øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=278;area=showposts;start=990e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index2d15-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=278e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index2d15-2.html.zxÕåg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈàµêOKtext/htmlISO-8859-1gzip@øÕµêÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:25:33 GMT0ó°° ®0®P®€§²ð®Õåg^%µê Show Posts - chillyfeez

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Messages - chillyfeez

991
Should I start releasing standalone patches? Things like this and my Hunter's patch might be worth releasing separately on their own.
My philosophy on that is, might as well. Even if nobody uses them right away, somebody will remember or stumble across them down the road and will really appreciate having them. Making the patch is the easy part of the process.
Though Dragonsbrethren may disagree with me...

Btw, does Cecil know Tellah has been wearing his dark armor?

992
Hmm. I would swear I've seen the "Not enough MP" message from a monster before, but you make a pretty convincing case.

Hah - FFVI. Yes, that was a typo. :blush:

993
Mage characters, who use regular black magic spells, have and can run out of MP. It doesn't kill them like in FFIV. Still, unless you gave an MP value to each monster skill (no reason you couldn't), MP Break would be pretty useless.

994
I don't think I would/could make this one thinner. I like what you've done here. Nice work!

995
Nifty. I considered a while ago writing a command like this (inspired by FFIV's Morph, not by Poaching, but same diff). You could, maybe, rewrite the monster's item byte before running the steal routine...
Perhaps:
Load Monster's level
Store into item byte
Run steal routine

Or:
Load level
Add item byte
Store in item byte
Run steal

Or even:
RNG
Store in item byte
Run steal

Or however you want to determine the "new" item byte. Whatever you do would just be a few bytes of code. Doesn't matter that you're changing it because pending success, the monster is gone after the command is done.

996
Final Fantasy IV Research & Development / Re: FFII SNES Beta Curiosities
« on: January 05, 2014, 03:59:25 PM »
Yeah, that's pretty clear.

997
Final Fantasy IV Research & Development / Re: FFII SNES Beta Curiosities
« on: January 05, 2014, 02:58:15 PM »
I had a thought... do you think they were talking about the secret room inside the waterfall?

998
Final Fantasy IV Research & Development / Re: FFII SNES Beta Curiosities
« on: January 05, 2014, 10:45:36 AM »
Et tu, Baigan!

Funny thing is, I played FFII many times over before ever reading Julius Caesar (and there was no internet), so for a long time I was clueless about that reference. I distinctly remember having a "huh, wow" moment about it in 10th grade or so.

There was a lot of walkthrough in that manual, huh? They sure don't make 'em like that anymore...

999
Hi guys -
I haven't dropped off the face of the earth. This is just a busy season for me, and I don't have a lot of time to work on hacking, so I don't have much to contribute to the board.
I do have a little bit of info about SNES's mathematical capabilities.
The only functions it can perform (technically) are addition, subtraction, and multiplication and division by two (with no remainders). So, unfortunately, more complicated mathematical functions need to be expressed in terms of these basic functions.
It's possible in theory to do a lot with just addition, but the more complicated the function, the more code you're talking about. I assume the game has specific portions of ROM already devoted to multiplying two numbers, and possibly even computing exponents, and it just JMLs to those portions when it needs to. But that's only speculation. A deep inspection of the code that runs when calculating elemental weakness damage might be revelatory (since multiplication of a figure is certainly taking place there).

1000
Final Fantasy IV Research & Development / Re: Spreadsheets by Entroper
« on: December 31, 2013, 01:06:19 AM »
Probably, somewhere... which data were supposedly contained therein? I may know of the spreadsheets without knowing them as "entroper's spreadsheets."
Have you checked The FFIV Reference Book? Lotta stuff there that's been around for a while and may not be compiled anywhere else.

1001
Final Fantasy IV Research & Development / Re: Fun with Summons
« on: December 30, 2013, 04:47:11 PM »
My best guess... I think I might have done the edits on a 1.0 ROM but based the patch off of a 1.1, so the patch basically changes everything in the ROM to its 1.0 address.
This sounds like something I would do (most of my early hacking was done on 1.0 because of yousei's map editor), and explains why it ruins FF4kster compatibility.
I'm not quite sure why/how that would affect events, though, because event data are in the same place in 1.0 as in 1.1. Oh well. I'll re-do this patch eventually, but I've got a fair amount on my to-do list at the moment...

1002
Final Fantasy IV Research & Development / Re: Fun with Summons
« on: December 30, 2013, 09:45:34 AM »
Umm.... don't use the above patch on any old hack. I don't know what I did, but it will screw up your hack. Somehow resets any edited events, and also makes the ROM uneditable with FF4kster. Gonna cost me a couple of hours of backtracking with my own work.
It works fine for proof of concept. If you wanna see a working Phoenix spell, it will do that. But do not patch it onto another project.
#$%$&@#

1003
Aha! From the bab-il docs:
Quote
3534-3535 Pointer into the 3302-338D area for the current or most recently
    referenced character. Equal to the slot number times 1C.
That's it! So if you insert a "LDX $3534" in there, that should make it work regardless of character slot (stick it just before editing the command data, like at 03/E89B).

1004
I was looking at your Advnc command...
First of all, it's a cool idea to invisibly change the command once it's been used. I've never had much luck deciphering what all of the "command menu data" means in in-battle RAM.
A couple of things on that, though:
1) Would the location of the command in RAM change depending on which of the character's command slots Advnc occupies? Not a big deal as long as nobody edits a hack that already has this set. Not as big a deal as...
2) Looks like you're changing the command based on an X that is set by the character's character slot. Fine if the character is in slot 0, because then X will be 0. But if thcharacter is in slot 1, then X will be 80, and "330F, 80" is 338F, which is another section of RAM. If my calculations are correct, you'd have to somehow make X equal to the character's slot times 1C for this to work right... Right?

1005
You left out the LDA #$50 at 03/D8BA. I think that might be screwing everything else up.
This code doesn't need to worry about 16/32-bit processor status. It uses the default statuses (stati?) for A (16) and X (32).

 :edit: there's more wrong there. Try recopying the whole code, I think.