øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=123;area=showposts;start=525e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index3b8b.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=123e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index3b8b.html.zxòg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ…¬F=OKtext/htmlISO-8859-1gzip@øÕF=ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 20:17:51 GMT0ó°° ®0®P®€§²ð®òg^ÿÿÿÿÿÿÿÿX0F= Show Posts - Grimoire LD

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Grimoire LD

526
Quite easily, when you're on an Equip Index, just press Tab and you'll be able to set whoever you want for That index. There are a couple of blank indexes (Just don't use 31, since that is used by the Knife/Spoon if you're keeping that so you can change them as you see fit.

527
That did the trick! Thanks Chillyfeez, looks like I now have Dash back! Good thing I waited to release the patch. Interesting to see that it acted that way because it was technically two routines both acting on one another.

528
It's not so much that the game locks up when you use Count thrice, it's that the timer for Count just stops running and will stay at 0A, what does freeze the game is when you inflict it on many enemies at once.

You might be onto something with the Set HP to 0005 (HP Drain) or something like that to kill an enemy, but I think the way they've developed the status is probably the problem.

529
So after several hours I finally defeated the Dark Dragon, wow, low-level and ill-equipped he does not mess around. I even began to rethink some of my design choices with him, but that was more due to carelessness on my part (I forgot to grab several statushealing items the first time around, so to keep true to the challenge, I ran from every fight and came back with a healthy supply of status potions and I was good to go). At this low level his attacks deal anywhere from 300-800 Critical included killing Tellah in one go, a continual Blink is Essential on Tellah if there's any hope for survival. Tellah, due to his high magic stats takes very little damage from Dark Breath where as the rest of the party is dealt anywhere from 250-580 by it, but his status combinations can get really messy.

He'll use Toad, Pig, and Doom in several patterns. Party Target - Pig is meant to be taken care of by Cid's ItemLord-DietFood or a reminder that Pig can be used Defensively in Tellah's Case. Yet it seemed he used Toad on the worst people, at the worst times. My initial plan was to go in and go on defense. Tellah would keep up Blinks and Cures, Cid would heal as necessary, Cecil would increase Yang's attack through many Protect Songs (which would also mitigate the damage the Dark Dragon did) and Yang was supposed to deal heavy damage with Focus... that was the plan...

The reality was a bit different.

Yang had elemental claws equipped and I forgot that the Dark Dragon was resistant to all elements. Also the Master's Headband which gave him incredible defense through Gird also prevents Confusion and Berserk, so I couldn't let him go on his own. After that plan failed several times, I changed tact.

I prepared Cecil for combat, gave him a Headband and Karate Gi instead of the MageHat and GaeaRobe (to mitigate the damage from Dark Breath)and the Madhura Harp (Protect) During the first part of the battle (what I call "preparation, where the Dark Elf throws weak-ish spells at you) I had him use that many times where Tellah prepared Blink and Regen on everyone. Then I changed from the Madhura Harp to the Legend Sword and let Cecil have at it dealing 1500-1700 damage per attack and though it was still a bit desperate, and I had to use several Tinctures (Ether1's) I finally managed victory.

My levels were...

Yang 27, Tellah 27, Cecil 25, Cid 23

I guess I'll try some of Eblan, I doubt I'll end up taking anything away though.

530
Ah, now I see exactly what you mean. It doesn't appear to do that for me in Geiger's even in a clean rom I get the basic "close out-open" no lifting "curtains" like that video showed.

531
Ah, do you have the newest FF4kster? If so, go to Actors, and access "Special Set" and there you can change the name of Ninja to Arts, by pressing backspace when you're in that box.

532
Hmm, it might be the emulator I'm using, what were these videos?

533
That should be rather easily fixed by going to FF4kster and changing the name of Ninja to Arts.

534
... And doesn't Lugae shoot up into the air in human form and come back down as a skeleton? Maybe I'm just imagining that...
As for Mombomb... I know for sure that there is not a second "special size" with an alternate palette, like there is with K. and Q. Eblan.
While we're on the subject of the Eblans... Are you sure they don't flicker into their new palette? I thought I remembered that, but memory is a funny thing... Especially mine when it comes to this game, apparently (I'm sure Grimoire LD has a secret running list somewhere of everything I've thought I remembered on this forum that he showed me I was wrong about).

You are right, Dr Lugae jumps up like that. I'm pretty sure the Eblans do not flicker, but the background dims first.

MomBomb is odd anyway. The first graphic of the regular bomb shape is not one of the special monster sizes anyway. Is there a bit that says it should be pulled from the regular monster graphics? It's the one special shape that I haven't been able to pull from the ROM. My *wild guess* is that it is a special Non-special monster graphic, and maybe when it is changing to the next form it just changes the palette first and pauses a moment before changing the graphic itself.

In any case, I guess it is a mystery for the moment.

 :edit:
Here is another pretty minor thing. Anybody know why some map transitions use a letterbox crop (like town of baron) and some use a shrinking square (most everything)?

Hmm, I'm not sure what you mean with the map transitions there, perhaps you could give a detailed example? I've personally noticed no differences from the Town of Baron to Baron Castle to Mist Cave, they all looked identical.

535
My take on all status-inflicting spell routines is that they are only good for the limited set of statuses for which they're intended.  Especially true with the status timers.  The "plain" status routine doesn't setup Count's timer, for example, or HP leak or poison...  Otherwise there is no good reason why there are multiple status related routines. I think it kept it simpler on the coders.  Actually that one might not even touch status bytes 3 and 4 if I'm remembering correctly, and hp leak and count are in those.

They are, you're right. But my plan was to set up the basic necessities of a Death status in the expiration of Count's Timer Load 80, store it in 28A3, then jump to the normal status routine...

For some reason it did not work. I tried an alternative method to load 0000 into an enemy's HP and they did die when their turn elapsed, but there was still that"only 2 can be killed by Count" enforced limit that I've had no luck locating.

536
Hmm, I have a fairly large bug to report, when you're scrolling around tilesets the program may randomly decide to crash, this seems to occur most often by switching various parts of tileset info. To my knowledge this did not occur in previous versions.

The scrolling cursor on the map is fixed properly though.

537
Interesting experiment, I would see no reason why you couldn't kill Zeromus with HP Leak, he is just another enemy. The only thing I'd wonder is if the line "HP Ran out" would show up. You didn't quite write if the experiment worked or not. I imagine it would have, but you can never be too sure with FFIV.

I didn't say because the vote wasn't in yet - though at the very least I could have said that  :tongue:  I was trying to batt Zeromus' HP around - without watching the RAM (I was in ZSNES at the time) - but eventually I fell asleep. But I saddled up for another round in good ol' 9X and - yep! You see no reason it shouldn't work because there is no reason it wouldn't work: it did work!! :laugh:

Does anyone have a line on how accurate or recent this list is:     http://datacrystal.romhacking.net/wiki/Final_Fantasy_IV:RAM_map

I will say that:   "7E2307-8 - Enemy's current HP - Slot 01"    is spot on even for US_IIv1.1 - That's what I ended up exploiting to finish him off: Cast Virus, made sure the leak was is full effect, paused and took his HP down to 5 (see how he likes it!) and then when I called 'time-in' - that was pretty much that.  :wink:

 :hmm:  -- Very strange about count. I've seen a lot of speed runs where through various methods they manage to get "Reaction" as spell that that FuSoYa can cast - labeled "upt Co" from falling between Disrupt and ColdMist. Anyway...the reason I bring that up is I've heard Reaction explained as a change of state: straight Living --> Dead...rather than inflicting death. I was wondering if Count worked the same way. Also, looking in Pink's editor it looks like the "Reaction" Spell is entry 173 in the spell list marked Dummy - with and effect of: "Suicide, bring in next monster" - hmmm

Reaction is indeed a change of state, you can see this here...

http://slickproductions.org/forum/index.php?topic=1883.msg19250#msg19250

Load Death into All enemy's status bytes. No checks, no nothing. Count is the same way since even if you are protected from Death you will still be killed by Count.

Surprisingly, this can be fixed very easily...

$03/A9F8   BD 06 20   LDA $2006,x[$7E:2012]   A:0003   X:000C   Y:000D   P:envMxdizc - Load Status Byte 04 into A.
$03/A9FB   30 11   BMI $11    [$AA0E]   A:0003   X:000C   Y:000D   P:envMxdizc - Branch if Hiding to Return.
$03/A9FD   A6 A6   LDX $A6    [$00:00A6]   A:0003   X:000C   Y:000D   P:envMxdizc - Load Target Identifier (But you just did that!)
$03/A9FF   BD 03 20   LDA $2003,x[$7E:200F]   A:0003   X:000C   Y:000D   P:envMxdizc - Load Status Byte 01 into A.
$03/AA02   09 80   ORA #$80   A:0003   X:000C   Y:000D   P:envMxdizc - Add 80 (Death) if applicable.
$03/AA04   9D 03 20   STA $2003,x[$7E:200F]   A:0003   X:000C   Y:000D   P:envMxdizc - Store A in Status Byte 01

This does show that they intended to have Edward come back to the party, but it's never utilized in the original FFIV,  you can switch that to look at the Status Resistance Byte which is literally the same value in this case as Hide (80) and you could fix it like that. I don't think that will solve the issue... but you may be onto something... if instead of going through with the original routine, I wonder if linking it to the basic "Status Routine" might fix these weird timer problems, I will have to try that soon, thanks for the idea LordGarmonde.

You are under one misinterpretation though. Reaction's Routine is called... well, Reaction, it's fully unique. What you are thinking of is a routine I've dubbed "Tradeoff" since it's one enemy trading off for another and that is utilized by several enemies, Calbrena, Dr. Lugae, and the Fiends in the Giant of Babil are the most notable examples.

538
Likely because all attachments broke after the forums originally went down, here you are then...

539
Well, I couldn't have done it, but I'm a gaming pansy.
Good to know it is at least possible for the stout of heart.
 :edit: that was a response to your playthrough notes.

Hey, did Dash work in that recent batch of User Options I patched in?
The ROM I copied onto my tablet to play still has broken Dash, but I may have just copied over the wrong ROM.

Hmm, I'm afraid not, no. It works only when it wants to (which seems rare). I have no idea what could be causing this, but I didn't want to alarm you considering how much I've already bothered you about it.

540
Here it is Final Fantasy IV: Combat Boost v0.14


For those who haven't been keeping up FFIV:Combat Boost is a patch which aims to change up the gameplay of FFIV with new abilities, new dungeons, some new sidequests, and an assortment of monsters which will force the player to adapt or die. You can read all about this below, or in the main topic at romhacking.net

From the last release here (I believe 0.03) the game has changed a fair amount. First of all the mod is complete up until your first trek into the Underworld, so don't go into the Underworld!

The newer version also fixes some balancing issues (some that were in the original game, some that I introduced) for instance Defense Multipliers are no longer acquired with every 16 Levels and Only Shieldbearers, instead they are from every 16 Agility and 8 Vitality.

There are four dragons in the Overworld, two on the world map and two in dungeons.

Several pieces of equipment have been changed or altered from their original function.

Four Chests are now in the Serpent Road.

Egregious Maps have been removed and some decor of places have been simplified for the purpose of conserving space for later map projects.

Cid's Hammers are much more powerful and with the addition of the Homing Machine and VampFang with the CoatWeapon ability you will be able to fight very effectively with him.

Uncurse Potion now also cures Stun and Sleep.

The Break Skills now work entirely differently, they have a charge time but deal significant damage to its target (even bosses!) and they hit much more often.

Bio now applies Poison correctly.

The StopTrap's power has been lowered to the power of normal Stop (10) because 50 was just stupidly too much and SilverStopwatch and GoldStopwatch have been changed to CobraUrn and HypnoBag. CobraUrn deals decent damage while poisoning all foes while HypnoBag deals good damage while putting all enemies to Sleep.

Tonics and Potions have had their powers lowered from the original patch (it was too much) and the Cure spells have had their power increased and thus have also had their MP increased. Also of note Level 1 and 2 spells have had an increase in power, making those early Spirits much more than pests but allowing the Mages to more effectively use their spells.

Gale now no longer will deal 1000's of damage when it hits you, but is still a very powerful spell to watch out for.

Poison and Gradual Petrify have had their timers change to occur more often. Poison looks at an ally's "Steal/Status Defense" and for enemies it looks at their Speed Modifier and for both add 4 to the timer (Instead of 14 like originally!) now but to compensate Poison only deals 1/8 of your Current HP rather than Max HP.

Gradual Petrify now uses the timer of Sleep and Paralysis, meaning that it will take three rounds of three rounds of Sleep/Paralysis to turn the player completely to stone.

I believe those are the most major updates, and here is the readme.

Final Fantasy IV: Combat Boost! Readme

If you'd like to try it out, please give me any feedback you may have.