@ gorildo :
1 - It's possible to add up to 9 characters in the team selection menu. Zidane, Vivi, Dagger, Steiner, Freya and Beatrix + 3 others (not all of them because of compatibility). If you want Cinna, Marcus and Blank, you'll have to remove Quina, Eiko and Amarant for that.
Also, I don't know where you have been told that Cinna had no victory pose.
That's false ^^
2 - Yes it is possible. It requires changing the script of all the fields where you are given the choice to change team (Hildaguard 3 and Invincible mainly), but that's not an hard modification. Search for the line "Party( 4, 1 )" and change it to "Party( 4, 0 )". This way, Zidane won't be locked anymore. Those lines can surely be found (I didn't verify but I'm quiet confident) :
- in the Hildaguard 3, it should be in one of the Sailor's functions (not Erin, the other one), perhaps in the SpeakBTN function,
- in the Invincible, it should be in one of the non-model related functions, that is either a "Code" function or a "Region" function.
3 - You also need to modify script there. You only need to change the "Main_Init" function of the enemy's script. If, by default, you have a "switch ( GetBattleGroupId )" line, you can mimic the script there and adjust it to your group set. Else replace the "InitObject" functions by such a switch (with several cases and the "InitObject" inside each case). It looks like this :
Function Main_Init
switch 5 ( GetBattleGroupId ) from 0 {
case +0:
InitObject( 1, 128 )
break
case +1:
InitObject( 1, 128 )
InitObject( 1, 129 )
break
case +2:
InitObject( 1, 128 )
InitObject( 2, 129 )
break
case +3:
InitObject( 2, 128 )
break
case +4:
InitObject( 2, 128 )
InitObject( 2, 129 )
break
}
return
4 - Besides Ultima, I don't really know what kind of bugs you're talking about ^^"
There are a bunch of animations with problems when you try to use them for some other purpose than their default one, but that's quiet specific to each one. There's not an unique answer for all of them.
For Ultima, it is not possible to fix the bug and it won't be as long as the spell animation edition stays at its current state. I'll eventually complete that part, but that's not in my nearest projects.
5 - That's a script thing again. There are several solutions for this one, but a good start would be to follow Satoh's advice and look for some code concerning the tile animations (he gave the example of "Prima Vista/Engine Room > Function Code1_Loop").
You should also display the function list and search for the "TileAnimation" functions : that's the ones handling this kind of thing.
For the movements of the characters on the stairs, you should use some "Slide" function, though it won't be easy to make the whole thing stands (you'll need to practice scripting a bit for that :p ).
@ Cacahuete : Ah, I forgot for the negative stats. But as you think, it'd be difficult, even with scripting knowledge. Besides, I don't know if the code calculating the character's stats by the mean of his equipment's stats can be found in the battle script. It may be a code present in another part of the game's datas (as said, there are other MIPS codes in the game : one for the Tetra Master, one for the Field's code, one for the menus... even the PSX bios has a MIPS code). And even if that code was present in the battle MIPS script, there would be a duplicate for the menu's script and you can't access to it so the player would never see the negative effect.
However, since I'd bet on the existence of such a code that calculates the character's stats, I think it can be feasible to implement that feature once we know where it is located. That's not like the HP change that would require huge changes scattered all over the scripts.
I don't understand the Sould Blade effect yet myself (as well as the other status-inflicting effects actually). I just watched at the Physical attack effects and I'll document about them. But the main problem is that the offsets of jumps are highly version-dependant and I don't see a neat way to speak of them.