øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=14;area=showposts;start=765e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index76fe.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=14e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index76fe.html.zxÙ¼g^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.ñOKtext/htmlISO-8859-1gzip@øÕñÿÿÿÿÿÿÿÿTue, 10 Mar 2020 16:30:40 GMT0ó°° ®0®P®€§²ð®ؼg^ÿÿÿÿÿÿÿÿ–&ñ Show Posts - Pinkpuff

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Messages - Pinkpuff

766
True enough. Then, post it I shall! I think I should probably start a new topic for it though since it is kind of a side issue that's technically independent of the editor.

767
Sounds pretty extensive. Yeah that seems to be a section that would take a pretty long time to get up and running to exactions.

It shouldn't be too bad once I actually, you know, get my butt in gear and start working on it. I got a big chunk of work out of the way on the other project yesterday though so now I should be able to focus on this. I'm still trying to work out in my head how the interface is going to look for this component. I have some ideas but I'll have to try a couple and see how they play out to see what I want to go with.

Especially since Level Up data for the first 70 Levels (though I guess there's really only 70 Level stat ups for Rydia, since she's the only character to start at Level 1) is all unique rather than set-level up patterns.

That's true (except Paladin Cecil also starts at L1), but if I'm not mistaken I think I'll be able to make it variable such that you can have anyone start at any level and have the appropriate levelups map correctly, provided there's enough space in that part of the rom to hold the sum total of all the levelup data (so you probably wouldn't be able to have everyone start at L1, but definitely you could have different characters start at levels different from what they would normally start at).

Also tried the new version. The Tools menu seems to work now. Now if Only I could find how they find how events are linked to specific items...

That would be a godsend! And would probably shed light on how the out-of-combat spells are mapped to their instructions as well.

I've actually been compiling a sort of "wishlist" as I've been making this program, of things that I would love to be able to include but I just can't find any information on (and don't have the skill to figure out myself). So far it's just been in the form of a text file, but maybe I should post it here on the forum?

768
I fixed the tools thing. At least, it's working on my end; please let me know if it's still persisting for you guys.

Glad to hear back from you. This may be asking a bit much in advance, but I was curious to know what will eventually be put into the dummied Character tab?

Not at all! Ask anything you like  :wink:
I have barely even started on characters, but the information I know off hand that is definitely associated with them is level-up data (stat-ups, TNL, etc), and I'm pretty sure the magic set links are associated with characters becuase I seem to remember thinking they would be associated with actors but having to redesign them out of the actor editor... Beyond that I'm not sure, I need to go back to digging into the docs.

769
Hi folks, sorry it's been so long since an update but the past couple of months I've been mostly working on another project (FF-related but not coding related). Your feedback might just inspire me to get back to the grindstone on this though  :wink:

I make no apologies for the keyboard interface; I'm a huge fan of keyboard input in general (plus it's easier to code), and if this were to eventually get mouse support it would probably be one of the last things.
  • Unheadered ROM support is a planned feature but it may be a while before that happens.
  • I think you might be right about the index thing; I'll probably put that in soon-ish, but for now if you want it badly enough you can put indexes there yourself by changing the config files.
  • Hex/Decimal display option: That I think is a really good idea. Once again, I'll get on that soon-ish (sorry I can't be more specific with times but I'm not on a deadline so my progress is strictly dependent on my drive at the time, which can vary a lot).
  • I might be able to add the number-typing feature to some of the numeric inputs but not all. For example, equipment prices are a list of prices, not something you can just type in arbitrary numbers for (e.g. you can't have an item costing, say, 50001 Gil).

I'll see if I can have a look at that tools-naming issue and track it down. That should be a fairly straightforward fix.

As always, thanks so much for the input and feedback! Glad someone is getting some use out of the tool even if it is in such a buggy pre-alpha state!

770
Sure, it would mean that instead of a menu that looks like

"Trigger 1"
"Trigger 2"
"Trigger 3"
etc...

It would have meaningful names like

"Trigger for Cid talking to you in Baron"
"Trigger for Mist burning"
"Trigger for taking Rydia to Inn in Kaipo"
...

or something along those lines, which could be altered in a config file.

771
Starting items? I had thought because the game starts you with absolutely nothing that there wouldn't be a way to start with items in the inventory? I guess I was wrong? Also for the starting party, since it purely consists of Dark Knight Cecil, you can easily switch that out for anyone you desire with event commands. But I would imagine there's a more intune way to do that, judging by mention of a starting party.

That's exactly what I mean by starting party; use event commands in the "opening event" to add/remove actors. Likewise, what I mean by starting inventory is the same thing; using event commands in the opening to add items to the party's inventory.

Also you work fast! You fixed that glitch in only roughly 20 minutes.

It was a simple one-line fix and I already had a rough idea of what would be causing something like that. Normally I don't work that fast (i.e. don't expect the character editor to be done next week or anything)

Another thing though. I noticed you included the ability to create more spell sets, but have no way of assigning them. Is that going to be coming in a later update?

Yup, as part of doing the character editor I will add a component to the appropirate editor(s) for assigning spell sets to battle menus and out-of-battle magic menus.

772
Thanks so much for making that VFX list. I'll make a VFX config file in a future version. Also for the help with bank 2. That table you posted looks familiar, I think I have a file like that in my archive of downloaded FF4 info. It will probably make more sense once I get around to tackling the editing of maps, NPCs, and event triggers.

Thanks for posting the patch. I haven't tried it yet but while skipping the opening is awesome I also need some of the other features that the event editor provides such as configuring my starting party, location, inventory, etc.

That's an interesting bug find. Very mysterious but I do have a suspicion as to what might be causing it. I'll check it out soon and post the fixed version as soon as I can.
 :edit:Bug found, fixed, and fixed version uploaded.

773
Thanks!

Sorry this one took so long, but I really wanted to get the event editor done before I work on something like the character editor, which in order to test a lot of things like starting stats and xp progressions and stuff I'd have to keep starting new games, which without a way to easily skip past the opening and edit your starting party, would be a very time-consuming and annoying task.

Don't worry about not being able to help with bank 2, I knew before posting it that it would be a shot in the dark; it's a very confusing thing. But I should still be able to make a dialogue editor that will be able to edit the actual text of the messages... the only problem really is figuring out how to reference a particular message from bank 2 so you know what numbers to put in for the events.

774
The event editor now appears to be working, though I have only done very rudimentary testing on it so far. It allows you to edit the code for events, but does not currently allow you to edit how or when the events are triggered (though that will be coming eventually). Also, be careful with adding too many lines of code as there are currently no safeguards preventing you from overflowing the events section into whatever comes after it when you save... once again, something I will definitely get to at some point.

The controls for the code editor:

ENTER: Edit the current line (change the function call and/or parameters).
INSERT: Insert a new line of code before the current one.
DELETE: Remove the current line of code (shifting up whatever's after it).
BACKSPACE: Delete all the code for the entire event (don't worry it will prompt you to make sure you really want to do that).
ESC: Return to the event selection menu.

Please let me know if you find any bugs or strange behaviour.

775
For the purposes of the event editor I'm working on for my FF4 rom editor, I was trying to figure out how the dialogues are encoded. Banks 1 and 3 were easy enough to reverse engineer from the information given in Phoenix's FF4Tools. There is a chunk of data representing the list of messages, preceded by a list of pointers, each one pointing to one of those messages. However, bank 2 seems to work somewhat differently.

For one thing, the bank 2 pointer table given by default in FF4Tools does not seem to appear anywhere in the ROM, and I found what looks like a pointer table immediately before the bank 2 data, but it doesn't contain a pointer to each message, just certain ones.

Does anyone have any information on how this works?

Thanks.

776
Suggestion: Allow both headered and unheadered ROMs?

I would like to, but first I'm going to get it working for the headered 1.1, then see about adding compatibility for other versions.

So far I've been using it on V1.0...  That isn't an issue is it?  lol

Not sure, it could be. If you haven't had any issues with it then I guess it isn't. Have you tried the command editor?

777
Suggestion: Allow both headered and unheadered ROMs?

I would like to, but first I'm going to get it working for the headered 1.1, then see about adding compatibility for other versions.

778
Thanks for the feedback everyone!

Sorry I haven't updated in a while, I've been working on the event editor and I'll probably be quite a while at that. There are a lot of config files and such to do with those; but I figure it'll be a good one to have out of the way and will help for testing and such (it's a pain to go through that opening sequence all the time just to test simple things).

Thanks for bringing the bug to my attention, I'll investigate it soon. I have a save file that I've been loading to test things and haven't noticed anything like swords absorbing, but I did notice a quirk with the guard captain in Kaipo trying to run away but somehow not being able to. Related perhaps? In any case, this is very much a work in progress, and will probably result in strange things exploding from time to time, so always back up your rom.

The rom I'm using is v1.1 headered, so that's the one I'm mainly concerned about the behaviour in. If I can get everything working in that one I will consider expanding out to get it to be compatible with other versions.

 :edit: Found the problem, fixed it, uploaded fixed version. Even though there is a menu option called "Event Editor" it is currently disabled since it's nowhere near ready.

779
The command editor is now done.

You can rename any command, but there are only certain ones that can have their other features modified. This is limited mainly by what information I have been able to obtain about memory locations of the routines for those commands and the addresses for the spells they reference and other values. If anyone has any more information in this regard I would love to code it in.

780
General Discussion / Re: Hooray global warming!
« on: April 03, 2012, 05:02:20 AM »
We still have a bunch of snow here...  :lame: