øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=14;area=showposts;start=210e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index09c1-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=14e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index09c1-2.html.zxʼg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿȬ°‰ÂOKtext/htmlISO-8859-1gzip@øÕ‰ÂÿÿÿÿÿÿÿÿTue, 10 Mar 2020 16:30:25 GMT0ó°° ®0®P®€§²ð®ɼg^ÿÿÿÿÿÿÿÿ;W‰Â Show Posts - Pinkpuff

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Messages - Pinkpuff

211
In an unheadered rom it starts at 9E9C7 (so I guess headered would be 9EBC7).

212
I love hearing your reactions; it's almost like watching a let's play... or like reading one I guess...

Quote
Hmm, did you re-include Magic Evasion? I noticed that Goblin Punch against an EvilShell seemed to have a range of 8-64!

What do you mean by "re-include"? I don't recall doing anything special in that regard...

enemy Magic Evasion and Evasion in the original game is bugged (or purposely sabotaged by the makers) to never actually be put into monster's stats. So enemies that were supposed to mitigate good amounts of damage don't because they have no actual evasion and the original game only has a defense rating max of 5 for monsters because someone got very. Very lazy.

Ok so, "putting it back in" would equate to giving some monsters magic defense indexes that included a positive percentage?

Ah ha! I love the idea of changing the basic Fire spell into a Bomb, as obviously that would be a bit more traumatic for Rydia to deal with instead of the basic element of Fire, but the Actual Creature that destroyed her village.

This is one of those things that just happened to fall into place. I couldn't have her learn fire since she didn't get black magic, so I had to think of an appropriate summon to have her learn. It just turned out that the most appropriate summon happens to be even more appropriate than the most appropriate black spell!

Wow! I don't recall bows and arrows being This powerful at the start. You've really made her into a worthy Archer.

Thanks! I wanted her to be comparable to the other "main fighter / secondary mage" type characters. The elemental arrows all have 0 attack; the power just comes from the bow, except for the wooden arrows (and later the yoichi arrows) which are vanilla but give an attack power boost.

Hmm... was Rosa's sprite changed ever so slightly? I don't recall the purple on the hem of her robes and tiara.

Hmm, I noticed Mt. Hobbs got a slight palette change to look colder, nice attention to detail.

I have not touched the graphics.

Since Rydia will be learning the four normally optional summons does that mean the Summon Orbs is a different range of spells for a different character?

Not as of this writing, but that is an interesting idea I hadn't thought of! Currently they've just been removed as item drops (unless I missed one by mistake or something).

Admittedly Rosa trying to push Rydia to summon the very creature that destroyed her village does seem a bit heartless.

Rosa's more of a badass in this, just generally.

Love the new animation you used for it, even down to the Summon Orb sound. There's Technically an unused Map Sprite in the Visual Effects for Summon Orbs (and Black Magic as well) but there's no way to easily activate them in a normal sense without custom code. Now Rydia has one of my favorite Summons! I like the Bomb Summon because it's not just Fire Elemental, but its damage is based upon Rydia's HP which is a neat concept. The Mist Dragon uses a similar one except without an elemental.

In this hack, Bomb is neutral (I thought it was neutral in the original too) and MIst is Holy.

Interesting... the Dagger must have replaced a piece of Mythril equipment since it deals racial damage to Spirits, nice touch! It makes it worth putting Edward in the front row.

If so then that's a bug. FF4kster is reporting the Dagger has no elemental or racial properties...

Group of Cockatrices? Just use Allure and let them have at it!

Tourist: What's up with all these statues of birds I wonder?

And that's Mt. Hobbs done. A good little display of the skills acquired so far. Mainly though Allure wrecks most of the enemies in the place.

Do you think it's too good? Should I perhaps lower its hit rate or raise its casting time?

?!Wha-?! You mean to say a Kingdom of Monks isn't selling the most powerful Dark Knight Equipment?!

Heh, I tried to make the equipment stores more thematic to the place they're being sold in general.

Hmm, the White Mage in the tower still says that she wishes she could use the White Magic as well as Rosa. Rosa in this only has Time Magic, I don't think that a healing White Mage would be so envious of that.

Thanks! This is exactly the kind of polishing-type stuff I need to look for at this point in development.

The Ancient Sword? That actually makes sense for this point in the game rather than After you have the Legend Sword to be given a sword with 5 less attack and no bonuses (It can Curse, but that's hardly necessary in the normal game). But is it now an actual Dark Sword as the King of Fabul says?

Yup, it's a dark sword from long ago... thus, Ancient ^_^

Eh? Warped straight to the boat? Thank goodness I de-quipped everyone then!

This is probably going to be put back to normal once I get around to it. It was merged to fix something that I now have a better solution for.

...What?

We made it to shore? Well... I better re-equip everyone again!

This is the point where the game starts to really diverge plot-wise from the original. Hence, the other reason I felt the King of Fabul's speech was an appropriate place from which to draw a subtitle for the hack ^_^

Haha! Rydia's little quip at the end there is a fantastic nod to the original game.

She has a few comments throughout the game that are a little on the meta side, but I tried not to go to far with that aspect.

The guards are always getting drunk? I know that definitely wasn't in the original game.

Well why else are they there in the pub? ^_^

Hmm, the Mythril Knife however may not have been the best investment, with its only difference that I can see being +5 attack from the Dagger. Mythril Staff seems a bit useless for this party setup, but it's something to hold onto for later with the +5 Will it provides.

Mythril staff casts Cure as an item (can be split or single).

Salve is so much more useful here than it has Ever been in the past! Very good balancing work here.

Thanks! Edward being the closest thing to a dedicated healer makes Salve almost indispensible.

Wow... I had to run to survive an encounter and now because of my reckless bravado I am nearly out of resources. I am actually going to need to backtrack to an item store to see that I am adequately prepared!

Yes, items are much more of a thing in this than they would have been originally.

Edward learned the Life Song, thank goodness! That will make getting through here on the return much more manageable, haha.

Life song has the advantage of being "free" but the disadvantage of taking its sweet time to cast, during which time the monsters are (probably) attacking you. Also the healing is proportional to the target's max HP, so the fighters will get more out of it than the mages.

If I may make a slight suggestion, perhaps the Harps could increase Edward's Will? I noticed that all of his Songs are considered White Magic and as it stands they are a little bit useless on their own at the moment. (Though I suppose the Dreamer Harp has some strategic use being able to Sleep a Foe.)

What exactly does will affect in these spells? Defense -> nothing, it's a static defense increase; Speed -> again, nothing, it's a static increase; Alure -> the chance of it working maybe, but it's already pretty high; Life -> it's a fixed amount proportional to max HP

Also did you do something to rehide the hidden paths? I noticed they are much more difficult to see. I wasn't sure if it's the new emulator I'm using though.

Nope, and I think that might be the source of the other perceived graphical differences.

Hah! I did not actually expect to find Cid in the dungeon! Also, one slight little graphical glitch. If your main character isn't Cecil the graphic will still be the palette of the character you switched from. A pause buffer should prevent that, but since no other new scene has had that you're probably aware of this.

Good catch, thanks! I forget little details like that now and then; especially if they involve changing your lead character.

I like Cecil's more forceful renunciation of the false king, rather than the confused respectfulness he still holds for him in the original.

Yup, this time he's pretty convinced that it isn't him. Especially since he gets to speak to Cid first this time.

Cagnazzo is first to join the fray!

Thunder... did not break the barrier, oh now I'm worried.

Wow, not being able to dispel the Water makes Cagnazzo quite a threat! Thankfully I was adequately leveled so my people could survive the onslaught, and thank goodness for the Hi Potion treasures along the way or else I may have been in real trouble.

You can't dispel the barrier yourself, but if left long enough he will take it down for a bit. He's no longer scared of the Lit ^_^

Received Water Crystal... hah...

Baigan's a good guy!!! This is awesome! I loved the Cecil pushing Baigan animation, very good work.

Oh.. this is an interesting plot twist, I had never considered the Fiends getting their power from the Elemental Crystals and why Cagnazzo sought Mysidia's first.

Thanks! Once again, things happening to fall into place and happening to make more sense than the original.

Misty Mountains?!

"Far over the Misty Mountains Cold... to dungeons deep and caverns old... We must away, ere break of day to find our long forgotten gold..."

This mod just became one of the most awesome I have ever played.

You have no idea how happy that makes me! ^_^ Though you and chillyfeez (and possibly others) deserve at least some of the credit for helping me get certain things to work.

Ah, the party leader jumping up and spinning with their hand raised is such a neat little animation.

Unfortunately I have to call it here... but this has been a most enjoyable time! This game literally just kick-started into high gear! And off to Troia through the Misty Mountains!

But that will have to wait until later, work calls...

Thanks! And you're quite right, you'll start seeing more and more completely new material from here on out, though a lot may be somewhat familiar, at least in certain ways. You'll see what I mean.

213
Always a pleasure to hear your feedback!

Looks like everything is work a-okay once more!

I do have to say that "Summoners, those who can use Summons" does seem a little redundant. But then again I imagine this is a literal change from the original text that was there. I take it you're likely going to avoid the term Eidolon or Espers?

They originally say "call" and "callers". There are a lot of places in the original dialogue where they reference something whose name was truncated due to character limits and then they reference it in the dialogue by the truncated name. An example that always stood out like a sore thumb to me was "Leviatan" instead of "Leviathan". It's like, what, is this Leviathan but with a tan? "Leviatan"? Same thing with "Octomamm". Some things don't truncate well though so I use their full names in the text and the monster name just put elipsis as the last character. So, "Octomammoth" -> "Octomam..." or Scarmiglione -> "Scarmig..."

Ah, I noticed you improved the power of the Soldiers and Captain slightly, dealing 18-23 damage to Cecil. A good first use of Poison and Blind then to mitigate the damage while taking out the captain. Good on you giving Venom an actual attack stat instead of that quizzical "1" the original game used.

Once again I think this is simply luck of the random number generator. I'm pretty sure I didn't touch those monsters' stats.

"Someone picked up a sick girl from Baron fainting." Something... seems off about the composition of that sentence, I can't put my finger on it though.

Original wording. The part of the plot that's the same only has dialogue changes to either fit with game changes (e.g. Rosa being an Archer rather than a White Mage) or with the name truncation thing. The rest was left alone.

Wow, very different Armor Shop. Let's see here...

Ah, the RubyRing increase Wisdom by 3. That is a tough decision... for early levels Rydia likely needs the defense so she isn't killed in one attack.

Bard's Robe decreases Magic Defense by 1, but I bet it still prevents Silence.

The Defense Gloves give no Magic Defense but give a nice boost to Vitality making it so that Rydia can have Just as much Defense as Cecil... was that intended?

I also noticed that Cecil can equip a lot of this Cloth items, meaning that he can have a respectable magic Defense score, if desired.

Ah, new Weapon Shop as well! A Broadsword, a Dagger, the Dreamer Harp, Short Bow and Wooden Arrows (instead of Iron, interesting FFIII reference)

I'll pick up a dagger, maybe Tellah can equip it, but I imagine it's probably for Edward as an alternative to the Harp.

Looks as if no one but Rosa (so far) can equip Bows and Arrows, FFIV DS reference?

15 Attack compared to 10, not a bad deal, but I imagine that there will still be enemies weak to the Dark Sword, so I'll hold onto it.

Ah! You changed the way Dark Wave worked to apply to only the Dark Swords, nice touch!

Thanks! Dark elemental is usually more of a handicap than a benefit so I made it so that he can only dark wave with a dark sword (also makes it more flavorful).

Oh, Rydia starts with Imp, eh? How peculiar...

Hmm? Changed Animation on Mage Arrows? Well... they do look more like Arrows now in any event.

The spell (index) attached to the wooden rod was changed and, even with all the same details, it won't animate her "throwing" the projectile. So I just used the needle animation.

Ah... it seems as if Poison doesn't Actually Poison? I imagine it's a Dark Elemental attack, all the same though.

I just noticed that Rydia lost her Black and White Magic, that does make her play extraordinarily differently. It does mean that her Will stat is rather useless though as with her Wisdom for the start of the game since Mage Arrows will always be the better choice than Imp. Granted once she gains some MP "Help!" will have some definite use.

I see, Poison inflicts Sap on the foe.

Wha? A Lit-Bolt from Larva and WingMoths? I'm always glad to see Drop Tables being adjusted!

Oh. Level 5 Rydia learns Chocobo, nevermind she's good to go then.

Already Cecil has stopped one-hit killing foes. Good. It takes a lucky high range hit to kill the EvilShells.

Ice-Ball from the EvilShell's hmm? Again it makes battles worth fighting.

The EvilShell's damage though may leave something to be desired. Looks as if Damage Tables may not have been touched, possibly while HP was adjusted at least.

Imp does eventually do respectable enough damage for 2 MP, making it superior to Mage Arrows.

Tellah starts with a Lot more magic than before! But notable his MP pool has been cut in half as you've said before. I noticed you took away Osmose though so you have That much magic until you get to a save point or use an Ether, it's very much in line with classic FF spell charges in some respects.

Hmm, did you re-include Magic Evasion? I noticed that Goblin Punch against an EvilShell seemed to have a range of 8-64!

What do you mean by "re-include"? I don't recall doing anything special in that regard...

Whoa. Was not expecting Rydia to learn Shiva at Level 10!

It's a much more nerfed Shiva than what you might be used to in the original ^_^

So the Ice Rod now has a +5 Wisdom bonus? Quite a lot there. But I somewhat imagine this +5 will hold true for every basic elemental rod.

It's interesting to see Cecil being useful against Flan with his Poison magic.

The Darkness Sword also increases Wisdom by 3. Full upgrade then.

Mythril instead of Hades, eh? Ah well, looks like it has the same functionality.

The Darkness sword can Blind, good to know.

Looks as if Octomammoth doesn't lose legs anymore and though he attacks often, he doesn't have much of a hit. Also Cecil is dealing 400-500 damage with his normal attack! I guess Octomammoth is x4 weak to Dark?

And after Berserking Cecil he lasted for two more attacks.

Bit of a different treasure set up in Damcyan with a Bardrobe instead of a RubyRing.

Oh I see, Magic Gloves replaced the Rune Ring with the same bonuses to Wisdom and Will in any case.

Hmm, possibly a glitch, the soldier who is supposed to vanish to access the storeroom continues to exist even after the Damcyan events. I looked for another way to there, but there doesn't seem to be.

Not a glitch.

The Dagger provides a nice Agility boost for Edward, if nothing else.

And it's one-handed so he can use f.ex. the iron ring and get some much needed defense in there.

Well I think this seems a good place to call it for now, I don't want to overload too much and overwhelm you with an enormous wall of text.

It's all good! Seems like you're enjoying yourself so far!

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Hmm, beginning seems normal enough, I see that Cecil starts with a fair amount of different armor though only maintaining the Shadow Sword. The Shadow Sword gives Cecil 3 Wisdom, very nice and because of that it is clearly worth hanging onto.

Looks like Kain also comes with new equipment. Much the same as Cecil except for a Wooden Spear.

This is to establish right out of the gate that the Dark Knight can equip generic gear as well, it doesn't have to be DK-specific like his gear in the original.

Ah, the opening treasure chests were changed from 480 GP and an Ether to 300 GP and a Tent, interesting changes.

I don't actually remember changing those...

It seems as if you've kept the Remedy over Everything style of game, it keeps it closest to the US SNES Version I suppose.

It also keeps the inventory a lot less cluttered with such specific things. There's no need to have one item for each specific ailment IMO, unless you have unlimited item space, which this game definitely doesn't.

You cut down on the Training Room... outside soldier's text. Likely to make room elsewhere.

The training room text will be totally redone, but not til the rest of the game is finalized. Don't want to go explaining something that's no longer relevant or accurate ^_^

Ah slight continuity error, the woman in the Item Shop still says to take "Cure1 and "Heal Potions" Instead of Potions and Remedy.

Good catch, thanks!

I have to say I love the Dark Slash graphic, how did you change the color of the slashes? Or... were they tied to the weapon palette all along?

It's the holy slash. The palette is tied to the weapon palette.

Oh, the Eyemoths can put to sleep when they hit. A nice early game touch.

I found statuses were not that prevalent in the original, especially early on, so I gave a few monster types some different things to add on a hit just to shake things up a little.

Hmm, looks as if the Mist Dragon deals only 1 damage to Cecil, about 20 to Kain. Was her attacks made Holy Elemental or something? Or did you not alter the attack of the Mist Dragon? Since it seems Vanilla for the most part thus far, I'll assume she hasn't been changed.

Unchanged. I'm gonna chalk it up to randomness, but I will keep an eye out for it in future playthroughs. I'm not that concerned though as it is only the first boss...

Um... I walk into Mist and am attacked by the Eight Elemental Fiends in a battle, Milon uses Quake and that's all she wrote. I think I'll need to go into triggers and fix that...

D'oh! I hijacked the mist trigger to test the elemental fiend battle on the overworld to see if it made a difference regarding the Ciriatto targeting glitch. I fixed this and reuploaded, so redownloading and repatching your rom (a clean one) should do the trick. You should be able to reuse your existing save.

Yes, in FF4kster it looked as if it was somehow switched to "Lugae Battles"....

Hrm! When I try to fix it, it shows up fine in the program and if I exit the program and re-enter it is still changed, but in-game it is still the Fiends battle. It's as if it's not actually saving (even though the time it was last modified does change) somehow and because of this there's nothing more I can actually do.

That's strange... well if you're still experiencing the problem after redownloading and repatching, let me know.

 :edit: Oops, I missed your edit to the previous post! You'll have to fix that byte again after repatching, but in future uploads it will be included. Thanks so much, and sorry about that!

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Maybe I can give you guys an unfinished Alpha version of the ROM? I've been thinking about giving you guys an early release to help iron out any technical issues before the public release if you're interested; this seems like as good an excuse as any to go ahead with it.

If it would help, here it is. The zip contains the patch for an unheadered 1.1 rom, the FF4kster config file, and a save file with slot 2 next to the final battle that's causing the issues:

http://timecave.net/ff4kster/crisis/Unprecedented%20Crisis%200.1%20Alpha.zip

By all means have at 'er, and even try the game out if you like and let me know any feedback you may have. It's still quite unpolished but the core gameplay is there. There are a couple of minor sidequests missing or not quite complete, but all the character-related ones are there and working, and the main story is more or less all there save for the ending. There are definitely some places where the NPC dialogue isn't finished (or in some cases, started) so there will be some people saying strange things or just saying "T". Besides those though, it should be more or less good to go.

216
My intention was to not have them appear. Due to the dymanic nature of your final party, there's no way to know for sure who will be in or out, so rather than have ghostly appearances of people who are actually there in your party, I figured I'd just have it cut straight to the big guy. Trouble is, some mystery thing is happening during that battle to halt your characters' ATBs, and I guess something must cause it to release the lock on your ATBs during the small Zeromus' AI, the problem is how to find what it is...

217
Ok "freezes" may have been a poor choice of wording... the game doesn't freeze.

The battle starts with Zeromus in his large form, as he should seeing he's the only monster in the battle  (normally the battle has two monsters: small Zeromus and large Zeromus), and he gets turns and executes his AI as normal. However, my characters do not. Instead of getting turns they just sit there waiting for turns that will never come while Zeromus rails on them mercilessly.

218
Ok so, I tried to create a battle that had Zeromus start in his "large" form... it worked but... my characters never get turns! Any idea what's going on here and/or how to fix it?

219
Final Fantasy IV Research & Development / Re: Graphics info
« on: May 04, 2015, 12:13:29 PM »
Regarding the Ciriatto thing... I wonder if the multiple enemies may somehow be coming into play... Maybe look at the monster arrangement ID (the one that determines where on the screen monsters are placed).
I'm wondering if, since this arrangement normally assumes just one monster, it may be getting confused about the "proper location" of the second monster. Normally, this has no effect at all on special-sized monsters, but, hey, stranger things have happened. Maybe try using the arrangement data used by Trap Doors, where one monster appears exactly as the first one disappears.

Worth a shot anyhow...

Er, but, the "Elements" battle in the original is two monsters as well; the first is Scarmiglione and Rubicante, the other is Cagnazzo and Barbariccia...

220
Final Fantasy IV Research & Development / Re: Graphics info
« on: May 04, 2015, 10:37:34 AM »
Just to confirm what I already know... "Fiends" is just one monster, right?

Actually, no. The first four (Earth/Scarmiglione, Fire/Rubicante, Dark/Ciriatto, and Holy/Draghinazzo) are one monster and the rest are another monster.

(As an aside, I just realized how silly the "Fiends" battle is in context, and it's not your hack, this comes directly from ffiv... Rubicant just finished saying "you showed me the power of teamwork," and then the Fiends proceed to challenge you one-at-a-time)

Yeah, he still says that in mine...

By the way, is FF4kster doing something wrong with magic list names in the menu? Rydia's magic seems to be called "Sumn u."

I noticed that too, I'm not sure what's going on there. I think what happened is I had it as "Summn" but then there were issued with it being too long (it was expecting something four letters long) so I changed it back to "Sumn" but now there's still some graphical artifacts...

221
Final Fantasy IV Research & Development / Re: Graphics info
« on: May 04, 2015, 06:10:28 AM »
Wha- Tellah?! At the end game?! Your patch may have gotten even more awesome, if such a thing were possible!

Ouch, Tellah has less MP in this than he does in the original! I guess that's the price paid for having access to all of both magics.

 :childish: Thanks! Tellah is gonna be quite unique in this actually. Spoilers ahead for game mechanics (but not story):

He actually gains MP. His MP starts very low (45 at his initial Lv 20 in the watery cave) and gains very slowly at first. Once he gets his full spell set, this somewhat equates to him "learning" spells by gaining enough MP to cast them. Once he gets to a certain point level-wise though, his MP growth starts accellerating and surpasses even the regular mages so that essentially he gradually switches from becoming a one-hit wonder, blasting out powerful spells you don't normally have access to but only seldomly, to being an MP battery; by that point your regular mages probably have all the spells they're going to learn, and Tellah's magic stats have somewhat to be desired relative to them, so he'll make up for it by having a ginormous MP pool.

Galaxy... is that Galaxy Stop from FFT? Stop on all foes?

Yup! Sadly this is a boss battle and thus I couldn't show off that one... I think you'll find a lot of FFT-inspired details in this.

And what does Comet look like? (Probably... like Comet... right.)

Draghinazzo casts it during the battle so you can see it there, but yeah it looks like the twin comet (which has been replaced with TwinHoly, a palette-swapped version of TwinFlar / Pyro)

Harm... right... I do need to make that custom routine for you still. Question is, where would you want it, and what would it replace?

For now I used the count-replacing hack you posted. In an ideal world, I'm not sure, I'll have to think about it. If possible, "something happens to adult rydia" would be great to replace, as that battle doesn't quite pan out the same in this version, so I don't need anyone joining mid-battle.

Hmm, for "Bird" I would suggest "Roc" it's... a slight pun, but that's also what the enemy's were called in FFII as I recall.

There's "Roc Baby" which uses the same sprite but a different palette. It's supposed to be a Cockatrice but I couldn't think of a way to condense that into five letters without it sounding dirty. I might go with Roc, but Roc is going to be a large and in-charge monster in mine (I hope) so it might be a little misleading, so I may also stick with just Bird.

Right... the Break Blade... that's not just a rename of the Stone Blade is it? If so that has a game breaking glitch associated with it. If it is literally Break, afflicting Petrify on hit then there's no worry.

What's the difference between those two? I redid the weapons from scratch, so I have no idea what used to be where other than the Avenger. Currently the Break Blade is a sword that applies petrify as it's "hit-add status". What's the glitch? And is it associated with a particular weapon index, or with some combination of settings?

Apollo Harp, I am always glad to see more Harps added to FFIV for Edward!

Requiem is there too.

Whoa! This is an enormous spoiler! I love it, but it's such a head-turner to those who know FFIV like the back of their hand.

One of the themes of this hack is reversal, so there are a lot of points where, as an FF4 veteran, something you expect to happen either happens backwards, or in a strange way you didn't expect, or simply fails to happen altogether. Anyway it shouldn't be too much longer now. All I have left to write in terms of new scenes is the final battle and the ending, which, thanks to your amazing plot-flag-branching instruction will hopefully be customized to your final party! Different ending each playthrough (somewhat)!

That moment when Golbez revives all of the Eight Fiends is awesome! Very well set up!

Thanks! FF4 veterans seeing this scene probably expect to see FuSoYa appear after that "Welcome!", but then, SURPRISE! Also some of the fiends say things based on who's in your party (e.g. Barbariccia says something to Rosa, Rubicante talks to Edge, etc.)

Chakra... ahem... right. I'll get to that too. Again though I would need to know what you want replaced for those requests. In a hack that doesn't move pointers around I can't utilize any empty table space because, there is very little or none (there is two blank ones for Commands though. Cid's "Crash the Game" skill and a blank one that closes out the table and one copy in Spell Routines which is a copy of Count's Pointer.)

When it comes to my hack I'm now in the battle-programming section of it, so once I finish with the Dark Knight/Paladin switch in-battle for Bahamut ZERO I can get to your requests.

Don't sweat it. Those command and spell ideas are just that; ideas. If you happen to get around to figuring them out and posting them before I release the hack, great. Otherwise, they're still fully functional, even if they don't quite do what I would have them do in an ideal world. Yang's Chakra command currently heals himself for 1/3 his current HP. He can use it to keep himself going if he's already healthy, but he can't save himself from the brink of death.

I have noticed that every other team member you have here is those who believe to have died when Leviathan attacked or Actually died... were these four revived somehow? I noticed their absence in other videos, but I wasn't sure whether it was just coincidence or not.

All will become clear when you play the game  :wink:

Hmm, looks like Rubicante's portion could use a little bit more Spell Power, since he dealt only 11-50 damage with a full party Fire2.

He builds up to Glare, so... I think it's probably ok as is. Worst comes to worst he's only the second form out of eight, so if he gives you a brief healing break it won't last long. Especially since next up is Ciriatto and his infamous Angel Song.

Wait, wait...! Your Rydia has "Help!" as well?! Haha! I was making the new commands for her base class and one is a skill that she can only use when in Critical that would call a random Summon and could only be used once per battle. I imagine yours may be what became of Recall though? Random chance to call a random Summon at it's proper MP Cost?

(Though if you had mentioned it before I likely subconsciously stole the idea, eh heh)

My "Help!" is Recall reskinned. She doesn't need to be in Critical to use it, but it does cost MP. So it gives her access to most of the summons, but the main drawback in the early game is having the MP, and the main drawback later on is the randomness of the outcome and the likelihood that you'll just use a summon spell you already knew. I got the idea when FF4kster was still a wee little baby so I don't think I got the idea from you. But I also don't recall posting anything about it, so it's entirely possible that we both got the same kind of idea independently.

Ah you gave Edward an entire Bard skillset, very nice.

"Ninja" was renamed to "Sing" and Edge instead just has "Black". The songs are like spells except that they don't cost MP, they just have high charge times (you have to wait for him to sing the whole song to get the effect from it ^_^).

Is Bio now Dark Elemental? It dealt a ton of damage to the Holy Elemental Fiend.

Yes indeed! Thus you will now see things f.ex. absorbing Bio; could be a shock to the system if you're used to regular FF4.

Cagnazzo packs a bit of a punch! 500-700 damage per attack on the back row!

Well, it's all he does besides Big Wave so he may as well do it well ^_^

A Fairy Harp, hmm? Is that in reference to him saying that he learned a tune that could drive off evil fairies?

It's more based on the Fairy Claw. There are no claws in this version (you may notice Yang is completely unarmed in the equip screen), to make room for other more interesting weapons for characters who, in the original, were not meant to rejoin. Thus, Edward has a harp that's good vs. Giants, so, Fairy Harp.

Malacoda seems so much more difficult here, likely because of the randomness of her targets and the power of that Bolt 3. Very nicely done.

Wow. Globe 199. This girl doesn't fool around in this second round.

Well she's the last one, so, if you beat her that's it. She's desperate to pull out all the stops. Also it's kinda funny seeing Globe199 deal not 9999 damage.

Ah just read the "not your final party, quests will decide your final party" layout. So it was just a coincidence, heh.

This is the main crux of the hack, at least for me. It's a sort of "World of Ruin"-style setup where the last third or so of the game gives you more or less complete freedom of transport and you can go around and do all sorts of sidequests in whatever order you wish, many of which will affect your party setup if they can.

That was an amazing and intense battle! Eight forms to fight through really ups the ante and they aren't slouches either.

Thanks! Wait till you see what comes afterwards!  :wink:

Now as for those glitches... I know nothing about graphics so maybe Chillyfeez knows what is happening there.

But applying weakness to Wind *In Battle* does not give the enemy Float. DeathLike2 took notice of this long ago that enemy's that are summoned into battle that have weakness to air do not have the float status. An easy solution is to chain Float into their attack chains, but removing the Float Spell would be tricky, unless you have a free slot left that would be a dummy spell that would only Purely remove Float and chain this invisible Float-Dispel into their Attack Patterns.

Would Dispel do it on its own? Or is the problem there that you would see Dispel's name and graphic show up making it seem like the monster is deliberately hindering itself? If worst came to worst, I could change the order so that both the floaters are last... Though it would be kinda lame seeing the monster just change palette to turn into the next form.

I think the name "Unprecedented Crisis" is a really strong name from what I've seen of this mod.

Thanks! For veterans of the original, it evokes the words of the King of Fabul just before the ship scene, and there are a variety of reasons why I found that particularly appropriate, which should be obvious when you play it.

The first thing I'd look at is, what size (actual, rectangular size) do you have set for ciriatto? It almost looks like maybe the height is something like 25 instead of the 8 or whatever that it should be. It would be possible to fill only the top portion of that space and the rest with empty space, which would lead to that weirdness...
But... If you don't get that in the regular ciriatto battle, then that wouldn't be it, I guess.
Can't really think of any other possible cause, though.

This glitch does not happen in the regular Ciriatto battle. All of his "special size" details were copied exactly from Scarmiglione except for his palette. Scarmiglione has his same "special size" for this battle as he does for his "back attack" battle, and so does Ciriatto. At first I thought maybe there was some kind of special code looking for the elements battle, but this battle is using a completely different formation index (it has to, since it's on the moon and the original was on the overworld). Incidentally I also tried using the original formation and testing it on the overworld and the exact same glitch appears.

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Final Fantasy IV Research & Development / Re: Graphics info
« on: May 03, 2015, 06:01:25 PM »
Alright, last preview (probably):

https://youtu.be/xekJKC0Rzm4

I managed to turn the "four fiends" battle into the "eight fiends" battle! There is an odd glitch with Ciriatto's targeting cursor and damage numbers, but strangely this only happens on him and not any of the other fiends. Another glitch is that Barbariccia (and possibly Malacoda, I haven't fully tested it) should be weak to air, making them immune to quake attacks, but I was able to hit her with Titan (it was in a different run than the one I recorded). If anyone has any idea what could be causing these oddities and/or has ideas for how to fix them, please let me know.

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One option would be to have a charmed monster always target a random monster, Fight. Admittedly, it wouldn't be as interesting, but it would be simpler to implement and you wouldn't have to worry about anything going wonkee.

Another option might be to just have it leave the scripts themselves alone but just switch up the targeting. So, if a monster is charmed, then whenever it would target an ally with something, it instead targets an enemy with it. Whenever it would target an enemy with something, it instead targets an ally with it. This option would probably also have issues with the "control code" type techniques (though, if you have it leave "self/none" targeting alone it might mitigate it somewhat, or as you suggest, just make those monsters immune to charm) but it might make for some interesting plays regarding the timing of the charm or the interactions with the monster's reactions. For example, charm a Behemoth let's say, then Holy or Meteo it. It's magic damage so it's still charmed, so it reacts by targeting all monsters (instead of all characters) and casting Storm. Yippee!

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What if it randomly picks something nonsensical like "Show message 54" or "Set weakness to Ice"? Or would it always look for something that's a spell/technique or command?

My bad, I didn't read your post thoroughly enough the first time ^_^

But even so, there are some monster techniques that are used for battle control purposes, things like "Suicide, bring in next monster", "Something happens to Adult Rydia" and such... what about those? Also there are some monsters that rely heavily on reactions and don't really do much on their own turns; would it look at reaction scripts too?

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OK found it!

You have only 86 event calls, but map 349 contains a trigger for event call #87. FF4kster tries to create a pointer, points to junk, tries to access junk, KABOOM!