Author Topic: Ash: Phoenix  (Read 60079 times)

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Offline nemo

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Re: Ash: Phoenix
« Reply #30 on: October 29, 2010, 09:41:05 pm »
Yes, damage can go up to 65535....if you hack your appvar to get jacked stats lol. The damage formula's highest amount of damage possible (normally) I think is around 35000 though.

well... now i'm going to hack the appvar lol


Offline FinaleTI

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Re: Ash: Phoenix
« Reply #31 on: October 29, 2010, 09:48:04 pm »
That's exactly what I thought. ;)
Maybe we should post it when we do...  :P


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Offline nemo

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Re: Ash: Phoenix
« Reply #32 on: October 29, 2010, 09:50:00 pm »
i'll probably post a program allowing you to change your stats. i've already hacked the impossible game (just to find out what the secret is. i reset my scores afterwards).


Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #33 on: October 29, 2010, 09:50:21 pm »
Lol. In the TI games walkthroughs section such glitches are not allowed anyway so they would be moved out. :P The farthest "cheating" that is accepted in there is if you quit while saving at the right moment or stuff like the glitch world in TVF. :P

Maybe I could add a cheating/game hacking section but again I'm a bit relunctant, since everyone would rely on it and games wouldn't be as fun anymore. :(
« Last Edit: October 29, 2010, 09:51:08 pm by DJ Omnimaga »
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF



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Offline FinaleTI

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Re: Ash: Phoenix
« Reply #34 on: October 29, 2010, 09:56:12 pm »
Yeah, plus it would take the fun out of figuring out how to hack it yourself. :P

I remember when I first figured out how Illusiat 11's stats were stored. It was my first successful hack of a TI game. (And my favorite calculator RPG at the time).


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #35 on: October 29, 2010, 09:59:56 pm »
That said, there could always be a section just for people with high post counts. :P Initially the walktrhoughs section was gonna be for 5 post users, with certain things for 25-50 posts users, but finally I couldn't figure out how to do that. Now I know, I think.

As for my games, it has been so incredibly long that I forgot how to hack some of them D:
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF



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Offline ztrumpet

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Re: Ash: Phoenix
« Reply #36 on: October 29, 2010, 10:58:24 pm »
As for my games, it has been so incredibly long that I forgot how to hack some of them D:
I can do Illusiat 11 and 13 hacks! ;D

Offline FinaleTI

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Re: Ash: Phoenix
« Reply #37 on: October 29, 2010, 11:04:28 pm »
I never tried hacking 13, but I did pretty well at hacking 3,6,7,8,11 and did some hacking for 12. ;D


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #38 on: October 30, 2010, 12:09:49 am »
One hard game to hack, if I remember, is ROL3, unless you load a save file, exit, change stuff then run the menu program. In Reuben it's a major pain due to some encryption and in Mana Force series there are a lot of checks being done before loading the file to detect cheat save files. :P

In Mana Force, I think you can still mess up your save file even if you quit the game after loading a file then save by running the appropriate program, because when saving it doesn't fix data to be valid, so you will still be redirected to the new game screen when loading your file. :P
« Last Edit: October 30, 2010, 12:11:14 am by DJ Omnimaga »
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF



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Offline squidgetx

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Re: Ash: Phoenix
« Reply #39 on: October 30, 2010, 06:06:46 am »
Well stats will be recalculated when you load the game, but all that means is that you change the numbers that the stats are calculated off of. I wonder how easy my stats formula is to figure out...;)

Offline FinaleTI

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Re: Ash: Phoenix
« Reply #40 on: October 30, 2010, 08:42:54 am »
One hard game to hack, if I remember, is ROL3, unless you load a save file, exit, change stuff then run the menu program. In Reuben it's a major pain due to some encryption and in Mana Force series there are a lot of checks being done before loading the file to detect cheat save files. :P

In Mana Force, I think you can still mess up your save file even if you quit the game after loading a file then save by running the appropriate program, because when saving it doesn't fix data to be valid, so you will still be redirected to the new game screen when loading your file. :P
That reminds me, I also did a little hacking on ROL1.

Well stats will be recalculated when you load the game, but all that means is that you change the numbers that the stats are calculated off of. I wonder how easy my stats formula is to figure out...;)
Guess I might have to check the source....


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline squidgetx

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Re: Ash: Phoenix
« Reply #41 on: October 30, 2010, 11:06:56 am »
Bad news and good news:

Bad: the battle engine flipped out on me and refused to stop working
Good: I fixed it
Bad: It wasted an hour
Good: I still made a little progress
Bad: But not much
Bad: School quarter is ending this week so my teachers are all giving insane amounts of work
Good: Long weekend coming up so I'll have time then :)

TL;DR
Bad: Probably no screenie/decent progress today or tomorrow
Good: Definitely by the end of next week ;)
« Last Edit: October 30, 2010, 11:07:34 am by squidgetx »

Offline squidgetx

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Re: Ash: Phoenix
« Reply #42 on: October 30, 2010, 02:35:11 pm »
bleh doublepostwhatever New update:

Seems like I had more time than I thought, so now the battle engine core is basically finished. Damage formula, stat boosts, supereffective/halfeffective damage, 'damage' to MP, healing spells, moves with recoil, turn picker, items, attempting to run away are all complete. You can now 'fight' a battle against a preprogrammed enemy, although there are no animations whatsoever and the AI just randomly picks a move out of its arsenal.

What I'm going to work on next
-AI being somewhat smart
-Animations
-HP bars
-Dynamic enemy generation (this is the hard part-I have to be able to take an enemy's level, base stats, and enemy ID and calculate stats and a reasonable moveset for it)
« Last Edit: October 30, 2010, 02:37:46 pm by squidgetx »

Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #43 on: October 31, 2010, 12:01:37 am »
Yay for more progress :D

As for enemy AI it doesn't need to be too complicated. Most RPGs calls random moves anyway. Of course it's nice to have the enemy counter certain moves with others,  though, or have certain monsters cast different spells at certain HP levels.

Keep up the good work! :)
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF



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Offline shmibs

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Re: Ash: Phoenix
« Reply #44 on: October 31, 2010, 12:33:41 am »
or have certain monsters cast different spells at certain HP levels.
that's always the worst :P a cactoid that, just before dying, casts 1000 needle and kills you in one hit, etc.

also, squidget: i am seeing this thread for the first time. you made the smooth scrolling gray look very nice! how is it on real hardwarez?