øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=14;area=showposts;start=780e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index5b28.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=14e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index5b28.html.zxÙ¼g^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.ãOKtext/htmlISO-8859-1gzip8:ÖãÿÿÿÿÿÿÿÿTue, 10 Mar 2020 16:30:40 GMT0ó°° ®0®P®€§²ð®ؼg^ÿÿÿÿÿÿÿÿ['ã Show Posts - Pinkpuff

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Messages - Pinkpuff

781
Final Fantasy IV Research & Development / Re: Dark Wave Command
« on: March 26, 2012, 07:37:02 AM »
 :bump:
Ditto... Any word on where the locations are for how much damage it deals to the enemies, or to the caster? It'd be nice to be able to manipulate/configure those.

782
Updated again; now you can edit actors!

By "actor" I mean, the thing that joins your team. You can edit the battle command menus, the starting equipment, and the initial/shadow data it loads/saves. Right now it doesn't consider the possibility that your rom is using the "extra shadow slots" patch but I might add that functionality at some point. Especially if there's a way to definitively determine whether the patch has been applied or not just by reading the rom!

I found an interesting/odd behaviour when testing this component of the editor. It seems that changing the initial data the actor loads changes which battle command set it points to. If you get the actor to load either a shadow slot, or the initial data they're "supposed" to load, it will point to the correct command menu. I have no idea how or why this happens and thus I can't reflect it in the editor, so if anyone has any insight with regards to this I'm all ears.

In addition I cleaned up my code a bit, and also changed around the setup of the spell set editor to make it a little more intuitive (at least it is to me).

Also, pressing ESC on the main menu no longer quits, you have to select the "Quit" option at the bottom (but ESC will still take you back from an editor to the main menu).

783
Yeah, at some point I'll put something in the program itself that tells you the keys, but for now:

Always:

ESC: Cancel / go back a menu
Enter: Confirm

In menus:

Arrows: Move among menu options
End: Jump to bottom option
Home: Jump to top option
Tab: If it is a "composite" menu (such as element/status or "can equip" menus), alternate between component windows

In numeric inputs:

Up: +1
Down: -1
Page Up: +10
Page Down: -10
Home: Minimum value
End: Maximum value
Backspace: Divide current number by 10, rounding down (effectively erases last digit)
0-9 keys: Multiply the current number by 10 and add the typed digit (effectively allows you to type out numbers)
Note - some things look like numeric inputs but are actually menus; prices for example, as you can't just put whatever you want as a price

In text inputs:

Letters: Letters
Numbers: Numbers
Symbols: If the symbol corresponds to a symbol in the FF4 font (such as a dash or colon), that symbol; otherwise a "?"
Insert: Insert a special symbol from the FF4 font that doesn't have a corresponding ascii symbol (e.g. weapon icons, magic orbs, etc); the first one will appear and you can cycle through them using the arrows (enter to confirm)
Backspace: Delete last letter/symbol

784
Yup, dialogue is definitely part of the plan. Thanks for reminding me, I will add it to the to-do list at the top.

What the program will be able to edit will be limited only by my access to the information required.

785
Thanks!

Please let me know if you find any bugs or anything not displaying properly or if the controls/interface are awkward or anything like that.

Also I just updated; the new one now can edit spells effects, starting spells, and spell progressions.

786
Hi folks,

I know it's been a long time since I posted anything here but I've still been lurking a bit. Anyway, I decided a while ago that I want to create an all-in-one comprehensive rom editor / hacking tool for FF4 (well FF2us really, but if modifying it to also accomodate 4j isn't too difficult then I may look into that as well). I already have a start on it and you can right now edit:
  • weapons
  • armors
  • items
  • shops
  • spells / monster techs
  • spell sets/progressions
  • actors
  • commands (certain features only; what spells they point to, chances of working, etc)
  • event code
  • jobs
  • characters
  • event triggers
  • npcs
  • dialogue
  • battle messages
  • map properties
  • monster stats
  • monster AIs
  • monster formations
  • monster encounters
Also, I know how to do and will "soon" (read: eventually) have incorporated editing of:
  • At this point, everything I know how to do has already been incorporated into the editor. However, I will still be adding things as they are found and documented well enough to do a proper job of it.
Some unique/interesting things I'm trying to go for with this editor:

  • I'm trying to use config files rather than hard-coded strings for as many labels as possible. This includes things like element names, status names, shop names, map names, etc., basically whatever things you need names or descriptions for that can't be read from the ROM directly (things like character names and job names will be read directly from the ROM you're editing and the labels will display as such). Thus, if you change DKnight in the ROM to DarkKn or something, then all the labels for that job will show DarkKn rather than DKnight. Likewise, if you decide you want to have a different elemental scheme, then instead of having to remember "ok whenever I see 'fire' in the editor that means 'water'", you can just go into the config file and overwrite the string "fire" with "water", and the editor will display "water" for you.

  • I'm trying to get the editor to incorporate as much graphic data from the ROM as possible. For example, it currently reads the menu and font graphics from the ROM you're editing. This has a couple of advantages. First of all, if you changed the font/windows in your hack, the editor will look like that as well, so it adds to the look/feel/atmosphere. Secondly, if you changed some of the symbols to something else (like, let's say you took out the Whip weapons and added in, say, the Book weapons from FF3, so you changed the whip font symbol to look like the book symbol), then those changes will appear in the editor (so instead of having to remember "ok whenever I see a whip symbol that means book", you would just see the book symbol you put in there). Ideally though, I'd like it to also display things like, the weapon graphic for the weapon you're editing, with the correct palette (as opposed to the text description it has there right now). Likewise, the monster graphics and so on.

 :edit:
This is now being hosted on Romhacking.net!

http://www.romhacking.net/utilities/914/

How you can help if you're interested

For starters, you can download the demo and let me know what you think of both the idea itself and the implementation:

Windows XP (though it should work on pretty much any modern Windows)

I can also compile it for Unix if need be.

As well, if you have any information with regards to graphics; where the graphics (and particularly the palette information) for various game objects are stored, that would be most helpful. I know some of that information is posted here already, and I will certainly go digging for it when the time comes, but I think it's mostly related to characters and portraits. It'd be great to be able to read the graphics and palettes for spells, weapons, monsters, map tiles, etc. as well. Alternatively, if you know of a reliable technique for finding this type of information, that would be a great help as well.

Cheers!

The version hosted on the timecave in the link above will still be the more up-to-date one at any given time, but I will definitely be submitting periodic updates to RHDN.


 :edit:
=== FF4kster is now on Github ===

For a variety of reasons, I am no longer actively developing FF4kster. However, I have uploaded all the source code to Github just in case the community wishes to pick up the torch. The code is in FreeBASIC and isn't very well commented, but I will still be actively responding to messages, so feel free to send me any questions you may have and I'll do my best to answer them.

I'm glad to have had the opportunity to contribute to the FF4 hacking community in a significant way.

FF4kster Github: https://github.com/pinkpuff/ff4kster

FreeBASIC homepage: http://freebasic.net/

787
Final Fantasy IV Research & Development / Re: Shadowing Stat Data
« on: April 11, 2011, 07:10:43 AM »
Phoenix, once again, you are my hero!

This is such an awesome prospect; I can't wait to try it out.

788
General Discussion / Re: FF4 - Zeromus's Final Meteor is Symbolic
« on: December 25, 2010, 05:09:26 PM »
I'm confused... What is it symbolic of?

789
Game Modification Station / Re: Adding FF4 Ninja and Summon Magic
« on: October 01, 2010, 06:56:31 PM »
Additionally, does the game allow "learning" the key basic Ninja spells via levels? (Flame, Flood, and Blitz)

I have no idea about JCE's hack but I know in the normal game this is definitely possible.

There's no way to add in new summon spells through the spell learning list, correct?

If what you mean is having Rydia learn, say, Shiva, Ifrit, Bomb, all that stuff by levelups, then yes you can definitely do that.

790
Game Modification Station / Re: Some ideas I'm working with for my hack
« on: February 14, 2010, 07:41:38 AM »
NOP means "No op." as in "No operation"; i.e. "do nothing". It's an instruction that basically just says "skip me and continue with the next instruction". By replacing parts of existing code with NOPs you can effectively delete them without changing the amount of space the code is taking up and having to fool around with pointers and stuff.

So for this example, you would replace the 'F0' and the '36' in that line with whatever the hex code is for NOP.

791
For the location triggers, there's something I don't understand about the way they call events.

From what I understand from the doc posted by Phoenix, there are five bytes to each location trigger. The first two are the (x, y) co-ordinates of the trigger on the corresponding map. That much is easy enough to understand. Then, if the third byte is FF, it means the trigger is an event call (as opposed to being a chest or a teleporter), and the next byte is the event that will be executed. However, looking at the actual data, it must be more complicated than that.

What I mean is, if for example you look at the trigger in the Mist Village that is supposed to execute the event where the bombring activates, the code is:

Code: [Select]
08 10 FF 0C 00
I took that to mean "When the player steps on the tile at (8, 16), execute event number 12." However, event number 12 [0C] is the message "Empty."; the bombring event should be event 48 [30].

So I guess what I'm asking is, is there some table somewhere that the "0C" is indexing? And if so where?

Thanks

792
Final Fantasy IV Research & Development / Re: Announcing: FF4Tools
« on: September 03, 2009, 11:08:27 AM »
It looks messed up on mine... (see attached screenshot)

793
General Discussion / Re: What browser / window size do you use?
« on: August 30, 2009, 07:36:33 AM »
Browser: Lynx (MS-DOS 6), or Firefox (WinXP)
Size: Lynx - Er... roughly 70x45 chars?, Firefox - No idea

794
Me neither. In fact, I still haven't finished it the first time! I think the only reason I'm forcing myself to do so is to be able to say I finished it.

I much prefer Advance. The character changing concept alone just added so much to the game, plus the extra dungeons and equipment were so fun and refreshing. The DS version on the other hand had the difficulty ramped up way too high for my tastes; and while the augment thing was interesting insofar as it was kinda cool to see some new commands, it just didn't add enough to compensate for the ugly 3D graphics.

795
General Discussion / Re: The official "Happy Birthday" thread!
« on: April 24, 2009, 05:30:47 PM »
Yay! Thankies!