øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=4;area=showposts;start=1455e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index3490.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=4e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index3490.html.zx§âg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ…¬)OKtext/htmlISO-8859-1gzip8:Ö)ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:11:58 GMT0ó°° ®0®P®€§²ð®§âg^Ò) Show Posts - Dragonsbrethren

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Messages - Dragonsbrethren

1456
Final Fantasy IV Research & Development / Re: Bow & Arrow Animations
« on: June 05, 2008, 03:55:45 PM »
Shurikens, IIRC, look identical to how they do when you throw them. As for the other weapons, yeah, you can make them use any graphics and I've got quite a few unique ones in my hack already. Some animations only work well with certain weapons though, for example the Dwarf Axe uses two axe graphics to make its boomerang effect look right, if you replace it with say a rod it'll use the rod for one frame and the staff for the other because that's what follows the rod graphic.

It seems that using values past $15 for the third byte lets you use the other weapons' graphics in a way that's semi-compatible with the bow and arrow animation.

1457
Final Fantasy IV Research & Development / Re: Bow & Arrow Animations
« on: June 05, 2008, 03:40:03 PM »
Another thing you may have noticed in my document are the four unused animations that follow the normal weapons - two bows and two arrows. The bows and arrows each share the same animation, meaning they were most likely intended to be used as a set and not equipped with a different bow and arrow as that would cause the wrong animation to be used if they were equipped in the left hand instead of the right.

Unused Animation 1 - 24170D05

It's kind of hard to see in this shot, but this animation is identical to the one used by the magic arrow spell.

Unused Animation 2 - 21171505

This one fires a sword at the enemy, similar to the dancing dagger spell but with swords instead of knives. Note that this is a unique hit animation, making an arrow use the normal sword graphic won't work like this does.

:edit:

I mentioned this in the Fuma Shuriken topic but the first "dancing sword" animation's palette assignment is used by the dancing dagger spell.

1458
Final Fantasy IV Research & Development / Bow & Arrow Animations
« on: June 05, 2008, 02:12:31 PM »
If you've read my weapon animation hacking document you probably noticed that bows and arrows have their own palette assignments, but only the arrow's palette is usually seen in the SNES version. It turns out this is only half true, if you equip the arrows in a character's right hand the arrow palette is used, but if you equip the bow in the right hand the bow's palette is used instead. Only noticed this because a save I downloaded had Rosa's bow and arrow reversed.

This does not apply to the GBA version where the bow's palette is always used, regardless of which arrows are equipped.

Edit: Did some further testing. As I figured it's not just the palette that changes but the entire animation. A functional bow and arrow combination animation requires one weapon's fourth byte set to 04 and the other weapon's set to 05, it doesn't matter which one as long as both are used, otherwise you'll just get a normal attack animation. If the weapon in a character's right hand has its fourth byte set to 04 or 05 and the other weapon doesn't have the correct byte the character will use the punching animation instead, the combination still functions perfectly and the damage done is correct.

1459
Sometimes I actually prefer the san-serif font used in FF-II...

Nothing wrong with that, it's the nicest "simple" font ever made, only font I used in my hacks for years.

1460
Final Fantasy IV Research & Development / Re: Writing A Magic Guide
« on: June 05, 2008, 11:28:47 AM »
Do you want me to pick out small, nitpicky things like typos? All the data looks perfect, but I noticed a few minor things like capitalization and name errors for a few enemies.

1461
Gaming Discussion / Castlevania: Order of Ecclesia
« on: June 05, 2008, 09:48:48 AM »
Looks like this might be the best one yet:


1462
Looks like a header issue to me, the new font seems to be overwriting the wrong characters. As Deathlike2 said, verify your ROM with NSRT and try adding a header if it's good.

1463
General Discussion / Re: The youtube thread
« on: June 04, 2008, 11:46:54 PM »
You have to use the [youtube] BBCode to post videos here, flash embedding isn't allowed.

1464
Final Fantasy IV Research & Development / Re: Writing A Magic Guide
« on: June 04, 2008, 01:31:45 AM »
I'll give it a good read-over tomorrow when I'm not as tired. Right now I noticed one small issue unrelated to the content: Super Famicon

1465
I tried making protect more powerful in my hack and had the same result, if there was a change it wasn't very much. I only tried doubling it though, not a large increase.

1466
Yeah, it would make sense if it worked every time he raised his sword, but having to survive two Zantetsukens in a row? I doubt that's possible at any reasonable level you'd fight Odin at.

1467
No, I never noticed that. Well, it's better than 1, I guess...

1469
Yeah, the majority of the engine changes were for the better, I'll try to document more of them once it's out here. A little less than two months to go, preordered my copy the day it was available to at EB Games.

1470
No, the DS version was developed by Matrix, same ones that did FF3 DS, but under the supervision of some of FF4's original developers. Scrapping them was probably a case of looking back on it and saying "If I did it now, I'd do it this way instead," for all I know there's a two-handed augment you can give to your characters or something.

Now, getting rid of left-handed characters, that was just laziness on the part of the modelers and/or coders, I'm sure, probably didn't feel like making left-handed animations for the weapons.