øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=4;area=showposts;start=750e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index3de4.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=4e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index3de4.html.zx–âg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ…¬Ž0OKtext/htmlISO-8859-1gzip8:ÖŽ0ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:11:42 GMT0ó°° ®0®P®€§²ð®–âg^­Ž0 Show Posts - Dragonsbrethren

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Messages - Dragonsbrethren

751
Final Fantasy IV Research & Development / Re: FF4 Algo - Input Requested
« on: December 17, 2008, 06:49:04 PM »
Quote
Back Row Bit bugs....

Certain bits aren't removed when the weapon is removed/changed:
(affects all SNES versions)

Believe it or not, the weapon data has a number of extra (and still yet
to be determined bits) that the game uses. The problem is that the majority
of these extra bits (excluding the Metallic bit) are not removed. One of
these bits happen to be the back row bit (which is beneficial to you) and
the "no critical bit" (which is not beneficial to you) are not removed.
Note that the back row bit is only applied to Edge if the weapon with the
back row bit (Boomerang for example) is equipped on his right hand. The
no critical bit unfortunately is applied to various weapons, including the
Dwarf Axe, Silence/Rune Staff, and every whip Rydia can equip.

This is not really fixed in FF4A... the "no critical bit" was removed, but
there is a different issue with the back row bit...

The use of "back row bit" here is just confusing. I know what you mean, but "long range bit" might make more sense to someone that doesn't. If you don't want to use that, there should be an indication that the bit makes a weapon do full damage from the back row.


Quote
Barbariccia/Valvalis have her Lightning weakness removed:

This one's just worded oddly. The bug is that the lightning weakness from Cagnazzo isn't removed, this title makes it sound like the weakness is removed from her when it shouldn't be.

Quote
Charm doesn't redirect QUake's targeting:

Extra capital letter.

752
Gaming Discussion / Re: Rockman 5 Endless
« on: December 17, 2008, 02:07:04 PM »
There's been a minor Rockman 5 update. The area randomizer has been fixed and there are now two patches, one doesn't have the laser areas included.

753
General Discussion / Re: Christmas
« on: December 16, 2008, 10:53:57 PM »
Black chocobos? They're too primitive for Strago Claus - he delivers his presents on a motorcycle! :cycle:

754
I'm not sure, but I know that data covers more than just treasure. From the document Zyrthofar sent us:

Code: [Select]
A8000 $A961F Static Events Table ( 2B for Pointers ($A8300) × VL × 384 Locations )
Notes: The 5B Events are read until the next location is reached
Byte 0 Event’s X location
Byte 1 Event’s Y location
Byte 2 $00-$FA – Map to Load
$FB-$FD – Load Overworld, Underworld, or Moon
Byte 3 New map’s X location
Byte 4 New map’s Y location
$FE – Give Item or Gil
Byte 3.0-5 Enemy Encounter
Byte 3.6 Enemy in Chest
Byte 3.7 0 = Money, 1 = Item
Byte 4 If Money: b0-6 = Gil Amount; b7 = Multiplier (x10, x1000)
If Item: Item Index
$FF – Play Event
Byte 3 Event Index in [Event Table (1) or (2)]
Byte 4 0

Paladin's first post in this topic (here) has a spreadsheet with the treasure locations listed, by the way.

755
Gaming Discussion / Re: Final Fantasy III: Eternal Crystals Bugthread
« on: December 14, 2008, 08:02:33 PM »
It's cool that he contacted you, and it'll be nice if this actually gets fixed up.

757
Game Modification Station / Re: FF4: Bows and arrows hard-coded?
« on: December 13, 2008, 04:25:14 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.

758
Game Modification Station / Re: FF4: Bows and arrows hard-coded?
« on: December 13, 2008, 04:21:46 PM »
I knew about the arrow bit (I used it to make a glass sword, then removed it because of the near-infinite arrow bug), but never played around with the bow bit before. I've always been curious what those bits do on armor, I've never been able to figure anything out.

759
Game Modification Station / Re: FF2US - Weapon-Item Magic Restoration Patch
« on: December 13, 2008, 03:33:17 PM »
I'm curious how Rydia would fair with an ice whip in the Tower of Bab-il now, actually. Maybe give that property to the normal whip (it's up to you if you want to do that, of course) for your enhancement.

760
Game Modification Station / Re: FF2US - Weapon-Item Magic Restoration Patch
« on: December 13, 2008, 03:14:25 PM »
Yeah, I really wasn't sure where most of those would go (My guess is the ice whip got replaced by either the chain whip or dragon whip), but the darkness + darkness is pretty obvious.

761
General Discussion / Re: Woes of Internet Explorer
« on: December 13, 2008, 03:12:42 PM »
Heard about this already.

762
Game Modification Station / Re: FF2US - Weapon-Item Magic Restoration Patch
« on: December 13, 2008, 02:17:51 PM »
$2E is darkness + death, $2D is darkness + darkness.

763
Game Modification Station / Re: FF2US - Weapon-Item Magic Restoration Patch
« on: December 13, 2008, 02:09:52 PM »
The darkness element + darkness status weapon attribute comes right before the Deathbringer's darkness element + death status, that's proof enough for me.

764
Game Modification Station / Re: FF2US - Weapon-Item Magic Restoration Patch
« on: December 13, 2008, 01:34:28 PM »
Another thing you could restore, though it's not related to magic, is the Darkness sword/Shadowblade inflicting darkness status.

765
Game Modification Station / Re: FF2US - Weapon-Item Magic Restoration Patch
« on: December 13, 2008, 12:30:59 PM »
I'm not sure what you mean. I never released that hack I was talking about, I decided to do a faithful ET port instead.