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Shining Force 2 Editor Release

Discussion about this classic Genesis/Mega Drive game.

Re: Shining Force 2 Editor Release

Postby Rogue » Wed Dec 19 2007 8:12pm

This whole cool stuff could mean my girl-only Force game is coming soon ™! :excited: :excited: :excited: :excited:

Seriously!

Thanks mate for the wonderful job and making it public in such an easy-to-use program for all of us, fans who are not expert programmers as you are. Thanks again.
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Re: Shining Force 2 Editor Release

Postby Kaihaku » Sun Dec 23 2007 2:32am

Very nicely done. I'm impressed. :)
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Re: Shining Force 2 Editor Release

Postby Assassins » Tue May 06 2008 8:01pm

This thing is fun. I'm having trouble controlling my giddiness
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Re: Shining Force 2 Editor Release

Postby Kevin » Wed May 21 2008 5:07am

Hmmm...
How come there is no "how to" for operating this thing?
I dont know how to even start the program.
I've downloaded it and extracted both the SF2 edit and SF2EditSource to a seprarate folder each.
Double click the SF2 edit exe. and it opens the program.
What next?
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Re: Shining Force 2 Editor Release

Postby Xaevyan » Mon Jun 02 2008 8:42pm

Kevin @ Tue May 20, 2008 11:07 pm) wrote: Hmmm...
How come there is no "how to" for operating this thing?
I dont know how to even start the program.
I've downloaded it and extracted both the SF2 edit and SF2EditSource to a seprarate folder each.
Double click the SF2 edit exe. and it opens the program.
What next?

You have to go to File and select Open ROM from the drop down menu. Then use the other menus to edit the ROM you are using. When I used it to edit the ROM to fix the glitch with Lemon and equipping a weapon the background stayed blank.

I guess you just have to edit the ROM, save it and reopen it to see the changes. I don't know because I've only used it to fix the Lemon glitch because I use Gens. I plan on using more of it later. It sounds like loads of fun. :D
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Re: Shining Force 2 Editor Release

Postby Lord Kane » Sun Dec 28 2008 10:57pm

I've just downloaded the Editor and it's just awesome. Great Work!
It's a pity that there aren't explananations for several options so I have some questions: :confused:

1. The Ninja Katana has as its Attribute 2: "Double Attack Up?" So does the "?" mean it's not 100% clear or something else?

2. Resistences of Monsters/Classes: Are the "Weaknesses" always 25%?

3. What does "Other Resistence" mean? Is it like "Luck" in SF3 or something else? And what does "Minor", "Major" and "Immunity" mean IN DETAIL?

Thanks in advance to anyone who can answer my questions!!!
Happy New Year!! :excited:
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Re: Shining Force 2 Editor Release

Postby Space King » Mon Dec 29 2008 4:03pm

1. The Ninja Katana has as its Attribute 2: "Double Attack Up?" So does the "?" mean it's not 100% clear or something else?

Yes, anything with a question mark on it is a guess or assumption.
2. Resistences of Monsters/Classes: Are the "Weaknesses" always 25%?

I thought it was a fixed 50% more damage?
3. What does "Other Resistence" mean? Is it like "Luck" in SF3 or something else? And what does "Minor", "Major" and "Immunity" mean IN DETAIL?

I'm assuming it applies to sleep, muddle and/or death spells. Possibly getting poisoned as well? These fields in the unedited game only have certain values used, bits which the checkboxes let you flip.

To get an idea what each of them does exactly, set up a test for each resistance setting for these spells. About 200 repetitions of each should be a decent sample size. Which works out to... 2400 game resets.

....That isn't something I ever personally ever want to do.
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Re: Shining Force 2 Editor Release

Postby Lord Kane » Mon Dec 29 2008 5:56pm

I thought it was a fixed 50% more damage?[


I've never experienced such a high weakness. If you have, you can tell me...

I'm assuming it applies to sleep, muddle and/or death spells. Possibly getting poisoned as well?


I don't think it applies to poison, since you can't poison an enemy, but maybe it concerns dispel and slow, too?? I might try to check, but with a much smaller sample size! ;)
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Re: Shining Force 2 Editor Release

Postby Obob » Mon Dec 29 2008 6:31pm

As Space King says, the minor/major resistance is for status resistance, which is sleep, muddle, slow, death, and perhaps also some other effects like the MP steal of the indra staff (although that might just always hit no matter who you are facing, I haven't used it much). I can't recall if weakness to an element is 25 or 50%; 25 seems about right. At any rate, everything that is weak to an element has the same level of weakness to the element.
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Re: Shining Force 2 Editor Release

Postby Lord Kane » Mon Dec 29 2008 7:19pm

At any rate, everything that is weak to an element has the same level of weakness to the element.


Then I'm quite sure it's 25%!
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Re: Shining Force 2 Editor Release

Postby Stordarth » Tue Jan 27 2009 4:47pm

Hey Space King.

I've got a question regarding the editor. More a request really. We've been working on the community game for some time now, and the main players are getting ready to start building battles using the caravan. We came up with an innovative way to test everything battle wise, and we want to start setting up classes and sprites. I know your editor lets us assign which battle sprites is used for which character and class combo. It's handy being able to turn sarah into a sdmn with a kiwi sprite. hehe. anyway, i noticed there was no such function for map/overworld sprites, and I wonder if you had looked into it, and if not, if you wouldn't mind adding it in? I know BNC will eventually add everything to the caravan, but he's leaving character data til last, so I wondered if you could check it out for us?

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 » Thu Jan 29 2009 4:26am

I would have liked to have had that from day 1, but never found if there was a table for it. The overworld sprites gunk up in some cases when you change a guy's class if I recall correctly, right? That would imply one exists.

Urgh. I'll take another few glances into come March, but the answer is certainly still "not unless someone else tells me where it's at".
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Re: Shining Force 2 Editor Release

Postby Stordarth » Thu Jan 29 2009 4:27pm

I'll poke around as well, see if I can find anything.

from what i can tell, changing the class appears to shift the sprite along by 1. it didnt matter what class i selected for sarah for example, she always turned into the promoted sprite. i dont know if this means anything.

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 Stordarth » Fri Jan 30 2009 2:42am

I dunno if this will help with regard to the map sprites of the heroes, but i believe i may have discovered something:

Its nothing concrete, i just figured it may help you in locating something.

I hypothesis that the rom checks if each character is of a specific class, example, Bowie, character 0, is a SDMN, class 0. if this is true, he defaults to his sprite 0 (guessing at that number). if this is false, regardless of what class he is changed to, he defaults to sprite 0 + 1. this is true even for characters who come promoted. their sprite will simply change to the next sprite in the list, and will appear to change character.

Did some more testing. doesnt seem to work as i thought...

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 Jan 30 2009 4:30am

Hey Space King... is there any way to add more classes?

Help please :)

No you're just gonna have to change the ones you've already got. :lol:

It has mainly to do with the equipment tables if I recall correctly. The string table would probably throw a fuss at the same time. (Wouldn't it just be easier to write a Shining Force-like engine from scratch at that rate?)

Getting rid of the special promotions would let you eek out a little more use out of the space you're given.
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Re: Shining Force 2 Editor Release

Postby Stordarth » Sun Feb 01 2009 9:51pm

I have one last request space king. we're currently setting up a test hack for the characters in the community game, and we're using the debug mode's battle test to accomplish it. problem is, the game rockets all of bowie's stats to 99 (besides move and mp). I've had a poke around, but cant find where these might be stored in the rom, and wondered if you might fare better. i also wonder if they would be stored as hex 99 or dec 99. i would guess the former?

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 Abrane » Mon Feb 02 2009 4:39am

So I decided to have fun with this when I saw it.. Been doubling every monsters stats (excluding gold) and only increasing movement by 1, which can mean a lot. Also been raising the monsters levels which I am assuming is dealing with AI... This will be fun to try with solo.. I have edited Bowie in a way where He will be fighting much differently than before... Havn't worked out the sprite thing yet.. Been wanting to edit it a bit.. But maybe I'll figure it out as I play.. As far as Bowie comes along...


Base: Projected:
Hp-20 Hp-100
MP-8 MP-35
ATK-10 ATK-60
DEF-10 DEF-54
AGI-10 AGI-60

Growth is all linear and I added some spells on a steady rate hope they seem fair.

Egress 1- LVL1
Heal 1-7
Heal 2-17
Heal 3-27
Heal 4-37
Bolt 1-12
Bolt 2-22
Bolt 3-32
Bolt 4-42
Boost 1-22
Boost 2-44

I'll do some screens once I get further at some big and hard parts

Edit: Bah.. Problem came up with the sprites.. For some reason I get a green ooze as my enemy and Chester as my attacker and everything freezes.. Help?
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Re: Shining Force 2 Editor Release

Postby Stordarth » Mon Feb 02 2009 7:57pm

Abrane @ Mon Feb 02, 2009 4:39 am) wrote: So I decided to have fun with this when I saw it.. Been doubling every monsters stats (excluding gold) and only increasing movement by 1, which can mean a lot. Also been raising the monsters levels which I am assuming is dealing with AI... This will be fun to try with solo.. I have edited Bowie in a way where He will be fighting much differently than before... Havn't worked out the sprite thing yet.. Been wanting to edit it a bit.. But maybe I'll figure it out as I play.. As far as Bowie comes along...


Base: Projected:
Hp-20 Hp-100
MP-8 MP-35
ATK-10 ATK-60
DEF-10 DEF-54
AGI-10 AGI-60

Growth is all linear and I added some spells on a steady rate hope they seem fair.

Egress 1- LVL1
Heal 1-7
Heal 2-17
Heal 3-27
Heal 4-37
Bolt 1-12
Bolt 2-22
Bolt 3-32
Bolt 4-42
Boost 1-22
Boost 2-44

I'll do some screens once I get further at some big and hard parts

Edit: Bah.. Problem came up with the sprites.. For some reason I get a green ooze as my enemy and Chester as my attacker and everything freezes.. Help?

for the levels, monster level determines xp. if ur force is higher than the level of the monster, you get less xp. increasing the level means they will give more xp for longer, which is good if your after a high leveling game. if u want the opposite, you want to instead decrease their level

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 Abrane » Mon Feb 02 2009 8:13pm

Stordarth @ Mon Feb 02, 2009 7:57 pm) wrote: for the levels, monster level determines xp. if ur force is higher than the level of the monster, you get less xp. increasing the level means they will give more xp for longer, which is good if your after a high leveling game. if u want the opposite, you want to instead decrease their level

Yah figured that when I hit lvl 7 and rats gave good exp still

Still game keeps messing with me with this error.. I remade the exact rom same everything but if I want to change sprites all hell freezes
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