јAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=14;area=showposts;start=570e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index72fd.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=14e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index72fd.html.zxгМg^џџџџџџџџџџџџџџџџџџџџШP./леOKtext/htmlISO-8859-1gzip8:жлеџџџџџџџџTue, 10 Mar 2020 16:30:34 GMT0ѓАА Ў0ЎPЎ€ЇВ№ЎгМg^џџџџџџџџУ!ле 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

571
Final Fantasy IV Research & Development / Re: Eight character names
« on: August 29, 2013, 04:57:24 AM »
Sorry but I have to agree with Dragonsbrethren here... I mean, even if you made room for storing the eight-letter names, just think about all the rearrangement of displays that would have to be done. Not only in the menus and in battle and such, but also you'd find all the dialogue where characters with long names are mentioned would start going over the edge of the text box. Sounds like quite the undertaking.

572
What about this: Suppose instead of expanding the space for spells, we have the same fixed number of spells/techniques, but we just allow a changing of where the cut-off point is between six-letter spells and eight-letter spells, much like the other "item ranges" or "features"? That way, suppose you have a set of abilities that seem like monster techniques but you want them to be learnable by a player for whatever reason, you can just extend the "six-letter spell range" and put those after the regular player spells. If you want all the abilities to be six letters you can just set it like that. How doable would that be?

573
Found something else interesting, I added a fight at the beginning of the opening sequence with the Bard. If I add Tellah to the party before the fight, it's Tellah alone vs Bard. If I add Kain to the party instead of Tellah (so, no Tellah in the party at all), the game hangs when the battle starts. This implies that something is checking for Tellah specifically.

Now here is where things get wonkee. I changed all the encounters in the section of the overworld around Baron to the Bard fight and loaded a save with just Cecil and Kain (no Tellah). They fought the battle normally, no one hidden, but both were executing Tellah's autobattle script for that fight! That could imply that there's something checking whether the battle was launched by an event...

574
To me that seems to imply that it's a feature of the formation whether it's hiding characters. Could it be one of the "mystery" values that we haven't already figured out? Perhaps it's handled somewhere else entirely?

 :hmm: Does the ending event actually add FuSoYa and Golbez to your party? If so what happens to the rest of the party? Like, how does it make room for them? If not, how are we having a battle with characters that aren't in our party?

575
I don't think there's anything special about Tellah's actor. I tried adding "Tellah 1" to the initial battle instead of Kain and he behaved exactly the same way (he hid along with Cecil).

576
Auto battle editor is mostly done, the only thing I'm having trouble with is figuring out how the multi-character scripts work. Looking at the data in the rom it appeared to be, for example, FuSoYa's script followed by FF followed by Golbez' script (followed by another FF). I figured this would extend to regular scripts as well so I tried adding Kain to the party in the opening events before the airship battles to see if he would use Lit-Bolt (I changed the Fire-Bomb to Hide) but instead, they both executed the first script (so both Cecil and Kain hid).

Anyone have any idea how this works?

Another thing too, is it known how the game determines that only one party member is active for a particular battle? For example, in the Tellah vs Bard fight, only Tellah is active and everyone else, while still in your party, are somehow not present in the battle.

577
Final Fantasy IV Research & Development / Re: Can -Sort- be moved?
« on: August 28, 2013, 06:41:45 AM »
Yup, I did, thanks!

Just didn't want to spend a post that essentially just says "ok got it"

578
Ok, well, in an ideal world, all the spells would be the same number of letters and would all work and display correctly in all the game menus.

Since we do not live in an ideal world, we have no choice but to work with what we have. It seemed to me like going through the game code and finding all the places where it expects six-letter names and changing them to eight letters and having it display and select correctly would be a pain, which is why I made the cropping suggestion. However, if it turns out that it's actually easier to do the expanding than the cropping then that solution would also be fine.

My concerns with expanding the rom are twofold:

My major concern would be if it messes up the locations of other things. So for example, would spells still start where they do normally? What about everything else? Would any of the data or code that's being accessed by the editor currently or could potentially be accessed as a solution to the other wishlist topics be moved? If so there would have to be a lot of accomodations being made by the editor for this one patch which may not be worth it.

My more minor concern is that I would have to figure out a new way to detect whether the rom has a header, as right now it's just reading the file size.

579
Final Fantasy IV Research & Development / Re: Actor names in battle
« on: August 27, 2013, 11:10:41 AM »
Are you talking about the fact that the paladin will always have the same name as the dark knight in battle, or is there more to it than that?

I think the problem you're describing is related to this, but I think it's a little more fundamental.

The best way to illustrate what I'm talking about is to change someone's actor name to a different name index (so in FF4kster, Edit Actors -> Change Name -> select a different name from the list, doesn't matter if you change the actual string of letters or not). Then save and open the saved rom in an emulator. Go to your status screen with that actor in your party. It will match what you selected. Start a battle however, and their name will appear in battle to be whatever it was before.

580
Final Fantasy IV Research & Development / Actor names in battle
« on: August 27, 2013, 09:48:08 AM »
It appears that actor names are stored differently in battle than they are outside of battle. Is it known where this data is? I'd like FF4kster to automatically change both names when you change an actor name.

581
Ok, so I think I now know what's going on with certain lunar AIs messing up.

There are 256 "regular" scripts ("Script Index") and 90 "lunar" ones. However, the conditionset-script pairs ("AI index") are shared among regular monsters and lunar monsters. What I mean is, suppose something has AI index 50. I'm too lazy to look it up right this minute but for the sake of argument let's just suppose AI index 50 says something like "Set 25: Script 32; Set 15: Script 100". Now, if you try to preview this for a normal monster, no problem. Script 32 has meaning and so does Script 100. Now suppose we try to preview AI Index 50 for a lunar monster. Now you have it trying to access Lunar Script 100 (out of 90). KABOOM!

Not sure what a good fix for this would be but I'll think about it and if you have any clever ideas by all means post them.

 :edit: Nevermind, I figured out a way to do it. Now if you select such an index the editor will simply display the message "-- DOES NOT EXIST --" and won't allow you to edit that script. I also fixed the x10 arrows issue. Still on the table though are the "crashing while editing of certain script details in lunar scripts" (I'm pretty sure I know what's causing that) and the Pg Up/Down issue.

 :edit: The bug causing the editor to mess up when editing lunar scripts has now been smashed.  :banonsmash:

 :edit: And Page Up/Down bug fixed. I think that's everything so far? If there are no other major bugs reported by tomorrow I'm uploading this version to RHDN.

582
I vote for FF style.

Also it looks awesome. Do you have any Job-related ideas? Will it use the same identical job system from FF5? Or will there be something new/changed or maybe new/different jobs?

583
Game Modification Station / Re: vivify93's FFIV hacking questions
« on: August 26, 2013, 06:02:08 AM »
Chances are if it hates you then it probably hates the rest of us too, which is why I'm interested in discovering the root of this problem.

Suppose you get the event to send you somewhere completely unrelated. Try getting it to teleport the player to a map that you know works otherwise just to see if it messes up that. If so it could be that the problem has nothing to do with the map itself and it something related to that ending sequence itself.

584
Game Modification Station / Re: vivify93's FFIV hacking questions
« on: August 25, 2013, 09:22:38 AM »
Oh yeah I should probably fix that so that it displays 256 + # on maps that are underground/moon. Anyway if you subtract 256 from the number you should get the correct map index. My apologies.

585
I seem to recall that Phoenix released a patch that allowed enough shadow slots to save the data for all the characters in the game. However, I think it was only for version 1.0, and I also seem to recall it didn't quite work correctly.

It would be a dream for me (and probably others) to be able to make a version of this game that operates more like FF4A near the end and be able to configure your party, or at the very least, even in a more linear plot hack, not have to worry so much about the logistics of different characters sharing a shadow slot.

If we can figure out how exactly he went about it and maybe get it working (preferably for v1.1)  I might be able to put something into FF4kster to detect whether the patch has been applied and if so have the editor accomodate the new slots.