Aslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=24;area=showposts;start=150e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index0e61.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=24e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index0e61.html.zxZeh^.OKtext/htmlISO-8859-1gzip8:Wed, 11 Mar 2020 04:29:38 GMT0 0PYeh^ Show Posts - Entroper

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Messages - Entroper

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151
Final Fantasy IV Research & Development / Re: Barrier Status...
« on: February 07, 2008, 06:24:32 PM »
Barrier is given along with Reflect status by the Lunar Curtain. No enemies have it IIRC.

I also wondered if it was a lunar curtain thing, but I've never used a lunar curtain.  I thought it just cast reflect and image on you simultaneously.

152
Final Fantasy IV Research & Development / Re: Barrier Status...
« on: February 07, 2008, 01:07:43 PM »
I'm not sure if you know this.. but I did figure out some of your unknown bits, and posted them in various threads.

The only thing close to a Barrier is Zeromus before using the Crystal on it.

I saw you figured out the level field in the monster table.  Were there others that we missed?

153
Final Fantasy IV Research & Development / Re: Barrier Status...
« on: February 07, 2008, 12:56:47 AM »
You know, I always thought it was either shell or protect, but I'm now realizing that can't be the case.  I'll ask my friend who hammered out most of those bits what he meant by barrier.

154
Pandora's Box / Re: Screenshots!
« on: February 07, 2008, 12:52:47 AM »
Sweet.  I really like font #4, it's extremely readable.

155
General Discussion / Original Fantasy Script Commands
« on: February 06, 2008, 10:47:29 PM »
This is a place for me to figure out what scripting commands I will need, and to find out from others which commands would be useful to them.  I hate parsing, so I'm going to use a tree-based editor where you basically select commands from a list and fill in the parameters, with the tree branching for if statements and expressions and the like.

There are a few types of script entries: actions, conditions, and assignments.  Actions are simple things like "teleport to Corneria 35, 67" or "switch music to sadness theme."  Conditions evaluate to true or false, and conditional expressions can combine multiple conditions using AND and OR logic operators.  These may also include numeric expressions like "4 - Global.OrbsRestored" to determine how many orbs are remaining.  Assignments assign values to variables, and can also include numeric expressions, such as "Global.OrbsRestored = Global.OrbsRestored + 1".

Regarding variables, each map will have its own namespace for organization, and the quest as a whole will have a global namespace.  All variables from all maps in the quest will be loaded at runtime, so you can refer to variables in other namespaces using the syntax in the above example (Namespace.VariableName).  Events will also have their own names and can be referred to in the same way.


High priority:
Numerical expression evaluation including +, -, *, /, %
Conditional expression evaluation including AND, OR, XOR, NOT, variable equalities and inequalities (=, !=, >, <, etc.)
Condition operator: Has Item
Assignment to variables

Control Flow:
Calling other scripts
If/Else branching
While loop
End of control block (to end an if-else-predicate or while loop)
Break, Continue (loop control)
Return from script

Action: Give/Take Items/Gold
Action: Teleport to Map, Location(x, y)
Action: Conversation(text)
Action: Enable/Disable Event
Action: Ship/Airship Appears at Map, Location(x, y)
Action: Add sprite at Location(x, y)
Action: Move sprite N/S/E/W
Action: Remove sprite
Action: Wait x seconds
Action: Fight Battle (domain d, battle b)
Action: Change map tile (x, y) to (tile data)

Lower priority:
Action: Start/Stop Music
Action: Play sound effect
Action: Perform graphics effects (mosaic, blur, whatever)




I'll keep updating this list as I think of stuff.  Give me your suggestions and feedback please.  :)

156
General Discussion / Re: Choose Your Candidate quiz
« on: February 06, 2008, 08:56:21 PM »
I tried to take the Democrats' test... but 8 questions in, and so far the answers are so close to each other that I can't make a meaningful decision.

157
General Discussion / Re: Original Fantasy Map Design
« on: February 06, 2008, 08:22:27 PM »
Next question: Store "regular" and "overworld" maps in the same format or separately?

There are two major differences between the overworld in FF1 and the rest of the maps.  The first difference is that the overworld stores additional flags for things like land fight, river fight, ocean fight, landing your airship, docking your ship, using your canoe, etc, and does NOT have any treasure chests or NPCs.  The second major difference is in enemy domains: regular maps have only one "domain" listing which monster parties you can fight and their respective probabilities.  The overworld is divided into 64 sections, each with its own domain.  I would really prefer to have a unified map system (who says you can't canoe around in an underground lake in a cave, and meet NPCs and find treasure all on the same map?), but I'm scratching my head trying to find the sweet spot of making domains powerful but not complicated.

158
General Discussion / Re: Original Fantasy Map Design
« on: February 05, 2008, 03:47:02 PM »
Cool beans.  Overworld.CanoeObtained = 1.

I think I'm getting this hammered out pretty well now.  :)  I'm into the details of how to save and load the event and variable states in a save file, and how to manage the system in memory during the game.

159
General Discussion / Re: Original Fantasy Map Design
« on: February 05, 2008, 12:59:17 PM »
Yeah, it sounds like each map will have its own events, and there will be global events in another file.

Are there event-related global variables in FF1?  It seems like most event triggers are done through items, like checking whether you have the LUTE or the ROD, etc.  The only global variables I can think of are the orbs.

At any rate, I think I'll allow integer variables to be associated with maps, and you can refer to them with namespaces.  Something like TowerOfBabil.SupercannonDestroyed = 1 or Global.EarthOrbRestored = 1 (just examples).

I think I've got enough of a handle on this to start looking into dumping the map data from the ROM into a new format.

160
General Discussion / Re: Original Fantasy Map Design
« on: February 04, 2008, 09:10:01 PM »
OK, here's another question.  Say I just use events to handle everything.  Should events be stored in each map file, tied to the map?  That makes sense for chests, fixed battles, and doors, and even for somewhat more complicated events like moving the SLAB with the ROD.  But what if designers want to create longer events (cutscenes) that span multiple maps?  Or what if an event that occurs in one map affects the status of events in other maps?  (For example, defeat Garland, return to the castle, King builds bridge.)  Is it enough to allow events to reference other events by saying, for example, run event 13 in Corneria.map?  That would work, but would it be too user-unfriendly?  I tend to think that storing all events globally would be more user-unfriendly since it makes organization difficult.

I really appreciate your input on this, as clearly there are users here much more experienced in event scripting than myself.

161
General Discussion / Re: Original Fantasy Map Design
« on: February 04, 2008, 11:41:31 AM »
I want to ditch the above system and go with something easier for mapmakers to use.  What would make the most sense?  Do I keep a list in each map of "special" tiles and their functions?  Is there an even better way?

Another thing to note are forced battle tiles.  If I keep these in a list instead of tying the data to the tile, I could make these forced battles occur only once (I might even change most of these to monster-in-a-box-style battles, always thought it was lame that you could skip the battles by clever chest-opening).

Perhaps this comes from my background using RPG Maker but it would make a lot more sense to me to store doors and chests as events, rather than having a ton of each, FF1 was very...strange in that regard.

I like that idea, but it requires me to design the event system before I can implement the map system.

 :hmm:

162
General Discussion / Original Fantasy Map Design
« on: February 03, 2008, 03:40:51 PM »
This post is in reference to my project referenced here: http://slickproductions.org/forum/index.php?topic=173.0

I've studied the way maps are stored in FF1, and I'm trying to design the format my own maps will use.  Let me just give a basic rundown.

Each standard map (I haven't looked at the overworld yet) has a tileset.  The tiles are simple 16x16 sprites, and each tile also has two bytes of data that go along with it.  The first byte is a set of flags that determines things like whether or not you can walk on the tile, if you can encounter enemies on the tile, whether it takes you to a shop or another map, treasure, etc.  The other byte is data associated with the previous (which shop to enter, which map to warp to, which treasure, etc.).

So basically, this whole set of information is tied to each tile, and as a result, the "town" tileset, for example, has about 60-70 "door" tiles that all look the same but all link to different shops and inns and what have you.  The advantage of this system is that it's very easy to program; the disadvantage is that it's rather confusing for mapmakers to have to keep track of which tiles are which.

I want to ditch the above system and go with something easier for mapmakers to use.  What would make the most sense?  Do I keep a list in each map of "special" tiles and their functions?  Is there an even better way?

Another thing to note are forced battle tiles.  If I keep these in a list instead of tying the data to the tile, I could make these forced battles occur only once (I might even change most of these to monster-in-a-box-style battles, always thought it was lame that you could skip the battles by clever chest-opening).

163
That's actually worse than Blaze.  At least Blaze was blue fire, so it vaguely made sense in some kind of bizzare way.

164
The strength armlet on young Rydia makes sense, since Rydia is transformed back to young Rydia for her trial in the Lunar Ruins.

165
Game Modification Station / Re: FF6 - possible bug
« on: January 30, 2008, 07:40:58 AM »
This stuff smacks of procedural spaghetti C code.

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