øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=14;area=showposts;start=480e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index0458-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=14e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index0458-2.html.zxѼg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.—çOKtext/htmlISO-8859-1gzip8:Ö—çÿÿÿÿÿÿÿÿTue, 10 Mar 2020 16:30:32 GMT0ó°° ®0®P®€§²ð®мg^ÿÿÿÿÿÿÿÿ…%—ç Show Posts - Pinkpuff

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Messages - Pinkpuff

481
I'm relieved that the map editor is coming along!  :)

Actually the map editor proper is basically done already as of the version currently on RHDN. The only planned features it's missing are copy/paste, and toggle display of NPCs and background map.

482
Incidentally I managed to figure out a more efficient way to search for the tilesets so I think I can handle that part after all. Also got the palette problem fixed.

Soon we will have tile graphics being read from ROM!  :childish: ...and I won't have to package all those image files with the program! ...and then I can get started on the Map Tile Editor!

483
No sweat  :wink:

Before uploading to RHDN I had a more thorough run-through of the different components, looking for any pink areas that I may have missed. I still may have missed some though.

484
I can't duplicate this. Anyone else?

485
I'm a big fan of large numbers of small patches rather than small numbers of composite patches. It gives people more choice and customizability. Maybe I want to make a hack that has Rapid Fire (I assume that's what <arrow>Strm does?) but want to keep Dart/Throw. Of course there are certain things it makes sense to package together, like if it's hard to imagine someone wanting one without the other, or if it's particularly difficult or a lot of work to separate them, or if you're dealing with a whole game as opposed to just some specific mechanics or bugfixes, but as a general philosophy I prefer the piecemeal approach.

486
Mage characters, who use regular black magic spells, have and can run out of MP.

Player characters yes, but not monsters.

Have you ever charmed a Gargoyle? It casts Weak on its own guys. And it works; it doesn't just come up "out of MP" or show the spell name with no effect or anything. It has 160 Max HP meaning it should in theory have 10 MP, nowhere near enough to cast Weak even once.

Better yet, ever fight TinyMages? As in, physically attack them? They only have 69 HP, so 4 MP, meaning they shouldn't even be able Hold once, but they don't seem to have any trouble casting Hold all day on your guys, not to mention all the Lit-1s and stuff.

487
Well, school starts again for me tomorrow. Once again this means work on FF4kster will likely be slow and updates will happen at highly irregular intervals, depending on how much homework I have, etc.

The map editor has all its basic functionality; I'll probably leave the copy/paste thing for the time being and come back to it later. However, what I would like to come back to next is the tile editor. I would really like to be able to read the graphic tiles directly from the rom. In addition to the already mentioned advantages, it will greatly shrink the filesize of the program due to no longer having to package all those bmp files with it, and also I can have it dynamically add those box and arrow symbols to the tiles that have those features (warp, treasure, etc) and have them change as you change those features on different tiles. I almost had the graphics being read correctly, but if I recall correctly there were a couple of major roadblocks:

1. I couldn't get the palettes correct for some reason. The castle tileset seemed to display fine but the magnetic/sealed cave tileset had the correct graphics with the wrong colors. I even tried cycling through all the palettes and none of them looked correct. Either I'm reading the palettes wrong or from the wrong location or something is otherwise messed up.

2. I don't know where all the tileset graphics begin and end. If there are any kind-hearted souls who don't mind finding this information for me I would be most appreciative and it will certainly speed things along. Don't get me wrong, I am certainly quite able and willing to dig around for this myself in Tile Layer or something, but it will take time; time that I would much rather spend coding and implementing things in the editor.

I also have an ever-growing to-do list that I can implement odds and ends from as the mood strikes me.

In any case, in the absence of any game-wrecking or program-crashing behaviour, I think today I'm going to finish updating the readme and upload the current version to RHDN.

488
But it's just for Osmose right? I mean, monsters don't actually use their MP to cast spells and run out and such do they? I've certainly never seen anything like that happen ever.

489
-------------------
02 - Ice - Magic Break
Load Target's MP
Lower it by Vitalityx8
Branch to Return
------------------

MP? Is this a skill intended to be used on monsters? If so what will it do? They don't have MP...

490
Wow! You implemented these really quickly! I do have a bug report though... when you go to fill in a space of tiles that is currently filled in with Enter, the program crashes (I guess because there's no exception made for it?)

Fixed.  :banonsmash:

And soon with visual confirmation of NPCs and the like true event editing can take place without the need of constant memorization.

Er... yes... well... for that I will have to dig back into the graphics. Hopefully the NPC graphics are not as much of a pain in the butt as the map tiles.

But in any case, yes that is something I would like the editor to be able to do for sure. I was thinking of maybe having a toggle switch, like maybe the "/" key, to turn on/off NPC placements.

491
Yay!  :childish: *Eated da cookie*

Next I'll see what I can do in terms of getting some of those more convenient keys working. Oh also, I don't think I documented it earlier but in the version you guys have you can also do these:

HOME: Scroll to top left corner
END: Scroll to bottom left corner
PAGE UP: Scroll to top right corner
PAGE DOWN: Scroll to bottom right corner

Try using it with the numpad, it's awesome (you'll have to turn off numlock though). On that note I'm thinking I might assign some of those other functions (flood fill, etc) to numpad keys as well (in addition to their regular keys) and then it'll be super numpaderific.

Soon no one will miss the mouse  :laugh:

 :edit: Everything implemented now except for copy/paste, and the current version has been uploaded. Enjoy!

492
The good news:

The most rudimentary level of map editing has been implemented. You can now tab between the tileset and the map itself and hit enter to assign tiles. You can also "save" your changes...

The bad news:

Something is messed up with the saving. Specifically, I'm having trouble figuring out a way for the program to detect which maps need to write data and which ones don't. For example, maps that refer to other map indexes don't need to write map data or pointers. However, what's happening now is that, for example, the first glitch world (the one immediately after the Troia dancers' stage) is writing data and a pointer, when it shouldn't be. The rule I had been using was if the "map index" property for a given map was different from its actual map index, then don't write anything. However, that doesn't seem to do it. That glitch world apparently has its own map index and thus FF4kster thinks it needs to write something there when it actually needs to write nothing.

With things like this I normally don't care that much if the underlying representation isn't identical to the original, as long as the output/functionality is the same. However, when I ran it in an emulator, it was a complete disaster. Loading up a fresh rom in FF4kster, changing nothing, and then saving, resulted in DK Cecil's battle graphic being messed up (???) and stepping into Baron Town caused you to appear in the top left hand corner instead of the correct entrance.

I uploaded the current version, but since it will horribly mess up your rom, I simply added it to the zip under a different name, "bugged.exe", but the previous version is still there as "ff4kster.exe". That way you can still use the previous more stable version, but if you want to help me debug you can also look into the output of the bugged one.


 :edit: Never mind, I'm a genius; I figured out the solution. I just made it so that when it's reading the maps to begin with, it checks whether the next map has the same pointer as the current one and if so, flags it as having "no data". If a map is flagged as having no data, it will only display in the map editor if it has a map index different from its own, and will not be written to the rom when it is saved.

493
Final Fantasy IV Research & Development / Re: FFII SNES Beta Curiosities
« on: January 05, 2014, 03:14:59 AM »
A lot of times instruction manuals would just have outright mistakes in them. Some of that could be due to last-minute changes, but I'd bank on the majority of them just being errors. I remember seeing one version of the manual that had one of the summon effects described as "blows wizard"... so... yeah...

494
This is totally wicked. It might be a while before I get to this though, my to-do list for FF4kster is already piling up, but it will happen.

495
- The fact that you even thought to attack the map editor and are doing so now with such vigor is quite the feat: to quote April O'Neal: "You have my support!"

Oh wow I actually love that game, haha! You're IN MY MIND!!

"Shifted Arrows: Expand cursor, increasing highlighted rectangular area" what are "shifted arrows"? Also is this saying that you will be able to copy/paste larger than single tiles? If so that sounds fantastic!

Shifted arrows are the arrow keys while holding shift... ^_^;
And yes you will be able to copy/paste/select/etc a rectangular area of tiles, not necessarily just one.

That is unless something unforeseen happens that causes things to go horribly horribly wrong... which... you never know with this game.

The reason why I bring up the MP increase byte issue is I'm about to release a patch (and utility) for FF2us/FF4 that alters the max levels of stats, HP, MP and physical damage.  Using this a modder can enable MP to go beyond the 999 cap.  Thus 31 may not be enough if they've increased the max beyond 999. 

Oh yeah don't get me wrong I'll probably go back and fix it properly "at some point", the 31 thing is just a quick patchwork kludge I can do in 0 seconds.