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Final Fantasy VI SDK - Going Social!

Dargor,

I just stumbled upon a series of videos on youtube that attempt to demonstrate all the known glitches of FF6. Though they all likely have to do with coding-specific errors, they may still be a handy reference as you make further progress with the SDK, especially in recreating FF6. Currently, there are only five videos (53 glitches), but according to the author, there are over 200 documented glitches that he intends to record. I'll link the videos here for easy reference. I'm sure further videos will be added in time.

1 - http://www.youtube.com/watch?v=ImQDFXf6Rns
2 - http://www.youtube.com/watch?v=8q6XmtYl ... re=related
3 - http://www.youtube.com/watch?v=IMYKMzQP ... re=related
4 - http://www.youtube.com/watch?v=rFLRzlrs ... re=related
5 - http://www.youtube.com/watch?v=M6JcenbV ... re=related

-- Clockwork Butterfly
 
So I have been dabbling in the art of music for some time now, and I am recreating the music for the game with a program called Reason 4.

Here is what I have recreated so far:

http://www.freewebs.com/xfenixgames/Figaro.ogg

http://www.freewebs.com/xfenixgames/Kefka.ogg

Just curious as to if you needed help with any of this. You have a LOT on your shoulders, and I would love to help out. Everyone else is handing in sprites and tips, so what the keck. ;)

Hope you like.

--EDIT-- and by the way, if you have bass, these sound way better :P
 
clockworkbutterfly":2emtconm said:
Dargor,
I just stumbled upon a series of videos on youtube that attempt to demonstrate all the known glitches of FF6. Though they all likely have to do with coding-specific errors, they may still be a handy reference as you make further progress with the SDK, especially in recreating FF6. Currently, there are only five videos (53 glitches), but according to the author, there are over 200 documented glitches that he intends to record. I'll link the videos here for easy reference. I'm sure further videos will be added in time.
1 - http://www.youtube.com/watch?v=ImQDFXf6Rns
2 - http://www.youtube.com/watch?v=8q6XmtYl ... re=related
3 - http://www.youtube.com/watch?v=IMYKMzQP ... re=related
4 - http://www.youtube.com/watch?v=rFLRzlrs ... re=related
5 - http://www.youtube.com/watch?v=M6JcenbV ... re=related
-- Clockwork Butterfly
Those are a lot of glitches to fix. :crazy:
Those could be edited later when everything is finished...couldn't they, Dargor?
 
MagitekElite":3amzjpbk said:
Those are a lot of glitches to fix. :crazy:
Those could be edited later when everything is finished...couldn't they, Dargor?

There are a lot of glitches, but keep in mind that Dargor's project is practically rewriting all of the game's code from scratch. It's not like he has to fix all of these errors independently because they don't exist yet. I doubt he's even begun to code Shadow or Relm yet. As I understand it, when Dargor gets around to programming complicated functions such as Shadow leaving, Rippler, Sketch, or Control, he should keep these bugs in mind so that he can program around them. That way, they won't exist in the first place since his code would just be written better from the start.

Also, Dargor, I thought of another thing that needs to be implemented: creatures that can and cannot be suplexed. Suplex often misses on giant bosses due to their size, yet if I recall correctly, you can actually suplex the Phantom Train. >.<; Or perhaps Sabin needs to make it to a certain level before he can suplex giant monsters like Atma Weapon or even the statues. That'd be an interesting change. :)

-- Clockwork Butterfly
 
That's what I meant by fixing it as he goes or after ^.^
Yep, Sabin can do that to the Train. I do it all the time for funnies. :heart:
Or perhaps Sabin needs to make it to a certain level before he can suplex giant monsters like Atma Weapon or even the statues. That'd be an interesting change. :)

Wouldn't changing that change it from FFVI? :blush:
 
Well, of course it would, but the idea is primarily to be able to recreate FFVI, but also to some extent to surpass it. Implementing a suplex-level option might theoretically be simple, especially since I'd imagine Dargor has to create a setting for which enemies can and cannot be suplexed anyway. If he were sticking totally to FFVI-imposed restrictions, then the expansions I asked about several posts ago wouldn't be implemented at all. In addition, it makes sense naturally that as Sabin levels, he should theoretically be able to handle more weight.

I could be wrong... perhaps the suplex-level thing may indeed be a bit much, but I leave that decision entirely up to Dargor. In my book, it's better to ask and be denied than to leave any potential unrealized.

-- CB
 
@clockworkbutterfly

Thank you very much for the videos, these are very helpful. There's a lot of glitches I have never seen and this will be really useful when remaking the game.
The level based suplex is a good idea but I'm not sure if I will include that in my remake. But one thing's sure, enemies will have a "can't suplex" flag.

Also, as you said, I'm rewriting the game code from scratch, so most of the bugs present in the original game probably will never exist in the first place.
Also, things like character layer problems won't be a problem since I can have sprites of unlimited size.
Unlike FF6 which had to compose a big sprite using multiple parts, causing layering problem.

@FenixFyreX

Your songs sound good, but I don't really like the sound of the percussions. Also, I personally think it doesn't feel the same.
I mean, listening to this doesn't make me recall memories as the OST does. But I'm not telling this is not good, I like it, but not for my remake.
Still, keep up doing this, you're doing a good job!

If I may, I think Kefka's theme needs more punches to it. The harpsichord is a very nice touch! :)
And by the way, I already have all the soundtrack. Taken directly from the ROM but sampled at 44100 hz which sounds clearer.
As I said earlier, I too am using .ogg which keeps the sound quality intact while compressing at the best rate possible (for this quality).
It is also possible to make songs loop.

@MagitekElite

As far as I know, there is no limit in video length. I'll have to test that since I'm not 100% certain about it.
And about the bugs and glitches, as CB said, these kind of things will be handled and fixed as I am writing the code.
Also, I don't like coding something knowing there's a bug and say "baaah, I'll fix it later or hack around it for the moment".
 
Dargor,

It seems that the majority of the worst bugs are centered around either Shadow leaving the party, Relm's Sketch/Control, or Strago's Rippler spell. I'm sure that once you get to coding Shadow, the use of a few extra flags will help keep him from leaving the party when he's the only member. Relm and Strago will be harder, no doubt, but surely not impossible. If I knew anything about coding at all, I'd offer to help. That's why I'm trying to do as much of the non-coding help as I can. :)

There's a bunch of other bugs/glitches documented in different youtube videos which may also be of use to you... just search "ff6 glitch" or similar phrases. Also, I spoke with ChaosChronicle (the maker of the five videos I linked earlier) and he/she said he/she needed to get to work on finishing the sixth video, so I'm sure it will be uploaded fairly soon.

-- CB
 
I know of (and can show Dargor if needed) the location in code for many of the bugs. Knowing where they are is generally all that is needed to avoid making the same mistake, but at the same time it may be something that you would want to make a set of universal flags to enable/disable original game bugs. For instance, the Rippler bug--this is generally a bad thing, as it can make you permanently lose Interceptor--but it can be a good thing too, if you wanted to have 2 characters with the Morph attribute. Coding it in such a way that it can be included or excluded is certainly a possibility.

Of course, there are other bugs that are merely graphical or textual in nature. Such bugs would not really effect gameplay, so making them optional would not really be worth the trouble. (As one could simply change them within the SDK if desired.)
 
Ah, I just wasn't sure if the bugs would be too hard to fix or find and thought that you could always go back and edit lol

Well, the glitches would be a nice thing changed, but wouldn't changing Sabin's blitz even just a little not be in harmony with the old? :eek:uch:

Having some of the enemies not be effected by the blitz, is a good idea though. It'll call for the player to take it in another direction while play, I kinda like that idea. :heart:
 
Different kind of bugs will be handled differently, obviously.

The Shadow leaving the party bug will be handled 100% using events (scripted sequences) but the rippler bug will be handled by code.

For the Shadow bug, it would only require to check if the party size is 1 and consists of only Shadow. If so, don't make him leave the party, otherwise, leave the party.
For the rippler bug, I'll add a "can be swapped" flag on status ailments and a "Swap Status Ailments" on spells. If the spell has this flag set to true, only the target's status that have the "can be swapped" flag set to true will be swapped.
 
A little update concerning the demo.

I'm still working on the Save Terra minigame. The multiple parties thing seems to work well but I'm having a hard time scripting the collision detection between monster NPC and other parties on the map. Also the camera movement that pans to the party doesn't work yet.
Besides that I'm still ripping battle animations, which costs me a lot of time.
I hope to release that demo as soon as possible.

Now, a little update concerning the editor!

The TreeView system for database entries is almost 100% completed. Only the object the drag n drop for objects order is missing.
At the moment you can create folders and sub folders, rename them, create database entries in them, drag n drop any folders anywhere in the tree.

The maps will receive the same treatment. That means that I'm going to have a new Maps.rxdata file which will contain all the game maps (instead of having all the maps in their own files? I'm not sure if I'm going to keep these, we'll see.) So when converting RPGXP data to FF6SDK Data, all database entries will be added to a folder named based on the data type. For example, the editor will create a folder named Tileset in the Tileset tree and store all the tilesets in it. It will be your job to rearrange them in custom folders afterwards.

The concept of folders doesn't exist in RPGXP. You can use a map as a folder and add child maps to it but it's not a real folder, so when converting from RPGXP, for every maps that have child maps, the editor will create a new folder (or sub folder if the map is already a child map) with the same name as the map and all its child maps will be stored in that folder instead of within the map object itself.

That's it for the editor!

On a side note, I went to Mnrogar's Den yesterday and noticed that Lord J, the programmer behind the FF3 Multi Editor, just released a new beta version of his editor!
You can find Version 6.70 Beta 1 at the following link: http://www.angelfire.com/pq/jumparound/ ... ml#FF3usME

He added a lot of things like an audio editor, Animation Editor for almost everything that has animation in the game and a lot more.

Take care!
-Dargor
 
When I try to run the new beta, it says "This application has failed to start because MFC70.DLL was not found. Re-installing the application may fix this problem."
 
Celes_cole":2nj2cdgd said:
When I try to run the new beta, it says "This application has failed to start because MFC70.DLL was not found. Re-installing the application may fix this problem."


darlin', if you look near the end of the page [http://www.angelfire.com/pq/jumparound/ff6utilities.html#FF3usME], you will find a link to download the dlls needed to run 6.70 beta 1. just put both dlls in the same diretory you put the meV6.70beta1 and everything will work just fine. :thumb:
 
Dargor":xa6ixoez said:
A little update concerning the demo.

I'm still working on the Save Terra minigame. The multiple parties thing seems to work well but I'm having a hard time scripting the collision detection between monster NPC and other parties on the map. Also the camera movement that pans to the party doesn't work yet.
Besides that I'm still ripping battle animations, which costs me a lot of time.
I hope to release that demo as soon as possible.
I'm sorry to hear you are facing some problems, Dargor. I wish I could help somehow >.>
Well, I know you'll be able to get pass it. :biggrin:

Dargor":xa6ixoez said:
Now, a little update concerning the editor!
The TreeView system for database entries is almost 100% completed. Only the object the drag n drop for objects order is missing.
At the moment you can create folders and sub folders, rename them, create database entries in them, drag n drop any folders anywhere in the tree.
The maps will receive the same treatment. That means that I'm going to have a new Maps.rxdata file which will contain all the game maps (instead of having all the maps in their own files? I'm not sure if I'm going to keep these, we'll see.) So when converting RPGXP data to FF6SDK Data, all database entries will be added to a folder named based on the data type. For example, the editor will create a folder named Tileset in the Tileset tree and store all the tilesets in it. It will be your job to rearrange them in custom folders afterwards.
Whooo! Keep it up Dargor! :box:

I can't wait to see more updates, it gonna rock. :grin:

Dargor":xa6ixoez said:
On a side note, I went to Mnrogar's Den yesterday and noticed that Lord J, the programmer behind the FF3 Multi Editor, just released a new beta version of his editor!
You can find Version 6.70 Beta 1 at the following link: http://www.angelfire.com/pq/jumparound/ ... ml#FF3usME

Oh, I thought that version was old. I brought it up to some of my friends and they said it was four years old :c They lied to me...I never knew how to use it though, but it should help rip some kewl animations. It can do that right? :crazy:

I can't wait for further updates!

Good luck Dargor! :cute:
 
Dargor,

I realized one thing you've already implemented is Terra's flashback in the beginning in which all of the sprites and maps are colored in a sepia tone. I assume there is a function for this rather than having a separate set of sepia-toned maps and sprites.

My question is this: is there just a function to turn the screen to sepia, or is it implemented so that the screen takes on the hue of a color of the SDK user's choice? Depending on the game situation, the latter may prove very useful.

-- CB
 
I think he's using the ripped tileset from the game. I came across it when I was ripping....unless I'm wrong lol

That would be nice to have something that can change the map settings to that shade, for other usage. :D
 

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