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Shining Force 2 Editor Release

Discussion about this classic Genesis/Mega Drive game.

Re: Shining Force 2 Editor Release

Postby nightshade00123 » Wed Jun 15 2011 11:27pm

LOL, well that was fast. But anyways I just opened up a rom I was working on and tried the old version v15b, for comparison sake, and I only had room for 55 more spells to be added and the program stopped me.

I then switched to your new version v15c and began adding spells and got to around 80 or so added new spells and decided that it fixed whatever was stopping it before. :) So thank you very much. I'm sure others will enjoy this as well and a very speedy fix too! :thumbsup:
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Re: Shining Force 2 Editor Release

Postby Noma » Thu Jun 16 2011 7:36am

nightshade00123 wrote:LOL, well that was fast. But anyways I just opened up a rom I was working on and tried the old version v15b, for comparison sake, and I only had room for 55 more spells to be added and the program stopped me.

I then switched to your new version v15c and began adding spells and got to around 80 or so added new spells and decided that it fixed whatever was stopping it before. :) So thank you very much. I'm sure others will enjoy this as well and a very speedy fix too! :thumbsup:


Forgive me for sounding stupid, but what exactly do you mean by adding spells? Do you mean adding them to a character, or ? I don't quite understand.
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Re: Shining Force 2 Editor Release

Postby nightshade00123 » Thu Jun 16 2011 5:56pm

Well most people probably won't run into this problem because it's when you start making new classes, such as giving characters a class who don't normally have a pre-promo class, and adding spells to the characters there is limit of 500 bytes implemented by SFedit. Every new pre-promo class implemented and every new spell added adds bytes to this limit.

The new pre-promo class adds a byte for every new stat/starting stat of the class, ie. strength,agility,defense etc., and also includes bytes for the growth types as well for each stat. So that's quit a few extra bytes added for a new class alone and then on top of that it will add I think 2 bytes for each new spell given to the characters, 1 byte for the spell type and level and another byte for the level it's learned at.

The problem starts when you start to approach byte 500 and hit the mark the editor will no longer allow new bytes to be inserted, meaning no new spells or extra stat blocks, and thus won't add any new changes to either of these that you try to implement. Like I said it's not a problem with most people because that will take quit a bit of effort to reach.

But his new version he just put up let's you pass the 500 limit so no more problem. :)

Also on a side note if people are trying to implement the last 2 available classes by using a hex editor, the ones not editable through SFedit, and you implement them in your game whenever you use SFedit and add new spells/stat blocks it will shift the data of your new classes as they are not used by SFedit. Meaning that they will have funky move rates and all sorts of other glitched stats. So be careful.
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Re: Shining Force 2 Editor Release

Postby T300 » Fri Jul 08 2011 8:47pm

Sorry for Necro - how the hell do I give a monster over 255 HP? If I type a higher number in either HP field, it rejects it.
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Re: Shining Force 2 Editor Release

Postby Stordarth » Fri Jul 08 2011 8:54pm

You shoull see two different values. One shows HP, and one should say something like HP>255 or 256 or something. That should have 0 in for all monsters except Zeon. Basically, whatever value you put into this is multiplied by 255/256 (forget precisely which) and added as HP. The game then adds whatever you put in the basic HP box to however many 255s/256s you told it to add.

Code: Select all
Dice Codes
Attack/Marked Target: /roll 8d100
Damage Variance (Rebels): /roll d26 [Everyone.]
Damage Variance (Emissaries): /roll d24 [Assassins with Katana], /roll d21 [MXC, TUM with Blade], /roll d26 [Any other case.]
Magic: /roll d26
Status Effects: /roll d100
Level-Ups (No 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 d26 [Everyone.]
Damage Variance (Emissaries): /roll d24 [Assassins with Katana], /roll d21 [MXC, TUM with Blade], /roll d26 [Any other case.]
Magic: /roll d26
Status Effects: /roll d100
Level-Ups (No MP): /roll 4d11
Level-Ups (Has MP): /roll 5d11

---
SFCW-A: Durandar
Sunken Castle: Fintan Kahn
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Re: Shining Force 2 Editor Release

Postby T300 » Fri Jul 08 2011 8:55pm

Beautiful, thanks!

I'm making a hack ^^
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Re: Shining Force 2 Editor Release

Postby Stordarth » Fri Jul 08 2011 8:58pm

No problem, and cool. What's your hack focusing on?

Code: Select all
Dice Codes
Attack/Marked Target: /roll 8d100
Damage Variance (Rebels): /roll d26 [Everyone.]
Damage Variance (Emissaries): /roll d24 [Assassins with Katana], /roll d21 [MXC, TUM with Blade], /roll d26 [Any other case.]
Magic: /roll d26
Status Effects: /roll d100
Level-Ups (No 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 d26 [Everyone.]
Damage Variance (Emissaries): /roll d24 [Assassins with Katana], /roll d21 [MXC, TUM with Blade], /roll d26 [Any other case.]
Magic: /roll d26
Status Effects: /roll d100
Level-Ups (No MP): /roll 4d11
Level-Ups (Has MP): /roll 5d11

---
SFCW-A: Durandar
Sunken Castle: Fintan Kahn
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Re: Shining Force 2 Editor Release

Postby T300 » Fri Jul 08 2011 9:04pm

Well due to my lack of knowledge with the Caravan, it'll be a long time if I ever release it, but it's going to be turning around the game entirely - every monster has a unique name, some of which refer to characters in other lores, mythologies and ideas, some of which I conjure up.

Every creature has some 30% change to stats/spells/abilities.
Every force member has been greatly revised - all NPC's and PC's will have about 240% the stats they have at the end of the regular game. This hack will require a lot of grinding as a result - I expect to add about 15 more hours to the game.

Certain Dialogue has been changed, some fights have more "repeat" spawn points, and certain sprites will only appear once, as a super-tough boss, or side-boss of their own. Every creature has been given a name to reflect it's appearance or concept in the games storyline, and some can only be taken down by exploiting a certain weakness (or gimmick) - the clue is often in the name, hidden away.

This is visually no different, bar a few added/removed spawns during battles. I plan to make it a homage to other games, and ideas.
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Re: Shining Force 2 Editor Release

Postby RastaOddeye » Wed Jul 13 2011 1:12pm

Sounds really good that. i'll be impressed if its completed.
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Re: Shining Force 2 Editor Release

Postby T300 » Fri Jul 15 2011 5:17pm

RastaOddeye wrote:Sounds really good that. i'll be impressed if its completed.


It's on Hiatus until someone can help me with my problem. My thread is a bit further down the first page.
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Re: Shining Force 2 Editor Release

Postby Stordarth » Wed Sep 07 2011 11:54pm

Hey Space King. I have a request.

I started looking at the Community Project rom again. Part of the reason I put in on hiatus is due to a hack that went wrong that I couldn't bring myself to try to fix.

Well, I delved into it and fixed it, but I'm using a custom hack that SF2 Edit doesn't seem to want to play nice with.

Basically, BNC helped me to move the Class names so that I'd have more room for them to a different location. Problem is, when I save using SF2 Edit, it overwrites this particular pointer with the original one.

Fortunately all of my other pointers seem to remain intact. This was with 1.5a and 1.5c. I can only assume the other versions do this also.

Is there anything you can do to stop this?

Code: Select all
Dice Codes
Attack/Marked Target: /roll 8d100
Damage Variance (Rebels): /roll d26 [Everyone.]
Damage Variance (Emissaries): /roll d24 [Assassins with Katana], /roll d21 [MXC, TUM with Blade], /roll d26 [Any other case.]
Magic: /roll d26
Status Effects: /roll d100
Level-Ups (No 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 d26 [Everyone.]
Damage Variance (Emissaries): /roll d24 [Assassins with Katana], /roll d21 [MXC, TUM with Blade], /roll d26 [Any other case.]
Magic: /roll d26
Status Effects: /roll d100
Level-Ups (No MP): /roll 4d11
Level-Ups (Has MP): /roll 5d11

---
SFCW-A: Durandar
Sunken Castle: Fintan Kahn
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Re: Shining Force 2 Editor Release

Postby Space King » Fri Sep 09 2011 2:42pm

The editor treats the item and class names as one lovely blob...

It would probably be most expedient to pm me the ips and I'll see if I can help, and how much work it'll take.
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Re: Shining Force 2 Editor Release

Postby aoinodragon » Tue May 01 2012 10:49pm

can anyone give me a valid link for this editor ?

i want to start my own little hack but can't find any
i've been playing around with the caravan but i need this editor as well
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Re: Shining Force 2 Editor Release

Postby Noma » Wed May 02 2012 10:33am

Space King recently updated the editor to 1.6, but posted it in a new topic.

The direct link is here: http://dradius.8k.com/

The topic is here: http://forums.shiningforcecentral.com/viewtopic.php?f=5&t=21505
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Re: Shining Force 2 Editor Release

Postby SFJake » Thu Jul 12 2012 12:11am

Link is dead :/ Or at least I'm forbidden to use it.
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Re: Shining Force 2 Editor Release

Postby Noma » Thu Jul 12 2012 7:24am

The link i posted above worked just fine for me.
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Re: Shining Force 2 Editor Release

Postby SFJake » Thu Jul 12 2012 7:53am

I click the link, then Program.

I get

"Forbidden
Remote Host: [173.177.137.195]

You do not have permission to access this page or file
Data files must be stored on the same site they are linked from.

Thank you for using FreeServers"

Is it possible for it to be hosted somewhere known that anybody can download it from? Such as mediafire? Free servers is obviously not a very good host.
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Re: Shining Force 2 Editor Release

Postby NekoNova » Thu Jul 12 2012 11:57am

download link works fine for me as well.
Definitly has to be something on your side Jake.
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Re: Shining Force 2 Editor Release

Postby SFJake » Thu Jul 12 2012 4:57pm

Its a problem on my side, its a problem on the website. I tried on multiple computers, same result. Can someone just help?
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Re: Shining Force 2 Editor Release

Postby NekoNova » Thu Jul 12 2012 6:17pm

Uploaded the file to my SkyDrive: http://sdrv.ms/N36IBr
See if you can download it now. Took "Program" zip file, hope that's what you wanted.
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