øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=14;area=showposts;start=660e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index0a0f.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=14e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index0a0f.html.zxÖ¼g^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.bOKtext/htmlISO-8859-1gzip0|ÖbÿÿÿÿÿÿÿÿTue, 10 Mar 2020 16:30:37 GMT0ó°° ®0®P®€§²ð®Õ¼g^ÿÿÿÿÿÿÿÿF+b Show Posts - Pinkpuff

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Pinkpuff

661
You mean all characters' level up data? If so, then that's new in the last couple of releases. I did quite a bit of levelup editing in February that worked fine.

False alarm. It looked that way because there was a huge chunk of code in the character saving routine that was commented out, all having to do with the levelups and so I paniced. Anyway after further investigation, you're right, it's working correctly; I just at some point changed how I was saving it, evidently involving moving the code elsewhere, and forgot to delete the redundant part.

662
Ok, "exitable" flag has been separated from the "warpable" flag and added to the editor.

Likewise, I tracked down the problem with Golbez and as far as I can tell it is fixed. If anyone wants to verify, please re-download the current version from the Time Cave link on the first post. Interestingly, in the process of tracking down the Golbez bug, I found that the character level up data looks like it isn't being written to the rom...

663
Hello! Pinkpuff, I've made a bit of a discovery--the bit labeled "Warpable" in ff4kster is actually only the "Exit OK" bit. "Warp OK" is a different bit.

Thanks for the tip! There are a couple of other "mystery bits" in that byte so I'm sure it's one of those. I'll get to work on that soon and add it into the map properties editor.

Greetings all. I have found a bug with your (PinkPuff's) editor. Whenever you save the game within the editor whether you changed anything or not, Golbez in the final auto battle with FuSoYa is removed. This causes FuSoYa to endlessly cast spells on Zemus. Tested it versus a clean rom and it is indeed the editor. Just thought you would like to know that.

Wow, nice catch! Thanks Aether Knight. The testing I've done on roms saved with the editor has so far been very cursory and not very rigorous at all. I haven't played one as far as the underworld even, let alone the end of the game. I appreciate the feedback very much and I will try to hunt down this bug. It may take a while though, as I'm going to have to progress a game file that far so that I can make a proper save first.

FF4kster is not a fan of Golbez in general it seems...

664
Game Modification Station / Re: vivify93's FFIV hacking questions
« on: March 21, 2013, 07:00:03 AM »
Hello everyone! I was wondering, Is there a bit that denotes if an item can be used in the main menu or not? I want to make the Crucifix a battle-only item, since Curse is a battle-only status ailment.

I'm certain it's an index range. I'll see if I can find it, but no guarantees. In the meantime, one solution would be to change an existing battle-only item to have the effect of removing curse...

Also, how would I go about making Shiva, Ifrit, and Ramuh stronger? I don't like how they're apparently the same or weaker base power as the level 2 spells, but cost two times more.

If you're using FF4kster, just go to the spell editor, scroll down to the spell effect (not the one with the summon symbol in the name, the one later in the list) and change the spell power.

665
Thanks! I thought I had downloaded everything from thundaga but apparently not.

666
Working on the monster editor now, and it's easily the most complex editor so far. I am going to try to incorporate the AI editor in with the monster editor. However, I'm reading the docs and have run up against a slight roadblock...

The AIs are stored as pairs of indexes: one is an index of a set of conditions, the other is the index of a battle scirpt. However, I can't find any information in the docs I have on how to interpret the conditions. Does anyone else know how they are encoded, or know where I can find that information?

This is all I was able to find on the subject:
Quote from: Tower of Babil
Each attack sequence group is made of from one to ten two byte entries. The
first byte determines under what condition(s) the attack sequence specified by
the second byte will take place.

The first byte of the attack sequence group is looked up in yet another list
that extends from 76800 to 773FF. This list is another list of lists; each of these sub-lists consists of
from one to three condition bytes terminated by an FF. Once again, the game
code must walk down the list one byte at a time, looking for those FFs.
Presumably, these bytes represent conditions that must all be met for the
specified attack sequence to be used. The condition bytes are looked up in a
table from 76900 to 76AFF. Each table entry is four bytes. I don't know the
exact meaning of these bytes yet.

667
Warp/Exit bug is now fixed, and in the process of debugging I found the "warpable" flag and added it to the Map Info editor.

I can't duplicate the sleeping bug so I can't really debug it until then... is this happening for anyone else?

PinkPuff, anything about the map properties or whatnot that you need help with?  Tomorrow I will try to get the monster encounter rates over to you when I get upstairs. :)

Anything else you might need that I may have let me know. :)

Thank you so much!! Yes, I would love to have any information you're willing to give me! I'm an FF4 information sponge for the purposes of this project. The more info I have the more robust the editor will be.

If you want me to make some specific requests... I think most of the things in the wishlist thread have actually been found. Did we ever find out what spells and items correspond to what effects outside of battle, and how to change those? If not, that would be a good thing to know. Also any information on the location of graphics and particularly palettes would be nice. I can certainly go digging for it myself but if someone happens to know them already it would speed up the process a great deal.

668
Good catch! I think it would have taken me a long time to find that one, I almost never change map characters...

Anyway it's fixed now as far as I can tell.

669
1CF28: Index of first summon spell
1CF2C: Index of first spell after the summon range (so, last summon's index + 1)

670
Wow! This is some Really good stuff! I'm glad to see that you managed to figure out many of the ranges! But I curiously do not see Shields (Which I had thought I completely figured out). Nor Black (which I would presume, but I have no idea proceeds right after the White range?)

Thanks! Still working on shields, they're a little more complicated for some reason.  :edit: Fixed and uploaded. Shields now work correctly as far as I can tell.

Black spells are all those spells that are not White or Summons. Changing a spell to White just changes its casting animation (gives it white orbs instead of a green ring), but changing a spell to become a Summon changes more than just the casting animation (the summoner flames), it messes up the actual execution of the spell. Your party disappears and never reappears, and renders them incapable of acting, and it casts a spell from somewhere down in the spell list. Thus, even though I know what to change to modify that range, I'm hesitant to put it into the editor.

671
I just uploaded the fixed version to the time cave. There are also a couple of new surprises in the "Features" editor (I renamed the "Item Ranges" so that it can include ranges for things other than items).

 :edit:
To answer your question more directly Vivify, that bug has probably been in every version of FF4kster released so far, but saving with the current version will fix it.

672
Ha, that is a pretty smart technique actually! Thanks so much for the data! Monster formations are now definitely on the list.

I encountered something odd though... at some point along the line my editor seems to have begun causing arrows to be better in the off hand!! Not sure how this happened, or when it happened, as I only noticed it now...

Maybe someone can confirm that this is also happening for them?

Load up a fresh rom and get a bow and arrows and put it on someone correctly and compare the stats to if you swap hands... then load the rom in FF4kster, change nothing, and save, then load up the emulator again and see the difference!
Never mind, found the problem and fixed it.

673
ff4.txt that comes with FF4Ed, in the Docs folder. It does't look like weapon/spell palette data is documented there, though. Zyrthofar's docs might've had it, but I seem to have misplaced those (again :blush:). Yousei actually also wrote a palette editor, snespal, if you want to search for them yourself. (GBA utils should work too since they use the same palette format, hence why there are so many color restoration GBA hacks.)

Thanks! I'll go digging for it when the time comes.

It seems like things are moving around in a grand fashion! We're almost finished. Just a little bit more and we will have the means to reinvent the game as we see fit! Thank you for all of your hard work and devotion to this project PinkPuff!

No problem, thanks for your feedback! And yeah, the vision of a world where we can (more easily) make FF4 bow to our whims is what keeps me motivated to work on it!

OK, enemy formations are located in a table beginning at 70200 (ROM with header), and each entry is eight bytes long.
I haven't figured the whole thing out yet, but the most obvious bits:
... etc ...
I haven't worked it all out yet, but will have most likely by tomorrow.

Wow, nice work! Thanks to this I might be able to squeeze the formation editor into 1.0 after all.

674
Well, first of all, REALLY EXCITED for the monster AI editor. I know where to find the info to do it on my own, but the promise of how long it would take has kept me away thus far.

Me too!  :childish: Not sure at this point whether it'll have its own separate editor component or if it will be integrated with the monster editor. We'll have to see how it evolves.

Regarding the pallettes... I'm sure the information is documented somewhere... maybe in yousei's doc? If it's not, then I can help find them, but it will take some time... they're not all together, and there are quite a few to sort through... and I think some are shared between certain graphics.

Weapons and spells do share palettes, I'm not sure what else does. Most things have their own palettes, though. They're documented somewhere, probably Yousei's doc like chillyfeez said.

None of the docs I've collected seem to have that info... do you have a link to the doc in question?

Also, I don't know where monster formations are documented exactly, butI know the info is out there somewhere. If it helps to know this, zyrthofar's editor, while obnoxiously buggy, DOES have an effective monster formation editor (including previews).

I have seen this. One of the reasons FF4Tools is great for reverse engineering is that it produces the actual hex code and tells you where it goes. Thus I can play with things and see what effect it has on the code. With Zyrthofar's editor it's not obvious what's going on underneath the hood as it were.

Any thoughts about a music editor? The doc I wrote up should have enough how-to to make it possible. It's not hard if you know what you're doing, but it would be nice to have a program that bridges the gap between midi program and hex editor.

Hm, possibly. The main obstacle here would be getting the FreeBASIC sound library to cooperate... I've had trouble with it in the past, but we'll see about it when the time comes.

Thanks as always for everything you're doing!

And to you as well!!

675
So, now that the map properties are done, then aside from whatever other random stuff gets discovered in the wishlist thread (on that note, FF4kster now has the ability to edit two-handedness and key-item-ness in a new "Item Ranges" editor that I hope to be able to expand as more info emerges), all that's left is the monster section.

I'm working on the monster editor now, and it doesn't appear too complicated. After that will be monster AIs, and then, once it's been debugged a little of course, FF4kster will be considered v1.0 and I'll be in completely new territory. There are definitely other things I'd like to be able to edit, but I haven't been able to come across any actual documentation for it.

In particular, I'd like to be able to edit the maps (the actual tile layouts themselves, much like FF4Tools). I might be able to reverse-engineer most of the necessary info from playing with FF4Tools, but in either case, another thing I'd like to be able to do, that in a certain sense is kind of required for the map editor, is to be able to preview the graphics. Not necessarily edit the graphics themselves, as there are lots of tools for that, but it'd definitely be nice to, for example, see what a monster will look like if we give it such-and-such graphic with such-and-such palette without having to save and load it up in the emulator for each combination. Likewise, I'd love to be able to preview the animations for weapons, and even spells.

The thing is, while I'm sure it'd be easy to find the location of the graphic tiles themselves with something like Tile Layer, finding the palette information is another thing altogether. For example, I was able to easily find and read the menu graphics which the editor makes use of directly, but it uses a hard-coded palette, not the one in the rom. Is there one set of palettes that's used for all the graphics throughout the game? Or do different kinds of things have different palettes available to them? Is palette 25 for weapons the same set of colors as palette 25 for spells or palette 25 for character portraits?

Also there are things in the monster section that would be very nice to be able to edit but yet I have no documentation for, such as, the actual monster formations themselves (e.g. Imp x3, SwordRat x1), not to mention the monster domain / encounter charts (the list of monster formations you could randomly encounter in a given area).

Anyway thanks again everyone for all your help. We're on the home stretch!