øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=2087.0;prev_next=preve:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index0cd6.htmldelayedslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=2087.0e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index0cd6.html.zxF#g^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ@>ÀOKtext/htmlISO-8859-1gzip@øÕÀÿÿÿÿÿÿÿÿÑHTue, 10 Mar 2020 05:35:25 GMT0ó°° ®0®P®€§²ð®E#g^>À Grimoire LD's Notes, Patches, and Hacks (Dark Knight/Paladin Swap In Battle!)

Author Topic: Grimoire LD's Notes, Patches, and Hacks (Dark Knight/Paladin Swap In Battle!)  (Read 78683 times)

chillyfeez

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And, might I add, is a rad little tool that is going to make my romhacking life much more pleasant. To what extent I've used it so far, it works like a dream!

Grimoire LD

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And, might I add, is a rad little tool that is going to make my romhacking life much more pleasant. To what extent I've used it so far, it works like a dream!

In truth it was the one big basic event instruction that FFIV is missing, and it has the "if dead" option to finally make battles that can have multiple outcomes. I am glad to see it is working very well for you. It is probably the most useful piece of hacking I've ever done for FFIV, much of everything else I've done has been rather niche in all honesty.

Bahamut ZERO

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The old vesion had rollover issues? That would explain why my "Adding Heat Shield to Falcon" event keeps rolling back to the "finding Falcon" event when it reaches the "Which Cecil" check lol.


And yes, it's definitely the one basic command FF4 was missing! If it weren't for this mod, half of my ideas would immediately be dead in the water. I certainly wouldn't be able to use 3 events and 2 event calls to use one map for multiple maps' events (now that I think about it, I could probably do that with just two events hehe). I also wouldn't have realized I could transfer from Overworld maps to Moon maps through eventing only (which is what I had to do to use Lunar Palace Crystal Room as Babil's crystal room, jumping my amount of free space to a nice 1099 bytes).

Though I must ask: How safe is it to patch the updated Conditional Branching to Rom using the original version?


Quote
much of everything else I've done has been rather niche in all honesty.

Whether that's true or false, most of everything else you've done has breathed life into FF4 in ways I didn't think were even possible (the same can said about anyone else who creates  tweaks or modifications and shares thier work with the public).



Hell, just the other night I realiized Imbued Weapons effects can be used by monsters (granted only Sing seems to occur), It's great having a Screamer or a gang of imps that are a serious threat, randomly pulling off Sing's effects (sometimes on one person, sometimes on everyone).
I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

Grimoire LD

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The old vesion had rollover issues? That would explain why my "Adding Heat Shield to Falcon" event keeps rolling back to the "finding Falcon" event when it reaches the "Which Cecil" check lol.


And yes, it's definitely the one basic command FF4 was missing! If it weren't for this mod, half of my ideas would immediately be dead in the water. I certainly wouldn't be able to use 3 events and 2 event calls to use one map for multiple maps' events (now that I think about it, I could probably do that with just two events hehe). I also wouldn't have realized I could transfer from Overworld maps to Moon maps through eventing only (which is what I had to do to use Lunar Palace Crystal Room as Babil's crystal room, jumping my amount of free space to a nice 1099 bytes).

Though I must ask: How safe is it to patch the updated Conditional Branching to Rom using the original version?


Quote
much of everything else I've done has been rather niche in all honesty.

Whether that's true or false, most of everything else you've done has breathed life into FF4 in ways I didn't think were even possible (the same can said about anyone else who creates  tweaks or modifications and shares thier work with the public).



Hell, just the other night I realiized Imbued Weapons effects can be used by monsters (granted only Sing seems to occur), It's great having a Screamer or a gang of imps that are a serious threat, randomly pulling off Sing's effects (sometimes on one person, sometimes on everyone).

Default FFIV commands are notoriously unreliable when monsters use them, these issues likely derive from lack of targeting. That still doesn't explain why something like Aim doesn't work though. It may eventually be worth going back to seeing what prevents enemies from using more commands than Dark Wave and Kick, even Item would be really nice to see.

Well, while trying to figure out a way to display damage done outside of the established routines (F8 04 being placed in the AV Routine is an important part of it, but there's a bit more than that which goes into it, what that is, I'm still uncertain) I stumbled across an unused functionality in Kick's Routine.

$03/E76D   69 00   ADC #$00   A:0000   X:0000   Y:0000   P:envMxdiZc - Add 00 to A.

What this actually is an Overall multiplier. Changing this to a value will double the final results of the Kick/Dark Wave. It seems at one point they were testing out making Kick/Dark Wave more powerful at the source but then decided against it, leaving the original result as "Add nothing". Knowing this it would be possible to make some special conditional for Kick to deal x3 or x4 it's base power. (x2 is sort of useless as it already does /2 damage compared to Dark Wave due to a flag being set in the Dark Wave routine that is looked for in the Kick routine.

Grimoire LD

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Alright! I've just about cracked this I think. Chillyfeez was right, but the odd thing is I had this in my Kick notes all along and must have just skimming over it. The proper way to deal damage to (just Slot1) is this...

Code: [Select]
$03/E17C A9 F8 LDA #$F8 A:0003 X:002A Y:0000 P:envMxdizc - Load F8 into A.
$03/E17E 8D C6 33 STA $33C6  [$7E:33C6] A:00F8 X:002A Y:0000 P:eNvMxdizc - Store A in AV Code.
$03/E181 A9 04 LDA #$04 A:00F8 X:002A Y:0000 P:eNvMxdizc - Load 04 ino A.
$03/E183 8D C7 33 STA $33C7  [$7E:33C7] A:0004 X:002A Y:0000 P:envMxdizc - Store A in AV Code (These two combine can display Damage)
$03/E186 20 E0 83 JSR $83E0  [$03:83E0] A:0004 X:002A Y:0000 P:envMxdizc - This is Crucial, but I'm still not sure what it is doing...
$03/E189 A9 0A LDA #$0A A:0000 X:0000 Y:0000 P:envMxdiZc - (TEST) - Load 10 Damage into A.
$03/E18B 9D D4 34 STA $34D4,x[$7E:34D4] A:000A X:0000 Y:0000 P:envMxdizc - Store A in Damage Slot.
$03/E18E A9 00 LDA #$00 A:000A X:0000 Y:0000 P:envMxdizc - Load 00 Damage into A.
$03/E190 9D D5 34 STA $34D5,x[$7E:34D5] A:0000 X:0000 Y:0000 P:envMxdiZc - Store A in Damage Slot 2 (255 each number)
$03/E193 20 7E CA JSR $CA7E  [$03:CA7E] A:0000 X:0000 Y:0000 P:envMxdiZc - Jump to Attack Compiling Subroutine.
$03/E196 60 RTS A:0000 X:0680 Y:001A P:envMxdiZC - Return.

With a little more finesse I should be able to get it to target... well the target. But as of now this simple bit of coding hits the character in Slot 1.