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The Caravan v0.6 UNSTABLE

Emphasis on UNSTABLE!

Discussion about this classic Genesis/Mega Drive game.

Re: The Caravan v0.6 UNSTABLE

Postby ZeXr0 » Mon Jul 27 2009 3:35pm

Read the entire first post. It is explained how to download it.
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Re: The Caravan v0.6 UNSTABLE

Postby Destructiox » Mon Jul 27 2009 5:11pm

EmperorCesar @ Sun Jul 26, 2009 10:33 pm) wrote: Were can this be downloaded?

And this is why BNC wrote his first post as such.

Adding on to that, you should be sure to read the entire first post before downloading.
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Re: The Caravan v0.6 UNSTABLE

Postby EmperorCesar » Tue Jul 28 2009 8:38pm

Ah, stupid me. Thanks for pointing that out for me.
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Re: The Caravan v0.6 UNSTABLE

Postby scravanger » Sat Aug 15 2009 1:01am

Good job!!!

got a question for anyone that might know. Trying to edit outerworld map and everytime i edit anything - the data gets corrupted (graphics).
Like when i edit any town - it works great afterwards, while if i try to edit grans (outside) all the graphics (tiles) are corrupted, game is still playable though but beyond any visual recognition.

Is there is a way around it or its not yet fully implemented?
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Re: The Caravan v0.6 UNSTABLE

Postby Destructiox » Sat Aug 15 2009 8:48am

scravanger @ Sat Aug 15, 2009 1:01 am) wrote: Good job!!!

got a question for anyone that might know. Trying to edit outerworld map and everytime i edit anything - the data gets corrupted (graphics).
Like when i edit any town - it works great afterwards, while if i try to edit grans (outside) all the graphics (tiles) are corrupted, game is still playable though but beyond any visual recognition.

Is there is a way around it or its not yet fully implemented?

I'd wager a guess that it's not working properly. Try the changes you made in a fresh 4MB rom however and see if the problems persist. If they do, I'd take that as a loss on the caravan's part and move on without it.
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Re: The Caravan v0.6 UNSTABLE

Postby scravanger » Sat Aug 15 2009 11:24pm

4mb rom. in the editor ot shows fine but the graphics gets corrupted when the game is being played.
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Re: The Caravan v0.6 UNSTABLE

Postby Destructiox » Sat Aug 15 2009 11:39pm

Then i'm going to guess when the new data is saved into the rom it corrupts the data in one form or another. Unfortunately, you'll have to wait for a fix on that.
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Re: The Caravan v0.6 UNSTABLE

Postby Stordarth » Sun Aug 16 2009 1:23am

I ran into this issue on certain maps. i documented which maps edit ok, and created a log of which maps currently break in someway.

Placed into spoiler tag to save space, as it is quite large:

WARNING: SPOILER!

Code: Select all
Dice Codes
Attack/Marked Target: /roll 8d100
Damage Variance (Rebels): /roll d18 [Blake with Blade], /roll d26 [Other cases.]
Damage Variance (Emissaries): /roll d16 [Zuberi with Blade], /roll d21 [Rain with Katana, Thrald with Blade], /roll d26 [Other cases.]
Magic: /roll d26
Status Effects: /roll d100
Level-Ups (No/Fixed MP): /roll 4d11
Level-Ups (Has MP): /roll 5d11

---
SFCW-A: Durandar
Sunken Castle: Fintan Kahn

Code: Select all
Dice Codes
Attack/Marked Target: /roll 8d100
Damage Variance (Rebels): /roll d18 [Blake with Blade], /roll d26 [Other cases.]
Damage Variance (Emissaries): /roll d16 [Zuberi with Blade], /roll d21 [Rain with Katana, Thrald with Blade], /roll d26 [Other cases.]
Magic: /roll d26
Status Effects: /roll d100
Level-Ups (No/Fixed MP): /roll 4d11
Level-Ups (Has MP): /roll 5d11

---
SFCW-A: Durandar
Sunken Castle: Fintan Kahn
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Re: The Caravan v0.6 UNSTABLE

Postby Destructiox » Sun Aug 16 2009 4:29pm

Oooh, that's juicy info Stordarth, hopefully BNC gets a good look at this and can figure out what's going on pretty easily.
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Re: The Caravan v0.6 UNSTABLE

Postby xxdayoffatexx » Fri Aug 21 2009 8:39am

New build... time to break this one too! :)
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Re: The Caravan v0.6 UNSTABLE

Postby Croupier » Tue Sep 08 2009 1:06am

Where can you download the newest version?
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Re: The Caravan v0.6 UNSTABLE

Postby Stordarth » Tue Sep 08 2009 1:04pm

Croupier @ Tue Sep 08, 2009 1:06 am) wrote: Where can you download the newest version?

This is the latest version. Read the 1st post in it's entirity.

Code: Select all
Dice Codes
Attack/Marked Target: /roll 8d100
Damage Variance (Rebels): /roll d18 [Blake with Blade], /roll d26 [Other cases.]
Damage Variance (Emissaries): /roll d16 [Zuberi with Blade], /roll d21 [Rain with Katana, Thrald with Blade], /roll d26 [Other cases.]
Magic: /roll d26
Status Effects: /roll d100
Level-Ups (No/Fixed MP): /roll 4d11
Level-Ups (Has MP): /roll 5d11

---
SFCW-A: Durandar
Sunken Castle: Fintan Kahn

Code: Select all
Dice Codes
Attack/Marked Target: /roll 8d100
Damage Variance (Rebels): /roll d18 [Blake with Blade], /roll d26 [Other cases.]
Damage Variance (Emissaries): /roll d16 [Zuberi with Blade], /roll d21 [Rain with Katana, Thrald with Blade], /roll d26 [Other cases.]
Magic: /roll d26
Status Effects: /roll d100
Level-Ups (No/Fixed MP): /roll 4d11
Level-Ups (Has MP): /roll 5d11

---
SFCW-A: Durandar
Sunken Castle: Fintan Kahn
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Re: The Caravan v0.6 UNSTABLE

Postby Daegen » Thu Mar 04 2010 6:18pm

I have a question, I've been playing around with it but when I tried to import a custom portrait, the black color was registered as nothing (like mentioned earlier), but I haven't found a way to directly edit the portraits via the Caravan. Does anybody know a way around this so I can use black in the portrait? Any help would be very much apreciated.
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Re: The Caravan v0.6 UNSTABLE

Postby Stordarth » Fri Mar 05 2010 5:31pm

The issue you are having is a palette issue. You need a program that can rearrange palette colours, Like Paintshop pro or GIMP (the latter being free). You have to reorder your colours so that the very first colour in the palette is for transparent (or unused in the case of portraits) sections). The second colour should be white, and the third, black. the other 13 can be any order.

Code: Select all
Dice Codes
Attack/Marked Target: /roll 8d100
Damage Variance (Rebels): /roll d18 [Blake with Blade], /roll d26 [Other cases.]
Damage Variance (Emissaries): /roll d16 [Zuberi with Blade], /roll d21 [Rain with Katana, Thrald with Blade], /roll d26 [Other cases.]
Magic: /roll d26
Status Effects: /roll d100
Level-Ups (No/Fixed MP): /roll 4d11
Level-Ups (Has MP): /roll 5d11

---
SFCW-A: Durandar
Sunken Castle: Fintan Kahn

Code: Select all
Dice Codes
Attack/Marked Target: /roll 8d100
Damage Variance (Rebels): /roll d18 [Blake with Blade], /roll d26 [Other cases.]
Damage Variance (Emissaries): /roll d16 [Zuberi with Blade], /roll d21 [Rain with Katana, Thrald with Blade], /roll d26 [Other cases.]
Magic: /roll d26
Status Effects: /roll d100
Level-Ups (No/Fixed MP): /roll 4d11
Level-Ups (Has MP): /roll 5d11

---
SFCW-A: Durandar
Sunken Castle: Fintan Kahn
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Re: The Caravan v0.6 UNSTABLE

Postby Daegen » Fri Mar 05 2010 6:58pm

That makes sense, thanks a ton for the help.
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Re: The Caravan v0.6 UNSTABLE

Postby CajNatalie » Mon Apr 26 2010 1:26pm

For the guys converting SFII to SFI... how are you going to deal with the fact SFII projects to Level 30 for stats?
I haven't seen any way to change this in either this or Space King's editors... so wouldn't this mean you'd have to make it so you have the Level 20 stats as Level 30 stats, and monsters' levels become 1.5x what they should be... and make promotions begin at Level 15 instead of 10? :eyebrow:

I mean, there's no way to just 'approximate' what you think will happen at Level 20 and just raise the Level 30 stats... because with characters like Arthur, this might not work at all the way it was originally supposed to. :(

I just woke up, BTW, but these questions are all legitimate and bother me a lot. :damnit:
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Re: The Caravan v0.6 UNSTABLE

Postby Siel » Mon Apr 26 2010 2:41pm

QUOTE (CajNatalie @ Mon Apr 26, 2010 8:26 am)I mean, there's no way to just 'approximate' what you think will happen at Level 20 and just raise the Level 30 stats... because with characters like Arthur, this might not work at all the way it was originally supposed to. :(Edit: Okay, I think understand what you meant with that sentence now. The "there's no way" misled me.

Original useless post:
WARNING: SPOILER!
SF1CL v2.1.1
SF2CA v1.1.0
SF1CL v2.1.1
SF2CA v1.1.0
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Re: The Caravan v0.6 UNSTABLE

Postby CajNatalie » Mon Apr 26 2010 3:34pm

Late growths don't even go above the Linear growths in percentage until after Level 20... Early-Late growths don't get the late part until after Level 20. Middle growths finish their high gains a couple levels before Level 20.

You can't have anything other than Linear and Early to work with Level 20 as the maximum unpromoted level (though Middle could work as a Late... but it's slightly too early, still... so I can't go with this).

Problem not solved. :blush:
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Re: The Caravan v0.6 UNSTABLE

Postby Obob » Mon Apr 26 2010 6:19pm

Just because the editor doesn't allow you to change these things doesn't mean it's not possible to change them. You just have to actually know how to hack the game.

If you're recreating all of SF1 in the SF2 engine, you'd better know a hell of a lot more about hacking than just being able to use the editors.

The stat growth system in SF1 is also completely different from the one in SF2, anyways. That's why some characters in SF1 get huge boosts at certain levels, while in SF2 everything is much more evenly distributed.
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Re: The Caravan v0.6 UNSTABLE

Postby CajNatalie » Mon Apr 26 2010 6:43pm

Keeping the volatile stat gain mechanics of SF1 isn't really necessary... it's all part of adopting the SF2 game engine... but the fact is that overall characters are assigned late, early, etcetera growth rates, so it becomes necessary to hack in to the projection code and change the 30 to 20.

So for the people doing this conversion, personally, unless someone has the leet hacking skills necessary and can do all this, I think it's too early to be doing it... since the tools aren't complete enough yet to facilitate such a conversion fully.
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Use them alongside the SF1 Editor when modding. :thumbsup:
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