øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=4;area=showposts;start=195e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index53f7.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=4e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index53f7.html.zx‰âg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ…¬oOKtext/htmlISO-8859-1gzip@øÕoÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:11:28 GMT0ó°° ®0®P®€§²ð®‰âg^8o Show Posts - Dragonsbrethren

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Messages - Dragonsbrethren

196
I'm pretty sure those blank slots are used for characters who don't have spells in those slots, since their positioning corresponds to the positioning of the magic category strings. (Also, your offsets are wrong if you plan on changing the pointers. The pointers point to the positioning data, not the text itself.)

197
I guess no one ever documented them, but they start at unheadered offset 0x0B1EC. The first two bytes are position, then the text string. If you want to expand these, I'm pretty sure each string has its own pointer (looks like these are null terminated; makes sense, it's not like the main menu where every string is always drawn). I completely forget where the code that handles darkening them is, though, so if you expand over the original five character limit, that text will always be highlighted.

198
(a problem I don't think we can solve)?
This is easily solved, you just need to alter the text routines to account for them. The easiest way is to copy those names into a second list that is still eight characters, then alter the existing list so each spell is only six characters long, like the normal character spells. Then you just need to change the routine that displays the name on the right side of the screen in battle. It's been a long time since I looked at the text routines, but it's already set up to load eight characters instead of six after a certain index, so editing that to load the eight characters names from an entirely different offset shouldn't be too hard.

199
Gaming Discussion / Re: FF4 (all SNES+GBA) - How To Beat The CPU v3
« on: September 13, 2012, 09:31:36 PM »
I'm curious if Quake still works on it in the DS version. I always won the fight in that version by having Rydia summon Leviathan every turn, but Quake would work even better. There's no need for Float there; the Defense Node absorbs every element, and Quake is earth-elemental in that version, so there's no chance of accidentally killing off both Nodes.

200
Final Fantasy IV Research & Development / Re: Power Command
« on: September 13, 2012, 11:01:36 AM »
That would make the FuSoYa character entirely pointless, though. If anything, ditch Rosa or Rydia there, you don't need three mages. Then again, you don't really need Cid there, either. Losing characters in the original was so annoying; I hated that they took Kain away for FuSoYa, only to give him back after one dungeon, and reset his equipment. That bastard ran off with my Avenger one time when I forgot to take it off! Expanding on that even more, by taking FuSoYa away mere minutes after getting him would be really dumb.

Obviously ROM hacks can do whatever they please, but the more practical thing to do in the original game, without having to force another party change or removing FuSoYa as a playable character, would be to throw some mechs into the Tower of Zot.

201
Final Fantasy IV Research & Development / Re: Power Command
« on: September 12, 2012, 07:29:02 PM »
The equipment/monster type distribution really does seem to be off in this game, but story-wise, Cid in the giant doesn't make any sense. If Cid was going to rejoin there, you'd need another convoluted reason for losing one one of your party members, and then a reason for Cid leaving the party again before going back to the moon. Besides, Edge with a thunder claw pretty much fills the role he would've anyway.

202
Yeah, it's always annoyed me that only three stats are shown on the equipment screen, but those saves are from 2004; basic info should've been pretty well known by then. It's not so much that the saves are using bad equipment as much as the better equipment isn't in either inventory.

Just testing a few event tweaks.

203
Thanks, those worked. (Goddamn this guy has no idea what equipment is actually worth using.)

204
Final Fantasy IV Research & Development / Anyone got a Giant of Bab-il save?
« on: September 11, 2012, 11:31:33 AM »
Or a save before the giant. I want to test something, but all of my saves are end game or a few hours away from the giant. Any SNES version will do. Savestates are fine.

205
That item is used for the default evasion value for each armor slot when you don't have anything equipped in them.

206
The equip as arrow flag does have an effect - it makes the item be consumed on your next turn after attacking. One of JCE's hacks had a weapon that broke using that.

207
Game Modification Station / Re: Megaman in St. Canard - Megaman hack
« on: September 09, 2012, 01:24:25 AM »
Nice to see this is still in development. I took a pretty long break from this stuff myself, for completely unrelated reasons.

208
Game Modification Station / Re: FF3 Data Structure?
« on: September 07, 2012, 12:30:49 PM »
Uh, also this might help.

http://www.romhacking.net/utilities/243/

I completely forgot that existed. :blush:

209
Final Fantasy V Research & Development / Re: Final Fantasy Five Ancient Cave
« on: September 06, 2012, 08:58:15 PM »
Technically this is a nice piece of work. In terms of gameplay, it's not really my thing.

210
I can confirm the Tools thing.

Edit: A few suggestions.

  • Unheadered ROM support
  • Show indexes for things like visuals, sounds, etc. next to their descriptions.
  • Option to switch between hex and decimal display for values
  • Enter values manually with the number keys.