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Messages - Deathlike2

1516
Final Fantasy IV Research & Development / Re: Weapon Based Spells Hit Rate
« on: December 15, 2008, 12:41:19 PM »
Mega  :bump:

The Slumber Sword is the exception and not the rule to status attacks. The weapon uses Agility to dictate status inflictions by the weapon and spell.

1517
Old thread deserving of a Mega  :bump:

I've already come to the conclusion that hit rate is the critical factor, but evasion is the second factor. You can easily test this in FF4A with the Dragon's Whisker on Cid with 0% evade.

Additionally... characters have a special factor to be applied in taking status attacks from monsters.. Agility. In my analysis of the Slumber Sword, Agility is used as a special factor in inflicting Sleep on monsters. Well, the same is true for monsters applying statuses on your characters. Having more Agility reduces the probability of taking status attacks. This seems to apply only to the SNES version...

1518
Game Modification Station / Re: FF2US - Weapon-Item Magic Restoration Patch
« on: December 14, 2008, 09:31:53 PM »
Ok, now I have a more complete set for both FF4A versions (no Japanese versions for now)..

Fixed a silly targeting error...

1519
Game Modification Station / Re: FF2US - Weapon-Item Magic Restoration Patch
« on: December 14, 2008, 03:44:16 PM »
In testing the spells to be put on a weapon... no monster spell could be used at all...

1520
Game Modification Station / Re: FF4: Bows and arrows hard-coded?
« on: December 14, 2008, 11:32:24 AM »
My guess is that they either has some miscommunication between the people doing the coding and the people using the coding, or else they just never got around to programming that in and had to just hard-code it in a subroutine instead.

Isn't the dummy Crystal Sword proof enough? Plus the fact that it's actually worth more....

1521
Game Modification Station / Re: FF2US - Weapon-Item Magic Restoration Patch
« on: December 14, 2008, 03:51:54 AM »
Here's a simple patch for the missing features...

I did a GBA one for curiousity... but there will be a followup Euro version. No readme for now because I'm tired.

Screenshots!

Wished this existed before FF5:


Power up!


Ooooh, pretty colors!


Shiny shiny!


Doubtful that'll help...

1522
Ok, it looks like Shields are intentionally locked out, but you can reflect the spells for random graphics...

Spell multipliers greater than 8 work... I've tested 25x and 50x and the numbers match up. That means that a weapon-spell can have as much as 255 as a spell multiplier?!?!?!

Craaaaaaazy....

1523
Game Modification Station / Re: FF4A - Defender Targeting Fix
« on: December 14, 2008, 01:43:38 AM »
 :edit:
Not sure why I used Rapidshare...

Anyways, on testing the spells for FF4A, it's nicer now that the spells are directly referenced and used, unlike the semi-broken SNES system which could use a different bit of graphics for a commonly used spell.

1524
Game Modification Station / Re: FF4: Bows and arrows hard-coded?
« on: December 13, 2008, 11:43:03 PM »
If it isn't really what it says it is, then it is strictly a "Sing" command indicator.

You know, I don't think I've ever tried this, that's a good idea.

I know for sure that's the case (give Cecil a Poison or Rune Axe and the Sing command is available).. and I think Phoenix has mentioned that some time ago too..

http://slickproductions.org/forum/index.php?topic=292.15

Quote from: Phoenix
Here's an interesting fact about Sing that I never knew. I found it out by looking at a subroutine for dimmed (unusable) commands:

Sing is dimmed out (unusable) except when equipped with a weapon from 44 to 4C. These include the Harps, but also include the Dummy weapon, the Poison Axe, the Rune Axe, the Silver Hammer, the Earth Hammer, the Wooden Hammer, and the Avenger Sword. I have no idea why this would be, unless Cid was supposed to have a Sing command   or it was just lazy coding. More harps also might have been planned and changed to the other weapons later.

Quote from: Myself
It's probably lazy coding for the most part, but the behavior is consistant with two handed weapons.

1525
Game Modification Station / Re: FF4A - Defender Targeting Fix
« on: December 13, 2008, 11:14:59 PM »
Note that I've tweaked the readme slightly and uploaded a new copy..

A screenshot!



1526
Game Modification Station / Re: FF2US - Weapon-Item Magic Restoration Patch
« on: December 13, 2008, 11:10:47 PM »
A screenshot!


1527
Game Modification Station / Re: FF4 - Magic Tweaking
« on: December 13, 2008, 11:03:30 PM »
Some pics:


See? She's blind!


 :edit:

More pics:


Yay Curse!

1528
Game Modification Station / FF4A - Defender Targeting Fix
« on: December 13, 2008, 10:54:13 PM »
Code: [Select]
FF4A - Defender Targeting Fix
Version 1.0 - 12/14/08
Created by Deathlike2
deathlike_2@hotmail.com
-------------------------------------------------------------------------------


Why does this patch exist?
--------------------------

The GBA port of this game has a few notable changes from the original SNES
version. Targeting was changed for a number of weapons that casted spells.
One of the weapon's spells has its targeting set incorrectly.
The Defender Sword by default targets the enemy with the Protect spell,
which obviously is not what you want.

A seperate patch changes certain weapon behavior back to what they were
originally in the original FF4. This change in FF4A annoyed me a lot.

Note: To use spells that are attached to a weapon, you need to equip the weapon
first. In battle, select the Item command for the character equipped with the
weapon and hit the Up button until the equipped weapon is displayed. Select
the weapon twice and it should target like you were using an item or a spell.
Select the target and see what happens! Not all weapons have a spell.


What This Patch Will Not Do
---------------------------

This will not change any magic's targeting. Only the weapon's specialized
targeting for the spell is changed.


Weapons Affected
----------------

Defender
Ice Rod
Flame Rod
Thunder Rod
Flame Lance
Ice Lance


Patching
--------

There are patches provided for the following...

GBA - US
GBA - Euro

I hadn't bothered creating a Japanese version of these patches yet.
If someone creates it, that's nice.

You should be able to use an emulator's software patching or LunarIPS
if hardpatching is needed.


Romhacking Info
---------------

Modifications on the US ROM:
0xECE4E - Defender Sword
0xECC96 - Ice Rod
0xECCAA - Flame Rod
0xECCBE - Thunder Rod
0xECEDA - Flame Lance
0xECEEE - Ice Lance


Modifications on the Euro ROM
0xEF982 - Defender Sword
0xEF7CA - Ice Rod
0xEF7DE - Flame Rod
0xEF7F2 - Thunder Rod
0xEFA0E - Flame Lance
0xEFA22 - Ice Lance


Important Note
--------------

I don't have any issues using this hack/patch as a basis for another
hack/patch, particularly if it is to be a cumulative patch fix. It would be
nice if you mention my name, but that's not a requirement.

Also, I might get around to creating a patch for both Japanese versions of
the game. No guarantees though!


Credits
-------

JCE3000GT made an awesome complete hack (based on what was known at the
time) that got me interested in finding out more.

Dragonsbreathren for helping out when I didn't know any better way back when.
I got the inspiration for this hack from his hack.

Thanks to Lenophis for putting up with me on the forums.

Entroper wrote a pretty good FF4A doc sheet with addresses that I could find
what I needed to modify on my own.



1529
Final Fantasy IV Research & Development / Re: General Data thread.
« on: December 13, 2008, 09:53:16 PM »
This was already posted by Entroper, but it is worth following up with the Euro version info
0xECBF8 - US
0xEF72C - Euro

Search for "01 00 00 00 5E 01", the data should pretty much by itself.

1530
Game Modification Station / Re: FF2US - Weapon-Item Magic Restoration Patch
« on: December 13, 2008, 09:08:12 PM »
Patch+readme!