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Uploaded again. Now you can turn glitch worlds into real worlds and vice versa.
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.
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?
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.
False alarm! I missed one of the pointers there in that original post. It's fixed and working correctly now (though not uploaded yet)
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.
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$03/DBBC 60 RTS A:0000 X:0038 Y:FFFF P:envMxdiZc - Return.
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$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.
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.
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.
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!
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.
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.