øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=14;area=showposts;start=600e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index1a3d.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=14e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index1a3d.html.zxÔ¼g^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.þÙOKtext/htmlISO-8859-1gzip8:ÖþÙÿÿÿÿÿÿÿÿTue, 10 Mar 2020 16:30:35 GMT0ó°° ®0®P®€§²ð®Ó¼g^ÿÿÿÿÿÿÿÿ #þÙ Show Posts - Pinkpuff

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Messages - Pinkpuff

601
Final Fantasy IV Research & Development / Can -Sort- be moved?
« on: August 16, 2013, 12:43:54 PM »
This one may be better as a separate patch than part of FF4kster.

I know that the -Sort- "item" can be moved freely in the player's inventory just like any other item. But what I'm asking is more about its default position. Is it possible to have it so that -Sort- (and possibly TrashCan as well) start at the top of the inventory list rather than at the bottom?

602
Final Fantasy IV Research & Development / Item effects outside of battle
« on: August 16, 2013, 12:40:34 PM »
Similar to the spells, is it possible to change:
  • What items have what outside-of-battle effects?
  • Can the same effect be shared by multiple items?
  • Can an effect be set so that no item has that effect?
  • What parameters of the effects can be changed (how much does, say, a tent heal, etc)

603
Each menu command has associated with it a "cursor selection" type. However it seems that (for most commands) this does not actually affect the behaviour of the command. You can make, say, dark wave's cursor into one that selects a single unit but when the command actually executes, the dark wave will still hit all enemies, no matter who you selected.

Is it possible to change the actual targets of any or all of the commands? And if so, how?

604
Each map has associated with it the index of what I call an encounter. An encounter consists of eight formations (particular battles) which could be fought when you run into a battle on that map. We now know that the probability of each formation being selected is as follows:

1: 43/256
2: 43/256
3: 43/256
4: 43/256
5: 32/256
6: 32/256
7: 16/256
8: 4/256

The question then is, where are these probabilities stored, and can we change them? Can we make it so that, for example, encounter 8 only has 1/256, or has more of a chance, like say 12 or 16/256, and adjust the others accordingly?

605
Throughout FF4kster there are scattered here and there some unknown bytes of flags simply referred to as "Mystery Byte" or "Mystery Flag" or "Mystery Bit" or "Unknown" or something. Also some items in some lists are the same way "Unknown 0E" or such. It would be great to be able to figure out what all these are (or as many of them as possible). I realize that it will be a fair bit of work, but any progress at all is greatly appreciated and will help expand what is possible with hacking this game. In addition, by having FF4kster allow the free editing of these it should make the process much easier and more streamlined.

I realize there may be some things that are known already but just aren't reflected in the editor. If they could be posted or at least linked here it would make for easier reference in general.

Also I think there may be still some mystery information that is being read by FF4kster but not editable. I will at some point scour my data reading code looking for instances of such and create components for editing them to help with the research.

606
Monster arrangements are basically what indicate how to arrange or lay out the monsters in a given battle formation (so for example in the "six imps in a circle" battle, the "in a circle" part is the arrangement).

In theory I can probably reverse engineer this from one of the existing editors, but if there is already some documentation on this subject it will save time and effort (and no doubt copious mistakes) on my part.

607
This one may be a little more ambitious, but it it's not unreasonably difficult I think it would be great to have a music and/or sound effect preview feature in FF4kster. Basically, whenever you have a song or sound effect selected, you hit a key, say space for example, and it will play that sound effect or start playing that music (hit space again or exit the menu to stop / sfx would only be played once, not looped).

Anyway, is there any documentation someone can point me to on how to interpret the music and sound effect data?

608
Final Fantasy IV Research & Development / Unknown text codes
« on: August 16, 2013, 12:06:47 PM »
It seems there are some text codes for things that either are still not known what they refer to, or I missed it somewhere along the way.

I don't have an itemized list of them but they can easily be seen in FF4kster by going into the dialogue editor and seeing which messages come up with something messed up (e.g. "Found [||]!"). Granted, for that example, it's pretty obvious that it's referring to the treasure contents. But what happens if I use that code in a message that isn't related to a treasure box? Also I seem to recall some of the codes used in battle messages can have the same code mean different things at different times.

It would be great to have a list of all the codes and what they do, or as close as we can get, so that I can get the dialogue editor displaying the information a little better.

609
USE TILE LAYER! or something yeah I know, but that will only get me so far. Particularly I need to know where the palettes are for these things (and if the offsets for the graphics themselves happen to be known off hand it would also save me some work digging around with a graphic tool trying to find them myself; I'd rather spend my time programming than hunting, though I will if I have to). In addition, some things are animations as opposed to simply static sprites, so I would love to have some details on how those work. Wouldn't it be great to see in FF4kster for example a preview of the currently highlighted spell animation with the currently selected palette, instead of just a bunch of numbers?

So really I need the details for as many different things as humanly possible, but here is a list of the more high-priority things:
  • Spell animations
  • Summon animations
  • Weapon graphics (FF4kster calls these "sprite")
  • Weapon animations (FF4kster calls these "slash")
  • Medicine animations (e.g. Lit-Bolt, Fire Bomb, etc)
  • Character portraits
  • Character battle sprites
  • Character map sprites
  • NPC map sprites
  • Map tiles (the grass, forests, walls, etc, for both overworld and inner maps)
  • Monster sprites
  • Boss sprites (I understand some of these work differently from the regular monster sprites?)
  • Battle backdrops

Also I know some of the things on this list are well known and easy to find but I'm going to keep them here for the sake of organization.

610
If an enemy is weak against the aerial/projectile element, they're immune to Quake. I don't think anyone's looked into it any farther than that yet.

I get that much. My question is more like, how does the game know what spells to make them immune to. Like, suppose I want to make the spell that used to be Fire 2 into an earthquake spell. How do I signal that now I want air-weak enemies to be immune to it?

I think I remember reading about a check in the damage subroutine for flying monsters that is associated specifically with earth spells...

Awesome! Does it reference them by particular index? Or is there some kind of property of the spell that it looks for?

611
All of the above.

Suppose I change, say, the Toad spell into something else, like a damage spell. Now if I use it outside of battle I probably don't want it toggling Toad status.

612
It seems that if you try to add a monster spell (such as Explode or Reaction or something) into a player spell set, while it will functionally work correctly (as in, if you select it during battle it will have the correct effect and such), it will not display correctly in the spell menu. The reason for this is mostly obvious. Player spells are 6 letters long while monster spells are 8 letters long. So when it looks through the spell name list, it continues counting by sixes even past the part where it should start counting by eights.

My question then is, is it possible to modify the spell menu display routine in such a way that it (mostly) correctly displays the monster spell names. It can be truncated to six letters, that's probably fine, as you can simply rename whatever spells you intend to do that with to just have six letters and two blanks at the end or something, and would save the headache of having to completely reorganize the spell menu display to allow for 8-letter spell names. The important part is for the spell name to start in the right place.

This could probably be its own separate patch rather than a part of FF4kster, but if such a patch existed, I would then change FF4kster to allow monster spells to be added to player spell sets.

613
Final Fantasy IV Research & Development / Creating additional spell sets
« on: August 16, 2013, 11:37:38 AM »
In very early versions of FF4kster there was an option to create a new spell set. You could then add starting and learned spell data to it as normal. It appeared to me from the way the data was stored that this should work and so I programmed it in, but apparently if you actually tried to add a new spell set beyond the existing ones, they would be borked in some way.

Why is this, and can we change it so that it allows the adding of additional spell sets with regular functionality?

614
It appears as though changing any given spell's effect to "raise" (revive a KO/dead character) does not seem to have the effect you'd expect. Or, if I understand correctly, any effect at all. Only the Life, Life 2, and Asura spells can actually achieve the effect of raising a fallen character. Why?

Presumably there is some kind of index check going on where the game is like "only spells with these indexes can raise people" but the questions then are:
  • Where are these checks and how do we manipulate them to point to different spells?
  • Can they be made to point to more spells than the original? Or fewer?
  • Can we affect whether they revive the characters to full or (Vit * 5)?

615
Spells such as Quake and Titan will miss floating/airborne enemies. However, as far as I can tell from the spell data, there is nothing signalling that. Can you change, say, Fire 2 to miss floating enemies? How?

I'm assuming there is a check somewhere that says "spells with this index / these indexes miss floaters", but where are these checks?