øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=278;area=showposts;start=450e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index4aad.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=278e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index4aad.html.zxÆåg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.KdOKtext/htmlISO-8859-1gzip@øÕKdÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:25:17 GMT0ó°° ®0®P®€§²ð®Ååg^ÿÿÿÿÿÿÿÿçDKd Show Posts - chillyfeez

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Messages - chillyfeez

451
I've never used HxD before, but generally, tbl files should have 1:1 or 1:2 entries.
So, "00=Message Terminate," for example, may be screwing it up.
Try instead
Code: [Select]
00=mT
01=sL
02=?1
03=mC
etc for all non-character entries.
Also, I can't tell if you are using them or not, but eliminate all unnecessary line breaks.
Hopefully that helps...

452
You could make one pretty easily on notepad using the information here:
http://rb.thundaga.com/tob/textencoding.txt

453
So I'm playing around with editing events in FF4kster with Grimoire's flag-conditional event script hack, and I just want to confirm what I'm pretty sure is true...

When FF4kster says, "If [flag xx] is on/off do the next [yy] actions," the yy is actually the number of bytes of event script to run or not run (and not actually the number of actions), right?

Aside from this little tidbit, the two work beautifully well together. This is going to save me oodles of events where my Epic Choices are concerned. My original plan was to have two separate events for everything depending on which choice was made - this still will have to be the case in some situations. The event/fight at the top of Mt. Ordeals as well as the aftermath events are way too different depending on the choice - but for the most part, you guys saved me from having to do some huge hacking to make this all work (like, making the game read event script from an entirely different location in ROM depending on a particular flag, so there could be two sets of event scripts... ugh).

Cheers to you both!

454
chillyfeez to the rescue! You're willingnes to do some extra work to help others is commendable!  :cycle:

Aw, shucks
 :blush:

But seriously, I've said it before and I'll say it again, where FFIV is concerned, I'll always help a ROM hacker in need if I can. Partly to pay it forward - I only got into this less than three years ago and I learned a lot pretty quickly thanks to some very helpful folks. But also it usually ends up leading to mining information I can use for my own purposes - like when I spent some time a few months ago helping Rodimus Primal port (a modified version of) the JP title screen into the US game, I learned some great stuff that allowed me to make what I think is a really cool title screen for my own hack, plus in general was able to broaden my knowledge of how SNES graphics are processed. So, win-win.

Anyway,
Quote
If all you want is to change the palette a tile uses, that's pretty easy. I researched that stuff for my own hack. I've been meaning to bring some order to my notes anyway, so I can post it for you in a bit, if you still need it.
Yes, please - I'll definitely have need for that down the road (and it would be the much cleaner solution to ZERO's issue, too).

455
Sorry, I know we talked about it there, but I was pretty sure we hadn't discussed everything of import in that discussion.
At any rate, that's the only place I remember any of it being documented.
With a small amount of testing, I was able to determine this: the palette for the Save point when the cave tileset is set to palette 14 is at A6570 (ROM w/o header). I can tell you for almost certain that nothing else in the cave tileset uses that particular palette, so you're good there...
The problem with just changing that palette, though, is that I don't know if/how it might be used in other tilesets with other palette settings. After figuring out where the palette is in ROM, I flew around to some other locations to see if the palette is called in any of them. Towns, castles, other-palette caves - no, so all set. It is called when the game loads Mt. Hobbs/Mt. Ordeals... However it doesn't look like the mountain tileset actually uses that particular palette.
So anyway, long story short (too late, I know), you can edit the palette for that save point by editing the palette at A6570, but you may discover down the road that some other tile was inadvertantly affected as well.
There is a way to edit which palette a particular tile within a particular tileset uses, but I haven't fully researched the exact steps you would have to follow in order to do so. (I've done it with Underworld map tiles only, and while the process is surely the same, the data for world maps are all in completely different locations than the data for location maps).

456
Grimoire and I have dabbled in this topic before. I don't know if we have a full concrete answer at this very moment, but...
Quote
Are the numbered palettes I see in FF4kster's Tileset editor (1-32) just combinations of these 8-color palettes?
The short answer is yes.
I'm not home, and won't have the ability to elaborate on this til probably tomorrow, but if you look through Grimoire's Combat Boost thread over on RHDN
http://www.romhacking.net/forum/index.php/topic,17723.0.html
and find the part where he's talking about creating the Everwhite Woods dungeon, that's where we talked about it.
More information is probably available than what we discussed there, but that's the best I can do right now.

457
OK, I better get all of this down while it's still fresh(-ish) in my mind...

So as I said, I was working on making a driveable Dwarf Tank for TfW, which worked out splendidly, by the way. Since you can't normally use the Chocobo underground, and the Tank would only be underground, and the chocobo has a motion pattern a lot like what I wanted for the tank (sprites only move when you move, not constantly like all other vehicles, and also travels on land instead of hovering), I decided to make the Tank a special-case exception for the Chocobo.

So first of all, this - you know how if you hack the chocobo into the Underworld, it's invisible? This has nothing to do with the game's lack of ability to display the chocobo underground. No, despite the fact that there is no way in the normal game to ride a Chocobo in the Underworld, the developers decided to put in a special check in the chocobo initialization code that says:
Is the current world Overworld?
If not, skip the following code (which displays the chocobo sprites).

The code looks like this if you're in the Overworld:
Code: [Select]
$15/B3EA AD 01 17    LDA $1701  [$15:1701]; load current map
$15/B3ED D0 06       BNE $06    [$B3F5]   ; if not 00, skip the following three ops
$15/B3EF A5 AD       LDA $AD    [$00:06AD]
$15/B3F1 C9 10       CMP #$10             ; (don't know, but it's irrelevant for this discussion)
$15/B3F3 F0 03       BEQ $03    [$B3F8]   ; jump to sprite loading code (note that this is one of the ops skipped if current map is not 00)
$15/B3F8 AD 04 17    LDA $1704  [$15:1704]; load current mode of transport
$15/B3FB C9 01       CMP #$01             ; is is chocobo?
$15/B3FD F0 27       BEQ $27    [$B426]   ; if so, skip to chocobo sprite loading routine

...And like this if you're in the Underworld/moon:
Code: [Select]
$15/B3EA AD 01 17    LDA $1701  [$15:1701]; load current map
$15/B3ED D0 06       BNE $06    [$B3F5]   ; if not 00, skip to 15b3f5
$15/B3F5 4C B5 B4    JMP $B4B5  [$15:B4B5]; jump to 15b4b5
$15/B4B5 AB          PLB                 
$15/B4B6 6B          RTL                  ; end

for proof of concept, open a vanilla ROM and ride a chocobo (in the Overworld), then open Geiger's hex editor and change 1701 to anything besides 00. the chocobo will disappear. Likewise if you hack a chocobo into the underworld, then change 1701 to 00, the chocobo will appear.

You can also EA out the D0 06 at $15/B3ED in order to permanently make the chocobo visible in any world!



OK, now some stuff about vehicle travel as it relates to world map tile properties...
So we know from Yousei (and expanded on by several, including your humble narrator) that world map tile properties are stored in ROM beginning at A0A80 (ROM w/o header), and that it's 0x100 bytes per world.
Whenever a world map is loaded, those properties are loaded into EDB-FDA in RAM.
Now, the first byte of each of the two-byte tile properties contains all of the "travelability" data. Any time you try to move (press the D-Pad), the game compares the travelability of the terrain of the tile in the indicated direction against the travelability of your current method of transportation. That's right, there is a (small) table of travelability that contains an entry for each vehicle. This table is at 2AE6 (ROM w/o header) through 2AED. One byte per vehicle. 2AE6 (the entry for "no vehicle") is actually a dummy, I think, because there's a special case string of code for "no vehicle." all vehicles, though (including both chocobos), use this table to determine if they can travel on a particular piece of terrain.
By default, the table reads:
Code: [Select]
vehicle index travelability byte default value
-------------- -- ---- --
Yellow Chocobo 01 2AE7 02
Black Chocobo 02 2AE8 04
Hovercraft 03 2AE9 10
Enterprise 04 2AEA 20
Falcon 05 2AEB 20
Big Whale 06 2AEC 80
Ship 07 2AED FF

So, you see, it is possible to make the Enterprise and the Falcon subject to travel over disparate terrain rules... in case that's something you're interested in doing.
Another interesting thing about this information: there's a special case exception for how to proceed if you're in the Underworld and the "mystic silver" flag is not set. And, it can be changed separately for the Enterprise and the Falcon!
For the Enterprise:
Code: [Select]
$00/AA05 AD 04 17    LDA $1704  [$00:1704]; load current method of transportation
$00/AA08 C9 05       CMP #$05             ; is it Falcon?
$00/AA0A D0 0C       BNE $0C    [$AA18]   ; if not, skip to next check
$00/AA18 C9 04       CMP #$04             ; is it Enterprise?
$00/AA1A D0 0C       BNE $0C    [$AA28]   ; if not skip to travelability check
$00/AA1C AD 81 12    LDA $1281  [$00:1281]
$00/AA1F 29 04       AND #$04             ; check if "Yang Destroyed Cannon" flag is set (I guess after this point, the Enterprise is ready to fly underground)
$00/AA21 F0 05       BEQ $05    [$AA28]   ; if not, skip to travelability check
$00/AA23 A9 01       LDA #$01             ; if so, then for the sake of travelability check, pretend we're on a yellow chocobo
$00/AA25 4C 2D AA    JMP $AA2D  [$00:AA2D]; jump to travelability check

For the Falcon:
Code: [Select]
$00/AA05 AD 04 17    LDA $1704  [$00:1704]; Load current method of transportation
$00/AA08 C9 05       CMP #$05             ; is it Falcon?
$00/AA0A D0 0C       BNE $0C    [$AA18]   ; if not, skip to next check
$00/AA0C AD 87 12    LDA $1287  [$00:1287]
$00/AA0F 29 02       AND #$02             ; check if "Heat Shielding the Falcon" flag is set
$00/AA11 F0 15       BEQ $15    [$AA28]   ; if not, skip to travelability check
$00/AA13 A9 01       LDA #$01             ; if so, then for the sake of travelability check, pretend we're on a yellow chocobo
$00/AA15 4C 2D AA    JMP $AA2D  [$00:AA2D]; jump to travelability check

If you study the tile properties of the Underworld, you'll see that most of them are set to "Chocobo can Travel." Because, by default, there are no chocobos in the Underworld, the developers were free to use this bit for "special case airship travelability." So when the right flags are set, the Enterprise and/or Falcon can fly over extra terrain (specifically, magma).
Manipulation of this code enables us to change 1) which flag controls exapanded underworld travel (for each vehicle), as well as 2) Which vehicle to "travel as" when the specified flag is set.

For the purpose of TfW, I changed the latter of each to 04 and 05, respectively, since there will be no "application of mystic silver" in my game, but there will be a chocobo (or, more precisely, a Tank). Then I just changed the Underworld tile properties so that airships have no problem flying anywhere, but chocobos (tanks) can only travel over land.

458
*whew* so, lots here. Where to begin...

Quote
he renamed himself Golbez (mistranslation, blah, blah we all know the rest).
Actually, I don't know about this. I know in Japan he's called "Gorubeza," which could work out to Gorubeza, Golubeza, Gorbez, Golbez... but I still don't really see any significance in any of those.

Quote
It is likely he took up residence in the Tower of Babil, which was likely of Lunarian creation before humans had a written history (or had evolved significantly enough) and used that as an anchoring point to keep the moon stabilized in orbit. The Lunarians had a dangerous weapon on the moon with them called the Giant of Babil that... for some reason could be called with interplanetary elevator down to the Tower of Babil (may have been originally purposed for the mass movement of the Lunarians down to the Blue Planet) that Zemus wished to use to wipe out the humans but FuSoYa stopped him and sealed him in a deep sleep.

Hmm... It's got an awful lot of firepower for something that was going to be used as an interplanetary ferryboat. I'd imagine it was designed specifically to wipe out the earthlings. I do believe the tower was a key to the Interplanetary Elevator, though. I believe there is mention of how Golbez needs all eight crystals to activate the tower in order to summon the Giant. So I think the Tower is the mass transportation device, and the Giant, then, is specifically a weapon. I think it's safe to assume that Zemus (and his faction?) created the Giant, but it also seems kind of suspect that FuSoYa didn't destroy it when he subdued Zemus. What, was he hanging onto it just in case those Earthlings turned out to be assholes after all (spoiler: they did - see KluYa)?

Quote
I do feel though that the effects of Zemus' growing power was causing previously peaceful monsters to become restless and lash out, many not necessarily under the direct control of Golbez
Zemus, or Zeromus? I mean, Zemus is just a lunarian, albeit a significant one to this story. Can we presume that, as Golbez was simply doing Zemus's bidding, Zemus was just a pawn of Zeromus? I'm actually kind of exploring this in TfW. In my story, Zeromus is/was sort of a godlike entity from the moon, who the Lunarians were aware of and whose power they could control to a certain extent (channel or block as they see fit), but whose existence was thought to be eternal and interminable. As indicated by "I am the hatred," he/it was primarily a destructive force, and therefore the "good" lunarians expended a considerable amount of power trying to keep him/it in submission. In my story, the Earth has a similar type of force, which will end up being the final boss, and the really fun part of the story will be divulging how that relates/related to the events of the original game. :)

Any thoughts on "Bab-il," by the way? I mean, I know it's a biblical reference, but is there any indication of what the term means to the ffiv universe? I mean, there's a tower and a giant, which are connected, but not really used for exactly the same purpose by any account (that is, yours or mine). So maybe "Bab-il" was a lunarian who was the designer/engineer of these things?

Quote
I do not think Golbez or Rubicante anticipated that they would be able to maintain as much of a presence as they ended up doing, when a cave that burrowed into Babil itself was built.
Ah, see I was thinking that the "Cave of Eblan" was the main (Overworld level) entrance in and out of the tower, but maybe that's not the case, and the Eblanians were being really sneaky building their hideout so close (where they'd least expect it).

Quote
He seems familiar with Cecil and Kain, which leads me to think he may have been working out of Baron for some time. I believe the "Dr" epithet is probably just another name for a doctor of science, because he's clearly a scientist of some sort and not a medical doctor. It is also interesting that Dr. Lugae in the DS remake mentions that he was made "Golbez's chief strategist". In The After Years as well Golbez laments that Lugae had so much potential and how his fate would have turned out had he taken another path. This in itself leads to another question, we know that Golbez has humans working alongside his monsters, whether it be knights with flame magic, dark knights, girls wielding both swords and magic, so clearly he is attracting more than just your typical evil monsters to his side, but also humans of various professions.

I hold that Lugae was probably some sort of scientist working out of Baron who was enticed by Golbez to join him on his quest and that he was Golbez's chief strategist it goes to show how much trust was placed in him.
Yeah, I kinda thought that, too, that it's more doctor of science than doctor of medicine. Though he does at least dabble in the (always lucrative) field of mad biology.
It always seems strange to me, though, when Final Fantasy tries to put traditional science (primarily medicine) into its largely fantastical worlds. FFVIII is a big offender with this one, too, with Dr. Kadowaki (another "only doctor in the world").

Quote
Oh he's old. Really old. The Lunar Whale is just a legend by the time of FFIV, but it was the vehicle that KluYa used to get here. FuSoYa is similarly old as he was the one to seal Zemus in a long removed time. KluYa did not only develop technology, but also the basic arts of magic (seeming to retcon the God of Magic, Minwu out of the game's lore. It is a little difficult to say, but the original game itself did mention that KluYa taught men magic) to the people of the Blue Planet. According to the Scenario Book, the civilization of FFIV is around 800 years old because the world itself is "fairly new".
Yeah, I guess that seems like the more sensible possibility. Although, I don't know if you watch Doctor Who, but if you do, remember that episode ("The Doctor's Daughter") with the cloning device, where it turned out they were only on the planet for like a month, but it seemed like centuries to them because their lifespan was only a day or two? When you shorten the scope of history, what happened 75 years ago might seem like ancient history (bear in mind, Cecil has ascended to the position of captain of the royal air force by the age of ... 18? Yang is around 40 or so, but he's king of Fabul by the end of the story, and it doesn't seem like the old king was killed or anything... Tellah seems really old, but his daughter is youngish amd engaged to ~25 year-old Edward... So we really can't assume the life expectancy is very long in this world.
Assuming, though, that Human history is at least a few centuries old, and that KluYa lived for at least a couple of those centuries, do you still think that Cecilia was the only woman he ever had kids with? Or maybe do Cecil and Theodor have some other surprise siblings out there?

Quote
Rydia is far from the "Last Summoner" as the Summoners in the Feymarch itself would attest. Plus there's an old man in the Village of Mist who says "we" in regards to Summoners when referring to where the Summons come from
There are other summoners in the feymarch? Are you talking about the monsters you fight on the way there? I don't think they're the same thing, but even if they are, they're in the Underworld, so it's safe to assume most surface-dwellers would be completely oblivious to their existence.
That old man and his "we" did always get me, though...

Quote
Why did Leviathan attack the boat on the way to Baron and kill everyone on board (that wasn't a main character?) that is never adequately explained or brought up again.
Assuming that Rydia is the last real summoner, I always thought Leviathan was taking her away to protect her from the rest of the world, which in the wake of the destruction of her village he could have perceived as too dangerous a place for her at the time. With that specific goal in mind, damn the collateral damage. What's the lives of a few "dangerous" humans in order to spare the Last Summoner? ... Clearly Leviathan was not a disciple of John Stuart Mill.

Quote
Finding Rosa sick in Kaipo - First off, how in the world does she beat you to Kaipo? She would've had to run like an Amazon through the fresh mountain ridge that Titan created. And secondly, how is it that this woman in her battle bikini succumbs to heat stroke (more or less), yet the guy wearing heavy black armor carries a small child across the desert in the blazing heat, fights off four armed guards in the middle of the night, and is just fine after a nap?
Hmm... Very compelling. Furthermore, why did she go to Kaipo if Cecil was only supposed to go as far as Mist? She must not have set out until the earthquake. Unless she wasn't going to find Cecil and Kain, but instead just fleeing Baron because the "King" had seemingly gone mad.  At any rate, I think it's pretty certain that she did not take the same path as Cecil.
Ooh - maybe Cid flew her away in an airship, and this is one of several treasonous acts that got him imprisoned!

Quote
The hovercraft - Why is there only one of these things in the world? It's like before settling down, KluYa was traveling the world, teaching different kinds of technologic know-how to different areas
I think the hovercraft being Damcyanian has to do primarily with the geography of the kingdom. It's the only kingdom that is separated into several pieces by water and mountains, so they needed to develop a way to get from the castle to Kaipo, to the Antlion cave.

Quote
The Dark Crystals - Now, the Light Crystals corresponded to an element, yet the Dark Crystals were just... Dark. I've always wondered what they would correspond to; perhaps other elements, or four of the seven deadly sins (Lust, Greed, etc)
Maybe we're not thinking about the crystals in the right way. We know that in ffv the crystals are largely responsible for the elemental forces, but maybe that's not how ffiv crystals work. Maybe ffiv crystals draw their power from the elements.
To wit: The Water Crystal is in Mysidia, on that little peninsula surrounded by ocean. The Earth Crystal is in Toroia, surrounded by denmse forest. The Fire Crystal is in Damcyan, in the middle of the desert, where it's always hot. The Wind Crystal is in Fabul... This one isn't quite as convenient to explain, but we know they have a considerable fleet of sailing ships. Maybe there is a lot of wind in that part of the world?
So these are all "elements," a term traditionally used to describe meteorological forces. In the underworld, they don't have weather. They just have magma. So if we can assume the Overworld Crystals absorbed the most significant surrounding elements, then so did the Underworld crystals, only they just absorbed... Dark and lava. Because that's all there is down there...?

459
Final Fantasy IV Research & Development / Making sense of the story
« on: June 03, 2015, 11:14:36 AM »
So I've been thinking about some of the nuances of the story lately... As I am working on a sequel, some of this is actually kind of important to what I'm doing, but also it's just fun to geek out and ask the questions nobody's asking because it involves reading into the story more than a normal person ever would.

So...

What's the deal with Golbez's backstory?
This thought was kind of inspired by what Pinkpuff and Grimoire were just discussing on the Unprecedented Crisis thread.
So, OK, I know Square established later that his mind was initially affected by Zemus when his parents died, but... Where did he go? How is it that he was able to work on becoming a super powerful sorcerer and a general of all of earth's evil over a period of seventeen years or so without anybody noticing? And he started out as just a kid. So did he just sit in a cave somewhere working on his dark magic and just stewing in his evil broth for a decade or so?

What's the significance of Eblan?
Out of all the societies sieged by Golbez's forces, they seem least likely to offer any real resistance in the early stages of his plot - they have no crystal, and are very isolated from the rest of civilization - yet they're the only one that is already completely obliterated when you first get there, and presumably for some time before the beginning of the game. I guess they were maybe viewed as a threat because of their proximity to Bab-il? But that doesn't add up, because when they were forced out of their stronghold, they went into hiding closer to the tower's entrance! Furthermore, threat my foot! They don't stand a chance against Rubicante, and the king and queen are abducted and turned into Lugae's science experiments.

And how about Lugae?
He's one of only two doctors ever seen in the game... How did he learn his trade? He's another one who it doesn't seem likely he could build all of that stuff up without anybody noticing. And where did he come from? He's not (originally) a monster, he's a human. So what kingdom do we presume he hails from? Maybe Troia, and that's how he learned to be a doctor?

How about KluYa?
If I have this story straight, he came to earth to help this savage little planet evolve and develop technology so that it could eventually be a place inhabitable by both earthlings and lunarians. And he's Cecil and Golbez's dad. So... Either Lunarians live REALLY LONG lives, or earthly civilization is only a few decades old.


Anyway, what are your thoughts?

Any other poorly a explained plot points you can think of? I'm sure there are lots...

460
If I'm not mistaken, FF4kster does tell you how much map space is left, no?

461
Annnnnnd we're back.

So I've been working on putting a driveable tank into TfW, and in so doing I learned a bit more about world map tile properties, specifically the first byte, as it relates to vehicle travel.
I'll dig through my copious notes and post the relevant stuff here when I have the chance.
Among what I found was the place in ROM (one byte per vehicle) that corresponds to what type of terrain a vehicle can travel over. Also, by manipulating interpretation of these bytes, apparently, airships travel as "chocobos" when in the underworld (but this can be changed, too).
This is another one of those gray areas that I can't decide if it is better suited here or on the vehicle thread, but seeing as how the concrete info I have involves world map tile properties, I'm putting it here.

462
Quote
I wonder if there are appropriate image tiles to use, though, or enough space to create something custom.

... Oh, right - I'm not using the top of the tower of Bab-il. That'll be at least four graphic tiles that can be reappropriated.

463
Quote
I would suggest taking one of the town tiles in the Underworld and turning that into a new sort of rough tile that's not quite stairs, but could be enough to show the player that a Tank could drive up it while feet could not scale it.
That's a good idea. I wonder if there are appropriate image tiles to use, though, or enough space to create something custom.

Quote
Getting to the Underground through Babil is also a neat change of pace.
Well, while the crater near Agart remains open, there are no airships that work at the onset of my game (but - spoiler alert - Luca's working on it down there), so they have to get down there somehow. I have big plans about redoing the tile graphics in the tower to be grown over with vines and cracking to suggest that the place is not functional anymore (sorta like ffv ruins).

464
I've been working on making the Dwarf Tank a driveable vehicle.
It'll still be a while before the game takes the player underground, but when it finally happens, it will be by way of an abandoned Bab-il. At the base of the tower, the heroes will find a disused tank from the original conflict. I've got it working, but there are still some details to iron out. Essentially, I'm trying to decide where the tank will be able to travel. The way I see it, it should have mobility that the player does not have on foot. I'm considering making it capable of traveling over the plateau tiles. Only problem with that is that it looks kind of silly, because the tank just rolls flatly onto what should be a separate elevation. I might be able to make the elevation increase slightly on a conditional basis but it would be a lot of work... I'm also toying with the idea of not having any extra mobility, but making "no encounters" the only benefit of driving the tank. I had this cool idea that the monsters on the Underworld map could be near impossible to defeat without weapons purchased/found underground (which could be accomplished by way of creature types, higher defense, and the "immunity" element).
Anyway, that's what I've been working on. I am picking away at the foundation for chapter 3, but it's slow going. There's a fundamental change I had to make to Baron castle for the purpose of the story. That's done now. Still lots to do, though...

465
It's probably a bit late in the process as far as Crisis is concerned to go back and do this now, but I've adopted the practice of adding !!! to the end of anything I've used in the config files to avoid stuff like that happening.
I don't know if I've ever expressed this before, but your idea to make the config files part of FF4kster was nothing short of genius.