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Messages - fedorajoe

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1
Final Fantasy IV Research & Development / Re: Question about Cover command
« on: November 03, 2016, 04:52:57 PM »
Interesting read...  Thanks for your help again, team!

2
Final Fantasy IV Research & Development / Question about Cover command
« on: October 28, 2016, 07:23:12 PM »
It was recently discovered that the Cover command editor in FF4kster is bugged and makes the editor crash. So... does anyone know where in the ROM the values for "covering character" and "can't cover if this character is present" are located?  I'd like to change them up in my hex editor.

I searched for this but did not find it on the boards.

Thanks and Happy Friday!

3
Final Fantasy IV Research & Development / Re: Enemies using weapons
« on: October 26, 2016, 04:58:01 PM »
Oh nice! Thank you, this was driving me bonkers!

4
Final Fantasy IV Research & Development / Enemies using weapons
« on: October 23, 2016, 06:52:53 PM »
When you fight a player character as an enemy... what determines the weapon the enemy is equipped with?

Just playing around, I tested enemy Kain and Enemy Yang, and if told to use the Fight command, they have weapons equipped.  But I can't see how to change the values, and it doesn't seem to relate to what the actual characters/actors have equipped.

Anybody know?

Thanks!

5
Well Pinkpuff, I tip my cat-ear hood to you.  Corny as it sounds, you helped me realize a dream I had since I was 11 years old by making it possible for me to make my Golbez hack the way I always intended it to be.

6
It's OK, you're still a genius and a savant!  :cybez:

7
Hey, is there a known issue with editing the Cover command?

Selecting either the "Does the covering" or "Disable if present" items causes FF4kster to crash for me.

8
Very clever! :)

Yeah, I've adjusted my ROM already so that everything from the beginning through Double Meteor can appear in a spell list, and I dropped the spell orb icons to make space.  Even just this is great because I can make Blue spells without dropping any White or Black spells (won't need Summon or Ninja).

This is non-urgent in the extreme.  I'd be happy for you to just share your progress on your own venture and then I'll see what I can take from it.

9
Final Fantasy IV Research & Development / Question: spell names in battle
« on: September 24, 2016, 10:12:31 PM »
Is there a (relatively simple) way to change what spell name appears when you cast a spell in battle?

Situation: I'm faking a Blue Magic system by having my character learn spells from bosses through events. But enemy abilities are 8-letters long while character spells are only 6-letters long. It'd be awesome, when my character casts the player version of a spell with a 6-letter name, if it could show the 8-letter name used by the boss (GobPunch rather than GPunch, even though "GPunch" is listed in the character's magic menu).  Make sense?

I'm wondering (hoping) if there's just a pointer I can change on each new spell, through a hex editor, to achieve this effect.  If it would require major hard-coded changes to every new spell, I'll just skip it.

Thanks!

10
Thanks for the comments on the sprite work! It's probably my favorite part of these projects. Harley's portrait is basically "traced" from the PSP version of The After Years, but I did Unne's myself from scratch.  They're still in 3BPP, I wouldn't know how to change it if I tried!  But you get a unique set of seven colors for each portrait (none of them share a palette, not even Palom and Porom, who use identical sets of colors), and you can get a lot of mileage out of that.

11
OK, Bahamut ZERO... Forgive the spam but you did invite me to post my stuff here.

The lovely restored Damcyan:  :)









This mini-hack only has a handful of playable characters. This means all of the major NPCs use playable character graphic slots, allowing for a full set of poses. This also means I have lots of NPC slots open for new types of townspeople, including several from FFIII and FFV.





Harley is the main character. The first ally to join her is her mentor Dr. Unne, the king's current private secretary, who is nearing retirement. Harley uses her stats from The After Years, while Unne's stats are pretty close to Leonora's.  Rods in this hack are replaced by Books, which are Unne's main weapon.







The first main challenge, before even leaving the castle, is exploring the catacombs. They're based on the design of Edward's trial from FFIV Advance, but shrunk down and simplified.



Unne's abilities: Econo is an improved Salve; Trick is an improved Recall (randomly cast any one of eight debuffs/status ailments on all enemies); Bore is a modified Cry (Sleep on all enemies, costs no MP). The idea is that Unne is a rather long-winded teacher but he's also a bit of a wily politician who can pull one over on you.



Here's Unne performing Trick and coming up with Slow, and you can see Harley's abilities. Only Sight will be unlocked when you start, but they're all available here for testing purposes. Blue Magic spells are learned through events, and Gil Toss will be taught to her by a later party member.



After the first dungeon you can leave the castle. Next door is a small township called Damcyan Oasis where you can buy better gear and get clues and stuff.





The Damcyan Chancellor and his wife live in a nice house here.



And here's direction to our next destination. Don't dally, get a move on!



Later characters will include a Bard and a Red Mage.  No White Mage or Black Mage in this game, it's set up so you really have to use abilities like Unne's, items, staves, and a very limited pool of White and Black Magic to get by. And... that's enough for now, I think. :)

12
Final Fantasy IV Research & Development / Re: Changing details of Dark Wave
« on: September 14, 2016, 05:21:57 PM »
Sweet!  I'll post some stuff later in your thread.  :)

13
Final Fantasy IV Research & Development / Re: Changing details of Dark Wave
« on: September 13, 2016, 07:29:06 PM »
Oh thank you!  I normally don't share much because people hate when you over-share and then don't produce, no matter the arena.  But I'm so excited about this coin toss thing that I kinda couldn't help it.

14
Final Fantasy IV Research & Development / Re: Changing details of Dark Wave
« on: September 13, 2016, 05:50:58 PM »
That's what I did!  I kept the Darkness color scheme but swapped in the coin graphic from FFVI.  It looks amazing IMO!



I kept the trailing graphic and made it a darker color.  It gives the impression of the shit just flying at you at top speed.

15
Wow!  I'll try that, thanks!

I make backups every few days but I would still lose a ton of work (not lost forever, but things I'd have to manually redo, re-insert, etc.).  So this is very appreciated!

EDITED TO ADD: Thank you for the great suggestion!  I made the two copies like you said, then compared them in HxD (Why didn't I think of that?).  The only difference was the entire event trigger section, which was scrambled in the bad copy.  I hadn't intentionally done anything with the triggers yet so I hope I can just copy-paste that section back to how it should be and move on with my life.

Thanks for doing me a huge favor twice in one day!

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