øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=4;area=showposts;start=975e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index18e2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=4e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index18e2.html.zxœâg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ…¬ OKtext/htmlISO-8859-1gzip0|Ö ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:11:47 GMT0ó°° ®0®P®€§²ð®›âg^ÿÿÿÿÿÿÿÿª   Show Posts - Dragonsbrethren

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Messages - Dragonsbrethren

976
A VWF might not solve your problems though, unless the check is in the text drawing routine, you may find your text is still getting wrapped anyway.

977
Final Fantasy IV Research & Development / Re: FFIV bug list?
« on: September 08, 2008, 01:34:29 PM »
Oh yeah, there's the Yang HP level bug (incomplete level up stat growth for HP).

Anyone got his HP growth data from the European GBA version? This should be fairly easy to fix.

978
Final Fantasy IV Research & Development / Re: FF4A Bug List
« on: September 08, 2008, 01:32:42 PM »
Weapon bits are not behaving properly, borking the behavior of certain weapons with intended behaviors (like the Mist Whip not doing paralysis).. fixed in the Euro version. I wrote up a list somewhere...

I'm pretty sure the game just doesn't check any of this stuff for items past 255.

979
Final Fantasy IV Research & Development / Re: FFIV bug list?
« on: September 08, 2008, 01:21:21 AM »
Yeah, once those bits are set on a character they're on for the rest of the game.

980
Without Phoenix's hack it doesn't work properly, it doesn't get added to the list, it is displayed after battle though:



I should have specified that I meant with the hack. Even if you add it to Rydia's unused summon learning list, which should work, it won't work without the hack.

Phoenix: Spells from the third slot only get added to the third, spells from the second slot are added to the second and third, and spells from the first at added to all three.

981
Well, there's only 3 spell learning types (though, it is unknown how Summons are handled)...

Summons can be learned just like anything else.

982
Yeah, it's adding the white spells to all three lists and the black spells to the last two.

 :edit:

By "white spells" I mean spells from the first magic list, not necessarily white magic. Your hack is allowing any type of spell to be added to any list, just with this unintended side effect.

983
I found a pretty big problem with this without even changing the spells learned:


984
Final Fantasy IV Research & Development / Re: FFIV bug list?
« on: September 07, 2008, 10:41:57 PM »
Imzo, this should help with testing the weapon bits:

http://dragonsbrethren.slickproductions.org/files/ff4/weaponbittest.zip

Patch it to a headered copy of FF2us 1.1 and use the included SRAM to skip the intro. The patch sets all eight bits on the Darkness sword and makes it available in the pot outside Baron's inn. The Shadow sword you start with only has metallic set, which is removed properly.

985
Final Fantasy IV Research & Development / Re: FFIV bug list?
« on: September 07, 2008, 10:21:05 PM »
No such guide exists, this thread will have to do, just let us know what details you need.

986
Final Fantasy IV Research & Development / Re: FFIV bug list?
« on: September 07, 2008, 09:29:52 PM »
I'll concede that it may have been intended to grant physical immunity as well, but it just seems unlikely to me given how easily they could have done that by simply giving it 99% evasion in the first place. Maybe I'm a bit biased because the current way the immune property works makes it absolutely useless for how I'd like to use it in my hack.

Actually, Imzo, if you're looking for some hack-only "fixes," killing the evasion for immune would obviously be very useful but I have another suggestion: Make absorb work as immune does now and only apply to the piece of equipment it's set on. This would break the cursed ring in the normal game but it definitely gives hacks the ability to have more interesting armor. Right now absorb is dangerous to use because of how easily it can make a character absorb every element with the right equipment combinations.

987
Final Fantasy IV Research & Development / Re: FFIV bug list?
« on: September 07, 2008, 09:12:14 PM »
I don't call it a bug.. given that the Glass Hat/Helmet isn't worth a damn otherwise... though it makes the Adamant Armor insanely more powerful than intended.

How is it not a bug? If they wanted the mask to give 99% evasion they would have given it 99% evasion the normal way. I seems far more likely to me that it was supposed to function like absorb does on the Cursed ring and make it so you're immune to anything your armor resists.

Also, there's the Stop+Sleep/Paralysis/Gradual Petrification bug.

A fix for this would be nice for FF4, but there's little point in making a FF2us 1.0 fix as far as I'm concerned.

Oh, there's the obvious Sylph costs no MP bug.

Ack, yeah, I meant to put that on my list and forgot to.

988
Phoenix, are your offsets headered or unheadered?

989
Final Fantasy IV Research & Development / Re: FFIV bug list?
« on: September 07, 2008, 08:38:16 PM »
I'd say the most critical is the back row bug, actually all bugs relating to the weapon bits. They're never unset, so if you equip a long range weapon that character will always have a long range attack. The only weapon bit that I know is unset properly is metallic.


Some others, these are also annoying but I'd say the weapon bits are the most broken thing in the game:

  • Poison resistance doesn't work.
  • The immune property gives 99% evasion.
  • The item duplication trick.
  • The anyone can equip shields trick.
  • "Infinite" arrows when a character only has one remaining and only gets one turn per battle.


Minor cosmetic things:

  • Some reflected spells use the wrong palettes.
  • The dancing dagger spell uses the wrong palette - I already fixed this.
  • Both shurikens use the Shuriken's palette when thrown.


A non-bug that could be modified to help hackers:

  • Weakness overrules resistance/absorption for physical attacks. This usually benefits the player, Yang can equip a FireClaw and an IceClaw and attack an IceBeast or FlameDog and damage them even though one of the elements would usually heal them. The problem comes when enemies are given physical attacks, which the game supports but never uses normally, a character wearing the Dragoon armor is now weak against both fire and ice when attacked physically because it resists both. Fire resistance in FF4 implies ice weakness, ice resistance fire weakness, holy resistance dark weakness, and dark resistance holy weakness. You can see how this would cause a problem when you give an enemy one of those elements to attack with and you should be able to resist it yet end up weak against it. The DS version has enemies using physical attacks so they fixed it for that and it didn't cause any real problems, only my claw example above won't work anymore.

---

I'm sure there are more than this, I just can't remember any off-hand. There are also some very minor ones I didn't list because they don't seem worth fixing at all, like the one I posted the other day about shifting characters around after someone leaves and saving to get an incorrect sprite on the map.

990
Final Fantasy IV Research & Development / Re: DS Version Research
« on: September 06, 2008, 11:15:11 PM »
Just out of curiosity, try using a code for a non-dummied item, see if that works correctly.