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Author Topic: Final Fantasy IV:Combat Boost! - Complete up till the Underworld (v0.14)  (Read 3906 times)

chillyfeez

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Re: Final Fantasy IV:Combat Boost! - Complete up till the Underworld (v0.14)
« Reply #15 on: January 14, 2015, 10:16:56 PM »
So Gulg volcano will be sort of an underground Zot, in that you never see it and you cannot enter it after the story progresses? It's an innovative solution to the lack of map editing ability.

In general, I like the ideas. What would you do differently if you could edit the map, though? Because though it's not as easy as using FF4kster, I have had some success using a somewhat convoluted method using Yousei's editor...
Since World Map data are in the same place in versions 1.0 and 1.1, you can terraform on a 1.0 ROM, make a patch, then apply the patch to your 1.1 hack. You have to take care not to edit too much, though, because Yousei's editor will automatically expand the ROM and relocate map data if it runs out of room.
Also, this method won't help change triggers or anything like that. Anything beyond terraforming still needs to be done "the hard way."

I'm wondering, also... How many "free" monsters do you have left? Will there be enough to give a unique feel to two new dungeons?
 :hmm:

Grimoire LD

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Re: Final Fantasy IV:Combat Boost! - Complete up till the Underworld (v0.14)
« Reply #16 on: January 14, 2015, 11:35:20 PM »
So Gulg volcano will be sort of an underground Zot, in that you never see it and you cannot enter it after the story progresses? It's an innovative solution to the lack of map editing ability.

In general, I like the ideas. What would you do differently if you could edit the map, though? Because though it's not as easy as using FF4kster, I have had some success using a somewhat convoluted method using Yousei's editor...
Since World Map data are in the same place in versions 1.0 and 1.1, you can terraform on a 1.0 ROM, make a patch, then apply the patch to your 1.1 hack. You have to take care not to edit too much, though, because Yousei's editor will automatically expand the ROM and relocate map data if it runs out of room.
Also, this method won't help change triggers or anything like that. Anything beyond terraforming still needs to be done "the hard way."

I'm wondering, also... How many "free" monsters do you have left? Will there be enough to give a unique feel to two new dungeons?
 :hmm:

The first one... admittedly no. It was meant to be an open air sort of affair though so it will have the basic Underworld foes and maybe some others thrown in from the Overworld (my issue with the Overworld is I eventually ran out of battle formations. That shouldn't be a problem with the abundant supply in the Underworld) As for my monster space...

I have 45 unassigned normal monsters, but these monsters Do have to last me the rest of the game. So let me think...

Northern Wastes
Tower of Babil 1
Gulg Volcano
Eblan Cave
Tower of Babil 2
Sylph's Cave
Land of Summon Monsters
Sealed Cave
Bahamut's Lair
Giant of Babil
Lunar Subterrane

That is still... 11  areas. Meaning my initial idea of including 4 monsters in each area seems like it should work, it leaves me with no room to add new monsters though. But as you've progressed further you've likely noticed that the enemies have been getting further and further away from their vanilla counterparts.

I did a similar thing with Eblan Castle that the enemy's are mostly from around the area, with some dungeon enemies thrown in ranging from Mt. Ordeals to Tower of Zot.

I'll likely do the same here, throw in some Tower of Zot foes for Rosa and Kain to be allowed to fight. I know the boss of the area will probably be a Moon enemy that fits with the area and I'll use my Silver Dragon trick to make it fight differently on Earth.

Gulg Volcano will probably just be a complete homage with a special Lilith being Kary/Kali/Marilith and all four of the new foes there will be FFI references.

As for what I would do differently if I could edit is to make the crater area at the bottom of the Overworld Portal as Triggerable so you could revisit the Northern Wastes. I would  take the worthless island in the for south-west and try to form it into a Mountain with a ring of fire sticking out with a cave path (since I doubt the Underworld would support the Mountain Pass graphics as they are never used.)

It's the actual map idea that I'm struggling with... I wanted it to be a mountain with a background of lava, but... obviously that doesn't work because of FFIV's inability to show two tilesets at once. So here are my thoughts...

By removing all treasure rooms in the Sealed Cave (and having their respective TrapDoors yield the treasure.) I have several rooms to work with.

The first room (since you are entering from a cave) could be a ruined town (kind of like Moria in some respects? Great, now I'm picturing Cid saying "Fly, you fools!") Showing that at one point the Dwarves did protect this area. The second map could be a mountain-side proper. And the third map could be the inside of the Volcano using Tomra's palette to show flowing lava which leads back to the mountain map which leads to the Crystal Room where events would occur.

I should have enough alternate battle background palettes to support this idea as far as those go.

chillyfeez

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Re: Final Fantasy IV:Combat Boost! - Complete up till the Underworld (v0.14)
« Reply #17 on: January 15, 2015, 08:25:17 AM »
You can definitely make that crater thing a trigger.
It's already walkable, so you'd just have to set it's "trigger" flag in tile properties, which I documented here:
http://slickproductions.org/forum/index.php?topic=1866.msg18872#msg18872
And for reference, which tile you're editing and the location of the underworld map properties is in this post:
http://slickproductions.org/forum/index.php?topic=1866.msg19013#msg19013
And like we discussed previously, you could take one of the "tanks shooting the tower" trigger points.
That's definitely all doable.
The Gulg volcano location maps are definitely an issue as you said... Wonder if maybe a palette swapped cave tileset would work? At least you'd still have the rocky terrain, and then you could have flowing water (lava), as well.

Grimoire LD

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Re: Final Fantasy IV:Combat Boost! - Complete up till the Underworld (v0.14)
« Reply #18 on: January 15, 2015, 12:03:35 PM »
Ah that's wonderful Chillyfeez! I had completely forgotten that you not only marked them out, but also put them on a tileset to more easily change them.

That should help immensely. Though aren't one of the Tower of Babil triggers unused? I recorded down 3 when there should only be 2. But it is probably just best to be safe and take a firing of the Dwarven Cannons.

Well that does mean that I can have the player re-enter the Northern Wastes then. Terrific!

I'll cross that bridge when it is pertinent for putting Gulg Volcano on the map proper, but looking at the tiles I have available I think that it shouldn't be too difficult to create a Volcano looking area.

But I did have a question... do we know how "Entering Underworld for first time" event is called when you go to the Underworld? It wasn't on any trigger map that I could make out. Since obviously I do Not want to use that event space by deleting the fairly complicated original event. I still have many unused event spaces (and if I need more, I can make more)

If it's unknown I don't think it should take me too long to find... in theory.

So I will need three event slots for the Northern Wastes... 1 for the crashing event, 1 for the switch/?key? and 1 for the Crystal Chamber. I may just cheat and save myself a trigger event space (those things are stupidly precious.) And create an event that "unseals the door". And the events happen when you interact with the door. I can start that event from the "Entering Underworld for first time" slot to keep on point.

 :edit: Well that was a large waste of time. It was in the editor all along at Event Call 47. That's all I need to change,  :bah:
« Last Edit: January 15, 2015, 02:44:22 PM by Grimoire LD »

Grimoire LD

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Re: Final Fantasy IV:Combat Boost! - Complete up till the Underworld (v0.14)
« Reply #19 on: January 15, 2015, 06:20:43 PM »
The first event is complete. The only flaw is that the Airship isn't there after the event is done, which is because of Visual Effect 41 setting the Airship to that specific location. I'll have to live with that. I have also put the warp in the Crater as I had planned so this first preparation part is done, now it's a matter of designing the dungeon.

Pinkpuff

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Re: Final Fantasy IV:Combat Boost! - Complete up till the Underworld (v0.14)
« Reply #20 on: January 16, 2015, 08:29:54 AM »
Will it be a carbon copy of the one in FF1? Or just named after it?
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Grimoire LD

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Re: Final Fantasy IV:Combat Boost! - Complete up till the Underworld (v0.14)
« Reply #21 on: January 16, 2015, 01:43:17 PM »
Will it be a carbon copy of the one in FF1? Or just named after it?

Just named. There would be issues with trying to put FFI's Gulg Volcano into FFIV mainly the many rooms that FFI used in a clever fashion wouldn't really be convincing in FFIV without using a Lot of maps to work it.

There will be references in enemies to the original FFI area, and the boss will be a Lamia named Marilith but that's as far as that goes. Mainly because of plot purposes I want the party to go Up the volcano rather than down deep as is done in FFI. I also like the idea of exploring several different tilesets for an area (which is never done for any area in FFIV aside from Crystal Chambers)

Interior Castle Tileset to Mountain Tileset to Watery Caves Tileset to Crystal Chamber.


chillyfeez

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Re: Final Fantasy IV:Combat Boost! - Complete up till the Underworld (v0.14)
« Reply #22 on: January 16, 2015, 05:27:10 PM »
Quote
(which is never done for any area in FFIV aside from Crystal Chambers)
Well, and towns and castles... but I get your drift, and it is a fun idea.

Grimoire LD

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Well, I decided that Armor Break, while very neat in theory, is mostly useless in Combat Boost because I never really changed enemy's defense ratings (which generally range from 0-5) making it hardly have any effect.

The new effect of Armor Break will do much more, it will reduce an enemy's Evasion down to 00%, meaning that if your weapon can inflict a status it has a much greater chance to inflict that status and the enemy will no longer be able to evade your attacks. I may do some balancing in that regard with bosses though.