øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=278;area=showposts;start=1170e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index5f3f-3.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=278e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index5f3f-3.html.zxÛåg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.{OKtext/htmlISO-8859-1gzip0|Ö{ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:25:38 GMT0ó°° ®0®P®€§²ð®Úåg^ÿÿÿÿÿÿÿÿ${ Show Posts - chillyfeez

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Messages - chillyfeez

1171
Got it. World map tile properties are at (headered) A0C80-A0F7F.
Two bytes per tile, as with location tile properties, but the bit meanings are of course completely different.
I'll figure it out, but again, I expect this to take a while.

1172
Hmm...

There's a curious block of code at A0800-A0AFF.
It's only 50 (hex) lines away from the location map tile properties at A1000, it seems to follow a similar type of structure/pattern as the location map tile properties, and at 30 (hex) lines, it's exactly long enough to represent the properties of three tilesets (Overworld, Underworld, Moon).
Think it may be time for some experimenting!

Also, I have a suspicion that some information about the vehicle travel and landing possibilities of tiles will be contained herein (assuming I'm right about this, which at this point is just a big assumption), so I may learn some things to contribute to the vehicle thread too.

1173
Meh - forgot how bad I am at tracing stuff with snes9x debugger. I can't find Dark Wave's damage subroutine. I'm abandoning this ship for now.

1174
  • How (and where) are the overworld maps stored?
World Map row pointers are located at B0200-B067F
World Map row data is located at B0680-B6D53. The Data for each row is terminated with FF.
I assume each World map has its own tileset, though I suppose it's possible the Underworld and Moon use the same tileset with different palettes (doubt it, though). I've done some, but not a lot, playing around with the data of the Overworld map (that is, with a hex editor, independently of Yousei's map editor). It seems when a tile's bit 7 is 0 (so, bytes 00-7F), it is an individual tile; but if bit 7 is 1, then the following byte represents a count of how many of that tile will appear.
Thus, the first row of the Overworld reads:
Code: [Select]
99 FF FFWhich means:
Code: [Select]
99 FF - tile 99 (ocean with no shore) 255 times
FF - end row
The 20th row of the overworld (the first that is not all ocean) reads:
Code: [Select]
99 2F 1C 1B 99 CD FFWhich means:
Code: [Select]
99 2F - tile 99 (ocean with no shore) 47 times
1C - tile 1C (ocean with a tiny speck of shore in the lower-right corner, single because bit 7 is 0)
1B - tile 1B (ocean with a tiny speck of shore in the lower-left corner, single because bit 7 is 0)
99 CD - tile 99 (as above) 205 times
FF - end row
I haven't seen documentation of the order of tiles within the tilesets (like an Overworld version of the map editor in Phoenix's FF Tools), but a person with enough time and the proper motivation could do this pretty easily.

  • How are the overworld events handled?
  • How are the overworld teleporters/entrances handled?
my thread on world map triggers is here:
http://slickproductions.org/forum/index.php?topic=1769.msg17690#msg17690
That covers most of the ground for those questions.
Functionally, World map triggers behave like (non-chest) triggers in location maps. That is, they can be set to teleport or activate events however you want, except events in world maps are limited - evoking text will crash the game, and there are no NPCs.
As with location maps, there are specific world map tiles that can/will trigger events and teleportations. Phoenix explained how to edit location map tile properties here: http://slickproductions.org/forum/index.php?topic=1286.0
I imagine that if we knew the location of World Map tile properties, they could be altered in much the same way.
As it stands, triggers can exist on the following types of tiles:
- (Overworld) Town
- (Overworld) Castle (six or eight different tiles, depending on if broken castles use the same bottom tiles)
- (Overworld) Forest
- (Overworld) Cave
- (Overworld) Mountain Path
- (Overworld) Dark Green Grass (trigger for the bombing of Damcyan)
- (Overworld) Bridge (Fabul Port)
- (Underworld) Castle (four tiles)
- (Underworld) Town
- (Underworld) Cave
- (Underworld) Tower of Bab-il Entrance (two tiles)
- (Underworld) Dark-Colored Ground (tanks shooting tower triggers)
- (Moon) Cave
 :edit: I should probably mention that the Dark Green Grass, Bridge, and Dark-Colored Ground tiles that are triggers are different tiles than the identical ones that are not triggers.
  • Are the underworld and moon surface indeed handled the same way as the "upper world" overworld?
I'm not sure I fully understand the question... I think the answer is yes, with the exceptions of all of the ways the Underworld and Moon typically differ from the Overworld.

1175
Coin Toss in FFV was really the only worthwhile version, imo. it was a huge amount of nonelemental damage for a huge amount of GP. Made for a great desperation move to beat particularly tough bosses. If Dark Wave has a unique damage subroutine (which is plausible, since it apparently has a unique undead check) we could reproduce this technique. Think I'll look into that tomorrow.

1176
Hmm... would it be possible to have Dark Wave deplete the party's GP instead of the caster's HP, thus making it a Coin Toss?

1177
I'm gonna look around and see if I can find the palettes documented. If I (or someone else) don't find them within a few days, I'll use the TLP/SNESPal method to figure them out.

1178
It checks for the specific spells. It's in the bab-il doc for spell subroutines:
http://rb.thundaga.com/tob/spellcode.txt

1179
Here's my thread on hacking the music, which breaks down most of the music assembly (certainly enough to write new songs, and interpret existing ones, anyway)
http://slickproductions.org/forum/index.php?topic=1801.msg18134#msg18134
I'd love a program that would function as a midi composer, but then inserted users' musical creations into the game. Something like that may be way too involved to be an add on feature of FF4kster, though.

I don't know where the sound effects are stored, but the musical "sound effects," such as the tent music and "surprise," are actually songs.

1180
"Ending Solar System Graphics..." is that where the moon breaks away from the solar system?

1181
I think I remember reading about a check in the damage subroutine for flying monsters that is associated specifically with earth spells...

1182
I presume you mean sight, warp and exit. Are you thinking of healing and metamorphosis spells as well?

1183
Perhaps we can have an index thread then that links to all of them, kind of like how there's a "THE Command Thread" but then there's a thread for each separate command.
My vote is for this idea. The index thread can always be added to if new "sub-threads" are created (because you think of new stuff you want to figure out).

1184
Honestly, Grimoire, I don't own any of the phones or consoles TAY is available on, so I don't really know what Piercing Sight is, but if my research helped you do something you wanted to then I'm glad  :happy:

Now that you mention it, though, I've been wondering about the charm script that almost every monster has... does a charmed monster not behave as charmed without one of these scripts?

Pinkpuff, imho you probably should let us mess around with it for a while longer before uploading to RHDN. I understand you're probably eager to release this to the world, but bugs are still turning up, so you'll probably save yourself some headaches letting us beta test some more first. Probably not a big deal if you take some time off, though. We'll certainly have fun with what we've got, and our findings aren't going anywhere.

1185
Done!

OK, the good news is that all menu commands that target one or all enemies can trigger a reaction, the (not so) bad news is that sometimes they act a bit differently than we might want.
Apparently, "Item" counts as magic, but "Call" is separate. Also, any item that can be used on an enemy (including cure potions, etc.) will trigger the reaction, but only white magic that causes damage will trigger the reaction. Also, a few commands trigger the reaction when they are executed, that is, during the "charge" instead of when they hit (as indicated within the table).

After doing this, I thought it might be possible to choose a particular spell to trigger a reaction, but I tested the theory and determined that it's incorrect. As far as I can see, these are the only actions that will trigger reactions.

Also, bear in mind that for these tests, I kept the conditions at "any character" and "any element." I don't know how successful this data would be with particular characters or elements.
Code: [Select]
Monster Reaction Triggers

If FF4kster Says Reacts To
---------------- ---------
193 Fight
195 Black, Item, Ninja, White*
197 Call
198 Dummy (Dark Wave)
200 Dummy (Recall)
201 Sing
205 Aim
206 Dummy (Store)**
207 Kick
209 Twin**
211 Dummy (Cry)
213 Peep
215 Dart
216 Sneak
223 Jump

*Only triggers reaction if the immediate results include a depletion of HP or MP
**Reacts during "charge" time, not after the actual hit