start of the data. There's still one byte I'm trying to figure out before I write out a description of it. It's basically: Character Position Leader? (is this character one?) Group (affects leader & AI) Allegiance ???? ...by 'character number only affects...' did you mean unit number? Because what you said it affects is what the unit number should affect... unless I made a mistake while writing out the files :/ I tried giving Archs a cost of 1 for all terrain and some move, but they still couldn't move. Irritating. Originally I thought it might be the 'un-counterable' attribute of the weapon, but it isn't, because I put it on an Iron Sword and people with them could still move. Giving Iron Axes the Loptous effect and then forgetting to remove it isn't a good idea, I discovered... Here's the army data file: darktwilkitri.thegreatbeyond.net/fehack/armystructure.txtI couldn't figure out the last byte... it's annoying...
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Post by DarkTwilkitri on Jan 30, 2004 4:58:42 GMT -5
VWOOT. AY. darktwilkitri.thegreatbeyond.net/fehack/events.txtYeah, so I've only got three so far. They're not control codes, FCOL :/ There are some others I have an idea on what they do, but I haven't pinned them down yet. Furthermore, giving control codes the wrong arguments would generally just muck some things up, whereas giving the wrong arguments to these often leads to instant crashing. Not good.
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Post by DarkTwilkitri on Feb 3, 2004 4:55:34 GMT -5
We're up to 11.5 definite events. That's a good thing. There's also movestrings! _Everyone_ loves movestrings. Make Gandolf walk around in circles! Make Eltosian go visit Genoa instead of Evans. Make the camera look at completely different things than it's supposed to be looking at! darktwilkitri.thegreatbeyond.net/fehack/movestrings.txtOf course, you'll have to find the right places to change first. I can't help with that because I forgot to write the places down. Ah well. They're not too hard to find - if you know what you're looking for. Which you probably don't, come to think of it... OK, find someone talking in the cutscene you want. Convert a unique part of that to hex via 'charactercodes_dialoguetext.txt' . Find it. Get the ROM address of the start of the text (the first byte'll likely be straight after an 01, and it should be either an 06 or 07). Turn this into a SNES address. Search for the SNES address - the correct result will be after an 0C or OD. Now look around that location for a 27 event with the correct character number (if you want to move a character) or a 3f event (if you want to move the map). Take the SNES address argument from the event and convert it into a ROM address, then go there and that's your movestring!
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Post by DarkTwilkitri on Feb 22, 2004 1:32:04 GMT -5
fehack is now an official part of DTN after TGU 2004. I restructured the place and put everything into groups, and there's some updates as well.
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