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Secret Santa 2022
I think the guessing phase usually lasts for 24-48 hours after the gifts are sent out? I could be wrong.
Christmas Greetings!
RMN's Australian Christmas
How many items do you like to be able to carry in an RPG?
For what I know/observed from using saved states generated by ZSNES, it's that the SNES FFs took up one byte of data for item quantities. So, their values could be as high as 255. However, my guess is that they just didn't like how three digits were displayed, and capped it at 99. This cap has become something of a series tradition, even if the hardware that came after the SNES could more easily handle larger data structures. Interestingly enough, the item/spell cap for FF8 was 100 (the only exception to the tradition that I'm aware of), and the data continued to be contained in one byte for even FF10.
However, the raw version of the "Have All Items" code for FF12...
...largely suggests that item quantities took up two bytes in that game (so, values up to 65536), despite only actually using one (ie: the cap was still 99).
*Edit: The mention of "item Tetris" makes me think of M&M6, 7, and 8. There were probably other games that did that, but, those were the ones I played back in the day.
*Edit2: RPG Maker is kinda weird about it's data structures. Like, a variable is generally defined as an instance of `Number` (whose children include `Integer` and `Float`), or `String` object, with no notation in the help file as to how much data they actually take up. Gold and experience values can generally be contained in three bytes (up to 16777215), but there's technically nothing stopping you from breaking four bytes (up to 4294967295) or greater if you remove the built-in cap for gold.
I'll note that experience in RPG Maker Games, both current EXP, and needed to level EXP up is printed as "------" (or something to this effect) at a character's max level. However, as far as I am aware, the actual value continues to increase, and is never capped.
However, the raw version of the "Have All Items" code for FF12...
Have all Items
4054E7A8 00400001
00630063 00000000
405539CC 00400001
00010000 00020002
205548B8 00000040
...largely suggests that item quantities took up two bytes in that game (so, values up to 65536), despite only actually using one (ie: the cap was still 99).
*Edit: The mention of "item Tetris" makes me think of M&M6, 7, and 8. There were probably other games that did that, but, those were the ones I played back in the day.
*Edit2: RPG Maker is kinda weird about it's data structures. Like, a variable is generally defined as an instance of `Number` (whose children include `Integer` and `Float`), or `String` object, with no notation in the help file as to how much data they actually take up. Gold and experience values can generally be contained in three bytes (up to 16777215), but there's technically nothing stopping you from breaking four bytes (up to 4294967295) or greater if you remove the built-in cap for gold.
I'll note that experience in RPG Maker Games, both current EXP, and needed to level EXP up is printed as "------" (or something to this effect) at a character's max level. However, as far as I am aware, the actual value continues to increase, and is never capped.
Secret Santa 2022
[Misao 2022] Best Game Profile Pages of 2022 on RMN (nominate here)
I kinda wanna give Sweet Middleground 5 more love in general. So, it gets my nomination for Best Game Profile. Maybe Summoner of Sounds too.
I hate white mages
I'm in the middle of playing a little ditty I came across called Saiyuki - Journey West. This is a PS1 tactical strategy game adaptation of the classic Chinese novel Journey to the West. I bring this up because the central character, Sanzo, is a priest, and therefore, comes with a healing spell. However, spells in this game are handled as scrolls that can be equipped, and some shops sell such scrolls. I suppose it's kinda like Runes in Suikoden, if Runes could be attached and removed from the Equip scene, and not rely solely on on Jeane Runemasters.
Anyway, Sanzo doesn't necessarily have to take the "healer" role. It could be Goku/Wukong, Hakkai/Bajie, or, theoretically, any member of the party. Though, the fact that if Sanzo gets KOed, it's GAME OVER, might point players in the direction of keeping the initial heal scroll on Sanzo.
I will note that Sanzo gains various summons throughout the game, and these summons apply both a party-wide bonus (such as HP regen), and adds a skill to Sanzo's repertoire for three turns. The skills that they gain this way tend to be offensive skills, which is a kind of interesting parallel. Like, this game was made in 2001, and Final Fantasy 9, which also included characters who were White Mages that had a Summon ability, and was made in 2000.
Anyway, Sanzo doesn't necessarily have to take the "healer" role. It could be Goku/Wukong, Hakkai/Bajie, or, theoretically, any member of the party. Though, the fact that if Sanzo gets KOed, it's GAME OVER, might point players in the direction of keeping the initial heal scroll on Sanzo.
I will note that Sanzo gains various summons throughout the game, and these summons apply both a party-wide bonus (such as HP regen), and adds a skill to Sanzo's repertoire for three turns. The skills that they gain this way tend to be offensive skills, which is a kind of interesting parallel. Like, this game was made in 2001, and Final Fantasy 9, which also included characters who were White Mages that had a Summon ability, and was made in 2000.
I have a problem loading downloads into the site
Downloads over 450 MB cannot be added to the server, as per the submission rules. If that's the underlying issue, your options for hosting must lie outside of the site. If that's not your case, as painotm says, I'm not sure any of us could be of any assistance.
Need help with making the Level 5 Death Skill from FF5
This topic seems more than a little familiar...
*Edit: I have my suspicions about the exact nature of this account. However, in case this isn't a duplicate account that...
*Edit: I have my suspicions about the exact nature of this account. However, in case this isn't a duplicate account that...
- somehow has the exact same issue, and
- is a copy-paste of the initial post of the other thread
(RPG Maker MV) How do I display item categories in battle when trying to use an item?
Off the top of my head, that sounds like the sub-categories of the battle-use items would be read via a note-tag. For example, HP/MP restore could be one sub-category, and use a note-tag of "<category: restore>", while damage-dealing items could have a note-tag of "<category: damage>", or whatever.
Not 100% sure how that all would be implemented without doing some research on `Window_ItemCategory`, and probably `Scene_Item`.
Not 100% sure how that all would be implemented without doing some research on `Window_ItemCategory`, and probably `Scene_Item`.















