øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=14;area=showposts;start=810e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index4fad-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=14e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index4fad-2.html.zxÚ¼g^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.¹&OKtext/htmlISO-8859-1gzip@øÕ¹&ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 16:30:41 GMT0ó°° ®0®P®€§²ð®Ù¼g^ÿÿÿÿÿÿÿÿ4¹& Show Posts - Pinkpuff

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Messages - Pinkpuff

811
Final Fantasy IV Research & Development / Re: Some Useful Info
« on: December 09, 2008, 09:01:52 AM »
 :edit:
So does the levelup data work differently for FuSoYa?

Quote
7C55C-7C5BF: FuSoYa Level Data (51-70)

Looking at this data in the rom, his first level up should be at 7c55c-7c560, which in the rom contains:

Code: [Select]
00 14 20 43 41
Which in theory should be interpreted as follows:

Byte 1: +0 to no stats (ok)
Byte 2: +20 HP (ok)
Byte 3: +32 MP (what??)
Bytes 4-5: +16707 TNL (also not correct)

All the other level up data for the other characters seems to be correct; FuSoYa is the only one that's inconsistent.

So is my rom screwed up or something? What's going on here?

Nevermind I found the problem... the correct byte 3 information is in another thread http://slickproductions.org/forum/index.php?topic=169.0

812
General Discussion / Re: Trouble with Lynx
« on: August 19, 2008, 06:46:59 AM »
Thanks, I figured it out. It had to do with some TCP/IP settings just like you said.

813
General Discussion / Trouble with Lynx
« on: August 12, 2008, 04:48:40 AM »
Lynx is a text-based web browser that I've been using in DOS for years. It's great because, since it doesn't bother with graphics and sound and such frivolities, it can load web pages like lightning. It can also view secure http sites (such as gmail) which Arachne, my other DOS browser, cannot.

Lynx has served me well for years, however a couple of days ago it randomly stopped working for some reason. When the program begins to load, it used to say "configuring through DHCP..." but now it says "all attempt (config-file/DHCP/BOOTP/RARP) to get a IP-address failed" and it won't load the program at all after that. Arachne still works fine, however, so I know it's not a problem with my computer's connection to the internet. Also of note is that there is no noticable pause of any kind before the message is displayed so I'm suspicious of the thouroughness of its "attempts" to get an IP address...

I tried looking for some kind of online documentation detailing this issue and a way to solve it but found nothing. I even tried deleting the works and re-installing it from scratch but nothing changed. I know it's a longshot but I was wondering if by some fluke of luck there might be someone here who has used this program and may have encountered this issue or can think of what may be wrong and how to fix it...

Thanks

814
Game Modification Station / Re: (Another) FF1 Hack
« on: June 15, 2008, 04:53:36 PM »
[spoiler]
I liked the hack, but there are just various imbalances that drove me up a wall...

Well I'm glad to hear you liked it! I've been enjoying making it so far. And I'll certainly see what I can do about those imbalances...

1) There are simply too many undead early, and too few late. This led to my decision to choose Holy over Lif2 for that very reason alone. I like were Life was slotted, but not where Lif2 was slotted. Hrm3/4 has effectively the same impact that it does in this game... almost none late game.

Proposed solution: I can change the monster distribution such that the frequency of undead encounters is more consistent throughout the game.

Although I must admit that I'm surprised its out-of-battle effect wasn't enough for it to compete. It couldn't even compete with Inv4?

2) Time Magic is too support-ish and not good enough to stand by itself... having the Time Mage be right next to the Sage in total strength is ridculous. Not even a magic power boost is worth such a compensation... I'll have to elaborate on this more..

3) The core problem with Time Magic is that the characters that can use them are grossly pathetic physically to benefit from them. Fast2 (or Fast) does not help the Ninja, let alone Black or Time Mage to be remotely proficient in attacking. This class completely needs a Saber/Temper magic available to even remotely rebalance these individual classes. There's something wrong with the balance when the Red Mage is stronger than the Ninja (that was never true in the original), and gets better spells overall.

Ok I see what you mean now. It was never my intention for the Red Mage to be stronger than the Ninja. In terms of physical ability I was thinking the Red Mage could be better defensively and the Ninja could be better at attacking. However that's clearly not working.

Proposed solution: Get the Attack Up routine working and make Temper/Saber type Time spells if possible, and also increase the fighting ability of the time-using characters (particularly TM and Ninja).

4) There are certain enemies that pose a challenge, and that's awesome too. Most that annoyed me the most is the monsters that have few hits, but insane attack power and accuracy. The problem is that Invis does not have the same impact in this hack, relative to the original game. I found Fog significantly more beneficial. It's an interesting point of note, given that Invis tends to get a lot of attention in the original game. I'd say Invis needs a boost...

Proposed solution: Increase the evade boost given by Invs spells and/or give the monsters less attack power and more hits overall.

5) I'm convinced the Paladin is underpowered. Given what I know now, the Harm spells are nifty early on, but he then becomes useless magicwise. Another spell level cannot hurt, given that Fog3 will revitalize this character's overall potential.

The proposed solution to point 1 ought to fix most of what's wrong here. I still think the ability to use cure and heal spells as well as life, and the extra HP already give the Paladin quite an edge vs the Dark Knight.

6) I don't have a fucking clue where the 4th Ribbon is... AAAARRRGGGHHHHH  :bah:

Unless I made a mistake somewhere there should be one in the Holy Shrine, one in the Dark Cave, one in the Time Tower and one in the Ice Cave.

7) The Red/Time magic comments make absolutely no sense late game. Just say the upper half is Red Magic, and the bottom half is Time Magic. That would make a ton more sense.

Do you mean what one of the sages in Coneria says about the "first two" spells of each shop being red and the "bottom two" are time? If so then yeah, you're right I'll do that.

[/spoiler]

815
Game Modification Station / Re: (Another) FF1 Hack
« on: June 15, 2008, 01:47:43 PM »
[spoiler]
Well, Cur4 isn't joined at the hip with Hel4, which is why disabling this outside of battle doesn't really impact it that much IMO.

If you add it to a monster's battle script, it would be a lot more interesting...

Maybe I will.

Quote
Yea.. but the fasincination with the spell since FF:DOS is to neuter high evasion monsters.. although I don't remember a lot in the original to begin with... so meh.

Yeah I think the spell list is kinda crowded with a lot of Fog/Invs/Lock effects... but I'm also kinda restricted in what I can do. Some of the spell effects don't work (such as "attack up", and I think "remove resistance"?) and others are just a waste ("lower morale", "add blind", "add poison")...

Quote
Let me put it this way. What actually distinguishes the physical power of the Time Mage and the Sage? Absolutely nothing as far as I can tell (I could be wrong, I don't know what the Sage's starting stats are). However, the Sage has uber heal+attack magic at its disposal. The Time Mage is not intended to be that I presume, but White/Black Mage is impacted more by Fast than the Time Mage... that makes no sense (The Time Mage should be on par with the White+Black Mages in terms of physical strength+weapon options). In addition, if you use a dual Dark Knight/Ninja combo (or one of each), the impact of the Time Mage is lessened a tad... not that it's a detriment, but Fst2 isn't that sexy an option...

Ok the mistaken statement is highlighted. The Black and White mages are a bit better physically but they are also a bit worse magically. The Time Mage and Sage get more MP and they get higher level MP sooner.

Quote
I'll see, maybe I'm seeing this wrong. I just know that the original Knight (the upgraded Fighter) had enough irrelevent magic to be useless in that department. Completing the Anti-elemental set plus Pure would've been perfect (in the original game I mean).. I kinda see the same for the Paladin, but I'll have to see that in playing this.

Right, and I agree with that view of the original game. But don't forget that in the original the knight doesn't have access to those spells until after class change, after which point most of the lower level spells (black OR white) are kinda junky. Plus the Paladin in this game does have access to a full anti-elemental set (via WILL & SHEL) and Pure, and even Life.

Also, with regard to the LIF2 vs HRM4 issue... I looked at the spells again and noticed something that I had overlooked when typing the descriptions. LIF2 is Holy elemental whereas the Harm spells are non-elemental. Since all the undeads are weak to holy, LIF2 ought to in practice do 1.5 * the damage it looks like it should do. So although the spell base is technically 240 just like HRM4, LIF2 in practice has a spell base of 360. Now I'm not that familiar with the damage algorithm so I'm not sure if it caps the spell base at 255 after applying the weakness modifier or if it actually allows you to "cheat" the spell base cap in the way I'm attempting, but it's something I'll definitely be testing on my next runthrough. In any case I think LIF2's out-of-battle effect is powerful enough to carry it as being worth a spell slot.

[/spoiler]

By the way I'd like to thank everyone for taking the time to play this and for your comments. I really appreciate the feedback.

816
Game Modification Station / Re: (Another) FF1 Hack
« on: June 15, 2008, 06:05:28 AM »
Hmm.. the balance is off..

[spoiler]
Quote
What would compel anyone to use Life2 instead of Harm4? It seems to be a "fill in spell" and doesn't exactly compete that well with Holy either...

Wow, good point, I can't believe I didn't notice that one... not sure what I can do about it though, the max spell base is only 255 and hrm4 already does 240... I could up it to 255 but I'm not sure that would make much of a difference... any suggestions?
[/spoiler]

You haven't responded to my other balancing points yet.. mostly regarding the Time Mage vs the other mages...

Er... I'm not sure what points you're talking about unless you mean the ones I addressed here: http://slickproductions.org/forum/index.php?topic=369.msg5095#msg5095

Edit: Nevermind, I'm dumb, I found the points you're talking about... I don't have time to address them right now but I will soon.

Edit:

[spoiler]
Quote
I'm kinda disappointed that the Defender doesn't have a spell attached to it... and I don't quite get why the Flame Sword has no spell, even though the counterpart the Ice Sword has a spell...

The Venom Axe can't get a spell going either.. say Bio or something?...  :hmm:

Except for staffs, the only weapons that cast spells are the highest level weapon (the "ultimate" weapon) of each type. The Ice Sword is more of a "counterpart" to the Rune Axe than it is to the Flame Sword... sorry if that disappoints you but I don't really have any intention of changing it. And if I did, they would be casting junkier spells than Bio.

Quote
Also, I have absolutely no idea what the 108Gems "shield" is supposed to protect me from... a hint would've been nice.

Yeah, not a very descriptive name is it? I suppose the same is true for the ProCape and ProRing. Not really sure what to do about that though... I can't exactly name it the "Protection from Dark, Holy, and Earth Necklace"... I could have a character in the game talk about it or something, would that help?
[/spoiler]

817
Game Modification Station / Re: (Another) FF1 Hack
« on: June 14, 2008, 06:39:20 AM »
Ok I updated the patch.

Changes:

*Removed House/MP fix (sorry... it's just that HEAL healing MP is too bad)
*Warp is now a single-target time-elemental instant death effect in battle
*Exit is now a multi-target time-elemental instant death effect in battle
*Soft is now a single-target petrification effect in battle
(The above spells still do the same things outside battle as always)

You should be able to use your same save data from the previous version.

818
Game Modification Station / Re: (Another) FF1 Hack
« on: June 13, 2008, 07:37:39 PM »
Whoa... ok it never used to do that. I wonder if it has something to do with the House/MP bugfix?

819
Game Modification Station / Re: (Another) FF1 Hack
« on: June 13, 2008, 03:07:30 PM »
[spoiler]
It's more broken in battle than outside of battle because of use and repetition (then again, I would've normally whined about it.. I did think about it for a bit though). For monsters to use it though, that would be annoying but at least that's counterable...

Ok well I think by the time you can afford to repeatedly cast L8 spells your party will probably be strong enough that you won't need to be repeatedly casting HEL4.

No monsters can can cast it (or Cur4).

I thought a lot of the original spells were defined moreso on hit rate.. like Slow vs Slo2 and Slep vs Slp2, etc.

Sure. And Lock is the same way. The higher level Lock spells both give higher evade penalties and work more often (higher hit rate). However even Lok4 can be evaded, but all the Invs spells always work.

Fst2 is built to a non-fighting character... the Black Mage benefits a little more, and the Staff weapon for mages seems to be the crap of the weapons (I haven't gotten far enough, but that's my observation). Even the White Mage gets da' hammer and doesn't even get this spell. Maybe it's just me, but even the easily solo targetable Fast is worth more than Fst2. The only way of balancing this aka neutering Fast is by making it self targeted so that the Time Mage is a little more important.. although I think you need to give the Time Mage an alternate weapon to play with as a bonus. Also.. you could make 3 versions of this spell... a level 6 version that is targetable.

Err... Fst2 works on the whole party. I assume you wouldn't make a party out of all time mages and black mages, and even if you do, well, I don't mind there being some spells that are junk for that specific kind of party. However, you will usually have more than one fighting character. The idea is that, say in a boss fight, instead of wasting four turns Fast-ing everyone you simply go Fst2!! In a party like Monk, Viking, Knight, Time Mage, that spell would be the bomb!

Now I can certainly see an argument that maybe it should be lower level but to say that "Fast is worth more than Fst2" when it is clearly strictly worse in every way makes no sense...

Also, yes the staff is intentionally the crap of the weapons.

Also, I think the Dark Knight is a bit superior to the Paladin. The Paladin's Holy weapons are probably going to benefit more towards the end, but the spell set will never beat the Dark Knight simply due to the existance of Fast. Perhaps upping one more White level could balance that out...

I dunno, I find the ability to cure and bring characters back to life to be pretty good... let alone the sheer number of undeads in this game makes Harm and Holy-elemental weapons the bees knees. The Paladin also gets more HP... if anything I'd be more worried about the opposite situation.

[/spoiler]

820
Game Modification Station / Re: (Another) FF1 Hack
« on: June 13, 2008, 12:01:42 PM »
I remember contacting the guy once to complementing his hack and I got a response. The e-mail addy is in his readme for his hacks IIRC.. and he does have a website too...

Yeah, that's where I got the email and it bounced... and the only website I could find for him didn't have any contact info on it.

Well, you did make one elemental based, so it's not out of the question... well, making them do something than do nothing is always a preferable thing (heck, making either deal some damage wouldn't be out of the question either...

Indeed. Maybe they could be time-elemental instant death spells... warp could be single target while exit could be group target...

Reply to spoiler section in spoiler section:

[spoiler]
Hel4 could possibly be the most overpowered thing ever...

You might be right. Like I said, I haven't really done much testing at that level but I do see the potential for brokenness with that one.

I'm not sure if this makes much of a difference but I made a mistake in the PM I sent you. HEL4 cannot be used outside of battle...

Also, I don't see how much different that a higher level Inv4 does than a slightly lower leveled Inv3... it would endorse the Ninja a bit more than the Time Mage. Lok3 and Lok4 doesn't have the same issue that I can see...

Yeah... to be honest the primary motivations for making Inv4 were mostly to do with consistency... and the fact that I couldn't really think of any other useful effects to give to white-time. The curve of how much evade  you get from Invs is not as steep as the curve of how much evade Lock takes away because Lock spells are subject to magic defense and could miss whereas Invs is not and hence always works.

The same could be said for Fst2 (shouldn't you be using Haste or "Hst" instead of the old FF1 spelling?.. then again name nostalgia is creeping up on me)... the Time Mage seems to be let down further (unless the Masamune is left intact).. much more than the Black Mage to an extent...

I think you're right about the naming thing. Since I went back on most of the other names (flare, holy, death, etc) I probably should for consistency's sake use haste instead of fast.

The other part I'm not quite sure what you're saying... do you think Fst2 is underpowered?
[/spoiler]

821
Game Modification Station / Re: (Another) FF1 Hack
« on: June 13, 2008, 06:57:16 AM »
IIRC, I believe Grond uses those spells in his hack. I guess you could ask him.

Thanks, I think I will.

Edit: Ok one slight problem... does anyone know how to contact him? The only email address I could find for him bounced...

Hmm.. if Warp/Exit were used as alternative Death spells, that would've been interesting.

That would be kinda cool. I don't like having no-op spells in battle so I might just do that. They probably wouldn't be as good as an instant death spell would normally be on their level because they have other uses. The instant death option would be just sort of a random bonus.

Also, making the Soft spell inflict Break/Stone status would've been a nice touch. (Then again, those are the kind of spells I would change, in addition to Fear....)

Interesting idea... although if I do the warp/exit thing and make soft effectively into break I'm wondering if the game might get overloaded with instant death effects...

What's wrong with fear?

Maybe it's just me, but I feel a little underwhelmed by the L7/L8 magic... I could be wrong.

Well I have to admit that I haven't done anywhere near enough testing of the late game so your intuitions could be totally correct but from what I have done I haven't felt that way... and they seem fine on paper at least to me... but certainly let me know if you get that far and discover there are some spells that are just worthless.

822
Game Modification Station / Re: (Another) FF1 Hack
« on: June 12, 2008, 05:53:36 AM »
Thanks! I hope you enjoy it!

Also, does anyone know if there exists a fix for the non-functional "Attack up" spell routine?

823
Game Modification Station / Re: (Another) FF1 Hack
« on: June 11, 2008, 04:12:00 PM »
If you have FF Hackster you can see for yourself what they all do.

Or I can PM you a list of the spells and what they do if you like.

824
Game Modification Station / Re: (Another) FF1 Hack
« on: June 11, 2008, 09:58:05 AM »
Oh wow, that's excellent! Works like a charm! Thank you so much!

I'll update the download soon... Updated!

825
Game Modification Station / Re: (Another) FF1 Hack
« on: June 10, 2008, 06:26:59 AM »
Not likely to be updated soon. At least not unless there's some kind of glaring balance issue that can be fixed quickly. The only "major" issues that need to be adressed that I know of are the House/MP bug and the character selection screen junk, and I'm not expecting to find a fix for those any time soon.