øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=14;area=showposts;start=300e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index4087.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=14e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index4087.html.zx̼g^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.$ÛOKtext/htmlISO-8859-1gzip@øÕ$ÛÿÿÿÿÿÿÿÿTue, 10 Mar 2020 16:30:27 GMT0ó°° ®0®P®€§²ð®̼g^ÿÿÿÿÿÿÿÿÛ $Û Show Posts - Pinkpuff

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Messages - Pinkpuff

301
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.  :cycle:

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

302
Thanks! Visual Effects config file updated and uploaded!

303
Final Fantasy IV Research & Development / Re: Graphics info
« on: January 30, 2015, 11:46:27 AM »
That explains what to do about the palette, but how do I fix the wall of glitches? Currently I haven't changed anything in that table so the monster should display Cagnazzo's exact graphics with his palette, right? And it does for his main form, but not his "gathering the water" form. I mean, Cagnazzo's displays normally but not Alichino's. It's using the exact same graphic pointer with the exact same size byte.

304
Final Fantasy IV Research & Development / Re: Graphics info
« on: January 30, 2015, 08:30:25 AM »
I'm basically just making a "second Cagnazzo". Maybe I should just describe the result I want a little better:

I'm making it so that there are four underground crystal scenarios/adventures just like in the upper world. The four "dark" crystals each correspond to an element just like the "light" ones do. The "light" crystals are Earth, Fire, Air, and Water, so the "dark" crystals correspond to the other four elements Ice, Bolt, Shadow, and Holy. I wanted to make it so that just like there is a fiend for each of the "light" elements, there is also a fiend for each of the "dark" elements. These new fiends will use the same graphics as the other fiends, but (ideally) with different color palettes.

So far I managed to make a new monster called Alichino who is supposed to be the Fiend of Ice. He uses Cagnazzo's graphics but I want him to be a different color (maybe a lighter blue and/or white if possible but I'm not picky right now; just getting a different color at all would be a good starting point). He is a different monster with different stats and pattern, he just uses Cagnazzo's graphics. He's working except that he's the same color as Cagnazzo no matter what I set the palette byte to (as chillyfeez mentioned, it must be ignored) and that when I try to tell him to change sprite so that he erects a wall of water, he instead erects a wall of glitches. Otherwise, his behaviour is perfectly fine, he just looks messed up when he changes form. He is the only monster in the battle; you don't fight him alongside Cagnazzo or any other monsters for that matter. It's a completely separate scenario.

Does that make what I'm asking for any clearer?

305
Final Fantasy IV Research & Development / Re: Graphics info
« on: January 30, 2015, 05:09:20 AM »
Two questions semi-related to this:

In the hack I'm working on, I'm trying to get working some additional monsters that also use the Fiends' graphics. But I ran into a couple of issues:

1. Changing the "palette" (at least in the monster info) does nothing to change the actual color of the monster. Is this hard-coded? Or is there a way to get the monster to change color without affecting the color of the other Fiend that uses the same graphic? It seems like there should be, since I know in the "Elements" battle you can sometimes see the monster palette change before the sprite.

2. I started with a monster based off Cagnazzo's appearance, and I told it to "set sprite to 19" thinking that, just like in the Cagnazzo battle, he would erect a wall of water around him. He sort of did, but rather than a wall of water it was a wall of glitches. Is there anything I can do to get him to display a wall of water correctly that you guys know of?

Thanks!

306
Will it be a carbon copy of the one in FF1? Or just named after it?

307
Hm, it appears there is not! Odd, I actually thought that was one of the ones I did catch. Anyway thanks for the heads up, it's been added to the to-do list!

 :edit: 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...

308
Changing the "Swing" to "Bow" did the trick for the visuals (easy detail to miss ^_^) and those extra addresses seem to have fixed the miscalculation.

Thanks so much Grimoire! Comin' through in a pinch once again like a true hero!  :childish:

309
Ok so I have a bug report of my own this time:

It seems the bow and/or arrow range is not being written everywhere it needs to be. I changed the bow range for my hack such that there are fewer arrows, but I'm finding that while the first few bows work correctly, the ones that used to be arrows are not. They're working mostly correctly, they equip fine and all, but in battle, if I have such a bow equipped, my attacks come out like punches. Also their battle stats don't seem to compute correctly. Here is the code for the routine that writes the bow and arrow ranges. Let me know if you know of a spot I may have missed where it should be writing one of these:

Code: [Select]
WriteByte(&hC1BE, bow_start)
 WriteByte(&hC1BF, arrow_end)
 WriteByte(&hC246, bow_start - 1)
 WriteByte(&hC27B, bow_start)
 WriteByte(&hC27C, arrow_start - 1)
 WriteByte(&hC286, arrow_start)
 WriteByte(&hC287, arrow_end)
 WriteByte(&hC28C, arrow_start)
 WriteByte(&hC28D, arrow_end)
 WriteByte(&hC297, bow_start)
 WriteByte(&hC298, arrow_start - 1)
 WriteByte(&h19128, bow_start)
 WriteByte(&h19142, bow_start)
 WriteByte(&h1F526, arrow_start)
 WriteByte(&h1F55C, arrow_start)
 WriteByte(&h1A24, arrow_start)

WriteByte is a subroutine that takes an FF4 rom address and a value and writes that value to that address (it assumes headered).

bow_start, arrow_start, and arrow_end are exactly what they sound like; indexes of the first/last item of that nature.

310
My bad. It's not "Battle", it's "Alerts".

311
In FF4kster: Edit Messages -> Battle -> Scroll down til you find 'em -> Edit away!

312
What causes Sylph to not cost any MP and is it easily fixable?

313
Kinda gives the impression that at one point perhaps they were planning to have more to the underground section of the game... like maybe four crystal-related scenarios rather than only two. For example, we know where the upper world crystals belong: Troia, Damcyan, Fabul, Mysidia... but where do the underground crystals belong? Dwarf Castle, Sealed Cave, ???, ???. The only other places of any significance there currently are the Feymarch and Sylph cave, but they hardly seem ransacked by Golbez & crew.

314
Ok, new update:
  • The tilesets all look to be completely correct
  • The animated tiles all seem to be animating correctly
  • The Giant maps look correct except for the background. It looks as though something wonkee is going on with that particular map.

315
That's strange, because as far as I can tell, that's exactly where it's looking currently...

 :edit: No it isn't! It's only checking if the index is less than 120.  :lame:

So I fixed it so that it only looks at 120-12F for the animated indexes... and that fixed the Giant tileset... but messed up the water in the towns...  :wtf:  :blits: