øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=244;area=showposts;start=15e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index2ae8-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=244e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index2ae8-2.html.zxœèg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ`¦D~OKtext/htmlISO-8859-1gzip8:Ö~ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:37:24 GMT0ó°° ®0®P®€§²ð®œèg^E~ Show Posts - fedorajoe

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Messages - fedorajoe

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16
Final Fantasy IV Research & Development / Re: Changing details of Dark Wave
« on: September 12, 2016, 05:38:07 PM »
Holy crap, you're amazing.  And did you just apologize for "taking so long?"  Like, seriously?

You should get a Patreon so I can, you know, patronize you for your work!

I'll download and test and report how it goes!  Thank you so much!!!  I'm planning something very ambitious and this command ability was one of my biggest question marks.

EDITED TO ADD:  So, I just tested it, and it works perfectly.  In all seriousness, your work on this is so impressive.  Major attention to detail with the sound effects and all.  Thank you so much for making this!

17
Final Fantasy IV Research & Development / Re: Changing details of Dark Wave
« on: September 11, 2016, 06:22:05 PM »
Just speaking for myself, I  didn't intend for an enemy to ever use this ability.

18
Hey, I have a FF4kster question.

Been using it for a while now with no issues.  Now I've encountered a strange situation.

I can open my rom in FF4kster just fine.  However, if I make ANY edits, then the next time I try to load the ROM, it hangs on NPC data.

Any ideas on what would cause this?  Is it something I could repair in my hex editor?

Any suggestions welcome.  :)

19
Entroper, you are an amazing person.  I was planning to work on my overworld tonight, what great timing!

That's all I had to say.  I'll report any bugs I find.  Just, wow, thank you!

20
Final Fantasy IV Research & Development / Re: Changing details of Dark Wave
« on: September 09, 2016, 12:36:47 PM »
Hee hee, I'm fine with that!

Scholars doing max damage sounds wrong anyway. (Looks for scholar emoji, fails.)

21
Final Fantasy IV Research & Development / Re: Changing details of Dark Wave
« on: September 08, 2016, 11:17:44 PM »
Yes.  ;)

My reading comprehension skills were apparently not quite up to snuff today.

22
Final Fantasy IV Research & Development / Re: Changing details of Dark Wave
« on: September 08, 2016, 06:00:35 PM »
Hi!

No header and no patches applied, but I do make a lot of adjustments in my hex editor.  Yes, I've got the big block of FF's at 1F210.  :)

Edited to add:  I forgot to answer your other question.  I'd go with Option A:  command executes, uses up all gil, and deals damage corresponding to the amount spent.

23
Final Fantasy IV Research & Development / Re: Changing details of Dark Wave
« on: September 08, 2016, 12:00:40 AM »
Wow, thank you!

The ideal situation, for my project, would be a similar system to The After Years:  damage and gil spent = level x 30 per enemy.

This is an ability you'd have right near the beginning so I wouldn't want it to be too overpowered.  With that said, if you'd already posted a way to do it FFV or FFVI style I would have simply used your code with no complaints! :)

24
Final Fantasy IV Research & Development / Re: Changing details of Dark Wave
« on: September 07, 2016, 11:35:45 AM »
Forgive me for thread necromancy, but did anyone ever get around to making a Gil Toss command out of Dark?

I'd like to have Gil Toss for my next project and thought Dark was the logical choice.  This thread had a great breakdown of how the command works but I'm not sure, for example, what value you'd use to swap HP for gil.

Thanks!
:cookie:

25
And it's all-or-nothing?  Like, a change to one impacts all sprites?

If so, too bad.  :(

26
Just jumping in to say... the Windia town graphics from Mystic Quest would look stunning in FFIV, I think.  Similar stylistically but different enough to jump out.

27
You are correct, sir.  That empty space in the 3x3 grid is represented in every character's sprite sheet and simply isn't read.

See, what you're saying is closer to what I was thinking.  It made me think of when you create a custom summon and you have to manually designate which parts of the sprite get displayed where.  I'll be there's an FF that has to be changed to an 01 somewhere, or such, which would cause that blank space to read for every sprite.

28
Oh gosh, seriously?  How disappointing!  I figured each character had their own setup.

In that case I probably won't bother, I'll just have to butcher my creation despite how proud I am of it.  :p

Thanks, all!

29
Final Fantasy IV Research & Development / Question about battle sprites
« on: August 05, 2016, 08:24:24 PM »
Battle sprites appear to be a 3x3 grid of squares, each 8x8 pixels in size, but with not all squares in the grid being displayed.  Does anyone know how to change which squares are displayed?

I imagine it's probably similar to how monster sprites are arranged, but I haven't seen it discussed.

Basically I want to turn this...



Into this...



Thanks!

30
Why are all of you gods and wizards?

This is amazing work.

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