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Range mod

Increases max range of items and magic from 3 to 7

Discussion about this classic Genesis/Mega Drive game.

Range mod

Postby 68000Fiddler » Sun Mar 31 2013 2:14pm

This patch allows you to modify items and magic so they have a maximum range of 7 instead of 3
None of the items in this patch have been changed themselves. You'll have to do those manually. SF2 Edit and SF2 Edit Import don't allow for ranges above 3, so you will have to use a hex editor to change them -unless Ronnen's DotNet editor will allow higher values.

Spell AoEs can be increased too, however there won't be a cursor for values above 2 (boost, bolt)

Equipping items in battle will end your turn too. The idea was to have the Brass gunner immobile when equipped with a long range weapon, and mobile when unequipped. Without this patch it would mean you could move and do a ranged attack in the same turn

The patch is for a 2MB bin file. Not sure if expanding the ROM after the patch will work - someone test please!


http://s000.tinyupload.com/index.php?fi ... 4477553328
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Re: Range mod

Postby Stordarth » Mon Apr 01 2013 2:01am

Would it be possible to release separate patches for the range and equip-turn stuff? It's best to make things as modular as possible so people can mix and match without being required to install elements they may not want in their hacks.

Haven't tested this, but this could have very cool implications.

Code: Select all
Dice Codes
Attack/Marked Target: /roll 8d100
Damage Variance (Rebels): /roll d18 [Blake with Blade], /roll d26 [Other cases.]
Damage Variance (Emissaries): /roll d16 [Zuberi with Blade], /roll d21 [Rain with Katana, Thrald with Blade], /roll d26 [Other cases.]
Magic: /roll d26
Status Effects: /roll d100
Level-Ups (No/Fixed MP): /roll 4d11
Level-Ups (Has MP): /roll 5d11

---
SFCW-A: Durandar
Sunken Castle: Fintan Kahn

Code: Select all
Dice Codes
Attack/Marked Target: /roll 8d100
Damage Variance (Rebels): /roll d18 [Blake with Blade], /roll d26 [Other cases.]
Damage Variance (Emissaries): /roll d16 [Zuberi with Blade], /roll d21 [Rain with Katana, Thrald with Blade], /roll d26 [Other cases.]
Magic: /roll d26
Status Effects: /roll d100
Level-Ups (No/Fixed MP): /roll 4d11
Level-Ups (Has MP): /roll 5d11

---
SFCW-A: Durandar
Sunken Castle: Fintan Kahn
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Re: Range mod

Postby Arenwel » Mon Apr 01 2013 3:07am

Stordarth wrote:Would it be possible to release separate patches for the range and equip-turn stuff? It's best to make things as modular as possible so people can mix and match without being required to install elements they may not want in their hacks.

Seconding this.

Thank you 68kFiddler, I'll use your work for sure :)
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Re: Range mod

Postby 68000Fiddler » Mon Apr 01 2013 9:03pm

This patch is just for the range extensions. The end-turn-on-equip bit has been disabled

http://s000.tinyupload.com/index.php?fi ... 22&gk=hyip
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Re: Range mod

Postby Stordarth » Tue Apr 02 2013 1:04am

Nice. Now we just need the equip-turn patch separately. :)

Code: Select all
Dice Codes
Attack/Marked Target: /roll 8d100
Damage Variance (Rebels): /roll d18 [Blake with Blade], /roll d26 [Other cases.]
Damage Variance (Emissaries): /roll d16 [Zuberi with Blade], /roll d21 [Rain with Katana, Thrald with Blade], /roll d26 [Other cases.]
Magic: /roll d26
Status Effects: /roll d100
Level-Ups (No/Fixed MP): /roll 4d11
Level-Ups (Has MP): /roll 5d11

---
SFCW-A: Durandar
Sunken Castle: Fintan Kahn

Code: Select all
Dice Codes
Attack/Marked Target: /roll 8d100
Damage Variance (Rebels): /roll d18 [Blake with Blade], /roll d26 [Other cases.]
Damage Variance (Emissaries): /roll d16 [Zuberi with Blade], /roll d21 [Rain with Katana, Thrald with Blade], /roll d26 [Other cases.]
Magic: /roll d26
Status Effects: /roll d100
Level-Ups (No/Fixed MP): /roll 4d11
Level-Ups (Has MP): /roll 5d11

---
SFCW-A: Durandar
Sunken Castle: Fintan Kahn
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Re: Range mod

Postby 68000Fiddler » Tue Apr 02 2013 2:06am

That first file should work - the increased range cap won't be in effect if none of the weapons are changed, so it's just the equip-turn change in play.

I can get one up tomorrow if needed though, no problem :thumbsup:
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Re: Range mod

Postby Arenwel » Tue Apr 02 2013 7:08pm

Nice work, opening some new doors ! :)
WARNING: SPOILER!
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Re: Range mod

Postby Noma » Tue Apr 02 2013 8:56pm

I will definitely be using this. Thanks!!
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Re: Range mod

Postby 68000Fiddler » Thu Apr 04 2013 1:22am

Cool, glad you can use it. Love tinkering with these things
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Re: Range mod

Postby Wetwille » Thu Apr 04 2013 4:44am

Interesting. It would also be effective with centaurs. I know there are a lot of people who carry around a lance and a spear for utility.
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Re: Range mod

Postby 68000Fiddler » Fri Apr 26 2013 3:53pm

Its possible to set ranges depending on class too - have brass gunners be range 7, snipers be range 5, and archers range 3 etc yet all equipped with the same arrow. Quick hack to do if anyone's interested
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Re: Range mod

Postby Shadow of a Dragon » Sat Apr 27 2013 1:12am

Ranges based on class would be pretty interesting too lol.
 
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Re: Range mod

Postby bum_199 » Fri May 17 2013 3:54am

so where in the hex editor would you change the range of an item or spell? I don't know the locations or values.
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Re: Range mod

Postby 68000Fiddler » Fri May 17 2013 6:02pm

bum_199 wrote:so where in the hex editor would you change the range of an item or spell? I don't know the locations or values.


Just replying here too -

Using SF2 Edit is helpful in finding the ofsets, though it won't allow those edits higher than 3. http://www.romhacking.net/utilities/365/

Item offsets are listed inside the data folder for sf2 edit

Unfortunately spells ofsets aren't listed and I don't have a proper list done for them - best way is probably to use SF2 Edit to edit a spell's range slightly on a clean ROM - under the max of 3, then, use your hex editor to do a comparative search between that ROM and a clean one.
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Re: Range mod

Postby ShininGeek » Wed Jul 13 2016 2:26am

sorry for the necro, but what addresses need to be modified to extend the range cap? I want to extend ranges in my mod, but have been unsuccessful so far.
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Re: Range mod

Postby SirHedge » Sat Aug 13 2016 3:05am

While this is necro'd, I can't find my copy of this patch, and would really appreciate having access to it. So if anyone could re-upload it, that would be awesome.
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Re: Range mod

Postby Stordarth » Sat Aug 13 2016 3:24am

I don't have it anymore either, and 68000fiddler hasn't been online in 9 months. We could try emailing him.

Code: Select all
Dice Codes
Attack/Marked Target: /roll 8d100
Damage Variance (Rebels): /roll d18 [Blake with Blade], /roll d26 [Other cases.]
Damage Variance (Emissaries): /roll d16 [Zuberi with Blade], /roll d21 [Rain with Katana, Thrald with Blade], /roll d26 [Other cases.]
Magic: /roll d26
Status Effects: /roll d100
Level-Ups (No/Fixed MP): /roll 4d11
Level-Ups (Has MP): /roll 5d11

---
SFCW-A: Durandar
Sunken Castle: Fintan Kahn

Code: Select all
Dice Codes
Attack/Marked Target: /roll 8d100
Damage Variance (Rebels): /roll d18 [Blake with Blade], /roll d26 [Other cases.]
Damage Variance (Emissaries): /roll d16 [Zuberi with Blade], /roll d21 [Rain with Katana, Thrald with Blade], /roll d26 [Other cases.]
Magic: /roll d26
Status Effects: /roll d100
Level-Ups (No/Fixed MP): /roll 4d11
Level-Ups (Has MP): /roll 5d11

---
SFCW-A: Durandar
Sunken Castle: Fintan Kahn
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Re: Range mod

Postby bum_199 » Fri Aug 19 2016 7:09pm

i still have it downloaded. i can upload it. i don't really know what site to use or anything though. input would help. edit: the links below have have both patches he did involving range. one also ends your turn when you change equipment. i think the 2nd one? i forget. let me know if theres any problems.


https://drive.google.com/open?id=0B_jV1 ... ExrRkxPYUU

https://drive.google.com/open?id=0B_jV1 ... URMbk50SUU
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Re: Range mod

Postby Lyanel » Wed May 01 2019 12:15pm

Sorry to necro :raaa:, but i'm interrested to use that (range+ for items & spells) in my mod, so....
Is there a way to use that in SF2disasm ?
Else could someone can make an add which do that ? I know, it's related to pt_SpellRanges in code\gameflow\battle\battlefieldengine_2.asm, but my asm skill level is below 1.

LMP, the thanks list of my mod will be bigger than the mod itself.
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