øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=123;area=showposts;start=90e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index6969-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=123e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index6969-2.html.zxòg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ…¬ŸPOKtext/htmlISO-8859-1gzip0|ÖŸPÿÿÿÿÿÿÿÿTue, 10 Mar 2020 20:17:32 GMT0ó°° ®0®P®€§²ð®òg^ÿÿÿÿÿÿÿÿÑ8ŸP Show Posts - Grimoire LD

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Messages - Grimoire LD

91
I wouldn't say the power of the Battle Items need lowered, all things considered they only dealt 200 or so damage to all enemies and once you have a dedicated mage those numbers are par for the course, not to mention that's roughly how much a normal hit does and these are rarish items, it should be something the player feels could save them in a time of crisis instead of rolling their eyes at another useless battle item (see: original FFIV)

92
For my magic weapons, I piggybacked off of the pre-existing system used for the Lunar Ruins weapons; it casts the spell normally, using the wielder's Intellect or Spirit. I hadn't realized the same thing was possible in the SNES version though on reflection I can see how you could edit the battle code so that certain weapons replace their physical attack with a spell. My version only allows for spells after the physical attack as yet.

This patch is complete through to the end of the Fabul battles, yeah. If it was just the Mt. Hobs stuff that was new it would hardly be worth releasing!

I managed to make Dwarven Bread into a Protect-casting item, which turned out to require some minor edits to these routines:

Code: [Select]
$06C1FC: Item usability routine (Field)
-Check if Item ID is 0xE6 (Dwarven Bread) - if not in dungeon, usable
-Check if Item ID 0xE5 (Emergency Exit) - if in dungeon, usable
-Because of these hardcoded checks, these two items can be considered usable regardless of what their item data says, which can crash the game if you remove their field effects and attempt to use them
-If not one of those two, calls:
   $06CE7C: finds item's entry in Item Data
        -Checks item's general data to determine if it is usable in the field

$08C562:
Applying Protect and Shell buffs:
-If at least one hit was successful:
-If spell ID =/= 0x5 (Protect), increase MDF by 3; otherwise increase DEF by 5

A good use for an item called "Dwarven Bread" considering you'd expect it to make the eater more "hardy" so to speak, a good call.

As to Magic Weapons, that's how mine works as well. It does the normal attack, then 25% of the time it will use the weapon's assigned magic, drawn from the normal magic casting routine. I would like to include some Wisdom/Will set up though. I wrote it right into Fight's routine.

Good to have confirmation on the length of the patch, now back to it!

Rosa's now Level 15, so though I didn't get the Ghoul Ring, it seems a good time to move on.

Pyro, eh? Was not expecting that! Did deal some respectable damage.

Firaga?! Ouch! Well, everyone survived, but still... ouch.

Explode thankfully did not do too much damage. Now onto the mop-up...

Phew, and dealt with. The bombs were taken care of with Sleep, an Antarctic Wind and general attacks from thereon out.

And I am out of Mt. Hobbs, onto Fabul!

Ah, the Steel Quill is more easily obtainable Gatlinger's...

A Silk Robe from Fabul, that's a new item.

Yang has reached Level 14 where he gains another Attack Multiplier which seems like a good place to stop grinding.

Interesting new formations here, The Gatlingers work well rather than a... I think a Sahagin and the two Bombs with the next squadron of soldiers was a nice touch.

Grr... TOSE... there used to be some special code that prevented Edward from Hiding during the Fabul fights... looks like TOSE never caught that or something.

Oh, the Captains stay and fight? Good to know.

Wow, a Treant?! That is actually notable. They are not easy foes for this point. Thankfully they have a crippling weakness to Fire.

And killed by the Treant because I wasn't expecting a Stop counter which just happened to hit Yang... back to the start of this then.

Wow, barely survived. Because of TOSE Edward went hiding and pretty much got Yang killed, during the Bombs and Soldiers battle. I used an item and tried to persevere through it, Cecil was down to 200 HP or so, but the battle was won. The Treant fight started and I immediately brought Edward back from Hiding where the Treant killed him, Cecil used a Bomb Fragment, then he hit Cecil and Cecil was down to 77 HP. After that I hit him one more time and he fell. I knew the next fight would not be easy, well it was 6 Domovoi but Cecil outsped them all and used the Zeus' Rage the next fight was terrifying to look at, but after an Hourglass, Hi-Potion, and Antarctic Wind, I used Dark Wave, and finished off the Captain and General in piecemeal. Cecil managed to win three battles all on his own purely through the use of items. Phew, that was intense!

And with that the first part of the game is over.

Cecil 20, Rosa 17, Yang 14, Edward 18, Rydia 19

Next will be Mysidia and Mt. Ordeals.

93
I am glad to hear that you've managed to incorporate your own version of "magic weapons" into FF4A. I wonder is it similar to how I did it? That was done through it using the default magic of the weapon. The SNES version had a bit of a trick with that though. If the item's power is labeled as 0 the spell would not activate when used as an item. But when spells are called through normal attack they run through the normal routine instead of the magic item routine which uses that preset power. It lent itself to being useful as per the Wisdom/Will of the user itself.

I have a bit of time tonight so I will play through up until... wait a second, is this up until Fabul, as in Fabul Battles? Or does this patch end at Fabul Castle proper?

 :edit: Well, looks like the Edward vs Sahagin fight wasn't any different.

No real training for Rosa before Mt. Hobbs since she does well at Mt. Hobbs anyhow.

Well, first battle against Bombs and GrayBombs went pretty terribly. I managed to win, but it hurt quite a bit.

Time to leave and head back to Damcyan to heal.

Well, at least the Bomb Summon can be obtained before the Moon in this.

I won my first battles against Cockatrice pretty handily, was the Gradual Petrification slightly scaled back? I expected both of those afflicted were going to be turned as such by the end of the fight..

Bombs are susceptible to Sleep and Confusion... but the wonky aiming of this version threw me off enough that putting them all to sleep didn't buy me as much time as I had hoped, only myself to blame on that one though.

Pray doesn't seem that great still...

It would appear I got lucky the first time fighting the Cockatrice since they can seem to randomly use Peck.

Finally, Spirits! Terrible RNG for me, at least a dozen battles of nothing but Bombs and Cockatrices.

Oh, the Spirits have Ghoul Rings as their common drop? It may be worth hanging around trying to find one.

Either Lamia Harp is Holy Elemental or it is strong against Spirits!

Ah, you must have made Gargoyle's resistant to Petrify... which makes sense considering they're Gargoyles.

Flying is now its own type, hmm? What was replaced for that I wonder?

That would leave Skeletons to find...

No treasure from the Skeletons? That seems a bit odd considering they're wearing Armor and are wielding a Sword. They deal massive damage to Cecil who is clearly weak to Darkness (is there a way to set a x4 Weakness to an element in FF4A? Because that seemed to be about as much damage as they were dealing).

Still grinding here a bit, but I need to take some time out to eat. I'll get back to it afterwards.

94
That was one of the last big pieces missing (that and Lunar Boss AI, hehe). I am really glad to hear that you're still working on the program to at least finish that section up. I tried to add some of my own improvements to FF4kster, but none of them seemed to stick or even appear. Programming sure is daunting...

95
I apologize for not being able to finish my playthrough before you put up Version 2, things have been a bit more hectic around here than I anticipated.

96
Wonderful! I saw this put up last night. Is there any changes from the version you've had available here, from the new RHDN one or is it just the version you've had here with the aforementioned bug fixes?

97
That is worrying... try this...

$00/8081   A9 10   LDA #$10   A:0081   X:21E0   Y:00F0   P:eNVMxdizC - Add 10 to A (Starting Events)
$00/8083   20 63 DF   JSR $DF63  [$00:DF63]   A:0010   X:21E0   Y:00F0   P:enVMxdizC - Jump to Subroutine (Event Dealings)

In Rom this is at...

281 - A9 10 - Starting Event.


Change the event that is designated as the "starting event" and see if it still occurs.

98
I managed to fix the unarmed graphics bug; it turned out to have been caused by an edit I had made to weapon animation code to allow for more than 325 items.

While trying to make Cyclone usable by player characters, I also discovered that FF4 Advance has a system, completely unused, for making a spell with the default "Magical damage" formula vary its base power according to the caster's current HP. All spells in vanilla that operate off of caster HP use a simple Damage = CurrentHP / Divisor, modified by elemental attributes. By assigning a nonzero value to a spell's alternate damage byte, one can make a spell whose power is:
Code: [Select]
Power = Current HP / Alternate power
This has the distinction of factoring in the caster's Intellect and the defenders' magical defences.

I am so jealous of such capability, hehe. These advancements they made to the game system though strangely enough seemed to go nearly completely unused. Does FF4A have more ability slots than FFIV, or is it still set to BF?

99
You make a good point, now that I think about it. I recall actually changing it from that to Damage, Immobilizing Status for Combat Boost and that seemed to make it work much more efficiently.

100
According to Deathlike2's research from back in the day, sleep's chance of working is affected by Agi (and possibly level as well, I'm not clear on that part). I tried changing it from "add immobilizing status" to "add status to living creatures" and while that got the spell to hit, it came at the much too high cost of freezing the game. For now I will simply change it to Stun, which seems to work a little better. If someone is able to help me find a fix for the sleep routine before I upload it to RHDN again, I will change it back to sleep but otherwise this will have to suffice.

The assassin knife kind of steals Deathbringer's thunder if I make it readily obtainable. The original game had tons of items that you could only get via rare drops, and that had a certain fun element to it as well.

DeathLike2's amazing research is partially correct, but by that same measure Paralyze should have the same duration as Sleep, therefore one should be just as effective as the other...? You're certain you have Sleep looking nearly exactly as it does in vanilla FFIV?

101
Still plugging away at this...mostly working on more ASM edits to the battle logic when I have time. One such edit makes units not evade spells cast by their allies unless that ally is Confused. Additionally, Cure/ra/ga/ja and Esuna will never be evaded unless the target is Undead. Before, player characters would never evade spells cast by player characters, and monsters would always attempt to evade spells, even those they cast on themselves. Antlion won't dodge his own Protect spells anymore!

Statuses inflicted by physical attacks have a different formula too; the success rate is now
Code: [Select]
(Attacker Int - Defender Spi + 70) out of 150...for each hit attempted. I want to try the same sort of thing for Solo hit status spells but haven't been able to come up with a formula that satisfies me.

Spells that inflict multiple status effects at once will no longer be thwarted by resisting just one of their effects. Equipping a Twist Headband will only stop Bad Breath from confusing you; you'll still be a blind mute poisoned toad.

The unarmed graphics bug continues to mystify me, even after stepping through all of the relevant ASM routines. As long as it looks fine for Cecil and Yang I'm content to leave it alone for now.

I hope to have a version in a few days - I have lots of ideas for the Fabul siege  :laugh:.

These are some fantastic changes. I especially like the idea of a more intelligent person being able to use their weapon with more efficiency thereby inflicting foes with the weapon's special attributes. In that respect it would be the same to defend against these would be to one's Spirit or "Will". Good work!

Solo hit status spells... What spells count as solo hit status spells? I was always under the impression that it was applied for each magic multiplier?

Your plans for the Evasion sounds like it would be great in the SNES version as well, but i haven't really looked into it.

I am so glad to hear you fixed the multiple status protection! Will this also work for the Golbez fight to make sure you can't be... i think it was Mute which prevents you from being Paralyzed?

102
Let's see... took me a bit of time to dig up but I found the old topic...

http://slickproductions.org/forum/index.php?topic=1863.msg19427#msg19427

Now what you're looking to do should be easily done.

Your first request is easy enough, as I said in the topic there is a table that the game looks at to check how to use in a byte.

BF (-40) is normally used to heal Petrify, now if you wanted it to heal Toad, Mini, and Pig as well you would change BF (-40) to... let's see...

Pig is 8, Mini is 10, and Toad is 20. So BF should have 38 subtracted from it which is... 87, if I'm not mistaken here that should clear those statuses. Granted you could replace this over the DF, put 87 and get the same result, which would work for you since you want to change that item.

Your second request is the same vein. Poison - 1, Blind is 2, Mute is 4. So you just put F8 in place of EF and you're good to go.

BF (-40 getting rid of Petrify) FF - ?? DF (-20 getting rid of Toad) FF - ?? EF (-10 getting rid of Small.) FF - ?? F7 (-8 getting rid of Pig) FF FB (-4 getting rid of Mute)  FF FD (-2 getting rid of Darkness) FF FE (-1 Getting rid of Poison) - FF FF (getting rid of All Statuses) - Just search for those values in ROM and you should find it.

Your third request would require a lot of new coding and wouldn't work At All in the status healing items, since the status healing items themselves all run the same code, but look in this small table (above) to remove status.

As a side note, isn't PickMeUp the name of the reviving item in Super Mario RPG?

103
That was the main motivation. I've totally redone the DK spell progression:

L12: Mute
L18: Charm
L24: Drain
L30: Sleep (better sleep; splittable, works more often)
L36: Bio
L42: Curse (long-ish casting time, 24 MP, splittable, misses bosses)
L48: Death
L54: Berserk (seems a little too high to me but don't know where else to put it due to pigeonholing)
L60: Dispel
L66: Petrify (Splittable, works on undeads and other KO-immune things)

That looks like it really increases Cecil's role as a debuffer, interesting move of Berserk though, Level 54 seems fair enough considering it is a very powerful status and as mentioned Rydia, Rosa, Porom, Tellah, and Palom can each cast it on Cecil anyhow.

Quote
Were the power of Hi-Potions and X-Potions increased? I noticed that Hi Potions looked to be healing for more than 480 and an X-Potion I used on Cid healed him 1900!

They were not touched. I wouldn't even know where to go to change those numbers.

Oh it just uses the Spell Power of the potions and x's it by... 12 I think. Or something like that. Just change the spell power and you change the power outside of battle as well.

Quote
The axes have been pumped up (probably subsequent to the patch you have). The Throwing Axe's 75 attack now competes with the Blizzard Spear's 77; the spear has the advantage of air element and Lance compatibility while the axe has long range. The other issue with the Battle Axe in particular is that the Mythril shield just isn't that great but it's all you get for Cid for some time. My solution to this is to change the Flame and Ice shields to something more interesting, as they're currently just shield versions of the Flame and Ice mails. So what used to be the Flame shield is now the Gold shield, which protects against Petrify and Calcify and is in the Mist cave in place of the lame Mythril shield you could have just bought at Baron or kept from Cecil finding it in the... Watery Pass. Those should allow it to compete with the hammer options a little better IMO. Oh yeah and what used to be the Ice shield is now the Opal shield. Resists Bolt and Mage attacks (e.g. dark trees, fiends). That one doesn't help Cid in particular, but the Gold shield should be great.

That is good news, it will make Kain choose rather than just hold onto one. Though I do somewhat feel as if Kain has a little too much survivability... but maybe that's just me. I like the idea of the new shields though! Nice references to FFI.


Quote
Opal shield (coming soon) might help with the Fiends a little, as will Better Sleep. Also, to avoid confusion, I'm renaming them Devils.

That is welcome news, I thought they were vulnerable to Sleep, but it didn't seem to be doing anything.

Well Ciriatto 1 was a ton easier. While RedFeast could still potentially kill, it wasn't as frequent. The Reapers also now seem to have a x4 weakness to Fire and Holy, making the Flame Blade deal upwards to 2500 damage a hit and the Ashura around 2000. Palom dealt 4500 to them surprisingly. Ciriatto's Magic Power seems to have been lowered since Stop didn't hit nearly as much.

Now let's see how we fare against Ciriatto 2...

Levels for dealing with Ciriatto 1 were 25 Palom, 30 Cecil, 25 Porom, 32 Edge, 31 Rosa.

And beaten! Still a rather tricky fight, but with the right starting actions (heal Porom, pray he doesn't use DarkHoly on her, Haste Porom, go from there) it's very survivable, even at these low levels, good work!

Off to Bahamut's Lagoon!

Hmm, the Ghosts don't seem anywhere near as punishing as they used to, I think they used to have 4800 HP, now they only have 1100, makes them fodder for the Ashura though.

I'll have to call it here for now, been a busy couple of days.

104
Well that is good to hear, I imagine the line "Treasure your taco." will be in the game though as it is in your signature. Regardless I was worried there but if you've scaled back the parody aspect then it sounds like your mod may stand on its own.

As for the party switching idea, I was throwing around that if it called for early, you could have the Tent be your party changing location. Breath of Fire 3 does this and I always liked the way it was handled in that game. I am glad to hear my conditional branch hack is working well for you... you did download the fixed one, right?

105
You are putting an immense amount of effort into a parody, are you sure you wanted to keep it as such? I have a feeling that a lot of your advancements will be lost if people come to view your project purely as a comedy hack, but of course its your decision, your work here is exemplary though, focusing more on the graphics than anyone else ever really has (except for Gedankenschild, perhaps)