Use of ePSXe before 2.0 is highly discouraged. Mednafen/RetroArch is recommended for playing/testing, pSX is recommended for debugging.
Started by TidesofMercy, April 05, 2021, 11:05:51 pm
Quote from: Nyzer on July 28, 2022, 05:26:26 pmTo actually answer the question, yes. You can replace the graphic relatively easily in Shishi AFAIK, and even move and alter the various dots and paths on the map, but that's more difficult, and comes with a lot of limitations like being unable to turn town dots into random dots and vice versa, so you wouldn't be able to establish more town or random field locations than what currently exists in FFT.
Quote from: nitwit on August 01, 2022, 07:39:29 pmcan you make conditional repeating encounters on blue dots?
Quote from: Nyzer on July 28, 2022, 05:26:26 pmThe effort to remake Golden Sun in FFT would be so monumental as to be completely infeasible, especially when the only existing custom resource for it is a single sprite We would need a large coalition of sprite an pixel artists to do this. We're talking roughly a decade's worth of work, which includes a lot of time simply spent on learning how to do the work. It's a pretty overambitious idea coming just from seeing a single sprite, and you may want to temper your expectations a bit there.To actually answer the question, yes. You can replace the graphic relatively easily in Shishi AFAIK, and even move and alter the various dots and paths on the map, but that's more difficult, Has anybody figured out how to edit the FFT world map yet? and comes with a lot of limitations like being unable to turn town dots into random dots and vice versa, so you wouldn't be able to establish more town or random field locations than what currently exists in FFT. So nobody has figured out how to change the map yet?
Quote from: Nyzer on August 02, 2022, 12:29:34 amYou can, yes.However, the criteria doesn't include anything to do with a unit's current job. Looking at the World Conditional commands in the Conditionals spreadsheet, it can check variables for values, check whether you have a certain special unit (according to spritesheet, I'd assume), the amount of gil you have, what date it is, how many casualties you have, Ramza's Br or Fa, something about choices, and something about "DDEntry".The closest you'd get to that would probably be to trigger events in certain cities on certain months, and include variable edits in those battles that would make a note of which enemy guild you've just encountered to prevent you from fighting them again until after fighting a different group. (With nothing to disable the trigger, you wouldn't be able to leave the town at all until the month had passed.) Using LoadAddress, it's possible to check Ramza's current job in the event, and show a brief clip of him walking through town as a few [Insert Job Here] units watch him and go "I like the cut of that guy's jib" if he matches, or "We don't like yer type around here, son" if he doesn't, with the latter triggering the battle.
Quote from: nitwit on August 10, 2022, 12:50:53 amIt doesn't seem possible to create a Deep Dungeon style menu for various areas if I want a quick and easy way to fight on specific battlefields.
Quote from: Nyzer on August 10, 2022, 12:52:51 pmNo, I don't think that's doable. I think the DD menu is kind of a unique case? But I really haven't messed around with WORLD.BIN stuff, so I can't be sure. There are menus on places like Lionel Castle as well IIRC, but I just honestly don't know the first thing about what makes them tick.
Quote from: Nyzer on August 10, 2022, 12:52:51 pmIf you sacrificed an existing world map path and used the unused Murond Death City dot, you could probably set up an isolated world map location that triggered an event which gave you the menus and such needed to set up the battle you wanted. And at the start of that event, you could alter the Current World Map Location variable so the player was no longer on that location, meaning that once the player returned to the world map, they could walk away from the location without triggering the event again, without the need to set up some kind of conditional that prevented the player from leaving but also allowed the event to be repeatable.
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