јAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=278;area=showposts;start=960e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index4bf3.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=278e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index4bf3.html.zxехg^џџџџџџџџџџџџџџџџџџџџШ0P.F OKtext/htmlISO-8859-1gzip8:жF џџџџџџџџTue, 10 Mar 2020 19:25:32 GMT0ѓАА Ў0ЎPЎ€ЇВ№Ўдхg^џџџџџџџџ+F  Show Posts - chillyfeez

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Messages - chillyfeez

961
Chrome does a pretty good job of translating pages in foreign languages. I found an old ffiv data document once that was in japanese. Chrome translated it at least well enough that I got the gist.

962
Final Fantasy IV Research & Development / Re: The Drawing Board
« on: January 17, 2014, 09:46:24 AM »
The Dark Wave attack even has a sort of self-sacrificial element to it, just like Cover. With Cover, you're sacrificing your own HP to save that of your allies. With Dark Wave you're sacrificing your own HP to deplete that of the enemies.
Dark Wave is absolutely self-sacrificing. One thing that is clear about the mythos of FFIV is that white=defense and Black=offense. This goes hand-in-hand with your concept. Maybe self-sacrifice is Cecil's thing, and these particular techniques are what he brings to either side of the struggle.

963
Final Fantasy IV Research & Development / Re: The Drawing Board
« on: January 17, 2014, 09:19:00 AM »
The corrupt church is a favorite trope of ff stories - almost as common as the evil empire. Featured prominently in FFT and FFX, central to a specific chapter in chrono trigger (which sort of counts).
I like the angle of "dark knight is just a job," very much.The challenge, in the world of ffiv, is to figure out how to explain the culture shift. Ffiv is pretty blatant about the fact that, in its world, good=light and evil=dark is part of the zeitgeist. So, how did the collective consciousness shift, especially in light of the defeat of a significant holy enemy? It can't be simply the case of an "under the radar hero" like Ramza, because we're talking about Odin/King Baron.

 :edit: I guess it could just be that the rise of the barnonian Empire and the subsequent unpleasantness with Golbez is what instilled the notion that Dark=Evil. Seems like that kind of defeats what could be a good plot point in a potential Before-Years, though...

964
This wasn't a live disassembly, so geiger's just uses whatever values are currently in X, A, and Y. Sorry for the confusion.
The code above is commented now, but yeah, you seem to have figured it out.  :edit: I also removed a few lines of nonpertinent code originally included. Oops.
Not as cool in a practical sense as my Mime command, but a great example of "if you can think it, you can do it."

You may have noticed by the offset that this code replaces Hide. That's not an accident. Before I started making Limits, I toyed with the idea of making this an automatically-activated ability (pending specific parameters). That is theorhetically possible.

965
We talked a while ago about a Learn ability for my Blue Mage. I got it working.
I don't have a commented disassembly, but here it is:
Code: [Select]
$03/E876 A2 00 00    LDX #$0000              ;load 0000 into X
$03/E879 AD 52 27    LDA $2752  [$7E:2752]   ;load last (sub) ability used by target into A
$03/E87C C9 60       CMP #$60               
$03/E87E 90 2B       BCC $2B    [$E8AB]     
$03/E880 C9 78       CMP #$78               
$03/E882 B0 27       BCS $27    [$E8AB]      ;specifies valid range of learnable spells. In this code, it's 60 through 77
$03/E884 DD 60 15    CMP $1560,x[$7E:174C]   ;specifies first slot of interested spell set
$03/E887 F0 22       BEQ $22    [$E8AB]      ;if the spell to learn is in this slot already, jump to (fail)
$03/E889 E8          INX                     
$03/E88A E0 18 00    CPX #$0018             
$03/E88D D0 F5       BNE $F5    [$E884]      ;loop 17 hex more times. If the spell is not in this spell set, then...
$03/E88F A2 00 00    LDX #$0000              ;load 0000 into X
$03/E892 BD 60 15    LDA $1560,x[$7E:174C]   ;load spell set's first slot again
$03/E895 F0 03       BEQ $03    [$E89A]      ;now we're looking for an empty slot. If we found one, move on, otherwise...
$03/E897 E8          INX                     
$03/E898 80 F8       BRA $F8    [$E892]      ;loop until you find an empty slot
$03/E89A AD 52 27    LDA $2752  [$7E:2752]   ;load the spell to learn back into A
$03/E89D 9D 60 15    STA $1560,x[$7E:174C]   ;store A into the empty slot
$03/E8A0 8D 9A 35    STA $359A  [$7E:359A]   ;store A into the parameter for the "learned [spell]" message
$03/E8A3 A9 23       LDA #$23               
$03/E8A5 8D CA 34    STA $34CA  [$7E:34CA]   ;load "learned [spell]" into next battle message
$03/E8A8 4C 5A FF    JMP $FF5A  [$02:FF5A]   ;jump to a portion in my mime code that activates battle message
$03/E8AB 4C 55 FF    JMP $FF55  [$02:FF55]   ;jump to a portion in my mime code that displays "nothing happened."
       
Essentially, this ability specifies a valid range of spells. If the enemy has just cast one of them, then the game checks to see if the spell is already in the spell list specified. if not, then it puts the spell in the first empty spot in the list, and displays the message "Learned [spell]."
The spell is not available until the next battle, though.
Feel free to use this however you like.
I can comment on the disassembly, but it'll take a while to look at it again and figure it all out.

966
Final Fantasy IV Research & Development / Re: The Drawing Board
« on: January 16, 2014, 11:54:35 PM »
I had a thought about Rydia's mother...
Maybe the cause of death wasn't "dragon falling."
Maybe the dragon was protecting her, so when it fell she was left relatively defenselss. We know Rydia is of very low-HP stock, and presumably Mom was in the battle alone, and therefore in the front row, so no defense bonuses.
Eidolons seem to enjoy getting their asses kicked for sport (they make you do it before they'll help you), so it stands to reason their defeat should not kill the summoner directly.

967
Final Fantasy IV Research & Development / Re: Basic Sprite editing
« on: January 16, 2014, 11:31:27 PM »
The palette offsets are in this thread, too, I believe.
View them with SNESPal.
You'll have to change the palette manually in Tile Layer, but you can save it in order to easily use it again.
Let me know if you understand that. I tend to use "Big" English.

 :edit:
Hmm... I've never used tile molester. I don't know for sure you can save palettes. Probably, though. If not, get tile layer.
Phoenix gives the offset for battle character palettes in the second post in this thread. Each character has its own palette. They follow the same order (dk cecil, kain, young rydia, tellah,.etc.)

968
Final Fantasy IV Research & Development / Re: The Drawing Board
« on: January 16, 2014, 01:46:26 PM »
The job card system actually doesn't require any custom coding. It's all event-based. Different hireable characters come from different lands - ninja from eblan, dragoon from baron, bard from damcyan, white or black mage from mysidia (no hiring karate masters, but Ursula becomes a permanent character). In the "training" area of each location, there is a Namingway (Jobbingwayт€І Hiringway?) Who asks if you want to hire one, then the menu opens up looking for a Job Card. If you choose Job Card, the proper generic character is added, and the event removes all other generic characters. Of course the Job Card is lost after use. The cards will cost around 5000 gp, making them harder to get early, but no problem beginning around mid-game.

969
Final Fantasy IV Research & Development / Re: The Drawing Board
« on: January 16, 2014, 12:28:50 PM »
Oooh, I'm getting giddy about the conversation here as it relates to my story.
Leonora's epilogue is one of the big surprises... you dpn't end up in Troia until relatively late inthe game and, well, let's just say things are not at all as one would expect there.

Regarding light vs. Dark, I went a little "midichlorian" in that respect. See, what was always known as Light and Dark is discovered (by P&P) to actually be Earthly and Lunar. It works with Cecil's previous journey - he could not overcome his foe with the dark (lunar) sword because his foe was lunar. Likewise, he could master either side because he was the offspring of a lunarian and an earthling.
Palom could never learn White magic BECAUSE he's a twin. One twin got all the lunar power, the other got all of the earthly power.
The plot of my story revolves heavily around the idea that light and dark do not necessarily mean good and evil - evil (and good) can be born from lunar or earthly sources.

970
Final Fantasy IV Research & Development / Re: The Drawing Board
« on: January 16, 2014, 09:31:05 AM »
The "big choice" is the only permanent party option.
You can only have one generic or secret character in the party at a time (which is explained in the first few minutes). A Job Card is used to hire them, and one won't join unless the other leaves. Generic characters cannot rejoin, so dismiss Lando, and if you rehire Lando he starts back at Lv 10 again. The secret character does use a shadow slot, though - it's the same slot that handles the data transfer for the "big choice," for efficiency (you can't get the secret character until after the choice is made).
Of the four interchangeables, two are Palom and Porom (all grown up), they are "inseperable," so you choose both or neither. For the sake of ease, I think it will be "these two or those two" at any given time.
So, choice of six generic/secret, multiplied by choice of two or two, multiplied by the big choice option:
6 * 2 * 2 = 24
I actually multiplied wrong before.
 :edit: heh... apparently i can't do maff this morning. 24 is right. Not 30 or 32.

971
Final Fantasy IV Research & Development / Re: The Drawing Board
« on: January 16, 2014, 08:32:05 AM »
Ah? You managed to fit Generic Characters into your TAAY Chillyfeez? That is interesting!

Also, more info. about KluYa is always a good thing. FFIV:DS added a bit on him as well.
Five generic characters, one secret character who can take the generic spot, four main party characters who - by the end - you can switch at whim, one main party character who gets a "big choice" that affects what his job is for the second half of the game, and one completely static character (not to mention one temporary character who is not part of the final party). Altogether, there are 30 possibilities for your final party - all without a shadow party hack. Though figuring out a way to import shadow party equipment is on my agenda eventually - it must be possible, just haven't really explored it yet.

I have the DS version. I forgot there was some KluYa in it... I'll have to play through again to make sure I avoid continuity issues.

972
Final Fantasy IV Research & Development / Re: The Drawing Board
« on: January 15, 2014, 11:12:52 PM »
Haha, true story - in my hack, there are some "hire-able" (relatively nameless) characters. One is a dragoon. Most of them take their names (since they have to have names) from the members of Tantalus from ffix, but the Dragoon's name is Lando. I shit you not.

Anyway, I love the Idea of a Before-Years. I've tossed the idea around as a follow-up if and when I finish my current project... a little peppering of a backstory for KluYa is kind of a key element in my plot towards the end... kinda hard to explain without explaining the whole story...

973
Final Fantasy IV Research & Development / Re: The Drawing Board
« on: January 15, 2014, 07:04:29 PM »
Meaning you want Elder to be a playable character? You could ditch FuSoYa...

974
Final Fantasy IV Research & Development / Re: The Drawing Board
« on: January 15, 2014, 04:46:41 PM »
Are you talking about the fact that their TNL is identical except for two levels?
Definitely bizarre. I can't help thinking that they could have made them identcal and found some way to have both characters use the same TNL data, thereby saving an astronomical amount of space.

975
Final Fantasy IV Research & Development / Re: The Drawing Board
« on: January 14, 2014, 12:39:05 AM »
Sorry. That was meant to be funny. I wanted it to be the first reply but Grimoire beat me to it.

As far as any perceived rules to this forum, I don't think there really are any. Organization is good so keeping posts on the appropriate thread and linking between threads when it is pertinent is all good. There's nothing inherently wrong with being long winded in posts. Sometimes trying to explain what you're doing - or even worse, what you're thinking about doing - requires a very long and seemingly convoluted block of text. For me, personally... I tend to zone out when reading, so it would help me if you tried to avoid burying the lead. So, "today I was thinking about blablablah," or whatever, so I know what I'm reading about right off the bat, but that's just me.

As far as being noobish... don't feel bad. You seem to have the enthusiasm necessary for doing great things. It's good, too, to have a big goal to work towards. For you, maybe it's fixing the level up system. When I started up in this forum, my lofty goal from the get go was to crack the summon system. Grimoire was very helpful to me there. I got sidetracked from that goal along the way and ended up learning some other cool stuff, and in the process learned quite a bit about SNES ASM... partly on purpose but mostly by chance. Eventually, as you may know, I did figure summons out, but I'm long since past the point where I am satisfied to just sit back and call that an accomplishment unto itself.

Anyway, my point is, you may not yet have discovered all the ways you'll be able to contribute to this little community, but you seem to have the necessary makings of someone who certainly can do so.

Btw, Grimoire, you seem to have forgotten all of the super-important disassembly research you've done on your notes thread. Seriously, opening up the index at the beginning of that thread is like, one of the necessary first steps when I do anything now.