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Author Topic: Unprecedented Crisis now on RHDN  (Read 27566 times)

chillyfeez

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Re: Unprecedented Crisis now on RHDN
« Reply #120 on: July 17, 2015, 10:26:43 PM »
Okay, that's cool. Just checking in.

Pinkpuff

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Re: Unprecedented Crisis now on RHDN
« Reply #121 on: July 18, 2015, 05:25:30 AM »
I applied the patch and went to try it out. I didn't have a save with Cid already in the party, so I loaded up a just-after-floater save and tried to ditch the twins. The serpent road map was messed up and the event it triggered was likewise messed up and didn't let me ditch them so I can't test it.

I think this may be because I've made changes to things like maps and events and such on my base rom that aren't on yours, so I'm going to try typing in the code changes manually rather than applying the patch and see if that matters.

 :edit:
Applying the patch manually gets rid of those bugs but now when I try the command, Cid just advances, grins, then retreats. Nothing is messed up but he isn't tackling. He wasn't critical when I tried this either, so it couldn't be that.

 :edit: 2
Also the command isn't greyed out when Cid is critical.

 :edit: 3
Here's a patch that turns an unmodified FF2 1.1 unheadered into the current version 2 beta of Unprecedented Crisis (without the tackle modifications) in case that helps:
http://timecave.net/ff4kster/crisis/crisis2.ips
« Last Edit: July 18, 2015, 06:40:51 AM by Pinkpuff »
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chillyfeez

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Re: Unprecedented Crisis now on RHDN
« Reply #122 on: July 18, 2015, 11:17:30 AM »
That's... A lot more going wrong than I would have predicted. I'll take a look into it (using your ROM instead of vanilla) this afternoon or tomorrow. I'm sure the fix will be simple enough, but there's too much for me to guess what might be happening there.

chillyfeez

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Re: Unprecedented Crisis now on RHDN
« Reply #123 on: July 18, 2015, 03:34:42 PM »
I just realized something... The patch was made in part using FF4kster (to change the "disable if"), but used Vanilla as the base, so yeah, it's therefore pretty easy to see how this would mess up an already modified ROM...

And I don't think I ever posted the information about the pointer that actually calls the routine, so if you tried to punch it in by hand, Cid would still be running the animation for Peep.

So, lemme see what I can do here. Shouldn't be too difficult, though may take a couple hours (which translates into "tomorrow" if my wife gets home from work soon - I try not to get too involved in stuff that keeps my back to the world when she's home).

 :edit:
Actually, that ended up being super-easy. It was just a matter of knowing exactly what needed to be written in (which I inadvertently withheld earlier).
As far as I can tell, this works perfectly!

 :edit: 2
Oh - apply that to the ROM that spawned the patch you posted (not vanilla).
« Last Edit: July 18, 2015, 06:22:23 PM by chillyfeez »

chillyfeez

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Re: Unprecedented Crisis now on RHDN
« Reply #124 on: July 20, 2015, 11:13:38 AM »
In case it went unnoticed, see the addenda to the post above, including updated patch.

Also, there was something weird going on with Grimoire's custom Tackle/Charge command in that particular version of Crisis that I had to fix.  The first 5-10 bytes of assembly were all wrong, which leads me to believe that FF4kster may not play nicely with that command, so just watch out for that going forward.

Pinkpuff

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Re: Unprecedented Crisis now on RHDN
« Reply #125 on: July 20, 2015, 02:15:51 PM »
Oh wow yeah I absolutely missed those!

I will be downloading that the moment I get home but just a couple of questions to clarify:

Does this patch play nicely with FF4kster, or will I have to apply all my FF4kster changes first and apply the patch last? Or will that just break it entirely?
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chillyfeez

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Re: Unprecedented Crisis now on RHDN
« Reply #126 on: July 20, 2015, 03:20:58 PM »
By my figuring it should play nice with ff4kster inasmuch as Grimoire's command plays nice with ff4kster, which as mentioned above it may not. Actually, come to think of it, applying the patch after making ff4kster changes will fix anything that ff4kster does to break Grimoire's command, since I fixed the broken part before I made the patch.

Pinkpuff

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Re: Unprecedented Crisis now on RHDN
« Reply #127 on: July 20, 2015, 06:49:16 PM »
Ok, so, I should always apply the patch again after making changes with FF4kster?
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chillyfeez

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Re: Unprecedented Crisis now on RHDN
« Reply #128 on: July 20, 2015, 07:11:26 PM »
Maybe. I don't really know for sure.
What I would do:
1) apply the patch to your ROM and test the command to make sure it works
2) open and save in FFF4kster (without editing)
3) test the command again
If it still works, you're golden. If it does not work (in my experience with the patch you provided, Cid just freezes for the rest of the battle, but the rest of the battle continues as normal), then you know you'll have to apply the patch every time you save with FF4kster.

Pinkpuff

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Re: Unprecedented Crisis now on RHDN
« Reply #129 on: July 21, 2015, 04:53:35 AM »
Tested on both unmodified and modified by FF4kster ROMs. Works like a charm in both instances! Thank you so, so much, Chillyfeez! In version 2, you and Grimoire will be professors in the training room. Though, just in case I do run into trouble down the road, what are the trouble bytes in question and what should their values be?

On that note, I made a bunch of changes last night (I had been writing them down and saving them up for after I confirmed the Dash patch would work correctly). I'm linking the current version here first, just in case anyone wants to help me playtest through it and discovers any bugs/imbalances along the way.

I didn't exhaustively keep track of the changes, but the highlights are:

* Angel wings! They float the party in battle (it sticks around after til you change floor) and can be stolen/dropped from underworld flying enemies, as well as bought for 5000 apiece in Tomra (I guess the Dwarves use them to float over the lava in the bottom floor of the ice cave).
* Bahamut's Lagoon has far fewer damage floors on the "treasure route"; also, secret passages in the Feymarch allow you to take a much more roundabout but much less damage-floor route through the dungeon. It just means you'll fight more enemies instead. Which brings me to.,..
* Underworld enemies are both easier (slower / hit less hard) and give more EXP. Ciriatto has been slowed down; Draghinazzo has also been slowed slightly and has less attack power. As a side effect from something else, Alichino's healing has increased. Hopefully this will make the underworld transition a little smoother and make it more reasonable to do the fiends "out of order".
* HP-Apples exist and a couple can be found in the Dwarf castle treasures. Once again, this is intended to help smooth the difficulty transition of the underworld a little. The twins might survive a hit or two and get some EXP. Either way, it's not a very high-HP party you have down there to begin with, so they probably won't go wrong no matter who gets them.
* The training room in Baron now has explanations of many of the changes and/or things that aren't quite obvious to casual players about FF4.
* There is now a trap set for speedrunners who try to cheat their way past certain early game towns.
* Kain and Cid's new commands (many thanks, once again)
* Chakra heals more (but the idea is still the same)
* Edge gives you a parting gift that is yet another nod to something external to the game.
* The game tracks your party size via flags; no more "Do you wish to wreck your game? Yes/No". If you have room, they will be added. If you don't, they won't. If you don't like the result, reset.
* Chaos blade is stronger, Blood sword is weaker (a little), also Sleep blade is stronger.
* Daggers have been majorly reworked
* Mythril staff has been renamed "Healing staff" and heals for a little more.
* Float spell is learned earlier by both Porom and Rosa (but not a lot earlier; you probably will still have beaten those dungeons the first time already)
* You have a starting inventory, and the inventory begins with -sort- and trashcan at the top instead of the bottom. The starting inventory also has two empty spots next to the Ice-Ball, giving the impression that Cecil also started with a Lit-Bolt and a FireBomb but used them in the cutscene.
* The Frost Dragon palette looks WAY better
* There is now a Mindflayer in the ice cave instead of Tarantula, in further nod to FF1.

Anyway I think those are the biggies. Enjoy! Let me know if you find anything noteworthy. Otherwise, I will upload it to RHDN once I finish my own test playthrough if I don't find anything myself.

http://timecave.net/ff4kster/crisis/crisis.ips
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chillyfeez

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Re: Unprecedented Crisis now on RHDN
« Reply #130 on: July 21, 2015, 08:20:29 AM »
Sweet, I'm a video game character!
I'm gonna celebrate by carrying around a hammer all day to BONK people who upset me!

Anyway, here's what Grimoire wrote originally:
(LoROM - subtract 20000 to arrive at offset in ROM without header)
Code: [Select]
$03/E153 A6 A6 LDX $A6    [$00:00A6] A:0003 X:0028 Y:0000 P:envMxdizc - Load Character ID into X.
$03/E155 DA PHX A:0003 X:0000 Y:0000 P:envMxdiZc - Push X (to retrieve later)
$03/E156 A9 A0 LDA #$A0 A:0003 X:0000 Y:0000 P:envMxdiZc - Load Explode into A.
$03/E158 8D D2 26 STA $26D2  [$7E:26D2] A:00A0 X:0000 Y:0000 P:eNvMxdizc - Store A in Next Action to take.
$03/E15B A9 32 LDA #$32 A:00A0 X:0000 Y:0000 P:eNvMxdizc - Load Bomb (Summon) Graphic into A.
$03/E15D 8D C5 33 STA $33C5  [$7E:33C5] A:0032 X:0000 Y:0000 P:envMxdizc - Store A in Audiovi

Here's what's in the ROM (patch) you provided (note only the first five bytes are different, but it sets off a chain reaction of wrong ops):
Code: [Select]
$03/E153 A5 CE       LDA $CE    [$00:00CE]   A:0003 X:0153 Y:0133 D:0000 DB:7E S:02C0 P:envMxdIzc HC:0022 VC:000 FC:47 I:00
$03/E155 30 0D       BMI $0D    [$E164]      A:0003 X:0153 Y:0133 D:0000 DB:7E S:02C0 P:envMxdIzc HC:0038 VC:000 FC:47 I:00
$03/E157 A0 8D D2    LDY #$D28D              A:0003 X:0153 Y:0133 D:0000 DB:7E S:02C0 P:envMxdIzc HC:0054 VC:000 FC:47 I:00
$03/E15A 26 A9       ROL $A9    [$00:00A9]   A:0003 X:0153 Y:0133 D:0000 DB:7E S:02C0 P:envMxdIzc HC:0070 VC:000 FC:47 I:00
$03/E15C 32 8D       AND ($8D)  [$7E:0000]   A:0003 X:0153 Y:0133 D:0000 DB:7E S:02C0 P:envMxdIzc HC:0086 VC:000 FC:47 I:00
$03/E15E C5 33       CMP $33    [$00:0033]   A:0003 X:0153 Y:0133 D:0000 DB:7E S:02C0 P:envMxdIzc HC:0102 VC:000 FC:47 I:00

Here's what the final product looks like after my patch is applied (this version replaces the portion of Grimoire's code that loads the "Explode" graphic with a "fail if used on ally" check):
Code: [Select]
$03/E153 A6 A6       LDX $A6    [$00:00A6]   A:007F X:0153 Y:0133 D:0000 DB:7E S:02C0 P:envMxdIzc HC:0022 VC:000 FC:22 I:00
$03/E155 BD 54 20    LDA $2054,x[$7E:21A7]   A:007F X:0153 Y:0133 D:0000 DB:7E S:02C0 P:envMxdIzc HC:0038 VC:000 FC:22 I:00
$03/E158 D0 21       BNE $21    [$E17B]      A:007F X:0153 Y:0133 D:0000 DB:7E S:02C0 P:envMxdIzc HC:0054 VC:000 FC:22 I:00
$03/E15A DA          PHX                     A:007F X:0153 Y:0133 D:0000 DB:7E S:02C0 P:envMxdIzc HC:0070 VC:000 FC:22 I:00
$03/E15B A9 B0       LDA #$B0                A:007F X:0153 Y:0133 D:0000 DB:7E S:02C0 P:envMxdIzc HC:0086 VC:000 FC:22 I:00
$03/E15D 8D D2 26    STA $26D2  [$7E:26D2]   A:007F X:0153 Y:0133 D:0000 DB:7E S:02C0 P:envMxdIzc HC:0102 VC:000 FC:22 I:00

So, if Dash starts malfunctioning, you can check those thirteen bytes to see if they've been corrupted. It will work properly if you match them to the third example above.

Grimoire LD

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Re: Unprecedented Crisis now on RHDN
« Reply #131 on: July 21, 2015, 10:03:25 AM »
Wow, I like the sound of a lot of those changes! I think it should ease the player into the Underworld at a much steadier pace than the previous one and I love your compromise for the Feymarch with the longer path being the one relatively harm-free and the idea to sell the AngelWings is also well proposed. Most importantly though is the Full Party mechanic and as mentioned before I would love to see the code used for that since it would definitely have use for other free-form party mods.

I am also glad to see you've recognized the abusive power of the Blood Sword, yes that did need weakened if it was going to keep the x4 damage to Giants and Slimes (mostly Giants though)

Pinkpuff

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Re: Unprecedented Crisis now on RHDN
« Reply #132 on: July 21, 2015, 10:31:49 AM »
Thanks! Yeah this game seems to have an abundance of anti-giant weapons. I might take that off and just have it anti-slime. For now it's the same but a little less attack.

Will you be playing through this one before I post it? If so I'm eager to hear your feedback, especially regarding the knives. I tried to make them all useful and all a viable option for all the characters that can use them. I'd love to see Edge's stats in a dagger build.
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Grimoire LD

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Re: Unprecedented Crisis now on RHDN
« Reply #133 on: July 21, 2015, 11:05:10 AM »
Thanks! Yeah this game seems to have an abundance of anti-giant weapons. I might take that off and just have it anti-slime. For now it's the same but a little less attack.

Will you be playing through this one before I post it? If so I'm eager to hear your feedback, especially regarding the knives. I tried to make them all useful and all a viable option for all the characters that can use them. I'd love to see Edge's stats in a dagger build.

Certainly, I have a bit of free time and since I've played through it three times now I should be able to spot noticeable changes.

Lumiere77

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Re: Unprecedented Crisis now on RHDN
« Reply #134 on: July 21, 2015, 05:46:12 PM »
I also have some free time so I'll give it a shot. I gave the changed equipment a quick lookover before starting and I can see Edge sporting a dagger build once I get a hold of the later daggers however the murasame & masamune could give something because their atk is 48/52 compared to the last 3 daggers being 36/42/48 plus giving several bonuses.

The updated training room comes off nicely and it serves it's purpose of explaining the various new changes. If I read the discussion on Lancet correctly, it's basically a 1/2 dmg "fight" that steals HP so theoretically it can still crit. I'm just trying to clarify because I've seen it deal equal to Kain's regular dmg twice and I'm assuming Lancet is doing a critical hit.

I'm assuming Edward's songs are white magic running off of will because why else would you have wil+ on the new daggers. I just got to Kaipo so I might reach the underworld by morning.