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Author Topic: Apropos of nothing (except of course FFIV)  (Read 17066 times)

avalanche

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Re: Apropos of nothing (except of course FFIV)
« Reply #120 on: January 12, 2015, 09:35:12 AM »
Hmm I didn't see them in the bank of battle messages I pulled from the ROM, are they in the same place as the AI dialogue like "Turned to mist" ?

Pinkpuff

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Re: Apropos of nothing (except of course FFIV)
« Reply #121 on: January 12, 2015, 11:28:45 AM »
My bad. It's not "Battle", it's "Alerts".
Let's dance!

avalanche

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Re: Apropos of nothing (except of course FFIV)
« Reply #122 on: January 12, 2015, 12:00:07 PM »
My bad. It's not "Battle", it's "Alerts".

Ah whew. Mind if I ask where they are stored in the ROM?

 :edit:
Sorry, I see them now.  I totally missed the "battle message" entry in FF4.txt.  Thanks for helping me find that!
« Last Edit: January 12, 2015, 03:10:31 PM by avalanche »

avalanche

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Re: Apropos of nothing (except of course FFIV)
« Reply #123 on: January 30, 2015, 11:17:54 AM »
FYI for Pinkpuff, and those of you making events that have this trouble.

I was having difficulty with some event scripts that changed maps leaving a weird location stack when I try to return out of the map at the end of the event.  The Dark Elf battle is one in the original game that does this.  It turns out that "visual effect" 0x1D (29 decimal) pops 1 off the location stack without actually going anywhere.  The Dark Elf script uses two of these to remove the last two map transitions that went over to Edward and back, so when you leave the crystal room in the end it doesn't take you confusingly to Toroia.


chillyfeez

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Re: Apropos of nothing (except of course FFIV)
« Reply #124 on: January 30, 2015, 03:35:49 PM »
Very good to know. Cool discovery.

Grimoire LD

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Re: Apropos of nothing (except of course FFIV)
« Reply #125 on: January 30, 2015, 09:52:43 PM »
Hah! I was completely unaware. Good find indeed Avalanche.

Pinkpuff

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Re: Apropos of nothing (except of course FFIV)
« Reply #126 on: January 31, 2015, 05:53:31 AM »
Thanks! Visual Effects config file updated and uploaded!
Let's dance!

avalanche

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Re: Apropos of nothing (except of course FFIV)
« Reply #127 on: January 31, 2015, 12:45:20 PM »
Happy to help.

For what it's worth, here is a short list of those I noted slightly different from the ff4kster dat file.  Numbers in decimal.  Most aren't really useful outside of their current use, but a few might be.

There are exactly 65 of them total (0-64), and there's a table at 00:C195 (ROM at 4395) with routine pointers for each.

  • 5 - puts tent or cabin sprite on screen when using those items
  • 10 - Warp's mechanism (pop location and go there)
  • 11 - Exit's mechanism (go to bottom of stack)
  • 13 - Parks Ship at dock near Fabul
  • 25 - one of the Baron collapsing hallway; slides map under NPCs
  • 26 - one of the Baron collapsing hallway; slides map under NPCs
  • 27 - one of the Baron collapsing hallway; slides map under NPCs
  • 28 - parks Enterprise just outside of Baron (I think the remote control event)
  • 40 - parks enterprise outside of dwarven castle after entering the underground
  • 45 - fly the big whale (from its helm)
  • 46 - remove the parked Enterprise, wherever it is
  • 47 - whale's overworld/moon transition mechanism
  • 59 - I think where enterprise dips to catch you from falling out of Tower of Babil
  • 62 - fades music volume up (I think)
  • 63 - kill all of party, if Cecil (paladin) is in party he gets 1 HP instead (used in final sequence)



avalanche

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Re: Apropos of nothing (except of course FFIV)
« Reply #128 on: February 01, 2015, 04:46:40 PM »
Hah! I was completely unaware. Good find indeed Avalanche.

Oh hey, Grimoire, didn't you run into this problem in your hack to change the party by reloading the Big Whale map?

Grimoire LD

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Re: Apropos of nothing (except of course FFIV)
« Reply #129 on: February 01, 2015, 08:53:20 PM »
Now that I think of it, yes... that probably was the problem. But now I don't remember what I was doing where that was the preferred method... oh right! The party clear. Yeah, I'll try that and see if it works.

It worked wonderfully! Great find there Avalanche! That makes it feel So much more natural than "leave the ship, re-enter the ship for everyone to reappear." This makes so much more sense.

avalanche

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Re: Apropos of nothing (except of course FFIV)
« Reply #130 on: February 04, 2015, 10:11:58 PM »
For the treasure chests with monsters inside, how are the encounters/monsters determined?

The 4th byte of the trigger data, where Phoenix wrote "total byte = enemy set in Underground/Moon set", even though the upper 2 bits have other meanings, then they all seem to point to a range of encounters that look to me like they only contain a single Imp.  What am I missing?

chillyfeez

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Re: Apropos of nothing (except of course FFIV)
« Reply #131 on: February 04, 2015, 11:12:46 PM »
I think treasure encounters work sort of like event calls, in that the "treasure encounter" identifier points to a table that specifies an (actual) encounter number.
Because the upper two bits are used for other purposes, it'd be the only way to specify that a monster formation above 3F is in the chest.

avalanche

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Re: Apropos of nothing (except of course FFIV)
« Reply #132 on: February 05, 2015, 09:05:54 AM »
Found it.  No separate table, it's just a more or less straight offset.  When the monster-in-the-chest bit (0x40) is on in the trigger data, here's the formula for what encounter is used:
   0x1C0 + (0x20 if current map is >= 256) + (bottom 5 bits of that byte)
Or worded differently:
   If map number is < 256:  0x1C0 + (bottom 5 bits of that byte)
   If map number is >= 256:  0x1E0 + (bottom 5 bits of that byte)

So that allows 1C0-1DF when in the first 256 maps, 1E0-1FF when on map 256+.

avalanche

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Re: Apropos of nothing (except of course FFIV)
« Reply #133 on: February 05, 2015, 06:36:24 PM »
Talk about "apropos of nothing" ...

Dark Knight Cecil using Dart, particularly throwing "item" 0, looks pretty sweet.  It's like he's shooting a red energy bolt from his sword.

Grimoire LD

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Re: Apropos of nothing (except of course FFIV)
« Reply #134 on: February 07, 2015, 10:26:21 AM »
Hmm, I just thought of a way of saving at least 8 NPC's in the Underworld and Events...

While recently playing through FFIV:DS I forgot how many useless Trap Doors were in the Sealed Cave, that is completely unnecessary in most respects. Because they each have to vanish they all count as different NPC slots. 15 NPC's, only a few are actually practical (though the scenario guide mentions that the TrapDoor's are mostly found in haunted mansions, which makes me wonder if that was the original plan for the Sealed Cave.)

Let's assume we get rid of all of the TrapDoor's blocking empty rooms (of which there were a lot more than I remembered...)

Sealed Cave 1F

Trap Door, 8,7 - 2nd Floor (3D)
Trap Door 25,22 - Treasure Room (3E)

Sealed Cave 2F

6,3 - (3F) - Empty Room 
12,4 -  (40) - Empty Room

Sealed Cave 3F

5,3 (41) - Ninja Star, Elixir
9,6 (42) - Empty Room
14,4 (43) - Empty Room
18,3 (44) - Ninja Star, Elixir Room
23, 6 (45) - Light Sword Room
29, 6 (46) - Empty Room
4, 26 (47) - Sealed Cave 4F

Sealed Cave 5F

22,11 (48) - Empty Room
25,25 (49) - Boxes Room

Sealed Cave 6F

3, 5 (4A) - Empty Room

Demon Wall Room

15, 3 (68) - Crystal Room.

And there you have it...

7 of the 15 Doors lead to Empty Rooms, that seems a bit excessive and we could easily cut down on those, which is something essential for Combat Boost at this point, along with using the Treasure Rooms for other maps.

So...

3F,40,42,43,46,48,4A are all of the Empty Room Trapdoors.

Hmm, maybe the event config should be updated to include these labels of what's behind the Trapdoors rather than the ambiguous hex that is used?