øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=14;area=showposts;start=585e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index7093-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=14e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index7093-2.html.zxÓ¼g^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.ÞOKtext/htmlISO-8859-1gzip@øÕÞÿÿÿÿÿÿÿÿTue, 10 Mar 2020 16:30:35 GMT0ó°° ®0®P®€§²ð®Ó¼g^åÞ Show Posts - Pinkpuff

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Messages - Pinkpuff

586
Amen! This is awesome stuff!

So I guess the next question is: this is all related to just the hovercraft right? I mean suppose someone wanted to keep the hovercraft and change something else into a ship or dragon or whatever. Can we change the properties of say, one of the chocobos or one of the airships? What if you wanted to change the Lunar Whale into the ship so that you can "go aboard"?

587
Game Modification Station / Re: vivify93's FFIV hacking questions
« on: August 22, 2013, 06:29:21 PM »
Usually pointer tables come right before the data they point to. I haven't looked into it yet but my guess would be there's a chunk of pointers, two bytes per map, right before the map data. Try comparing that section in the modified rom vs unmodified...

588
Game Modification Station / Re: vivify93's FFIV hacking questions
« on: August 22, 2013, 05:53:59 AM »
So, I dumped the map data bytes between my project's ROM and FFII US v1.1. I opened them up in a file comparison program, and I got the result that "Both files are identical."

So it's nothing in the map data. Jesus, what could it be...? My only guess now is that "underground" byte, but if it's in the map data, then it wasn't changed.

Something just struck me... if the data is identical, then perhaps it's the pointers for those particular maps that are messed up.

589
Game Modification Station / Re: vivify93's FFIV hacking questions
« on: August 21, 2013, 06:33:08 AM »
To use phoenix's editor, first pick which map you want to edit from the drop-down box. Most of the map names are the same as the default map names in FF4kster. Then edit the map using the tile palette. When you're done, highlight the big mess of hex code in the "hex code" box and copy it (ctrl-c). Right next to the hex code should be a label that tells you the address of the map you have highlighted. Go to that address in your favorite hex editor and paste the copied hex code.

590
Game Modification Station / Re: vivify93's FFIV hacking questions
« on: August 20, 2013, 07:05:28 PM »
Aren't there copies of some of the ending maps? Perhaps you could go into the event editor and have it redirect to one of the copy maps. Alternatively you could use phoenix's map editor to change an unused part of an existing map into a copy of what you need and redirect the player there at the appropriate times... just throwing out ideas.

591
Maybe the "Add Stop" routine is using the element/status byte for something besides an element/status index...

592
That's great news, thanks! In that case, it should be easy to incorporate into the tile editor once I get that far.

So will my "ship" appear to float above the sea like a hovercraft? That would look a little silly. Could it maybe be done with a chocobo? Although I guess then you'd have the ship flying off in random directions when you disembark which would probably be worse...  :hmm:

593
That's awesome! When I get back to it I'll be sure to change the name of that effect to "Add hidden status" (that's how I referred to that status category in the monster AIs) and hopefully have the status flags change to the names of those statuses while that spell routine is the one selected.

594
That's bizzarre that it would only be specific ones like that. This one should be a fun hunting trip...

The Page Up/Down thing sounds like an oversight in menus that are larger than the number of entries in them. Seems like something I could have easily missed when I first implemented that functionality, as most menus have either exactly enough room, or have to scroll. I suspect if you try using those keys in, say, the spell set editor, you'll probably get similar behavior.

595
That's awesome!

I don't suppose... could it be modified to use the spell power of the spell? 5 * SP? So like, if the spell power was 5 it would heal 25 HP, or if the spell power was 20 it would heal 100 HP or whatever.

596
Hmm perhaps I'm getting confused with something else.

Does the life effect work as multi-targetting when it isn't Asura?

597
Final Fantasy IV Research & Development / Pinkpuff's FF4 wishlist
« on: August 16, 2013, 01:33:27 PM »
The purpose of this thread is to track the various other threads I have creating looking for (to my knowledge) currently unknown (or at least undocumented) info about FF4 that I would love to know, mostly for the purposes of improving the FF4 hacking tool I'm currently creating, FF4kster.

I will try to keep this updated as new things arise and old things are solved.

The current topics:

Auto-Berserk: http://slickproductions.org/forum/index.php?topic=1849.0
Dark Wave: http://slickproductions.org/forum/index.php?topic=1850.0
Out-of-battle spells: http://slickproductions.org/forum/index.php?topic=1851.0
Earth damage: http://slickproductions.org/forum/index.php?topic=1852.0
Life spells: http://slickproductions.org/forum/index.php?topic=1853.0
Additional spell sets: http://slickproductions.org/forum/index.php?topic=1854.0
Monster spells in player sets: http://slickproductions.org/forum/index.php?topic=1855.0
Graphics locations: http://slickproductions.org/forum/index.php?topic=1856.0
Text codes: http://slickproductions.org/forum/index.php?topic=1857.0
Music/SFX: http://slickproductions.org/forum/index.php?topic=1858.0
Arrangements: http://slickproductions.org/forum/index.php?topic=1859.0
Mystery bits/bytes: http://slickproductions.org/forum/index.php?topic=1860.0
Encounter probability distribution: http://slickproductions.org/forum/index.php?topic=1861.0
Command targetting: http://slickproductions.org/forum/index.php?topic=1862.0
Out-of-battle items: http://slickproductions.org/forum/index.php?topic=1863.0
Moving -Sort-: http://slickproductions.org/forum/index.php?topic=1864.0
Summons: http://slickproductions.org/forum/index.php?topic=1865.0
The overworld: http://slickproductions.org/forum/index.php?topic=1866.0
Vehicles: http://slickproductions.org/forum/index.php?topic=1867.0
Complete shadow party: http://slickproductions.org/forum/index.php?topic=1873.0
Actor names: http://slickproductions.org/forum/index.php?topic=1878.0

598
Final Fantasy IV Research & Development / What is known about vehicles?
« on: August 16, 2013, 01:09:01 PM »
I don't think I've seen any kind of discussion even remotely covering this topic (though feel free to prove me wrong on that).

Here are some questions that come to mind immediately:
  • How is it determined which vehicles can land where? (e.g. black chocobos can land only in forests, but airships can't land in forests at all)
  • How is it determined what terrains the different vehicles can move over? (e.g. the hovercraft can't move over mountains but the airship can)
  • How is the speed of the vehicle determined?
  • How is it determined whether boarding the vehicle tilts the terrain (like airships do but chocobos don't)
  • Would it be possible to create, say, a sea ship vehicle that can only move on water and dock on land?

599
In this context, I don't just mean the "upper world" but the overworld maps generally, so I'm including the underworld and the moon surface as part of the same kind of object.

I know there exists an overworld editor of some kind, and I can probably reverse engineer some of this from it, but if anyone has any data handy to speed along the process it would be greatly appreciated:
  • How (and where) are the overworld maps stored?
  • How are the overworld events handled?
  • How are the overworld teleporters/entrances handled?
  • Are the underworld and moon surface indeed handled the same way as the "upper world" overworld?

600
Final Fantasy IV Research & Development / How do summons work?
« on: August 16, 2013, 12:53:02 PM »
Summon spells seem to work differently from the other spells in the game. The spell you see in your player's spell list is not the actual summon effect spell itself. Rather it seems to simply be something that plays a particular animation, usually involving hiding the party, then launches another spell effect (e.g. "Bahamut" is launched by "Baham"), then unhides the party.

So the things I would love to be able to know/change about these are:
  • How does the summon spell (Baham) invoke the actual summon effect (Bahamut)?
  • Can we change which spells count as summon spells (i.e. which ones launch summons), and can we change how many of these there are?
  • Can we change which spell is launched by which summon? (e.g. Baham now launches, say, Reaction)
  • How are the summon animations invoked, and in what ways can we mess with it?