øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=278;area=showposts;start=480e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index6123.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=278e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index6123.html.zxÇåg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈà’øOKtext/htmlISO-8859-1gzip0|Ö’øÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:25:18 GMT0ó°° ®0®P®€§²ð®Æåg^ÿÿÿÿÿÿÿÿž%’ø Show Posts - chillyfeez

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Messages - chillyfeez

481
Gaming Discussion / Re: Final Fantasy IV (SNES) Info Request
« on: May 07, 2015, 10:32:11 PM »
Hey, guys, I just discovered this topic...

So, Grimoire, does this use the Shadow Hack, too? And if so, what did you do about the stored character stats?
Because honestly, I cannot for the life of me conceive of a feasible way to load a character from my altered shadow slots mid-battle. At least not without a metric ton of new coding...

482
Do me a favor...
Open the game in Geiger's and during that battle, have the Geiger's hex editor show the range beginning at 7E2A04 in RAM. This is the portion of RAM that, among other things, keeps track of the battle participants' ATB you should see a single byte (or two, maybe, if the party's first turn is being delayed a long time) counting steadily down toward zero every 0x14 bytes, one for each character. The first one will be at 2A09 or so... Everything else should be zeros.
If you don't see exactly that, can you post a screenshot of what you do see there (you can cut everything else out, I just need to see the hex)?

483
Huh, weird. I've never seen that before, and it doesn't smell of improperly written AI or corrupt battle assembly (two things I've experienced many times).
I wonder... Is it possible the party is blocked from acting against (final) Zeromus until the ghostly friends appear and do their thing?
Does that happen in your hack...?

484
Did you change the battle AI or battle events?
I think we're driving at the same thing...

485
Question... Does Zeromus take more turns, or does he just take one turn, then everything (except music and consistent animation) freezes?

486
Final Fantasy IV Research & Development / Re: Graphics info
« on: May 04, 2015, 03:10:26 PM »
Oh, sorry, was not aware.
Well, that's all my ideas...

When you're finally ready to release the patch to the world, I'll take a look and see what I can see, but without looking under the hood, I can only take guesses... Based apparently off of information about which I am already incorrect =P

487
Final Fantasy IV Research & Development / Re: Graphics info
« on: May 04, 2015, 11:36:33 AM »
OK, yeah, that's because the "fifth letter" in "Call" isn't a blank space. Compare a vanilla ROM with your hack to see what that byte should be.
The byte after that is whatever translates in hex to "u," and will show up as such if that fifth letter is not... Whatever it's supposed to be. I actually took advantage of that in TfW, changing "C-a-l-l-(whatever it is)" into "(space)-J-u-t-s" and it appears as "Justsu."

Regarding the Ciriatto thing... I wonder if the multiple enemies may somehow be coming into play... Maybe look at the monster arrangement ID (the one that determines where on the screen monsters are placed).
I'm wondering if, since this arrangement normally assumes just one monster, it may be getting confused about the "proper location" of the second monster. Normally, this has no effect at all on special-sized monsters, but, hey, stranger things have happened. Maybe try using the arrangement data used by Trap Doors, where one monster appears exactly as the first one disappears.

Worth a shot anyhow...

488
Final Fantasy IV Research & Development / Re: Graphics info
« on: May 04, 2015, 08:36:06 AM »
Just to confirm what I already know... "Fiends" is just one monster, right?
(As an aside, I just realized how silly the "Fiends" battle is in context, and it's not your hack, this comes directly from ffiv... Rubicant just finished saying "you showed me the power of teamwork," and then the Fiends proceed to challenge you one-at-a-time)

By the way, is FF4kster doing something wrong with magic list names in the menu? Rydia's magic seems to be called "Sumn u."

489
Yeah, I've been lucky enough that, with the exception of the Shadow Hack, everything I've done has been something that I've been able to work into my Big Project.
It's nice that it works as the unifying force for all (most) of my hacking endeavors, but the little side things also help me keep my sanity. Writing an entire town's dialogue, and setting all the monsters in a dungeon is wicked tedious work!

490
Well, I've been reinvigorated to work on TfW after your and ZERO's playthroughs, and once I get through the bug fixing and finishing the training room, I'm kind of excited about what comes next (a battle, not the next chapter... The next chapter is actually gonna be kind of a nightmare because of the breadth of locations). So maybe I'll mull things over and keep this idea on the back burner until I really need another side project...

491
Final Fantasy IV Research & Development / Re: Graphics info
« on: May 03, 2015, 08:46:03 PM »
The first thing I'd look at is, what size (actual, rectangular size) do you have set for ciriatto? It almost looks like maybe the height is something like 25 instead of the 8 or whatever that it should be. It would be possible to fill only the top portion of that space and the rest with empty space, which would lead to that weirdness...
But... If you don't get that in the regular ciriatto battle, then that wouldn't be it, I guess.
Can't really think of any other possible cause, though.

492
You may wanna keep in mind the fact that monsters get stronger as you do. Once your average party level is more than 3\2 that of Shiva and Indra, they will get faster and stronger with more HP.

Kella won't show up until much later in the game... She's sorta the "adult Rydia" of this game (not to be confused with Adult Rydia, who is sorta the "Tellah" of this game).

And I'm sorry to say that moogles are even further down the line...

If you really want to see them, you can check out the (full) first demo I released, which is this game up to the battle with Jinn, then a character-testing area that allows you to play around with all playable characters. Some of the battle mechanics were still in the development phase at the time, so it plays slightly differently, but it'll be the only way to play as Avon (the hireling Bard), Ursula, Kella and Mog for quite a while (everybody else will show up by the next major demo release).
The link is in the first post on this thread (click back to the beginning of page 1). Unlike this more recent patch, the first demo patch should be applied to an UNheadered ROM.

493
I just realized something... You're thinking about the status as "charmed," and I'm thinking about it as "confused."
In later FF games, they are disparate, but in FFIV they are treated as one and the same.

Generally, when cast on the party, the visuals suggest charm... I'm thinking about the technique used by Lamia-types where the heart floats toward the character, then the character literally faces the opposite way and starts fighting for the enemy.
What few visuals we have for the status as cast on monsters suggests confusion more - with the little bird  flying in a circle.
However, the spell is called "Charm," and the default FFIV effect on monsters suggests charm more than confusion.
The thing is, I like the idea of confusion more than charm. Erratic behavior by the confused fighter lends itself to the potential for extended status effects - if the chosen action is fight, then there's only a 50% chance that the fighter's own side is targeted, then of course the chance that self still isn't the target. Furthermore, there's a possible downside for the caster to confusion - if a monster casts a full cure on one ally under certain circumstances, there exists the possibility it might full-cure its whole party, just as there exists the possibility a confused Behemoth might Storm your party at any moment unprovoked. Charm status - simply flipping the "enemy" and "ally" bytes - would always benefit the caster greatly (pending success), since un-charmed monsters can't choose to whack their ally out of it, and the potential to abuse the system as in your behemoth example.
That being said, what you're suggesting (option 2, I mean, option 1 really would provide no gameplay benefits) would definitely be far easier to assemble...

Targeting bytes are bitwise, BTW, so the first monster in the battle - the one whose stats are stored at 7E2280 - is always "80," even if it's that monster acting. Whereas 00 works as "target self" for the party, I'm not positive it works that way for monsters. I struggle to think of any monster techniques that have a necessary self target (like "Hide").

I don't know, I guess I'll have to think about it a bit before I finalize the plan...

Anyone else reading this who might want to chime in thoughts and opinions?

494
Heh... I cheated with a lot of OW and battle sprites. I don't really fancy myself much of a sprite artist. Porom is actually a palette swapped Rosa with a new hairstyle ;) Palom is all original, and while he's far from perfect, at least he's mine. You can't see her yet in this demo, but Kella the blue mage is the most exemplary of my triumphs and failures at sprite art. Her OW sprites are borderline stick figure, her battle sprites are OK, though they are largely stolen from Rydia, and her portrait is drop-dead gorgeous (uh, you know, for a 16-bit picture of a cartoonish face).

Yes, Furio's sprite is altered slightly, for a very specific reason.. Which has already been spoiled if you read back far enough in this thread.

To get a limit break, hang out in "critical" status for a while. There's a 25% chance every time your turn comes up when you're critical. You can defer with X if you want to try to force the issue. most characters have a unique limit skill (though Furio's and Blank's are the same, as are Palom and Porom and Black and White mages, respectively).

495
Well, if there are monsters you really don't want to be confusable for fear of what they might do, status immunity would still be an option.

Regarding whether reaction abilities would be included... I don't know.
At this point, this is still in the theoretical phase. As I said, I have seen the place in RAM where the game stores AI scripts, but I haven't examined them fully yet. The way I see it, there are two possibilities for how the scripts are arranged:
1) all of a monster's scripts, including reaction scripts, are grouped together by monster
Or
2) scripts are organized first by type (normal, then reaction), and then by monster
If it's possibility 1, then easy-peasy. If it's 2, then not so much.

So... I'll keep you posted as things progress.