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Gameplay / Re: Making playable bosses
« on: 2013-08-20 16:08:26 »Before I begin, note that I may be wrong on some of these points, been a while since I did anything FF7-related (apart from helping users).
First, you can't simply "use" enemy models. You have to completely change the character models and animations. Oh and
There's no such thing as a "hitbox" in FF7. Which leads me to my next point. You probably come from games such as Skyrim where modding is easy and where tools were provided to make it easy, by the developers. FF7 is not like that. Modding was made possible by the time and devotion of fans, skilled programmers, graphical artists and simply devoted people. No tools were provided by Square Soft. While modding isn't illegal, it's definitively in the grey area. You probably got this game off Steam, where most games are easy to mod, have tools provided and even a workshop. FF7 is none of that (and it may be what you were unsure about).
As for stats, maximum any playable character can have is 32 767 (if I'm not mistaken, that can go up as high as 65 535) for HP and MP, while it's 255 for any other stat.
As for modding PSX games, that is much harder than PC games for many reasons.
To answer your initial question
The answer is, simply, you don't, too much, and none. In that order.
Yeah, I wasn't too sure about the hitboxes. Does this game not use collision detection, or is it just calculated differently? How does it know when an enemy has been hit and by whom?
Also, don't make assumptions like that about me, especially considering you're wrong on every single account. I thought I was pretty clear that I knew about how much work might be necessary, in spite of saying I want to avoid hex. I'm well aware this game, even as a PC title, had to be almost entirely reverse engineered through hex editing to accomplish anything because of a lack of official tools. I know it's not a cakewalk like Skyrim. I'm willing to work for what I want, which is why I've started trying to learn hex. You might say it's not worth it, but I've seen at least one post on here talking about rewriting the game's script and story all for the sake of playing as a modded character, so I don't feel like my goal is that unrealistic.
To make a boss playable:What you have to consider:
- Get the game to point to and render enemy models for party members
- Match up the animations for moves
- Maybe fix animations for being hit and casting spells?
- Fix any spell / move camera angles that no longer work with large models
The easiest method:
- How much time you can commit
- How much technical knowledge you really want to learn
- How well the community has reversed the parts of the game pertaining to the things you want to modify
- Work on the PC build
- Work in small steps towards realistic goals
- Find a good hex editor
Ok, thanks. That looks to be fairly in line with what I had planned. I'm really getting into game editing so I've been slowly working towards learning every aspect I need (3d modelling, assembly language, scripting, etc.) I'd say I'm quite devoted although time is an issue with schoolwork and everything...
The battle interface would have to be completely redone as well unless you intend to leave the AI intact. Enemies use a special "command" for their actions that does different things in the game engine. That command would have to somehow be enabled in the menu (no easy feat) and handled in the battle engine. If you don't do this then their entire animation scripts would have to be re-written.
Stuff like this is definitely the biggest hurdle. It does look like I can't avoid learning hex, which is bad because I'm completely new to it and kind of a slow learner. Any ideas where I can get a comprehensive guide for learning it? I've been looking around and there's a few guides here and there but it's all either assuming too much about what I know, or not relevant enough to how games are scripted.