øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=14;area=showposts;start=360e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index0fe2-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=14e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index0fe2-2.html.zxμg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.ÐôOKtext/htmlISO-8859-1gzip0|ÖÐôÿÿÿÿÿÿÿÿTue, 10 Mar 2020 16:30:29 GMT0ó°° ®0®P®€§²ð®ͼg^ÿÿÿÿÿÿÿÿ­)Ðô Show Posts - Pinkpuff

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Messages - Pinkpuff

361
Hmm, looks like there is still the "one off" error, presumably caused by the "Opening the Sealed Cave??", things appear to be thrown out of order when you reach the Feymarch Entrance Event, the flag there reads "Obtaining the Dark Crystal", when it should read "Feymarch Entrance" I'd imagine, meaning that the proper flag that activates when Rydia rejoins should be "unknown" and "Rydia Rejoins". To note though, the "Opening the Sealed Cave??" is used in the actual "Kain Stealing the Dark Crystal" event, which is also one off, I imagine then that one of the "Sealed Cave" flag copies is causing this error.

... I'm confused now. What is the range of flags that are one-off? Is it all of the ones after "Opening the Sealed Cave??" all the way down? Simply inserting a flag wouldn't move all the others down like that; if you open up the config file you can see how it has each flag index along with what it's labelled. Some of the ones I copied and pasted must be off by one, but I'm not sure at this point which ones those were... It's gonna be a pain trying to track all these down piecemeal; maybe we should tackle it in the "Event Flag Log" thread and once we have something more complete I can paste it in.

Now as for your fix...

It works perfectly! I am curious to know how you fixed it! That is quite an impressive work, may I add to have it read each instance of a "loaded map" for the proper message and NPC layouts!

I'll do my best to explain. The key observation I made was that when you select an event in the event editor, it has to read through the event script linearly to construct the menu for editing that event. I figured, since it has to do that anyway, I'll also get it to construct a list of map links as it goes, one for each entry in the script, that corresponds to that individual entry. It will start with the currently assigned "preview map" for the event in question, but whenever it encounters a teleport event, it changes to that map, where it stays until the next teleport. The only tricky part was remembering to adjust the list when a teleport action was inserted, deleted, or modified.

Since I know I've missed a few steps please accept a well-deserved and long-overdue: "Way to go Pink! This is AWESOME!"   :childish:

Thanks!  :wink:

I think the process of trying to make a hack of my own using it is giving me a better idea of how it needs improvement in terms of user-friendliness and usability rather than the up-til-now main focus being strictly on functionality and being able to do all the necessary things, even if a little awkwardly.

362
Updated again!

I made the aforementioned fixes to the config files, and also my attempt at making the event map previews change based on the event teleporting you to another map seems to be successful! Let me know if any problems arise, of if you find any more errors in the config files.

363
Don't sweat it! It's a huge help to have that all indexed; even if there are a few mistakes, those can be found and corrected without too much trouble. I wasn't trying to pass the buck to you by any means.

364
Thanks for the corrections!

Those flag names I just copied and pasted from the "Event Flag Log" without checking. I'll go through now and make all those fixes.

 :edit:
Ah that's to be expected. It's a bit rarer than might actually be guessed so it's not that big of a deal.

Actually an idea occurred to me on how to do this in a fairly straightforward manner; I might attempt it today.

The "blank" Flag 01 is the start of game flag. That said, I'm not really sure what that means or what it does because most of the important stuff in the event is handled by activating and deactivating NPC's.

Flag 0 is already labelled as "opeing complete" in the config file, it's just apparently not being read and/or displayed correctly by the editor. Probably just an "indexing starting at 1 instead of 0" mistake.

Hmm, it seems "Rubicant main battle/hook" is just the hook on the airship. Since Rubicant's flag is labelled Finding the Falcon.

"Set flag: unknown" is used when fighting Rubicante. That seems to be the real "Main Rubicante Fight" flag.

For me it's showing "Set flag: Finding the Falcon" in the "Rubicant main battle" event, not "Set flag: unknown"... is that from a different event? Should the "Finding the Falcon" flag actually be labelled "Main Rubicante Fight"?

I... think things got thrown off by that extra "Kain Stealing Dark Crystal" flag, another off by 1 error, it would appear.

But they're not all off by one, just certain ones, correct?

365
Yeah I'm aware of that; it would be exceedingly difficult to have it change maps mid-event, but that's part of the reason you can manually change it. Teleported to a different map? Go back and change the map preview to correspond, go back to editing. Not ideal, I agree, but IMO certainly no worse than what it was before.

366
Update time!

The big thing in this one is that the event editor has been cleaned up a little (references to certain things like placements and messages were off-by-one and you had to manually adjust in your head) but even bigger, it now previews bank 2 messages!

How is this possible you may ask? Well, the event editor now stores a "map preview link" for each event which it will treat the event as having been launched from that map for the purposes of previewing its bank 2 messages (and, coming soon hopefully, npc placements). You can press tab on the event selector to change this link manually so that it treats it as a different one. The links are not saved in the rom so they will restore every time you load; however, the way it figures out the default map link is dynamically determined from the rom data by hunting for a reference to that event in the triggers and npc speeches. The first map (in index order) with a reference to that event will be the default map link for that event. So changing the event call triggers and npc speeches will automatically change the default map link the next time you load the editor, but simply cycling through map links manually in the event editor will not.

If this works out, the next step will be to have it preview npc placements using the same information, thus making the events suddenly WAY more readable at a glance. For example:

"Placement 1 moves up"
"Placement 3 bows head"
"Show Message 4 from bank 2" (when highlighted shows nothing)

would instead read something like

"Placement 1: Yang moves up"
"Placement 3: Edward bows head"
"Show Message 4 from bank 2" (when highlighted shows "I have a bad feeling about this...")

 :edit: Updated again! The above-mentioned changes involving previewing placements have been implemented. Surprisingly didn't give me any trouble whatsoever (or should I say, suspiciously...) As usual, let me know if you find any bugs / odd behaviour.

367
Glad to hear it!

Though on a pedantic technical note, isn't that situation equivalent to:

Speech 1 = Event A, If Flag 254 ON
Speech 2 = Event B, otherwise ( = "-always-" in FF4kster)

368
Thanks! I'll still add the box with just the actor selectable and add the other things in as they're discovered.

369
I'd like to add a box to the Actor editor that says something along the lines of "Replace (Black) with (Ninja) for (Edge)", where all those things in brackets can be selected and will bring up a menu: (Black) could be Black, White, or Call; (Ninja) could be whatever string of text of five letters or less that you type; and (Edge) would bring up the actor selector.

We have the address for which actor it is; do we have addresses for the other info as well?

370
Hm, I've been working on a demo hack myself and the NPCs seem to work correctly for me, speeches and all, though I haven't tried high numbered event flags yet. I probably will be getting there eventually though, considering some of my diabolical plans may involve a lot of flags  :laugh:

Is it something that can easily be worked around for the time being by using a smaller flag? If so I'd say do that and I'll probably get around to investigating that quirk when I get there. If it does kinda hinge on using those high flags though I can certainly go hunting now...

371
I realize I'm pointing out the obvious, but: Looking at both our screens again I notice that your tileset seems pretty exactly double the size of mine with noticable redundancy. So you seem to be extracting too much. Not exactly coding help, but well... Don't forget: It may be twice the colors, but it's only one more bit (OK, probably not helpful, but that was actually a somewhat important realization in my understanding the ASM code.) Good luck!

Mine is twice the size because I think yours was just the graphic tiles whereas mine is the tileset, as in, the map tiles, so, the graphics all assembled, flipped as needed, possible duplicates graphically to account for tiles that are different but look the same, etc.

However, your observation did point me in the right direction! My eye was drawn to that "i * 24" part, and I was going, "wait, if it's 4bpp shouldn't there be 32 bytes per graphic, not 24 like in 3bpp?" so I changed that and voila, SUCCESS!!

 :happy: You guys have no idea how happy I am right now!  :childish:

Alright, so, next step will be dynamic overlays (the red square, arrows, etc, to indicate the various tile properties) and then I can eliminate that whole folder of graphics ripped from FF4Tools from the package altogether! After that, I can start on the tile editor so the user can dynamically manipulate the tiles themselves (what ones have chests, their walkable properties, whatever else was discovered). In any case, discussion on those topics can go in the main thread. Eventually I'll still probably need this thread though for working out the monster graphics, weapons/spell graphics, and such once I get there.

372
Final Fantasy IV Research & Development / Re: 4bpp Graphics Backport
« on: July 27, 2014, 06:54:17 PM »
Wow, I totally overlooked the fact that you had already posted there; my bad!

I'm convinced that there's something wrong with my 4bpp reading routine, I just have no idea what it could be, since, as far as I can tell, it's following the algorithm exactly... the only other possibility I can think of is that it's not starting in the right place, but I'm certain it is... could it be that the algorithm I've been looking off of is incorrect? Anyway that's a discussion for another thread.

Thanks anyway though! ^_^

373
So does this affect the way actor data is stored? Specifically, FF4kster looks for (and saves) the information for whether the actor loads initial character data or loads it from a certain shadow slot. Will those bytes still be there and just do nothing (in which case the editor should be already compatible, at least in that respect), or will it mess everything up if it writes something strange to those places?

Also, welcome back LordGaramonde! Good to see you again!

374
Final Fantasy IV Research & Development / Re: 4bpp Graphics Backport
« on: July 27, 2014, 05:07:56 AM »
That looks totally awesome! Great work!

Say, I could actually use your help if you're interested, since you seem to know a thing or two about how to read graphics. I've been trying to get FF4kster to read the map tiles directly from the rom (currently it's just using pre-packaged image files instead). The 3bpp ones I was able to get no trouble, but for some reason the 4bpp ones (ship/airship) are causing me some issues. I posted my code over on this thread. I read various documents over on RHDN and did my best to implement what I understood to be the correct process but it doesn't seem to be producing the correct results.

375
(though you will be able to go back to child Rydia but keep her stats).

Forgive the tangent, but this reminded me of an experience I had back in the early days, before rom hacking was a thing (or at least, if it was, then it was nothing like what it is now) and people were messing around with the game genie to get different effects similar to what we're doing now with the editor (changing people's battle commands, accessing all the "dummy"/hidden items etc). Anyway there was this one code someone found that completely reset all the plot flags, but left everything else the way it was. So for example, lets say you get to near the end of the game and save. You apply this code and then load up your save. Now you go to Mist. Boom, package opens, Mist re-burns-down, Kain leaves, and now you have a second Rydia, child version, who mysteriously now has Cure 2 in her white magic list (I know why that is now but at the time it was very mysterious and intriguing). She even has all the advanced summons (kind of amusing seeing little girl summon big ol' Bahamut and Odin). I can't remember off hand if she had all the advanced levels and stats of the older version or if they reset but anyway it was an incredibly fun code and messing with it and others like it was part of what drew me to hacking this game.