Limit Breaking

  • Thread starter Thread starter Phyltre
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Great proof of concept. Good luck working out the bugs, and discovering any peculiar issues.

Once all the technical issues behind this hacking are ironed out, would it be possible to include the hack as an object atribute which we could apply to a blank materia that already exists in the code? I understand that is worlds more difficult (for the sake of hacking) than rebalancing the game in compensation (if necessary), but it would be a mighty snazzy bonus item to collect. In that respect, it wouldn't be necessary to rebalance even the optional bosses, since there are already plenty of materia combos which can make Emerald/Ruby esspecially easy.

Anyway, again. Great job. Can't wait to see some DAMAGE numbers that exceed 9999. :D
 
dziugo: I meant did you actually manually change the players HP to be 23000 or did they level up and then their max HP went up too high?

Kiggles: adding materia into the game... i dont see it being too hard, since if I remember materia are like items - they have attributes attached to them, so fire has magic and fire element tagged to it to make it magic materia with a fire element?
 
(...)would it be possible to include the hack as an object atribute which we could apply to a blank materia that already exists in the code?(...)
Some extra materia which gets rid of 9999 cap? If it's not what you ment, please rewrite it in polish :P.

Can't wait to see some DAMAGE numbers that exceed 9999. :D
Actually (dziugo slowly points at the damage in first screenshot) this is 12500. It's just not displayed correctly. Guess I've forgotten to say about that...

I meant (1)did you actually manually change the players HP to be 23000 or (2)did they level up and then their max HP went up too high?
(1)

dziugo
 
Aye, associated a hacked object modifier to a blank materia value wouldn't be too difficult, but I was wondering more about setting the break HP hack as an object modifier itself.

Either way, getting the kinks worked out and a nice new set of numbers it the font should take a priority. I was just proposing an idea how to make the hack feel more like a natural part of the existing game mechanics. :) HP Plus materias being required to pass 10K, with default HP growth and a univesal 10K+ HP limit is probably all anyone needs, though.
 
Ok... Finally found that little procedure responsible for writing the amount of damage done...

Misc
Link1
Link2

And I'm going to write that little post in TechRelated right now...

dziugo
 
Time for some poll :).

To fit the 5-digit values on the screen, some reconfiguration in interface is needed. The menu is already done, but I have some problems with battle screen. Something must be resized/removed in order to display everything properly. The question is... What should it be?

Here is the original interface

And here are two modifications: Mod1 Mod2

Would you like to see one of these when using this patch? Or maybe you do have some cool idea how it should be solved? Post back.

dziugo
 
I personally prefer the interface in var2.jpg. I don't mind having a shorter limit gauge, as I like to see my characters' max HP.

Awesome work, by the way :D

Subsidiary question : will this mod work on the PSX ? I'm pretty sure it won't, but it doesn't hurt to ask...
 
I prefer #2 as well.  It looks better, the limit bars aren't usually too informative anyway.
 
Thanks for your opinion guys.
will this mod work on the PSX ? I'm pretty sure it won't, but it doesn't hurt to ask...
And you're right :). It won't work on PSX version since it requires modifying the main exe file.

dziugo
 
what about the barrier bars? they are pretty useless, why not shorten them?
 
I (personally speaking of course) prefer that the bars be the size of the text above them.  For example, im not a huge fan of having the barrier bars so short but having the huge BARRIER text above them.

Just my opinion though.  Perhaps size the bars to the size of the text above them (or keep them as they are by default if that would mean enlarging them)?  That should make some space and still look nice. :)
 
It's easier to enarge something 2 times than 1.59. Why? Ask TheSaiNt :P. And you're right... That "BARRIER" text doesn't look good...

Anyone else with some cool idea?

dziugo
 
well there is space between the hp and mp bars which is not needed, and how long does the space for the character's names have to be?
couldnt that be trimmed down too?
 
This is a pritty good idea and I can't wait to see it

but if posible I would rather see you take some space from the names and use that for the extra numbers needed. Or if you can't then I would use the 3rd option because I don't use barrier much :P
 
Throwing in my 2 cents.

I believe the barrier meters to be more useful/informative than the limit meter. Honestly, I think it would have been neater to have the limit bar elimenated altogether, BUT, we don't want to change the gameplay experience too much, right? :) Anyway, the limit gauge is largely pretty static. I have no issue with it being cut in half. Shortening name space/barrier meters will have the somewhat unfriendly effect of single width menus overlapping current HP. In other words, every character's selection menu will obscure the HP data. I thought it was a flaw that double width command lists obscured HPs, but now every turn, regardless of materia setups will overlap.

If you can manipulate the command list to justify absolute left, that may not be so much of an issue. Otherwise, it may be a much bigger modification, but how about stacking Limit/Wait gauges like the Barriers? :) Maybe something to look into, since nothing would look out of proportion. Shortened limit gauge being the best bet (from my perspective) but it DOES look more peculiar.

Good luck. Nice to see this moving along!
 
oh you will include dialog box transparency with this patch?
I hate having to press switch to see whats underneath the command menu
 
oh you will include dialog box transparency with this patch?
I hate having to press switch to see whats underneath the command menu
I'll see what I can do.

Bad News:Don't expect it to be released before Christmas... I don't have free time at all...

dziugo
 
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