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Library of the Ancients => Final Fantasy IV Research & Development => Topic started by: Dragonsbrethren on December 12, 2007, 10:10:36 PM

Title: FF2/4 Unknown Weapon Bits
Post by: Dragonsbrethren on December 12, 2007, 10:10:36 PM
There are a number of weapon bits that I've been unable to document:


For reference, here are all the bits:

Bit 1: Unknown
Bit 2: Unknown
Bit 3: Unknown
Bit 4: Unknown
Bit 5: Unknown
Bit 6: Long Range
Bit 7: Throwable
Bit 8: Metallic
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Deathlike2 on December 12, 2007, 10:19:39 PM
Bit 3 is consistant for being a Hammer... anti-Machine, but also 2 handed
Bit 5 is Lightning Arrows aren't special, other than being Lightning elemental+Anti-Mech
Bit 2 is confusing.. I've never used the HandAxe (I could probably hack that into a save and see if it did anything).. only thing that is common between the two is that they are one handed and I don't think the HandAxe is anti-Giant...
Bit 1 has nothing in common with any of the listed weapons
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Dragonsbrethren on December 12, 2007, 10:21:18 PM
Anti-machine and two handed are handled separately from these bits. The only thing I can think of for bit 1 is maybe an increased chance or critical hits.
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Deathlike2 on December 12, 2007, 10:26:37 PM
My guess is that Bit1 prevents critical hits from doing 2x damage... then again, critical hits never seem to do more than like 25-50% and in some cases seem to do average attack damage at best.

Edit: I think that bit completely prevents critical hits.
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Deathlike2 on December 12, 2007, 10:45:00 PM
Anti-machine and two handed are handled separately from these bits. The only thing I can think of for bit 1 is maybe an increased chance or critical hits.

That could be it.. Cid's Hammers seem to do critical hits a lot, now that I think about it.
Title: Re: FF2/4 Unknown Weapon Bits
Post by: JCE3000GT on December 13, 2007, 12:08:22 AM
Burn off that bit on every weapon and choose ONE weapon to test it to see if it PREVENT or INCREASES the crit rate..?
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Deathlike2 on December 13, 2007, 08:16:32 AM
As long as I've used the above weapons (for bit 1).. I don't remember critical hits with said weapons... if at all but rare. Think about how often the Crystal Sword critical hits.. and that really dawned on me.
Title: Re: FF2/4 Unknown Weapon Bits
Post by: JCE3000GT on December 13, 2007, 09:47:52 PM
Seems to me that Hammers have a higher crit rate...the only weapons I can remember that have actually crit'd for me before that aren't hammers are any of the "holy " class weapons.  Crystal Sword, Legend, Light Sword, Excalibur, White Spear.
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Deathlike2 on December 13, 2007, 10:06:27 PM
Seems to me that Hammers have a higher crit rate...the only weapons I can remember that have actually crit'd for me before that aren't hammers are any of the "holy " class weapons.  Crystal Sword, Legend, Light Sword, Excalibur, White Spear.

I think you might want to try the Crystal Sword some more.. it critical hits rather infrequently.
Title: Re: FF2/4 Unknown Weapon Bits
Post by: JCE3000GT on December 13, 2007, 10:26:08 PM
Seems to me that Hammers have a higher crit rate...the only weapons I can remember that have actually crit'd for me before that aren't hammers are any of the "holy " class weapons.  Crystal Sword, Legend, Light Sword, Excalibur, White Spear.

I think you might want to try the Crystal Sword some more.. it critical hits rather infrequently.

What I meant was the ONLY weapons I can remember doing a crit AT ALL were the holy weapons.  Yes it crit's rather infrequently, but I've never seen a knife or ninja sword crit.
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Deathlike2 on December 13, 2007, 10:34:05 PM
Seems to me that Hammers have a higher crit rate...the only weapons I can remember that have actually crit'd for me before that aren't hammers are any of the "holy " class weapons.  Crystal Sword, Legend, Light Sword, Excalibur, White Spear.

I think you might want to try the Crystal Sword some more.. it critical hits rather infrequently.

What I meant was the ONLY weapons I can remember doing a crit AT ALL were the holy weapons.  Yes it crit's rather infrequently, but I've never seen a knife or ninja sword crit.

I've definately seen them crit.. I spent a lot of time with Edge using the Ninja Sword+Mute Knife just annihilating Wizards left+right.

However, I haven't really used Knives by themselves as often.. I attack with the Dancing Knife when the special attack is ineffective...
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Deathlike2 on December 15, 2007, 11:14:33 AM
My current guess for Bit2 is that Giants (well, maybe specifically Ogres/Mad Ogres) tend to target the wielder of said weapon. If Hand Axe weren't a dummied item, it would be usable by Cid so he could hold a shield as well. However, Hand Axe doesn't happen have the Giants attribute, but I get the feeling that this would have hurt Cid (while in the Dark Elf's Cave), given how he's built to simply take damage up the ass.
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Deathlike2 on December 15, 2007, 06:06:40 PM
Ok, after doing a lot of Mech trashing with Lightning Arrows, I've come to a conclusion.... I believe it is intended to insure a hit... without actually upping your hit rate and effectively your damage output.

This way, it would allow Fusoya with a Bow+Arrow combo (pick any bow and combine with Thunder/Lightning Arrows) and it wouldn't suck outright. This combo actually makes him useful. :omghax:
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Dragonsbrethren on December 16, 2007, 03:46:58 AM
Good finds. I might do some testing with bit 4 later, since it's not used by anything in the game. Of course that could just mean no effect was ever programed for it, but I'm hoping for some cool unused property.

I'll also test your bit 5 theory by sticking it on a weapon with a 0% hit rate.
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Deathlike2 on December 16, 2007, 10:32:37 AM
I'll tell you this much... ElvenBow+Lit Arrow on Fusoya == passable damage of ~1000 on any mech in the Giant.

That's awesome compared to the 0-150 pts of damage with the Silence Staff.
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Dragonsbrethren on December 16, 2007, 11:15:13 AM
Giving the dark sword to 0 accuracy and setting bit 5 did nothing, it missed just as often as without it. I'm curious if the property only affects arrows because they're handled differently by the game, I'm going to test that next.

Bit 4 doesn't seem to do anything.

Edit: Rydia is just as inaccurate with Iron Arrows with the bit set too...maybe it only takes effect at higher levels? I'll do a test later in the game next.
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Deathlike2 on December 16, 2007, 11:26:08 AM
Try it against enemy type weakness.

It is worth pointing out that if you do poor damage (1x whatever), you will be doing essentially be doing 0 damage aka Miss!
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Phoenix on January 17, 2008, 05:14:36 AM
Did anyone ever figure out what the other 5 bits are for (besides Metallic, Throwable, and Long Range)? I tried doing my own tests, but couldn't see any significant changes.

Also, where is the info that determines which weapons are 2-handed? As far as I can tell it's not within the normal Item Stats Data. Is it specified somewhere else?
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Deathlike2 on January 17, 2008, 11:57:22 AM
Have you at least looked into the comments/ideas that are in this thread? I'm pretty sure the critical hit ones are solid.. and maybe the ogre bit. I still have no clue what the Lightning Arrow's special bit is for...
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Entroper on January 17, 2008, 12:18:33 PM
You guys are using the data from FF2US or FF4 Super Famicom, right?

It's worth pointing out that none of those bits are used in FF4A, US version.  Only metal, throwable, back row are used -- there is no value higher than 7 in that field.
 :hmm:
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Deathlike2 on January 17, 2008, 01:06:39 PM
Those bits may not been as important.. or they may have been relocated elsewhere...
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Phoenix on January 17, 2008, 04:28:41 PM
I have looked into the ideas in this thread, by activating those bits on other weapons and looking for those (or any) effects. But, they don't really seem to pan out, at least in my test cases -- I can't tell any difference at all. So, I'm not sure, either my tests weren't enough or they have some other meaning. It is interesting that they aren't there in FF4A...since they don't seem to have much of an effect on the game (that we can tell) it seems a likely possibility that they just removed them.
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Deathlike2 on January 17, 2008, 04:38:54 PM
It could be recoded somewhere else.

After all, it only accounts for the strangeness in FF4A where the character takes strangely a bit too long standing there after the hit, as if checking the weapons and see if it is a match to cause special effects... even if they don't have a special effect.
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Entroper on January 17, 2008, 04:52:43 PM
Game logic shouldn't slow down the game to the point where you'd notice a lag -- that's just poor ATB engine programming in FF4A.

I don't think the bits were relocated.  Otherwise, there would be a set of 5 bits elsewhere in the item data that I wouldn't have pegged down.

http://entroper.no-ip.org/TheBatcave/FFRev2(2).xls is my reference.  There are some unused bits in the item flags, but they are just that -- unused, so they aren't the relocated bits.  I think they're just gone, unless there's a completely separate table somewhere, which seems unlikely.  More likely is that they never did anything originally.
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Phoenix on January 17, 2008, 06:04:47 PM
Yeah, it seems likely to me that they were never used in the first place. At least, it appears that they still don't affect anything.

Also, nevermind about the 2-Handedness bit, I figured it out.
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Phoenix on January 26, 2008, 07:04:54 AM
Another question on the 2-handedness:

I thought the bit signifying this was the 6th bit of the 7th byte of a weapon's stats (e.g. the Avenger sword's equipability byte is 27, 20 for the 6th bit being on and 07 for the equip index). Is this right? Because when I change it on any weapon I've tested so far, it doesn't change anything. Am I totally off on this?
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Paladin on February 04, 2008, 04:22:12 PM
Another question on the 2-handedness:

I thought the bit signifying this was the 6th bit of the 7th byte of a weapon's stats (e.g. the Avenger sword's equipability byte is 27, 20 for the 6th bit being on and 07 for the equip index). Is this right? Because when I change it on any weapon I've tested so far, it doesn't change anything. Am I totally off on this?

I was reading your response to this and I looked into that myself...as there are quite a bit of mods to the weapons I'd like to make eventually...

Originally I thought the extra three bits in that "Who Equip" byte didn't mean anything, and just the first 5 bits specify the character according to the 32 values in the table at $07A750...

However When I expand all the bits and look at weapons and equipment there are patterns...

On weapons...
Only 2-Handed weapons (Axes, Hammers, Harps, Avenger Sword, Dummied Spare Sword) have bit5 set true.
Only Bows have bit6 set true
Only Arrows have bit7 set true.
No other weapons have any of these bits set.

On equipment...
Shields have NO bits set.
Only Helmets / Hats have bit6 set
Only Armor / Clothing has bit7 set
Only Gauntlets / Rings / Accessories have bit6 & bit7 set.

But your absolutely correct, changing these bits don't seem to have any direct effect on how equipment is actually "equipped" in the game menu.
I tried making a one handed sword 2-handed flipping bit5 on - no change
I tried making a 2-handed axe one handed by flipping bit5 off - no change
I also tried making a helmet an armor by flipping bit 7 on and bit 6 off, and again no change...

So it seems the "Equipment Type" and "Equip On Body How" data must be elsewhere. Although these bits seem like they could specify this somehow anyway...it's just not used by the menu system???

(BTW: I count bits as 7 - 0, and I'm using a headered copy of FF-II v1.0 to test.)


On the same issue...and I don't know if this has been mentioned elsewhere, but does anyone know where the data that specifies the "Fight" graphics are for weapons? As in a table or something that specifies the game to use what weapon graphic and palette for it, etc...?
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Phoenix on February 04, 2008, 06:57:43 PM
I performed the same tests, and came to the same conclusions about both weapons and armor. However, the Bow bit (which I believe means the weapon is opposite-handed) seems to work. At least, I found greater damage when I turned that bit on and switched the weapon to another hand (I made Cecil ambidextrous for this), unless it was just my imagination. The Arrow bit (which means the weapon is expendable) also seems to work when turned on, if I remember correctly.

This is why I thought it was strange all the other bits didn't work. Maybe I'm crazy and those ones didn't work either, and I imagined it all . . .  :hmm:
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Dragonsbrethren on February 05, 2008, 07:31:18 AM
On the same issue...and I don't know if this has been mentioned elsewhere, but does anyone know where the data that specifies the "Fight" graphics are for weapons? As in a table or something that specifies the game to use what weapon graphic and palette for it, etc...?

Code: [Select]
Weapon Animations - Compiled by Dragonsbrethren

Icon Name Offset Data

None (Unarmed) 0x7A010 25150D00
Claw FireClaw 0x7A014 18160E03
Claw IceClaw 0x7A018 19160E03
Claw Thunder 0x7A01C 1A160E03
Claw Charm 0x7A020 1B160E03
Claw Poison 0x7A024 1C160E03
Claw CatClaw 0x7A028 1D160E03
Rod Rod 0x7A02C 1E000A02
Rod IceRod 0x7A030 19000A02
Rod FlameRod 0x7A034 18000A02
Rod Thunder 0x7A038 1A000A02
Rod Change 0x7A03C 1B000A02
Rod Charm 0x7A040 1D000A02
Rod Stardust 0x7A044 1F000A02
Rod Lilith 0x7A048 1C000A02
Staff Staff 0x7A04C 1E010A02
Staff Cure 0x7A050 20010A02
Staff Silver 0x7A054 21010A02
Staff Power 0x7A058 1D010A02
Staff Lunar 0x7A05C 1A010A02
Staff Life 0x7A060 1C010A02
Staff Silence 0x7A064 1B010A02
Dark Sword Shadow 0x7A068 22060301
Dark Sword Darkness 0x7A06C 1A060301
Dark Sword Black 0x7A070 1C060301
Holy Sword Legend 0x7A074 20040401
Holy Sword Light 0x7A078 20040401
Holy Sword Excalbur 0x7A07C 20040401
Sword Flame 0x7A080 18040601
Sword IceBrand 0x7A084 19040501
Sword Defense 0x7A088 1F040001
Sword Drain 0x7A08C 1C040001
Sword Ancient 0x7A090 1E040001
Sword Slumber 0x7A094 1F040001
Sword Medusa 0x7A098 23040001
Spear Spear 0x7A09C 24020001
Spear Wind 0x7A0A0 23040001
Spear Flame 0x7A0A4 18020601
Spear Blizzard 0x7A0A8 19020501
Spear Dragoon 0x7A0AC 1A020701
Spear White 0x7A0B0 2C020401
Spear Drain 0x7A0B4 1C020001
Spear Gungnir 0x7A0B8 22020001
Katana Short 0x7A0BC 22060301
Katana Middle 0x7A0C0 22060301
Katana Long 0x7A0C4 23060301
Katana Ninja 0x7A0C8 1A060301
Katana Murasame 0x7A0CC 19060301
Katana Masamune 0x7A0D0 24060201
Knife Assassin 0x7A0D4 1E050001
Knife Mute 0x7A0D8 1B050001
Whip Whip 0x7A0DC 1E13020A
Whip Chain 0x7A0E0 2413020A
Whip Blitz 0x7A0E4 1A13020A
Whip Flame 0x7A0E8 1813020A
Whip Dragon 0x7A0EC 1B13020A
Axe HandAxe 0x7A0F0 1E070001
Axe Dwarf 0x7A0F4 1E070007
Axe Ogre 0x7A0F8 19070001
Knife Silver 0x7A0FC 21030001
Knife Dancing 0x7A100 1D030001
Sword Silver 0x7A104 21040001
Knife Spoon 0x7A108 21030001
Holy Sword Crystal 0x7A10C 1A040401
Shuriken Shuriken 0x7A110 240B1206
Shuriken Ninja 0x7A114 180B1206
Boomerang Boomrang 0x7A118 1E0D1007
Boomerang FullMoon 0x7A11C 200F1108
Harp Dreamer 0x7A120 1D0A1309
Harp Lamia 0x7A124 1F0A1309
None Dummy 0x7A128 1A040401
Axe Poison 0x7A12C 23070001
Axe RuneAxe 0x7A130 1B070001
Wrench Silver 0x7A134 21090E0B
Wrench Earth 0x7A138 1A090E0B
Wrench Wooden 0x7A13C 18090E0B
Sword Avenger 0x7A140 1D040001
Bow ShortBow 0x7A144 1E170804
Bow CrossBow 0x7A148 22170804
Bow GreatBow 0x7A14C 24170804
Bow Archer 0x7A150 23170804
Bow ElvenBow 0x7A154 1B170804
Bow Samurai 0x7A158 1C170804
Bow Artemis 0x7A15C 1D170804
Arrow Iron 0x7A160 24170805
Arrow White 0x7A164 20170805
Arrow Fire 0x7A168 18170805
Arrow Ice 0x7A16C 19170805
Arrow Lit 0x7A170 1A170805
Arrow Darkness 0x7A174 22170805
Arrow Poison 0x7A178 23170805
Arrow Mute 0x7A17C 1F170805
Arrow Charm 0x7A180 1F170805
Arrow Samurai 0x7A184 1C170805
Arrow Medusa 0x7A188 1B170805
Arrow Artemis 0x7A18C 1D170805
0x7A190 24170D05
0x7A194 24170D04
0x7A198 21171505
0x7A19C 21171504

Byte 1: Palette

18: Red Orange/Yellow
19: Blue/Light Blue
1A: Gold/Blue
1B: Green/Yellow
1C: Red/Yellow
1D: Orange/Yellow
1E: Brown/Gray
1F: Pink/Gold
20: Light Blue/Yellow
21: Gray/Green
22: Dark Blue/Gold
23: Purple/Green
24: Gray/Brown
25: Red/Flesh
2C: Blue/White

Byte 2:

00: Rod
01: Staff
02: Spear
03: Knife
04: Sword
05: Dagger
06: Katana
07: Axe
09: Hammer
0A: Harp
0B: Shuriken
0D: Boomerang
0F: Chakram
13: Whip
15: Fist
16: Claw
17: Bow & Arrows

Byte 3:

00: Slash
02: Whip Lash
03: Katana Slash
04: Holy Slash
05: Ice Slash
06: Flame Slash
07: Thunder Slash
08: Arrows
0A: Sparkles
0D: Punch
0E: Big Punch
10: Unknown (Used on Boomrang)
11: Unknown (Used on FullMoon)
12: Shurikens
13: Notes

Byte 4:

00: Unknown (Used on Unarmed)
01: Unknown (Used on Swords/Spears/Katanas/Axes)
02: Unknown (Used on Rods/Staves)
03: Unknown (Used on Claws)
04: Unknown (Used on Bows)
05: Unknown (Used on Arrows)
06: Unknown (Used on Shurikens)
07: Boomerang
08: Unknown (Used on FullMoon)
09: Unknown (Used on Harps)
0A: Unknown (Used on Whips)
0B: Unknown (Used on Hammers)
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Phoenix on February 05, 2008, 04:23:50 PM
Dragonsbrethren: Thanks, I was wondering what that data was!
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Paladin on February 06, 2008, 08:05:39 PM
Awesome! Thanks for that info Dragonsbrethren!  :happy:
Title: Re: FF2/4 Unknown Weapon Bits
Post by: HHIPDragonFox on February 08, 2008, 10:56:40 AM
 :omg:   :wtf:

Finally I found a site/forum about this type of topic.
I've been on this type of  project for over 7 months and I still can;t find the extra data strings for the weapons bit.
What is needed is the Items/weapons'  bit for selectable, equipable, sellable, usable(battle/field),throwable, range, etc.
I have an almost fully documented tbl/txt and project files awaiting review by all who needs help or could help out.


Edit(2008-02-10 5:20 am gmt-6)  :sleep:
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Deathlike2 on March 14, 2008, 09:32:18 AM
I'm starting to think the Axe+Hammer bits are used for a dummied command...

Quote from: Tower of Babil docs - battlemenu.txt
14 Peep  58 one ally/enemy
15 Dummy 60 (Unknown and unused command)
16 Dart  50 one ally/enemy

The command was meant for Cid.. but it never was complete.
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Dragonsbrethren on March 14, 2008, 11:53:17 AM
It's certainly looking that way, originally one could have said it was for Rydia but we now know she was going to retain white magic, leaving her with no empty slots.
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Deathlike2 on March 14, 2008, 11:57:03 AM
It's certainly looking that way, originally one could have said it was for Rydia but we now know she was going to retain white magic, leaving her with no empty slots.

Well, I have a cool, crazy ass, and imaginative theory.

This command was supposed to "Mechanize" the monster. When used, the monster gets the Mech attribute. That way, the hammers Cid uses don't look silly.

These bits correlate with the Ogre Axe/Hand Axe, Hammers, and Lit Arrows. These bits would "enable" this command to operate.

The Ogre Axe was probably meant to be found at the Magnetic Cave (or maybe even Cave Eblan).. but was retweaked for whatever the reason.

That's just my random cool idea for a hack today.
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Deathlike2 on March 25, 2008, 08:30:07 AM
Ok, I found a bug with Bit1.

Apparently the bit doesn't switch off when you have removed that weapon from the character. This implies that every character other than Edge can deal critical hits.

It would be nice if the bug is fixed.
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Deathlike2 on March 25, 2008, 11:25:28 AM
Never mind, I have an addendum.

Those special bits, other than metallic as far as I can tell are remembered and not unset when the weapon is unequipped.

The "disable critical hit" bit will always be enabled for Rydia since she comes back with a Whip and Rosa will always have back row compatible weaponry for every weapon he had.

In Edge's case, the back row compat bit needs to be applied to both hands in order to remove the hit rate penalty.
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Deathlike2 on March 25, 2008, 05:48:50 PM
Here's some related info on the back row bit, written in a separate thread - http://slickproductions.org/forum/index.php?topic=455.0
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Dragonsbrethren on July 19, 2008, 09:23:04 PM
:bump:

I was reading over that sourcebook bond697 linked to in the reference book site topic again and noticed something interesting - it pretty much confirms what we thought about the bit on the hammers being for a higher chance of critical hits:

Quote
Hammers
Albeit Simple Tools, Splendid Weapons in Cid's Hands

Hammers are just hammers, and in the hands of everyone but Cid, their only use is as tools.
Cid, however, with his knowledge of machines, can use these hammers as weapons. He can instantly analyze a machine's structure; since he can discover all one's weak points in a single shot, it would be advisable to use them to deliver a sudden, surprise blow to the enemy. Of course, he can also exercise this ability on non-machine-type, organic enemies.

Could just be a fancy way of explaining why Cid can use hammers as weapons, but I think it's more likely they were alluding to the fact that hammers have a higher critical hit chance than other weapons.
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Deathlike2 on July 19, 2008, 10:34:54 PM
I've been saying that for a while now.  :tongue:

I still don't know what the regular rate is, and what the rate is for extra bit.

My guess is 1 out of 32 normally, and 1 out of 16 or 8 with the extra bit. I'd have to do some extra testing though...
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Deathlike2 on October 12, 2009, 09:02:18 PM
Is there any notable behavior with Lit Arrows on Machines?

I think there would be an increased chance of critical hits or something along those lines (perhaps increased attack power?).

It would make sense since that would be most beneficial late game with all the machines (with the Evilmask at the top of the list).
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Deathlike2 on February 12, 2012, 04:48:19 PM
 :bump:
Ya, this is a very old bump, but I think it's worthy of some discussion.

I'm starting to think some of these unknown weapon bits "change" the frequency of the damage distribution. Rather than having an equal chance of targeting any character, it is skewed in some way.

I personally need to test this (although, it would be better if someone found code or find no reference of such code to verify this). Some of the bits are for the Axes.. probably as a "Giant" perfume or something (I can't think of a better word at the moment). Also, Cid's Hammers and the Lightning Arrows apply a similar formula. It may be harder to determine w/o having Cid (since, there are some hints that Cid would come back for the Giant event). I think he would be attracting every machine in an attempt to kick his ass (since, his weapon is designed to smash them).

That is the only logical thing I could come up with. I initially thought it would boost damage in the form of critical hits, but it might just be more obvious that it changes monster targeting... it's hard to test this theory out given some bit changing issues.

Let me know what you guys think.

 :edit:
I do not believe it affects the randomness of magic targeting....
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Shadow Flare on April 07, 2012, 06:19:39 AM
 :bump:

I'm starting to think the Axe+Hammer bits are used for a dummied command...

Quote from: Tower of Babil docs - battlemenu.txt
14 Peep  58 one ally/enemy
15 Dummy 60 (Unknown and unused command)
16 Dart  50 one ally/enemy

The command was meant for Cid.. but it never was complete.

Found this bit of info about Cid's second command, source provided bellow. Now we know what it was suppose to be named.

 FF4j                        FF2
ひくうてい    Airship    Dummy

"Unused in any version, but the name appears with the other commands, and the command itself is configured to target all enemies. Presumably meant to be an airstrike. Hacking it into a command list works fine, as long as you never try to use it... doing so crashes the game."

Source: http://members.fortunecity.com/kwhazit/trans/ff4/classes.html
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Deathlike2 on April 07, 2012, 06:18:30 PM
If that is the case, my guess is that it would have been available during the Giant event where Cid would have come back. You don't build a character that was meant to smash machines and never use him in that capacity....
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Grimoire LD on April 30, 2012, 05:51:35 PM
So have those bits been confirmed to deal something with monster targeting?

That would be interesting and make Cid a viably interesting tank.

Also that Airship command is definitely an interesting bit of news. I wonder if it can be seen what data it's trying to draw from and see if there's a way to fix it?
Title: Re: FF2/4 Unknown Weapon Bits
Post by: Grimoire LD on May 03, 2012, 10:57:15 AM
Well this is a little bizarre. But that command... well mostly all it does is crash the game (and/or the emulator) and erase your file, but in my testing (which was using it five or six times) it actually reset the battle as if using the Reset spell from FFV. Is there any possibility that's what its original intention was, or was it just a stray piece of code which it picked up on?