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Messages - JCE3000GT

76
Final Fantasy IV Research & Development / Re: Japanese Title Screen
« on: March 17, 2015, 12:21:36 AM »
Avalanche I believe the crystal also has two layers..?

You can easily import most of the Japanese title screen but not just by copying the whole data block without changing the palette if memory serves me.  I don't have time right now but I would like to try and help out here as soon as I get some free time.  The custom title I did was originally from Final Fantasy IV EasyType actually.  :)

77
Final Fantasy IV Research & Development / Re: 4bpp Graphics Backport
« on: March 17, 2015, 12:14:23 AM »
Jesus that looks incredible!  I love the fact that Final Fantasy 4 is getting the love and attention now.  Pretty soon you'll be able to do a completely new game with its engine.   :D

78
Final Fantasy IV Research & Development / Re: Japanese Title Screen
« on: March 10, 2015, 01:23:44 AM »
I don't have anything in my last bit of notes when I was researching the title screen data a couple years ago...  Now I'm curious...


79
Final Fantasy IV Research & Development / Re: Japanese Title Screen
« on: March 09, 2015, 08:43:08 PM »
You guys are right, I was off on my offset for the title screen data.  I thought it was 42000 and not 44000. 

80
Final Fantasy IV Research & Development / Re: Japanese Title Screen
« on: March 09, 2015, 02:02:35 AM »
FF means to use a blank or transparent tile.  When I get home from being out of town I will give a better visual example of what that data does.  Deal?  :)

81
Final Fantasy IV Research & Development / Re: Japanese Title Screen
« on: March 08, 2015, 11:59:42 PM »
Yes, you can copy the title screen tiles and tile positioning data from one to the other but the animation and translucent routine/data is stored elsewhere.  I have no idea where, and it will look like crap in FF2us until the palette is edited.  If you use my title screen data as a reference you can sort of figure out how it works to modify it.  I'm going out of town today and tomorrow but I should be able to help more when I get back.

There is a large (like massive) amount of empty space right after the title screen at 0438B9 - I theorize that this is likely the routine for the flashing graphics and the like since I know it is never utilized normally in the game because that's where I placed all of my random AI and I have not noticed anything off with the title screen...

then again that could be empty space in all versions, would lead me to question why though.

That empty space is the tile positioning data I believe. 

82
Final Fantasy IV Research & Development / Re: Japanese Title Screen
« on: March 08, 2015, 11:20:50 AM »
Yes, you can copy the title screen tiles and tile positioning data from one to the other but the animation and translucent routine/data is stored elsewhere.  I have no idea where, and it will look like crap in FF2us until the palette is edited.  If you use my title screen data as a reference you can sort of figure out how it works to modify it.  I'm going out of town today and tomorrow but I should be able to help more when I get back. 

83
Final Fantasy IV Research & Development / Re: Japanese Title Screen
« on: March 08, 2015, 01:54:24 AM »
If memory serves the crystal is actually two separate graphics and the top layer is translucent.  I am not sure about the animation, I never looked in to that.  I actually used the Japanese title data to craft your (and my) custom titles.  The data is better organized due to the "Final Fantasy" lettering size difference. 

84
The increasing the level beyond 99 would pretty much fix it.  The level up table can easily be done by allowing 3 digit level # displays, adding more levels after the 70-99 to do 70-150 or whatever, and add the extra experience needed.  Though I cannot remember on that last one how the 70-99 experience requirements for level up are done.  *edit* Ok I remember how the EXP is done so nevermind that last sentence.  :)

Sucks I am at work and cannot work on this!

85
Now those are some brilliant ideas! 

One thing that may need to be tweaked is the HP per level for the characters so after say level 69 when the lovely 70-99 level ups happen the melee characters have the ability to go over 9999 at some point.  Or would you add another Apple item that raises more than 50/100 HP?  If it were me I would raise the EXP requirement for levels 50-69 to be about double the default amount, but, as a reward for leveling up get a substantially larger amount of HP per level up. If memory serves me I believe the only character than could legitimately get over 9999 is Yang without the use of Silver/Golden Apples.  Cecil statistically can get close (~9800?) if you manage to roll the lucky number every time. 

What do you all think?

86
While I'd love to see it happen, how feasible it it really?

Near as I can figure, monster HP can't be expanded to 24 bits unless party HP is as well, since damage routines are the same for both. There's plenty of unused bytes in monster stat records, but not so many in party stat records. Then there's rewriting all of the monster data in ROM (ugh).
It just seems like such a massive undertaking.

I mean, don't let me discourage you if it's something you want to tackle... I'll help if I can, but the thought of trying to make it all work makes my head spin a little bit.

In regards to the monster HP it would be an undertaking.  The result if achieved would be an outstanding one as seen with Final Fantasy 3us.  I'm still on the fence on this one.  Higher defense for monsters and lower physical attack for characters would probably be much less work. 

That is some fantastic proof-of-concept JCE! It looks so clean, and if we forget about including max HP values in battle as you show there it looks perfectly fine. I'm sure you're aware though that stats only reach up to 255 normally, but as a proof of concept it is a wonderful idea.

Now increasing monster's HP past 65,535 will not be easy, every byte of a monster's ROM data is used when fully optimized (as in when the Evades are properly reconfigured) if the evades are taken out of the picture there are four more bytes to use for the enemy's data, now this is possible, and it could work this way...

(Using Magic Evasion byte)

Write custom code into the "Is HP 0?" check that then looks at the ID "Is it an enemy?" then finally "Does Magic Evade = 0?" If so, move on to the rest of routine. If not, "Add FFFF HP to enemy" and finally "Subtract 1 from Magic Evade".

Is it clean? No, not really, past 65,535 HP value you only have x2, x3, x4, etc. But it will work for those big enemies. Granted any damage done after HP reaches 00 will reset to 65,535. Now you could utilize more of those unused evade bytes to set more variety, like "IF Magic Evade Multiplier = 3 divide 65,535 by 3 for next life bar"

That is a very interesting take on the monster HP subject.  I'd be interested to see if this is something that could be done.  Maybe relocating the entirety of the monster data in an expanded ROM data block would give more space to then allow all monsters the same byte length.  I tried and failed at that last bit...

On the example images I posted I only used 9's just to fill up the 8x8 space. :)  I do know you could probably increase the stat cap display length too.  I made only partial progress on it but lost that ROM and document in a HDD crash. 

87
Well, that certainly would solve the whole issue of expanding HP to 24 bits... It would also help explain why Meteo kills Tellah.
Sure, yeah, I think something like that has potential!

So mages, then, would have a max HP closer to fighters, but it drains more quickly the more spells they cast. I think it adds an interesting dimension to gameplay, actually...

I agree.  If you gave the magic users have more HP, but not too much more, you could add a whole new element.  You'd probably have to slightly increase the physical attack and or weapon power for those magic users to give an alternative option.

So I had an idea several years ago that still sort of haunts me.  On one of my dozen or so FF2us/FF4 hacks I had planned out to remove the MP stat and have spells actually use HP instead.  I didn't do any research on it at the time but I was thinking it could be possible. 

Would anyone else be interested in something like this?

This is an interesting idea, but it should likely be done in a Routine basis so MP spells would still exist for magic users and more "physical" special attacks could consume HP for the physical attackers, (I think the older Megami games had a system like that) maybe have a cutoff point in the spell list to delineate the two?

But for just all mages using HP to cast spells.. the run-up of 99 (or 255) is still far too low unless it were multiplied by perhaps by an eighth of the current character's Wisdom/Will so that the stronger it becomes, the more it costs?

For instance a Rydia casting Bahamut in this default set up would cost 60 HP, with a multiplier system in effect say she has 60 Wisdom, 60/8= 7 (rounded_ so it would cost Rydia 360 HP to cast Bahamut at 60 Wisdom, which seems like a fair trade off, and if she were to cast Meteo at 99 Wisdom it would be 99 x 12 = 1188 which is a very fair amount of HP for a spell that will be dealing 16,383 damage.

 Though you give me an interesting idea Chillyfeez... Recall could be turned into a command called "Offer" that would still use the basic choose a random spell setup  but would cost x4 HP of the original cost of the spell.

A good formula would need to be created I believe similar or so to your idea above.  I suppose you would have an option to make magic weaker to not drain too much OR actually make some spells stronger that are usually abused/exploited.  Stop or Stone are two such examples. 

88
Final Fantasy IV Research & Development / Gauging interest on MP=HP
« on: March 05, 2015, 07:51:17 PM »
So I had an idea several years ago that still sort of haunts me.  On one of my dozen or so FF2us/FF4 hacks I had planned out to remove the MP stat and have spells actually use HP instead.  I didn't do any research on it at the time but I was thinking it could be possible. 

Would anyone else be interested in something like this? 

89
Ok, so I have something to inject in the 5-digit HP discussion.  I played around with this myself a bit and I believe it is quite possible to successfully do this with only minor menu modifications.  I created some mock-ups a while ago for me to visually see what these extra digits may look like.  I'll put them below.  I know I'm missing the battle magic menu, but, I seriously doubt anyone would even want more than 9,999 MP.  Also, the max HP can be removed from battle.  I think 5-digit displays for HP would really add a certain level of interest in the game. 







The other thing I was working on was increasing the HP of the monsters from 2 bytes to 3 bytes (24-bit in other words), but I didn't get very far on that since I retired shortly afterwards.  I may poke around on that since I've got a new workstation setup in my office at home and this interests me at the moment. 


Thoughts?

90
Great work chillyfeez and avalanche!  I'm so glad someone made use of that data. I always wanted to see the 5th digit possible. 

And if memory serves me Meteo had a 200 power vs 99 power for Bahamut..?  So Bahamut would break the limit but only barely and only assuming max Wisdom. 

I tinkered with the character stat caps too but the lack of assembly knowledge prevented me from doing more.  The stats (Str, Vit, etc) are easily functional past 99 but the HP is tricky and may break some spells that base on HP...not sure.  I can say having STR higher than 99 will make the HP damage cap removal even better.  :)