øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=123;area=showposts;start=825e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index306a.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=123e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index306a.html.zx"òg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈÀK”€OKtext/htmlISO-8859-1gzip8:Ö”€ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 20:18:01 GMT0ó°° ®0®P®€§²ð®!òg^ÿÿÿÿÿÿÿÿL1”€ Show Posts - Grimoire LD

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Messages - Grimoire LD

826
Oh most certainly. If you JSR and JMP to the right areas you can place this data anywhere in the same bank as the other dealings.

If the addition is just for a single specialty Sage class... I would say no, but if this concept were also taken in other directions using similar coding routines there's a bit of possibility that it can be applied in other means.

827
Final Fantasy V Research & Development / Re: An idea for Job expansion
« on: January 30, 2014, 06:07:58 PM »
How goes it Vanya? Unfortunately FFV doesn't... to my knowledge... actually have "Master This Job to Gain That Job" functionality in like FFT has in abundance. It would also require full documentation of the Job Change Routine (in which I don't think any exists...) and what could be changed to add these three checks in.

For your idea several things would need to happen.

Is the job Mime?
----------------
Is White Mage Mastered?
-------------------
Is Black Mage Mastered?
-----------------
Is Time Magic Mastered?
--------------
Is White Level 6 in a Slot?
---------------
Is Black Level 6 in a Slot?
-------------
Is Time Level 6 in a Slot?
-------------
If all of this is so, Load Job Name
-----------
Change Job Name to Sage
------------
save Job Name to Job Name Slot
-------------


For Battle...

Is the Job Name Sage?
-----------------------
If so, replace the second command with All Magic (that would require custom code in-and-of itself.
Change the third command to Item.


That would be a pretty immensely complicated matter to set up, unfortunately.

828
That is another good find. You're right they did touch them up a bit, a shame they couldn't do more though.

829
The -ja level spells did originate with FFI of all things with Diaja. (HRM4) it wouldn't be unfitting to have them in FFIV, or any FF for that matter. A good choice!

830
I cannot agree with these sentiments more...

From Best to Worst...

SNES - PSP - DS - Mobile Phone - GBA

SNES retouched FFIV portraits would be fantastic.

As you mentioned nothing shows Porom's proper innocence and Palom's mischief in his eyes. To be fair though, no version has screwed up Dark Knight Cecil. It's kind of difficult to screw up a menacing armored face though.

@Dragonsbrethren, they did? Are there pictures of these nicer looking portraits?

831
For a long time I thought it was a specific "It's looking at This graphic pointer, which means that because this is an Item it's actually looking at That graphic pointer... somewhere". I was wrong and I think I found this out... a couple weeks ago, I don't know if I actually posted it.

832
Bah, they would... admittedly though the phone ones look much better. I hate a lot of the portraits for GBA. There was something endearing about that look of fiery determination on SNES Cecil's portrait that they just tried too hard on in the GBA port. His Mobile version is better, but that one looks a little too Asian.  Rydia's GBA original portrait is Abysmal. That look of caution in her original portrait is absent and as you mentioned, looked like she's in her 30's. Rather than late teen-early 20's which is fixed in her other portrait, but she looks a little young there, but it is better at least.

Eh, I always thought their Edge was fine.

Rosa looks a Lot better than her GBA abomination, softer features, but something still looks off though.  I don't like either of these Kain's though. They both pale in comparison the the SNES's darker take on Kain's portait.

833
Oh no, it's Lit-Bolt.  Hmm... did I never fully explain this yet?

 Default Graphics (not overtaken by the Summon Orbs) of summons are used in different ways when called by items. Chocobo (FireBomb), Shiva (IceBomb), Ramuh (LitBolt) Indra(Crystal), Bomb Core(Bomb). This is why their default graphics have things listed, while other summons don't. So if you want to use FireBomb, IceBomb, Lit-Bolt Graphics you would look at the graphics that are there on the Default Summon.

834
Changes made to make Focus more effective.

1. In the Fight Routine - Changed it so Focus does not lose potency when attacking the backrow. (03C564)
2. In the Fight Routine - Changed it so Focus no longer divides defenses by 2. (Instead this has been put on Berserk) (03C740)

That completes Yang

And that leaves only Boast... Boast is a fine enough skill that I might leave it alone, but I don't want it to do the same thing, hmm...

I think I'll give it to Tellah, change it to a x2 store, and make it cycle through the Elements. "Ele(Sword)" symbol should do... or maybe just have it call a random number between 1-20 and apply it to the sword. That way it won't be "all right, let's use this 4 times for Holy Elemental..." and is a bit more freeform...

And that's what I decided on.

So... looks like I didn't Really keep Boast in any fashion after all.

Boast to Elemental Weapon
Code: [Select]
EAC3 A2 01 00 LDX #$0001 A:0003 X:0022 Y:0000 P:envMxdizc - Load 0001 into X.
$03/EAC6 A9 40 LDA #$40 A:0003 X:0001 Y:0000 P:envMxdizc - Load 40 into A (01-40 is the amount that can be reached)
$03/EAC8 20 79 83 JSR $8379  [$03:8379] A:0040 X:0001 Y:0000 P:envMxdizc - Jump to RNG Routine.
$03/EACB A6 A6 LDX $A6    [$00:00A6] A:001D X:0000 Y:0000 P:eNvMxdizc - Load Slot into X.
$03/EACD 9D 19 20 STA $2019,x[$7E:2099] A:001D X:0080 Y:0000 P:envMxdizc - Store New Weapon Element into A.
$03/EAD0 A9 81 LDA #$81 A:001D X:0080 Y:0000 P:envMxdizc - Load Magnet graphic into A.
$03/EAD2 8D C5 33 STA $33C5  [$7E:33C5] A:0081 X:0080 Y:0000 P:eNvMxdizc - Store A Audiovisual Cue.
$03/EAD5 A9 12 LDA #$12 A:0081 X:0080 Y:0000 P:eNvMxdizc - Load Message 12 (Forces swirl around weapon) into A.
$03/EAD7 8D CA 34 STA $34CA  [$7E:34CA] A:0012 X:0080 Y:0000 P:envMxdizc - Store A in Message
$03/EADA 4C A6 85 JMP $85A6  [$03:85A6] A:0012 X:0080 Y:0000 P:envMxdizc - Jump to Message Display Routine

And there we go! That is the final basic routine that had yet to be modified (not that you can call some of the things I've done "modifying" allowing Focus to deal full damage to the back row and not take increased damage isn't really modification) There's still a bit of free space, especially in regards to the Crash command which could have a new home eventually)


With the preliminary work all but complete, I think I can legitimately get to work on my project, now that I am confident it won't be seen as too similar to the base game.

 :edit: 85A6 not 81A6! And I was wondering why Elemental Sword was crashing the game... how absolutely stupid of me.

835
Gird has been reworked to not be useless, but at the same time, not be overpowered, going off of the FFI Theme where a Monk's Defense was equal to their level, Gird does just this. Gird will change Yang's defense to his current level. In addition if you have a new helmet called the Master's Wrap equipped, it will add Yang's current Agility to the Level defense, making it even more effective. This only happens if you use Gird though and is more or less meant to be used in combination with builds that use Strengthened Kick.

Code: [Select]
$03/E696 A6 A6 LDX $A6    [$00:00A6] A:0003 X:001E Y:0000 P:envMxdizc - Load Slot of User into X..
$03/E698 AD 82 26 LDA $2682  [$7E:2682] A:0003 X:0080 Y:0000 P:envMxdizc - Load Caster's Level into A
$03/E69B 9D 2A 20 STA $202A,x[$7E:20AA] A:000A X:0080 Y:0000 P:envMxdizc - Store A in Character's Defense.
$03/E69E AD B0 26 LDA $26B0  [$7E:26B0] A:000A X:0080 Y:0000 P:envMxdizc - Load Equipped Helmet.
$03/E6A1 C9 80 CMP #$80 A:0000 X:0080 Y:0000 P:envMxdiZc - Is it Glass Mask/Master's Wrap?
$03/E6A3 D0 0E BNE $0E    [$E6B3] A:0000 X:0080 Y:0000 P:envMxdiZC - If not, branch to End.
-------------------------------------------------------------------------------------------------------------------------------------
$03/E6A5 AD 82 26 LDA $2682  [$7E:2682] A:0000 X:0080 Y:0000 P:envMxdiZC - Load Caster's Level into A.
$03/E6A8 6D 95 26 ADC $2695  [$7E:2695] A:000A X:0080 Y:0000 P:envMxdizC - Add Caster's Agility onto A.
$03/E6AB 9D 2A 20 STA $202A,x[$7E:20AA] A:0013 X:0080 Y:0000 P:envMxdizc - Store A in Character's Defense.
$03/E6AE A9 05 LDA #$05 A:0013 X:0080 Y:0000 P:envMxdizc - Load the Protect Graphic into A.
$03/E6B0 8D C4 33 STA $33C4  [$7E:33C4] A:0005 X:0080 Y:0000 P:envMxdizc - Store A in Audiovisual Cue.
$03/E6B3 60 RTS A:0005 X:0080 Y:0000 P:envMxdizc - Return.

Now this leaves only Focus to modify, hmm...

836
Game Modification Station / Re: FFIV Advance questions
« on: January 23, 2014, 03:02:58 PM »
Dark Wave is plenty strong from a base perspective, not to mention because Dark Wave goes through Kick's routine (they're virtually the same thing except Dark Wave has a special conditional to keep its power from being half and to deal 1/4 damage to Zombies. I'll likely have it use a unique Spell of some sort, I always liked the idea of Dark Wave being a Wisdom based attack, rather than pure physical and it will give a use for Dark Knight Cecil's decent Wisdom.

837
Game Modification Station / Re: FFIV Advance questions
« on: January 23, 2014, 09:34:17 AM »
Before heading to bed last night, I did just that with Kick, if you're not wearing any Armor when using Kick it does full damage, as it would if one were to be using Dark Wave (since the two use the same routine after a point ordinarily)

http://slickproductions.org/forum/index.php?topic=1883.msg20311#msg20311

Focus is a Status Ailment and status is a matter in which I am still foggy on, it would be exceedingly difficult to create three new statuses that would increase power from 2 to 4 to 8.

838
I made a small change to Kick, giving it like some of my other command and spells (Twin, Steal, Curing, Damaging)  an Equipment defined specific function.

First off, I got rid of that idiotic jump at the start which takes it... to its current location and used that free space to add in a "Load Armor" function. Because Dark Wave isn't using Kick any longer as a base, I used that part which looks at Dark Wave and instead made it look at Armor. If Yang is wearing no Armor (reference to FFI where a Monk is strongest when not wearing Armor of any kind) the Kick does roughly double damage. Making it as powerful as classic Dark Wave without the 1/8th HP Loss.

Situationally useful as are many of my hacks it seems.

$03/E71D   AD B1 26   LDA $26B1  [$7E:26B1]   A:0002   X:0080   Y:0000   P:envMxdizc - Load User's Armor into A.
$03/E720   F0 08   BEQ $08    [$E72A]   A:0000   X:0080   Y:0000   P:envMxdiZc - If none, branch past the /2 Power.

839
Well this next post is small, and more for my own purposes. I wanted to make Cid use a "Mechanize" skill that would turn his foes into Robots and while everything looked fine on the surface I couldn't get it to actually "stick" to enemies (despite being put into their temporary stats, it isn't carried out of it) so I thought to look at something that would fit with Cid's character, but effect him. Then I thought to take the idea presented in FFIV DS of "Upgrade" where it uses an elemental item to apply that element to the weapon, and use it in a different manner.

This instead is called "Coat Hammer". If the first item in your inventory is Maiden's Kiss, Echo Herb, Dwarf Bread, Eyedrops, or Antidote, the status it would cure is applied to Cid's Weapon. So say you have an Antidote as the item in the first slot, this would put Poison on Cid's Weapon. It also uses the item, but in this a glitch appeared that I cannot figure out... though the item decrements correctly, it still looks to have its original value until used or moved.

This routine also makes an exception for when you have 1 Item left and that's to end the routine.

Now I am not feeling all that well today so this code is a little sloppier than I ordinarily produce, however it works fine. You can tell it worked when a cloud of smoke is shown around Cid (to symbolize him "working" on something.) And it fails when no cloud of smoke appears.

This gives an added use to Status Healing Items and can make Cid into a fairly versatile character.

I thought this a neat way to show him as an Engineer and as a fairly knowledgeable fellow in a different way from Item Lord.

The lost command was Cry this time.

Code: [Select]
$03/EAE0 4C CF FF JMP $FFCF  [$02:FFCF] A:00F0 X:01CF Y:0010 P:eNvMxdIzc  - New Jump Point (used by later in Routine)
------------------------------------------------------------------------------------------------------------------------------------------------
$03/EAE6 A6 A6 LDX $A6    [$00:00A6] A:004A X:000D Y:012D P:envMxdIzc - Load Slot of User.
$03/EAE8 AD 1C 32 LDA $321C  [$7E:321C] A:004A X:000D Y:012D P:envMxdIzc - Load First Item Quantity into A.
$03/EAEB C9 02 CMP #$02 A:004A X:000D Y:012D P:envMxdIzc - Is there two or more?
$03/EAED B0 01 BCS $01    [$EAF0] A:004A X:000D Y:012D P:envMxdIzc - If so skip past the Return
----------------------------------------------------------------------------------------------------------------------------------
$03/EAEF 60 RTS A:004A X:000D Y:012D P:envMxdIzc - Return
--------------------------------------------------------------------------------------------------------------------------------------
$03/EAF0 AD 1B 32 LDA $321B  [$7E:321B] A:004A X:000D Y:012D P:envMxdIzc - Load First Item into A.
$03/EAF3 C9 D6 CMP #$D6 A:004A X:000D Y:012D P:envMxdIzc - Is it Maiden's Kiss?
$03/EAF5 D0 04 BNE $04    [$EAFB] A:004A X:000D Y:012D P:envMxdIzc - If not, branch to next check.
$03/EAF7 A9 20 LDA #$20 A:004A X:000D Y:012D P:envMxdIzc  - Load 20 into A (Frog)
$03/EAF9 80 1E BRA $1E    [$EB19] A:004A X:000D Y:012D P:envMxdIzc - Branch to Status Storing.
--------------------------------------------------------------------------------------------------------------------------------------
$03/EAFB C9 D7 CMP #$D7 A:004A X:000D Y:012D P:envMxdIzc - Is it Dwarf's Bread?
$03/EAFD D0 04 BNE $04    [$EB03] A:004A X:000D Y:012D P:envMxdIzc - If not, branch to next check.
$03/EAFF A9 10 LDA #$10 A:004A X:000D Y:012D P:envMxdIzc - Load 10 into A (Mini)
$03/EB01 80 16 BRA $16    [$EB19] A:004A X:000D Y:012D P:envMxdIzc - Branch to Status Storing.
-------------------------------------------------------------------------------------------------------------------------------------
$03/EB03 C9 D9 CMP #$D9 A:004A X:000D Y:012D P:envMxdIzc - Is it EchoHerb?
$03/EB05 D0 04 BNE $04    [$EB0B] A:004A X:000D Y:012D P:envMxdIzc - If not, branch to next check.
$03/EB07 A9 04 LDA #$04 A:004A X:000D Y:012D P:envMxdIzc - Load 04 into A (Silence)
$03/EB09 80 0E BRA $0E    [$EB19] A:004A X:000D Y:012D P:envMxdIzc - Branch to Status Storing.
-------------------------------------------------------------------------------------------------------------------------------------------------
$03/EB0B C9 DA CMP #$DA A:004A X:000D Y:012D P:envMxdIzc - Is it Eyedrops?
$03/EB0D D0 04 BNE $04    [$EB13] A:004A X:000D Y:012D P:envMxdIzc - If not, branch to next check.
$03/EB0F A9 02 LDA #$02 A:004A X:000D Y:012D P:envMxdIzc - Load 02 into A (Bliind)
$03/EB11 80 06 BRA $06    [$EB19] A:004A X:000D Y:012D P:envMxdIzc - Branch to Status Storing.
-----------------------------------------------------------------------------------------------------------------------------------------------------
$03/EB13 C9 DB CMP #$DB A:004A X:000D Y:012D P:envMxdIzc - Is it Antidote?
$03/EB15 D0 C9 BNE $C9    [$EAE0] A:00F0 X:01CF Y:0010 P:eNvMxdIzc - If none of the current items match, Branch back to new Jump. (Covered Below)
----------------------------------------------------------------------------
$03/EAE0 4C CF FF JMP $FFCF  [$02:FFCF] A:00F0 X:01CF Y:0010 P:eNvMxdIzc - (New Coat Weapon Area)
$03/EB17 A9 01 LDA #$01 A:004A X:000D Y:012D P:envMxdIzc - Load 01 into A (Poison)
-------------------------------------------------------------------------------------------------------------------------------------------------------
$03/EB19 9D 1E 20 STA $201E,x[$7E:202B] A:004A X:000D Y:012D P:envMxdIzc - Store A in Attack Status 1.
$03/EB1C CE 1C 32 DEC $321C  [$7E:321C] A:004A X:000D Y:012D P:envMxdIzc - Subtract 1 from Item Quantity.
-----------------------------------
(New Section - using a copy of the data in Item Master's code to load the item, subtract it by 1, and save it back.)
$03/EB1F A9 45 LDA #$45 A:004A X:000D Y:012D P:envMxdIzc - Load Smoke's Graphic into A.
$03/EB21 8D C5 33 STA $33C5  [$7E:33C5] A:004A X:000D Y:012D P:envMxdIzc - Store A in Audiovisual Cue.
$03/EB24 60 RTS A:004A X:000D Y:012D P:envMxdIzc - Return.

Extra Functionality for Coat Weapon
Code: [Select]
$03/FFCF C9 B8 CMP #$B8 A:00F0 X:01CF Y:0010 P:eNvMxdIzc - Is the Item VampFang?
$03/FFD1 D0 07 BNE $07    [$FFDA] A:00F0 X:01CF Y:0010 P:eNvMxdIzc - If not branch to Carrot/Greens Check.
----------------------------------------------------------------------------------------------------------------------------------
$03/FFD3 A9 40 LDA #$40 A:00F0 X:01CF Y:0010 P:eNvMxdIzc - Load 40 (Drain) into A.
$03/FFD5 9D 19 20 STA $2019,x[$7E:21E8] A:00F0 X:01CF Y:0010 P:eNvMxdIzc - Store A in Weapon Elemental.
$03/FFD8 80 08 BRA $08    [$FFE2] A:00F0 X:01CF Y:0010 P:eNvMxdIzc - Branch to Jump back to normal routine.
-----------------------------------------------------------------------------------------------------------------------------------
$03/FFDA C9 EB CMP #$EB A:00F0 X:01CF Y:0010 P:eNvMxdIzc - Is the Item Carrot/Greens?
$03/FFDC D0 08 BNE $08    [$FFE6] A:00F0 X:01CF Y:0010 P:eNvMxdIzc - If not, branch to End.
$03/FFDE A9 FF LDA #$FF A:00F0 X:01CF Y:0010 P:eNvMxdIzc - Load FF into A (255 Accuracy)
$03/FFE0 9D 1C 20 STA $201C,x[$7E:21EB] A:00F0 X:01CF Y:0010 P:eNvMxdIzc - Store A in Physical Accuracy.
$03/FFE3 4C 1C EB JMP $EB1C  [$02:EB1C] A:00F0 X:01CF Y:0010 P:eNvMxdIzc - Jump back to normal Routine.
$03/FFE6 60 RTS A:00F0 X:01CF Y:0010 P:eNvMxdIzc - Return Out of Routine.


 :edit: 2/5/2014 Added a fix for the Coat Hammer skill to properly decrement an item.

 :edit: 7/27/2014 Added a new functionality which looks at the Drain Item and the Gysahl Greens Item (changed for my purposes)

Because Whistles (10 GP in every store) have replaced all need of the Big Chocobo spots, Gysahl Green/Carrots in my hack are being turned into Homing Devices (Wrench)Homing. This will give Cid 255 Accuracy for the rest of the battle as long as he doesn't switch his weapons. This combined with the innate power of the other Coat Hammer statuses can be a powerful combination. As this should guarantee that each hit will 100% apply the status.

840
Wow... I don't know what to say...? Why would Square opt to change such small insignificant numbers? It's not like a 100HP or +4 attack power will make the game any more or less difficult.