øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=278;area=showposts;start=90e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index74a6.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=278e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index74a6.html.zx¼åg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈà(ñOKtext/htmlISO-8859-1gzip@øÕ(ñÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:25:07 GMT0ó°° ®0®P®€§²ð®»åg^ÿÿÿÿÿÿÿÿ€!(ñ Show Posts - chillyfeez

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Messages - chillyfeez

91
Try thus for me, if you would:
1) make a copy of your (working) ROM
2) open one copy in FF4kster
3) don't make any changes, but "save," and exit
4) try opening the same ROM in FF4kster again
5) does it hang on NPC data?
6) if it does, make an IPS using the corrupted ROM as the "unchanged" file and the uncorrupted one as the "changed" file.
7) you can apply this patch to your ROM after every time you make edits in FF4kster to un-corrupt whatever is going wrong.

92
Final Fantasy IV Research & Development / Re: Changing details of Dark Wave
« on: September 11, 2016, 10:25:25 PM »
OK, great. I'll make the patch for you tomorrow. I'm at work this evening until 4:30 AM (ET), so it'll probably be sometime in the afternoon.

93
Final Fantasy IV Research & Development / Re: Changing details of Dark Wave
« on: September 11, 2016, 05:27:35 PM »
If you really wanted a monster to use Coin Toss, couldn't you just make an attack and call it "Coin Toss"?  I'm far from an expert, but it seems to me more practical and takes less code.

 :edit: It just occurred to me that it might be interesting to have that monster give 0 gil/GP if it used this (hypothetical) skill.  Maybe even base the damage on how much gil/GP the monster gives.
That wouldn't necessarily be easier or use less code, especially if the attack's strength was based on the attacker's dropped gil and/or made the enemy not drop gil.
Enemy attacks are just spells, so making one that was a coin toss would require cannibalizing one of the spell routines, unless you just used a straight damage routine, but even still, have fun getting the spell animation to look like something like coins being tossed...
I mean, my thinking is that monsters shouldn't have to use this skill. I can't think of a single monster in any FF game that uses a coin toss attack.

94
Final Fantasy IV Research & Development / Re: Changing details of Dark Wave
« on: September 11, 2016, 01:05:33 AM »
So.... This was a much bigger project than I anticipated. Because the damage calculation was originally part of Kick, I couldn't just make some quick edits. I had to write the whole darn thing from the ground up.

Anyway, I've got it working, but there's one (hopefully insignificant) problem. I never realized this before, but apparently the process by which the bouncy numbers are set to appear on the party is entirely different than setting the bouncy numbers to appear on the enemies. It's quick and painless for monsters, but it's like fifty bytes and always slightly different depending on the command for the party.

So as it stands now, the command works great, as long as the player uses it. If a monster uses it, the damage doesn't appear on the screen. The target's HP is reduced, but no bouncy numbers (it may be worth mentioning here that I was able to make it so the party's gold total isn't affected when a monster uses the command).

So the question is, should I spend the time and ROM space on making it work properly for monsters? Or will this command never be used by monsters anyway so I shouldn't worry about it?

95
Final Fantasy IV Research & Development / Re: Any info on Vehicle hacking?
« on: September 10, 2016, 01:05:25 AM »
I know I found the place where the game turns off encounters for the hovercraft (and airships, and everything else) once, I'm sure I could find it again and manipulate it.
The rest of the canoe stuff would be tricky, though. Would you use it like an item, or would it appear automatically only when you needed it, like Link's raft in LoZ? Either way, you'd be talking about some custom routines. There's nothing like that in FFIV as yet.

96
Final Fantasy IV Research & Development / Re: Changing details of Dark Wave
« on: September 09, 2016, 11:39:59 AM »
OK. Think I have everything I need to know.
Just to confirm, because I hadn't thought of it until Squall brought it up, you'll never be able to deal 9999 with this formula. You're at peace with that?

97
Final Fantasy IV Research & Development / Re: Any info on Vehicle hacking?
« on: September 08, 2016, 06:45:00 PM »
I spent a lot of time with this topic here:
http://slickproductions.org/forum/index.php?topic=1867.0
Your best bet is actually to replace the hovercraft, as it doesn't cause the screen to zoom out. Or the Black Chocobo. I had a lot of trouble with the zooming out stuff.

98
Final Fantasy IV Research & Development / Re: Changing details of Dark Wave
« on: September 08, 2016, 06:38:54 PM »
Um, isn't that option C?

99
Final Fantasy IV Research & Development / Re: Changing details of Dark Wave
« on: September 08, 2016, 03:00:14 PM »
No, I haven't made any gil toss command yet. Anything I said here or anywhere else about it was just theoretical musing. But it's definitely something I can do.
So, what you're looking for...
If I understand correctly, the damage formula would look like:

D = 30 x L x T

where
D is the damage output (as well as amount of gil spent)
L is the caster (attacker)'s level
T is the number of living targets in the target party
and D is divided evenly among all living targets, such that a level 30 character deals 900 damage to all targets, regardless of how many targets are on the field, but spends 900 gil for one target, 1800 gil for two targets, 2700 gil for three targets, etc.

Did I get that right?

Also, I'm assuming we want different results if the player doesn't have enough gil. I'm not sure which of the following would be easiest to do, but tell me your preference:
A) When the player has some - but not enough - gil, the command deals the "right" amount of damage, but entirely wipes out the last of the player's gil (e.g., a level 30 player with 1800 gil attacking three targets deals 900 damage to all three targets and ends up with zero gil)
B) When the player has some - but not enough - gil, the command fails outright and the player retains that small amount of gil
C) When the player has some - but not enough - gil, the command deals a prorated amount of damage and entirely wipes out the last of the player's gil (e.g., a level 30 player with 1800 gil attacking three targets deals 600 damage to all three targets - instead of 900 - and ends up with zero gil)
note: regardless of which method above is used, I assume the command should fail outright if the player has zero gil to begin with

I'll have to write in a custom damage calculation in order to make this all possible, so I'll need to know the following as well:
1) Does your ROM have a header?
2) Has any custom assembly been written into your ROM (this does not include any edits made with FF4kster or most other editors, but does most likely include augmentation patches, such as my User Options or Break Damage Limit patches)
3) If you open your ROM in a hex editor and jump to offset 1F410 (with a header, or 1F210 without), are there seven lines of FFs there?

100
Final Fantasy IV Research & Development / Re: Changing details of Dark Wave
« on: September 07, 2016, 11:23:05 PM »
BZ's mostly right about what would need to be changed, except he left out the part where the amount of HP (GP) to subtract is determined.
The problem you'd face in making it all work is that GP is a three-byte value, versus HP which is only two bytes. SNES can only calculate two-byte values. So the way the amount is calculated - as well as possibly the way it's subtracted - would have to be adjusted. I guess. I mean, you could just ignore the lowest byte of GP, I suppose. You'd also want to up the damage done by the attack, right? When I was theorizing about this, I was thinking that it'd be like the gil toss in FFV, which deals a very large amount of damage.
I mean, I can help with this, probably, but I'd need specifics about what you'd want the command to do.

101
Final Fantasy IV Research & Development / Re: FF4A (E) Hacking Notes and Mod
« on: September 07, 2016, 12:40:39 AM »
I'd love to have someone "copy edit" TfW if you're legitimately offering.
You do realize what you'd be getting yourself into, right?
  :wink:

102
Hmm... Trying to figure out if I like that tombstone better than the one I have in TfW...

103
I've already talked to you about this on RHDN, but how's it coming along?

You had a pretty long list of stuff you were going to try to tackle this morning.

104
The monster that represents you is directly related to how many posts you've made on the forum.

105
Underworld and moon. It makes it so you can't walk from the north side of a plateau onto the non-plateau tile above it, essentially. Also, the transitional tiles on the moon (I don't wanna call them steps, because there's no steps, but... Those tiles) have both bits set, so you can walk from level 1 to level 2.
The same system exists in location tilesets. Think of the multilevel terrain that is abundant in Agart, as well as the land/water in the watery pass.