øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=169;area=showposts;sa=topicse:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index7c94.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;sa=topics;u=169e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index7c94.html.zx}™h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ@>X‹OKtext/htmlISO-8859-1gzip8:ÖX‹ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 08:12:06 GMT0ó°° ®0®P®€§²ð®}™h^2X‹ Show Posts - angelo26

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Topics - angelo26

Pages: 1
1
Game Modification Station / Offsets for battle events
« on: March 27, 2011, 07:10:28 PM »
Hi everyone,

      Anyone knows the addresses / offsets of the following three events? :

1. Kefka's first battle with the party at the Imperial Camp (the one where you battle him with sabin and shadow, and he has all his animations)
2. Kefka's second battle with the party at the Imperial Camp
3. Kefka's battle with the party at the sealed gate

Also, in which bank are the battle events coded in the game? (like the battle event with terra, locke, edgar, sabin and vargas)?

Thanks!

2
Game Modification Station / Characters acting weird after event
« on: March 05, 2011, 08:21:05 PM »
I've been having a problem for some time now with an event, that after I mess around with it, some characters start moving around really funny...probably someone can help here. 

Here's what I want to do: Make leo playable through the whole thamasa scenario (from the moment the party disembarks from the empire boat all the way until kefka kills him). I've had no problems whatsoever, except now that I am inside the fire house, in the scene after the party beats the flame eater. After the flame eater fight, I wanted leo to engage in battle with the 5 flames that appear after the party is unconscious, by himself.

So I kicked terra, leo and strago from my party using the event coding:

Code: [Select]
3F 00 00 - Remove Terra
3F 01 00 - Remove Locke
45 - Refresh Objects
3F 07 00 - Remove Strago
45 - Refresh Objects
3C 0E FF FF FF - Character in party is only leo
45- Refresh

I didn't erase the objects for characters 00, 01 and 07 since I want them to appear there, at the floor while leo fights the flames. Everything goes smoothly; After the event is done and shadow rescues everyone from the flames, I use the following code to have them join the party again:

Code: [Select]
3F 00 01 - Add Terra
3F 01 01 - Add Locke
45 - Refresh Objects
3F 07 01 - Add Strago
45 - Refresh Objects
3C 0E 00 01 07 - Character in party is Leo, Terra, Locke and Strago
45- Refresh

At the next events, I noticed Locke, Terra and Strago not doing the supposed animations during events.

Pictures to show the awkwardness:


In the first two pictures, terra is supposed to be walking, but her walking animation is the "stand still" one. The problem goes away if I manually put terra on lead of the party in the menu and walk her around the village. The last two pics show locke having the same "stand still and not showing any other animation"issue after resting at the inn.

Any thoughts? Should I be calling a subroutine when the three characters come back to the party to return their "flexibility" during events??

3
Hey guys,

      I'm looking for a document that details which enemy formations can be called using the 4D event command. I'm not sure if such a document exists...if it doesn't, can someone help me figure out how to call any monsters?

Example, the flame eater from strago's house is 4F, and the event command 4D 4F 3F calls it. but the pack number for it in usME is 335, which is 14F  so I'm a bit confused. You simply drop the first number (one in this case) and then use the remaining two bytes (4F) to call any monster formation?

Any help on this is greatly appreciated.

4
Hi everyone, I was wondering if a character can learn spells through events , kind of like cyan mastering all his Bushido techniques using the 8F command. I looked through the event dump, but didn't come up with anything.

My initial idea is that probably there's a command for this, which was not used in the game. But I'm not sure.
Any ideas are greatly appreciated :D

 

5
Game Modification Station / Question about character names
« on: January 23, 2011, 10:23:19 PM »
I was looking through the C1 and C3 banks to see where does the game loads character names from address 47AC0, but I couldn't find any!

My thought is that if I would like to increase character names like up to 8 letters, I would need to let the code know the new address with the expanded names, but I cannot find any code that points to 47AC0. Can somebody explain please?

6
Game Modification Station / Issue with Class and Esper Display
« on: January 13, 2011, 06:04:15 PM »
I discovered this issue when adding Character Classes and after increasing esper names: In the position that I've placed the class and the esper name so it doesn't cover a character's whole face, If you move from a character to an empty slot, The names and classes are still displayed. Sometimes I have trouble explaining, so here are some pics:



I think the issue for this is that there is some code to completely erase the character name and info (HP,MP,LV) when browsing the airship menu, and somehow the code doesn't cover that upper portion where I've decided to place the character class and esper name.

I'm pretty sure that if I place both on top of a character's portrait the issue will dissappear, but I would like to try first and see if this can be solved. But I'm clueless as where to start looking for the offending code. Any ideas?

7
Game Modification Station / Increasing Esper Name length to 12 Letters
« on: December 08, 2010, 06:29:16 PM »
Hey Guys,

I've been trying to increase the esper names up to 12 letters, but I've run into a certain problem that I'm unsure of how to explain. I'll show a couple of pictures:

Ramuh (Name is displayed properly)


Ifrit (Name is not displayed properly)


Shiva Esper (Names are not displayed properly)


I believe I've found the code that messes up the esper names (when more than 9 letters or so)

Code: [Select]
C3/34F0: 0A ASL A
C3/34F1: 0A ASL A
C3/34F2: 0A ASL A
C3/34F3: AA TAX

C3/59BD: 0A ASL A
C3/59BE: 0A ASL A
C3/59BF: 0A ASL A
C3/59C0: AA TAX


To me it seems as if the game is introducing 4 to 5 extra spaces to each esper name, which messes up all names after ramuh.
In the Pics, terra has the Terrato Esper Equipped But I am unsure of what this code does at all apart from shifting bits to the left...Can anyone explain how this works so I can hopefully change it to display the esper names correctly? Thanks

8
Game Modification Station / Window editing
« on: November 18, 2010, 12:14:30 AM »
Hi guys,
I've been loking for the data in te C1 and C2 banks that will allow me to expand the battle menu window (the one where you choose from fight, XXXX, magic, item) because I want to expand some commands like X-Magic into Dualcast ans so on... All I've found is this:

Code: [Select]
Data: Absolute addressses of menu window graphics
C1/3FE0: 0000ED
C1/3FE3: 8003ED 
C1/3FE6: 0007ED 
C1/3FE9: 800AED 
C1/3FEC: 000EED 
C1/3FEF: 8011ED
C1/3FF2: 0015ED 
C1/3FF5: 8018ED 

Data
C1/3FF8: 571D00
C1/3FFB: 651D00
C1/3FFE: 731D00
C1/4001: 811D00
C1/4004: 8F1D00
C1/4007: 9D1D00
C1/400A: AB1D00
C1/400D: B91D00

C1/4010: AD342F    LDA $2F34      (Wallpaper selection) (from C1/4034, C1/403F)
C1/4013: 2907    AND #$07       (Zero out upper nibble)
C1/4015: 8D342F  STA $2F34      (Store as the wallpaper selection)
C1/4018: 0A      ASL A          (Double it)
C1/4019: 18      CLC
C1/401A: 6D342F  ADC $2F34      (Add in the original [now A holds Wallpaper # times 3])
C1/401D: AA      TAX
C1/401E: BFE23FC1 LDA $C13FE2,X  (load upper byte of address of menu window graphics)
C1/4022: 8512    STA $12
C1/4024: C220    REP #$20
C1/4026: BFE03FC1 LDA $C13FE0,X  (load lower two bytes of address of menu window graphics)
C1/402A: AA      TAX
C1/402B: 7B      TDC
C1/402C: E220    SEP #$20
C1/402E: A08003  LDY #$0380
C1/4031: 8410    STY $10
C1/4033: 60      RTS

Which looks like the background for the battle menus in general.
I also found this data for the actual menu:
 
Code: [Select]
Hotspot data for status menu
C3/370E: 80 00 00 01 04

C3/3713: 9059    (first command, normally "Fight")
C3/3715: 9065    (second command, normally skill goes here)
C3/3717: 9071    (third command, normally "Magic")
C3/3719: 907D    (fourth command, normally "Item")


and I've messed around with it before, but no result.
Any ideas on this? Thanks

9
Game Modification Station / El Nino to El Ni?o
« on: November 03, 2010, 04:01:58 PM »
I'd like to create the letter ? in the rom so I can fix one of Mog's Water Rondo Attacks, "El Nino".

I know that C3 is the byte for the ' sign,  if I choose a byte that is has no icon or information on it I can create the letter, but the question is How??

The same goes for the display of GP on the menu (that is, if I want to change it to Gil instead of GP), I know I have to find a byte that has no information to create the "il" part of GIL, but how can I do it??

Thanks!


10
Game Modification Station / Extending Item Names in Battle
« on: October 29, 2010, 06:35:37 PM »
Hi Guys,

      I was experimenting with increasing item names in battle up to 16 characters. Everything works nice except for the following: When you try to equip a weapon or shield, The name of the weapon/item a character holds in the right hand is not properly displayed. The item on the left hand gets out of the border line as well (Here's a picture to show you):

The same happens to the name of Edgar's tools (picture above, to the right)
I've been thinking that perhaps the problem is that somewhere in the game's code I need to increase the number of letters displayed to 16?

Any ideas on how to work this out? I've had the idea to rearrange the equip submenu called in battle so that it goes like this:

R-Hand    Cursor  Name of Weapon
L-Hand    Cursor  Name of Shield

And though it may work at first, it still won't solve the problem of the first three hiding characters from the weapon and the tools?

11
Game Modification Station / Help with Hand Pointer data in C2 Bank
« on: October 29, 2010, 03:31:10 PM »
Hey Guys;

      I've been working on extending Mog's Dance names (and magitek names as well) on battle, and I've come across the following issue: I cannot find the data to be able to change the hand pointer one or two bytes back. I've attached two pictures to show the problem:




I tried looking around the C2 Bank (the addresses I'm looking for should be in this bank) But I've had no luck. Any ideas of where it might be?

Thanks a lot!

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