øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=123;area=showposts;start=840e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index24a4.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=123e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index24a4.html.zx#òg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ P,‘OKtext/htmlISO-8859-1gzip@øÕ‘ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 20:18:01 GMT0ó°° ®0®P®€§²ð®"òg^ÿÿÿÿÿÿÿÿ%E‘ Show Posts - Grimoire LD

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Messages - Grimoire LD

841
Interesting enough that data for the Balloon is all wrong! Haha.

The Balloon has 600 HP, not 697.
66x5 (90%)Attack Power - Not 72x6 (70%)
3x2  (45%)Def - Not 4x3 (60%) - (Good work in including evasions that have never done anything in any release by the way Guide!)
19x4 (60%) is correct

315 Gil is correct
Though it gives 2480 Exp. not 2459

Chimera is correct.

The Black Lizard is only slightly off at 700 HP not 792.
62x5 instead of 64x5

45 Gil, not 43 and 1300 Exp. not 1298.

I wonder if this means that the game was slightly different at one point? In any case that old guide book looks quite interesting! Is there any full scan of it?

842
Game Modification Station / Re: FFIV Advance questions
« on: January 22, 2014, 02:41:51 PM »
I wouldn't be too sure about that...

I've disassembled the entirety of the Spell and Command Routines in FFIV SNES, in addition to creating 23 Custom Command Routines, 19 Custom Spell Routines (some major, some minor) and have released seven patches of my work, but have attracted very few people to take another look at it. Chillyfeez and LordGarmonde are always there to support my efforts, but it doesn't seem as if my work has reached any more ears than what it started with even with a post to RHDN, I could put "Class Change System from FFIII Added!" and no one would bay an eyelash.

I think part of the reason is because the mind-set in some people's minds is "That's all well and good but what are You going to do with all of this information?" And as of yet I haven't compiled it all for one massive hack, which is my end goal. But for now I'm still in the planning and production phase of this, with some ideas I'm still throwing around abilities and I still need to do something with the Twin's special commands, since they'll be losing them and give them to other characters and figure out some plan for Kick/Gird/Focus.

843
Game Modification Station / Re: FFIV Advance questions
« on: January 22, 2014, 07:42:33 AM »
Big Bang is just a sequence which I have copied and seen before (hence how in my Katana Soul hack the Spoon/Knife casts it) There's nothing too special about it.

844
If it did anything with the GBA Version I would have been rather shocked! Yes, it is only for the SNES 1.1 version I'm afraid. The architecture of the GBA version is all but unknown to me, I'm sorry I can't really much on that front.

845
Well this "hack" is right up there with changing Search to Taunt.

Damage, Status (Unused) to Regen

$03/DD92   20 FA E3   JSR $E3FA  [$03:E3FA]   A:0003   X:0050   Y:FFFF   P:envMxdizc

In addition I changed the healing of Regen to be less static, instead it recovers HP equal to the Caster's Will. It still makes little sense to me why they chose to make this into a command rather than a Spell because... it works perfectly fine As a spell.

$03/E3FD   AE 98 26   LDX $2698  [$7E:2698]   A:0003   X:0050   Y:0000   P:envMxdizc


846
Game Modification Station / Re: FFIV Advance questions
« on: January 21, 2014, 10:18:57 PM »
Most definitely. I have a feeling that, along with all of the other special things that the final battle keeps in hand, is how to display Zeromus correctly, this data is not called for normal battles evidently.

847
I thought so too, but when I looked in the data and rechecked with the reference site, I didn't see any reference. I do believe though that the Yellow Dragon is an enemy in a chest in the Tower of Babil, which is probably why my memory told me that he was encounterable normally in the Tower of Babil.

The Green Dragon however is all over the Tower of Babil Revisited (as a rare encounter), which has the same graphic as the Yellow Dragon. Which probably also threw me off.

So I decided to take a closer look at the Damage and Healing Spell Routines, because I never actually copied them since Yousei did it long ago, I didn't think too much of them, but now I'm starting to think that I can make an "Item Lore" function from them...

(Heavily borrowed from Yousei's notes, but this is for 1.1 and cuts down on that confusion and is easier for me to make use of)
Damaging Spells

Code: [Select]
$03/D388 20 FD E0 JSR $E0FD  [$00:E0FD] A:0001 X:0100 Y:1A35 P:envMxdIzC - Jump to Elemental Determination
$03/D38B AD FE 38 LDA $38FE  [$00:38FE] A:0001 X:0100 Y:1A35 P:envMxdIzC - Load Result.
$03/D38E 10 08 BPL $08    [$D398] A:0001 X:0100 Y:1A35 P:envMxdIzC - If it is positive branch to rest of routine.
$03/D390 29 7F AND #$7F A:0001 X:0100 Y:1A35 P:envMxdIzC - Get rid of the negative amounts.
$03/D392 8D FE 38 STA $38FE  [$00:38FE] A:0001 X:0100 Y:1A35 P:envMxdIzC - Store A in 7E38FE.
$03/D395 4C 26 D4 JMP $D426  [$00:D426] A:0001 X:0100 Y:1A35 P:envMxdIzC - Jump to Healing Routine
------------------------------------------------------------------------------------------
$03/D398 20 30 E1 JSR $E130  [$00:E130] A:0001 X:0100 Y:1A35 P:envMxdIzC - Jump to Weakness Subroutine
-----------------------------------------------------------------------------------------------
$03/D39B AD 04 27 LDA $2704  [$00:2704] A:0001 X:0100 Y:1A35 P:envMxdIzC - Load Target's Status Byte 2.
$03/D39E 29 40 AND #$40 A:0001 X:0100 Y:1A35 P:envMxdIzC - Is it Floating?
$03/D3A0 F0 1C BEQ $1C    [$D3BE] A:0001 X:0100 Y:1A35 P:envMxdIzC - If not, branch to Damage Determination.
--------------------------------------------------------------------------------
$03/D3A2 AD 2A 35 LDA $352A  [$00:352A] A:0001 X:0100 Y:1A35 P:envMxdIzC - Was an Item used?
$03/D3A5 D0 10 BNE $10    [$D3B7] A:0001 X:0100 Y:1A35 P:envMxdIzC - If so branch to Quake Drum check.
---------------------------------------------------------------------------
$03/D3A7 AD D2 26 LDA $26D2  [$00:26D2] A:0001 X:0100 Y:1A35 P:envMxdIzC - Load Caster's Action Taken.
$03/D3AA C9 28 CMP #$28 A:0001 X:0100 Y:1A35 P:envMxdIzC - Is it Quake?
$03/D3AC F0 13 BEQ $13    [$D3C1] A:0001 X:0100 Y:1A35 P:envMxdIzC - If so branch to End.
-----------------------------------------------------------------------------------------------------------------------------------------
$03/D3AE C9 55 CMP #$55 A:0001 X:0100 Y:1A35 P:envMxdIzC - Is it Titan?
$03/D3B0 F0 0F BEQ $0F    [$D3C1] A:0001 X:0100 Y:1A35 P:envMxdIzC - If so branch to end.
--------------------------------------------------------------------------------------------------------------------------------------
$03/D3B2 C9 A1 CMP #$A1 A:0001 X:0100 Y:1A35 P:envMxdIzC - Is it (Enemy) Quake?
$03/D3B4 D0 08 BNE $08    [$D3BE] A:0001 X:0100 Y:1A35 P:envMxdIzC - If not branch to Damage Determination.
$03/D3B6 60 RTS A:0001 X:0100 Y:1A35 P:envMxdIzC - Return
--------------------------------------------------------------------------------------------------------------------------
$03/D3B7 AD D2 26 LDA $26D2  [$00:26D2] A:0001 X:0100 Y:1A35 P:envMxdIzC - Load Caster's Action taken.
$03/D3BA C9 C7 CMP #$C7 A:0001 X:0100 Y:1A35 P:envMxdIzC - Is it Quake Drum?
$03/D3BC F0 03 BEQ $03    [$D3C1] A:0001 X:0100 Y:1A35 P:envMxdIzC - If so branch to End.
$03/D3BE 20 AF C9 JSR $C9AF  [$00:C9AF] A:0001 X:0100 Y:1A35 P:envMxdIzC - Damage Determination.
$03/D3C1 60 RTS A:0001 X:0100 Y:1A35 P:envMxdIzC - Return

I'm wondering if I can use that Item check in sacrificing the Gaia Drum (small loss) and  Titan's float check to look at Item-Character Parameter-x2 to Damage Tally. I think it may be worth the sacrifice.

Item Lore?
Code: [Select]
$03/D39B AD 2A 35 LDA $352A  [$00:352A] A:0002 X:004B Y:0000 P:envMxdizc - Was an Item used?
$03/D39E D0 13 BNE $13    [$D3B3] A:0002 X:004B Y:0000 P:envMxdizc - If so, branch to Item Section.
--------------------------------------------------------------------------------------------------------------------------------------
$03/D3A0 AD 04 27 LDA $2704  [$00:2704] A:0002 X:004B Y:0000 P:envMxdizc - Load Target's Status Byte 02.
$03/D3A3 29 40 AND #$40 A:0002 X:004B Y:0000 P:envMxdizc - Is it Float?
$03/D3A5 F0 17 BEQ $17   [$D3BE] A:0002 X:004B Y:0000 P:envMxdizc - If not branch to Damage Determination
----------------------------------------------------------------------------------------------------------------------------------.
$03/D3A7 AD D2 26 LDA $26D2  [$00:26D2] A:0002 X:004B Y:0000 P:envMxdizc - Load Caster's Action into A.
$03/D3AA C9 28 CMP #$28 A:0002 X:004B Y:0000 P:envMxdizc - Is it Quake?
$03/D3AC F0 13 BEQ $13    [$D3C1] A:0002 X:004B Y:0000 P:envMxdizc - If so branch to End.
$03/D3AE C9 A1 CMP #$A1 A:0002 X:004B Y:0000 P:envMxdizc - Is it (Enemy) Quake? -
$03/D3B0 D0 0C BNE $0C   [$D3EB] A:0002 X:004B Y:0000 P:envMxdizc - If not, branch to Damage
$03/D3B2 60 RTS A:0002 X:004B Y:0000 P:envMxdizc - Return
$03/D3B3 AD B0 26 LDA $26B0  [$00:26B0] A:0002 X:004B Y:0000 P:envMxdizc - Load Caster's Helmet into A.
$03/D3B6 C9 78 CMP #$78 A:0002 X:004B Y:0000 P:envMxdizc - Is it Leather Cap? (Scholar's Cap for me)
$03/D3B8 D0 05 BNE $04    [$D3BE] A:0002 X:004B Y:0000 P:envMxdizc - Branch if it is not to Damage Determination.
$03/D3BA 0E FE 38 ASL $38FE  [$00:38FE] A:0002 X:004B Y:0000 P:envMxdizc - x2 the Value in Damage Defining Fields
$03/D3BD EA NOP A:0002 X:004B Y:0000 P:envMxdizc - Space waster for the original code.
$03/D3BE 20 AF C9 JSR $C9AF  [$00:C9AF] A:0002 X:004B Y:0000 P:envMxdizc - Jump to Damage Routine.
$03/D3C1 60 RTS A:0002 X:004B Y:0000 P:envMxdizc - Return

And it works flawlessly!




Observe Cecil's damage, 100-120 with a Lit-1 Item


Now look at Palom's damage and notice that it is roughly twice of that.

In essence I succeeded in making Item Lore! Now that I have something in particular for Scholar, lets go with classic Chemist and see if I can't give them their version of Item Lore, also called "Alchemy".

Now let's take a look at the Healing Formula...

Curing Routine (Borrowed from Yousei's notes with 1.1 definitions)

Code: [Select]
$03/D41C AD 40 27 LDA $2740  [$7E:2740] A:00F0 X:01C3 Y:4510 P:envMxdIzc - Load Target's Creature Type into A.
$03/D41F 29 80 AND #$80 A:00F0 X:01C3 Y:4510 P:envMxdIzc - Is it Zombie?
$03/D421 F0 03 BEQ $03    [$D426] A:00F0 X:01C3 Y:4510 P:envMxdIzc - If not branch to 03D421
-------------------------------------------------------------------------------------------------------------------------------
$03/D423 4C BE D3 JMP $D3BE  [$02:D3BE] A:00F0 X:01C3 Y:4510 P:envMxdIzc - Jump to Damage Determination
------------------------------------------------------------------------------------------------------------------------------------------
$03/D426 AD 2A 35 LDA $352A  [$7E:352A] A:00F0 X:01C3 Y:4510 P:envMxdIzc - Was an Item used?
$03/D429 D0 1E BNE $1E    [$D449] A:00F0 X:01C3 Y:4510 P:envMxdIzc - If so skip the Cure 4 check.
-------------------------------------------------------------------------------------------------------------------------------------------
$03/D42B AD D2 26 LDA $26D2  [$7E:26D2] A:00F0 X:01C3 Y:4510 P:envMxdIzc - Load Caster's Action into A.
$03/D42E C9 11 CMP #$11 A:00F0 X:01C3 Y:4510 P:envMxdIzc - Is it Cure 4?
$03/D430 D0 17 BNE $17    [$D449] A:00F0 X:01C3 Y:4510 P:envMxdIzc - If not branch to Healing Routine.
-----------------------------------------------------------------------------------------------------------------------------------------------------
$03/D432 AD 06 39 LDA $3906  [$7E:3906] A:00F0 X:01C3 Y:4510 P:envMxdIzc - Load Number of Targets.
$03/D435 C9 01 CMP #$01 A:00F0 X:01C3 Y:4510 P:envMxdIzc - Is it 01?
$03/D437 D0 10 BNE $10    [$D449] A:00F0 X:01C3 Y:4510 P:envMxdIzc  - If not branch to Healing Routine.
------------------------------------------------------------------------------------------------------------------------------------------
$03/D439 C2 20 REP #$20 A:00F0 X:01C3 Y:4510 P:envMxdIzc - Make A support two bytes.
$03/D43B 38 SEC A:00F0 X:01C3 Y:4510 P:envmxdIzc - Set Carry Flag.
$03/D43C AD 09 27 LDA $2709  [$7E:2709] A:00F0 X:01C3 Y:4510 P:envmxdIzc - Load Target's Max HP into A.
$03/D43F ED 07 27 SBC $2707  [$7E:2707] A:00F0 X:01C3 Y:4510 P:envmxdIzc - Subtract it from Target's Current HP.
$03/D442 85 A4 STA $A4    [$00:00A4] A:00F0 X:01C3 Y:4510 P:envmxdIzc - Store  A in A4. (Yousei explained it well...) ";damage done to target = target's max HP target's ;current HP"
$03/D444 7B  TDC A:00F0 X:01C3 Y:4510 P:envmxdIzc - Clear A.
$03/D445 E2 20 SEP #$20 A:00F0 X:01C3 Y:4510 P:envmxdIzc - Set A back to one byte.
$03/D447 80 03 BRA $03    [$D44C] A:00F0 X:01C3 Y:4510 P:envMxdIzc - Branch to special portion.
$03/D449 20 AF C9 JSR $C9AF  [$02:C9AF] A:00F0 X:01C3 Y:4510 P:envMxdIzc - Jump to Healing Routine/Damage Determination.
$03/D44C A5 A5 LDA $A5    [$00:00A5] A:00F0 X:01C3 Y:4510 P:envMxdIzc - Load A5 into A.
$03/D44E 09 80 ORA #$80 A:00F0 X:01C3 Y:4510 P:envMxdIzc - Add an 80 (Heal Flag) if not already done so.
$03/D450 85 A5 STA $A5    [$00:00A5] A:00F0 X:01C3 Y:4510 P:envMxdIzc - Store A in A5.
$03/D452 60 RTS A:00F0 X:01C3 Y:4510 P:envMxdIzc - Return.

Hmm, the obvious code to look at and get rid of is the Cure 4 check. I don't think it's necessary by any means. But will it give me enough space? There is already an item check for... some reason. Unless someone were to give the Silver Staff a Healing Spell (which it doesn't have), it was superfluous in the first place, which I can use to link to the Cure 4 code and have other things skip by it. Basically this one is all but wrapped in a bow for me.

Well... that didn't take long at all. Good bye Cure 4 Check and hello Ring-Dependent Alchemy!

Now this is full of redundant and old code, that I didn't want to touch as there was no need for my purposes. I have it working exactly as I had hoped.

Code: [Select]
$03/D426 AD 2A 35 LDA $352A  [$7E:352A] A:00F0 X:01C2 Y:4510 P:eNvMxdIzc - Is it an Item?
$03/D429 F0 1E BEQ $1E    [$D449] A:00F0 X:01C2 Y:4510 P:eNvMxdIzc - If not branch to Healing Routine.
$03/D42B AD B2 26 LDA $26B2  [$7E:26B2] A:00F0 X:01C2 Y:4510 P:eNvMxdIzc - Load Gauntlet into A.
$03/D42E C9 AF CMP #$AF A:00F0 X:01C2 Y:4510 P:eNvMxdIzc - Is it the Chemist Gloves? (Cursed Ring)
$03/D430 D0 17 BNE $17    [$D449] A:00F0 X:01C2 Y:4510 P:eNvMxdIzc - If not, branch to Damage routine.
$03/D432 0E FE 38 ASL $38FE  [$7E:38FE] A:00F0 X:01C2 Y:4510 P:eNvMxdIzc - x2 Damage/Healing Field.
$03/D435 C9 06 CMP #$06 A:00F0 X:01C2 Y:4510 P:eNvMxdIzc - Remnant.
$03/D437 D0 10 BNE $10    [$D449] A:009D X:0004 Y:0000 P:eNvMxdizC - Leads to final calculation.


When Rosa uses an Item she only heals the normal amount.



But when someone with the right Accessory uses it, the healing done is doubled!
And in one fell swoop, with a little bit of research I accomplish both of my goals. Item Lore/Alchemy is complete!

This should increase the use of Battle Items while also making a chosen character better for using healing items.

So my Scholar Class (should I ever make one) could have... Piercing Sight, Black and White Magic, and (Default class specialty, not a command) Item Lore. Not a bad skillset all things considered.

848
Game Modification Station / Re: FFIV Advance questions
« on: January 21, 2014, 05:44:54 PM »
I'm afraid unless he is on the Moon his battle script would be Really screwed up and in addition...



This is what happens if you try to use Zeromus for any old battle.

849
Game Modification Station / Re: FFIV Advance questions
« on: January 21, 2014, 04:43:28 PM »
I am afraid that Sprite is tied directly to Class. And Spell Sets are tied directly to Class as well, even with our immense knowledge of the SNES version we have not found any way to change this. You may have a little out though, considering that part of the Lunar Trials has Rydia turning back into a child. Put a breakpoint on Rydia's Class when that even begins and you should find your answer.

850
Thanks Chillyfeez! Ideas like this come few and far between for me unfortunately. I can't think of anything else that is this far off the beaten path to attempt to implement.

The Three-Step Peninsula is...



This small little area is home to normally three monsters that you cannot find anywhere else in the game. Glomwing, Gorgon, and Tarantla.

I took those three monsters (On second thought I don't know Why, there's more than enough Dummy's to use) and turned them into the three new Dragons. The Yellow Dragon can only be located here as well (Outside of a Treasure Chest which holds one) at a 1/64 chance.

I don't know Why Square decided to waste three good monster slots on a Literally Three Step Area, but eh, that's Square logic for you, I believe that the Underworld was likely meant to be larger at one point and the "Three Step" encounters is probably a remnant of the monsters you were going to fight in this expanded area.

851
Game Modification Station / Re: FFIV Advance questions
« on: January 21, 2014, 01:24:00 PM »
Really? That is strange, considering that in the SNES version at least they have the same Spell Link to Black Magic. You're sure she won't learn Drain or anything else at Level 35?

852
It always annoyed me that Kain's entire backstory in the Scenario Guide is about him caring for the last living Dragon in Baron, yet not once, in any release, does he ever talk about Dragons or that the Dragoon Corps were known as Dragon Riders. While I can't make Kain a Dragon Rider, I can at least give him Something to do with Dragons and I always felt that in FFIV actions speak louder than words, so I gave him a command that will allow Kain to soothe the hearts of wounded dragons and allow them to Retreat without harm. In thanks they impart their wisdom to Kain and will teach him either a new Dragon Skill or a White Magic spell.

I am proud to say that my attempt to have Kain learn spells from All Wounded Dragons is a resounding success! Thanks to Chillyfeez's code and the mass amount of space that Recall gave me I managed to include a unique entry for nine dragons and the rest are handled with a Level Algorithm.



This patch will add three new dragons (replacing the "rare enemies" on the Three-Step Peninsula). One in the Overworld, two in the Underworld. Wind Dragon, Sol Dragon, and Great Dragon (WndDragn, SolDragn, GrtDragn)

The Wind Dragon can be challenged in the forests around Troia and yields the spell Reis' Wind, which will restore 1/3 of everyone's current HP.



The Sol Dragon is fought in the Underworld and teaches the spell Cyclone, which is an Air Elemental Magic Attack.



The Great Dragon is fought in somewhat rare encounters in both the Sylph Cave and Sealed Cave and can impart the situationally useful Dragon Breath.



The MecDragon (formerly known as D. Machin) is no longer in just the Giant of Babil (or else Kain could never fight it) but is the 1/64 chance in the area outside of Baron (and yet I've Still run into it three times) and will likely need a Siren to locate. It teaches the powerful Lancet skill which will turn Kain's ordinary attack into a Drain attack, restoring half of the damage that he inflicted.



Finally the Red Dragon can also be found not just in the Lunar Subterrane but on the Moon's Surface itself, and the Red Dragon gives the mighty Sky Rave skill, which is a powerful Holy and Air elemental attack on all foes.





The other Dragons teach White Magic and are merely meant to supplement Kain where as the Five Main Dragons all are given ample opportunity to challenge.

Green D. - Teaches Blink (Underworld/Tower of Babil 2)
Silver D.- Teaches Esuna (Lunar Subterrane)
Yellow D.- Teaches Haste (Underworld (3-Step Peninsula)) - Siren, likely
Wyvern   - Teaches White (Boss)
Blue D.  - Teaches Bersk (Lunar Subterrane)
Gold D.  - Teaches Slow  (Lunar Subterrane)
Clapper  - Teaches Charm (Cave of Summon Monsters)
Pale Dim - Teaches Exit   (Boss)

And here is the code (much of the looping and spell section credit goes to Chillyfeez!)

With this the Final Five are finalized. I can give Advance to Cid, but I'm not sure what I want done with Yang... His skills are only marginally useful and a whole skillset doesn't really fit the character. I might be able to make Gird to be more effective than it currently is (right now its awful) Focus is virtually untouchable (other than those Stupid /2 Defenses while Charging!) and Kick could take Elemental Weapons into account. Dark Wave will likely use a spell rather than its ordinary "go to kick" end to its formula. Cry and Boast are still up in the air and Regen will hopefully be made into a spell rather than a full command (Regen should have been a spell in the first place...)

Dragon Speech

Code: [Select]
$03/EA1A AD 40 27 LDA $2740  [$7E:2740] A:0003 X:000E Y:0000 P:envMxdizc - Load Target's Creature Type into A.
$03/EA1D C9 01 CMP #$01 A:0000 X:000E Y:0000 P:envMxdiZc - Is it Dragon?
$03/EA1F F0 01 BEQ $01    [$EA22] A:0000 X:000E Y:0000 P:eNvMxdizc - If so, branch past here.
$03/EA21 60 RTS A:0000 X:000E Y:0000 P:eNvMxdizc - Return
-------------------------------------------------------------------------------------------
$03/EA22 AD 06 27 LDA $2706  [$7E:2706] A:0001 X:000E Y:0000 P:envMxdiZC - Load Target's Status Byte 4 into A.
$03/EA25 C9 01 CMP #$01 A:0000 X:000E Y:0000 P:envMxdiZC - Are they in Critical?
$03/EA27 F0 07 BEQ $07    [$EA30] A:0000 X:000E Y:0000 P:eNvMxdizc - If so, branch to Dragon Identifier.
$03/EA29 A9 07 LDA #$07 A:0000 X:000E Y:0000 P:eNvMxdizc - Load Message 07 into A (The Dragon is Prideful!)
$03/EA2B 8D CA 34 STA $34CA  [$7E:34CA] A:0007 X:000E Y:0000 P:envMxdizc - Message Data.
$03/EA2E 80 7E BRA $7E    [$EAAE] A:0007 X:000E Y:0000 P:envMxdizc - Branch to Message Jump
-------------------------------------------------------------------------------------------------
$03/EA30 AD AD 29 LDA $29AD  [$7E:29AD] A:0000 X:000E Y:0000 P:envMxdiZC - Load Monster Type 1 into A.
$03/EA33 C9 6F CMP #$6F A:006F X:000E Y:0000 P:envMxdizC - Is it Wind Dragon?
$03/EA35 D0 04 BNE $04    [$EA3B] A:006F X:000E Y:0000 P:envMxdiZC - If not, jump to next Dragon check.
$03/EA37 A9 1C LDA #$1C A:006F X:000E Y:0000 P:envMxdiZC - Load Reis' Wind into A.
$03/EA39 80 45 BRA $45    [$EA80] A:001C X:000E Y:0000 P:envMxdizC - Branch to Spell Finding Routine
--------------------------------------------------------------------------------------------------
$03/EA3B C9 50 CMP #$50 A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Is it Sol Dragon?
$03/EA3D D0 04 BNE $04    [$EA43] A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - If not, jump to next Dragon Check.
$03/EA3F A9 27 LDA #$27 A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Load Cyclone into A.
$03/EA41 80 3D BRA $3D    [$EA80] A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Branch to Spell Finding Routine.
--------------------------------------------------------------------------------------------------------
$03/EA43 C9 48 CMP #$48 A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Is it Great Dragon?
$03/EA45 D0 04 BNE $04    [$EA4B] A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - If not, jump to next Dragon Check.
$03/EA47 A9 40 LDA #$40 A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Load Dragon Breath into A.
$03/EA49 80 35 BRA $35    [$EA80] A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Branch to Spell Finding Routine.
--------------------------------------------------------------------------------------------------------
$03/EA4B C9 6E CMP #$6E A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Is it MecDragon?
$03/EA4D D0 04 BNE $04    [$EA53] A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - If not, jump to next Dragon Check.
$03/EA4F A9 41 LDA #$41 A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Load Lancet into A.
$03/EA51 80 2D BRA $2D    [$EA80] A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Branch to Spell Finding Routine.
-------------------------------------------------------------------------------------------------------
$03/EA53 C9 9F CMP #$9F A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc  - Is it Red Dragon?
$03/EA55 D0 04 BNE $04    [$EA5B] A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - If not, jump to next Dragon Check.
$03/EA57 A9 46 LDA #$46 A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Load Sky Rave into A.
$03/EA59 80 25 BRA $25    [$EA80] A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Branch to Spell Finding Routine.
---------------------------------------------------------------------------------------------------------------
$03/EA5B C9 85 CMP #$85 A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Is it Green Dragon?
$03/EA5D D0 04 BNE $04    [$EA63] A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - If not, jump to next Dragon Check.
$03/EA5F A9 04 LDA #$04 A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Load Blink into A.
$03/EA61 80 1D BRA $1D    [$EA80] A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Branch to Spell Finding Routine.
-----------------------------------------------------------------------------------------------------------------------------
$03/EA63 C9 8C CMP #$8C A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Is it Silver Dragon?
$03/EA65 D0 04 BNE $04    [$EA6B] A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - If not, jump to next Dragon Check.
$03/EA67 A9 12 LDA #$12 A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Load Esuna into A.
$03/EA69 80 15 BRA $15    [$EA80] A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Branch to Spell Finding Routine.
-------------------------------------------------------------------------------------------------------------------------------
$03/EA6B C9 8D CMP #$8D A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Is it Yellow Dragon?
$03/EA6D D0 04 BNE $04    [$EA73] A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - If not, jump to next Dragon Check.
$03/EA6F A9 08 LDA #$08 A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Load Haste into A.
$03/EA71 80 0D BRA $0D    [$EA80] A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Branch to Spell Finding Routine.
-------------------------------------------------------------------------------------------------------------------
$03/EA73 C9 9B CMP #$9B A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Is it Blue Dragon?
$03/EA75 D0 04 BNE $04    [$EA7B] A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - If not, jump to next Dragon Check.
$03/EA77 A9 09 LDA #$09 A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Load Bersk into A.
$03/EA79 80 05 BRA $05    [$EA80] A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Branch to Spell Finding Routine.
--------------------------------------------------------------------------------------------------------------------
$03/EA7B AD 02 27 LDA $2702  [$04:2702] A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Load Dragon's Level into A.
$03/EA7E E9 4B SBC #$4B A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Subtract 75 from Level (becomes the spell you will learn)
-----------------------------------------------------------------------------------------------------------
$03/EA80 48 PHA A:001C X:000E Y:0000 P:envMxdizC - Push A onto Stack (to retrieve later)
$03/EA81 A2 00 00 LDX #$0000 A:001C X:000E Y:0000 P:envMxdizC - Load 0000 into X.
--------------------------------------------------------------(Looping Point)-----------------------------------------------------
$03/EA84 DD 50 16 CMP $1650,x[$7E:1650] A:001C X:0000 Y:0000 P:envMxdiZC - Compare the first byte in FuSoYa's White Spell Book with A +X
$03/EA87 F0 29 BEQ $29    [$EAB2] A:001C X:0000 Y:0000 P:envMxdiZC  - If they are equal (meaning the spell is already known) branch to end.
$03/EA89 E8 INX A:001C X:0000 Y:0000 P:envMxdizC - +1 to X.
$03/EA8A E0 18 00 CPX #$0018 A:001C X:0001 Y:0000 P:envMxdizC - Has it checked through the entire spell book? (24 slots)
$03/EA8D D0 F5 BNE $F5    [$EA84] A:001C X:0001 Y:0000 P:eNvMxdizc - If not loop back to checking.
------------------------------------------------------------------------------------------------------
$03/EA8F A2 00 00 LDX #$0000 A:001C X:0018 Y:0000 P:envMxdiZC - Load 0000 into X.
------------------------------------------------(Looping Point)------------------------------------------------------------------
$03/EA92 BD 50 16 LDA $1650,x[$7E:1650] A:001C X:0000 Y:0000 P:envMxdiZC - Load FuSoYa's White Spell Book Slot 1 into A.
$03/EA95 F0 03 BEQ $03    [$EA9A] A:0000 X:0000 Y:0000 P:envMxdiZC - Branch if 00 is found (free space)
----------------------------------------------------------------------------------------------------------------------------------
$03/EA97 E8 INX A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - +1 to .
$03/EA98 80 F8 BRA $F8    [$EA92] A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Loop back if it is not found.
-------------------------------------------------------------------------------------------------------------
$03/EA9A 68 PLA A:0000 X:0000 Y:0000 P:envMxdiZC - Pull A from Stack.
$03/EA9B 9D 50 16 STA $1650,x[$7E:1650] A:001C X:0000 Y:0000 P:envMxdizC - Store A in Spell Book.
$03/EA9E 8D 9A 35 STA $359A  [$7E:359A] A:001C X:0000 Y:0000 P:envMxdizC - Store A Message
$03/EAA1 A9 92 LDA #$92 A:001C X:0000 Y:0000 P:envMxdizC - Load Retreat into A.
$03/EAA3 8D D2 26 STA $26D2  [$7E:26D2] A:0092 X:0000 Y:0000 P:eNvMxdizC - Store A in Next Action to Take.
$03/EAA6 20 3E CD JSR $CD3E  [$03:CD3E] A:0092 X:0000 Y:0000 P:eNvMxdizC - Jump to Magic Routine.
$03/EAA9 A9 08 LDA #$08 A:0080 X:0680 Y:001A P:eNvMxdizC - Load Message 08 (The Dragon shares its wisdom)
$03/EAAB 8D CA 34 STA $34CA  [$7E:34CA] A:0008 X:0680 Y:001A P:envMxdizC - Load it into Message Area,
------------------------------------------------------------------------------------------------------------
$03/EAAE 20 A6 85 JSR $85A6  [$03:85A6] A:0007 X:000E Y:0000 P:envMx - Jump to Message Input
$03/EAB1 60 RTS A:0003 X:000E Y:0000 P:envMxdizc - Return
------------------------------------------------------------------------------------------------------------------
$03/EAB2 68 PLA A:001C X:0000 Y:0000 P:envMxdiZC - Pull A from Stack.
$03/EAB3 A9 92 LDA #$92 A:001C X:0000 Y:0000 P:envMxdizC - Load Retreat into A.
$03/EAB5 8D D2 26 STA $26D2  [$7E:26D2] A:0092 X:0000 Y:0000 P:eNvMxdizC - Store A in Caster's Next Action.
$03/EAB8 4C 3E CD JMP $CD3E  [$03:CD3E] A:0092 X:0000 Y:0000 P:eNvMxdizC - Jump and stay with Magic Routine.
-----------------------------------------------------------------------------------------------------------------------

And there you go. If I were more clever I could have put even more dealings into that Level Algorithm, but I thought of it fairly late in the process when I was strapped for bytes.

Things you can expect in this patch -

New Foes in various areas. Refer to above for locations.

A completely new and unique way for Kain to learn Spells.

Several enemies and bosses received minor changes to compensate the new skills and what was replaced in order for them.

All characters lost Venom and Weak/Gale and Edge lost Image.

FuSoYa and Tellah share the same spell sets.

Kain will gain MP up until Level 40.

With all of this in mind, I hope you enjoy the patch!




853
Ah wait, as in do you mean what calls the Ninja Menu to be a Black Magic Menu?

Yes, I have found that, earlier in this thread.

"Now Ninja is handled a little differently. Ninja is looked at...
$02/B9C1   C9 18   CMP #$18   A:0000   X:0000   Y:0006   P:eNvMxdIzc -
$02/B9C3   F0 64   BEQ $64    [$BA29]   A:0000   X:0000   Y:0006   P:eNvMxdIzc - Here.

And as we know from above that links Directly to Black Magic. Right before this is a CMP 16 which must look at the Dart Menu."

Now if you were referring to the actual stat menu to say "Ninja" instead of "Black" I have little idea.

854
Haha, that makes this the 50th version of FF4kster I've downloaded on this computer alone. I am glad to see that this problem appears to be fixed now.

855
I really wish I did the cool thing but unfortunately, I haven't figured any of that out, though I haven't really looked (I imagine its a Class check, that sort of thing ordinarily tends to be). So yes, Skill and Magic are just renamed Black and White. Skill mostly has an assortment of Magic and Physical Skills while Magic... mostly has an assortment of Magic (and in Tellah's case the Break skills) This does also truncate magicians down to one menu, this would only really effect characters like FuSoYa and Tellah in any meaningful manner I would think. (though spellbooks all together had a few pages cut out to make room for physical skills and the Dragon skills).

Once I get the Dragon Speak down that will be it for the Final Five, but I'd still need to decide what to do with the other fellows. I've already decided to cut the Twins special abilities and use them elsewhere.  (no offense against them but they are the characters that are in the game for the shortest length of areas. Mt Ordeals/Old Waterway, I love them both, I swear! They are almost tied with Edward as shortest appearances, but Edward also gets to participate in the Fabul Siege so he beats them out there if only by a hair.)