øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=24;area=showposts;start=120e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index2b34-3.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=24e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index2b34-3.html.zxYeh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ .4ˆOKtext/htmlISO-8859-1gzip8:Ö4ˆÿÿÿÿÿÿÿÿWed, 11 Mar 2020 04:29:38 GMT0ó°° ®0®P®€§²ð®Yeh^<4ˆ Show Posts - Entroper

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Messages - Entroper

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121
Middle, Uppermost, Lowermost, Middle-Upper, Middle-Lower

This is true, but only because Haste was cast on everyone simultaneously.  Count's speed is not related to your agility, but it is related to whether or not you have haste/slow cast on you.  The Count/Haste thing isn't a "rumor", to verify this, just have Count status active on two party members, cast Haste on one of them, and watch them die twice as fast.  Try fighting one of those eye monsters in the Lunar Subterrane, the ones that look like the Plague boss but just cast Count on you individually instead of all at once.

122
Final Fantasy IV Research & Development / Re: Meteo WTF?!
« on: March 05, 2008, 10:36:05 PM »
Oh, I thought you were testing against max magic defense.  Sounds like a positive result then.  :)

123
Final Fantasy IV Research & Development / Re: Meteo WTF?!
« on: March 05, 2008, 10:15:35 PM »
Golbez has 40 WIS, 10 WILL.  So he should have the same spell power as FuSoYa for black magic.

Here's the catch... Zemus (at least on the GBA version) has 0 magic defense.  :hmm:

124
Gaming Discussion / Re: A Request for Entroper
« on: March 05, 2008, 10:07:14 PM »
My friend has an updated version of our chart.  A lot of the info in this is untested, but most of it looks pretty good.

http://entroper.no-ip.org/TheBatcave/FFRev2.xls

125
Gaming Discussion / Re: A Request for Entroper
« on: March 03, 2008, 07:37:55 PM »
I don't think I have that data.  I'll check, though.  I might be able to find it if I don't have it already.

EDIT: Looks like it's time for a ROM search.

126
General Discussion / Re: Original Fantasy Script Commands
« on: March 02, 2008, 10:57:17 PM »
Holy crap, it just hit me how to do palette cycling.  It only works for 256-color textures, though, and it involves a dependent texture read, which isn't very fast.  But it should be fast enough on any hardware from the last 3 years.  I'll have to decide if this is worth doing or if I should just stick to post-processing.

127
General Discussion / Re: Original Fantasy Map Design
« on: March 02, 2008, 10:54:42 PM »
Thanks.  I'm going to greatly appreciate all the feedback I can get from users with scripting experience from previous FF games.  :)

So it sounds like the only ones that I need to code in the event header itself (thus far) are 1) stepping on a tile and 2) pressing the action button when facing a tile or sprite.  Items, map loads, and events can just call other events, so that doesn't need to be specified in the events they're calling.

128
Final Fantasy IV Research & Development / Re: Cover Command
« on: February 29, 2008, 11:20:59 AM »
Will Cecil fail to cover if he is low on HP, even if he has used the Cover command?  I realize he won't auto-cover in this case.

129
Final Fantasy IV Research & Development / Re: The Back Row
« on: February 29, 2008, 11:17:26 AM »
I remember a discussion in another thread about the back row property not working correctly in FF4A.  I think you still get a hit rate penalty for being in the back row, even if your weapon is back-row compatible.  Equip Cecil with a bow in the magnetic cave, and put him in the back row -- you'll see him get 1 or 2 hits often, instead of the 3 or 4 he should be getting.

130
Final Fantasy IV Research & Development / Re: Jump Command
« on: February 27, 2008, 10:09:16 AM »
OK.  I guess I got confused because of the Dragoon ability in FF5.

131
Final Fantasy IV Research & Development / Re: Jump Command
« on: February 26, 2008, 05:48:36 PM »
Can you even Jump with a sword?

132
General Discussion / Re: Original Fantasy Script Commands
« on: February 25, 2008, 07:44:44 PM »
That's a good idea regarding battles.  I think battle formations will eventually have a flag for "if you lose this battle, you don't lose the game" (I think in-battle event scripts probably won't make it into the first version), and of course the scripting system will have to have some way of reading the outcome.

I do plan on having lots of transitions, fades, wipes, mosaics, window blinds, etc.

133
General Discussion / Re: Original Fantasy Map Design
« on: February 25, 2008, 12:01:38 PM »
Yeah, I've been working on how to make tile data changes persistent.  I'll make a specification for that when I start working on the save/load system.  There are a number of things going on there already, like saving the event enabled/disabled states.

As I finished up the event spec, I realized I didn't have any information on how events would be triggered.  That's probably bad.  :)  Off the top of my head, I want triggers to happen when stepping on a square or when pressing the action button while facing a square/sprite.  I think for direction facing, you can test that in the script itself (I'll need to add conditional operators for that).

What other event triggers do I need?  I think I can support all of FF1's quest with "walk onto square" and "action button at square/sprite" triggers, but certainly there must be other useful ones?

134
General Discussion / Re: Original Fantasy Script Commands
« on: February 25, 2008, 07:10:44 AM »
Here's the thing, palettized graphics are inefficient on modern graphics hardware.  I'm probably going to experiment with various postprocessing effects and see if I can achieve similar results by applying various transforms to each color component.

I think I can do the mosaic by creating mipmaps of the entire screen and cycling them with point sampling.

Music fading, I should have thought of that.  Thanks.  :)

I'm going to have to figure out the dialog stuff.  I left a lot of space in the opcodes for extra text box commands.

I like the party ungroup suggestion, then I can also have a "move party member" command.  That's a lot easier than trying to use the sprite commands to achieve the same effect.

135
General Discussion / Re: Original Fantasy Script Commands
« on: February 24, 2008, 06:52:39 PM »
http://entroper.no-ip.org/OF/Scripts.txt

Preliminary script specification.  Will expand as new commands are added.  This gives me something to work with so I can rip the maps out of the ROM and write the map engine.

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