øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=14;area=showposts;start=330e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index14c6.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=14e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index14c6.html.zxͼg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.IOKtext/htmlISO-8859-1gzip8:ÖIÿÿÿÿÿÿÿÿTue, 10 Mar 2020 16:30:28 GMT0ó°° ®0®P®€§²ð®̼g^ÿÿÿÿÿÿÿÿ?+I Show Posts - Pinkpuff

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Messages - Pinkpuff

331
Ok I uploaded the current WIP version.

The "extended" tiles now seem to work; however, although I did my best to implement the sprites for the animated tiles, they're still not showing up correctly. They're showing up differently from how they used to, but still not right. I think I know what might be wrong though and I'll try it again soon.

As well, I implemented a new algorithm for reading and displaying the tiles in general, which ought to be much more efficient, and no longer requires the image files ripped from FF4Tools. Therefore I have removed them from the zip. Let me know if you find any problems or odd behaviours (other than the tiles that should be animated looking strange), particularly if you install in a fresh directory without the image folder.

Also I renamed the "mystery flag" for spells "damage" (and switched the YES/NO display) but it seems like the "damage flag" is on more than just damage spells...

Inching ever closer to success!  :childish:

332
Final Fantasy IV Research & Development / Re: Spare NPC's
« on: December 20, 2014, 06:18:59 AM »
I am still amazed that PinkPuff managed to make a readable format for the AI scripts, they are parsed and pieced into so many different forms (Index, Script, Conditionals, etc) it's ridiculous.

It wasn't easy, I assure you! How long was I on the monster editor? A year or more? Anyway I did my best... glad to hear it's somewhat readable/understandable. I tried my best to explain it in the readme too.

333
Always great to see you Pinkpuff; glad your back!  :childish:

And you as well  :wink:

Though I've got a bug to report too, but probably nothing too serious. I was cycling through the Command List and FF4kster crashed when I got to Kick.  No thoughts on a cause or cure for that one; but I'm sure you'll nail it.  :wink:

Can't duplicate this issue... are you using a ROM that's been modified by something else?
P.S. Program crashing upon doing something normal/routine (such as highlighting a command) counts as a very serious bug...

Always glad to see FF4kster get an update, now seems the best time to report a bug.

The best time to report a bug is once you notice it. Sometimes a bug can be easy to find and fix so even if I'm busy with school work I will still investigate bug reports. If it becomes time consuming to track down and/or repair then it may have to wait, but if it's an easy fix I don't mind fixing it on the fly.

You know how you made it possible to edit the Mystery Bit in Spells and Items? Well unfortunately it seems you didn't actually allow us to edit them for Spells. They work fine for Items, but when you go to change them in Spells they'll revert back to their original setting when you press escape on that menu.

Confirmed and fixed.

Also the palettes that the program is using for the Tile Editor doesn't quite seem accurate. For instance Palette 4 should be Town, but in the "select palette" option it appears to be Palette 16.

Confirmed and fixed. :banonsmash:

I'm on a roll  :cycle:

Hey Pinkpuff.  I finally got an account to say thanks to you and others here who have helped me with my project so much.

Glad to hear my program is being used productively!

I hope I can contribute back.  I can't fully answer your question, but I think I can give some insight to part of it.

Your answer was very enlightening indeed!! I will get to work on it right away and see what happens. I kept meaning to re-code the method that's reading the graphics into something more efficient anyways but now I have a good excuse to finally get to it. While I'm in an ambitious mood I might try to get the animated tiles to actually animate! (But we'll see if that actually materializes or not.)

That will fix a bunch of those tiles, but not all of those ones that look like duplicates.  The good news is that I don't think those are actually used in the maps.

Pretty sure you're right. Once the tile editor is done though we can use it to mess around with them and see if we're able to make them into new usable tiles! Wouldn't that be awesome?

Let me know if that makes sense.  I'll have to work on making my descriptions a little more clear in the future.

I think I get it! I've certainly worked successfully with less clear descriptions of things. In any case I certainly won't hesitate to ask questions as they arise.

334
School is out, the board is back up, and I'm back to work on FF4kster!

Have a look at the current version at the timecave link to see what I have done of the tileset editor so far. It's previewing the tilesets that it's reading from the ROM, and overlaying the red box/arrow/etc notations dynamically based on the tile properties, and you can press enter to switch to the palette selector to see what each tileset looks like under each palette index. There are some tilesets which, under the default airship palette, look like they're missing large chunks of graphics, but that's only because the palette sections those graphics are using are all black in that palette index. Changing the palette index will cause the graphics to show up.

However, despite that, there are some graphics that just aren't showing up correctly, almost like it's reading the right set of sprites for part of the tileset, but the wrong set of sprites for another part. To see what I mean, check out how it displays f.ex. the Lunar Core tileset. Most of it is fine, but the teleporters look messed up. If anyone has any insight or ideas on why this might be the case or some ideas of where to look for an answer they would be greatly appreciated!

335
Final Fantasy IV Research & Development / Re: Graphics info
« on: December 14, 2014, 07:39:07 AM »
Be aware that any kind of data relocation or ROM expansion will render your ROM horribly incompatible with FF4kster.

336
Final Fantasy IV Research & Development / Re: Graphics info
« on: December 09, 2014, 06:17:27 PM »
Hi Madsir,

By all means, go right ahead. Editing acutal sprite bitmaps will not be part of the scope of FF4kster in the foreseeable future. Even if it were to become such, it would not happen for a very, very long time. That said, I would like to incorporate more graphics into FF4kster from the perspective of being able to read them and display them. Thus I am probably just as interested in this information as you are.

The only capacity in which FF4kster has any immediate plans for "changing graphics" would be, for example, changing what sprite a particular monster has (like, say, changing the Yellow Dragon from being the "sitting down dragon" sprite to the "coily spring oriental dragon" sprite, or to the "fat horizontal flying dragon" sprite), which is something it can technically already do I think, but instead of seeing the results how they would appear in the game, it currently just gives you some awkward text descriptions like those you see here, or maybe some numbers (i.e. Sprite 25, Palette 6 or something). Ideally I'd like it to be able to give a realistic preview of what your monster will look like as you edit it so that you don't have to keep going "change, save, load up ZSNES, fight a battle, look at the sprite, load up FF4kster, change, save, load up ZSNES, ..."

But in any case, what is not (currently) part of the plan for FF4kster is to, say, be able to draw a moustache on the dragon; or to change it into something else entirely, like a samurai or something.

337
General Discussion / Re: Introducing myself
« on: December 09, 2014, 06:02:56 PM »
Hi there,

I'm primarily responsible for FF4kster, though I have to say I've done very little of my own research; it's mostly just a compilation of whatever knowledge and information gets posted here, packaged neatly and given a clever interface. Of course, the rate at which new information is discovered and posted here is far greater than the rate at which I can realistically code new components, so the editor is a little behind in a lot of areas. I try my best to keep a "to-do" list though to make sure as little as possible falls through the cracks.

Right now the primary focus is indeed the tile editor. However, I would ideally love to have more graphics incorporated into FF4kster. Free time seems to be a short commodity these days though so if someone wants to tackle a graphic editor, by all means give'er. Besides, FF4kster would be more concerned with reading and displaying graphics rather than editing them, other than, say, which monster uses which graphic and which palette, or which weapon or spell uses which animation and so on.

338
Game Modification Station / Re: Project II: Final Fantasy IV
« on: December 08, 2014, 04:54:09 AM »
The Immune bit does nothing alone. It's thought that it's part of an incomplete plan to make Immune like Absorb, but Absorb goes into its single elemental byte where as Immune is a separate byte all around.

The Cursed Ring will Absorb any element that it also is paired with, so say you have the Fire Armor, you would then recover when hit by an Ice Attack since it resists Ice, go one step further and say you have the Dragon Shield, when that happens you absorb Fire, Ice, and Lightning Elemental attacks.

The Immune bit is also broken because it gives 99% evasion because of a lack of optimization (they save a certain bit of data to a place that is supposed to temporarily store, but never takes it out which leads to it being added to evasion.) I have a patch to fix this, Immune on its own does nothing, but when the Immune piece of gear also resists other elements, they then become Immune to them.

So wait... Immune doesn't work like Absorb? You mean, (without your patch) if I make an armor that has the Ice bit and Immune bit set, it will not make the wearer immune to ice?

339
Slick News / Re: We're back!
« on: December 07, 2014, 07:13:07 AM »
I missed this place. Glad everything's still intact. After exams we'll see if I can get that tile editor going.

340
Welcome to the club my friend.

341
Oh yeah I found that out when I was collecting info together for the tile editor (which I'm still technically working on even though I've been procrastinating). Hopefully having all those mystery bits incorporated into the editor it will make it easier to play around with them and figure out what they do!

And yeah it is getting close to that time so I'll probably have quite a bit less spare time from here on out, but I think it was quite a productive summer overall!  :childish:

342
What would happen if you got rid of everyone in your party though?

Hm, never tried it but my guess would be that the game would function normally until you press the R button whereupon your sprite would probably become something strange, or you got into a battle whereupon most likely the game would freeze up.

So yeah, I agree, it's probably best to make sure that can't happen...

343
That makes total sense plotwise, but strictly speaking there should be no technical issue with removing him.

344
So, can this be used as a way of making it so that you can edit your party near the end of the game like in the GBA version?

It would get you most of the way there. What you would be missing is a nice menu interface for editing your party freely. But what you can do is set up a bunch of NPCs with events that will put people in or take people out. Then the player can edit their party by talking to them in the appropriate order.

345
1) Would it be possible to set something up where a user preference can be stored? Particularly I'm thinking about the toggle for indexing. I used to turn it on occasionally - but then more and more and now all the time. I don't know how hard that would be to implement at this stage but I just wanted to throw it out there.

User preferences isn't really a planned feature per se besides the config files. In particular, the indexing thing I consider a little dodgy to begin with since the indexes don't actually look at what data is there, they just number the items in the menu from 1 all the way up. So if the menu has, say a "(none)" thrown in there at the beginning, they'll all be off by 1. Or if the menu only shows a certain subsection of the list (like I think the actor starting equipment menus do) then the indexes will definitely be incorrect.

That said, you can accomplish what you're attempting with the config files (and a lot of patience). What you would do is replace each entry of the form

###: Data

with something of the form

###: ###: Data

So for example instead of

25: Explosion sound

you'd have

25: 25: Explosion sound

The program will understand that the first 25: is a numerical index and that the rest is just text, but you'll have your item indexed! Sadly this technique won't work for things that are read directly from the rom like item names, but it will help for things like events, placements, npcs, etc. whatever has a config file for you to change in such a manner.

At the moment I am removing my shortcuts to all editors beside yours; but if you know any offhand that will/will not work let me know. :)

Honestly I haven't had much success with any of the other editors that are out there for one reason or another (part of the motivation for working on this to begin with) so I'm probably not the one to ask, sorry.

- Also, keep up the great work!!  :childish:

Of course! Although I'm taking a small breather and it may be some time before the next update due to now having to convert back over from using those image files to actually reading the tile sprites from the rom. On the up side though the file size should be quite a bit smaller in future due to that.

Note:   I just came on this :  http://slickproductions.org/forum/index.php?topic=144.msg1059#msg1059   
                  - Congrats on having made it so far!  :terrydia:

There's a blast from the past! Boy what a journey it's been...