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61
FYI for Pinkpuff, and those of you making events that have this trouble.

I was having difficulty with some event scripts that changed maps leaving a weird location stack when I try to return out of the map at the end of the event.  The Dark Elf battle is one in the original game that does this.  It turns out that "visual effect" 0x1D (29 decimal) pops 1 off the location stack without actually going anywhere.  The Dark Elf script uses two of these to remove the last two map transitions that went over to Edward and back, so when you leave the crystal room in the end it doesn't take you confusingly to Toroia.


62
Final Fantasy IV Research & Development / Re: Graphics info
« on: January 30, 2015, 08:28:02 AM »
BTW, I also discovered that byte 0 is entirely position. The upper four bits are X, and the lower four are Y. Not quite sure how I missed that before...

Yep.  A few other bits regarding which are hidden, in case you don't have them yet:  http://slickproductions.org/forum/index.php?topic=1990.msg21860#msg21860

63
Final Fantasy IV Research & Development / Re: Graphics info
« on: January 29, 2015, 06:13:29 PM »
Yeah, and I checked Bahamut's AI and Mombomb's, and neither uses those two bits in its transition.
Still, I'd like to experiment with them to see if there's any noticeable effect.
It would be pretty easy to try it out on D.Mist...

 :edit:
OK, so I tried it on D.Mist.
It does something, but it's weird...
Apparently, when you set bit 6 or 7 in the parameters of F0, the command makes the monster flash the second form, but then revert to the original form again.
And it appears that which bit(s) is (are) set determines the duration the second form is visible.
01:a literal flash
10:about half a second
11:about one second

So... Not really very helpful, but somewhat interesting to know anyway...

I figured some of this mystery out! 

Those top 2 bits seem to indicate the monster slot to apply the change to.  The ones that have it set are those that occur with other monsters in the encounter.

As for the transition style, that is controlled by the [previously] "unknown byte" in the special monster size table, byte 3 (zero based).  The bottom 4 bits, specifically:
Code: [Select]
  0 = Instant change, no sound
  1 = Pixelizes out one and pixelizes in the next, no sound  ***Neato and unused??
  2 = Flicker between, play sound effect
  3 = Funky scanline transition effect, no sound   ***Also neato and unused??
  4 = Shake a moment, then instant change, no sound.
  5 = Shoot up, then back down, no sound.  (Dr Lugae)

I'm not sure what the upper 4 bits are used for, but it is also obviously monster index related, as they are only used on those where there are multiple monsters in the encounter.

So there look to be a couple of extra effects that I don't think are actually used.  Some monsters have them but those monsters never change graphics.  To see them in the debugger without modifying the ROM, go fight the Mist Dragon, put an execute breakpoint at 02:CCC7, and change the accumulator to any of the values 0-5 above.


64
Final Fantasy IV Research & Development / Re: Extracting sound effects
« on: January 13, 2015, 12:06:02 PM »
Couldn't really say. I was sort of in the zone with a repetitive task and not paying much attention.

65
My bad. It's not "Battle", it's "Alerts".

Ah whew. Mind if I ask where they are stored in the ROM?

 :edit:
Sorry, I see them now.  I totally missed the "battle message" entry in FF4.txt.  Thanks for helping me find that!

66
Hmm I didn't see them in the bank of battle messages I pulled from the ROM, are they in the same place as the AI dialogue like "Turned to mist" ?

67
Final Fantasy IV Research & Development / Re: Extracting sound effects
« on: January 12, 2015, 09:30:47 AM »
I was able to get 128 SPC files for all of them. I hacked it so the menu beep sound would increment and play the next sound effect, so I could just press down repeatedly, and awesomely enough geiger's command to dump an SPC could be run first and delayed until the sound started. So they are all perfectly at the start of the sound, which is something I really wanted. If I tried to use an external audio recording program, then I would have to edit all the files to try to clip it as close to the start as possible. I figured that would be way too much work and I'd probably cut off some of the beginning or leave an 1/8th of a second silence that would ruin the timing when played back..

Of course I have to do something with all these spcs, but that is another story.  Converting the music with foobar sounded decent enough to me so I will probably try that.

68
When statuses are inflicted from physical attacks, the game displays a message like "Fell asleep" or "Swoon" or similar, right?  If my memory is not failing me and that is true, do we know where those messages come from?

69
Final Fantasy IV Research & Development / Extracting sound effects
« on: January 09, 2015, 11:43:39 AM »
Because I am crazy, I'm trying to get the sound effects from the ROM.  Here's my highly tedious plan:  Hack the assembly to disable all music, so it isn't playing in the background.  Then trick it into playing sound effect 0, then 1, and so on for all of them, which should take about the rest of my life.  Then find a way to get that recorded or dumped.

The first part is working, I can get it to play each sound effect at will.  But when I try to dump an SPC (from Geiger's) the SPC doesn't seem to play anything.  Even if I wait until the sound effect is part-way through and then dump it, still nothing.  Do any of you audio guys know why this would be?

 :edit:
I think I fixed it.  Using a clean reset instead of loading an emulator save state seems to make it work okay.

70
Shoot did I do it again? I thought some NPCs were drawn under and only some were special and drew on top, like the sparkle over Cecil when he turns into a paladin. Are all NPCs drawn over the main char, always?

71
You know how some NPCs are drawn under the main character and some are above?  Anybody know what controls that?

72
Final Fantasy IV Research & Development / Re: Vehicle event flags
« on: January 06, 2015, 08:32:13 AM »
So if I had to guess, I'd say the "fixing the enterprise" flag negates a repeat of the initial descent event.

I think the enterprise-damaged flag is 32.  I think the only flag changes when the enterprise is fixed is that 32 is cleared. I'll have to double check to be sure another isn't set.  There must be another at least used in tandem. There are any number of other flags set in the underground. For example, if the drill flag being clear triggers it alone then I think that could work. You don't have the drill the first time, and the next time you are able to try going down the hole in the enterprise you have the drill flag so it wouldn't re-run that event.

73
Final Fantasy IV Research & Development / Vehicle event flags
« on: January 05, 2015, 06:41:47 PM »
I'm trying to figure out what event flag instructs the game to run the event that occurs the first time the Enterprise goes down the hole after Agart.  Opening the hole only sets 30, and the initial event sets flag 32 (hex) which renders the Enterprise unusable for a while.  But that flag gets cleared later.  After you drill back up with the Falcon later, I assume you could still get on the Enterprise and head down the hole, so what flag prevents/forces that initial event?

74
Final Fantasy IV Research & Development / Re: Damcyan border tiles
« on: January 05, 2015, 10:49:14 AM »
Many maps probably have a non obvious location stack. Take Baron castle for instance. It's all "go" tiles, so when you are in the exterior map of the castle if it used an implicit return it would take you back inside. So I guess that means Damcyan (and Agart among others) have trivial go/returns that leave a simple stack?  Town of Baron couldn't do it because of the waterway and serpent road. I guess that makes sense that some don't have these complications.

75
Final Fantasy IV Research & Development / Damcyan border tiles
« on: January 05, 2015, 10:35:35 AM »
Is it just me, or is the Damcyan map missing tiles around the edge to transport back to the overworld?  How does the game know where to send you?

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