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... 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.
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)?
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.
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 thatI 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!!
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.
-- 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
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.
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.