øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=123;area=showposts;start=915e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index1057.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=123e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index1057.html.zx&òg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈÀKBÙOKtext/htmlISO-8859-1gzip8:ÖBÙÿÿÿÿÿÿÿÿTue, 10 Mar 2020 20:18:05 GMT0ó°° ®0®P®€§²ð®%òg^ÿÿÿÿÿÿÿÿäABÙ Show Posts - Grimoire LD

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Messages - Grimoire LD

916
Also, this version seems to include the two names that have been missing since the start, Golbez and Anna. All in all the touch-ups seems to be working and the editor runs as smooth as ever.

917
Ah? Hmm... do I have a slightly outdated version? I'll redownload what is there and see if maybe I was using a slightly outdated one. Apparently it was slightly outdated... I got the one from RhDN and that one works perfectly fine. Sorry for the false alarm Pinkpuff.

918
One thing I Must address is that the Message Editor for large bits of text is now unusable, basically. There is a bright pink glaring at you the entire time when you go to click on a message to edit and the cursor which showed you where you were in the message is Completely gone and despite not even touching it (but merely viewing it) I can no longer save because of a Bank2 Overflow. This is rather harrowing and should be fixed as soon as possible.

919
So while adding Magic to the normal attack as a possibility seemed great on the surface, it would be Way too complicated to actually use properly. I was wrong, there is no unknown byte in data that can be written in ROM that I could use for a secondary spell index on weapons.

But one thing you can do, and quite easily may I add is add Command-Executions to the normal Fight Routine, to simulate things like the "Thief Dagger" and the "Dancing Knife" from FFV in FFIV.

Applicable Commands
Peep - E153 (Doesn't show damage, but does display actual data)
Steal - E1CC (Works perfectly)
Salve/Item Master - E2DC (Consider using as a Specialty for Cid!)
Regen - E3FA (Applicable. Puts Character using it out of commission as Regen begins could be interesting on a really good weapon)
Twin - E46F(Only to be used on a Twin Only Weapon!)
Kick - E6B4 (A Hit-All Attack from the normal attack! Now that is cool!)
Focus- E7F0 (Works as you'd expect, except damage isn't shown on the first attack, again another interesting facet to a powerful weapon)
X-"Aim" - E836 (Could potentially result in an Extraneous amount of extra damage, (Because it will go through the Fight Routine again and may possibly trigger again) it may be best to avoid this one.)
X-Hide - E876 (Appears to make it use on the enemy? May not be worthwhile, is worth rechecking.)
Sing - E900 (Almost as if it was made for this! The attack connects, the animation is shown, and the damage is displayed.
X-Jump - E954 (Does weird things, cannot be used.)
X-Parry - E9D0 (It does not display the damage done, nor the attack animation, but it does still do the normal damage, there could be a work around.)
Dark Wave - E9E9 (Acts like Kick as one would expect, will need to add a custom animation store before it.)
Recall - EA1A (Works perfectly! No complaints here.)
X-Boast - EAC3 (It gives the Int. Bonus to the foe (or friend) it strikes... not very useful.
X-Cry - EAE6 (??? It's very difficult to say if its doing anything at all.)
X-Grimoire - EC0D (While they work and the correct graphics show, the damage dealt is normal weapon damage and it doesn't seem as if it can be specially targeted.

So with this upcoming hack you will be able to tie command executions to weapons!

I will likely have to cannibalize a different routine if I want Magic+Weapon Strike. (though there may be a handful of space I can use here if I want to) It's not a difficult thing to set up in theory. The only problem is that the damage displayed may be slightly off from what it actually is.

And there goes my entire day! This one was much more painful than I thought it would be only because of hunting down the byte which wouldn't let you apply a status twice (in this case Calcify). This means that you could that an Imbued Weapon would use its special command Once and that would be it because you can't apply the same status on top of another status.

I searched RAM and ROM high and low and finally found the answer in an unlikely spot. Unfortunately fixing this problem was a lot more taxing than I had originally planned... however the final effort is all worth it. This hack includes "Command Executions" for 10 weapons in the game and after agonizing over space limits (I had to cut one out eventually) for several hours I finally put it together in a very efficient manner.

I would say this is my most impressive hack yet, but I say that for every hack I make say... take that with a grain of salt.

Unlike some of my other hacks, this fits into the game Seamlessly. There's nothing inherently "hackish" about it. (Well... somewhat). This will feel almost natural in some respects. Also I have some great news about Visual effects! The place where they are stored has a Lot of room. The problem with our approach is that we kept overwriting one visual effect with another. When there's at least room for 10 linear visual effects. This will lend itself to very interesting possibilities in the future.

Now this hack is only for the Right Hand (Sorry Palom and Kain) I had no room to fit in a Left Hand Check.

Imbued Weapons (I think I stole that name from one of Deathlike2's hacks?) Code

 :edit: 7/4/2014 - Changed the code to be more efficient to compensate for unforeseen difficulties.

Code: [Select]
[code]
(Changed "Is Target Charging? Than divide Defenses by 2" into "Is Caster using a Calcify1 Weapon? If so branch to routine.")
-----------------------------------------------------------------------------------------------------------------------------------------
$03/C740 AD 9F 26 LDA $269F  [$7E:269F] A:0000 X:0000 Y:0000 P:envMxdiZC - Load Caster's Attack Status Byte 2 into A.
$03/C743 29 01 AND #$01 A:0001 X:0000 Y:0000 P:envMxdizC - Is it Calcify 1?
$03/C745 F0 06 BEQ $06    [$C74D] A:0001 X:0000 Y:0000 P:envMxdizC - If not, branch to next portion of Defense determination...
-----------------------------------------------------------------------------------------------------------------------------------------
$03/C747 AD 9C 26 LDA $269C  [$7E:269C] A:0001 X:0000 Y:0000 P:envMxdizC - Load Caster's Accuracy into A.
$03/C74A 20 E6 CB JSR $CBE6  [$03:CBE6] A:0063 X:0000 Y:0000 P:envMxdizC - Jump to Imbued Weapons Subroutine - (Past Status clearing)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$03/CBDB 7B TDC A:0001 X:0014 Y:0001 P:envMxdizc - Transfer Direct Page (Clear A without using 2 bytes.
$03/CBDC AA TAX A:0000 X:0014 Y:0001 P:envMxdiZc - Transfer A to X.
$03/CBDD 9E A0 33 STZ $33A0,x[$7E:33A0] A:0000 X:0000 Y:0001 P:envMxdiZc - Store Zero in Statuses to Inflict on Enemies (this gets rid of Calcify, which is the catalyst for this particular hack and this data sits atop the ruins of the broken Calcify Weapon Routine so nothing is lost)
$03/CBE0 E8 INX A:0000 X:0000 Y:0001 P:envMxdiZc - +1 to X
$03/CBE1 E0 1F 00 CPX #$001F A:0000 X:0001 Y:0001 P:envMxdizc - Has X gone all the way to 33BF in clearing?
$03/CBE4 D0 F7 BNE $F7    [$CBDD] A:0000 X:0001 Y:0001 P:eNvMxdizc - If not, branch back to Clearing.
---------------------------------------------------------------------------------------------------------
$03/CBE6 20 79 83 JSR $8379  [$00:8379] A:0012 X:000F Y:0000 P:envMxdizc - Jump to RNG Routine (00 to Accuracy)
$03/CBE9 C9 32 CMP #$32 A:000B X:0000 Y:0000 P:envMxdizc - Is it 50 or above?
$03/CBEB 90 54 BCC $54    [$CC41] A:000B X:0000 Y:0000 P:eNvMxdizc - If not, branch to end of routine.
------------------------------------------------------------------------------------------------------
$03/CBED A9 FF LDA #$FF A:0010 X:0000 Y:0000 P:eNvMxdizc - Load All Enemies into Targeting
$03/CBEF 8D D3 26 STA $26D3  [$7E:26D3] A:00FF X:0000 Y:0000 P:eNvMxdizc - Store A in Monster Targets.
$03/CBF2 AD B3 26 LDA $26B3  [$7E:26B3] A:00FF X:0000 Y:0000 P:eNvMxdizc - Load Right Handed Weapon
$03/CBF5 C9 06 CMP #$05 A:0005 X:0000 Y:0000 P:envMxdizc - Is it the Poison Claw?
$03/CBF7 D0 08 BNE $08    [$CC01] A:0016 X:0000 Y:0000 P:envMxdizC - If not, branch to next Weapon Check.
$03/CBF9 A9 CE LDA #$CE A:0016 X:0000 Y:0000 P:envMxdiZC - Load Kick Graphic into A.
$03/CBFB 8D C4 33 STA $33C4  [$7E:33C4] A:00CE X:0000 Y:0000 P:eNvMxdizC - Store A in Audiovisual Code
$03/CBFE 4C B4 E6 JMP $E6B4  [$03:E6B4] A:00CE X:0000 Y:0000 P:eNvMxdizC - Jump and Stay with Kick Routine
-------------------------------------------------------------------------------------------------------------------------
$03/CC01 C9 0B CMP #$0B A:000B X:0000 Y:0000 P:envMxdizC - Is it the Change Rod?
$03/CC03 D0 03 BNE $03    [$CC08] A:0016 X:0000 Y:0000 P:envMxdiZC - If not, branch to next Weapon Check.
$03/CC05 4C 1A EA JMP $EA1A  [$03:EA1A] A:0016 X:0000 Y:0000 P:envMxdiZC - Jump to Recall Routine
----------------------------------------------------------------------------------------------------------------------
$03/CC08 C9 11 CMP #$11 A:0011 X:0000 Y:0000 P:envMxdizC - Is it the Silver Staff?
$03/CC0A D0 03 BNE $03    [$CC0F] A:0016 X:0000 Y:0000 P:envMxdiZC - If not, branch to next Weapon Check.
$03/CC0C 4C DC E2 JMP $E2DC  [$03:E2DC] A:0016 X:0000 Y:0000 P:envMxdiZC - Jump to Salve(But moreso Item Master, so the released patch will include Item Master, normal Salve will probably heal Foe, if I had to guess)
-------------------------------------------------------------------------------------------------------------------------
$03/CC0F C9 17 CMP #$17 A:0017 X:0000 Y:0000 P:envMxdizC - Is it the Darkness Sword?
$03/CC11 D0 08 BNE $08    [$CC1B] A:0016 X:0000 Y:0000 P:envMxdiZC - If not, branch to next Weapon Check.
$03/CC13 A9 C5 LDA #$C5 A:0016 X:0000 Y:0000 P:envMxdiZC - Load Dark Wave graphic into A.
$03/CC15 8D C4 33 STA $33C4  [$7E:33C4] A:00C5 X:0000 Y:0000 P:eNvMxdizC - Store A in Audiovisual Code.
$03/CC18 4C E9 E9 JMP $E9E9  [$03:E9E9] A:00C5 X:0000 Y:0000 P:eNvMxdizC - Jump to Dark Wave Routine.
----------------------------------------------------------------------------------------------------------------------------
$03/CC1B C9 20 CMP #$20 A:0020 X:0000 Y:0000 P:eNvMxdizc - Is it the Ancient Sword?
$03/CC1D D0 03 BNE $03    [$CC22] A:0016 X:0000 Y:0000 P:envMxdiZC - If not, branch to next Weapon Check.
$03/CC1F 4C FA E3 JMP $E3FA  [$03:E3FA] A:0016 X:0000 Y:0000 P:envMxdiZC - Jump to Regen Routine
-----------------------------------------------------------------------------------------------------------------------
$03/CC22 C9 3B CMP #$3B A:003B X:0000 Y:0000 P:eNvMxdizc - Is it the Silver Knife?
$03/CC24 D0 03 BNE $03    [$CC29] A:0016 X:0000 Y:0000 P:envMxdiZC - If not, branch to next Weapon Check.
$03/CC26 4C CC E1 JMP $E1CC  [$03:E1CC] A:0016 X:0000 Y:0000 P:envMxdiZC - Jump to Steal Routine
-----------------------------------------------------------------------------------------------------------------------
$03/CC29 C9 3F CMP #$3F A:003F X:0000 Y:0000 P:eNvMxdizc - Is it the Crystal Sword?
$03/CC2B D0 03 BNE $03    [$CC30] A:0016 X:0000 Y:0000 P:envMxdiZC - If not, branch to next Weapon Check.
$03/CC2D4C F0 E7 JMP $E7F0  [$03:E7F0] A:0016 X:0000 Y:0000 P:envMxdiZC - Jump to Focus Routine.
----------------------------------------------------------------------------------------------------------------------------
$03/CC30 C9 46 CMP #$46 A:0046 X:0000 Y:0000 P:eNvMxdizc - Is it the Dummy Weapon?
$03/CC32 D0 08 BNE $08    [$CC3C] A:0016 X:0000 Y:0000 P:envMxdiZC - If not, branch to Sing
$03/CC34 A9 C5 LDA #$C5 A:0016 X:0000 Y:0000 P:envMxdiZC - Load Dark Wave Animation into A.
$03/CC36 8D C4 33 STA $33C4  [$7E:33C4] A:00C5 X:0000 Y:0000 P:eNvMxdizC - Store A in Audiovisual Code
$03/CC39 4C E9 E9 JMP $E9E9  [$03:E9E9] A:00C5 X:0000 Y:0000 P:eNvMxdizC - Jump to Dark Wave Routine
----------------------------------------------------------------------------------------------------------------------------
$03/CC3C 4C 00 E9 JMP $E900  [$03:E900] A:0016 X:0000 Y:0000 P:eNvMxdizc - Jump to Sing Routine




Despite my complaining about space, if I would have been a little wiser I could have saved a lot more. I only noticed now that I used JSR's instead of JMP's for the Commands when there is no longer (the STZ code that is at the start was once at the end... yeah, I'm a poor programmer) reason for them being there. And only now are they being changed... hmm, I wonder if this will give me enough space to put the Peep Weapon back in...

No thanks, that thing wasn't that great either. Instead I opted to give the Dummy Crystal Sword Dark Wave. In the end I had one byte to spare. Well again, this was an incredible adventure.


You can expect the patch forthcoming, here is what you can expect in it...

Silver Dagger - Steal
Silver Staff - Salve/Item Master
Ancient Sword - Regen
Poison Claw - Kick
Crystal Sword - Focus
Harps - Sing
Darkness Sword - Dark Wave
Change Rod - Recall
Dummy - Dark Wave

Along with several equipment changes to make these... actually work.

No pictures this time I'm afraid, its a difficult thing to actually portray.

And the Patch is done! It uses Vivify93's absolutely awesome ProjectII Patch as a base for several reasons...

One, treasure put in all of its proper spots.
Two, better translation.
Three, bug fixes.
Four, general improvements.

This patch includes Imbued Weapons and Item Master.
In addition is the changing of several weapons stats to reflect their new purposes.

The Poison Claw loses Poison and is now the "Martial Claw" when you attack with it is has a chance to use Kick.
The Change Rod now has Immense physical power for a Caster's weapon of that level and randomly uses Recall.
The Silver Staff is now the Scholar Staff that can be bought for a princely sum at the Silvera Weapon Shop, it can randomly use Item Master.
The Darkness Blade (called Shadow in the normal FFIV translations,, confusing) can use Dark Wave and when used from a weapon it curiously does not reduce HP.
The Ancient Sword's power has been immensely upgraded its ability is a powerful Regen. So you have to be careful when and how you use it, it has lost Curse though.
The Silver Knife is now the Thief's Knife which can be found lying around as always, it goes without saying its ability is Steal.

The Medusa Blade (broken piece of junk... entire point of this hack anyhow...) has been replaced by the Coral Sword, which is a rare drop from Baron Guards. But they've had their drop table changed so it may be worth grinding for. Its power is on par with the other Elemental Swords and we know that Lightning rules the day in the Tower of Babil.

The Ragnarok now has Focus as its ability so using it can be a double edged sword, you may stall yourself for several turns in a row.

On the other hand this hack introduces the Dark Crystal Sword. A copy of the Crystal Sword (Ragnarok) but two handed (yep, really created it there...). Its ability is Dark Wave, which can be Very useful late game and with the added bonus of not losing any life when its used. The Dark Crystal Sword is obtained along with the Ragnarok so you can mix and match as you please, per the situation.

Last but not least the Charmer's Harp becomes the Siren's Harp... I bet you can guess what it will do. Taking a cue from Paladin's old mod, Rydia can equip Harps as well so it is worth holding onto this for her return.

As for character changes... there's only been one.

Edward has lost Salve(now (Item)Lord (Item Master)) and it now belongs to Cid.

I should give a brief synopsis of what ItemLord does... ItemLord will read the first usable item in your inventory and split it, it can be used on Friend or Foe. Single, in case you want that powerful attack magic item to focus on a single target, or multiple for when you're in a bit of trouble and everyone could use a bit of healing or if you're down to your last man and a mass Life Potion can turn the tides. ItemLord is used in this because of Salve, because Salve will only target whoever it is currently targeting and use that assigned item spell on it. Default that is a use of a Cure Potion for deficient amount of healing, granted in Project II it's a cure potion for Cure3 Potion healing, but... it would be on the enemy.

I decided to give it to Cid because you might Actually need it when he's in the party, rather than breezing through the Dark Knight portion of the game with yet another useless skill.

And without further ado, here is the patch...

Keep in mind it must be a v1.1 and Unheadered! (I made this mistake too many times.)

And please, give me your thoughts on it!



920
Very clever! Could you post the code regarding that? I'm not too well versed in wait-functions when it comes to routines (I've never dealt much with the ATB in fear of screwing up terribly) and I should be able to add in the "target randomly" command from Grimoire and that could work ideally as a Rapid-Fire.

921
I will keep that in mind moving forward then, thank you for the suggestions PinkPuff and Chillyfeez. Haha! Yes, Tellah was the name I originally used to test the "in-battle names=out of battle name" hack, and most pictures that you see come from "FFIV Test" which is a rom of mine for testing changes to the editor and routine changes to make sure they are safe before I put them on any actual modding rom. It is surprisingly more stable than it had been in the past. Maybe because I have a more firm idea of what I'm doing.

Ah, Rapid Fire... I don't think FFIV's system allows for that, unfortunately. There seems to be no way I can tell to refresh the audio-visual code to show more than one Character Animation & Spell Effect before each action is taken, that might require more exploration though.

 What (Arrow)Strm does is dependent on which hack is used. One is more akin to FFT:War of the Lions Barrage used by Balthier. x4 Attacks with damage cut in half (so x2 attack) at the use of 4 Arrows each time. The second (Arrow)Strm is based more on FFIII DS's version. In this it will by default do two attacks. But if you have above 45 Str. It will do 3 and if you have above 60 it will do 4. It's to possibly encourage a more Str. based set-up for Rosa and make it a viable choice rather than a fun derivative, and to keep in the spirit of FFIII DS that relied on Job Level for its power. (I seem to have a thing for Aim, making Snipe,Barrage, and ArrowStorm all out of the same basic space and skill).

922
Alright then, let's get started with implementing these ideas... maybe one day I should release a patch that includes all of my changes (bug fixes, routine edits, editing to make those routine edits effective, etc.) but I think that day is still a bit of a ways of.

Katana Soul - (Replacing Dart) I was concerned at first that Dart had forced targeting, but then I remembered that I found the ways to change targeting through routines (Grimoire as a proof of concept) which actually works a bit better for my purposes anyhow.

NOTE: I had to change the order a couple of times to get things working correctly and this document is not all compiled at once, therefore the addresses to the side may be a little inaccurate but rest assured the order is correct.


Code: [Select]
$03/E34C A9 C8 LDA #$C8 A:0003 X:002C Y:0000 P:envMxdizc - Load C8 into A (Animation from Sing)
$03/E34E 8D C4 33 STA $33C4  [$7E:33C4] A:00C7 X:002C Y:0000 P:eNvMxdizc - Store it in Audiovisual Code
$03/E351 A9 FF LDA #$FF A:00C7 X:002C Y:0000 P:eNvMxdizc - Load FF into A (Targeting)
$03/E353 8D D3 26 STA $26D3  [$7E:26D3] A:00FF X:002C Y:0000 P:eNvMxdizc - Store A in Next Monster Target
$03/E356 AD D2 26 LDA $26D2  [$7E:26D2] A:00FF X:002C Y:0000 P:eNvMxdizc - Load Ability (or Item)  ("Thrown" Weapon) from A
$03/E359 48 PHA A:002E X:002C Y:0000 P:envMxdizc - Push A for Later in the Routine
$03/E359 C9 2C CMP #$2C A:002C X:002C Y:0000 P:envMxdizc - Is it Middle?
$03/E35B D0 08 BNE $08    [$E365] A:002C X:002C Y:0000 P:envMxdiZC - If not, branch to next CMP.
-----------------------------------------------------------------------------------------------------------------
$03/E35D A9 9A LDA #$9A A:002E X:002C Y:0000 P:envMxdiZC - Load 9A (D.Breath) into A.
$03/E35F 8D D2 26 STA $26D2  [$7E:26D2] A:009A X:002C Y:0000 P:eNvMxdizC - Store A in next action to take.
$03/E362 20 3E CD JSR $CD3E  [$03:CD3E] A:009A X:002C Y:0000 P:eNvMxdizC - Jump to Magic Routine
$03/E365 C9 2D CMP #$2D A:002D X:002C Y:0000 P:envMxdizC - Is it Long?
$03/E367 D0 08 BNE $08    [$E371] A:002E X:002C Y:0000 P:envMxdiZC - If not, branch to next CMP.
----------------------------------------------------------------------------------------------------------------
$03/E369 A9 A3 LDA #$A3 A:002E X:002C Y:0000 P:envMxdiZC- - Load A3 (Heat Ray) into A.
$03/E36B 8D D2 26 STA $26D2  [$7E:26D2] A:00A3 X:002C Y:0000 P:eNvMxdizC - Store A in next action to take
$03/E36E 20 3E CD JSR $CD3E  [$03:CD3E] A:00A3 X:002C Y:0000 P:eNvMxdizC - Jump to Magic Routine
$03/E371 C9 2E CMP #$2E A:002E X:002C Y:0000 P:envMxdizC - Is it Ninja?
$03/E373 D0 08 BNE $08    [$E37D] A:002E X:002C Y:0000 P:envMxdiZC - If not, branch to next CMP.
-------------------------------------------------------------------------------------------------------------------
$03/E375 A9 2F LDA #$2E A:002E X:002C Y:0000 P:envMxdiZC - Load 2E into A. (Group-Osmose, Shockingly works!)
$03/E377 8D D2 26 STA $26D2  [$7E:26D2] A:002E X:002C Y:0000 P:envMxdizC - Store A in Next action to take.
$03/E37A 20 3E CD JSR $CD3E  [$03:CD3E] A:002E X:002C Y:0000 P:envMxdizC - Jump to Magic Routine
$03/E37D C9 2F CMP #$2F A:002F X:002C Y:0000 P:envMxdizC - Is it Muramasa?
$03/E37F D0 10 BNE $10    [$E391] A:002E X:002C Y:0000 P:envMxdiZC - If not, branch to next CMP
--------------------------------------------------------------------------------------------------------------------------------------
$03/E381 9C D3 26 STZ $26D3  [$7E:26D3] A:002E X:002C Y:0000 P:envMxdiZC - Store Zero in Monster Targeting (To prevent override)
$03/E384 A9 F0 LDA #$F0 A:002E X:002C Y:0000 P:envMxdiZC - Load F0 into A (Target All Allies)
$03/E386 8D D4 26 STA $26D4  [$7E:26D4] A:00F0 X:002C Y:0000 P:eNvMxdizC - Store A in Ally Targets
$03/E389 A9 85 LDA #$85 A:00F0 X:002C Y:0000 P:eNvMxdizC - Load Absorb into A.
$03/E38B 8D D2 26 STA $26D2  [$7E:26D2] A:0085 X:002C Y:0000 P:eNvMxdizC - Store A in Next Action
$03/E38E 20 3E CD JSR $CD3E  [$03:CD3E] A:0085 X:002C Y:0000 P:eNvMxdizC - Jump to Magic Routine
$03/E391 C9 30 CMP #$30 A:0030 X:002C Y:0000 P:eNvMxdizc - Is it Masamune?
$03/E393 D0 10 BNE $10    [$E3A5] A:002E X:002C Y:0000 P:envMxdiZC - If not, branch to next CMP.
-------------------------------------------------------------------------------------------------------------------------
$03/E395 9C D3 26 STZ $26D3  [$7E:26D3] A:002E X:002C Y:0000 P:envMxdiZC - Store Zero in Monster Target (otherwise it takes precedence.)
$03/E398 A9 F0 LDA #$F0 A:002E X:002C Y:0000 P:envMxdiZC - Load F0 into A (Target All Allies.)
$03/E39A 8D D4 26 STA $26D4  [$7E:26D4] A:00F0 X:002C Y:0000 P:eNvMxdizC - Store A in Ally Targets.
$03/E39D A9 08 LDA #$08 A:00F0 X:002C Y:0000 P:eNvMxdizC - Load Fast into A.
$03/E39F 8D D2 26 STA $26D2  [$7E:26D2] A:0008 X:002C Y:0000 P:envMxdizC - Store A in Next Action to Take
$03/E3A2 20 3E CD JSR $CD3E  [$03:CD3E] A:0008 X:002C Y:0000 P:envMxdizC - Jump to Magic Routine
$03/E3A6 C9 3E CMP #$3E A:00E0 X:0680 Y:001A P:eNvMxdizC - Is it Spoon?
$03/E3A8 D0 08 BNE $08    [$E3B2] A:003E X:0680 Y:001A P:envMxdiZC - If not, branch to RNG Routine.
-----------------------------------------------------------------------------------------------------------------------------------------------------
$03/E3AA A9 87 LDA #$87 A:003E X:0680 Y:001A P:envMxdiZC - Load Big Bang into A.
$03/E3AC 8D D2 26 STA $26D2  [$7E:26D2] A:0087 X:0680 Y:001A P:eNvMxdizC - Store A in Next Action to Take
$03/E3AF 20 3E CD JSR $CD3E  [$03:CD3E] A:0087 X:0680 Y:001A P:eNvMxdizC - Load Magic Routine


And here is where I came to a slight... issue. When you use a weapon with Throw, you lose it. I had thought that was done through the routine itself, for some reason, but it is not. It is done elsewhere. I knocked my head thinking of ways around this then I just decided to breakpoint on the decrement itself and found it, I tested it and it is fully unique to the Dart Menu, thank goodness...

Code: [Select]
$03/A664 B1 80 LDA ($80),y[$7E:321C] A:002E X:0000 Y:0002 P:envMxdizc - Load Item that is to be thrown into A.
$03/A666 3A DEC A A:0001 X:0000 Y:0002 P:envMxdizc - -1 to A.
$03/A667 91 80 STA ($80),y[$7E:321C] A:0000 X:0000 Y:0002 P:envMxdiZc - Store A in Thrown Item Quantity.

I nulled that and was good to go, but then I realized I didn't know how to actually remove the item. So it may be best to leave it be for the time being, I have another scheme which may help me get the item. Which may be even more efficient.

I am very proud of myself for being able to fit this in the amount of bytes and even take part of another routine to use for my own purposes. Because of space though I did have to sacrifice my loftier plans of each Katana having its own percentage to break, so it's a straight 50% chance to break with all of the Katanas.

RNG And +1 to Current Soul Sword Routine
Code: [Select]
$03/E3B2 A2 01 00 LDX #$0001 A:00E0 X:0680 Y:001A P:eNvMxdizC - Load 0001 as lowest value in X
$03/E3B5 A9 64 LDA #$64 A:00E0 X:0001 Y:001A P:envMxdizC - Load 64 (100) as highest value in A.
$03/E3B7 20 79 83 JSR $8379  [$03:8379] A:0064 X:0001 Y:001A P:envMxdizC - RNG Routine
$03/E3BA C9 32 CMP #$32 A:0007 X:0000 Y:001A P:envMxdizc -Is it 50 or above?
$03/E3BC 90 09 BCC $09    [$E3C7] A:0032 X:0000 Y:001A P:envMxdiZC - If lower than 50 branch to 03E3C7.
$03/E3BE A9 01 LDA #$01 A:0032 X:0000 Y:001A P:envMxdiZC - Load 01 into A.
$03/E3C0 85 AA STA $AA    [$00:00AA] A:0001 X:0000 Y:001A P:envMxdizC - Store A in AA (this gives you only +1 rather than whatever value AA had stored previously)
$03/E3C2 68 PLA A:0001 X:0000 Y:001A P:envMxdizC - Pull A from the start of the routine (The Item Number)
$03/E3C3 20 5A E2 JSR $E25A  [$03:E25A] A:002E X:0000 Y:001A P:envMxdizC - Run Steal Routine - Item Acquisition Portion.
$03/E3C6 60 RTS A:001D X:001C Y:0007 P:envMxdizc - Return (though I could easily just make the last instruction be a "Jump" rather than a "JSR"
-----------------------------------------------------------------------------------------------------------------------------------------
$03/E3C7 68 PLA A:0006 X:0000 Y:001A P:eNvMxdizc - Pull A (Otherwise there are Major problems)
$03/E3C8 60 RTS A:002E X:0000 Y:001A P:envMxdizc - Return

And there you have it! A system akin to the Samurai's in FFT in FFIV. I thought this was going to be really difficult, but it was a lot of fun and I learned a lot through this. It was a real brain teaser.








Now you have to be careful... The Murasame and Masamune cast Beneficial Spells only when you target an ally.



But when you cast it on an enemy...



Should I start releasing standalone patches? Things like this and my Hunter's patch might be worth releasing separately on their own.

923
So as a bit of experimentation I decided to copy the first town of FFIII into FFIV as a test of the tools, it went smoothly (except for my artistic failure to even copy). Here are a couple of pictures.












924
Hmm, that's what I tested originally Chillyfeez, I gave Imp's 10000 HP, saw they had 625 MP and allowed them to use Cure4 every cast. Their MP never went down, despite that I was using the "Use Black or White Magic" AI command. And just now tested it with "Use Special Spell"and I never saw MP budge, like you I was under the impression that monster's had finite supply of MP, but it doesn't appear that they do unfortunately. Also I think you meant it doesn't kill them like in FFVI, hehe.

This was addressed yesterday though, I decided to change Mind Break for Speed Break. Lower Enemy Speed by 1/8 of its level.

925
That time is creeping up on me as well and I have a pretty heavy schedule this time around so my activity might *actually* decrease, instead of me doing the equivalent of deciphering all commands and spells this time around. But I suppose by job is just about over until... oh boy, next October?

926
Immense update on the first page including links to all of my (at least I think that's all of them...) custom command routines and bug fixes.

927
Final Fantasy IV Research & Development / Re: AI Index Reference
« on: January 07, 2014, 12:19:33 AM »
Ah Christopher Walken, he's always a gem to watch, no matter what he's in.

Thank, glad you liked it!

928
Final Fantasy IV Research & Development / Re: AI Index Reference
« on: January 06, 2014, 11:26:15 PM »
Here's an interesting bit of trivia. If you set a monster to use a beneficial spell, but don't target, they will innately target their allies at random. In that way you can set up a monster that heals or buffs its allies without having to use "Target Random Monster" AI Command.

929
I guess I'll go with Speed Break (which is a skill in FFT) it will lower an Enemy's speed by 1/8 of its level so its power is consistent the entire game.

930
That is a good point... let me see...

Wow. You are absolutely correct. I don't know why I thought otherwise... I never recalled seeing them react that way either. Back to the drawing board on that one then.