Final Fantasy IV Research & Development / Re: Graphics info
« on: January 31, 2015, 06:42:58 AM »there are only two completely unused special sizes in the entire game
Which two, specifically?
... or you might want to whip up a new version of FF4kster that allows a hacker to edit the special size table
Done and uploaded.

Taking a quick break... Did you check to see if Kainazzo's transition uses one of those weird numbers with one or two of the upper two bits?
How do I check this? Which byte should I be looking at? In FF4kster, Cagnazzo's script just says "change sprite to 19" which is exactly what I put into Alichino's script...
That's all I can think of now. If not, if you wanna send me a ROM (or patch) I'll take a look at it.
Hm, I'd like the details of the game to be mostly a surprise and I'm pretty far in plotwise so I'd prefer to talk it out if possible... though if it comes down to it I don't mind sending you a copy. In the meantime I'm attaching a "before" and "after" screenshot. And yes, the "change sprite" process does cause him to change back to Cagnazzo's palette... it also seems to make porom throw her arms up and selecting Edge's magic menu to hang the game.
If you have some kind of sandbox rom handy, try this and let me know the results:
- Replace the graphic pointer and size byte of a boss monster (on mine I replaced Q. Eblan) with Cagnazzo's template (he should be in the list of templates)
- Change this monster's AI to contain an instruction telling him to change sprite to 19
- Replace one of the underground Formations and put the new monster in there (I used Formation 502)
- Set up a way to fight him in the underground and have at 'er
Wait, are we talking about the same thing? The addresses FF4kster begins writing to for triggers are A8200 for the pointers and A8500 for the data...
