øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=14;area=showposts;start=750e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index6b3b.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=14e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index6b3b.html.zxؼg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.CñOKtext/htmlISO-8859-1gzip0|ÖCñÿÿÿÿÿÿÿÿTue, 10 Mar 2020 16:30:39 GMT0ó°° ®0®P®€§²ð®ؼg^ÿÿÿÿÿÿÿÿ‰'Cñ Show Posts - Pinkpuff

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Pinkpuff

751
A fix for what? Giving characters MP? The character editor will be able to give them starting MP as well as MP bonuses on level ups.

752
Fixed the off-by-one error in the medicines menu as far as I can tell, and added X and Y labels to the teleport action in the event editor.

The characters menu is approaching completion as well.

753
Hmm they're supposed to be x/y coordinates... has anyone else experienced this behaviour?

Also I do notice they're not labelled in the editor :isuck:
I'll fix that...

 :edit:
I don't have time to fix the labels right now but I did a quick test and they seem to correspond to x/y for me. Are you saving your changes? Or maybe try re-downloading the most recent version.

754
If someone were to find/post the addresses I would be happy to!

Also complicating things is that something somewhere changes Edge's status screen "Black" magic set label to "Ninja".

755
Good catch! Try it now.

 :edit:
At first I wasn't sure what you meant with the spell set 014 thing but now I see exactly what you're talking about. The whole "adding new spell sets" thing was mostly an optimistic shot in the dark and largely untested. Oh well, I guess I'll have to exclude that funcitonality from future versions now.

756
You were totally right, that was not at all the intended behaviour.

Should be fixed now though when you have a chance to redownload. Also a Job editing component.  :wink:

757
Down the line? It should work right now! If not then that's a bug!

You should be able to switch between editing the two windows using the TAB key. If the main (upper) event code contains a "Yes/No" choice then it will display the bottom box, and that should go for any event.

758
Ok I see what you mean now.

First, my goal with this editor isn't for it to be able to do anything with it that you could do with a hex editor. There will likely always be things that you have to either hex-edit or download a separate patch for (such as the monster spell issue you mentioned). Second, it would still technically be possible to create a tool to do literally anything with the ROM without knowing any hex; though it would be more of a programming language than an editor at that point. As an illustration, I'm certain that no one working on this game's initial development typed in any hex code. They would have been using some kind of programming language and compiler that took care of doing all the machine langauge translations for them.

The editor is definitely great so far, allows for easy (and reliable) interface with lots of elements of the game that other editors don't even touch on.  I don't want you to think that I am not VERY happy with what you're trying to accomplish here.

Thanks! It wouldn't be possible without the efforts from all the awesome hackers on this board and elsewhere who have posted the information they've discovered. And don't worry I didn't get that impression at all.

759
hacking ROMs is an activity inextricably linked to hex exposure

I completely disagree with the "inextricably" part. I think it is definitely possible to create a set of tools that allows one to hack a rom and not know what the word Hexadecimal even means. And while some kind of game code (hex or any other base) may creep into this editor due to my laziness or lack of creativity, one of my goals is to try to avoid it wherever possible.

it could be as simple as numbering the different instructions in regular old base 10.

This would probably be less useful than straight up hex code in both respects...

The reason I think it would help is... let's say I want to create a flashback scene from the opening events later in the game.  I don't want to clone the entire event, but I also don't want to have to spend all that time writing "main character face up-repeat the following action three times-main character move up..." just to recreate the same actions.

That is a good point. I might make a "copy/paste script section" feature at some point, but it would not display underlying instruction code in any base, and I think scenarios like you describe above would come up seldomly enough that this is a bit lower of a priority for me at the moment. I think right now I need to get the editor to be able to work the basics of as many different kinds of data as possible, then afterwards I can go back and add in neat little features to the existing editors that make life easier in various respects.

I feel like I've seen the info somewhere before.  I wasn't looking for it at the time, so I didn't make note of it.  If I can find it again I'll let you know.

Sweet, thanks!  :childish:

760
Hey Pinkpuff

Hey!  :childish:

1. I'm curious - did you keep monster spells unlearnable in the spell set menu because they show up weird in the spell menus (a problem I don't think we can solve)?

Actually, yes, that is the exact reason.

2. In the event editor, is it possible for you to include the bytes at the beginning of each instruction (similar to how things appear in Phoenix's FFTools)? this would make it easier to copy one event or part of an event to another.

It is possible but I don't really see the point/use of it... copying and pasting event code is a completely separate thing from displaying the underlying hex code. The point of having this kind of tool is so that you don't have to know or understand the ROM or locations or anything, you can just have an idea for a hack, design it with this tool, and it will take care of translating that into the appropriate hex changes for you.

Having a copy/paste feature may happen in some capacity, though if it does it would probably be something like "clone event over another event" and then you can change the details; like if you want a bunch of events that all more or less do the same thing but, say, set a different flag or something, such as the trap door battles or something like that.

3. (this might have been asked already and if so, sorry) Is there any plan to include the ability to change the accompanying sprites for each character (battle and map) - not to edit them, but, say, make fusoya look like tellah.

If it is known how to do that (what the bytes and such are for linking portraits to jobs and map sprites to actors), then sure! Ultimately the kinds of things this editor will be able to change will ideally be limited only by what is known or unknown about the ROM.

761
Slightly off-topic... but could they have used a similar technique to encode the ranges for the strange item equip properties (two-handed, bow, armor slots etc)?

762
If you are able to figure it out (or someone is), then it's going in the editor for sure.

763
Gaming Discussion / Re: FF4 (all SNES+GBA) - How To Beat The CPU v3
« on: September 13, 2012, 07:35:27 PM »
I usually just Meteo/Bahamut the thing to death and Life/PD the chars who get Globe199'ed... but yeah this sounds like a hilarious strategy. Someone should post a youtube video of this; it must look so funny to see the big ol' floating orb get hit with an earthquake.

764
Final Fantasy IV Research & Development / Re: Power Command
« on: September 13, 2012, 11:26:06 AM »
This is all speculation of course, but FuSoYa really feels like a hacked-in-at-the-last-minute character... in fact that whole first trip to the moon seems a little like that. The monsters seem to take a significant jump up in difficulty going from the underground to the moon's surface, and seem to me to be more difficult than the encounters in the Giant.

I suspect that at one point, the plan may have gone something like this:
  • Lose Kain
  • Go to surface
  • Golbez uses tower to transport to moon (that was supposedly the main effect of powering it up with the crystals after all)
  • Giant appears
  • Cid rejoins; fight giant
  • Kain rejoins / lose Cid
  • Whale appears
  • Go to moon
  • FuSoYa (NPC) gives revelations / wakes Golbez up somehow? Who knows
  • Fight final dungeon as normal

765
    During the process of creating a comprehensive ROM editor for FF4, I have been compiling a "wishlist" of sorts, of info that I would love to be able to program into the editor, but cannot due to the addresses and/or processes involved being not yet known to the community (or if it is known then I have not been able to find it despite considerable research).

    I will probably be adding to this list as I think of things or come across things as I continue my work on the editor, and if others have things they'd like to add to the list feel free to do so as well. And of course, if you happen to know some of this information I'm sure I'm not the only one who would love to know about it. The more information that is known and posted about this game, the better the editor will be when it is done.

    • Weapon properties:
      • Two-handed: There seems to be a flag that is set on all two-handed weapons, and unset on all one-handed weapons. However, changing this bit does not change the actual in-game behaviour of the weapon when you try to equip it. I'm assuming there's something in the "equip an item" code checking the index of the weapon to see if it's two-handed rather than checking the bit. Interestingly, the two-handed weapons do appear to be all next to each other index-wise, so it seems likely that it is a range being checked. Even if it were possible to change that range it would be a huge improvement.
      • Equips as bow / Equips as arrow: Much like the two-handed property, there are flags for "equips like a bow" (in the off hand, half attack power, etc), and "equips like an arrow" (half attack power, consumed when used... sometimes...) but changing the settings on these flags does not appear to actually change the behaviour of the weapon. Once again, the weapons with this property are all next to each other and it is probably checking an index range in the "equip an item" subroutine. Being able to even change the range on these would be great.
      • Auto-berserk: A property of only the Avenger, there seems to be no indication in the weapon data itself that this weapon causes its user to start Berserk. It's probably in the battle code or something but being able to turn it off, or even change it to a different weapon index, would again be a huge step up.

    • Armor equip slots: The armors have flags that seem to be set corresponding to what equip slot the armor goes in (Head, Body, Arms, Hand). However, like with the weapon equip properties above, changing these bits has no effect on what slot the armor actually can equip. I suspect that as above something is checking the index range, as once again, the armors of the same equip slot are all next to each other.

    • Key items: The game seems to treat some items as key items (they appear yellow in the item list and you can't drop them or sell them) and the item data does not seem to have such a flag corresponding to this property. It could be that there's a table or list of them somewhere; in any case being able to change this would definitely be a huge plus to anyone doing any kind of major hacking project.

    • Dark Wave parameters: There are lots of things that would be great to edit with commands, but this stands out as a notable example. Being able to change the amount of HP loss and/or damage dealt by Dark Wave seems like something that should be simple to do, it's just a matter of tracking down the right byte(s).

    • Spell casting animations: By this I mean, some spells when you cast them produce a green ring around your character and the black magic casting sound. Others produce white cubes and the white magic casting sound. As with the item properties above, it seems like these are hard-coded by index as there does not seem to be any flags in the spell data indicating this information, and the ones with like properties are next to each other in the list. It would be great to be able to change this property so that you can, say, replace a formerly black spell with a white one and not have it produce a black casting animation when your character casts it.

    • Out-of-battle effects of items and spells: There was some discussion in the thread for the editor that mentioned that these kinds of effects appear to be triggering map events of some kind. It would be great to know what spells are triggering what events, and even better would if it would be possible to edit which spells and items trigger which events.