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Messages - Deathlike2

1561
Final Fantasy IV Research & Development / Re: FF4 Algo - Input Requested
« on: December 12, 2008, 06:14:00 PM »
Ok, maybe I'm going about reading the whole damn guide the wrong way... I might as well ask relevent questions so I'll get better responses..

1) Are my basic explainations for how things work clear? Are the examples good enough to  grasp to figure out how things work?

2) If you're read the spell guide, I have a Notes section on stuff.. do you find that interesting/useful or is it just white noise/useless?

3) Are there things I can do to improve upon what's already posted? If so, please explain in detail. These can be additions, how it is currently structured, placement of certain details...

1562
Gaming Discussion / Re: Ogre Battle FAQ
« on: December 11, 2008, 07:19:12 PM »
It's been updated... no comments again?  :bah:

1563
Gaming Discussion / Re: FF4... Heh
« on: December 11, 2008, 07:18:20 PM »
:cookie: is not good enough apparently.

When the countdown timer ends for Zeromus, you have to execute one command before the monster dies. What you do then is use a Life spell or item, and that's what happens. The effect used is probably due to the use of the spell/item... which is the same for enemy death/revival in a way, so it reacts like that.

1564
Final Fantasy IV Research & Development / Re: FF4 Algo - Input Requested
« on: December 11, 2008, 07:15:03 PM »
Ok, it's been posted.. although with one mistake I know of.. but now I'll find in some of the equipment section, hints, and maybe a few bugs.

1565
Final Fantasy IV Research & Development / Moving After Event Bug
« on: December 09, 2008, 09:25:10 PM »
http://www.gamefaqs.com/boards/genmessage.php?board=522596&topic=47039800

I remember this bug, but I forgot all it until it was brought out again.

One of the few negative things about the movement-event code was that it doesn't check the boundaries immediately after an event occurs, such as the Dwarf Base doorman. As soon as he gets back, you can "force move" into him in a brief moment before the checks are reapplied.

This has only one negative consequence that I can recall. After Tower of Babil Super Cannon event, you are able to walk into the door for a moment.. and then get stuck in the area.

In FF4A, you can perform the same event, although you repeat the Yang kicking your ass back outside... and repeat the cycle. I guess that's better than being perma-stuck.

1566
Final Fantasy IV Research & Development / Re: Some Useful Info
« on: December 09, 2008, 09:13:29 AM »
FuSoYa gains 0MP until post level 70.

1567
Final Fantasy IV Research & Development / Re: FF4 Algo - Input Requested
« on: December 08, 2008, 04:05:30 PM »
Noone has any comments? Argh. With my Ogre Battle guide being updated, I will get started on filling in what I said I would add to it...

1568
Gaming Discussion / Re: Ogre Battle FAQ
« on: December 08, 2008, 04:04:28 PM »
I've posted a major update on this guide... it'll receive an update or two, but those are for minor things.

Here's a copy of a small revision...

Assuming someone wants to proofread or ask questions... you'll get credit. I had forgotten how big this guide was when I first posted it (which is in a zip file for this very reason).

1569
General Discussion / Re: Gamefaqs + eternal stupidity
« on: December 07, 2008, 11:11:41 AM »
Have you ever had those days where you try to explain stuff to other people and they don't grasp the basics? Arggghhhhhh  :bah:

1571
Gaming Discussion / Re: FF4... Heh
« on: December 01, 2008, 12:38:26 PM »
Are you somehow reviving Zeromus after having killed him? That's basing it off of the second picture.

Absolutely not.

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In the first, it's strange that four of your party members are in the "Swooned" position, but have lots of HP still.

~DS

That has to do with the ATB bugs and updating (either that or emulator timing, but I definately suspect the former because FF4 is buggy in its own way).

1572
Blind affects Aim in FF4a

That isn't really a bug.. it's designed behavior. If Bows+Arrows didn't have the back row bit, you would see this behavior in the original game as well. Anyways, you aren't supposed to hit 100% if you're Blind anyways.

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Count kills the game instead of the monster it's supposed to

Well, it's specific to what commands you use..

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Elemental change from lightning to holy doesn't work

Actually, that does work.. it's just that the lightning weakness is not removed. That's why it's documented that Lightning works well vs Barbariccia in FF4, but not in FF4A.

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Enemy Yang misses high defense characters?

Not really a bug, but an intended consequence of how Kick dealt damage. It doesn't really matter what side Yang's on, but Kick would do the same in FF4 (there's just no 254 defense enemy other than Zemus's Mind to expose this behavior... Flan monsters are immune to the attack to begin with by design).

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FF4a 1.0 unused weapon properties

I'd call it borkage...

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FF4a forces Quake to target enemies while confused

I think the correct term is "Forgets to Retarget".. not "Forces".

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Gird can be reflected in FF4a

I don't think that's a bug because it's using the spell data, which allows reflects spells to do that.

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Group counters don't always work

IIRC, it is specific to summons.

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Heal command uses your last potion and fails

Wow, I missed reading that.

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Recall isn't magical in the SNES versions?

I think it has more to do with counter scripts vs magic.

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Reflect doesn't trigger counters

Same as above.

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Oversights:

Twin oddities I wouldn't consider bugs, since they will never occur in an unmodified game

Well, I did finally figure out who's Wisdom stat gets used from out of it.

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And hey, if you want to cover the DS version this time:

Equipment stat modification order screws you out of bonuses

I'm still waiting for Gamefaqs to post my FAQ in the first place. I don't see a reason to list DS bugs unless my Algo FAQ even remotely covers how FF4DS handles things.

I think the major "Avenger Sword bugs" were MIA here...

1573
I'm not sure if you can make better progress there, but there are a few issues (I could be wrong).

There are some cheats for the game to manipulate the spell lists, which sounds nice, except that monster spells cannot be used.. (they must've been recoded with special checks or something).

If anything, you will probably have to do a lot of work to get a "special spell list" available and working.

Oh, and one other thing. I would suggest you work on the Euro version of the game instead of the US... if only to avoid all the evil bugs that exists.

Here's my link to the source: http://www.gamefaqs.com/portable/gbadvance/file/929937/41243

Quote from: Linked Cheats FAQ
-Rydia is the only one that can use summons.  Enemy abilities don't work at
 all unlike the SNES version.  White and Black magic can be swapped, meaning
 Black can be in a White magic menu and vice versa.  Same thing goes with
 Twin and Ninja Magic (Now the casting time for "Twin" magic doesn't have to be
 so attrocious, just hack it into their menu and the casting time will be a lot
 shorter).

1574
If you want, start compiling all the stuff (you can do that with links if that's easier) that's been mentioned/posted here so I can start on it at some point. Right now, I'm currently interested in rewriting my first guide (Ogre Battle FAQ) that sorely needs an update since I've learned a lot of new stuff since I last checked.

1575
If you remembered any of the prior discussion revolving around this, the battle menu is not exclusively connected to the out-of-battle spell menus.