øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=28e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index5de4-3.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=28e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index5de4-3.html.zx®Eh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ ‹1ÞzOKtext/htmlISO-8859-1gzip8:ÖÞzÿÿÿÿÿÿÿÿWed, 11 Mar 2020 02:14:30 GMT0ó°° ®0®P®€§²ð®­Eh^Þz Show Posts - Tzepish

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Messages - Tzepish

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1
Hey Praetarius, do you mind if I package the above changes up into a small patch release for romhacking.net? I'd credit you with actually figuring this stuff out (and do you preferred to be credited as 'Praetarius' or 'Praetarius5018' (or some other cool name?)

2
That explanation was just complete enough for me to give it a try and learn something new. Thanks so much!

3
Thanks Praetarius, your dash info did the trick! I confess, though, that your explanation for Learning is too technical for me (I know next to nothing of ASM). I went to 7E020 and expected to see something similar to C0/125E for dash, but I wasn't able to make sense of the hex staring back at me!

4
Hey guys, I'm attempting to make Dash and Learning (blue magic) innate all the time, regardless of your equipped class, just for convenience. I found the class innate abilities data and I added +08h (for Dash) and +10h (for Learning) to every class, and it all seems to work -- except for the Freelancer. I'm guessing their innate abilities get stomped by the list of innates from mastered classes, so at the beginning of the game nothing is mastered and so they end up with no innate abilities (even if their data asks for Dash and Learning).

Is there a way to work around this check to get Dash and Learning always innate for the Freelancer (and the Mime, who probably works similarly)? Or, are there better or sneakier ways to accomplish what I'm looking for, such as:
* Making Dash and Learning simply function all the time, regardless of if they are assigned as innate abilities?
* Creating a new, empty job that contains these two abilities and masters at level 0? (I noticed some blank space at the end of the jobs table that maybe could be used for creating these hacky, placeholder jobs).

5
Game Modification Station / Re: FF6 Improvement Project
« on: August 05, 2013, 03:50:26 PM »
King of Vanity is probably another event hack that, like the Zozo jumping bug, could be fixed in a slightly different way to avoid conflicts. If I magically find I have spare time in the near future, I'll take a look.

6
Is this patch event data only, or is there code associated with it?  It seems like it wouldn't be tough to write from scratch entirely in event data. ie: clear all flags, remove all characters from the party, and goto the address of the first event in the game (assuming that first event takes care of things like teleporting to the narshe cliff and creating biggs, wedge, and terra). Of course, I guess it wouldn't surprise me if this game relied on some sort of hardcoded nonsense to set the first event up properly.

7
Game Modification Station / Re: FF6 Improvement Project
« on: May 24, 2013, 03:17:38 PM »
While this is a nice alternative to say, enabling DAs to happen anytime, I don't like how it puts you in the near fatal pose with just 1/2 of your HP gone. I only want to see my character like that if they are poisoned or near death. That's just me though. =)

Hence my comment that 1/2 is too high and 1/3 or 1/4 would be better :-).

8
Game Modification Station / Re: FF6 Improvement Project
« on: May 23, 2013, 07:40:42 PM »
Another fix to consider:
http://www.romhacking.net/hacks/1298/

Changing the threshold for "near-death" status from 1/8 current HP to something higher, so that it's more useful.  I agree with this hack's author that it's currently set so low that you usually die before you see it (although, I think 1/2 is a bit too high - maybe 1/4 or 1/3 is better).

9
Game Modification Station / Re: FF6 Improvement Project
« on: February 23, 2013, 01:46:34 PM »
I think, for these patches that would be awesome but otherwise change the intent of the game, the best of both worlds would be to do the work to make sure that they are compatible, but then distribute them in an "optional" folder contained within the same archive as the patch itself (of course, get the author's permission to do this).  The readme file could contain notes on what the patch does, why it's cool, and why it's not included in the base patch.  Personally, I'd totally use the Cyan ready stance (without breaking Retort), the forever runic, equipable umaro, and controllable coliseum, but I can see how others might disagree.

10
Game Modification Station / Re: FF6 Improvement Project
« on: October 14, 2012, 04:54:03 PM »
Sounds like a simple event hack that can be applied ontop of ff6 improvement.  If I had time, I'd look into it :-)

11
Game Modification Station / Re: FF6 Improvement Project
« on: April 26, 2012, 07:05:04 PM »
So I'm curious if there have been any other issues found with v1.03 besides these two, which have fixes:
* Paladin shields magically appear equipped on characters (fixed by DMNight)
* Blank magic spell slots show an MP cost of 1 instead of 0 (fixed by Lenophis)

Because if not, perhaps we can consider this puppy done, even if darkmage isn't around for it?

Also, re: the economizer patch update that fixes the null MP cost issue - can the newest patch be applied on top of FF6 Improvement and function properly, or does FF6 Improvement have to be rebuilt with all patches again?

EDIT: Actually, I'm still seeing this issue, too, which was supposed to be fixed in 1.02:
* Bushido technique names appear incorrectly indented in the menu

12
Game Modification Station / Re: Overworld Map Corruption in FF6LE
« on: August 21, 2011, 12:08:11 PM »
I got this problem constantly if I added too much dialog to the game with Yousei's old editor.

13
Game Modification Station / Re: FF6 Improvement Project
« on: June 12, 2011, 02:49:20 AM »
Sorry, I meant the actual events in which the flags were set/cleared.

14
Game Modification Station / Re: FF6 Improvement Project
« on: June 11, 2011, 05:18:08 PM »
Taking a glance through the auction house event data just now, it looks like it's highly dependent on the settings of some flags as well as the outcome of some mathematical operations... if other patches affected these things, then they could have inadvertently screwed up the auction house, even without editing the auction house data.

15
Game Modification Station / Re: FF6 Improvement Project
« on: April 07, 2011, 01:56:03 PM »
Well the unused code may be present simply because the feature was cut or changed late in development.  Late in projects it's usually safer to simply unhook things and leave them there than it is to remove them outright when making changes or cuts.

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