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Messages - Deathlike2

1306
Final Fantasy IV Research & Development / Killing Dark Elf W/o TwinHarp
« on: February 20, 2009, 12:37:10 AM »
I got around to testing this myself, and found that the Dark Elf and all it does is come back to the Crystal Room with him not disappearing.

Talking to him for a second time invokes the same battle again...

I guess that the Dark Elf was right... the Earth Crystal gives him "the everlasting life".

1307
Game Modification Station / Re: New FF4 Hack Announcement
« on: February 19, 2009, 10:55:07 PM »
I've updated the battle scripts for both eviltwins to address their lameness problems.

Right now, I need to level up Cid little bit (I do mean a little).

1308
Pandora's Box / Re: Screenshots!
« on: February 19, 2009, 07:24:17 PM »
Why not 7z?  :tongue:

1309
Well, that doesn't explain the targeting working for enemy spells (like the monster version of Quake). Even the battle code for Zeromus does intentionally force the targeting for Meteor.. someone knew about this screwed up behavior.

The Quake the Dark Elf uses is "automatically" multitargeted, but that's a different story. The Quake spell is never used in for any offensive targeting....

1310
Final Fantasy IV Research & Development / Re: Auto Battle Script Location?
« on: February 18, 2009, 07:44:15 PM »
A0067-and onwards - this bears some semblence to the "reverse" of Rydia-Golbez battle. Remember that there are two Golbez battles.. one doing the reverse of the other. That's my only guess.

1311
Final Fantasy IV Research & Development / Dark Elf's Script
« on: February 18, 2009, 07:14:38 PM »
I keep thinking it's some sort of error, but it's probably some sort of redirection going on with the spells (kinda like how Comet works, except that's pretty broken).

Anyone have any ideas on what's happening there?

1312
It's strange, but I don't understand why non-monster magic that targets an enemy by default always single targets them. Spells like Quake and Meteor have to be manually targeted to hit all targets for some freaking reason.

1313
Final Fantasy IV Research & Development / Auto Battle Script Location?
« on: February 18, 2009, 06:43:11 PM »
See title.

I was wondering how Cecil was ever able to execute his FireBomb and Lit-Bolt scripts.. while it doesn't seem doable by an enemy for some reason...

1314
Game Modification Station / Re: New FF4 Hack Announcement
« on: February 18, 2009, 12:32:29 AM »
Small preview:


I should have more pics when once I decide what to do next.

 :edit:

I didn't realize how fun this turned out...

1315
Game Modification Station / Re: Sing Improvement Hack
« on: February 16, 2009, 06:51:29 PM »
That's fine.. I mean the Spell Check button magically reappeared recently. :omghax:

1316
Game Modification Station / Re: Goblin Summon Improvement
« on: February 16, 2009, 06:50:25 PM »
Code: [Select]
FF2US/4/4ET - Goblin/Imp Summon Improvement Hack
Version 1.0 - 2/16/09
Created by Deathlike2
dlhacks@gmail.com
-------------------------------------------------------------------------------


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

Of the 4 monster summons in FF4, the Goblin/Imp summon outright stinks.
This hack improves the summon by changing it to use the same damage behavior
as the Antlion's Counter attack and the SwordRat's Needle attack. The change
makes this summon extremely scalable and provides the best tribute to FF5's
Goblin Punch.

In addition to this patch, a separate patch to make the Goblin/Imp summon
look different was intended to be posted on Christmas... and eventually
Valentine's Day. I admit, my laziness delayed this release (I was occupied
with something more important anyways). That patch was not created by me,
but by Dragonsbrethren with the use of Yousei's Palette Editor.


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

This patch will not change any of the Goblin class of monsters, including
but not limited stats, drops, attack scripts, etc.


Spell Stats
-----------

Goblin Punch
Casting Time: 0
MP Cost: 13
Status Effect: n/a
Elemental: n/a
Spell Power: caster's attack power * 2
Targeting: one target, default enemy
Hit Rate: caster's hit rate
Boss Bit: Yes
Solo Multiplier: No
Ignore Reflect: Yes
Notes: This follows the regular spell damage algo.


To learn more information about the damage dealt by the similar monster spells,
consider looking for my Algo FAQ posted on Gamefaqs.


Patching
--------

There are patches provided for the following...

SNES (unheadered)
SNES (headered)

Note: Both patches should work on all SNES versions of this game
This includes FF4, FF2US (SNES) 1.0, FF2US (SNES) 1.1, and FF4 Easytype.

I suggest you use NSRT to verify if your SNES ROM is a valid dump and
to determine if the ROM has a header.

Windows: http://www.romhacking.net/utils/400/
Linux: http://www.romhacking.net/utils/401/
Mac: http://www.romhacking.net/utils/484/

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

This can be patched against J2e's translation or any translation that
does not move the spell data around.


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

None. It's just a fun hack using editors.


Credits
-------

zyrthofar made a nice editor that made the changes easy to check and verify.

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

Dragonsbrethren helped out when I didn't know any better way back when.
He was responsible for the bonus 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.

Thanks to Yousei for his palette editor and info.

Pics!

Summoning...


Lame whacks...


Not so lame damage:


1317
Game Modification Station / Re: New FF4 Hack Announcement
« on: February 16, 2009, 05:18:53 PM »
sounds interesting.  i'll check it out again once you get a little farther along.  i'm in baron with yang.  no need to start over, right?

No need.

Quote
after spending way more time that was expected on ff2dl2(the title i made for your hack while i was taking notes), i spent a little while playing nethack at work today, and quite frankly i now require mooore.

This version was to make weenies cry.. including myself.  :blush:

Quote
speaking of an actual title, though, it's too bad you couldn't make a few more character clones and make it something clone-related, like you alluded to in the first post.  it'd be neat to fight a cecil clone with rosa there to buff him/heal both of them.

There are definately plans to make more... it's better when those characters are/will be in your party and you are more likely to see them before they leave for whatever reason (so, Cid and Tellah are pretty much next up).

The Final Party will have.. more interesting opportunities, and will carry the best equipment they could possibly get (at least in my vision), but they will be much more radical and I don't think a "get out of Game Over free card" will be issued then.

1318
For the Wiimote battery count, please have a mini-representation of a Wiimote, and instead of putting in a number, represent with the number of icons used.

For every 5 or 10 batteries, use a battery or something creative to represent that number (think of it like Roman Numerals or something).

1319
Game Modification Station / Re: Sing Improvement Hack
« on: February 16, 2009, 04:52:06 PM »
Code: [Select]
FF2US/4/4ET - Sing Improvement Hack
Version 1.0 - 2/16/09
Created by Deathlike2
dlhacks@gmail.com
-------------------------------------------------------------------------------


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

Sing is a useful and yet mediocre command. Normally, Sing casts two useful
spells (Sleep and Charm) which can be reproduced with Edward's Harp attacks.
It also casts one pathetic spell that's mildly useful (Mute) that hurts the
useful spells. In the worst case, it casts no spell... which is a wasteful
option. Of course, it's also worth noting that the "hidden" Frog Song spell
is sung while Edward's a Toad.

This patch is meant to document and change the spells that Sing can cast to
make it a more useful command. Mute has been replaced with Stop and the empty
spell is replaced with Hold.

Note: Sing's effectiveness is dependant on the original spell's properties
and the target's resistances. Increasing Wisdom (for Stop and Sleep) and
Will Power (for Hold and Charm) will ensure they will become more effective.
This behavior is applicable to FF4A's Chant command as well.


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

This patch will not restore Edward's other dummied out (and useless command)
and it will not change the messages that accompany the Song command. The
messages are purely cosmetic in nature.


Patching
--------

There are patches provided for the following...

FF2US v1.0 (unheadered and headered)
FF2US v1.1 (unheadered and headered)
FF4   (unheadered and headered)
FF4ET (unheadered and headered)

Note: The locations for each version differ, thus requiring separate patches.

I suggest you use NSRT to verify if your SNES ROM is a valid dump and
to determine if the ROM has a header.

Windows: http://www.romhacking.net/utils/400/
Linux: http://www.romhacking.net/utils/401/
Mac: http://www.romhacking.net/utils/484/

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

This can be patched against J2e's translation or any translation that
does not move the code for Sing around.


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

Subtract 0x200 from all values if you are using a headerless ROM.

Sing's selected spell locations...

"Nothing" spell:
0x1EB08 - FF2US 1.0
0x1EB1D - FF2US 1.1
0x1EB20 - FF4
0x1EB17 - FF4ET

Mute spell:
0x1EB15 - FF2US 1.0
0x1EB2A - FF2US 1.1
0x1EB2D - FF4
0x1EB24 - FF4ET

Charm spell:
0x1EB22 - FF2US 1.0
0x1EB37 - FF2US 1.1
0x1EB3A - FF4
0x1EB31 - FF4ET

Sleep spell:
0x1EB2B - FF2US 1.0
0x1EB40 - FF2US 1.1
0x1EB43 - FF4
0x1EB3A - FF4ET

Note: The data there is the spell index number for the command to reference.
It should be noted that if you want to modify the message index that the
command displays, you should subtract 5 from the all of the listed indexes
to determine the location.


Credits
-------

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

Dragonsbrethren helped out when I didn't know any better way back when.

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.

Thanks to Phoenix who originally found the data in the FF2US v1.0 ROM.

 :edit:

Updated Readme...

1320
Game Modification Station / Re: New FF4 Hack Announcement
« on: February 16, 2009, 02:33:33 PM »
With the number of changes made, I'm happy to report that additional space was made by cleaning up useless battle code primarily from Cagnazzo/Kainazzo.

With that said, I'm disappointed to report that Cagnazzo kicked my ass enough times that it hurts...

I didn't bother putting up pictures of the Baigan battle because that would ruin too much...

Here's a news flash: Cagnazzo doesn't insta-die vs a Lit-3 hit.  :childish: :eek: :whoa: :tongue:

 :edit:

These changes go up to beating Cagnazzo... I'll have to think about what to do with the Eblan treasure monsters and the monster formations most people never fight...