øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=4;area=showposts;start=90e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index1c8a.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=4e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index1c8a.html.zx‡âg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ…¬‰*OKtext/htmlISO-8859-1gzip8:Ö‰*ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:11:26 GMT0ó°° ®0®P®€§²ð®†âg^ÿÿÿÿÿÿÿÿØ&‰* Show Posts - Dragonsbrethren

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Messages - Dragonsbrethren

91
Memory usage increasing is the same across the board, the monster editor is just really good at exposing it. I've never taken notice to it in previous versions, but I'm not one of those people who monitors it constantly, the only reason I took notice to it last night was Chrome became unresponsive and I figured one of my extensions was acting up again. I was surprised to see it was 4kster that was the culprit.

92
Very nice to see this available. One thing I've noticed so far: If you hit tab to edit a reaction sequence, going back with esc will increment its index by 1.

 :edit:

Also I don't seem to be able to toggle the boss bit off on monsters it's already set on. Can turn it on and off other monsters fine.

 :edit:

Immune in weaknesses should be "very weak" or something similar.

 :edit:

Attempting to add elements to monster attacks sets statuses in the second column instead.

 :edit:

I think you need to work on memory usage, it increases every time you move the cursor over an option, and this adds up really quick when viewing monsters. Just scrolling down the entire list without doing any editing increases the memory used from about 8 megs to 391. I had it using over a gig at one point through fairly normal viewing and editing. :eek:

 :edit:

Lunar scripts don't seem to be loading for me either.

93
Ah, I completely missed/forgot that you added unheadered support.

94
Also, the credits are just after that at 0x9F56D. They use the same indentation controls: $02xx: Indent xx spaces (just use $FF for one space, since $0201 is obviously a waste of a byte, even though I think it does work). Also, $D8 in the end credits is the Square A logo from the title screen.

95
I think you're thinking of FF5; the Japanese version used a separate font for its end text, and RPGe's translation replaces it with a different font than the rest of the text.

FF2us' legend is stored at 0x9EBC5 headered. I think 0x9DA19 is a pointer to it, but haven't tested. I don't think the game supports DTE there.

97
I'm sure Pinkpuff could correct me if I'm wrong, but I don't think 1.0 would make too much of a difference. I believe the only thing that has moved between revisions is the code for the commands, in terms of things the editor can change. I know I was able to load up FF4 and Easy Type in it no problem, although I wouldn't recommend editing either with it to be on the safe side.

I think it's more likely that your 1.0 ROM lacked a header, which would throw everything off. If you got corrupted text, that was your issue.

(Sorry for the late reply, edits aren't marked as new in the main index. Stupid forum :bah: )

98
Gaming Discussion / Re: Gaming Progress Thread
« on: July 23, 2013, 06:24:41 PM »
Is stopping the bastard from moving outside of one lucky turn with two !Calms each round cheating? Faris was using Thundaga Sword Dance, Krile was bouncing Thundagas off herself (Reflect Ring).

Also I forgot to post my Shinryu shot here:



Berserked him with the Wonder Wand, everyone wore Elven Mantles or the Mirage Vest in Butts's case. Butts cheated by passing his whip between hands after getting attacked. Mantles worked surprisingly well. Best part is I forgot to by Phoenix Downs and only had one in my inventory. Revived Faris, couldn't revive Krile, two deaths against a Berserk Shinryu. :cycle:

And since I completely forgot to do the recap post I intended to, my problem with Neo Exdeath was worrying about Almagest. That part of him can be turned to stone, and I could use Break Sword, so it was a complete non-issue. The part that was really kicking my ass, in a much less spectacular way, was the front piece that uses Vacuum Wave. That's the attack that was weakening me to the point Almagest was a threat. Once I focused that down, the fight was incredibly simple - got luck with Grand Cross never giving me any annoying statuses the Ribbon couldn't prevent, and the back section can be insta-killed with Odin summoned from the Magic Lamp. Krile went down in the one turn the back piece got in after the others were dead before I summoned Odin.

Overall, this party was probably pretty close to Easy Mode. Black Mage and Dancer have incredible damage output (I didn't even grind the Chicken Knife for the Dancer; you don't need it), Mystic Knight is great for anything vulnerable to statuses, and Beastmaster, while it was unsung, probably has a lot of potential I missed because I was just Firagaing everything to death. !Calm was the only way I could bring down Omega with this party, I'm sure.

99
The Zeromus transformation is triggered by a dark elemental spell from Paladin Cecil specifically.

100
Hi folks, I know it's taking a long time but I am still working on this. Everything is displaying correctly as far as I can tell, and I'm working on the editing part. I messed up something logistically with the AI editor component so I need to rethink the structure of it, so it still may be a while before the next release.

Anyway, just thought I'd check in and reassure everyone that I'm still alive ^_^
Thanks for the status update. I'm really stoked for the monster editor and once it's ready for release I'll probably start working on this game again.

101
Gaming Discussion / Re: Gaming Progress Thread
« on: June 27, 2013, 04:50:10 PM »
Got up to the final dungeon, can't beat Necrophobe, so Gilgamesh gets to live. :childish:

Unfortunately I also can't beat Neo Exdeath since I get utterly obliterated by Almagest. So I guess I'm stuck grinding levels. :lame:

 :edit:




102
Game Modification Station / Re: Still a n00b. I need help. With FFIV.
« on: June 27, 2013, 04:25:19 PM »
Well I would. :tongue:

I really hate Tile Molester and dread having to use it for anything. TLP lacks a lot of useful functionality.

103
Game Modification Station / Re: Still a n00b. I need help. With FFIV.
« on: June 26, 2013, 05:05:38 PM »
I'm just gonna jump the gun and assume SNES since I have the time to type all of this out.

  • Load the game in ZSNES (unfortunately Snes9x states aren't supported, I'm not sure about other emulators)
  • Get to a place where the graphics you want to edit are loaded, save a state.
  • Open a copy of your ROM in YY-CHR. Go to Palette -> Load Emulator state file or hit F12. Open the state you just saved.
  • Switch Graphic format near the bottom of the program to 2BPP GB, 3BPP SNES, or 4BPP SNES depending on what you want to edit (see below)
  • Go to the appropriate offset for what you want to edit.
  • Select the palette that matches the graphics you're editing from the bottom right panel
  • You can try using the pattern option to make this easier. For example, use FC/NES x8 for field character sprites. It's possible to make custom pattern files, but I'm lazy and usually just open a second instance of YY-CHR to use as a clipboard.

Here are the offsets for most of the sprites:

  • 0x048200 - Monsters (3BPP)
  • 0x0638C0 - Magic effects (3BPP)
  • 0x0D0200 - Battle characters (4BPP)
  • 0x0D8200 - Field characters (3BPP)
  • 0x0E0200 - World map objects (3BPP)
  • 0x0E5B00 - Battle weapons & effects (3BPP)

These offsets are headered, so if you're using an unheadered ROM, subtract 0x200 from them. Unfortunately, one thing YY-CHR does lack is an option to quickly go to an offset, so just use the scrollbar, pgup/down keys, arrow keys, and + and - keys to get to them. The current offset is displayed in the title bar.

104
Game Modification Station / Re: Still a n00b. I need help. With FFIV.
« on: June 26, 2013, 04:38:19 PM »
I'd really recommend YY-CHR over either of those, it's a much more functional program from my experience, and more intuitive. That said, what version do you want to edit? A lot of the graphics are compressed in the GBA version, including the characters' battle sprites and monsters. That's not a big deal, but it adds another couple steps beyond "open ROM, find graphics, edit".

105
Gaming Discussion / Re: Gaming Progress Thread
« on: June 22, 2013, 05:34:27 PM »
Man, I'm having no luck with the crystals. No matter what I do, one of the three vulnerable to fire always slips its spell in before I kill it, after taking out the first two flawlessly. This on its own wouldn't be so bad, but every time you lose this battle you have to watch that whole damn forest fire sequence again, which lags to hell on the GBA version. It just saps your motivation to actually try doing it again. Why is there no save point after that interactive cutscene? This game has too many "stand around and do nothing till the music cycles" sequences.
 :lame:

If you want to get some enjoyment out of the FJF without playing, I'd definitely recommend watching Dacid's stream the next time it goes live:

http://www.twitch.tv/dacidbro/c/2459581

Guy's doing a blind playthrough of the game with natural rules and no mages. So much fun watching someone play it for the first time.

 :edit:

Alright, finally got past them. I never want to see that scene again, though.