øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=14;area=showposts;start=225e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index4d8a.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=14e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index4d8a.html.zx˼g^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.aöOKtext/htmlISO-8859-1gzip8:ÖaöÿÿÿÿÿÿÿÿTue, 10 Mar 2020 16:30:26 GMT0ó°° ®0®P®€§²ð®ʼg^ÿÿÿÿÿÿÿÿ'*aö Show Posts - Pinkpuff

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Messages - Pinkpuff

226
I used your most recent patch and started poking around myself. It seems to be crashing during the routine for setting map links. Specifically, it's crashing during the check for map #349. It looks at the maps in reverse order, checking for triggers and NPCs to call events. Maps #384-350 are fine. In the original game, Map 349 is "Bahamut's Cave - Bahamut's Floor" if that helps...

227
When I say "spell color names", that has nothing to do with spell names or orb symbols. It's only the text "White", "Black" and "Call", and even then, it's only the text for those words in the menu, not the battle command versions.

Does it get to the word "DONE" for the finishing touches? Or does it crash before that appears?

 :edit: Uploaded again. Now you can turn glitch worlds into real worlds and vice versa.

228
Ah right, PinkPuff there was one thing missing from 8-6 Character Spell Names and that was when the spell is learned. Past 48 it bizarrely looks to see if it should be eight letters.

Which makes no sense in a basic manner considering the player's spell name would be screwed up in the first place.

In any event here is the fix...

$02/A542   C9 48   CMP #$48   A:0084   X:7506   Y:0010

Just change that to whatever is the end of Player's Spells so players can learn these new spells without the "Learned X" box trying to display an eight letter spell name.

Thanks! This will be fixed in the next update.

So, if it gets through reading all of the data fine, but then crashes (crashes, yes, doesn't even hang anymore) when it gets to "Applying finishing touches," can you think of any particular implication that might have?

The "finishing touches" are as follows:
  • Flag moon creatures (look at the formations in the lunar encounters and flag each monster contained in them as being "lunar" so that the correct script will be displayed)
  • Set event map links (look through the triggers and NPCs and assign the events they launch the corresponding default preview map)
  • Read spell color names (the text in the rom that normally says "Black", "White", and "Call" for the menu)

229
New WIP version uploaded:
  • Map backgrounds display correctly (finally)
  • Jobs "Extra 1" and "Extra 2" added; you can give them equips and in-battle spell sets, but not menu spell sets.
  • When you start the program now you will notice it itemized everything it's reading as it reads the rom. This way, if it hangs for some reason, people can give more useful bug reports than "I tried to load it and just got a black screen"
Next up: turning glitch worlds into real worlds and vice versa!

230
Without actually trying it, my speculation is:

The game would read it "correctly" but display it as two sepearate events. It would also conceive of them as two separate events. Thus, when it went to save, it would likely duplicate the instructions and put in a new pointer. This may bloat your event space and may even cause it to give you an "event data overflow" error if you've used enough event space for other events.

231
Not sure if you noticed, but some of the maps' backgrounds are messed up (in the editor, that is; they still work fine in-game). I've got a new way of reading the maps now, and now it displays backgrounds correctly, but for some reason writing the data back to the rom is not as straightforward as it would seem.

232
That should be straightforward. I'm currently in the middle of reworking the map reading and writing routine though so it may be a while before it happens.

233
Updated again!

This time:
  • Fixed the above-mentioned pointer error for six-letter spell/technique names.
  • Command stances can now be edited (but not the poses they consist of... yet).
  • Victory theme can be turned on/off in battles that have "no change" music (only the first 6 such battles that DO play the theme will be saved; the rest will revert to "no fanfare").
  • Exp & Gil rewards can now be suppressed in specific battles (only the first 12 such battles that DO NOT give rewards will be saved; the rest will revert to giving rewards).

234
Thanks! That solves the "playing the fanfare" part, but what about the Exp/Gil part? Chaging something from an autobattle to a normal battle does not seem to cause it to start doling out rewards...

 :edit: Never mind, I figured it out. That table at 9FD00 has a list of 12 formations that suppress the giving out of rewards. Some are autobattles and some aren't. Anyway it's all good; next version of the editor will have rewards toggle and victory theme toggle in the formation editor.

235
Ugh I tried changing it and it's not displaying correctly for me.

I expanded the 6-letter names to include one more spell, and they all display correctly, even in the menus, but the 8-letter spells are all off. I cast Ifrit and it comes up "JudgBolt". Ifrit's sprite still appears and it has the Ifrit effect, but it just has the wrong 8-letter name. Same for all the monster abilities; they're all off...

 :edit: False alarm! I missed one of the pointers there in that original post. It's fixed and working correctly now (though not uploaded yet)

236
As for Dia, I actually made a formula for that Long ago, haha. It was a replacement of Count's formula though.

$03/DBB5   AD 40 27   LDA $2740  [$7E:2740]   A:0003   X:0038   Y:0000   P:envMxdizc - Load Target's Creature Type into A.
$03/DBB8   29 80   AND #$80   A:0080   X:0038   Y:0000   P:eNvMxdizc - Is it Zombie?
$03/DBBA   D0 01   BNE $01    [$DBBD]   A:0080   X:0038   Y:0000   P:eNvMxdizc -If not, branch to 03DBBD.
--------------------------------------------------------------------------------------------
$03/DBBC   60    RTS   A:0000   X:0038   Y:FFFF   P:envMxdiZc - Return.
------------------------------------------------------------------------------------------------
$03/DBBD   20 AF C9   JSR $C9AF  [$03:C9AF]   A:0080   X:0038   Y:0000   P:eNvMxdizc - Jump to Damage Determination.
$03/DBBE   60    RTS   A:0080   X:0038   Y:FFFF   P:envMxdiZc - Return.

Ok so if I apply this as specified above, the "add Count" routine will instead become "Undead Damage", allowing me to make Harm/Dia spells but breaking any existing Count spells/techniques?

But this was done in very slight space. If I were to remake this I would make it so it would not be considered an elemental attack and the Eight Elemental designations would be the Race the formula has to match to deal damage. Adversely it could be no statuses allowed and use the Status designations as the Race matching, which sounds like it would work better as it would allow Elementals to work with it.

Personally I'd prefer to keep the statuses; usually races and weaknesses match up pretty well (undeads = fire/holy, reptiles = ice, robots = bolt, etc), and even where they don't it just seems more interesting to have f.ex. Undead Damage + Blind, or Undead Damage + Mute, than to have, say, Fire Undead Damage or Ice Undead Damage...

Also, another idea:

Damage based on target's current HP / Damage based on caster's Max HP
The game already has the reverse of these, a routine for damage based on caster's current HP and one for damage based on target's Max HP. But it would be nice to be able to do the opposite sometimes. For example, in my hack, Demi is currently dealing damage equal to target's Max HP / 4. Ideally, it should be dealing target's current HP / 2.

Fixed Damage
Damage that always hits and somehow ignores the normal damage dealing routine that modifies damage based on weaknesses and resistances and such, and instead deals a constant amount of damage no matter what. For example, 1000 Needles from the subsequent FF games. Perhaps the amount can be specified by the Power byte x the Hit byte? So to get 1000 you could have 100 Power and 10 Hit or vice versa. To get Globe199 you could have 100 Power and 100 Hit (presumably the game would apply the usual damage cap to prevent things from going wonkee). You could even have smaller versions for earlier in the game, like "100 Needles" or something. I dunno, might be interesting.

Also, back on the topic of custom event instructions, I thought of something that might be useful in certain contexts:

"Remove spell xx from spell set yy"

In fact, it may not even need to be its own instruction; maybe it could just be a modification of the existing "Add spell" instruction to make it into a sort of "Toggle spell"; so I guess it would first check if the spell is in the set, and if it is, remove it, otherwise add it.

This might be usable to, for example, have an event something like Rydia's Trial from FF4 Advance. She forgets a bunch of summons when you enter and you have to add them back one by one. Or perhaps some kind of event where Tellah forgets a bunch of spells again and has to get them back somehow or something. Just a thought ^_^

237
Final Fantasy IV Research & Development / Re: Graphics info
« on: April 16, 2015, 04:31:21 AM »
As for this fight, yes... it seems you're a bit more leveled than you were previously. Was it intended that physical attacks would still deal that much damage to Malacoda? I should note that every defense rating in default FFIV is worthless. If you wanted to Actually increase an enemy's defense you should dip into Magic Defense values, though you probably already knew that. Then again I'm one for a difficult and challenging boss, I imagine she'll break out with Storm if she stays in her Tornado form, which would make it a bit more difficult.

It's the kind of battle where timing and luck play a bigger facter than usual. If you wait too long on Kain's Jump or if he somehow can't, like if he's defeated (unlikely, as this iteration of his actor starts with the bolt-resistant diamond gear, and is very likely to be in back row due to replacing Rosa) or, more likely, magnetized, Malacoda will continue to spam Bolt3 split, Magnet, and Fight. If Kain is fine though you shouldn't have too much trouble. It's ok though, I don't want to put a particularly difficult/tricky battle in the middle of a long plot scene like that because it would be annoying for a less experienced player to have to keep watching through the scene over and over.

Porom getting magnetized can also throw a sizable monkey wrench into the ointment.

238
Final Fantasy IV Research & Development / Re: Graphics info
« on: April 15, 2015, 02:50:10 PM »
Last but not least... Malacoda, Fiend of Bolt!

https://youtu.be/nSYgrg2AcQY

This one is probably not as exciting as the other fiend battles, but she can be relentless with those Bolt3s, and if Kain gets magnetized, the fight gets a lot harder. Though it does take place amidst an exciting plot scene, I didn't include it since most of it wouldn't make sense out of context anyway, and what did make sense would be a little too spoilery.

239
Final Fantasy IV Research & Development / Re: Graphics info
« on: April 15, 2015, 05:35:22 AM »
What an intense battle! You've done a fantastic job with the balance it would seem. The fight starts out with a "do-or-die" situation that you then have to maneuver back from while Ciriatto is just relentless with his attacks!

Thanks! I want it to be a very scary/intimidating battle but still able to be won. Also I have a tendency to just speed through without grinding, especially in test plays like this. Even a few extra levels would probably make a huge difference.

Did he have a weakness? Dark Knight Cecil with what looked like a Holy Sword only dealt less than 1000 while Edge was dealing nearly 2000 with his normal attack.

He is weak to holy of course, but Cecil's sword that appeared holy is actually dark. In this hack, dark swords use a discolored version of the holy slash. Also the dark sword he's using is the Avenger (in this one, Avenger is dark and Defender is holy... seemed to make sense). I forgot to take it off before the fight; I actually thought I was going to lose because of it, but it actually turned out a lot better than I was expecting. He may not have much to do on his turn but he has diamond gear that can tank some of those physicals and were he alive and able to be targeted he could at least somewhat distract attention away from the hard hitters.

Also Edge's Ashura is holy elemental. The katanas just have the katana slash regardless of element.

You are right though that Porom won the day, Slow and Haste are powerful combinations, make no mistake! Interesting idea to make Pyro into a Holy based spell since it would make sense that one of the spells the Twins could use would be White Magic based as to preserve balance.

Yup. Blink is another diamond in the rough. As for TwinHoly, that's actually the replacement for Comet which is now a normal White/Time spell. The 75% twin technique is TwinFlar ( = Pyro). Also both twin spells deal caster's HP based damage (which I think seems to be using just Porom's HP stat); in any case, my reasoning behind that is to make sure it scales up well and is usable even in the end game, as well as, like you mention, one of the twins is white and the other black, so the techniques are damaging, but you need to stay healthy to get the most out of them.

240
Final Fantasy IV Research & Development / Re: Graphics info
« on: April 14, 2015, 07:31:27 PM »
More previews! (I know I should probably make a new thread rather than continuing to hijack this one but meh...)

Ciriatto, Fiend of Shadow!

DK Cecil wasn't much help, but what do you expect, it's the shadow fiend. Porom pretty much carried the entire battle. Also count numbers are reversed in a back attack apparently... any easy fixes for that?

https://youtu.be/vfTbimQdT1s