Aslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=244;area=showposts;start=30e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index280b-3.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=244e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index280b-3.html.zxg^UlOKtext/htmlISO-8859-1gzip@lTue, 10 Mar 2020 19:37:24 GMT0 0Pg^Zl Show Posts - fedorajoe

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 - fedorajoe

Pages: « 1 2 3 4 5 6 7 8 9 »
31
Game Modification Station / Re: Fun with Golbez
« on: August 05, 2016, 06:16:25 PM »
I'm sorry to necro a topic from, like 8 years ago (!!!), but how was this done?

I found the place in the ROM where the map and battle spell lists are assigned.  There is a place for the Golbez actor for battle spells, though not for map spells (that I could find).  I changed Golbez's battle spell list assignment to the unused 01 spell list apparently intended for Kain, and I piled some fun things into that list.  But if I put the Golbez actor in my party and access his magic menu, there's nothing in it.  Is there another step I need to do?

Thanks!

32
Final Fantasy IV Research & Development / Re: AI Frustrations
« on: August 03, 2016, 07:39:06 PM »
Hey, thank you both for the additional advice.  I've been tied up for the last few nights and keep thinking, I've got to get back to my hack!  I'm literally at 95% done so this last bit is such a pain.

PinkPuff:  I hope I didn't come off as critical of your work.  ff4kster is AMAZING, as I hope you know.  I've been able to do countless things with it that I was never able to do before, like, too many things to even list here.  It's been a pleasure working with your program over the past few weeks.

EDITED TO ADD: Putting my custom monster into an existing Lunar formation was all it took! From then on, ff4kster understood that it was a Lunar monster and I could edit accordingly. If only I hadn't taken the monster out of a formation to begin with, I would have saved myself a lot of hassle. Thanks again for your help!!!

33
Final Fantasy IV Research & Development / Re: AI Frustrations
« on: July 29, 2016, 06:56:53 PM »
You know what? I give up.

It seems like there should be a Moon/non-Moon flag for monsters.  But since there isn't one, I can't get the appropriate AI to show up when I try to setup my monster.  It seems utterly random what shows up.  Like if I tweak MoonCell long enough, eventually I go in to edit the AI and the Moon stuff is all gone, replaced by Blue Planet indicies that suddenly won't work anymore.

So, I went and tried to do it the hard way with my trusty hex editor, but it seems like ff4kster must move data around or something, because when I look at my base and hacked roms next to each other, even the pointers for monsters I never touched (like Egg) are all different.  I don't know where to even begin sorting that out.

34
Final Fantasy IV Research & Development / Re: AI Frustrations
« on: July 28, 2016, 07:07:05 PM »
Ah! Oh my gosh! You saved my ass yet again, my friend.

Such a relief, because this is literally the last "tricky" task left for my current project.  (This guy again > :cybez: )

Thank you so much for your help... again!

35
Final Fantasy IV Research & Development / Re: AI Frustrations
« on: July 27, 2016, 06:51:16 PM »
Well, at least it's something that's been seen before! :)

The monster I used is MoonCell.

I changed the reaction to index 186 (Behemoth's reaction script) and it works great.

For the main index, if I put in an unedited script from a Lunar monster, like Kary or Behemoth, it executes as expected, although it does NOT display properly in ff4kster (shows Blue Planet index instead of Moon index).  However, it seems if I make any change (like deleting an action), I get Cecil's happy dance of death immediately.

I was able to make a custom boss for the Underground in about three minutes with no issue at all.  Is it a Moon monster thing?

Are there any particular pitfalls I should watch out for?  Because I don't see where the problem is AT ALL.

If I had my druthers, I would use MoonCell's index (58), and use script 254 or 255 (with "If no condition") for the actions.  But if I put script 254 or 255 on my monster, regardless of the content of those indices, the game will crash every time.  I don't understand it.

36
Final Fantasy IV Research & Development / AI Frustrations
« on: July 26, 2016, 05:10:35 PM »
So, here's my issue for today. ;)

Trying to create a custom boss. Everything is working except his primary AI.  I wanted to create a longer script so I thought, hey, just use AI 255, it's got all that unused space after it.  Wrote up the script, start up the battle... and a few seconds in, Cecil starts his victory dance and the game crashes.  Strange.

Then I thought, if that won't work, I'll just use another monster's AI, like Behemoth or something.  Game doesn't crash now, but the boss just casts Break over and over (it always fails BTW).  Even though this totes isn't what's in his script.

So, what am I missing?  This boss will be on the moon.  I only used indexes and scripts from lunar monsters.  There must be some arcane tidbit here that I'm overlooking.

Thanks as always.

37
 :isuck:

This is embarrassing.

I've been using FF4kster for a month, and... I somehow never noticed the Map Info section.  :blush:

Thank you again!  And PinkPuff!  Thank you for making this amazing tool!!!  :childish:

38
Has anyone looked into changing which NPC palettes are called up on which maps?

The Chocobo Forests are giving me a problem.  What I'd like to do is have the Chocobo Forests use the blue townsperson palette instead of the purplish Black Chocobo palette.  Make sense?  But I haven't found anything on how to do this.

Anyone have more info?

Thanks!

39
THANK YOU for the info on unused/redundant enemy AI. I was just about to start searching for this.

40
It does appear to be an issue with actor 15.  I swapped him out for a few other characters and all of them function perfectly.

C'est la vie.  :(  Hardly the death of my project but disappointing.

EDITED TO ADD: I want to post this just in case anyone else encounters the same situation.

While I wasn't able to get actor 15 to play nice, I did find a decent workaround.

I created a duplicate of Rubicant with the maximum possible speed.  I also modified the duplicate's AI script so that he launches his "Was that Flame?" routine as soon as you enter the battle.  This means that Rubicant knocks Golbez flat before Golbez has a chance to go pear-shaped.  With a little change-up to the dialogue, it works really well.

Just wanted to say, the replies posted here kept me thinking about possible solutions.  Probably would've just given up if this resource didn't exist.  So, thanks again!

41
AH!!!

I didn't realize that you have to make edits both within the Autobattle editor, AND within the Solobattle editor... but it makes sense, since the Rubicant battle is both.

In retrospect, this seems like a dumb question.  Thank you for your help!

EDITED TO ADD:  Making that change allows my chosen actor to show up in the Autobattle as he should.  Still one problem, though.  The actor is 15, Golbez.  But when he shows up, all he will do is attempt to cast White Magic, and it fails.  Even though I have the Autobattle script set to just cast Flame, then be done.  Is there something about the Golbez actor that makes him unusable, or am I missing something?

Thanks again...

42
Long story short: let's say I want FuSoYa, not Edge, to appear in the autobattle against Rubicant.

It's easy to make this edit in the event editor in ff4kster... but the battle crashes when it loads.  It will only play out correctly if the actor added is Edge.  Anybody else at all... black screen of doom.

What causes this and how can I work around it?

Thanks!

43
Awesome!!!  Thank you again.

Trust me, I have only love and respect for PinkPuff after tinkering with this for the last few days.  Truly an amazing accomplishment.

44
Thanks!  You were a big help to me last time I was here too and I really appreciate it!

I do have one question, actually.  Is there a reason why the NPCs in the training room aren't listed in FF4kster?  Or are they listed under some heading other than the training room?  Just wondering if this is a known issue.

Regardless, continuing to be amazed by the depth and scope of this program.  I sure wish this had been around last time, it would have saved me many weeks of searching, and trial and error.

45
Thank you!  It was in fact as easy as I remembered it.  :)

I now feel super-dense.  I've just been messing with ff4kster for the past few days since my earlier project predated it.  I've been extremely impressed with the program but only just now realized that you can in fact get into that box in the NPC editor where sprite/visible/speech are selected.  I'd initially thought that data was off-limits and was a bit disappointed.

Thanks again for your help with this!!!

Pages: « 1 2 3 4 5 6 7 8 9 »