Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Deathlike2

166
Counter Routine

Well... that seemed straightforward enough.

This is such a waste of space and opportunity. For whatever reason the game has four extra bytes allocated to it (possibly more) that would easily allow someone to add in an Elemental or Status component.

I will have to move away slightly from my ordinary coding (as shown through Geiger's) to get the point across...

This is what is at 03DDD0 Ordinarily

2E 03 39 4C AF C9 EE 81 38 60 - The 60 is the RTS which takes it out of the routine, but it never seems to be properly read. Nor are the three bytes before it as far as I could tell. It has the barebones basic of being an attack formula without anything added to it.

To...

Say we wanted to add Elemental to this...

2E 03 39 20 30 E1 4C AF C9 60 - This adds in 20 30 E1 Or Jump to E130 which is the Elemental Damage Routine.


Say you wanted Cecil to learn a series of Elemental Sword Attacks, this change would allow the Counter Formula to do so and if you didn't want the data to be the same exact as your physical attack you would change the 7E269D to something else desired. Maybe base it on Cecil's Current MP making it scale in power (and if controlled properly) but shouldn't overtake the power of the available swords. You could also, in essence, cannibalize Sing to give Cid a "Random Element Attack" skill. This is quite a unique formula and it may just be better to expand on it rather than worry about Absorb too much.

Well, it's a straight damage attack powered by your actual weapon power... it's the basic idea that I made for a hack that replaced the godawful Goblin's Punch to the same concept that was used in FF5 (the FF4 version is technically better... plus it's great for a hack).


Damage, Poison (Venom, Poison) Routine.

A bit of deja vu... well I guess all of those formula's follow a similar progression so it makes sense that they might somewhat repeat themselves. The definitions of the repeated Jumps are explained in the Mage Subroutine above. No surprises here. While you can change the inflicted status the Timers will likely become askewed because of the absence of Poison.

If you could find the damage algo, that would be greatly appreciated.

Odin Routine


Now it makes sense! The reason why Sylph is broken and Odin is not, is because the loop has the 80 attached and it loops immediately to that subroutine, therefore counting all five slots.. As far as I can tell the Sylph formula may have a lot unnecessary fluff that the Odin formula bypasses through a jump rather than having the formula attempt to add 80 itself and fail in the long run. Even so the game doesn't necessarily take Odin's formula into consideration as using Odin as another character will reduce the MP of that character and not just Rydia if Sylph is used. However there is a strange measure that goes along with this where if another character uses Odin, their MP will become Rydia's current MP. But this is only done if Odin fails. If it succeeds nothing special happens with MP.

The Level Checking portion of the spell seems to be located elsewhere. But if the Level Check does not succeed than the game does not even try to load the rest of the routine. Even if you do succeed you have a 50/50 chance of succeeding in using it. That seems a bit low so for balancing purposes it may be best to increase the player's chances a bit to maybe 60-65% chance of success.

I haven't really figured out the level check, but it is more prevalent in the GBA port than it is the SNES ports.

Count Routine

Not a very long or complicated code, but this doesn't answer the reasons why the game has trouble killing more than two monsters with Count. Not much help there, I'm afraid.

@Chillfeez - That spell is in desperate need of some help. Unfortunately I can't begin to fathom where this level check is. It may deal something special with simply choosing the spell rather than anything leading up to its casting.

Count is Reflectable... and has serious bugs in its design. Try it and you'll see really weird stuff with the ATB.

Recover 1/10 - Recover 1/3 Target's HP (Remedy/Absorb) Routines

Another bizarre reference to Target Strength, again it seems to automatically make the damage recovered 9999. This may have been in earlier plans or something. Since it can't be seen in the normal game and there is no logical way of activating it just like with Explode. It is interesting to see a Routine inside of a Routine in the form of Absorb though.

I'm trying to recall if there were monsters that used Remedy (1/10 of maxHP) that weren't boss monsters.. I know there are a number of monsters that use Absorb (1/3 of maxHP) that aren't bosses...

I don't think there's any monster that manipulates its Attack Power though (it's hard to recall at this hour)... but something like the "monster that has no image" might be the one. It has the max attack power set to it (like the Dark Elf YOU FOOLS version). I've kinda envisioned that monster to be the one where you convert the 2-handed Crystal Sword to a one-handed version. That would make for an interesting battle.

Search Routine

I don't know what to make of this routine, honestly. Using it as if it were a spell didn't appear to do much of anything to monster targeting.

It's supposed to set the monster's next target to the one previously chosen by Search. That's why the TrapDoors have the giveaway secret to Reflect.

It is also used by the Last Arm for Reflect... but also changes the "Target All" of its Fission attack (self-explode, damage everyone) to whoever that target was. It's only good for the enemy that uses it, but I suspect you can manipulate it for the same thing Golbez uses.

Quote
Hatch Routine

Curiously enough it will not work if a player tries to use it. I'm not sure why that is.

Hatch applies to the monster that uses it and has the status. It is the only reaction to damage in virtually any battle script.

Quote
Something Happens to Adult Rydia  Routine

Now this is a really strange one. Apparently it is another formula that looks for a specific character (and again that character is Rydia). That battle formation has to hide Rydia somehow in a manner that I don't fully understand. It looks to put some sort of status on her and keep her hidden from sight and then removes all timers attached to her. What this routine seems to say is that Rydia is always actually in the battle, just not present. Hmm...

But for now that is all but one of the Routines (Yousei handled those I didn't go over long ago) aside from Heal (because it's apparently nearly 200 Bytes long!) I'll get to that eventually. For now I should see if I can use any of this newfound knowledge on Commands.

The status is most likely Hide (the same one Edward uses), because the animation isn't really all that special (the unhiding part, which is to show up in the battle).

167
General Discussion / Re: NFL season 2013-2014 week 3
« on: September 22, 2013, 06:05:44 PM »
I had only watched the bonus coverage of the Browns @ Vikings game... and all I have to say is... that game is far more fascinating that I had originally thought...

168
General Discussion / Re: NFL season 2013-2014 week 3
« on: September 19, 2013, 06:49:52 PM »
Week 3 schedule:

It's that time again....

Quote
Chiefs @ Eagles (Thursday)

Eagles

Quote
Packers @ Bengals

Packers

Quote
Rams @ Cowboys

Cowboys

Quote
Chargers @ Titans

Chargers

Quote
Browns @ Vikings

Vikings

Quote
Buccaneers @ Patriots

Pats

Quote
Cardinals @ Saints

Saints

Quote
Lions @ Redskins

Lions

Quote
Giants @ Panthers

Giants

Quote
Texans @ Ravens

Texans

Quote
Falcons @ Dolphins

Falcons

Quote
Bills @ Jets (division)

Jets

Quote
Colts @ 49'ers

49ers

Quote
Jaguars @ Seahawks

Seahawks

Quote
Bears @ Steelers

Bears

Quote
Raiders @ Broncos (Monday, division)

Broncos

Quote
Seems like we have a few trap games this week.

Why isn't there a "It's a trap!" emoticon?  :lame:

169
Effect 06 - Status Routine

Now this is strange. As far as I can see and from my own tests there is nothing that prevents this from working on any specific monster type. Mute, Charm, Berserk, Float works perfectly fine on Zombie-type, Machine-type,  and Spirits. They all use the formula that says it shouldn't work on them. The only thing I can think of is that Yousei may have looked at the start of the data, not paying attention that this only occurs if the status to inflict is Death or Curse.
So this...

    06 status: various, does not affect spirits, undead, or machines

Is debunked. It works on anything that doesn't resist it.

I remember Phoenix mentioning Death as the natural immunity based on the creature type property. Curse was not mentioned, but that probably isn't too farfetched though.

With respect to "various stats", I don't think that was the intended description you are trying to get from it.

If you ever used lightning on some of the "machines" in this game, the monsters themselves have special code that operates based on a reaction to lightning, generally causing them to hur themselves at random, despite not having a Charm status.

The early monsters Spirits and Souls (and Ghost, I think) stop attacking you when hit with Ice. The IceRod with Rydia will allow you to test this...

Although... as I'm reading it, I think "Charm+Float" has more to do with the visual aspect. Float has its own set of odd bugs (being crit is one) and a Charmed character under float visually removes Float. It doesn't remove Float status though.

Quote
However the purpose of the separate routine for statuses with timers make sense as this formula does not appear to have any safety drop for them. Even its special coding for Paralyze doesn't work (do I foresee some Free Code in our future?) the enemy will never properly recover from Paralyze when used from this routine. That is a freed up 19 bytes for us to use if we ever wanted to add something else special to the Status Routine. Even the Creature Type check at the start is rather redundant as you can set it easily enough in the monster's individual status, freeing up even more bytes.

There is a reason why I've put in the fun bug report about Paralysis and Stop. Stop is a lot more gamebreaking than anything.

170
Final Fantasy IV Research & Development / Re: How do summons work?
« on: September 18, 2013, 12:34:39 AM »
Now only if you could tell us the probabilities of the Asura summon....

171
General Discussion / Re: NFL season 2013-2014 week 2
« on: September 12, 2013, 11:23:55 PM »
Well, your TNF pick won't count either way. :P

172
Twincast works a very strange way. The character who initiates the Twincast is actually not attacking, but the other Twin is the one taking action. If Porom uses Twincast the game loads Palom's stats. If Palom uses Twincast the game loads Porom's stats. Unless one is occupying the middle slot. In such a case the Twins will load their own stats for their command.

Hmm... the middle slot is the best for controlling Twincast, but that behavior is odd. I kinda thought Agility had some influence with it (at least with respect to FF4A).

173
General Discussion / Re: NFL season 2013-2014 week 1
« on: September 12, 2013, 06:13:46 PM »
Week 2 schedule:

TNF is too damn early this year.

Quote
Jets @ Patriots (division, Thursday)

Jets - Reverse lock is preferable.

Quote
Rams @ Falcons

Falcons

Quote
Panthers @ Bills

Panthers

Quote
Vikings @ Bears (division)

Bears

Quote
Redskins @ Packers

Packers

Quote
Dolphins @ Colts

Colts

Quote
Cowboys @ Chiefs

Chiefs

Quote
Browns @ Ravens (division)

Ravens

Quote
Titans @ Texans (division)

Texans

Quote
Chargers @ Eagles

Eagles

Quote
Lions @ Cardinals

Cards

Quote
Saints @ Buccaneers (division)

Saints

Quote
Jaguars @ Raiders

Raiders

Quote
Broncos @ Giants

Broncos

Quote
49'ers @ Seahawks (division)

Seahawks

Quote
Steelers @ Bengals (division, Monday)

Steelers

174
You would have to change targeting and the spells used to make the "new targeting" effective.

Otherwise, you'd probably have to write custom code to use the spell's built in behavior (that is why some of the FF4A Confuse status bugs are comical).

Just remember that Burst/mini-Flare is a single target spell that is forced to do split-damage when cast (it has almost the same spell power as Bio).

175
Final Fantasy IV Research & Development / Re: Regen/Spirit Wave Command
« on: September 11, 2013, 04:17:14 PM »
I suggest you look into "overflow". Search for Asura and the Cure4 bug.

It's probably some bit you need to set to heal MP with.

176
Well, there's definitely a section of code that would show the probabilities of how Burst (mini-Flare), Comet, and "failed to cast spell".

If only we could find that out for FF4A as well...

177
Final Fantasy IV Research & Development / Re: Regen/Spirit Wave Command
« on: September 11, 2013, 03:29:46 PM »
Phoenix IIRC wrote a hack for this command to change the healing value. I suggest you look into that @ RHDN.

178
Confirmed! Life was Supposed to kill Zombie-type enemies in a Single Blow! But All Zombies in the game are resistant to Instant-KO so this functionality of Life goes Completely unused in every version of the game to my knowledge. You can test this for yourself easily by getting rid of KO immunity on any Zombie and using Life on them.

I will finish this routine up, but I thought to post this as this was something I don't believe was commonly known.

-----------------------------------------------------------------------------------------------------------------------------------------------
$03/D672   AD 03 27   LDA $2703  [$7E:2703]   A:0000   X:0014   Y:FFFF   P:envMxdiZc -

There is actually one monster that fits the criteria... it's the VampLady (Sealed Cave monster).

The existence of an attack almost FF6-like... I forget how FF5 deals with it, but it's close enough IIRC.

179
Hmm, what do you mean by monster magic causing an issue here? It's a little late so sorry if the meaning is obvious, heh.

Monster magic tends to have "special rules" applied to them. I forget what they are exactly, but I'll just repeat what I have from memory (you can refer to my Algo FAQ).

Status effect based "monster magic" like Breath for instance ignore the basic rules for checking if you can evade it through magic evasion. It has very little to do IIRC with the hit rate that is applied to the spell... it is more to do that it's not part of the white/black/ninjutsu/summon spell list. They do still check for resistances though.

Monster magic attack spells do seem to follow the regular damage formulas though.... although IIRC there are special exceptions to the CurrentHP/MaxHP based spells.

180
Fixing the magic evasion is good enough to be its own "hardtype", believe it or not. Regular evasion is meh.

I tend to think of these "bugs" in terms of FF6, except FF6 made Magic Block/Evasion the ultimate stat for a while. In this case, it is simply disabled/bugged (well, at least magic evasion) because it breaks stuff in a much more serious sense.

There may also be unintended side effects (monster magic is #1 on my list to test against).