øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=123;area=showposts;start=150e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index0138.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=123e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index0138.html.zxòg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ…¬ø“OKtext/htmlISO-8859-1gzip8:Öø“ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 20:17:34 GMT0ó°° ®0®P®€§²ð®òg^ÿÿÿÿÿÿÿÿ*>ø“ Show Posts - Grimoire LD

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Messages - Grimoire LD

151
Actually... I/we might have to rework the routine altogether...
I wrote it into the ROM I'm working with and the results are... Less than perfect.
Cid charges at the target, hits it, jumps back, then explodes.
I EA'ed out the
Code: [Select]
$03/E15D 8D C5 33 STA $33C5  [$7E:33C5] A:0032 X:0000 Y:0000 P:envMxdizc - Store A in Audiovisual.
$03/E160 20 44 CD JSR $CD44  [$03:CD44] A:0032 X:0000 Y:0000 P:envMxdizc - Jump to after the Audiovisual check has been looked at in the Spell Routine.
And that makes the explosion go away, but it still says "explode" at the top of the screen.
Also, when Cid is critical, for some reason he stays crouching instead of "walking" when he charges at the target, so I might have to make it so it fails automatically if he's critical, too.

Also, my routine is long. One byte shorter than the AV routine for Land. That makes sense, since it's based off of the same routine, but it's longer than the amount of empty space in the 02 block, so I had to use some of the empty space in the 03 block, too (the empty space at the end, not any part of Peep or Cry).

Anyway, I think I have to stop for the day.

Hmm, I'm not sure of a way to repress the name of the spell used. I know there are some spells which are set not to display their name. DullSong, the Vanishes, Monster Command, and other event ones do not display their names for instance. We could work on this together, yeah. I am glad to see you have a working model though! I suspect you may want to look at the notes on Charm I have on characters walking independently of their status...

$02/DBE7   FA    PLX   A:0000   X:0000   Y:0000   P:envMxdIZc - Pull X.
$02/DBE8   BD CE EF   LDA $EFCE,x[$7E:EFCE]   A:0000   X:0000   Y:0000   P:envMxdIZc - Load A from 7EEFCE.
$02/DBEB   29 0F   AND #$0F   A:0001   X:0000   Y:0000   P:envMxdIzc - Get rid of Bits.
$02/DBED   9D CE EF   STA $EFCE,x[$7E:EFCE]   A:0001   X:0000   Y:0000   P:envMxdIzc - Store A in 7EEFCE.
$02/DBF0   BD C5 EF   LDA $EFC5,x[$7E:EFC5]   A:0001   X:0000   Y:0000   P:envMxdIzc - Load A from 7EEFC5.
$02/DBF3   C9 B0   CMP #$B0   A:00B0   X:0000   Y:0000   P:eNvMxdIzc - It is B0? (When set to other values will be closer or further away when they move to join the enemy)
$02/DBF5   F0 4F   BEQ $4F    [$DC46]   A:00B0   X:0000   Y:0000   P:envMxdIZC - Branch if so.
---------------------

------------------------
$02/DC46   BD CE EF   LDA $EFCE,x[$7E:EFCE]   A:00B0   X:0000   Y:0000   P:envMxdIZC - Load A from 7EEFCE
$02/DC49   09 01   ORA #$01   A:0001   X:0000   Y:0000   P:envMxdIzC - Get rid of Bits. (When set to 02 Character will face enemies)
$02/DC4B   9D CE EF   STA $EFCE,x[$7E:EFCE]   A:0001   X:0000   Y:0000   P:envMxdIzC - Store A in 7EEFCE
$02/DC4E   60    RTS   A:0001   X:0000   Y:0000   P:envMxdIzC - Return

It is all somewhere in there, likely dealing with th 7E:EFCE sequence of bytes, as that is also pose. You may just plain be able to manipulate his pose with ...

$02/DF71   A9 04   LDA #$04   A:0010   X:0000   Y:0000   P:envMxdIzc - Load Crouching into A.
$02/DF73   9D D0 EF   STA $EFD0,x[$7E:EFD0]   A:0004   X:0000   Y:0000   P:envMxdIzc - Store A in Pose Byte

If your AV routine is using X as the character's placement ID this should do the trick.

152
Hey, Grimoire, do you think you could write a "fail if attempted on ally" into your tackle routine?
I have the visuals working fine, but if you try to use the command on an ally, the visuals make it look like it's being used on the corresponding enemy instead (that is, if you tackle the ally in party slot 02, it will look like you attack the enemy in slot 2).
Easiest solution is just to make it impossible to use on an ally...

That could be tricky...

I had only two bytes left when I finished filling out Lancet, which is directly after the Bomb/Tackle (Bomb Tackle?) routine.

To do a check of Enemy/Ally takes four bytes. I can take out the Critical Status application in the original routine since it happens after Cid's turn ends anyhow. I just wanted it to look natural, but it shouldn't be a big deal. You're right that being able to target ally's with it could cause oddities.

So you can overwrite...

$03/E176   A9 01   LDA #$01   A:0001   X:0000   Y:001A   P:envMxdizC - Load 01 into A. (Critical)
$03/E178   9D 06 20   STA $2006,x[$7E:2006]   A:0001   X:0000   Y:001A   P:envMxdizC - Store Critical in Status Byte 4.

And place this at the start of the routine...

$03/E153    A5 CE   LDA $CE    [$00:00CE]   A:0000   X:000C   Y:0000   P:envMxdiZc - Load Target's ID into A
$03/E155    30 0D   BPL $25   [$E17A]   A:0083   X:000C   Y:0000   P:eNvMxdizc - Branch if Positive (If tackling an Ally, not Enemy)

I hope this makes a deal of sense? If not I'll rebuild the routine for easier reasoning.





153
That is a rather impressive fix! This must have been quite a time debugging this one. Great work! I've tested it and it works fine.

154
Currently, Kain leaving already rewards you by not having to fight the dang shadow dragon. The twins reward you with access to the serpent road and a whole bunch of free EXP in the form of trap doors. Edge doesn't really give you anything; I agree that losing him should also result in a side benefit of some kind. Maybe he can indeed give you a special item, but the thing with that is: How/why does he have it, and why didn't he just give it to you before? I don't think the Aegis Shield, even with those resistances, would be anything particularly special anyways. It would just happen to be particularly useful for a solo. Maybe he picked it up / stole it from Lugae while you were fighting the CPU? "Hey Lugae dropped this, you should take it."

... wait

I've already got the code working for the game detecting whether you're solo or not... why not just have it SKIP the eight-fiend battle when you're solo Cecil! Golbez is so impressed that you came to face him alone that he accepts the 1v1 challenge! I don't think any monsters after Malacoda 2 use Stop or Magnet, so the Aegis should be enough to cover any other circumstance like that... what do you think? (This is independent of Edge giving you something.)

I like it! That would somewhat suit Golbez's character as well. Very creative thinking there. I would be curious to see the code you made for the Solo Check though. That sounds like an idea with a lot of potential in many other areas.

That was my original thinking on what to do with Edge, that he would find something in the Giant of Babil while chasing Lugae and give it to Cecil.

155
Aegis is a good choice because I know that in V, it grants immunity vs Petrify. Due to the fact that there's no way to be immune to stop, maybe remove it from the last few "boss" battles such as the Fiends,Golbez & Zeromus(replace it with slow or something). The optional bosses don't have much for a solo run and in a solo run the Crystal & Hades sets offer little. Another suggestion I have for a solo run is to make the Armlet available to everybody because it's basically the racial version of the Ribbon however Cecil, Kain and Cid are barred from it. If that is too gamebreaking, give a few more racial resistances to a weaker armor set geared specifically for a solo run.

Default IV it protects against Petrify as well, I do think that maybe one of the stupidly rare items could be turned into those "solo only" items. I think the issue is how do you guarantee that the player will be going solo when those items are obtained? Since you did say you wanted some rewards from a solo run all together. Perhaps the Aegis shield should be taken away from the Feymarch and Kain and be made into an item that Edge gives you when he leaves the party? I feel a similar sense about what to do when Kain leaves the party with a Dragon Sword. (I think the Mythril Knife would be an easy sacrifice for it. By the time you get it, it's not that much better than the normal Knife.)


156
1) so does Peep...don't know if Grimoire's work takes this into account? Are we concerned about this?

2) the AV assembly is in the 02 block anyway, so I won't be using any of that space. I have about 0x40 bytes to work with, which will hopefully be enough. I can't rewrite anything because Cry and Peep both use an AV routine used by other commands. So I'm going to have to write a modified version of "Land's" routine, I think, that fits into that empty space. What's nice is that the advance needs to be modified, but the jump back into place can use the same assembly as "Land," most likely. I don't wanna sound too confident, but this doesn't seem like it should be very difficult, as long as I have the room...

This will be the first step to creating FFIV:TAY like special moves Chillyfeez! I am looking forward to seeing what you find out in this regard!

157
So I think I'm ready to look into this tackle thing...
In order to make the integration as ssmooth as possible, which command are we replacing with tackle?

It would replace what is currently Peep.

158
ENDGAME SPOILERS!!!

There is something interesting to be said of the dichotomy between the Dark Knight and Paladin paths. The Paladin was all about righteous vengeance and to avenge what Golbez had done inadvertently feeding Zeromus' power. where as the Dark Knight is willing to show mercy to Golbez because of an understanding of that same darkness this actually aligns well with the entire original idea of the Dark Knight as mentioned in the scenario guide where the Dark Knight is struggling against the darkness continually. So... despite what disembodied voice says on Mt. Ordeals, Darkness does overcome Darkness because it was that same action in sparing Golbez which allows them to fight Zeromus. Dark Knight Cecil overcame those overwhelming feelings of hate and vengeance that allows Paladin Cecil to slay Golbez. Always glad to see a Light path that is more intrinsically gray morality, well done!

That said this path gave me quite a bit of a challenge! Draghinazzo in the Eight Fiends fight is rather difficult to take down without the Dark Knight Cecil and he hammers the party away with Comet, whereas with the Dark Knight he is as easy as he ever was. Rosa was a good fighter able to deal medium to good damage and exploit elemental weaknesses well. Edge was kept in the front row throughout the entire game and though he couldn't take a hit, he could hit hard and could often take advantage of either an elemental or racial weakness with the Mage Masher or the Ashura Katana which I even brought into the final dungeon with me. Kain's quite versatile as well. Holy on the Holy Spear actually seems decent now and the Gungnir dealing x4 to Machine is a godsend! And once you have the Dragon Spear you can really wreck those pesky dragons. The Artemis Bow also helped with that. Surprisingly the Lightbringer, at least compared to the Deathbringer didn't seem that great. I got Asura too late in the game but the Party Blink Defense is a really nice spell to get!

Zeromus was a rather tricky foe to face. He seemed faster, and I threw everything I could at him and several times I had thought I lost even though I was chucking Elixir's left and right but he finally fell eventually.

I finished the game around Level 53-60 this time around.

The ending worked out very well, especially if you go with the classic party. Cecil becomes your main healer which aligns well with the role of Paladin as Protector and his super revive of the party makes a great deal of sense in that respect.

I enjoyed all of the little ending scenes you put, especially restored Damcyan to put the Fire Crystal back that was a very nice touch! I also really liked how you ended the game as it began, Cecil returns what he had taken from Mysidia.

Your ending scroll (great use of the "Mysidian Legend" effect by the way) was fantastic! The final line is interesting and almost makes it seem like a lead in to FFV... or FFI, or FFIII.

Well that's this playthrough done with. Next time I will try to go Solo Cecil challenge, if such a thing is possible, since you had mentioned that as a possible path once you get rid of all party members.

159
Has anybody ever researched why/how the evilwall moves?
Eventually, I'll be making a Tonberry, for which I'll wanna know that...

It's a spell they have, I labeled it "WallMove" so I remember which one it is. I am not sure if it works with other enemies, but I can't see why it wouldn't... but this is FFIV. Haha!

160
Yay! Thanks so much, once again!

One more thing I did think of: The EvilWall seems to start in the middle of the screen instead of way over to the side. I copied the formation data exactly as far as I can tell. Any ideas?

That's a new one... I honestly thought he started there to get him closer to Crushing the player. I can't think of a reason why that would be. I'll compare the two battle formations later on and see if anything is amiss.

161
Besides the Cid Tackle animation, I think that's pretty much it.

 :edit: There's no way to throw a "failure" message in there, is there? Right now the command doesn't grey out when he has f.ex. an axe. He just raises his hand and the unknowing player might get confused.

Displaying messages takes several more bytes... but I think I left *just* enough room for there to be one. At the time I wasn't sure if I would have enough so I decided to play it safe.

I did. This does mean I had to rewrite the routine for this though...
 
(No commentary on the older things this time because it's the same meaning as they had before)
Code: [Select]
$03/E17C AD B5 26 LDA $26B5  [$7E:26B5] A:0003 X:002A Y:0000 P:envMxdizc
$03/E17F F0 04 BEQ $04    [$E185] A:0025 X:002A Y:0000 P:envMxdizc
$03/E181 C9 2A CMP #$2A A:0025 X:002A Y:0000 P:envMxdizc
$03/E183 90 0E BCC $0E    [$E193] A:0025 X:002A Y:0000 P:eNvMxdizc
---------------------------------------------------------------------------
$03/E185 A9 C1 LDA #$C1 A:0039 X:002A Y:0000 P:envMxdizC - Load Item Pose into A.
$03/E187 8D C4 33 STA $33C4  [$7E:33C4] A:00C1 X:002A Y:0000 P:eNvMxdizC - Store A in Audiovisual Code.
$03/E18A 20 A6 85 JSR $85A6  [$03:85A6] A:00C1 X:002A Y:0000 P:eNvMxdizC  - Jump to Text Display Subroutine
$03/E18D A9 10 LDA #$10 A:0003 X:002A Y:0000 P:envMxdizC - Load Message 10 (Prayer unanswered, goes unused in Unprecedented Crisis)
$03/E18F 8D CA 34 STA $34CA  [$7E:34CA] A:0010 X:002A Y:0000 P:envMxdizC - Store A in Message Display Area.
$03/E192 60 RTS A:0010 X:002A Y:0000 P:envMxdizC - Return.
--------------------------------------------------------------------------------
$03/E193 AD 9D 26 LDA $269D  [$7E:269D] A:0025 X:002A Y:0000 P:eNvMxdizc
$03/E196 4A LSR A A:004D X:002A Y:0000 P:envMxdizc
$03/E197 8D 9D 26 STA $269D  [$7E:269D] A:0026 X:002A Y:0000 P:envMxdizC
$03/E19A AD 99 26 LDA $2699  [$7E:2699] A:0026 X:002A Y:0000 P:envMxdizC
$03/E19D 09 40 ORA #$40 A:0024 X:002A Y:0000 P:envMxdizC
$03/E19F 8D 99 26 STA $2699  [$7E:2699] A:0064 X:002A Y:0000 P:envMxdizC
$03/E1A2 A9 C0 LDA #$C0 A:0064 X:002A Y:0000 P:envMxdizC
$03/E1A4 8D C4 33 STA $33C4  [$7E:33C4] A:00C0 X:002A Y:0000 P:eNvMxdizC
$03/E1A7 A9 40 LDA #$40 A:00C0 X:002A Y:0000 P:eNvMxdizC
$03/E1A9 8D C5 33 STA $33C5  [$7E:33C5] A:0040 X:002A Y:0000 P:envMxdizC
$03/E1AC 20 99 C4 JSR $C499  [$03:C499] A:0040 X:002A Y:0000 P:envMxdizC
$03/E1AF 60 RTS A:0000 X:0680 Y:001A P:envMxdiZC

Now that should do it.

162
Haha! In my testing I did the same thing since it is sort of a combination of magic after all. I am glad to see it is working well on your side as well. Was there anything else  ASMwise you wanted done for Unprecedented Crisis?

163
I just made it to Golbez and beat him and does the story completely change on whether you chose to stay a Dark Knight or become a Paladin?

I was expecting the path of mercy to follow with... being a Paladin and this talk of hatred and revenge that Zeromus fed upon as the results of being a Dark Knight, or is there something more at play here? Does continuing as a Dark Knight allow Cecil to sympathize with Golbez ever so slightly and thereby prevent the party from killing him?

Or is this a completely rewritten final scenario? I have noticed that there is no going back once you reach this point which is new to this version.

164
Well, this took a bit less space than I thought it would but I have it working to your desired projections. I am sorry this took so long, I think I got a bit distracted I meant to have this done yesterday but I wasn't feeling up to it.

Crash into Lancet

First thing is first! Go to 1B3A6 and change 0000 to 7CE1 this is the Pointer for Crash and why the game... well crashes, there is no pointer assigned to the Command, changing this to 7CE1 will give it the custom pointer starting at 03E17C which is where the Lancet routine begins.

Code: [Select]
$03/E17C AD B5 26 LDA $26B5  [$7E:26B5] A:0003 X:002A Y:0000 P:envMxdizc  - Load Caster's Weapon into A.
$03/E17F F0 04 BEQ $04    [$E185] A:0025 X:002A Y:0000 P:envMxdizc - If it is Unarmed branch.
$03/E181 C9 2A CMP #$2A A:0025 X:002A Y:0000 P:envMxdizcis - Is it above Dragon Spear?
$03/E183 90 06 BCC $06    [$E18B] A:0025 X:002A Y:0000 P:eNvMxdizc - If not, branch.
-----------------------------------------------------------------------------------------
$03/E185 A9 C1 LDA #$C1 A:0000 X:002A Y:0000 P:envMxdiZc - Load Item Animation (literally just hand raising) (Failed Branch)
$03/E187 8D C4 33 STA $33C4  [$7E:33C4] A:00C1 X:002A Y:0000 P:eNvMxdizc - Store A in AV Code.
$03/E18A 60 RTS A:00C1 X:002A Y:0000 P:eNvMxdizc - Return
------------------------------------------------------------------------------------------
$03/E18B AD 9D 26 LDA $269D  [$7E:269D] A:0025 X:002A Y:0000 P:eNvMxdizc - Load Caster's Physical Attack Base
$03/E18E 4A LSR A A:004D X:002A Y:0000 P:envMxdizc - /2
$03/E18F 8D 9D 26 STA $269D  [$7E:269D] A:0026 X:002A Y:0000 P:envMxdizC - Store A in Caster's Physical Attack Base.
$03/E192 AD 99 26 LDA $2699  [$7E:2699] A:0026 X:002A Y:0000 P:envMxdizC - Load Caster's Elemental.
$03/E195 09 40 ORA #$40 A:0024 X:002A Y:0000 P:envMxdizC - Add 40 (Drain) if applicable.
$03/E197 8D 99 26 STA $2699  [$7E:2699] A:0064 X:002A Y:0000 P:envMxdizC - Store A in Caster's Elemental
$03/E19A A9 C0 LDA #$C0 A:0064 X:002A Y:0000 P:envMxdizC - Load Normal Attack Animation into A.
$03/E19C 8D C4 33 STA $33C4  [$7E:33C4] A:00C0 X:002A Y:0000 P:eNvMxdizC - Store A in AV Code.
$03/E19F A9 40 LDA #$40 A:00C0 X:002A Y:0000 P:eNvMxdizC - Load Drain Graphic into A.
$03/E1A1 8D C5 33 STA $33C5  [$7E:33C5] A:0040 X:002A Y:0000 P:envMxdizC - Store A in second AV Code byte.
$03/E1A4 20 99 C4 JSR $C499  [$03:C499] A:0040 X:002A Y:0000 P:envMxdizC - Jump to Fight Routine
$03/E1A7 60 RTS A:0000 X:0680 Y:001A P:envMxdiZC - Return

And there you have it! A Command which adds Drain to a Spear at 1/2 power and because this is all done in the mirror data nothing is taken back to the real character battle data.

165
Yay! Thanks so much!

So the hack has been out for a few weeks now and I've gotten lots of reactions! Time for my reaction to the reaction:
  • Edward: I think the most surprising thing I've found is the sheer amount of feedback (all positive) with regards to Edward. I didn't think it was anything special in relation to what I did with the rest of the cast, but everyone seems to love my version of him for some reason.

  • Float: I was not at all expecting this to be a thing whatsoever. The thought that people would have problems with my leaving the damage floors completely alone never even entered my mind.

  • Eblan: And I guess, to a certain degree, the Floater. When people played the original FF4, did they get frustrated trying to figure out what to do with the magma key? I knew it wasn't totally obvious where to go, but I didn't think it would be as hard to find as it turned out to be. Have we just all been spoiled by games handholding us and walkthroughs being so readily available on the internet that we've lost our patience for exploration?

  • Difficulty: I remember getting feedback from FF -1 being too easy. Perhaps I overcompensated? Perhaps the FF4 playerbase is less interested in increased challenge? Perhaps it just comes down to lack of availability of information on what the different equipment does? Anyway I knew f.ex. Ciriatto would be hard but I didn't expect the degree of backlash that I got. Likewise for Scarmiglione. I knew I ramped him up but I guess I thought since he was such a chump originally that the change would be welcome. And honestly, I thought Malacoda and/or the 8-fiend battle would generate more complaints than those.

  • Santos: I was wary of including this whole thing entirely; I thought people would find the idea of what is essentially Santa Claus being a serious character in a Final Fantasy game corny/lame enough to be worth mentioning. Apparently (thankfully!) I was wrong! No one has mentioned him so far so I guess they either like him or are fine with him. Likewise for the other meta references (wonder twins, captain planet, etc.); I was afraid I might get some negative comments, but so far I've had the odd positive comment, but no negative ones on that so far.

  • The last line: At the very end of the ending, there's a line (I won't quote it here since I don't think Grimoire LD has seen it yet) which I'm surprised no one has made a comment on either way. You'll see what I mean when you see it.

Anyway, the reaction has been overwhelmingly positive and most of the complaints are minor and/or fixable. I'm glad so many people were able to enjoy my creation. And you guys deserve at least some of the credit too! It would not have been possible without your help.


Edward is Amazing probably one of the best party member choices due to his songs, his weapons, and his equipment pool not to mention what he has when he returns makes him a reliable healer.

Float was always going to be an issue I'd imagine. Float is learned at Level 40 in the normal game, but by then you're pretty much that level anyhow. The issue with it I find is that the characters you have when you go in there have about half the HP of a normal run. Especially a basic Palom and Porom with only 450 HP each they can only take 7 steps before they're down to 1 HP. It does admittedly get monotonous to continue to heal them every few steps and as mentioned it makes fighting battles in those areas less than desirable.

The difference here is that the original game has hints on where to go if they took a tour around the world before and talked to Agart's citizens it was pretty clear that they were intended to point out the location of the Ancient Well. There's nothing like that in Unprecedented Crisis, the party in FFIV is purposely confused when it came to the Magma Stone. The party in Unprecedented Crisis just shrugs their shoulders after you get the Earth Crystal and don't provide any meaningful backdrop to the next location. The Floater is a case where I think the Elder could say something constructive, hinting about FFI, maybe something like "In an older legend the Floater was close to a volcano near a crescent moon. I'm sorry I don't recall anything more." Also to change the Dwarf's text so they mention that Santos has a gift would also help. (Unless that was already done)

I think once people know what armors will do, the difficulty will be a complaint of the past. It did feel a little cheap to not know what some armor did though. Sure the original FFIV didn't tell us, but that didn't mean it was good design, heh. The difficulty of Unprecedented Crisis I find to be just perfect. It's not crazy difficult, nor is it a cakewalk. The only issue as I've said is the amount of mandatory damage taken through the Feymarch and Sylph's Cave.

Secret of Mana literally has Santa Claus so the reference that another Square RPG has Santa Claus is probably welcomed as it tugs at nostalgia.

I will comment on the last line when I get to it, hehe.