Author Topic: 8th Playable Character Possible?! (Updating!)  (Read 67257 times)

Mauron

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Re: 8th Playable Character Possible?! (Updating!)
« Reply #480 on: August 01, 2018, 11:47:28 pm »
Yeah.

IHBP

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Re: 8th Playable Character Possible?! (Updating!)
« Reply #481 on: August 19, 2018, 11:17:31 am »
Slow progress I know, I finished splitting end end of time on this hack, so next time I work on this I'll be able to start reordering 8thy.

Mauron

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Re: 8th Playable Character Possible?! (Updating!)
« Reply #482 on: August 21, 2018, 05:24:23 pm »
Excellent.

IHBP

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Re: 8th Playable Character Possible?! (Updating!)
« Reply #483 on: August 24, 2018, 07:15:14 pm »
Trying to start on this but maybe I'm missing something, is there an easy way to move objects up the cue?

Mauron

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Re: 8th Playable Character Possible?! (Updating!)
« Reply #484 on: August 24, 2018, 07:27:37 pm »
I never found a good method. My basic process was as follows.

1) Collapse all objects.
2) Select all between the original PC objects and 8thy's (Click on the first, Shift click on the last).
3) Cut and paste.
4) Scan all objects for any commands that reference other object numbers, and increase them by 1 if it's not a PC object. Off the top of my head, Call Object Function, Hide Object, and drawing status by index need to be changed. Drawing Status by index needs to be increased by 2.

I found it to be a rather tedious process, which is why I gone slowly on this particular part.

IHBP

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Re: 8th Playable Character Possible?! (Updating!)
« Reply #485 on: August 24, 2018, 10:34:48 pm »
Yup that works, the next few scripts had no object references so I got a few done. I assume the "Go-to" command can adjust itself?

Mauron

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Re: 8th Playable Character Possible?! (Updating!)
« Reply #486 on: August 25, 2018, 12:09:32 am »
Yeah, goto and link will still work fine.

IHBP

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Re: 8th Playable Character Possible?! (Updating!)
« Reply #487 on: August 25, 2018, 09:08:51 pm »
I don't really understand how the draw status index works, I assume sometimes it will reference the player characters in which case it shouldn't need to be adjusted, how will I know the difference?

Mauron

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Re: 8th Playable Character Possible?! (Updating!)
« Reply #488 on: August 25, 2018, 10:07:24 pm »
The index value is the object x2, so it depends on what the highest PC object is, but 0x0E or 0x10 should usually be the highest PC object value.

IHBP

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Re: 8th Playable Character Possible?! (Updating!)
« Reply #489 on: August 25, 2018, 10:11:42 pm »
Ok that's easy enough, I've only done a few but it will go faster as I get the hang of it.

XAIXER

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Re: 8th Playable Character Possible?! (Updating!)
« Reply #490 on: March 06, 2021, 10:28:57 pm »
Has any progress been made?

kefkaroth

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Re: 8th Playable Character Possible?! (Updating!)
« Reply #491 on: April 22, 2021, 11:34:53 pm »
it would be awesome if the creator(s) can pull this off with no hiccups. also if magus and schala have a dual tech i would love it to be dark gear and dark plasma or just give those spells to schala as well as hexagon mist/starburst as i think they would suite her well as i believe she would be like magus with some spell variety. or use them for double techs if they decide to give magus dual tech spells.
« Last Edit: April 22, 2021, 11:39:37 pm by kefkaroth »

Mauron

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Re: 8th Playable Character Possible?! (Updating!)
« Reply #492 on: April 23, 2021, 02:19:07 am »
I'm going to get it working at some point, I swear.

IHBP

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Re: 8th Playable Character Possible?! (Updating!)
« Reply #493 on: April 23, 2021, 12:13:09 pm »
I never did finish moving the 8th slot up on all the scripts but I did get about ten more. And I split the End of time to allow for the extra character. So I actually have the most advanced IPS of this patch right now.

Acacia Sgt

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Re: 8th Playable Character Possible?! (Updating!)
« Reply #494 on: April 23, 2021, 01:56:47 pm »
Oh, I remember this.

It'd be cool to finally see this working. It'd be interesting...

And I split the End of time to allow for the extra character.

Wait, split, as in how? Adding a new area? The map already reached a sprite loading cap or so? I mean, if the pillars count, then I wouldn't be suprised.