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Messages - Deathlike2

2491
Final Fantasy IV Research & Development / Re: The Boss "Bit"
« on: May 13, 2008, 01:17:24 PM »
Ok, some more info found..

This bit doesn't seem to be used under one scenario.

The conditions:

1) The monster has the boss bit.

2) The monster spell is reflectable.

Those are the only instances where the boss bit is seemingly ignored, though, it could be some other check I'm not aware of.

Count/Doom, Magnet (Stop), and Disrupt/Dimension 9 (Death)  (and possibly more) seem to ignore this check... hmm, I wonder...

If someone could look into it, that would be appreciated. This could be specific to a number of things...

1) The spell code (probably) - it seems to be monster spell code specific...

2) The monster itself (somewhat likely) - it just has bits and a battle script.. which makes it doubtful.. although the Trap Door isn't resistant to Death status normally... and neither are those status be resisted naturally...

3) Reflect status (probably) - it does a lot of funky things

4) The monster is the caster (somewhat unlikely) - see Dark Elf fail to get hurt by his multitargeted Tornado when someone has Reflect... although it manipulates HP.. so that's possible

It's also curious to why Laser (Dr. Lugae's attack) fails to hurt himself.. but that could be due to it dealing damage...

2492
Final Fantasy IV Research & Development / Reflect+Item Versions
« on: May 13, 2008, 11:12:40 AM »
Other than the Barrier status that the Moon Curtain does, does the game adhere to the value given to the Curtain Items? I presume it sets or adds to a timer...

Reflect/Wall spell = 0? (I wonder if that is powered by the Will Power/Spirit of the character)
Light Curtain = 10
Moon/Lunar Curtain = 20

2493
I tried to recall stuff off the top of my head, but that fails when it is  :sleep: time.

2494
General Discussion & Support / Re: FF2USHT bug fixing?
« on: May 13, 2008, 12:13:43 AM »
i'm through both trips to the tower of bab-il, and i stopped to gain a few levels using the pot in the dwarven underground.  while i was there, i remembered the developers' room, and i noticed that i couldn't access it.  i was wondering 2 things:

a.  was the dev. room taken completely out of the game(ff2us), or was the entrance sealed off? in other words, did square makes the hidden entrance solid, versus walkthrough-able like it was in ff4, and room is still there, or did they completely take the whole thing out?

It was replaced by something else. I can't remember what.

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b.  what levels does rosa gain float and wall, respectively?

Beats me, it's 30+ anyways.

2495
 :bah: :lame:

Why do we need a 1/256 chance of failure? Who's dumb idea is this?

Anyways, when you have the time, please look into the Steal/Sneak info and my crazy magic-level theory.

What enemy uses Spell #115 (Disrupt in FF2US)? I honestly cannot recall what enemy uses this.

2496
That is stupidly insane. Do you know what/which message comes up on failure? My guess is the message when one of them is prevented from casting the spell.

 :cookie: :cookie: for you.

Now if you could solve the Steal rate mystery and behavior and my level check theory on certain spells (Odin, Weak, Sleep, and Holy).. then  :laugh:

2497
The Twin command is one of the more complex ones, so there's a lot I don't understand about it. I do know in general how it works, though. When Twin is chosen, it checks to make sure both twins can cast, then sets their status to "twin casting" and sets their next battle command to a command for casting a twin spell. When their next turn comes up, the spell is chosen and the spell subroutine is called.

I couldn't find any references to the wisdom values in the Twin subroutine. However, it references the RAM locations for the caster, which means that one of the twins is chosen as the caster. My pretty confident guess is that it's whichever ATB gauge fills up first, since that twin would be executing the next battle command for casting a twin spell. They would be the caster, and therefore their wisdom would be used.

Please look more in depth, it would be helpful anyways. Now only if I could find someone to look into FF4A's Twin version...

The worst part of what you said is it being ATB/Agility based, because if that is the case, Porom goes first more often than not unless you give Palom Haste.
This is sounding terrible by the minute.

I also wanted to know the spell randomness as well (the probability of spell selection, which is "supposedly" 75%/25% for Flare/Comet).

2498
I had looked into the subroutine before, but it was a little confusing, so I skipped it. You piqued my curiousity, though, so I checked the three spells you mentioned and took the time to figure them out.

You're right on the statuses for all three spells. The distribution is even, however. They all calculate a random number, and use that to determine the status infliction. That means that Gaze has a 1/3 chance of Charm/Sleep/Paralysis each, Bluster has a 1/2 chance of Paralysis/Death each, and Slap has a 1/3 chance of Silence/Paralysis/Curse each.

So it's actually a fair calculated 1/3? Hmm... While you're at it, find the Twin command spell+Wisdom selection won't ya?  :wink: :cookie: if you do that! :happy:

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In reference to your question about resistances, since the status to inflict is chosen randomly first, the only resistance applicable is resistance to the status chosen.

I did actually figure that out eventually (since I had to test it for the spell doc). The different generally revolves around how it is applied (well, Blaster) for FF4A.. I hate how FF4A does the visual even if it doesn't succeed on afflicting a status.

2499
Well, that's what I'm asking you to look into the routine.  :tongue:

I've yet to see Blind status inflicted in it (tested in FF4, not FF2 though, but I doubt the routine has changed).

2500
This needs a little bumping.. since I'm doing some analysis on enemy magic attacks.

Spell #97: Glance/Gaze
From testing, it seems to randomly afflict 3 statuses: Charm, Sleep, Paralysis
My current guess is that the distribution is 50% Charm, 25% Sleep, 25% Paralysis.
The monster that uses this is the Red Eye/Bloody Eye.

Spell #98: Blaster/Bluster
It is known that it afflicts Paralysis or Death randomly.
My current guess is that the distribution is 75% Death, 25% Paralysis.
Those Panther/Caitsith type monsters (BlackCat/Coeurl and Coeurl Regina) use this attack.

Spell #99: Slap
It is known that it afflicts Silence, Paralysis, or Curse randomly.
My current guess is that the distribution is 40% Silence, 40% Curse, 20% Paralysis.
The Lilith and one of the FF4 dev monsters use this attack.

Feel free to confirm any info I put out as I will edit this thread in time.

2501
General Discussion & Support / Re: FF2USHT bug fixing?
« on: May 11, 2008, 10:59:45 PM »
All I can say is that you should always verify the original ROM with NSRT. There are some romsites that do evil stuff to the ROM.

2502
4 is for damage, the other bit is for healing or damage.

2503
General Discussion & Support / Re: FF2USHT bug fixing?
« on: May 11, 2008, 08:45:54 PM »
You shouldn't be using a prepatched ROM. You need to be using the original ROM and the patch. You also would have to start fresh (New Game).

2504
Final Fantasy IV Research & Development / Writing A Magic Guide
« on: May 11, 2008, 01:40:44 PM »
I've been putting off writing a FAQ for this game, so I figure that I should do it in pieces to make life easier (so I'd actually write it).

Other than making sure I give credit to everyone involved, is there anything in particular that should be mentioned that hasn't been written about in this forum already?

Edit: Also, are there any questions (dumb or whatnot) that you think should be included in the FAQ?

 :edit:
Gamefaqs link: http://www.gamefaqs.com/console/snes/file/588330/53021

2505
General Discussion / Re: Bought a new computer
« on: May 09, 2008, 07:28:25 PM »
I'm always against pathetic mem options... but that's fixable.

Onboard video cards are a crime, for support reasons... not just performance.