øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=278;area=showposts;start=120e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index549e.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=278e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index549e.html.zx¼åg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈàFîOKtext/htmlISO-8859-1gzip8:ÖFîÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:25:07 GMT0ó°° ®0®P®€§²ð®¼åg^ÿÿÿÿÿÿÿÿ1 Fî Show Posts - chillyfeez

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Messages - chillyfeez

121
Oh, OK. I hardly ever look at the forum's main page, I usually just click on my bookmark for FFIV.

122
It is. Thanks, Gedankenschild!
I turned old today.
Where does it say that, btw? I don't think it's ever told me when one of you has a birthday...

123
Yeah the sprite arrangements apply to all characters that's why when you look at the graphic tile sheets each character's corresponding sprites are in the same spot. So the game says:
"Special pose... That's tiles 30, 31, 32, 33, 34, 35, 37 and 38 in positions 1, 2, 3, 4, 5, 6, 8 and 9."
I can change any of those numbers,  but the changes would apply to all special poses, not just Golbez.

124
Final Fantasy IV Research & Development / Re: Battle commands
« on: August 07, 2016, 03:13:13 PM »
Huh... So it seems the game never even reads Chang and Parry from there. Like, ever. So I don't know how the words Change and Parry show up at all. I do remember it having been discussed before, but I'll have to scour old notes to see what I can find...

125
So yeah, I was thinking the same, but after looking into it a bit, it seems we were wrong. Having battle characters represented by a full 3x3 grid is actually impossible, because the game only loads enough sprite data for eight sprites per character at a time. I can easily move the active tile from top left to bottom left, but I won't be able to make all nine tiles visible.
 :bah:

126
Yeah, I think there's a lot of functionality that yousei intended to put into the program that he never got around to. My understanding - I think from the readme file - was that the whole thing was a project he was working on at one point for a programming class. I guess he finished the project and then never finished the program. Or dropped the class, maybe?

Anyway, copy and paste work within the program, so what I usually do is just go tile-by-tile, highlighting what I want to use, copy, then select where I want it to be and paste. It's a wicked-slow process, but fortunately for me, I'm not making any huge world map edits.

127
Got it all working! It was a bit complicated making the stat bonuses work, and I had to create some squish tiles for the express purpose of making Str, Agi and Vit fit on one line, but the results are sooooo satisfying!
Here's a video of the descriptions in action

128
Everything FF4ed edits (world map data and world map enemy encounter sets is it, if I'm not mistaken) is the same in both versions. So if you can somehow alter it to be able to load a 1.1 ROM, then that should work fine. To my j owledge, the only differences are minor details in the battle assembly (the 1/8000 block in ROM, 3/8000 in LoROM), so it makes a big difference for FF4kster, which enables quite a bit of modification options for battle commands, but shouldn't matter a lick for FF4ed.

129
FF4kster uses both headered and unheadered. Doesn't really matter too much, because a header can be added or removed at whim using SNES Tool.
The big problem you'll run into is that FF4ed uses version 1.0 and FF4kster uses 1.1.
If you can get FF4ed to work with a 1.1 ROM, well, that'd be awesome. Map data's in the same place regardless of version, so there's no reason FF4ed couldn't use 1.1. Of course, its tendency to expand the ROM would also break FF4kster compatability, so there's that to look out for, too.

130
Just thinking... If you look at a character's battle sprite sheet, don't they all have a single empty tile actually right there in the ROM? If I'm remembering wrong (possible, I'm not actually looking at it as I type this) then fine never mind, but if it is so then I bet the sprite arrangement could be rewritten to actually include that empty box. It could be left empty if you didn't need it, but used if you did want it. I mean, the arrangement probably uses an FF in that corner to signify an empty space which could easily be replaced with whatever hexadecimal represents that tile (assuming character sprite arrangement works like monster sprite arrangement).
 :hmm:
I mean, don't get your hopes too high - there are a lot of ifs in this one, and any of them being revealed as a no renders this whole theory useless. But if...

131
Final Fantasy IV Research & Development / Re: Battle commands
« on: August 06, 2016, 04:30:13 PM »
I think the "e" is embedded into the assembly. It would be easy to substitute it for a "d" once we found the piece of the assembly that writes the "e."
As long as I'm right about that...

132
I'm sure it can be done. I've definitely stumbled upon the battle sprite tile arrangements before, and they could probably be manipulated in that way pretty easily. The thing of it is, change the arrangement for one character and you change it for all. Are you willing to alter all of their special poses?

133
Yeah, I never used stop either, or any support magic, really, but that doesn't mean I don't think they could be useful. What's nice about Stop is that it's not a status that can be resisted, so no one monster is more immune to it than any other. In theory then, an AOE stop ability would be pretty useful in tough dungeons - more so than AOE Death, because often high level monsters (and zombie types always) are immune to instant KO.

In other news, piggybacking on the item description expansion I worked on for Rodimus Primal, I worked a new feature into item descriptions for TfW - equipment descriptions!
The final product will show:
For normal weapons: Attack power, cast spell, all stat adjustments
For thrown weapons (stars, darts): "Thrown weapon," attack power
For Bows: "Used with arrows," attack power (TfW won't have any bows that adjust stats)
For arrows: "Used with bow," attack power
For berserk weapons (TfW will have 3 or 4): Attack power, "Adds Berserk," all stat adjustments
For defensive equipment: Defense power, Magic Defense power, all stat adjustments

I have all of that working except the stat adjustments so far. Some screenshots:








And, yeah, it's actually reading the info from the equipment, so if I change the equipment, the description will automatically adjust.
That little black box is where the stat adjustments will start. I haven't written the code for that yet, and I expect that it's going to be kind of a bear, based on how the stat adjustment system works, but it's gonna be so cool once it's all done.

134
No. That's how the game does it. What I was explaining in that thread was how to manipulate what the game actually does. As you move around in the world map, the game is constantly reloading data, so that it only has 1/4 of the world map actually loaded into RAM at any given time. As it's loading, there are built in checks for the appropriate flags and checks for the current Y-position, and that's how it determines whether or not to load the alternate map data.

135
I seem to recall you being unimpressed with the 3bpp offerings from ffv...
Any chance that any of them are aquatic- or alien-looking? I'm eventually gonna need non-ffiv monsters that fit those descriptions. Though the dungeons they'll appear in are a LONG way off from being created.