øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=4;area=showposts;start=15e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index5497-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=4e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index5497-2.html.zx…âg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ…¬æOKtext/htmlISO-8859-1gzip8:ÖæÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:11:24 GMT0ó°° ®0®P®€§²ð®„âg^hæ Show Posts - Dragonsbrethren

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Messages - Dragonsbrethren

16
Wow, this is incredible work, Gemini!

17
Are you loading the airship/ship tiles as 4BPP? It's the only map tileset I know actually uses 16 colors per metatile. Parts of the giant might too, not sure.

18
Yeah, that's probably not a bad idea (using hard coded for now). I've always wanted to give the castle and town interior tilesets an overhaul, to use wall borders like the tower and cave tilesets do, but I'm not even sure if there are enough tiles to do it without sacrificing details. I just dislike the way those two sets still use the FF2, FF3-like exterior walls style instead of the better looking style used by the other sets.

Speaking of those borders, when you do add map editing support, tile scaling and a gamma correction features would really be appreciated. It was always a pain editing caves using FF Tools since I couldn't really make out the corner tiles at all. I ended up modifying the map editor to use a black background, which really helped.

19
Sorry, never got around to it.

20
Good ol FFIV... just when you think you've seen the height of needlessly complicated, you get a gem like this. Nice work deciphering that!
When I was learning to code NES homebrews, I remember reading that pointers should be handled in this same manner, rather than the way we typically find them in ROMs. It's supposed to be more efficient code-wise, although I can't remember why anymore. Maybe here the speed increase was actually worth the extra effort to store them like that.

21
Kain's is the only one that is story heavy and it sucks anyway. Probably longer than any of the original game's story sequences, adds nothing to his character you didn't already know, and then throws a boss at you that you'll likely mistime the first time you fight it, requiring you to play through all that text again. :bah:

22
General Discussion / It's thanksgiving?
« on: November 20, 2013, 10:44:11 PM »
Stupid forum. :bah:

23
Final Fantasy IV Research & Development / Re: AI Index Reference
« on: November 17, 2013, 05:19:27 PM »
I'm not a big fan of randomness myself, so I can respect the decision. The conditionals tend to make up for the lack of any random actions, and damage already adds a random factor to battles. (And I can't say I ever really picked up on many of the sequences while playing normally, with a few exceptions like the EvilMask.)

24
Final Fantasy IV Research & Development / Re: AI Index Reference
« on: November 16, 2013, 05:23:52 PM »
Missed this thread before, thanks for documenting these, I had started doing the same thing myself but never finished.

25
Final Fantasy IV Research & Development / Re: Steal/Sneak Command
« on: October 06, 2013, 04:03:50 PM »
In its current state, FF4kster is not a fan of nonstandard rom sizes. In fact, file size is currently how it checks whether the rom has a header.
One trick you can use for any size expanded ROMs is to divide the filesize by 4Mb/512KB. If there's a remainder, the ROM has a header (or wasn't expanded properly). 4Mb is a safe value to use since the next biggest expanded size is 12Mb.

Though really, if you don't want to add support, it's not that big of a deal. Anyone capable of expanding the ROM and making use of that space is capable of extracting data from one ROM and inserting it to another. The only thing expanded support would be nice for is if you decide to support J2e's FF4 translation down the road.

26
Final Fantasy IV Research & Development / Re: Steal/Sneak Command
« on: October 03, 2013, 05:15:48 AM »
There's plenty of free space in the ROM, and expanding further (you'd never need it for code) it is painless.

27
Final Fantasy IV Research & Development / Re: Cry/Fake Tears Command
« on: October 02, 2013, 05:09:18 PM »
Well I'm not ready to call it 100% yet, but it definitely has some interesting implications about the game's planned story/character progression if that turns out to be the case.

28
Final Fantasy IV Research & Development / Re: Cry/Fake Tears Command
« on: October 02, 2013, 01:50:05 PM »
Are you certain the only thing that stat is used for is stealing?

29
Final Fantasy V Research & Development / Re: FF5 Tilesets?
« on: September 16, 2013, 05:49:17 PM »
Copy the extracted graphics into another instance of YY-CHR (make sure to set both instances to GBA 4BPP mode beforehand) and use the + and - buttons/keys to align it. Guessing these graphics have some sort of header the decompressor isn't accounting for, which offsets the actual pixel data so it doesn't properly align to 8x8 tiles. I've never actually looked at the extracted binaries to confirm that, though.

30
Final Fantasy V Research & Development / Re: FF5 Tilesets?
« on: September 14, 2013, 02:38:47 PM »
Do you have minimal filtering on? 2C8818:5672 looks like the castle exterior tileset to me, and the entries under it other tilesets.