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Messages - Deathlike2

1666
Final Fantasy IV Research & Development / Re: FF2/4 The Buggy Avenger Sword
« on: November 11, 2008, 02:32:28 AM »
Ok, the Zeromus-Avenger casting bug was analyzed a bit more. Apparently this bug occurs in FF4, FF2US 1.0, and 1.1.
This bug is fixed in FF4ET.

You can do this with other characters and their spells.

The message only appears depending on the targeting and success... if it targets a living ally, it displays the message.
If it targets Zeromus, it doesn't (because it would auto-fail on his invicibility status).

It seems to me that the Avenger Sword tries to get/repeat the last thing you did which happens to be casting a spell, but it selects the very first spell, which does absolutely nothing. This might be interesting for exploiting it for a hack.

 :edit:
Some pics:



1667
Final Fantasy IV Research & Development / Re: FF2/4 The Buggy Avenger Sword
« on: November 10, 2008, 10:09:21 PM »
Mega  :bump:

I guess it's worth following up on the Avenger duplication bug.

For reference, the process is to equip Cecil with a Bow+Arrow setup.. Bow in the bad hand, arrow in the good hand.

In battle, remove the arrows from the good hand, and right afterwards, you select the Avenger and equip that on the bad hand.
Apparently, the game has poor code regarding 2-handed weaponry as you can perform this with other 2-handed weapons (such as the Poison Axe).

Then, you finish the battle.

Once you get out of battle, you will see a number right next to the right hand, signifying the bug was successfully performed.

In further testing, you can do the same for shields, by putting the bow in the good hand, and arrows in the bad. You would remove the arrows as normal and put the sword in the good hand.

Anyways, the issue is that the Avenger (via the aut0-Berserk effect) prevents the proper decrementing of the arrow removal. This is fixed in FF4ET for the duplication part.. not the bad 2-handed check part.

1668
Very nice finds! I never found much related to the battle windows, this data will save me a ton of time when I get back to work on my hack. :happy:

It would be an improvement over "ass Face".

1669
I wrote before that a critical hit dealt to an elemental immune target would use a fixed attack power value (25 for the SNES version, 21 in the GBA version)...

Well, this didn't get tested in FF4A, but I suspect this will still be true.

For Edge, he's a special case.
If both hands are equipped and one of them exposes the elemental immunity, it should use the standard fixed attack power value that I've mentioned before.
If one hand is equipped, and it exposes the elemental immunity, the formula works more like this...

Attack Power = 25 + weapon power/2

Regular formulas still apply...

This is readily testable in JCE's hack.

1670
Final Fantasy IV Research & Development / Count/Doom Fun Bug
« on: November 10, 2008, 10:12:42 AM »
When the Fataleye monster manages to get its own Count reflected against itself, if for any reason you use a Life potion on a dead party member, you will hear the monster revival sound that follows right after the monster death sound.

1671
Final Fantasy IV Research & Development / Re: FF4A - Gorgon Blade Info
« on: November 10, 2008, 08:15:51 AM »
Relative to when you would normally get it, it's still a solid non-elemental weapon (probably earlier if you try aiming for Black Lizards once you get the airship).. though, I kinda wish the weapon was a lizard killer...

1672
Final Fantasy IV Research & Development / FF4A - Gorgon Blade Info
« on: November 10, 2008, 03:56:33 AM »
Unlike its predecessor, the Gorgon Blade (also known as the Medusa Sword) seems to inflict gradual petrification status less than any other status infliction that is possible. It is curious because the chance to inflict a status is based on the level of the attacker and target... it's rather strange that this is the exception.

A possible cause is that it may inflict the "earlier" version of the status... which starts the target at 1/3 Petrify.. but it might not display the message at all (or is missing one altogether). There's something strange about this behavior anyways, as it takes multiple hits to bring the status message up...

Anyways, go figure, someone probably goofed here while redoing the whole system anyways. The target will die on its own because of gradual petrification anyways (it's fixed unlike the SNES counterparts, I was trying to test the Stop bug)... too bad it is at the cost of being ineffective.

Probably should catagorize this as "worst status revision ever".

1673
Final Fantasy IV Research & Development / Re: FFIV bug list?
« on: November 09, 2008, 04:35:43 PM »
The Avenger dupe bug works for all SNES versions except for FF4ET.

1674
Final Fantasy IV Research & Development / Re: Jump Command
« on: November 09, 2008, 03:15:17 PM »
Double Jump makes the Blood Spear incredible.... we're talking about ~6000+ damage under optimal conditions (well, minus the exposable racial weaknesses).

1675
Final Fantasy IV Research & Development / Re: Aim Command
« on: November 09, 2008, 10:27:06 AM »
Ok, it seems that it can induce critical hits (at least according to FF4A), but there's no visual hint for it... hmmm.

However, I still wonder how critical hits are calculated by Bows+Arrows.. hmmm

1676
Final Fantasy IV Research & Development / Re: Power Command
« on: November 09, 2008, 10:08:02 AM »
Futher research via FF4A suggests that this command can generate critical hits (I originally thought otherwise).

1677
Final Fantasy IV Research & Development / Re: Fataleye Battle Script?
« on: November 09, 2008, 09:48:16 AM »
Here you go:

Code: [Select]
27   if all characters have Count status
 13   Cast Fast (pause) Cast Berserk (pause) Cause Charm  [hex data: 08 FE 09 FE 03 FF]
01   if Charmed
 12   Attack  [hex data: C0 FF]
00   otherwise
 11   Cast Count [hex data: 6A FF]

This is from FF2us 1.0, I believe.

Ah, ok. It looked strange to me when they execute something different altogether... I thought it was some bug.

The Charm script is useless though.

1678
Gaming Discussion / Re: FF4A - A Small Look Into Zeromus EG
« on: November 09, 2008, 06:54:47 AM »
Bah.. I thought ZeromusEG used the stronger water attack, but it clearly isn't. It's the caster HP version.

So, the Tidal Wave+Tornado attack only deals 1/25 + 1/20 damage.. which is only 9/100 (or 9%) of the caster's HP total... which at this point is abysmal.

1679
Final Fantasy IV Research & Development / Re: Random Lesser Known Facts
« on: November 09, 2008, 06:26:40 AM »
The animation for throwing an axe in FF4A was removed.  :sad: :lungs: :finger:

 :edit:
The Pinkpuffs/Flan Princesses only display one "Let's dance" message in the SNES version.. that's not the case in the GBA version (it is displayed as many times as there are Flan Princesses, which is annoying).

1680
Final Fantasy IV Research & Development / Re: Jump Command
« on: November 09, 2008, 06:25:59 AM »
As a followup to some Jump testing, I was curious as to why the Blood weaponry did so well with Double Jump.

After some testing, it seems like this command double's Kain's innate hit rate for both Jump and Double Jump

Jump and Double Jump's hit rate:
(level/4)*2 + weapon bonus

From this analysis, this makes the Blood Spear a better overall weapon than the Blood Sword (the only lone case where that seems to matter).

 :edit: I originally thought this bonus went to Double Jump, but it applies to Jump as well.