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Final Fantasy VI SDK - Going Social!

hmmm well maybe I could post a few screenshots of the event editor tomorrow :P

But besides that I brought back a script I made for both XP and VX a year ago. This script allow the user to select a region from a source map and past it on a destination map. So it's now easy to make complex modifications on maps during gameplay like the events on the floating continent.

I'm also going to implement a new feature mainly for organization purpose. I will add what I call "event groups".
This will help the user organize their events on a map but will also do more than that.

A map will always have the "Default" group; any events that are not on a group will be placed in this one. This group is always active.
All the other groups are deactivated by default. It will be possible to activate/deactivate a group during gameplay.
So this is like a new Trigger Condition, if the group isn't ON, the events in this group will never start.
This could be really useful for maps that have a lot of auto-events running at different times.

Here's a situation top help you understand.
In Narshe, I have at the moment 4 events that run automatically when you enter the map
1 - The intro
2 - The guards knocking at Arvis' door
3 - The secret cave entrance opening
4 - Locke leaving by the secret entrance and moving to the city entrance
So right now I need a lot of switches to tell which events to play when, which characters will be visible, when, which pose they start in, etc. A lot of hard work for nothing. So I made 4 groups, 1 for each scenes.
By using groups, I can simply activate the one I need and turn off all the others. By doing so it reduces a lot the amount of switches needed and it helps to avoid having multiple auto-events running at the same time when you don't want to.

Maybe it's a bit confusing but I can assure you that this is very easy to use and extremely useful.

Take care!
-Dargor
 
Here's a new screenshot of the map editor + the event editor. In higher quality.
For the moment the event editor looks almost exactly like the one in RMXP but is most likely subject to change really soon.
However, the Event Command dialog has changed a lot. Commands are now sorted in a treeview control into multiple categories.
I have also added a search function to easily select the command you want.

Let me know what you think of it! :)

EventEditor-1.png
 
These new changes are well-planned, and I'm thinking that this is coming along quite well, Dargor.

Do you have all the commands you need to make the various events come together?
 
I'm far from being done with event commands and I want to make RMXP's commands work before the new ones, but, I have compiled a list of commands based on your C1 Bank disassembly.

Set entity to walk when moving
Set entity to stay still when moving
Set entity layering priority
Turn current entity up
Turn current entity right
Turn current entity down
Turn current entity left
Unhide current entity
Hide current entity
Place entity on vehicle xx
Set position to (xx, yy)
Center entity on screen
Make entity jump
Pause for xx/60 seconds
Display Dialog xxxx
Display Location Name
Assign graphic set YY to object XX
Assign pallete YY to object XX
Place object xx on vehicle yy
00: No vehicle 40: Magitek Armor 80: Object visible
20: Chocobo 60: Raft
Refresh objects
Make XX the current party
Position character in "ready-to-go" stance
Assign character XX in party YY
(if yy == 0, remove character from party)
Put characters c1-4 in the party
Create object XX
Delete object XX
Show object XX
Hide object XX
Restore character xx HP and MP to full
Perform level averaging on character XX
Remove all equipment from character XX and place it in the inventory
Change character XX's name to YY
Assign properties YY to character XX
Teach Natural Abilities learned via Automatic Level-Up
Move the characters to (xx, yy) on the current map
Invoke random Coliseum battle
Invoke Battle
Exit current location
Tint screen (cumulative)
Tint objects
Flash screen with color component(s) c, intensity i, each a nibble
Shake the screen (xx?)
Refresh Screen
Fade Screen Full
Unfade the screen at speed x
Fade the screen at speed x
Scroll Background, speed xx x yy
Mosaic screen with speed xx (lower == slower)
Loads map nnnn, positions party at (xx, yy)
Place item $1A in inventory
Remove item $EB from inventory
Give XXXX amount of GP to party
Take XXXX amount of GP from party
Give Esper $EB to party
Take Esper XX from party
Remove all but status conditions C1, C2 from character XX
Inflict status conditions C1, C2 on character XX
Toggle status conditions C1, C2 for character XX
Add/Subtract HP from characters
Add/Subtract MP from characters
Unlock all of Cyan's SwdTechs
Grant Sabin the Bum Rush
Invoke name change screen for character xx
Invoke party selection screen: xx = number of groups
Invoke Colosseum Item Screen
Invoke Shop XX
Invoke Party Order screen (from final battle)
Invoke Party Order screen
Set timer to XXXX jiffies, jump to YYYY on expiration, flags ZZ (includes index, etc.)
Reset timer XX
Pause for xx units
Play song xx, volume yy
Fade in song xx with speed yy (higher == slower)
Fade out current song with speed xx (higher == slower)
Play sound effect $EB
Invoke game loading screen
Show world tearing apart
Show intro scene with Magiteks in the snowfield
Show train car ride out of the Magitek Factory
Show airship scene from the ending
Show Floating Island soaring into the sky
Show Title screen

I'll need to trim down that list since there's a couple of things that RMXP already include or things that I don't need.
 
Hi, I have a question, since you are useing the vx scripting language for xp, does that mean all of your scripts in your sdk are written for rpgvx?
 
Wow, nice updates, Dargor! The updates that had screenshots are wonderful, Dargor! I can't wait for further updates an if you add any, new features. :)
 
@MrEncrypto
As of now the scripts are compatible with RMXP only. All I'm using is the new Graphic features from RGSS2.
However, this will eventually change because I'm going to remove every default RMXP scripts and remove all dependencies over them.
I'm going to make my own scripts library meant for FF6.

In a nutshell, this won't be compatible with XP or VX.

@MagitekElite
Thanks :) I will keep you guys updates with more screenshots but I have to finish the demo first.
 
Dargor --

I am just hearing about this project now and cannot wait for it to be completed. You are doing wonderful work and I wish you the best. However, I have one question. I know you stated before that the FF6SDK is only meant to be able to replicate FF6 or games like it. I am wondering, however, if games created by users are required to conform to the exact limits imposed by FF6.

I understand that stylistically all games produced by this editor will function exactly like FF6, as that is the point of the SDK. However, I am wondering how expandable the editor will be. For example, will you hypothetically be able to create:
-- more than 27 Espers?
-- more than 14 playable characters?
-- more than 54 spells?
-- more monsters (or Rages, for that matter) than FF6 does?

It would be absolutely wonderful if users could continually expand these and other things as long as they had the space and memory to do so. One other idea for expansion is allowing the invention of new "easy" commands that function like Tools or perhaps Dance. Or allowing commands like those to extend beyond eight items. It would be great, for example, if Cyan could have ten or twelve sword techniques instead of eight. :)

Thank you again for the wonderful strides you've made. I can't tell you how much I look forward to seeing this project completed. Good luck!

-- Clockwork Butterfly
 
Hi clockworkbutterfly,

I'm glad you like this project :)
The short answer to all your questions is: Yes.

Everything that you can see and do in the original game will be editable, customizable and expandable in the SDK.
As much as possible and within reasonable limits.

By the way, I finally updated the Screenshot and Download section on the website. I have re-uploaded the Beta 2 and Beta 3 demos.
Visit ff6sdk.webs.com for more info.

Take care!
 
Some news!

I'm almost done with all the maps and events in the demo.
I still need to finish the "Save Terra mini game" but after that, it will all be bug fixing and polishing.

I've also started working on version 4.0. I have defined almost every classes and modules the SDK will be needing.
For conversion purpose I have created a new core module to replace the RPG module.
The so cleverly named FF6 module will hold all the SDK's data, such as Actors, Monsters, Espers, Maps, etc. exactly like the RPG module.
The Editor will eventually include a conversion option for people who started their project on RMXP.

After having redefined the core module, I started working on map rendering. The first feature I have implemented is an unlimited tileset width.
So now tilesets can have a minimum width of 8 tiles and no maximum limit. This would prove useful when converting tilesets taken directly from the ROM since they are 16 tiles large.

Next step is adding the TileInfo feature. Each tiles on the map can have different settings; Flip, Rotate, Hue and Opacity.

And since I'm a lazy man, I will also try to figure out how to get map data from the ROM so I could automatically convert the maps from the ROM to the SDK. :D
I doubt this would done any time soon but it might be there eventually. :)

Take care!
-Dargor
 
Wow, not far off from almost finishing it, huh? :)

Everything sounds so great, especially about the "expanding" part and the flip and rotate.
I've a question, and I'm not sure its been answered before, but will the player be able to import self-made sprites? Or are they limited? :>

I'm gonna check out the download section and the screenshot section. C:
 
Like Celes said, I love you forever.
I never thought there was someone out there that loved VI as much or more, than me. I looked everywhere, but it looked like I was the only one lol

I like this too:
And since I'm a lazy man, I will also try to figure out how to get map data from the ROM so I could automatically convert the maps from the ROM to the SDK. :D
I doubt this would done any time soon but it might be there eventually. :)
It'll make it a lot easier for people creating a sequel or something.

I have a question...will this have the script and cutscenes the actual game had, or will people have to add it themselves? And if not, would it be 'imported' like the maps and such?

Or would that be too tedious a project to add onto this? :crazy:
 
This is only an idea, I don not have all the required knowledge to read the ROM and convert the data.
However, once the editor is done I would definitely give it a try. It would speed up the process of porting the game to the SDK.

And I won't be able to port 100% of the ROM, obviously, but I'll try to port as much data as possible.
Maybe I'll start with actors and things like that, but it's the least important thing right now. :P

Take care!
-Dargor
 
Nooooooooooooo more terrible FF fangames are going to be made!!! (ahahah, jking). This looks pretty nice; it almost looks like an exact replica of the original FF6. And now looking back again, looks like someone could make a complete copy of the game using this. Good job!

P.S. Oh, and good luck trying to get that data from those ROM's.
 
You know with the whole ROM to SDK thingy. Does this mean it could be possible to do it in reverse.
Meaning to convert the SDK data into ROM data, then that data can be used to make a ROM that can be played on an emulator- hinthint- portable emulators..

Not sure if that's the direction you could go with it, but it would be a pretty nice feature, to play the games on emulators on PSPs and such.
 

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