øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=14;area=showposts;start=630e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index5b87.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=14e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index5b87.html.zxÕ¼g^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.&OKtext/htmlISO-8859-1gzip@øÕ&ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 16:30:36 GMT0ó°° ®0®P®€§²ð®Ô¼g^ÿÿÿÿÿÿÿÿW)& Show Posts - Pinkpuff

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Messages - Pinkpuff

631
Ok so from Zyrthofar's editor I've discovered that there is a table from 74966 to 74C95. The table consists of 0x60 entries, each of which is a sequence of 8 bytes. Each byte is the index of a formation.

The next question then is, how does the game store which maps correspond to which encounter sets? This information is displayed in Zyrthofar's editor but is not editable and thus I'm not sure I can reverse engineer it.

 :edit: Never mind, I found it!! There is a list from 74796 to 74915. Each entry is a single byte and represents the encounter table used for that map's encounters.

632
Does anyone know anything about how encounters are stored? By which I mean, what monster formations do you fight in what maps, and at what frequencies?

633
Game Modification Station / Re: vivify93's FFIV hacking questions
« on: August 14, 2013, 06:02:44 AM »
Looking at Phoenix's FF4Tools, the map tile data starts at B8500 and the ending maps are mostly near the end of the upper world maps. For example, the Palom/Leonora map is apparently at CA295.

So the ending maps are the only ones affected?

The list you posted all seem to be fairly benign changes. I can't comment on the effects of those miscellaneous patches but I'm sure if there was some kind of issue with one of those it would have been noticed by now. However sometimes certain patches that work on their own don't always play nice with others, and it may depend on the order in which they're applied.

The only other thing on the list that draws my attention is the "re-timed ending scrolling", simply because it's also near that part of the game.

634
I just took a fresh ROM, changed nothing and saved in FF4kster. The event played out as normal for me.

In order to get any meaningful help you'll have to list out everything you changed, though I'd prefer if you started a new thread for it.

 :edit: Incidentally, I just added a formation editor, so have at 'er.

635
Message editor crash, hold bug, and spells-off-by-one error fixed.  :banonsmash:

636
Ok the jobs editor crashing problem should be fixed there now.

Message editor crash and inability to add Hold confirmed and will be tackled presently...

637
Ok, attempt #2 at fixing the memory leak! Please redownload and let me know how it goes.

638
Game Modification Station / Re: vivify93's FFIV hacking questions
« on: August 12, 2013, 05:02:27 PM »
Yeah I don't see how a memory leak would cause that.

My money is still on the data bleeding theory. Even if it isn't the bank 3 text it might be something else. At some point I will try finishing the game with a rom that was saved with FF4kster but nothing changed and see if it happens. If it does I can start narrowing things down. If it doesn't we'll have to chat about what exactly you changed and in what ways.

 :edit: Ok I had a save file near the end so I sped through with an unchanged but saved rom and the ending maps looked perfectly fine. What did you change besides text?

639
Also I have noticed that you added a Lot more Drop Index tables than there were in the normal game. I can only assume that this is actually other data that shouldn't be changed?

No clue, we'll have to experiment!  :laugh:

Do we know what follows directly after the Drop Index? If the data is inconsequential that means that it might be able to be used, in theory. Though there is a lot of interesting stuff there by default which add quite a bit more variety to drops even if they aren't changed. So while you may want to add a warning about changing the index past a certain value, I do not think that you should limit the number of available Drop Indexes, there's some neat stuff in there that don't necessarily need to be changed to be effective.

If it turns out that there is stuff afterwards that it could bleed into then I will eventually put a check in there and limit it. I plan to do that at some point with all the other bleedable data as well but I've been considering it a fairly low priority.

This Template system you have set up is Fantastic!

Thanks! I figured most of the time people would want a graphic setup from the original, but I still wanted to keep the ability to manutally type in something, especially while we're still discovering stuff.

Now what are "units"? I can't quite wrap my head around those. I don't recall there ever being enough monsters to have 26 units, nor do Character's go up to that amount.

Once again, no clue. Experiment time!

:edit: How is Sprite Changing supposed to work? It's an interesting idea but the game uses it quite sparingly to actually say what it is supposed to do. Also it seems as if you change the default Charm into "attack enemy" instead of a specialized one for each type of monster there would be a lot of extra AI sequences to add.

No clue how sprite changing works. I've done very little testing with this so far, I was just so glad to have it done that I just debugged it to a point where it didn't seem to have any fatal errors and posted it right away.

640
Heh, yeah I meant backspace. Good catch.

You meant escape you mean ^_^

I am also a little confused on how some of these AI flags work.

So am I. I guess we're just going to have to experiment.

Anyway I fixed the AI index issue. Next up will be the sizes and then I will see if I can track down the memory leak (I think I know generally where to look for it now though).

 :edit: Size labels done, and also added a "template" feature to the graphics pointers that lets you select from the regular monster graphics by label to assign the pointer and size accordingly.

 :edit: Ok I think I found the (a?) source of the memory leak. Let me know if it is any better now.

641
One thing I've noticed: If, when editing the condition set list, you are at "1" and hit (down), FF4kster crashes (like it's trying to go to "0," but then realizes there is no 0 and self-destructs). Not a big deal if you're careful, but could cause loss of a lot of unsaved data for someone who's not careful.

I can fix that Fixed

A small suggestion: When selecting the monster's size, would it be possible to have the editor say, for instance, "4x4" instead of "1?"

It certainly would, but I would need a list of what size indexes correspond to what dimensions

A question: Wasn't there a plan to have the ability to edit monster formations as well? Please don't interpret that at all as disappointment - monster formations are a blip on the radar compared to what you've created here.

There was and still is. It will be separate from the monster editor though. In fact once the monster editor is a little more debugged the formation editor will be next.

Also, I don't recall the Features (apparently previously Item Ranges) option in previous versions. Did I miss a version somewhere along the lines, was I simply not paying attention to what was there, or is this new?

It was in the previous version.

Still need to do some more testing to see how things work in actual gameplay once changes are made, but so far it looks great!

Thanks, and thank you for pointing those out!

Very nice to see this available. One thing I've noticed so far: If you hit tab to edit a reaction sequence, going back with esc will increment its index by 1.

I can fix that Fixed

Also I don't seem to be able to toggle the boss bit off on monsters it's already set on. Can turn it on and off other monsters fine.

I can fix that Fixed

Immune in weaknesses should be "very weak" or something similar.

The thing there is that it's reading the element names from a config file, and also it's using a stock menu component that is used for all element/status menus without regard to what launched it (whether it's relating to weaknesses or resistances or whatever). If you don't like the name you're certainly free to go into the config file and change the word "immune" to something more general-sounding.

Attempting to add elements to monster attacks sets statuses in the second column instead.

I can fix that Fixed

I think you need to work on memory usage, it increases every time you move the cursor over an option, and this adds up really quick when viewing monsters. Just scrolling down the entire list without doing any editing increases the memory used from about 8 megs to 391. I had it using over a gig at one point through fairly normal viewing and editing. :eek:

TBH I never really looked at the memory usage. Is this something specific to the monster editor or does this happen just using the tool regardless? In any case it sounds like there's some kind of memory leak somewhere. I'll see what I can do.

Lunar scripts don't seem to be loading for me either.

Ah yes I forgot to mention, that is a known issue. Until I'm able to determine which monsters appear on the moon and which ones do not, they're all just going to have the regular scripts. Soon I will go through the monster list and create a config file that says which monsters are on the moon, but this will simply be a stop-gap solution until there's an actual encounter list editor, whereupon FF4kster will simply read from the encounter information which monsters appear in lunar areas, and show lunar scripts for those and regular ones for the rest.

Incidentally, behind the scenes it actually is loading the lunar script data, and even saving it, just there's no way to edit it currently.

Again, thanks for pointing those out!

642
MONSTER EDITOR COMPLETE! Or rather, ready for testing...  :childish:

Download the new version from the Time Cave link (I won't be uploading to RHDN until it's received a little more thorough testing).

I haven't written the documentation in the readme yet for how to navigate the monster editor but here's the basics:

Everything works more or less the way you'd expect except for two things: The "monster flags" and the "AIs".

Monster Flags
This is the list of flags indicating which "extra bits" the monster has, such as whether it has a reaction or a weakness or resistances, etc. Pressing enter will activate/deactivate that flag, as you would expect. However, to edit the details (i.e. which element(s) the monster resists or is weak to, or which AI it uses as its reaction) press TAB while the corresponding flag is active.

Monster AIs
This consists of five components. Pressing TAB switches between components. On "index" components, pressing ENTER will also take you to the next component.
  • The AI index: This indicates which AI you want to work with. There are 256, but whether it will be considered "lunar" or not depends on whether you encounter that monster in one of the lunar domains or not.

  • The condition set list: This indicates the list of condition set / script index pairs and appears as a tall, thin menu of numbers on the left. The numbers listed are only the indexes of the condition sets. When you highlight one, the script index display will automatically update to display the corresponding script index. To change an index, select it and press ENTER. To add a new index at the current position in the list, press INSERT. To remove the currently selected index, press DELETE (you can't delete the last one).

  • The condition set: This represents the set of conditions corresponding to the currently selected condition set index. To change a condition, select it and press ENTER. You can then pick from a list of conditions. When you confirm one, it will start giving you other prompts to change the details of that condition which you may change or leave alone as you see fit, but note that if you do change it then any other places the condition with that particular index appears will also be changed. To add a new condition to the set, press INSERT. To remove a condition, press DELETE (you can only delete if there are two or more conditions).

  • The script index: This represents the script index that corresponds to the currently selected condition set index.

  • The script: This represents the list of actual executable commands corresponding to the currently selected script index. To change an item in the list, select it and press ENTER. To insert a new command, press INSERT. To remove a command press DELETE. Note that changing the script for a particular index will change it everywhere the script with that index is used (so for example, even though you may think you're only affecting the Imp's script, actually you're probably affecting the scripts for a lot of other monsters in the process).

And I think that's it. Questions, comments, bug reports, fire away!!

643
Game Modification Station / Re: vivify93's FFIV hacking questions
« on: August 10, 2013, 05:13:05 AM »
If you did it using FF4kster then it is entirely possible that the bank 3 text could have bled into something. I have no idea what comes after that in the ROM so it very well could be related to this issue. That said, it also could be that it's being caused by something else entirely.

Has anyone else played a rom hacked by FF4kster through to the end and watched the whole ending?

644
Kind of. It looks more like it's scrolling up the inside of a box. So like, it starts scrolling up the "bottom" of the box, "star wars style", then starts scrolling up normally (the "back" of the box), then starts scrolling back out the "top" of the box towards the screen, "reverse star wars style"

645
Excellent. I will probably add it then. Though it will not likely be in the next update. The monster editor is enough work to merit its own update.