øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=14;area=showposts;start=120e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index2c36.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=14e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index2c36.html.zxȼg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P._ìOKtext/htmlISO-8859-1gzip@øÕ_ìÿÿÿÿÿÿÿÿTue, 10 Mar 2020 16:30:23 GMT0ó°° ®0®P®€§²ð®Ǽg^ÿÿÿÿÿÿÿÿM&_ì Show Posts - Pinkpuff

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Messages - Pinkpuff

121
Final Fantasy IV Research & Development / Re: Weak/Tornado Spell
« on: July 18, 2015, 09:03:12 AM »
If you're doing this in FF4kster, there should be a property "Hits Boss" or some such. Just change that to YES and you're good.

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I applied the patch and went to try it out. I didn't have a save with Cid already in the party, so I loaded up a just-after-floater save and tried to ditch the twins. The serpent road map was messed up and the event it triggered was likewise messed up and didn't let me ditch them so I can't test it.

I think this may be because I've made changes to things like maps and events and such on my base rom that aren't on yours, so I'm going to try typing in the code changes manually rather than applying the patch and see if that matters.

 :edit:
Applying the patch manually gets rid of those bugs but now when I try the command, Cid just advances, grins, then retreats. Nothing is messed up but he isn't tackling. He wasn't critical when I tried this either, so it couldn't be that.

 :edit: 2
Also the command isn't greyed out when Cid is critical.

 :edit: 3
Here's a patch that turns an unmodified FF2 1.1 unheadered into the current version 2 beta of Unprecedented Crisis (without the tackle modifications) in case that helps:
http://timecave.net/ff4kster/crisis/crisis2.ips

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Actually I've been super busy. I promise I'll try it out tomorrow morning and let you know either way.

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Oh ok no problem as it is, just wanted to check ^_^

Thank you both for this. The plain fighters should be considerably more interesting in the next version.

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I can't wait to try it out! Thank you  so, so much for doing this for me, Chillyfeez!

And just in case it got lost in the discussion, was the damage display the only obstacle to having Lancet deal half of Kain's missing HP? Or was space an issue as well?

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There should be a checksum on the RHDN page though. Does it match up with that?

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Glad to know I'm not going crazy. Entroper, are you 100% sure the rom you used was V1.1 and unheadered?

So was the damage display the only barrier to having Lancet deal half of Kain's missing HP?

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I'm at work; can anyone else confirm whether this is happening on their copy of the game?

129
Ok, I've decided what Edge will give you, but it's a surprise.  :laugh:

I will say though that it is a one-time-use item, not an equipment. That said, it is not a generic item. It is only obtainable by ditching Edge.

130
I found this via Twitch, while streaming and watching Zelda Randomizer runs.  Been enjoying my playthrough so far.  :)  I'm in the Eblan Cave now, being hassled by constant surprise- and back-attacks from 6 bats.  The darn things take a dozen actions before I can take one.

In the next version, they'll be tamed a little by popular request.

I was really confused in Troia.  There weren't any plot clues, so I went to the magnetic cave, thinking something might happen.  The game wouldn't let me in, saying the magnetic field made all my gear heavy, so I unequipped everything I thought was metal... same message.  I went through this process several times, finally just unequipping everything (which required going back to town to sell some stuff and free up space), and it still wouldn't let me in.   :wtf: Anyway, I obviously did figure it out eventually.

Glad you figured it out! I got a lot of questions about that one. Again, next version will have some dialogue when you take the crystal, and also a reminder message in Cave Magnes. "Cecil: We have no reason to be here. We should head to Eblan as soon as possible" or something like that.

I really liked the little tweaks to the writing at Mt. Hobs and Fabul, and I loved the changes at Baron and the Misty Mountains.  Edward is pretty good now, I was actually sad to see him go.  :laugh:

I've also gotten a lot of comments about Edward. It really surprised me how fond people are of him in this.

The difficulty balance has been okay.  Scarmig was hard, but not that hard.  The hardest thing has been surviving without any healing and going through potions like candy.  I always feel like I'm slightly underleveled, even though I don't run from battles much.

As Grimoire mentioned, this is where I was aiming for in terms of difficulty. Able to be done without grinding with enough skill and luck but a little grinding goes a long way. I may have missed the mark a little in the underworld and made things a little too difficult, but again I'm aiming to have that fixed for the next version.

I played a lot tonight, defeated all the fiends.  The game is really pretty great.  It gets back to basics for a while with Palom and Porom, and I like that you also have Rosa as a Time Mage of sorts who can also do some good damage with various elements of arrows, plus the rune bow.  I must admit, when I first got P&P, I was very frustrated.  All the places you can go were just ruthlessly kicking my ass.  So, I downloaded ff4kster and hacked the hack.   :omghax:   I made dark imps worth a ton of exp and gold, and gained 10 levels with P&P (and maybe 5-6 for everyone else)  From then on, the game seemed balanced.

Again, this should be fixed in the next version, but I have to say I like your solution.  :celosa:
In the meantime, I found that they don't have too much trouble living in the Ice Cave, and Porom starts with Warp, so you can always go a little bit, warp out, go a little bit further, warp out, etc. Also getting the Bahamut's Lagoon top floor treasure (Sylvan Cave) helps a lot. There will be fewer damage floors and more secret passages in both that dungeon and the Feymarch in the next version.

It was still challenging, but I wasn't getting back-attacked every single time.  I had access to Cure3 and some other good magic.  Ciriatto was a tough challenge, but I did barely make it through.  Honestly, the new fiends are a blast.

Thanks! I think the general consensus is that they're a little too hard though so I'm going to tone down at least Ciriatto and somewhat Draghinazzo as well and make it so that tackling them "out of order", while challenging, will nevertheless be doable, unlike it is now.

So... I've noticed with the progression of items... I feel like I wasn't supposed to have Thor's Hammer for most of the game.  I'm pretty sure I got it in Baron straight away, and it was just waaaaaaay OP compared to every other hammer so far.  Cid was using it the entire time I had him.

You're definitely not supposed to! How did you get it? Was it a monster rare drop maybe? Or did you get it from a chest or pot or something? (If it's the latter, that's a bug. If it's the former, well, I guess you just got super lucky).

I LOVED the ice cave.  Very nicely done.  I hear a lot of people complained about the damage floors... there really aren't many of them in the ice cave.  They were maybe a little overdone in the Sylvan Cave, but I muttered though using about 60-70 HiPotions.  The Feymarch seemed okay.

Thank FF1 for the Ice Cave. ^_^
What I'm impressed by is that no one seems to have any problems with Santa Claus being in the game. I was afraid I would get some negative response to that.

The person I was watching seemed pretty decent, but he had only just gotten to the Misty Mountains.  He died a few times at Scarmiglione's second form, and decided to grind for a bit, so I stopped watching.  He wasn't bad, just not used to maximizing all of his abilities at once, which the fiends seem to require.  :)

Can we have a link? I loved reading Grimoire's text-based "let's play" on here, but I've been itching to watch someone play it on video.

Anyway, thanks for your feedback! It's great to hear from you again!

131
Which index spells would those be?

132
Suppressing the spell name: We could use one of the already name-suppressed spells and turn it into "Tackle", damage based on caster's HP. The command handles setting his HP afterwards anyway right?

Critical: In the regular command information, there are two "disable if" bytes; one for permanent statutes and one for temporary. Currently, the only one using the temporary status byte is Kick,which is disabled under Float. Would it be possible  (or feasible) to change it so that it checks the category of statuses that Critical falls under? If so, it would then be a simple matter of setting the corresponding flag in FF4kster.

133
I used a similar strategy a long time ago when a mysterious bug was causing the FuSoYa/Golbez/Zemus battle to mess up. I knew that if I commented out all the routines that save, the ROM would remain unchanged. Something must be happening during the saving process; it's either saving something to the wrong place or in the wrong way, or it's bleeding for some reason. So I started by commenting out the first half of all the save routines. If the bug still occurs, I know it's in the other half; if it doesn't, it's something in the half I commented out. Then repeat that process for that half and "hone in" in a binary-search way until I've narrowed it down to exactly what routine is causing the problem, and from there I can do a similar strategy with the contents of that routine to figure out what part of the process is going wrong (if it isn't immediately obvious)

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Clarification: The new version will not fix an already broken ROM. It will just stop breaking future ROMs.

 :edit: To fix namingway from having been broken by FF4kster, A7FCC unheadered or A81CC headered should have the following six bytes instead of 00s:

38 48 58 68 78 90

135
Currently, Kain leaving already rewards you by not having to fight the dang shadow dragon. The twins reward you with access to the serpent road and a whole bunch of free EXP in the form of trap doors. Edge doesn't really give you anything; I agree that losing him should also result in a side benefit of some kind. Maybe he can indeed give you a special item, but the thing with that is: How/why does he have it, and why didn't he just give it to you before? I don't think the Aegis Shield, even with those resistances, would be anything particularly special anyways. It would just happen to be particularly useful for a solo. Maybe he picked it up / stole it from Lugae while you were fighting the CPU? "Hey Lugae dropped this, you should take it."

... wait

I've already got the code working for the game detecting whether you're solo or not... why not just have it SKIP the eight-fiend battle when you're solo Cecil! Golbez is so impressed that you came to face him alone that he accepts the 1v1 challenge! I don't think any monsters after Malacoda 2 use Stop or Magnet, so the Aegis should be enough to cover any other circumstance like that... what do you think? (This is independent of Edge giving you something.)