Plus Some Game-Difficulty Thoughts
Doomblade66 @ Fri Sep 10, 2010 12:11 am) wrote:I wonder if Rubix could take a look at this in conjunction with Bone Idol ? With their "powers combined" - I have high hopes they'd be able to figure out things at great speed.
BoneIdol @ Sun Sep 12, 2010 5:45 am) wrote:With your powers combined... I am Captain Planet!
BoneIdol @ Sun Sep 12, 2010 2:45 pm) wrote: SFCD will almost certainly be using a lot of the same code from SF1 and SF2; SFCD will have been built from the same code to save on time and money.
DarkKobold @ Wed Sep 15, 2010 5:44 am) wrote: I can 100% state that SFCD is SF2's code ported - for example, the RNG is takes up the exact same memory address. Same formula, same motion.
The level up code, however, has changed.
Doomblade66 @ Sun Jan 02, 2011 7:05 pm) wrote:I guess there has not been any progress on the SF-CD Editor over the holidays (not expecting it at that time really) -but now that 2011 is upon us - what is the likelihood that Bone Idol and/or others who might help him - could come out with an Editor system we can finally employ with SF-CD ?
Doomblade66 wrote:(the moment I can edit enemy HP / ATT / DEF - etc. - that ALONE - even without any other editing capabilities in a theoretical 1st Edition of any SF-CD-Editor .....would be amazing since the A.I. in this game was CONSISTENTLY the most amazing/challenging of any Shining Force game I ever played - and just being able to tweak them to make them strong enough, relative to your Forces' level-gains and strength - would make the game 100x's better - and it's already pretty good by default ! )
Earl wrote:I'm assuming the "BANKD##.X" are divided per battle, because there's 72 of the things. And poking around a few of them, all of the relevant icons can be found.
So it's not as simple as the Genesis games. Instead of editing one instance of, say, a short sword, you have dozens of instances. And what makes this potentially worse is the instances may be in different places in the different banks, so an editing program might have to know where a given thing is in dozens of banks of data. And multiply that by the number of items/spells/whatever.
And if you want to add towns, you'd be better off porting SFCD to SF2. Because I don't imagine it'd be easy adding a whole dimension of gameplay...
Although... The up side of hacking SFCD is that people would be able to play the hack on the actual system; the Sega CD had no copy protection, so it'll run CD-Rs just fine.
Doomblade66 wrote:B.I. seems to have a pretty strong grasp of how it's organized - remember that his SF-III editor is capable of "per-battle" type adjustments too - I think (never tried it fully yet) - and he seems fairly confident that he will be able to produce a good (if basic, initially) Editor for SF-CD at some point.
ExevaloN wrote:The instances for a given item must have a parent instance/object/blueprint they are all derived from. Changing or editing that Master Item, would in theory change everything related to it. Atleast, thats how it has worked for some stuff I have worked with. Is it a different case with SFCD?
Earl wrote:The item icons are in each bank (regardless of it's availability in that battle (or even in that book)), and the Robin Arrow and 8 other weapons have different stats between books 1 and 2... so then it would seem that in the best case each book would have to have a master. I'm guessing that all the data really is managed on a per-battle basis, but that's just a guess.
Doomblade66 wrote:The last thing he said on the issue was that "it's in the queue" - meaning he'll get to it eventually.
Doomblade66 wrote:B.I. ... can you at least offer us some assurance you'll complete / release it prior to Dec-2012...you know, just in case ....
BoneIdol wrote:ExevaloN wrote:The instances for a given item must have a parent instance/object/blueprint they are all derived from. Changing or editing that Master Item, would in theory change everything related to it. Atleast, thats how it has worked for some stuff I have worked with. Is it a different case with SFCD?
I'm guessing that you're talking about modifying parent classes in Object Oriented Programming? That involves modyfing the game's code - thats running before we can walk. I'm aiming to work out how to modify the data used to make instances of such objects in memory before I start work on dissasembling the game's code (assuming I decide to go that in depth).
ExevaloN wrote:BoneIdol wrote:I'm guessing that you're talking about modifying parent classes in Object Oriented Programming? That involves modyfing the game's code - thats running before we can walk. I'm aiming to work out how to modify the data used to make instances of such objects in memory before I start work on dissasembling the game's code (assuming I decide to go that in depth).
Ah ok. I figured we were already talking about the game's code. But wouldn't it be easier to already do that instead of managing the data in each memory bank? I mean, I figure we would want to edit the game as a whole instead of specific battles. Unless im missing something here.
Also, wouldn't the code in the memory bank make reference or call their main functions?
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