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Final Fantasy VI SDK - Going Social!

Yes, this would theorically be doable but only within the ROM and SNES constraints. This would also probably be much harder than doing the ROM to SDK feature.
 
Especially since (or I'm guessing here) most emulators run SMC (I think that's the name) roms. Converting the contents of an XP game would be really hard, and the file's size might be too large.

Or am I wrong, Dargor? I'm just guessing, I've never actually done this before, so I don't really know lol
 
I'm not considering it and will probably never consider it. The goal of the SDK is to improve on the original game and expand its possibilities so converting back to the ROM would not only be very hard but also pointless.

By the way, I have added the "Create New Project" feature in the Editor. It automatically copies all the required files to a new folder of your choice exactly like RPG Maker does. The Editor can now open 2 kind of game projects; .rxproj and .ff6proj. The editor will only display and modify an *.ff6proj and its *.ff6data. However, you can also ask the editor to open a project made with RPGXP and it will ask you if you want to convert it the the FF6 SDK Format.

The editor will convert all the necessary info from the RPG classes to FF6 classes and create extra files not created by RPGXP such as Espers.
This feature is far from being completed but it's in progress and looking good thus far. :)

Take care!
-Dargor
 
Dargor":1mx5p953 said:
I'm not considering it and will probably never consider it. The goal of the SDK is to improve on the original game and expand its possibilities so converting back to the ROM would not only be very hard but also pointless.

By the way, I have added the "Create New Project" feature in the Editor. It automatically copies all the required files to a new folder of your choice exactly like RPG Maker does. The Editor can now open 2 kind of game projects; .rxproj and .ff6proj. The editor will only display and modify an *.ff6proj and its *.ff6data. However, you can also ask the editor to open a project made with RPGXP and it will ask you if you want to convert it the the FF6 SDK Format.

The editor will convert all the necessary info from the RPG classes to FF6 classes and create extra files not created by RPGXP such as Espers.
This feature is far from being completed but it's in progress and looking good thus far. :)

Take care!
-Dargor

That's cool, I understand. It would be pointless. I don't even think it would be possible. Besides, when his becomes independent of RPG XP, then there will be no need for it being a rom. :O

Great updates. The converter sounds really awesome, I can't wait :)
 
I wouldn't be interested in a SNES rom anyway.. GBA rom, MAYBE... ... But no. Great updates, btw. I couldn't use Essence for the SDK anymore, but I could create a new game easily.
 
Little update on the upcomming demo:

I now have a full walkthrough, from the intro scene to the end when Locke and Terra escapes Narshe.

However, I have a crash when transferring to a map or a battle but this happens only when not playing from the beggining. That's weird, but I know the source of the crash.

Besides that, I have to polish the cut scenes and fix a lot of bugs in the events and the code.

Finally, I'll rip graphics and sounds as much as I can and will polish everything I can before releasing the demo. I hope to release it in a few weeks.

Take care!
-Dargor
 
Dargor,

I thought of a few more random but important things you might need to implement if you want to be able to completely duplicate FFVI:

1) Music: The music needs to be able to play both on and off endless loop, but that can also allow story events to alter these loops. Otherwise, there is no way to re-create "Dancing Mad." While on the topic of music, MP3 support would be excellent. As formats themselves tend not to have endless loop options, the best way would be to probably create at least two markers in the SDK for each imported song: one to mark where the song loops, and one to mark from where it loops near the beginning (if the song has an intro, that will likely be omitted in the looping procedure). Dancing Mad will clearly need more than two loops, each of which again must be able to be altered by story events.

2) Serpent Trench: Part of this involves moving automatically in Mode 7 and being able to choose a left or right path within a few seconds, while fighting battles every so often. It seems that these battles are planned rather than random, so the ability to place random battles here would be nice. Also, it would be cool if the Serpent Trench could be engineered so that choosing left or right paths during the trench also altered where you end up when the trench run is complete. (For example, perhaps if you choose left, left, you end up in Nikeah, but if you choose right, right, you end up in a different town.) Finally, it would be nice if the trench can be extended so you can choose your path more than twice, and if you can have more than one trench-like area in the game.

3) Title screen stuff: Here, I'm wondering about the special effect that the game title makes when it rises during the title screen. I don't know if this is done with sprites or if it's a 3D effect. While talking about the title screen, the ability to recreate the Mode 7 Magitek march to Narshe will be interesting, especially since the SDK should allow for the altering of the map, the snow effects, the length of the march, and precisely when the town seems to get closer. With all the Mode 7 stuff in the game that should become alterable, it might make sense to create a Mode 7 sequence editor.

4) Equipment: Temporary characters sometimes have equipment that cannot be removed. It might be nice to have a checkbox for each character's starting weapon, armor, or relic that cannot be removed. It would be nice to change this option with story events as well.

5) Random Battles in the Air: I'm not sure how Doom Gaze/Death Gaze was implemented, but it's another interesting exception to the way the game functions normally.

I'll keep thinking about other things you might not have considered and I'll let you know once I have more.


-- Clockwork Butterfly
 
Hye thanks for the inputs, much appreciated.

1) The music I will include in the RTP will be in an .ogg format. This format allows songs of an excellent quality and are much smaller that .mp3.
The SDK will support all audio format supported by RGSS2; .wav .wma .mid .mp3 and .ogg

Here's what is said about .ogg in RGSS2:
Files containing compressed Ogg Vorbis data, known for its sound quality and compression rate. Files with a playtime of 3 seconds or more will automatically be streamed. When the values of LOOPSTART and LOOPLENGTH are included in the comments, the music will start repeating at the specified sample position for the specified amount of time.

2) Most of the Mode7 functions are already implemented. It's possible to make a Mode7 map scroll in any directions using whatever pivot, zoom, angles, speed you want.
And indeed, battles in the serpent trench are scripted. I'll extend the serpent trench in my remake.

3) The Mode7 Intro is already 100% done in the upcoming demo. I'm using a mix of Mode7 map, particle system for the snow and overlay pictures for the credits and the Magitek. The speed of the Magiteks, the map scrolling and speed, direction, etc. of the snow is all customizable. Most of it is made using events, except for the particles that are made 100% by code.

4) As in RMXP, all equipment slots have a "locked" flag, so you can easily lock/unlock any equipment slots of any actors.

5) I think Doom/Death Gaze sort of "spawn" at a random x/y in the world map and if you're lucky enough to move on this location, it will trigger a battle.

Thanks a lot for this, there's some things here and there that I might forget so it's good to have reminders or someone to raise a flag about things like that. :)

Take care!
-Dargor
 
Another couple of interesting exceptions are the entrances to Kefka's Tower and Phoenix Cave. The way the actual game does it, there are some special flags in the world map tile properties--one for "trigger Kefka's Tower" and one for "trigger Phoenix Cave". What that means is that landing the airship on a tile with said trigger will do just what it says. There is also a trigger flag for the Veldt; both the WoB and the WoR tilesets have tiles with that property. (Note that there may be 2 or more visually identical tiles in the tileset, where one tile has the property and one doesn't--this is actually the cause of at least one tile bug in the game).

The difference here is that it's not event-driven, but rather tile-property driven. If it were to be implemented as an event, you may need to have a type of activation that only triggers on landing the airship.
 
The airship trigger might be handled by events and some conditions check. Like:
If player is at x/y position (on the actual event) and press the action button, then check if he's riding the airship.
If all these conditions are met, then teleport on the falcon's deck, etc.

Relatively simple.
The Veldt will be handled with Areas. You simply add a new area to the map, specify which encounters you find in this area and which BGM to play when in this area and voila, as simple as that.

Also, speaking of tile properties, I think I once saw in Yousei's editor some tile properties editor but I can't remember them. Was there an option for changing the size of the airship shadow or something like that? I'm sure I've seen that.
 
The thing about the Veldt is that the list of encounters grows and grows throughout the game, and there is a specific order of which battle will occur next (based upon which ones you've previously encountered). I'm sure a script can be made to handle it all, though.
 
Dargor,

My apologies. I probably should've mentioned that I'm not familiar with RMXP at all; I'm just considering making my first one with your SDK, which---as I stated earlier---sounds absolutely wonderful. A couple more questions though:

Dargor":3t82tsiq said:
3) The Mode7 Intro is already 100% done in the upcoming demo. I'm using a mix of Mode7 map, particle system for the snow and overlay pictures for the credits and the Magitek. The speed of the Magiteks, the map scrolling and speed, direction, etc. of the snow is all customizable. Most of it is made using events, except for the particles that are made 100% by code.

Sounds just as editable as it should be. Much appreciation for that. :)

Dargor":3t82tsiq said:
5) I think Doom/Death Gaze sort of "spawn" at a random x/y in the world map and if you're lucky enough to move on this location, it will trigger a battle.

I wonder if it's possible to make random battles while you're flying the airship. Or for that matter, making them occur when you're sailing on a ship (e.g. to Thamasa) and giving you control of that ship. Might be nice also.

Imzogelmo":3t82tsiq said:
Another couple of interesting exceptions are the entrances to Kefka's Tower and Phoenix Cave.

Speaking of Kefka's Tower and the Phoenix Cave, I assume that we will be able to create more than two dungeons in which you control multiple parties simultaneously. I think the only other times you control multiple parties are the "Save Terra" fight and the "Save the Esper" fight. What could really be awesome (maybe this is too much?) is if we could switch between Terra, Locke, and Sabin at will when they separate after the first Ultros fight. It would be nice if we could have multiple times in our created games when party members "split" in this way also.

You're doing wonderful work, Dargor -- I can't wait to try it out!! :-D

-- Clockwork Butterfly
 
That's a good idea about being able to add to the encounters' list, Dargor. On the flip side of that, you should make a way to remove groups from the encounter list too. I'm thinking of the Narshe Caves, which have some monster troops on the first visit, but then have different ones on the second visit (and then still others in the WoR). The original game didn't have that capacity, so they used 3 "locations" (which shared a "map", but had different events and monsters). It would be great to be able to swap those properties out via the event script.
 
For optimization purpose, that's exactly what I'm going to do.
You guys just brought up something interesting about encounters. I've never thought about it before

I'll expand on the idea and add various commands/methods to alter map areas.
Here a couple of ideas I have so far:

- Turn an area On/Off
- Change an area encounter list for a new one
- Add/Remove an enemy formation from the encounter list
- Change the average steps before triggering a battle
- Allow for a different music when within the area
 
Ummm...curious question.

So these areas you speak of...i believe in both RPG Maker editors the areas are only rectangular in shape. Are you going to modify the area usage to be able to
make an area any shape, within the restrictions of the 32x32 square movement system?

I'm not sure if i am making myself completely clear. If need be, i'll post pics.
 
@FenixFyreX
If I understand what you mean, you'd like to make areas in other shapes that rectangle, like in the shape iof an L or T, etc.? If the answer is yes then I doubt I'll be doing this. You can simply use 2 or 3 different areas with the same settings to achieve this effect.

@clockworkbutterfly
I could certainly make it so that you can have random encounters when riding the airship. That's actually an excellent idea and would bring a nice twist to the game.

For the boat, Iw as thinking on handling it only with scripts/events since you can't control it in the game. But, it would not be hard at all to make it usable as a vehicle. So it might be treated as the chocobo or the airship. Some speed, passassibility settings, maybe even some Mode7 options! :O
I could also add random encounters on boat... hmmm... but there is no Boat Deck battle background :S

Finally, you will be able to have as many split-party moments as you want.
Also, there is no limits on how many parties you can have at the same time. So if you want a dungeon sequence to be done with 5 parties or more, you can. And about the 3 scenario party switching thing, it's clearly doable. I'm not sure if I would add this in my remake but it would only require you to setup (in an event) the 3 groups; in which map thei start, at which position, etc.

Keep these questions comming! I like that.
 
That sounds good, I was going to ask if it would be possible to have more than 3 parties (I had an idea for a 4-party scenario)...

That of course would mean making the "Form X groups" screen able to handle the added parties, presumably through some kind of scrolling effect to set up the parties.

I had a question, too. I'm sure that it would be possible to have extra characters in your party (ok, I admit, I'm one that thinks 14 just isn't enough! :P). My question is, would it be possible to also have those added characters to have new battle commands, that didn't exist in FF6? Like, for instance, if I wanted to add Edward from FFVI: I'd need to have a Sing command and a Hide/Show command. Would such a thing be possible (and fully usable with the custom ordering of commands that is possible via that Short menu option)?
Assume that I'm able to script my own behavior for any such commands. I'm just asking if the interface in the tools you're developing would actually *see* these commands and let me add them on to the character.
 
Dargor --

Thanks for letting me know. I actually first stumbled upon this thread a couple months ago because I was interested in making a new version of FF6 (like the world needs another one >.<;;;), the point of this one being to take the plot and storyline to all new kinds of amazing extremes (including a decent-sized epilogue even!).

In lieu of learning to romhack from scratch, this SDK looked great for making that come true. Now that I've got a bit more time to go over my ideas (while replaying the original), I'll be sure to let you know when I find parts of the game you might want to consider expanding in the SDK. Thanks again for taking on this wonderful project, but thanks even more for being open to suggestions!

-- Clockwork Butterfly
 

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