øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=123;area=showposts;start=1440e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index766e.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=123e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index766e.html.zx>òg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈÀK¯IOKtext/htmlISO-8859-1gzip0|Ö¯IÿÿÿÿÿÿÿÿTue, 10 Mar 2020 20:18:29 GMT0ó°° ®0®P®€§²ð®=òg^ÿÿÿÿÿÿÿÿc/¯I Show Posts - Grimoire LD

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Messages - Grimoire LD

1441
I know, but since I was using Hex terms elsewhere I decided to apply Hex terms there. Only trying to stay consistent with the terminology I used before.

1442
Well I've made some headway on Hide, but I'm still missing a piece... In any case I managed to turn off Auto-Hide on Edward (Leaving him in a state of inaction, there's still something I'm missing here...), you can now change it to Auto-Command anything you like (As long as it involves allies or hits all enemies otherwise it will be used upon Edward) So in other words... Dark Wave, Hide (Really?!), Pray,  Kick, Endure, Bluff, Cry, Regen, and Parry. It has limited use, really. But, in my opinion, some of those options are better than Hide.

In RAM at...

03AB56 C9 05 (Compare A with 05) - Character ID of the character that will Hide of its own volition when in Critical)

03AD0B A9 09 (Command the Character who ordinarily Hides will perform on themselves)

1443
So I spent the better part of the day looking for how Protect/Shell work because let's face it. They're worthless the way they are. But I thought the idea behind them had potential so I went data-diving. Only to meet with some very odd and almost disheartening results. The game passes by each value in a "mirror data" and reallocates stats based on what is present within, I didn't realize this until late, but when I did everything started to click.

I had set every kind of breakpoint on Defense for using Protect but came up each time in a circle, when I found the mirror data in 7E2700 I found leads almost immediately and I am proud to say that I found out how Protect works.

I set out on this hoping to make use of Protect/Shell for my Solo Black Mage mod for Saber and Temper respectively, and I finally found the data necessary for it (At least for Protect which will become Saber)

(Second Mirror! 7E2700 - (For whatever reason the game has a mirror of your in-battle data that it draws from to put in the actual battle data table)

03D866 - AD 2A 27 - (Where it loads the stat to add to +5) e.g changing this to 17 20 will load your Wisdom into your defense +5.

03D869 - 69 05 (Location of Protect Modifier change 05 to what you wish)

03D86F - 8D 2A 27 (Will decide where to put Defense +5) e.g. changing it to 8D 29 27 will change your evasion to Defense +5

NOTE: If you change the the first and second values listed to the same amount you will then be able to continue stacking. Should you change the first value, you will then replace whichever value is the second one with the first value +5.



In ROM this is at...

0x01DA66 - AD 2A 27 ( (Where it loads the stat to add to  then +5) e.g changing this to 17 20 will load your Wisdom into your defense +5.

0x01DA69 - 69 05 (Location of Protect Modifier change 05 to what you wish)

0x01DA6F - 8D 2A 27 (Will decide where to put Defense +5) e.g. changing it to 8D 29 27 will change your evasion to Defense +5



And finally here's the data chart so you can switch its function without fear of what you're switching it to...

00 -Character Identifier - 81
01 - Class - 09
02 - Level - 01
03 - ??? - 00
04 - ??? - 00
05 - ??? - 00
06 - ??? - 00
07 - HP (1) - 55
08 - HP (2) - 00
09 - Max HP (1) - 55
0A - Max HP (2) - 00
0B - MP (1) - 19
0C - MP (2) - 00
0D - Max MP (1) - 19
0E - Max MP (2) - 00
0F - Strength - 03
10 - Agility - 07
11 - Vitality - 02
12 - Wisdom - 08
13 - Will - 03
14 - Modified Strength - 03
15 - Modified Agility - 07
16 - Modified Vitality - 02
17 - Modified Wisdom - 08
18 - Modified Will - 03
19 - ???- 00
1A - ??? - 00
1B - X's to hit - 01
1C - Accuracy - 28
1D - Attack Power - 03
1E - ???- 00
1F - ??? - 00
20 - ??? - 00
21 - ??? - 00
22 - ??? - 00
23 - Magic Evasion - 06
24 - ??? - 00
25 - ??? - 00
26 - ??? - 00
27 - ??? - 00
28 - ??? - 00
29 - Physical Evasion - 1E
2A - Physical Defense - 03
2B - ??? - 00
2C - ??? - 00
2D - ??? - 04
2E - ??? - 15
2F - ??? - 0A



Though as for what I plan as Saber... I'm not yet sure... there's several possibilities here.

1. Use it to increase Raw attack power (as in the above example) by 5 each cast.

2. Use Wisdom in place of the weapon's attack power +5 (Cannot be stacked)

Any other ideas on what might be applicable there?

 :edit: Turns out Shell was right next to it.

0x01DA8A - AD 24 27 ( Where it loads the stat to add to  then +3) e.g changing this to 17 20 will load your Wisdom into your magic defense +3.

0x01DA8D - 69 03 (Location of Shell Modifier change 03 to what you wish)

0x01DA93 - 8D 24 27 (Will decide where to put Defense +5) e.g. changing it to 8D 29 27 will change your evasion to Magic Defense +3

Temper will likely just be X's to hit, +1 for an exorbitant amount of MP (and only for special branches of the Black Mage Class)

 :edit: 2 An Addendum to Bluff

While finding out how Protect/Shell worked , I finally realized what I was missing on getting Bluff to increase any statistic. The "(Where it loads the stat to add to  then +10)"

I went back to its location and lo and behold I missed the value sitting no more than half a word away from it!

to recap...


03EAC8 - A9 10   LDA #$10   A:0011   X:0022   Y:0000 - Load up a 10 (16) into Register A (Change that to what you will)

03EAD0 - BD 17 20 LDA $2017,x[$7E:2017]   A:0010   X:0000   Y:0000   P:envMxdic - Load this 10 (16) into Intelligence Stat.

And to finish it off...

03EADB - 9D 17 20 (Change this to choose where it will be adding the +10 from) Both the second and the third values listed here must be the same for it to properly stack.


In ROM this can all be found at...

0x01ECC8 - A9 10   LDA #$10   A:0011   X:0022   Y:0000 - Load up a 10 (16) into Register A (Change that to what you will)

0x1ECD0 - BD 17 20 LDA $2017,x[$7E:2017]   A:0010   X:0000   Y:0000   P:envMxdic - Load this 10 (16) into Intelligence Stat.

0x1ECDB - 9D 17 20 (Change this to choose where it will be adding the +10 from) Both the second and the third values listed here must be the same for it to properly stack.

With this knowledge of a "second mirror data" I may be able to find out more about commands.

1444
Final Fantasy IV Research & Development / Re: Spell ASM Finds
« on: January 26, 2013, 11:38:22 AM »
Hmm, similar to the Bluff bug, Protect/Shell also carry outside of battle until you encounter a new battle. You can see this by casting Shell, running from battle, and looking at your Magic Defense stat. It will be higher than it normally is, but it will revert to normal when you enter a new battle.

(Not sure if this has been recorded yet)

1445
Final Fantasy IV Research & Development / Re: FF4PSP - Journey Log
« on: January 24, 2013, 07:15:50 PM »
Well yes Debilitator is one of my favorite tools in FFVI for that very reason. Hehe. The issue with Piercing Sight is that... Harley's not a swell character to begin with, if Piercing Sight could hit bosses it would give her an additional purpose in boss fights and unlike FFVI (I think anyhow) you can only add one weakness to one enemy. (Why it can cause Dark weakness when there is no character with access to Dark attacks is beyond me though)

You mentioned that Risky Strike is a non-boss skill as well, if I recall? I think that's definitely a legitimate one.

1446
Final Fantasy IV Research & Development / Re: FF4PSP - Journey Log
« on: January 24, 2013, 05:44:21 PM »
I never expected Harley's int to actually have a purpose! And that information about the new Bluff being Completely different from the old Bluff is very neat. I didn't think they'd go that far in depth with it. I still don't understand why there's so much that you can't use on bosses though. It would have made a lot of skills (and characters) a lot neater in my opinion.

1447
Final Fantasy IV Research & Development / Re: Item descriptions
« on: January 24, 2013, 01:19:22 PM »
Wow this is great! I would love for there to be space to allocate for the entire gambit of items. however what you have here looks really good on its own.

Great work Dragonsbrethren!

1448
No problem, glad to hear everything worked out.

Item Descriptions are interesting, but we know that several of them already aren't used. And last I checked we're not sure how to implement them (Things like "Caller's Orb - Teaches Spell" or whatever is in the game's message banks, but isn't used in it's proper place (the Caller's Orbs have no description)

1449
I was wondering how the old RPGe translation managed to have a Lot more icons than were in the normal game. I guess it would make sense that it's using much of the Kanji space for that purpose. That would be a pretty neat addition, if it can be easily implemented.

1450
Do you have Wordpad by chance? Opening it in Wordpad should make it look fine.

1451
Hmm, I'm not sure about the ellipsis tile, but if you press insert after erasing the original item icon in Items you can scroll (by using up and down) through the item icons.

As for name variables, all of the text messages have a /name00 - name13. In addition, if you hit Insert you can reach these menus in an easier fashion, with music cues, pauses and item icons included.

Did you keep a copy of your ROM by chance? When working with a Hex Editor it is nearly prudent to create backups. If you did not, send it to me and I'll see if I can't find the problem.


1452
Final Fantasy IV Research & Development / Re: Hacking the Music
« on: January 17, 2013, 11:44:02 AM »
Very impressive! Glad to see you're still around Chillyfeez, music was unfortunately never my forte, but I'm sure others will be able to use these notes to great effect!

1453
Final Fantasy IV Research & Development / Re: FF4PSP - Journey Log
« on: January 15, 2013, 03:14:04 PM »
I personally loved the dolls and I had no idea the Phase equipment was specifically for them (I guess it makes sense since they're on robots) but its a real shame that they'd only be useful this late in the game. I really think that other enemies should have had the chance to drop Outfits and the like that the dolls could have equipped to stay in the game.

I was very disappointed to see that Golbez and Calcabrena didn't have a Band though, something like "Master Puppeteer" or something, ah well. Missed opportunities, it happens.

1454
Alright, time to get to Arrows. Since Arrows and Bows are pretty tied together, expect a bit of repeating data.


-01BFBD - A24D5F (Index Range of Bows and Arrows, checks this range to see if it is allowed to be equipped by Bows (And equipped in the recessive hand.))
-01C044 - A20043 (Weapon Must be above this value to be equipped with an Arrow (The game ordinarily uses this value so in theory you could equip Two-Handed weapons with Arrows, if there weren't other checks made to prevent this. Also Special Weapons cannot be equipped with Shields.)
-01C085 - A2545F (Index Range of Arrows, change to where ever you want to change it, allows you to equip Otherwise + a Bow)
-01C08C - A2545F (Index Range of Arrows change to where ever you want to change it, allows you to equip a Bow + Otherwise )



In ROM at...
- 0xC1BD - A2 4D 5F 01BFBD - A24D5F (Index Range of Bows and Arrows, checks this range to see if it is allowed to be equipped by Bows (And if it can be equipped in the recessive hand.))

-0xC244 - A2 00 43 (Weapon Must be above this value to be equipped with an Arrow (The game ordinarily uses this value so in theory you could equip Two-Handed weapons with Arrows, if there weren't other checks made to prevent this. Also Special Weapons cannot be equipped with Shields.)

-0xC285 - A2 54 5F (Index Range of Arrows, change to where ever you want to change it, allows you to equip Otherwise + a Bow)

-0xC28C - A2 54 5F (Index Range of Arrows change to where ever you want to change it, allows you to equip a Bow + Otherwise )




(Several Hours Later...)

Oh boy, as fast as this was to find outside of battle, inside of battle was a headache and a half. It was fairly basic, but not what I expected.

In RAM...

-03F325 - C9 54 (This is the starting range of arrows. Change to whatever the new starting range of your arrows may be.)

-03F35B - C9 54 (It originally prevents arrows from being equipped with arrows and bows being equipped with bow thus preventing (1 manner) of item duplication. This is the End range for what is set at 3F325. It is best to have the two match ranges, as things can get messy otherwise.)

Example: Say you want another arrow but don't want to eat into Shields, you would then change the Bow index, (in another post) and change these two values to the value of the Artemis bow (53) and the Artemis Bow would be treated as an Arrow inside of battle.

In ROM...

0x1F525 - C9 54 (This is the starting range of arrows. Change to whatever the new starting range of your arrows may be.)

0x1F55B - C9 54 (It originally prevents arrows from being equipped with arrows and bows being equipped with bow thus preventing (1 manner) of item duplication. This is the End range for what is set at 3F325. It is best to have the two match ranges, as things can get messy otherwise.)




That leaves only shields! Should hopefully get to that tonight, then I'll probably revisit either items or commands.


 :edit:-
RAM -

Here's the information on Shields. There's not really a lot here, since Shields are not all that complicated. Just two checks are done.

In RAM...

01BFC5 - A2 61 6C (Index Range of Shield + Weapon)
01C069 - A2 61 6C (Index Range of Sheilds)

In ROM...

0C1C5 - A2 61 6C (Index Range of allowed Shield + Weapon)

0C269 - A2 61 6C (Index Range of allowed Weapon + Shield)

1455
Well, this has been quite a wild ride, jumping from one section of RAM to another, following any little byte and being mislead time and again.

First off, the "bad" news. This...

Quote
03F315 - C9 44 (Change the 44 to where ever you want the Two-Handed weapons to start)

03F34B - C9 44 (Not sure what it's doing, but it's likely best to change this to whatever value you are changing the above to)

Are actually Left and Right hands. However that 03F315 above is not Two Handed Weapons per se, but is the start of "special" weapons all together. It took me forever in-battle to realize that this was just a starting index, and the first index just happens to be Two-Handed weapons. What does this mean? I'm not entirely sure, to be honest. But if this value is not lower than what you have Bows set to (not sure why you'd ever want that) then you will not be able to equip bows in non-bows/arrows in either hand. So really, it's not a big deal, just don't go too crazy with placements and always keep your indexes aligned, lest any problems appear.

So without further ado, the data!



This one's going to get a little messy (since there's a lot of moving pieces to this one)

in RAM...

- 01BFBD - A2 4D 5F (Index Range of Bows and Arrows, checks this range to see if it is allowed in the recessive hand, use this to add more weapons that can be used in the recessive hand.)

- 01C044 - A2 00 43 (Weapon Must be above this value to be equipped with an Arrow (The game ordinarily uses this value so in theory you could equip Two-Handed weapons with Arrows, if there weren't other checks made to prevent this.

- 01C07A - A2 4D 53 (Index Range of Bows - Unsure, but best to change it to whatever value you have the others 4D53's set to.)

- 01C096 - A2 4D 53 (When changed to a new index, will allow you to equip arrows to selected index Only if the arrows were not equipped in the first place and the other checks had not been modified.)

- 038F27 - C94D (When altered to a new Index, it will add the Attack power of both weapons (Arrow + otherwise) together.)

- 03F315 - C9 44 (Right Hand -(possibly dominant hand) Change the 44 to where ever you want the Special Property weapons to start)

- 03F34B - C9 44 (Left Hand - possibly recessive hand) Change the value to what you have above.)


- 038F27 - C9 4D (When altered to a new Index, it will add the Attack power of both weapons (Arrow + otherwise) together (or divide them depending on which hand it is held) to the left (possibly recessive) hand. Around this are are other various CMP's for Arrows, and Shields)

- 038F41 - C9 4D (As above, except for right (possibly dominant) hand.)



In ROM...

- 0xC1BD - A2 4D 5F (Index Range of Bows and Arrows, checks this range to see if it is allowed in the recessive hand, use this to add more weapons that can be used in the recessive hand.)

- 0xC244 - A2 00 43 (Weapon Must be above this value to be equipped with an Arrow (The game ordinarily uses this value so in theory you could equip Two-Handed weapons with Arrows, if there weren't other checks made to prevent this. Also Special Weapons cannot be equipped with Shields.)


- 0xC27A - A2 4D 53 (Index Range of Bows - Unsure, but best to change it to whatever value you have the others 4D53's set to.)

- 0xC296 - A2 4D 53 (When changed to a new index, will allow you to equip arrows to selected index Only if the arrows were not equipped in the first place and the other checks had not been modified.)

- 0x19127 - C9 4D (When altered to a new Index, it will add the Attack power of both weapons (Arrow + otherwise) together of the right hand.)

- 0x19141 - C9 44 (Right Hand -(possibly dominant hand) Change the 44 to where ever you want the Special Property weapons to start)

- 0x19127 - C9 4D (When altered to a new Index, it will add the Attack power of both weapons (Arrow + otherwise) together (or divide them depending on which hand it is held) to the left (possibly recessive) hand. Around this are are other various CMP's for Arrows, and Shields)

- 0x19141 - C9 4D (As above, except for right (possibly dominant) hand.)

- 0x1F515 - C9 44 (Right Hand -(possibly dominant hand) Change the 44 to where ever you want the Special Property weapons to start)

- 0x1F54B - C9 44 (Left Hand - possibly recessive hand) Change the value to what you have above.)







There's a Lot here, but that's now to be expected with Special Weapons functionality, thank goodness for editors to compound these all into a simple step. Oh yes, I forgot to actually write down the ROM Locations of the Key Items (and Whistle)

0xA597 - C9 1F - Legend Sword (Change to whatever value you'd like.)
0xA59F - C9 EC - All other Key Item Index (Pass and Whistle have two unique entries for some reason.)
0xA524 - C9 ED - Changing this value will change whatever value you set it to, to act like a Chocobo Whistle

And that's that! I may get a post or edit in on arrows tonight (depends how much energy I have left)


 :edit:

Switched my focus. As I had thought, it seemed that the Key Items portion was only half of the puzzle. The rest of it was in very different (and rather obscure) places.



In RAM...


- 01A25C - C9 19 (Legend Sword, Shows up dark "as unsellable" in Shops, change value to desired item.)

-01C2A7 - A2 00 ED (Shows up dark "as unsellable" in Shops, change value to desired items to make them white (Sellable) but don't forget to change the initial index range!)

-01C927 - C9 19 (Prevents you from selling the Legend Sword, change to desired value to prevent selling that item.)

-01C92F - C9 EE (Prevents you from selling any items above this range, can be altered as one wishes.)




In ROM...

-0xA45C - C9 19 (Legend Sword, Shows up dark "as unsellable" in Shops, change value to desired item.)

-0xC4A7- A2 00 ED (Shows up dark "as unsellable" in Shops, change value to desired items to make them white (Sellable) but don't forget to change the initial index range!)

-0xCB27 - C9 19 (Prevents you from selling the Legend Sword, change to desired value to prevent selling that item.)

-0xCB2F - C9 EE (Prevents you from selling any items above this range, can be altered as one wishes.)