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Gameplay / Re: Dawn of Souls-like mod for ff7 - jointly with gameplay overhaul
« on: 2013-04-15 15:13:50 »
right, I keep forgetting about Q-gears, who could enable wonders to be done, such as new characters, right?
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There is also a games converter tool which has the same function. Look at this.thanks for that! so this new converter allows what?
@Dark_Ansem Don't mind! Blocking incoming messages is the best way to avoid ending up getting painkillersI'd say you're right
He probably could, but that would be a violation of the game (a current game that Square cares about more). Square cannot endorse user mods... or at least they have made it clear they won't. It wouldn't look too good on Aali giving his permission for them to use it and then editing that game as well... I dunno. It doesn't matter really, all you need is the original game, and copy flevel over from the new (since it has some fixes). Use Kranmer's converter.I'm sorry, can you re-explain this? I wanted to ask this to you via PM but you blocked me. Don't know why, however.
There are thousands of textures in the ff8 files. I might be able to able to help you once I get home. I can't access my files right now. *needs to keep his computer on with teamviewer*also the program I use is wrong...
YOU may not be able to......that would be awesome. how many of those unused spaces are available?
Making a new damage formula is tricky. There's a lot involved, but there are a few slots of unused base damage functions in the secondary formulae (X2 - X7) to squeeze in a few other damage types. The unused 7X damage base could be used for magical attacks and the 6X could be used for physical attacks. The only problem is actually writing the function. It's not hard if you know x86 asm, but would require knowledge of memory addresses like weapon strengths and armor values and such. I know where most of that is so I could get someone started on working a new damage formula by supplying those address and a suitable sized chunk of unused code.