øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=278;area=showposts;start=615e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index4ff1.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=278e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index4ff1.html.zxËåg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P..OKtext/htmlISO-8859-1gzip0|Ö.ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:25:22 GMT0ó°° ®0®P®€§²ð®Êåg^ÿÿÿÿÿÿÿÿ…$. Show Posts - chillyfeez

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Messages - chillyfeez

616
I think treasure encounters work sort of like event calls, in that the "treasure encounter" identifier points to a table that specifies an (actual) encounter number.
Because the upper two bits are used for other purposes, it'd be the only way to specify that a monster formation above 3F is in the chest.

617
Final Fantasy IV Research & Development / Re: Graphics info
« on: February 04, 2015, 10:24:08 PM »
Awesome. I did just put some custom code in the 13 block that could be easily relocated. Thought I was only using empty space but... Whatever.
Hopefully this will solve the issue, but I won't be able to work on it tonight. I'll let you know.
Thanks for your help!

 :edit: Well, 9D400 is not the place I was thinking of where I put some custom code, but comparing it against a vanilla ROM, it definitely is altered.
Doesn't look like ASM code, but doesn't entirely look like palettes either, which leads me to believe it must be something that I never intended to change in the first place.
It's likely one of those things where my ROM is not fully compatible with FF4kster anymore, so sometimes the program changes things it's not supposed to change when I save.
Guess it's time to make a new update to my "FF4kster Edits Correction" patch.
 :banonsmash:

Thanks again!

618
Final Fantasy IV Research & Development / Re: Graphics info
« on: February 04, 2015, 09:49:39 PM »
The sun, the earth, and maybe one of the other planets are off.
The moons, the stars (I think), space (the background) and (at least one of) the other planets are fine.

Any insight you can lend would be greatly appreciated. I can send you a copy of the ROM if it'd help. The visual effect is in the first minute of the opening.

619
Final Fantasy IV Research & Development / Re: Graphics info
« on: February 04, 2015, 08:10:36 PM »
Hey, avalanche... I have a quandary you might be able to help with, if you're so inclined...

Somehow, in my project, I seem to have accidentally altered the palette for the visual effect where the moon flies off away from earth (normally part of the ending, but in my hack it's part of the opening events) the visual effect was playing fine for most of the time I've been working on it, but I've been play testing the past week, and the change is noticeable. And horrible.

Now, I know that in most cases, the palettes the game uses are loaded into RAM at 00:0CDB, but I've toyed around with all of the data there to no avail. I've also looked through ALL of the rest of RAM and can't seem to find anything else that looks like a palette. I am therefore unable to trace back to the location in ROM of the palette(s) for this visual effect.

So... Any thoughts? If you happen to know where the palette is in ROM, well, that would be fantastic. If not, any idea where in RAM the elusive palette(s) might be loaded?

620
All of those 2000 RAM addresses are not the 2000s we usually deal with.
Above 1FFF, that "7E" actually means something. There's a whole bunch of RAM (at least 00:2000 to 00:4300) that we aren't able to view in Geiger's. The math registers are in the 4200s. I think the 2000s are used in graphics processing (because I'm pretty sure I've seen them used in spell visuals). But we'd likely need the help of someone with more knowledge of how the SNES actually works to fully decipher what's going on here.
Still, like you said, maybe some more will come to light the more you look into these. I'd be interested in seeing how this compares to, say, the Enterprise-Falcon chase sequence.

 :edit: Hey, I just made my "mark of the beast" post.  :laugh:
Just 111 to go til I hit the jackpot!

621
Final Fantasy IV Research & Development / Re: Throw's Special Graphic
« on: February 03, 2015, 09:37:16 PM »
The particular graphic associated with each attack is mostly undocumented. I've stumbled across pieces of the info before, but never really made any notes (changing those graphics is never something I've aimed to do).

That being said, it wouldn't be impossible to figure out. I spent some time zeroing in on charging graphics (what the characters do in between choosing the action and performing the action... Think spell chanting or the "cheering" motion that precedes Change) once, and the same methods could likely be employed here. I'll look into it, but gimme a day or two.

622
Final Fantasy IV Research & Development / Re: Graphics info
« on: February 03, 2015, 09:04:29 PM »
If Alichino is in the Underworld, then you must really be making the plot over if DK Cecil's there, too...

623
Final Fantasy IV Research & Development / Re: Graphics info
« on: February 01, 2015, 01:36:06 PM »
Ah, gotcha.
I've seen Grimoire mention this peculiarity of spell learning before, but I don't think I realized Phoenix had whipped up a fix for it, and it's never really been an issue for me (yet).

624
Final Fantasy IV Research & Development / Re: Graphics info
« on: February 01, 2015, 09:03:29 AM »
Yeah, I thought you might say that. Down the road I may do something like that for my own purposes. If I do, I'll put up a patch for general consumption.

What's the "spell learning patch?"

625
Final Fantasy IV Research & Development / Re: Graphics info
« on: January 31, 2015, 07:49:35 PM »
If I was trying to do something like what you're trying to do, I'd write some special-case palette code in... Something that says, for instance: "if (special size) palette = FE, then use palette from the monster graphical table instead."
That way, you'd be able to use the same special size for Kainazzo and Alichino.
Actually, that's not a bad idea. I might do that anyway.

626
Final Fantasy IV Research & Development / Re: Graphics info
« on: January 31, 2015, 07:00:50 PM »
That's because when you "change sprite," you're changing the special size (in this case, "change sprite 19" means "change to special size 0x93"). So you'll need to create yet another special size that is a mirror of Kainazzo with the wall up (but with Alichino's proper palette).

627
Final Fantasy IV Research & Development / Re: Graphics info
« on: January 31, 2015, 02:58:26 PM »
Got it!
It has nothing to do with the monster data, and everything to do with the formation data.
Now, which bits and/or bytes are actually affecting this particular situation I haven't figured out, but if you set the formation settings to:
Code: [Select]
Arrangement: 56
Battle Music: Fiend
Floating: NO
Prevent Flee: YES
Boss Death: YES
Prevent Losing: NO
Versus Player: NO
Auto Battle: NO
Back Attack: NO
Transparent: NO
Mystery Byte: 0
Mystery Amount: 0
Mystery Flag 1: NO
Mystery Flag 2: NO
Mystery Flag 3: NO

(Which, by the way, are exactly the data for Kainazzo's formation), that should make the wall of water appear correctly!
 :cycle:

628
Final Fantasy IV Research & Development / Re: Graphics info
« on: January 31, 2015, 08:15:26 AM »
there are only two completely unused special sizes in the entire game

Which two, specifically?
B1 and B2. They're just little 1x3 rectangles in the air by default (and no, they're not Baigan's arms).
Quote
... or you might want to whip up a new version of FF4kster that allows a hacker to edit the special size table

Done and uploaded.  :cycle:
Oh, wow. Cool!

Quote
Taking a quick break... Did you check to see if Kainazzo's transition uses one of those weird numbers with one or two of the upper two bits?

How do I check this? Which byte should I be looking at? In FF4kster, Cagnazzo's script just says "change sprite to 19" which is exactly what I put into Alichino's script...
No, that's what I meant, so that's not the problem...
Quote
That's all I can think of now. If not, if you wanna send me a ROM (or patch) I'll take a look at it.

Hm, I'd like the details of the game to be mostly a surprise and I'm pretty far in plotwise so I'd prefer to talk it out if possible... though if it comes down to it I don't mind sending you a copy. In the meantime I'm attaching a "before" and "after" screenshot....

If you have some kind of sandbox rom handy, try this and let me know the results:
  • Replace the graphic pointer and size byte of a boss monster (on mine I replaced Q. Eblan) with Cagnazzo's template (he should be in the list of templates)
  • Change this monster's AI to contain an instruction telling him to change sprite to 19
  • Replace one of the underground Formations and put the new monster in there (I used Formation 502)
  • Set up a way to fight him in the underground and have at 'er
[/quote]
That's cool, I can empathize 100% on that point. But please understand that that means it will take me longer to get to trying to figure this out. I do have some work on my own project I intend to do this weekend.
However, this gives me pause...
Quote
And yes, the "change sprite" process does cause him to change back to Cagnazzo's palette... it also seems to make porom throw her arms up and selecting Edge's magic menu to hang the game.
This sounds precisely symptomatic of a bugged battle script.
If you put two uncooperative actions together in a monster's AI without properly separating them (like, with "Wait"), then when the monster gets to that part of its script, the character in the middle will freeze in their "dodge" stance and the game will hang when you choose your next action.
Also, are you remembering to make that second sprite transition back to Alichino's initial spriting instead of Kainazzo's? That might explain why he's reverting back to the wrong palette...

Anyway, I promise I will look deeper into this this weekend. I won't leave you hanging, but I need at least a few hours to devote to my own stuff before I start playing around with a blank ROM to try to match what you've done, k?

629
Final Fantasy IV Research & Development / Re: Graphics info
« on: January 30, 2015, 03:39:29 PM »
Taking a quick break... Did you check to see if Kainazzo's transition uses one of those weird numbers with one or two of the upper two bits?

That's all I can think of now. If not, if you wanna send me a ROM (or patch) I'll take a look at it.

630
Very good to know. Cool discovery.