øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=14;area=showposts;start=795e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index6d63-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=14e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index6d63-2.html.zxÙ¼g^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.†ÚOKtext/htmlISO-8859-1gzip0|Ö†ÚÿÿÿÿÿÿÿÿTue, 10 Mar 2020 16:30:41 GMT0ó°° ®0®P®€§²ð®Ù¼g^ÿÿÿÿÿÿÿÿâ †Ú Show Posts - Pinkpuff

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Messages - Pinkpuff

796
Final Fantasy IV Research & Development / Re: Enemy Special/Magic Attacks
« on: January 05, 2009, 08:10:19 AM »
Remedy (heals 1/10 of the target's MaxHP) and Absorb (heals 1/3 of the target's CurrentHP) can't be changed (it obviously ignores the spell power bit).. changing that behavior would be nice.

I agree... and I tried my hand at it this morning. I found the code for those routines and found the places where it loads the constants 10 and 3 respectively. Changing those constants to other constants indeed changes the number the HP is divided by. Sadly however, when I tried to get it to load the spell power byte it resulted in healing 0 HP no matter what.

For example, changing

Code: [Select]
1DF5A: A2 0A 00   (Load X with #000A)
to

Code: [Select]
1DF5A: A2 02 00   (Load X with #0002)
caused the spell to cure 1/2 the target's max HP rather than 1/10. However, changing it to

Code: [Select]
1DF5A: AE 9D 28   (Load X with $7E:289D)
should have caused it to cure 1/(spell power) the target's max HP, but instead it cured 0. The same goes for the absorb routine. In both cases, the spell power for the spell I was using to test the routine was 2 (so it should have healed 1/2 in each case).

797
Final Fantasy IV Research & Development / Re: Enemy Special/Magic Attacks
« on: January 04, 2009, 06:53:19 PM »
If you ask me, that's a bit deceptive; it gives the impression that the patch enables the casting of those spells...

798
Final Fantasy IV Research & Development / Re: Enemy Special/Magic Attacks
« on: January 04, 2009, 06:40:58 PM »
It's not that I have a problem providing screenshots in general, it's just that for this specific case I wasn't really sure what I was supposed to provide a screenshot of... the patch doesn't do anything visible; in fact on its own it doesn't even do anything measurable.

799
Final Fantasy IV Research & Development / Re: Enemy Special/Magic Attacks
« on: January 04, 2009, 04:52:44 PM »
Actually that wasn't me. Someone else linked those there. I didn't submit any screenshots other than the title screen.

Anyway, the reason I didn't change anything else was that I figured the only possible use this patch could have is for people who want to do some sort of magic hacking in the first place, in which case I'm sure they'd have their own ideas as to what they want to do with the spells.

800
Game Modification Station / Re: FF2US - Weapon-Item Magic Restoration Patch
« on: December 23, 2008, 02:52:58 PM »
Oh ok cool. In that case I have no further problem with the names.

801
Game Modification Station / Re: FF2US - Weapon-Item Magic Restoration Patch
« on: December 23, 2008, 08:52:04 AM »
If you think something needs renaming, tell me why, so I can see what I can do to address that seamlessly (so the name change isn't as warrented).

Sure:

When I see a weapon called "Charm Rod" I think to myself, "Wow, this weapon has something to do with the charm status. Perhaps it inflicts charm when I hit with it... or perhaps it will cast the Charm spell when I use it as an item." I don't think "Wow, 'Charm Rod', this weapon must have something to do with poison. Maybe it inflicts poison when I attack with it or casts Bio when I use it as an item. That would explain why it's called 'Charm Rod'."

Likewise when I see a weapon called "Silence Staff" I think to myself, "Wow, this weapon has something to do with silence. Maybe it inflicts silence status when I hit with it, or maybe it casts the Silence spell... or maybe it just deals more damage to mages." I don't think "Wow, 'Silence Staff', this must have something to do with healing my party. That would explain why it's called 'Silence Staff'."

You don't even have to call them "Poison Rod" or "Bio Rod" or "Curing Staff" if you don't want to, they can be generic names that don't imply anything particular, but definitely leaving them as "Charm Rod" and "Silence Staff", at least the way you've described the changes to them, is comparable to calling the Charm Harp "Darkness Harp".

You were actually the one who pointed out to me the importance of weapons' names having something to do with their effects, when you critiqued my FF1 hack:

Don't call it "Venom Axe" if it doesn't have Bio in it.  :tongue: Consider a Rune Axe that kills mages? Try a different common FF series axe name...
Don't call it "Defender" if it doesn't provide a defensive benefit... names are semi-important because it implies certain characteristics of the weapon more often than not...

(emphasis mine)

 :edit: Ok I see you've changed the Charm Rod to actually inflict Charm status; last time I looked at it, it still said Poison. But the Silence Staff is still pretty misleading.

802
Game Modification Station / Re: FF2US - Weapon-Item Magic Restoration Patch
« on: December 22, 2008, 06:24:34 PM »
Would you be changing the names of some of the equipment perhaps?

It might be confusing for players if they get an item called "Silence Staff" that neither inflicts nor casts silence, neither is it effective against mages. Likewise for "Charm Rod" since it neither inflicts nor casts charm.

803
Final Fantasy IV Research & Development / Re: Enemy Special/Magic Attacks
« on: December 18, 2008, 05:28:07 AM »
I assume that changing these values will affect any other spells that use the "defense up" / "magic defense up" routines?

What I mean is, you couldn't have, say, one spell that's a single-target protect spell that boosts the target's defense a lot and a different spell, "Protect 2" or something that targets the group but gives less of a defense boost.

804
Quote
Paladin's first post in this topic (here) has a spreadsheet with the treasure locations listed, by the way.

Wow ok I downloaded that document like forever ago but only just now noticed that there are multiple sheets... It turns out his table for the FF2US treasures is incomplete but I was able to figure it out from the FF4 chart. Apparently '90' also gives out treasure.

Thank you for bringing that to my attention.

805
With regards to the treasures... I can't seem to find the chest which is supposed to contain the Charm harp.

Quote from: JCE3000GT's hacking doc
00xxyy-3Fxxyy: GP ("yy" = Unknown)

00-7F = * 10
81-FF = * 1000

80xxyy: Item ("yy" = Unknown)
C0xxyy-FFxxyy: Battle Formation in Treasure (table list coming, "yy" = Unknown)

If I'm reading this correctly, there should be a byte sequence "8045??" but a search for the sequence "8045" within the range produced no results. Could some treasures be stored differently or in a different location?

806
Game Modification Station / Re: FF4: Bows and arrows hard-coded?
« on: December 13, 2008, 04:13:45 PM »
On a related note, it seems that setting the "two-handed weapon" bit does not actually make the weapon two-handed either. I'm assuming that there is some other table we don't know about somewhere that stores the information on what weapons have what special equipping properties.

In the meantime I did some more toying around and it turns out that if an arrow weapon doesn't have the "arrow" bit set, it doesn't get consumed when you attack. Furthermore, a bow without the "bow" bit set can be used in the character's main hand and the arrows in their off hand for as much or more damage than the reverse.

807
Game Modification Station / Re: FF4 - Magic Tweaking
« on: December 13, 2008, 02:17:46 PM »
Quote
Reflect - The only monster worth using against is the EvilMask.. the problem is that the monster has the boss bit and the spell has it too, so it always fails.

That would explain why it never seems to work for me... I kept trying to bounce it onto EvilMasks and the CPU.

808
Game Modification Station / Re: FF4 - Magic Tweaking
« on: December 13, 2008, 12:08:28 PM »
Interesting... Sight removes their sight.

Though as craptacular as Dispel is, I think it would actually be useful if:
(A) It worked reliably
(B) It pierced reflect
(C) More monsters started with statuses worth dispelling

809
Game Modification Station / Re: FF4: Bows and arrows hard-coded?
« on: December 13, 2008, 10:57:01 AM »
You might want try changing the weapon graphics (not the palette) because there's a possibility they are linked at that level. That's only a guess though.

I actually did this as part of changing it to a holy sword. I changed its graphics, its palette, I even changed the "unknown" fourth byte to 01 (the one used for swords, spears etc). The animation correctly looks and sounds like a holy sword, it's just the way it equips on him is like a bow.

810
Game Modification Station / FF4: Bows and arrows hard-coded?
« on: December 13, 2008, 10:18:18 AM »
I was fooling around with changing some of the weapon data and I tried making a weapon that used to be a bow into a holy sword. Sadly though, clearing the "bow" flag didn't seem to affect the way it equips on the character. Poor Cecil de-equipped his shield which promptly disappeared (I guess the game thought it was a quiver of arrows?), and after de-equipping the weapon in question, he was then able to equip it on either hand for a pathetic +1 attack power increase.

So it would seem as though the game gets the information about which weapons equip like bows and arrows and which ones don't from a different place from the rest of the weapon data.

Does anyone know where that might be? I tried searching the forums here as well as JCE3000GT's FF2US hacking doc, and even DragonFox's TBL file and couldn't find anything relevant.