Aslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;u=6;area=showposts;start=450e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index7d63.htmlslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;area=showposts;u=6e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index7d63.html.zx֝h^KOKtext/htmlISO-8859-1gzip8:Wed, 11 Mar 2020 08:30:38 GMT0 0P՝h^6 Show Posts - Deathlike2

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Messages - Deathlike2

451
Final Fantasy V Research & Development / Re: Final Fantasy Five Ancient Cave
« on: September 04, 2012, 12:40:11 PM »
Someone clearly had plenty of time on their hands...

Lufia 2's Ancient Cave was fun... so it might require some thought to balance.

The key to the Ancient Cave's awesomeness was that there was no time limit and progressively harder enemies (they put in monsters that weren't in any other dungeon in the final areas) with awesome treasures.

Though random battles weren't really part of the Lufia 2 formula (outside of being on the overworld)...

452
They are exclusively used in the area of the Lunar Subterrane with the pair of Ribbons.

453
Gaming Discussion / Re: bookshelf style emulator interface
« on: April 25, 2012, 09:19:32 AM »
A frontend would be better served for such an interface...

454
Does anyone know offhand that his e-mail works?

I'll probably get around to trying out the e-mail in his FAQ, but the most important reason I'd like to contact him about is to dispute the fact that Jump does not consider critical hits. Believe it or not, critical hits work when using the Jump command (both in FF5 and FF5A).

455
If that is the case, my guess is that it would have been available during the Giant event where Cid would have come back. You don't build a character that was meant to smash machines and never use him in that capacity....

456
General Discussion / Re: Gamefaqs + eternal stupidity
« on: April 04, 2012, 07:59:48 PM »
Why is there some overanalysis on this game.. and then claiming that this opinion is the only truth? Sometimes I wonder why...

457
General Discussion / Re: Gamefaqs + eternal stupidity
« on: April 04, 2012, 09:30:58 AM »
no, "Invert damage if undead" is a property present in the attack data.

It does sound like oversight IMO for those attacks.

458
General Discussion / Re: Gamefaqs + eternal stupidity
« on: April 04, 2012, 06:24:01 AM »
It's actually implemented as a command !Flee

ah, ok.

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In FF5, the Thief Knife randomly executes the !Steal command like FF6 does, but in general, a small number of special attacks/effects are based off a command version.

One of the bows executes the same command as !X-Fight (4 "weaker" attacks, like the offering).

The Dancing Knife has the effect of the !Dance command (which is one of 4 possible attacks/results).

There's probably a few more, but that's how it appears to be implemented (which probably made it easier to program and/or test).

are those two weapons usable with Mug?  if so, does it mess with implementation of their custom commands?  same question for Anti-Magic Bow's Mute.

Pretty much any weapon can be used with Mug, but their special ability/effect is disabled. I would suggest you read up on the FF5 Algo doc (it is pretty concise). The command that causes a few "oddities" would be !X-Fight. A few weapons don't work quite the same.. sometimes for the better (Drain Sword - lowest acc becomes exceptional) and sometimes meh (some of the Harps and other "magic" based weaponry doesn't operate).

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I think Square intended something with the Thornlet (perma-Seizure), but I don't think it was thorough as FF5 when it came to "strong armor with conditions". I do believe Seizure was meant to be Regen for undead (doesn't Regen work negatively with Undead in the first place?) I don't think Bio was entirely meant to be tied to Undead (I could be wrong),

what do you mean by the Bio part?

I mean Poison elemental. Square is usually consistent on putting a theme with undead with few exceptions. FF4 generally has Undead that is weak vs Holy and Fire, but some monsters are not weak vs Holy (Lilith, Scarmaglione in Elemental battle version, although FF4A added the Enchida, which is woefully inconsistent)

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but the fix MasterZED had for Undead/poison doesn't apply to Bio Blaster (and maybe others IIRC).

correct.  does have "Invert damage if undead" property: Poison, Bio, Virite, Acid Rain, and Poison status itself.  doesn't have property: Bio Blaster, Bio Blast (MagiTek attack), and Poison Frog.  of the latter, only Bio Blaster sees more than fleeting use.

Custom code?

459
General Discussion / Re: Gamefaqs + eternal stupidity
« on: April 04, 2012, 12:50:32 AM »
Deathlike2: is Chicken Knife's fleeing normally implemented as a spellcast (e.g. if Escape is a spell)?  i'm curious what about FF5's Capture makes that disabled.

It's actually implemented as a command !Flee

In FF5, the Thief Knife randomly executes the !Steal command like FF6 does, but in general, a small number of special attacks/effects are based off a command version.

One of the bows executes the same command as !X-Fight (4 "weaker" attacks, like the offering).

The Dancing Knife has the effect of the !Dance command (which is one of 4 possible attacks/results).

There's probably a few more, but that's how it appears to be implemented (which probably made it easier to program and/or test).


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Lenophis: slightly off-topic, but i'm wondering why Square implemented elemental absorption the way they did:

Code: [Select]
C2/0BE2: B9 CC 3B     LDA $3BCC,Y (Absorbed elements)
C2/0BE5: 2C A1 11     BIT $11A1
C2/0BE8: F0 08        BEQ $0BF2   (branch if none are used in attack)
C2/0BEA: A5 F2        LDA $F2
C2/0BEC: 49 01        EOR #$01
C2/0BEE: 85 F2        STA $F2     (toggle healing flag)

it would've required less instructions to just set the healing flag outright.  so assuming Square meant to toggle and didn't have a brainfart when typing the code, that leaves me curious why they chose this way.

i don't think it was meant for Runic, because i agree with your bugfix and your "lightning rod" argument.

TBH, Runic probably shouldn't be affected be elemental resistances/immunity/absorption, but considering that Osmose is really powerful, I'm not really losing sleep to the mechanics of Runic.


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i don't think it was meant for reversing Undead-induced healing, since i said in the GameFAQs topic that doing a double negative for Poison (i.e. flipping the damage to healing for undead target, then flipping back to damage for Poison absorbing target) strikes me as something that wasn't by design.  Master ZED disagreed way back when (2004, iirc), and thinks Square did intend the double negative.

following my views to their conclusion, the bit toggling for elemental absorption (as opposed to just bit setting) is pointless, unless there's another application i overlooked.  yet i don't think it was done by accident, either.  so i have painted myself into a bit of a corner, yes. :/

I think Square intended something with the Thornlet (perma-Seizure), but I don't think it was thorough as FF5 when it came to "strong armor with conditions". I do believe Seizure was meant to be Regen for undead (doesn't Regen work negatively with Undead in the first place?) I don't think Bio was entirely meant to be tied to Undead (I could be wrong), but the fix MasterZED had for Undead/poison doesn't apply to Bio Blaster (and maybe others IIRC).

460
General Discussion / Re: Gamefaqs + eternal stupidity
« on: April 03, 2012, 11:22:29 PM »
The Capture glitch is most likely an oversight to a lot of special weapon algos followed by the use of the Merit Award... which is also why Gogo and Gau slowly got crippled...

Ideally, you want to disable some of the effects of the weapons for the sole purpose of allowing increased potential damage, despite the "oddity" effects. For instance, removing the instant death aspect of some weapons make them significantly more useful in the sense of an "alternate attack", which is actually nice in some ways. I would like to use those special weapon w/o true negative consequences (like the Chicken Knife in FF5).

However, I think there is a more realistic expectation that some weapons don't lose their properties in the first place (it should just be a combo of attack and steal). Although IIRC, you don't steal if you fail to hit your target in the first place (which borders on FF4A's Capture stupidity - only attacking on successful steals).

Even then.. I don't give a rat's ass to it. I'm starting to like the ValientKnife more than the Wing Edge though.

Speaking of Wing Edge - I kinda wished that those and the Boomerangs were enabled for Gogo. Although I'm biased towards the Gradeus for Gogo...

461
General Discussion / Re: Hooray global warming!
« on: April 03, 2012, 09:08:24 PM »
I will say this...

It might sound great to have warm winters or a warm spring, but people simply don't get that this also means a lot more torturous summers. These weather trends are simply not that favorable. If a brutal winter will give me an epic summer, then yay. Don't assume warm winters will simply not translate elsewhere in woefully unfavorable ways.

462
Game Modification Station / Re: FF1 into FF7 MOD
« on: April 01, 2012, 05:18:54 PM »
Overreact much to a pirate game?

I've already seen bits about the "FF4 NES" version and "CT NES" version. There's a limit to how much I don't care about these things. You can only do so much with the NES...

Now, of course, you could say "This from the guy who makes another FF6 hardtype...." but we can argue that one on another thread  :happy:

Considering that FF6 hacks these days need to evolve further from the "just hacking text/equipment/stats tweaks"... my standards for these hacks are significantly higher than the average person.

463
General Discussion / Re: Google Chrome
« on: March 28, 2012, 02:11:13 PM »
Chrome 18 is out... but at this point I don't even know what's really changed (outside of looking it up @ wikipedia).
Small update to Opera (11.62) was out yesterday.
Firefox 11 was out 2 weeks ago... with some more tweakage I guess.

Although, I guess it's always a good time to remind people that they should update their Flash plugin, especially when Chrome is essentially at the forefront at integrating it into the browser (technically, you should never have to update Flash for Chrome because Chrome will update its built in Flash plugin).

 :edit:
Flash 11.2 is the new official version BTW.

464
I'll definitely look into this when I get the chance.

465
Does anyone watch the AVGN? Where does my rage begin?  :finger:

So, I was working on releasing a hack/patch for those that wanted to integrate Steal and Throw into their code. Of course the problem with working with that code that there's a very limited space in the code to add it in, so I had to create two separate patches. Unfortunately, it would be difficult to demonstrate without those commands available immediately to you, but I don't have the time to make it easy on you. Axing a lot of the useless states (mostly for Rubicante's Fire for Life is a wasted proposition) was needed in my hack...

Anyways, I had to create a headerless patch, since FF4ET by "distribution" seems to come w/o a header. That's an easy fix, so I opened up FF4ET, and apparently I was wrong on that. There were some changes in the section of code I worked with and it makes a lot of sense... FF4ET did change a few things, particularly for the Moon.

I was trying to compare the two and found something different... apparently enemy condition code 16 was changed in FF4ET. I did not even know when it was used, but apparently it was limited to one monster in FF4 (and not FF4ET), the Lunar Dragon. Also, the definition of this code was "if condition flag is 00 and physically attacked by a character". It's generally redundant since condition flag 0 usually implies that the battle is starting, which is its initial state. You can easily work around that... but anyways, the real reason for this thread is because of the Lunar Dragon.

This leads me to enemy attack group set B3, the counter listings for the Lunar Dragon. So, here's a breakdown of this monster battle script (remember, this monster is deployed in a pair):
If condition flag = 1, cast Bio on other random monster in battle.
Otherwise, attack once, cast Flame (target's maxHP fire elemental attack), attack 3 times, Cast Breath on all targets, then repeat.

Counters:
If attacked by Summon magic, heal self.
If condition flag is 0 and physically attacked, Cast Wall/Reflect on all monsters, set condition flag = 1.
If alone, cast Flame.

Pretty simple right? Do you see the flaw in this code?

When the monster is out of Reflect status, they will keep casting Bio on each other. This doesn't hurt in FF4 since their Magic Defense is maxed out. It hurts a lot in FF2 (both versions) since that is reduced. What you end up seeing is that the monsters eventually kill themselves for the most part. The worst part of this is that it "appears" that the sole surviving Lunar Dragon decides to do nothing, but the reality is that there's no other living monster to target! It ends up doing nothing unless you attack it. This includes the act of Stealing (which is kinda surprising, but it shouldn't be).

 :edit: Fixed script.

Well, FF4ET fixes this. I need to verify the code, but it looks a lot like this.
Basic battle behavior:
If alone, Cast Quake (monster ver) twice, Cast Breath, Repeat.
If self has Reflect status, Cast Bio on other random monster
Otherwise, Set condition flag = 1, Cast Flame 4 times, then Cast Breath, Repeat.

Counter:
If attacked by Summon magic, heal self.
If attacked physically and condition flag = 1, Cast Wall/Refect and set condition flag = 0 (this might not be in the counter section)
If attacked magically, Attack.

I need to confirm the condition bits unfortunately, but that's the closest as I was able to get.

 :edit:
So, in FF4ET, it fixes the problems the original had. The monster will run something useful while alone, and it relies on the Reflect status to carry out its Bio attacks. Ingenius right? Unfortunately FF4A didn't copy this.

To be edited in the near future: How FF4A fucks this up and updating the FF4ET info.

 :edit:

This is how FF4A fucks this up...

FF4A Lunar Dragon's battle script:
If alone, cast Flame.
If condition flag = 1, cast Bio on other random monster in battle.
Otherwise, attack once, cast Flame (target's maxHP fire elemental attack), attack 3 times, Cast Breath on all targets, then repeat.

Counters:
If attacked by Summon magic, heal self.
If condition flag is 0 and physically attacked, Cast Wall/Reflect on all monsters, set condition flag = 1.

So now, it looks like we may have fixed said bug. Move it from the counter to being part of the main battle script should fix that right???
I don't think this is the exact code changes, but on paper it should operate close to the original w/o the bugs.

 :finger: Hell no, it's not fixed.

What happens:
The condition that Bio is to be used against the other keeps running. The condition flag is never really unset. The morons who did the port didn't quite figure this out like Square did with FF4ET (use the Reflect status conditional). However... it's worse than that.
Each monster seems to hold the condition variable separately. Why that seems to operate like that is anyone's guess... While one monster is doing Reflect and multi-Bio, the other one is operating on the base script. OK, I guess that's a nuance, but technically that's not what the original did at all. This is not the worst of it.
If you attack the same monster a second time, it manages to lose the ability to heal itself when it encounters Summon magic. I don't know how they are coding this, but my guess is that the condition flag is actually being incremented instead of being set to the value 1 (incrementing the condition flag was possible, the most notable example is the Octomammoth monster). There may have been two conditions where Summon and the condition flag were checked (where it was 0 and 1)... just not anything above 1.

Note: My last point could be wrong, but someone would need to decipher the FF4A battle code first to make better understanding of this fail.

It is truly amazing how the same game truly poops on itself with its own code. I can only aspire to whine at such mediocre port coding and poking fun at the really bad translation of the old battle code to the new one... Who the hell does proper Q&A on this stuff? I guess I'll never know.