Aslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;u=6;area=showposts;start=1380e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index51dc-3.htmlslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;area=showposts;u=6e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index51dc-3.html.zxh^KOKtext/htmlISO-8859-1gzip8:Wed, 11 Mar 2020 08:31:06 GMT0 0Ph^4 Show Posts - Deathlike2

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Messages - Deathlike2

1381
A worthy  :bump:

Charm also falls into the Agility requirement catagory. That would explain why only Edward and Yang/Edge have Charm inflicting weapons. Both gain lots of Agility (although not as much for Yang).

All Sleep inflicting weapons obviously fall under this property.. not just the Slumber Sword... which means that the Dreamer Harp and Catclaw are affected (and enemies to boot). Edward's natural Agility growth and the Catclaw's boost to Agi explains the effectiveness of said weapons.

Of course, Rydia's Whips suffer the most from this until late game... the boosts to inflict Paralysis start from the Flame Whip... which explains a lot really.

Of course, none of this applies to the GBA version.

1382
Game Modification Station / Re: New FF4 Hack Announcement
« on: January 29, 2009, 09:58:58 PM »
i take it that you already know about the errors here:

http://img292.imageshack.us/img292/211/finalfantasyiiuv1100000vl4.png

these look like they're on purpose, though:  -  not that a couple of the white spells icons look wrong.  i was moreso talking about the suna and magic fist.

Intentional... if you've followed some of my recent posts, the names are an issue with the name parsing beyond the Ninja magic. I have no plans to fix the names (I already wrote about the errors in this same thread  :tongue:)

Quote
http://img301.imageshack.us/img301/7654/finalfantasyiiuv1100001pm0.png

:edit:

err... now i see that magic fist is a white magic spell?  so, just the one spell name is wrong?

It is meant to be an alternative to Chocobo at a slightly lower cost. Since its spell power sucks for late game, it is appropriately placed. It will still use Wisdom.. pretty much any spell that is not White Magic is Wisdom based... this includes monster spells.

1383
Final Fantasy IV Research & Development / Re: "Sing" Command
« on: January 29, 2009, 01:00:17 PM »
Mega :bump:

Once the spell has been chosen then the Slot1 bonus would apply. So it helps the chance of the status spell working, but not of the song being chosen.

I agree that Sing needs improvement as well, since 25% of the time it fails (and the Song of Silence is not very helpful either, considering it doesn't block enemy attacks). I'm changing things around in my hack, but if you want to get rid of the failing part, you can change 1EB03 from message pointer 00 ("Nothing happened") to something of your choice, and 1EB08 from spell 00 to a spell number of your choice. If you do that it should work like the other songs -- let me know if it doesn't.

It looks correct to me.

This info assumes a headered ROM. The location of the text pointer will always be relative to the spell (I suspect so anyways)

I'm doing this for completeness.. if someone wants to create an example hack for kicks, please let me know.. because I don't want to make a similar hack for the same purpose.

"Nothing" spell:
0x1EB08 - FF2US 1.0
0x1EB1D - FF2US 1.1
0x1EB20 - FF4
0x1EB17 - FF4ET

Mute spell:
0x1EB15 - FF2US 1.0
0x1EB2A - FF2US 1.1
0x1EB2D - FF4
0x1EB24 - FF4ET

Charm spell:
0x1EB22 - FF2US 1.0
0x1EB37 - FF2US 1.1
0x1EB3A - FF4
0x1EB31 - FF4ET

Sleep spell:
0x1EB2B - FF2US 1.0
0x1EB40 - FF2US 1.1
0x1EB43 - FF4
0x1EB3A - FF4ET

1384
General Discussion / Re: Gamefaqs + eternal stupidity
« on: January 29, 2009, 07:44:19 AM »
Troll level up?  :tongue:

1385
Game Modification Station / Re: New FF4 Hack Announcement
« on: January 28, 2009, 11:32:49 PM »
Ok, there have been a bountiful number of changes made.. though I will continue to rebalance the game as necessary.

The bulk of the waterway monsters have been retweaked properly from changes I have made... which is looking much better at the moment.

On the other hand, the OctoVamp has two different modes of attack.. depending on how you attack. I'm proud to say I found out a few minor cool things in the process and am very happy with the changes. Chances are though that this monster will be neutered if I end up needing more space for the battle scripts, but it shouldn't harm this beast as a whole too much.

Some feedback would be appreciated.

BTW, you should really expect more grinding towards how I normally grind.. which tends to be a lot. Surprised? You shouldn't be.

1386
Code: [Select]
07 if magically attacked by a character
08 if hit by a character fire-elemental spell
09 if hit by a character ice-elemental spell
0A if hit by a character lightning-elemental spell
0B if magically attacked by a character?
0C if hit by a character fire-elemental spell?
0D if hit by a character ice-elemental spell?
0E if hit by a character lightning-elemental spell?
0F if hit by a character holy-elemental spell

I believe I think I know the difference.

In testing this... I set the Waterbug to switch its reaction counter from magic attacks to lightning attacks (0A)... what that produced was a counter reaction to single targeted Lightning attacks. I tested 0E, and found the monster to react to both single and multitargeted Lightning attacks... so there is an actual difference.

 :edit:

I didn't get a chance to post this earlier, but here's what I understand..

07-0A are used as counters...

08-0A has specific behavior.

1) The monster doesn't react to a multitargeted elemental attack if other units accompany them. For instance, using Ice on the group with only the Ballon monster left will cause one of them to Explode, but if it is accompanied by a Grudger for instance, they don't react.

2) The monster will always react to a single targeted elemental attack.

0B-0F is used in non-counter scripts.

0C-0F has specific behavior.

The Spirit series of monsters follow the "do nothing when ice is used" script ONLY if they are single targeted. I never really knew that was possible.. so you can "freeze" these monsters into doing nothing. It won't be doable if you use the IceRod and attack every unit... you have to use a single target the Ice1 spell.

When 0C-0F is used as a counter script, monsters will react regardless of accompanying units.

08-0A behaves like 0C-0F for non-counter scripts.

Note: These properties used in non-counter scripts seem to hold for the rest of the battle... overriding the Always condition (although, this could change with more than one condition)

Also, 07 and 0B react regardless of the targeting used for the magic attack.

 :edit:

Hmm.. under different formations, the 08-0A doesn't cause the same counter script to work... oh well.

1387
Game Modification Station / Re: Goblin Summon Improvement
« on: January 27, 2009, 11:44:37 PM »
Remind me to get it posted with a readme... unless you care for a specific ETA?

1388
Game Modification Station / Re: New FF4 Hack Announcement
« on: January 27, 2009, 06:37:10 PM »
Ok, there will still need to be some changes made to the magic displayed for weapons and maybe some last minute equipment changes.

At this point, I'm pretty set on the initial and learned spell list, so that should go well... hopefully. I'll be messing with event data stuff for spell learning which will hopefully allow for a new update patch for the spell restoration hack.

I have not fully finished testing this update, but you may find some strange behavior like monsters attacking you with float. This is a placeholder for hex editing AFTER the hack is complete since the newer editor has a tendency to screw up setting up status and elemental resistance behavior.

Known and non-issues:
Spells that are not normally learned have issues with their name in the menus... the spell name is displayed normally when used in battle.

Rydia looks like she's attacking in conjunction with Titan's Quake. This is a symptom of a character battle and a chained attack (Quake+Fight). This is purely cosmetic as far as I can tell... and it does look cool.

Octomammoth has not been changed as of yet.. I have to actually reach him before I make changes to the battle script (it will be easier to test changes made). All the monsters up to him though have been changed IIRC.

1389
Something to think about... I'm not sure if this is the right post to  :bump:

As you know, you can add monster spells to the list (as least I think with this patch, I assume it's doable now?)

The issue though is that monster spells are not parsed properly through a magic list.. so if you've seen spells with funky names in the spell list (other than the very first spell), that's the parsing issue at work as obviously it wasn't intended for regular spellcasting consumption.

Perhaps a followup patch to fix this behavior in the spell displaying routines (in the menu and in the spell list in battle) would help a lot here. Fortunately, the spell is displayed correctly in battle... which is nice.

1390
Final Fantasy IV Research & Development / Re: Monster Data Code
« on: January 27, 2009, 06:24:35 PM »
After all the fustration with the editor, I'm just happy I took some time to learn the damned data.  :tongue:

1391
Final Fantasy IV Research & Development / Monster Data Code
« on: January 27, 2009, 09:23:57 AM »
This code seems ok for the most part, yet the current docs JCE has is incomplete... (the editors are driving me nuts, so I'm trying to decypher the data myself for my own sake).

The Imp data has the following...

Code: [Select]
03 06 00 01 60 A0 02 78 00 00
So, it's clear that the following is true...

Byte 0 - Boss? and Level
Bit 0: Boss
Bit 1-7: Level (seems to go up to 127?, 99 is the known highest level)

Byte 1 and 2 (16-bit value) - HP

Note: Byte 1 and 2 make up a monster's entire HP... so in Hex, you might see (01 00), you should read it as (00 01) which means 1 HP. (00 10) -> (10 00) which means 32768 HP...

Byte 3 - Attack table index
Byte 4 - Defense table index
Byte 5 - Magic Defense table index

Note: The indexes are actually of the same table.

Byte 6 - Speed table index

Byte 7 - Item Drop info
Bit 0-1?: Drop frequency cipher (00 = 5%... the others I'm not sure of yet, but the other possibilities are 25%, 100%, and 0%)
Bit 2-7? - Drop table (determines what you get for a drop/steal)

Byte 8 - Attack Sequence index

Byte 9 - ?? It looks like some sort of "extra info" cipher. 00 = no extra info
Possible changes include: Elemental Attack, Status Attack (2 bytes) , Elemental Resistance, Status Resistance (2 bytes), Monster Race, Elemental Weakness, Magic Power (used like Wisdom and/or Will), Reflex/Counter table index (which shares with the Attack Sequence index data)

So.. if someone doesn't already have this documented (because, this is driving me nuts), please say so.

For the Basilisk..

Quote
05 5A 00 06 62 A6 06 4D 06 48 00 18 00 04

48 has to mean something... as the following code implies..

Resistance to Pig and Small (18)
Creature type = Reptile (04)

The extra 00 might mean something else...

 :edit:

The leading 00 = Elemental Resistance.
The second 00 = The second byte of the resistance table..

In the cypher, 0x48 implies..

Byte 0 - Elemental Resistance
Byte 1+2 - Status Resistance
Byte 3 - Monster Race

Ok, so now we goto the Eagle (skipping the other stuff and just posting the cypher and etc.)

Code: [Select]
60 00 38 00 20
In the cypher.. it seems a bit straight forward..

Resistance vs Toad, Mini, Small (38)
Weak vs Wind (20)

Editing the 00 data... I have determined the following..

Byte 0 - Elemental Resistance
Byte 1+2 - Status Resistance
Byte 3 - Elemental Weakness

In determining that, 0x48 and 0x60 share 0x40 (bitwise), therefore 0x40 implies Elemental and Status Resistance... and 0x20 implies elemental weakness and 0x08 implies racial property.. if I'm reading this correctly.

Larva

Code: [Select]
44 00 38 00 30
With what we know...

Resistances (38)
Counter Script (30)

Therefore 0x04 implies Counter script for Byte 3....

Treant...

Code: [Select]
74 00 38 00 01 02 15
First 00 - no resistance
(38 00) - Pig Small Toad resist
01 - weak vs Fire
15 - Counter script index

02 happens to be the monster's magic power

Therefore, 0x10 = Monster's spell power

Onto something more interesting..

Skull

Code: [Select]
E8 00 00 80 08 BF FC 91 80
first (00 80) = status attack
(08) = elemental resistance
(BF FC) = status resistances
(91) = weakness
second (80) = racial property

So, this implies the leading bit 0x80 is the elemental attack and status property... if I'm reading this correctly.

In summation:

0x80 = elemental attack (1 byte), then status attack (2 bytes)
0x40 = elemental resistance (1 byte), then status resistance (2 bytes)
0x20 = elemental weakness (1 byte)
0x10 = monster's magic power (1 byte)
0x08 = racial property (1 byte)
0x04 = counter script index (1 byte)
0x02 = unused???
0x01 = unused???

That should account for the extra 10 bytes in JCE's document.

If there are other cypher bites that I have missed, please let me know.

1392
Game Modification Station / Re: New FF4 Hack Announcement
« on: January 27, 2009, 06:31:28 AM »
With both editors being totally unreliable for monster editing (the new one forgets to store a monster's elemental+status resistances, the old one fucks all the data up).. I'll need someone to restore most of the monster resistance attributes... I don't plan to change those anyways, but given how the game parses the data and the editor's inability to properly modify (new) or even show the data (old), it's driving me up a wall.

1393
Final Fantasy IV Research & Development / Re: Official request thread
« on: January 26, 2009, 03:13:38 PM »
Simple official request:

Someone please release a fully functioning FF4 editor that doesn't self-implode. That is all.

1394
Final Fantasy IV Research & Development / Re: Initial Spell List
« on: January 25, 2009, 07:12:17 PM »
Yes, you can fill up the rest of the spell list(s) with spells from events. I believe that once it reaches 24 in the list, it won't add any more.

Same thing happens with the spell learning/leveling code.

Quote
As for not starting a new game, are you asking for a permanent hack, or just a work-around so you don't have to start a new game this one time? If it's the former, you would need to find the location of the code that initializes the game, and then change so that it happens when you load a save state (which doesn't seem very practical, since it would overwrite the spells the characters have learned). If it's the latter, the best way to do it is to change the initialization code so it's ready when you do complete the hack, and instead of starting a new game, add a temporary event to add those spells for the characters. Activate the event, and you'll end up with the same result. Then you can take that event out later.

I was talking about learning the spell via events... does that require doing a new game, or is it as dynamic as the spell learning code?

As a workaround for the spell initialization not going my way (since I screwed up), there are some nice codes to add/remove spell data for each character (I should be able to properly simulate reinitialization w/o too much hassle (but I'd have to be very sure of the changes I make so I can properly reproduce by testing).

1395
Final Fantasy IV Research & Development / Re: Armor Modding Info
« on: January 25, 2009, 07:05:09 PM »
Yea...

For a moment, I thought you could apply the shield bonus to non-shield data, but I must've been crazy for a bit.